Sample actor addresses (they work without activators alright, but might cause problems depending on the area):
xxxx = group
yyyy = actor
zzzz = variable
OoT PAL V1.0
Kokiri boy lifting rock
81242e26 xxxx
81242eb4 yyyy
81242ec2 zzzz
OoT PAL V1.1
Kokiri boy lifting rock
8124b456 xxxx
8124b4e4 yyyy
8124b4f2 zzzz
OoT US V1.0
Kokiri boy lifting rock
81244096 xxxx
81244124 yyyy
81244132 zzzz
OoT US V1.1
Kokiri boy lifting rock
81244236 xxxx
812442c4 yyyy
812442d2 zzzz
OoT US V1.2
Kokiri boy lifting rock
81244716 xxxx
812447a4 yyyy
812447b2 zzzz
MM PAL
Dog in South Clocktown
815456fe xxxx
815457d4 yyyy
815457e2 zzzz
MM US
Dog in South Clocktown
8154e6de xxxx
8154e7b4 yyyy
8154e7c2 zzzz
MM JAP Dog in South Clocktown
8154387e xxxx
81543954 yyyy
81543962 zzzz
You can find the addresses for any actor you wish by going to the appropriate room data(see pointers below) and looking at the list of groups and actors in it. The "true" start of the room files is the word 0x16000000. Offset 0x31 from this is the number of actors in the room, offset 0x37 is the offset value to the first actor data. Group data(a list of halfwords) ends directly before the first actor data, so it's easy to find.
You should always try and replace the group of the actor you're changing, changing other actor's groups may cause problems. Group 0001 is ALWAYS loaded, so if an actor belongs to this group you don't have to bother with changing any group numbers.
Room data pointers:
OoT PAL V1.0: 801D81A8
OoT PAL V1.1: 801D81E8
OoT US V1.0: 801DA168
OoT US V1.1: 801DA328
OoT US V1.2: 801DAa28
MM PAL : 803F66AC
MM US : 803ff234
MM JAP : 803FF3bc
Actor data follows this format:
From the first post:
Actor data follows this format:
yyyy = Actor Number
aaaa = X Coordinate
aaaa = Y Coordinate
aaaa = Z Coordinate
aaaa = X rotation
aaaa = Y rotation
aaaa = Z rotation
zzzz = Variable
Therefore to get the Y coordinate create a copy of the actor number code and add 4 to the address.
Example:
OoT U 1.0
81244096 xxxx
81244124 yyyy
81244128 aaaa Y coord
81244132 zzzz
81244124 yyyy Actor #
81244126 yyyy +2 X coord
81244128 yyyy +2 Y coord
8124412A yyyy etc
8124412C yyyy
8124412E yyyy
81244130 yyyy
81244132 yyyy Variable.
yyyy = Actor Number
aaaa = X Coordinate
aaaa = Y Coordinate
aaaa = Z Coordinate
aaaa = X rotation
aaaa = Y rotation
aaaa = Z rotation
zzzz = Variable
In the sample addresses above I've not supplied the rotation or coord addresses, as you don't need to change these usually.
And the values:
Some actors that don't load (?) may have the wrong group number, more often though they don't have the correct variable or are prevented loading by some other factors(such as which actor they are replacing). Actor numbers not listed may be able to be loaded, or may have been removed.
0020 : 0001 = Bug
0000 = Large bug
0001 = Large bug
0002 = Three small bugs
0003 = Small bug
0021 : 0001 = Fish
0000 = Fish flopping
0001 = Fish swimming
0002 = Fish swimming, reacts to you
0023 : 0001 = Room changing black plane
0024 : 0040 = ?
0025 : 001b = Lizafos
0026 : 0076 = Wooden post with red cloth
0028 : 001c = Ghoma
0029 : 001d = Princess Zelda child looking in window
002a : 0001 = ?
002b : 001e = Ghoma egg
0006 = Normal
0008 = Invisible until it hatches
002c : 0003 = ?
002d : 0012 = Bubble enemy
002e : 0001 = Metal studded, lifting wooden door
002f : 001f = Dodongo jr.
0032 : 0001 = Returning Boomerang
0033 : 0020 = Dark Link
0034 : 0021 = Biri thing
0035 : 0022 = ?
0037 : 0024 = Skulltula
0001
0038 : 0025 = Torch Slug
ffff
0039 = Stone block --
0000 = Small grey stone block
0001 = Large grey stone block
0002 = Huge grey stone block
0003 = Small grey stone block, rotates when you stand on it
0004 = Large grey stone block, rotates when you stand on it
0005 = Small grey stone cube
0007 = Grass clump? BETA?
0008 = Small tree stump
0009 = Oblong Signpost
000a = Arrow Signpost
0054 : 0038 = Armos statue
0055 : 0039 = Deku Baba(snapping)
0056 : 0001 = ?
0057 : 0001 = ?
0058 : 002b = Rising stone platform
0059 : 0001 = ?
005a : 0040 = Lord Jabu-Jabu
ffff
005b : 0046 = Zelda's Horse
005c : 002b = Stone stairs
005d : 0048 = Blue Warp
0000 = Normal
0001 = Nothing
0002 = Blue warp, disappears
0003 = Giant purple rupee/magic enclosure
0004 = Yellow warp, disappears
0005 = Blue warp, doesn't warp you
0006 = Nothing
0007 = Blue warp, warping animation
0008 = Yellow warp, disappears
0009 = Green warp, disappears
000a = Red warp, disappears
000b = Area fails to load
005e : 00a4 = Golden torch stand
005f : 00bd = Heart Container
0060 : 004a = Deku Scrub
0061 : 004d = Large rotating stone ring
0062 : 004d = ?
0063 : 0056 = ?
0064 : 0059 = ?
0065 : 0059 = Large square of water
0066 : 0014 = Purple screen
0067 : 005a = ?
0068 : 0001 = ?
0069 : 005d = ?
006a : 005e = Temple of time windows
006b : 005f = Flying floor tile
006c : 005e = Master sword(with first seeing cinema)
006e : 0061 = Warp Pad
0000 = Nothing
0001 = Normal
0002 = Different texture in middle (corrupted)
006f : 002c = Metal gate
0070 : 005e = Invisible thing
0071 : 002c = Hammer activated stone steps
0072 : 0077 = Brown bird
0077 : 007c = Greenery
??xx = Seems to control what they drop
xx00 = Large tree
xx01 = Medium tree
xx02 = Small tree
xx03 = Group of trees
xx04 = Medium tree
xx05 = Medium tree, dark brown trunk, greener leaves
xx06 = Group of trees, dark brown trunk, yellow leaves
xx07 = Medium tree, dark brown trunk, yellow leaves
xx08 = Group of trees, dark brown trunk, greener leaves
xx09 = Medium tree, dark brown trunk, greener leaves
xx0a = Big tree from Kakariko village
xx0b = Bush
xx0c = Large bush
xx0d = Group of bushes
007c : 0081 = Large noisy stone BETA
007d : 0082 = Wooden sounding stone cube BETA
0080 : 0085 = Sliding spikey metal trap
0081 : 0001 = ?
0082 : 0086 = Orange pot BETA
00d9 : 00d0 = ?
00da : 0001 = Bombchu
00db : 0001 = ?
00dc : 00d3 = Green light
00dd : 00d4 = Like Like
00de : 00d5 = Intestinal tentacle from LJJ
00df : 00d5 = Intestinal blocking tentacle
00e0 : 00d6 = ?
00e1 : 00d6 = Fire thing
00e2 : 0072 = ?
00e3 : 0072 = ?
00e4 : 0072 = Invisible geometry
00e5 : 017a = Death Mountain cloud ring
0000 = Normal
0001 = Expands and fades away
00e6 : 0096 = Lord jabu-Jabu no naka switch
00e7 : 00e0 = Malon child
00e8 : 00e1 = ?
00e9 : 00e2 = Kage Boss' hand
00ec : 00e5 = Spike Enemy
00ed : 00e6 = ?
00ee : 0015 = Deku shield
0000 = Collectable Deku Shield
00ef : 006b = Large red ice
00f0 : 0001 = Blue Flame
0000 = Group of small blue flames, disappear
0001 = Blue flame, disappears
0002 = Blue flame, disappears
ffff = Blue flame, targetable
00f1 : 00de = Ocarina of Time
0000 = Ocarina of Time being tossed higher in air
0001 = Ocarina of Time being tossed in air
0002 = Ocarina of Time
0003 = Collectable Ocarina of Time
000c = Blonde girl
0164 : 00ff = King Zora
0165 : 0001 = ?
0166 : 00e2 = Big blue circle(kage temple boss floor?)
0167 : 00ec = Rooftop man
0168 : 0001 = ?
0169 : 016c = Brick pillar
016a : 0144 = Magic carpet man
016b : 0001 = ?
016c : 0145 = Graveyard Boy
016d : 00fb = Mido
016e : xxxx Market NPCs
0000 : 0105 = Fat woman in light blue
0001 : 018c = Fat woman in white, blues & yellow
0002 : 0107 = Bearded man in white & green
0003 = Jogging man(Sakon)
0004 : 0107 = Staunch man in black & green
0005 = Begging man
0006 : 010d = Old woman in white
0007 : 010c = Old man in blue
0008 : 0108 = Thin woman in lilac
0009 : 0111 = Laughing man in red & white
000a : 0111 = Explaining man in blue & white
000b : 0108 = Thin woman in blue & yellow
000c : 0111 = Looking man in crimson
000d = Red haired man in green & lilac
000e = Bearded, red haired man in green & white
000f = Bald man in brown
0010 = Man in white
0011 = Staunch man two shades of green
0012 = Nothing
0013 = Bald man in purple
0014 = Man in two shades of green
0783 = Jogging man(Sakon) running on the spot
016f : 0001 = ?
0170 : 0001 = Rain and lightning
0171 : 014a = Makes map blue
0172 : 014b = Metal grate door
0173 : 0001 = Lockable Navi spot
0174 : 014c = ?
0175 : 006d = Big Poe
0176 : 014d = Lava sprites
0177 : 0156 = Metal bars
0178 : 0097 = Hyrule Guard
ff04
0179 : 0060 = ?
017a : 0153 = ?
017b : 0154 = Scarecrow
017c : 0155 = Treasure Chest game man
017d : 0003 = ? Crash
017e : 0001 = Sun's Song effect
017f : 0001 = The end message
0181 : 0001 = ?
0182 : 0154 = ?
0183 : 0001 = ?
0184 : 000a = Pink and Yellow halo beam
0185 : 0001 = Checkable spot, disappears after use
0186 : 0167 = Patrolling Gerudo
0187 : 0001 = Something happened noise
0188 : 015e = Skulltula people
0000 = Guy with an arm
0001 = Guy without an arm
0002 = Guy without an arm
0003 = Guy without an arm
0004 = Guy without an arm
0005 = Guy without an arm
0189 : 0001 = ?
018a : 0001 = Zelda's Lullabye effect
018b : 0001 = Song of Storms effect
018c : 0026 = ?
018d : 0161 = 2D square texture
018e : 00f1 = Stone platform
018f : 016c = ?
0190 : 0162 = Gerudo Fortress wooden gate
0191 : 0162 = Gerudo Fortress training area gate
0192 : 0164 = Green Deku Scrub
0193 : 0001 = ?
0194 : 0166 = ?
0195 : 0168 = Grounded Sales Scrub
0196 : 0001 = ?
0197 : 0169 = ?
0198 : 0001 = Epona's Song effect
0199 : 0001 = Saria's Song effect
019a : 016a = Girl chasing cucco
019b : 016b(001) = Dog
0000 = Dirty blond dog
0001 = Chocolate brown dog
0002 = Red dog
0003 = Multicoloured, flashing dog
more...
019c : 0024 = Golden Skulltula token
019d : 0001 = Semi built shooting gallery
019e : 0002 = Beehive
019f : 016f = ?
01a0 : 0170 = Crate
01a1 : 0001 = ?
01a2 : 0171 = Deku Mask Panel Head Judge
01a3 : 0001 = ?
01a4 : 0111 = Man in purple pants and white top
01a5 : 0178 = ?
01a6 : 0128 = Carpenter's son(looks)
01a7 : 0179 = Ganon's tower magic barrier
01a8 : 0074 = Zora's Fountain bombable wall
01a9 : 00b1 = Explodable crater wall
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