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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Wed May 28, 2008 11:51 am Post subject: 21990 Re-Indexing |
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I'd like to create this as an open topic for a 21990 reindexing. It's a basic chart of what lies where in the 21990 binary.
The table is for the NGEE 21990 only. The other region games deviate from this, and right now it would be best to fuss with the only region completely compatible with the editor.
Following message is the WIP; please forgive the double-post. If you have any amendations, please post them and they'll get added to the master list WIP one post down. _________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen!
Last edited by zoinkity on Wed May 28, 2008 11:56 am; edited 1 time in total |
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zoinkity 007
Joined: 24 Nov 2005 Posts: 1687
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Posted: Wed May 28, 2008 11:52 am Post subject: |
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Code: | 22BC-22EC
pointer to 803AB400, pointer to debug text
803AB400 boot
803AB410 rmon
803AB710 idle
803AB750 shed
803AB950 main
803B3950 audi
uses text from 7640-7670
******safe to delete******
2574-294C part of debug messages: RSP register display, error & exceptions, etc.
long value, long value, pointer to text displayed
uses text from 7A30-7CE0
******safe to delete******
294C-2988 pointers, apparently unused
******safe to delete******
3274-3414 looks like 32bit image, but what do I know?
3418 RESERVED current stage #
3424-355C MEM0RY ALLOCATIONS stage ID, followed by pointer
allocation text from 7CE0-8330
3570 when =1, activates debug menu
35A4 RESERVED music modifier
35C8-3648 don't know, but necessary for music
36D0-36D8 seed for random value
3788-4220 image! 0xA90
**possibly unused...**
4220 - 42A0 display list
calls 80024520 [0x3788]
**possibly unused...**
5A84-5B08 pointers to {1B}[m values (pos. part of vi_debug)
values from 8480-8600
******safe to delete******
5C30-6950 DISPLAY MODES 0-29 0x50 each entry
0x0 4 index
0x4 4 base mask for status?
0x8 4 h width
0xC 4 timing
0x10 4 v sync
0x14 4 h sync
0x18 4 h sync leap
0x1C 4 h video
0x20 4 x scale (probably)
0x24 4 ?
0x28 4 set 1: h width?
0x2C 4 set 1: y scale (probably)
0x30 4 set 1: v video
0x34 4 set 1: v burst
0x38 4 set 1: v interrupt reg
0x3C 4 set 2: h width?
0x40 4 set 2: y scale
0x44 4 set 2: v video
0x48 4 set 2: v burst
0x4C 4 set 2: v interrupt reg
69B0-69D0 debug display background alpha
69D4-69F4 debug display background alpha
6A40-7240 causes the eye in the intro to drift left and right
7240 pointer to 80068DF0 ???
7250-7280 ???
7280-72B0 ???
72B0 pointer to 80027FE0 [0x7250] ???
72B4 pointer to 80028010 [0x7280] ???
72B8-7450 ??? dynamically constructed?
7450-7550 image? 0x100, ia? 8bit,
7560-7570 hex (lower case) characters
7574-7584 hex (upper case) characters
7640-7670 debug text
******safe to delete******
7670-7690 unknown binary - probably mirrored rdram pointers
7690-76D0 debug text
******safe to delete******
76D0-7700 unknown debug text and binary values
7700-7A2C text for image capture tools
******safe to delete******
8330-83A4 unknown part of memory allocation
used someplace - required
83A4-83D0 unused debug text
******safe to delete******
8410-8438 memory allocation debug -mf -mf -ml -ml -me -me
probably originally indicated display modes (f,l,e)
******safe to delete******
8440-847C debug display stuff?
more memory allocation debug?
******safe to delete******
8480-8600 0x1B[#m probably memory allocation debug
******safe to delete******
8600-8610 joy_c_debug
******safe to delete******
8610-8690 image! 0x80, ia, 8bit
86D0-86F4 TLB ???
8700-8934 TLB ???
8984-8A54 TLB ???
8AA0-8AE8 TLB ???
8B00-8BD4 display assertation fault error text
******safe to delete******
8BD4 [float] ???
8BD8-8C1C TLB ???
8CC0-8EF8 TLB ???
8F48 NaN ***unknown use***
8F4C Inf ***unknown use***
8F60-8FA0 TLB ???
8FDC-92CC offset table for animations
94AC-94CC list of weapon models for debug option 'weapon load'
******safe to delete - do not allow weapon load******
94D0-9544 Monitor image object animation controller
9544-95B8 ? object animation controller
95B8-962C Taser object animation controller
9B30-9B40 RESERVED for current menu, update, return, and timer
9B58-9B78 RESERVED selected folder, difficulties, etc
9C10-9C20 RESERVED floats for 007 mode slidebars - initialized at runtime
9C20-9C30 japanese text brown palette for main folder menus (RGBA)
9C3C-9D2C text on legal screen 0x14 each entry
long h_pos, long v_pos, long flag, long=1, short txtID, short RESERVED
9D2C-9E04 ??? 0x4C each entry
prematurely ends before last three entries
9E54-A19C solo missions and briefings 0x1C each entry
A264-A2C4 MP game length settings 0xC each
A2C4-A2E4 MP scenario select and player restrictions 0x4 each
A2E4-A404 MP stage select menu 0x18 each
A404 RESERVED #mp selectable characters
A408-A708 MP character selection menu 0x18 each
A708-A760 MP handicap menu 0x8 each
A760-A780 MP controller configuration menu 0x4 each
A780-A790 MP sight & aim settings 0x4 each
A790-A7D4 RESERVED MP settings
A790 RESERVED selected # players
A794 player 1 character set to -1; this causes handicap/control init.
A798 player 2 character
A79C player 3 character
A7A0 player 4 character
A7A4 MP stage selected
A7A8 game length
A7AC aim and sight adjustment
A7B0 scenario
A7B4 1=unlock stage select
A7B8 1=unlock game length
A7BC 1=unlock characters
A7C0 1=unlock weapon select
A7C4 1=unlock handicap
A7C8 1=unlock control style
A7CC 1=unlock aim and sight
A7D0
A7D4-A84C solo target mission times 0x6 each
A858-A870 RESERVED floats tied to 007 mode - initialized at runtime
A870-AB2C intros 0x14 each condense!
long body, long head, short text, short text, short text, short RESERVED, long flag
AB2C-AC9C random intro animation table
long value, float or 0, float scale?, long value 0,1,2
ACA8-ACC0 list of random rifles used in intro
ACC0-ACEC list of random pistols used in intro
B790-B930 eeprom-ish copy for reset? 0x60 each; x6 copies
B930-BB70 eeprom-ish working copy? 0x60 each; x6 copies
BB70 RESERVED for animation rate
BBB0-BEC8 unknown linked to animations 0x2C each ends 1st value= -1
BED0 1388, which is the guardID for player 1...
BED4-BEDC RESERVED guard data pointer + # cur guard
BF70 RESERVED for # bodies
BF74 RESERVED for # male heads
BF78 RESERVED for # female heads
BF7C-C028 list of bodies longs, terminated with -1
C028-C090 random male heads longs, terminated with -1
C090-C0A4 random female heads longs, terminated with -1
C0A4 RESERVED for current random body
C0A8 RESERVED for current random male head
C0AC RESERVED for current random female head
C0B0-D8B8 Struck Character Animation Table 0x1C each entry
guard death animations, probably
long offset, long flag, float, float, float, float, float
D8B8-DBAC explosion death animations 0x1C each
long ani off., long mirror, float rate, float start, float end?, f ->guarddata0x30, float ?
DBAC-DBD0 group offsets used by the DBD0 table to jump to exlposion animations
DBD0-DC10 pointer to index of grouped random explosion animations
0xDBAC forward 6 0,1,2,3,4,5
0xDBB4 f/left 3 7,9,B
0xDBBC left 3 C,F,11
0xDBC4 back 4 14,15,16,17[,12,18]
0xDBCC b/left 2 13,19
0xDBC0 right 3 D,E,10
0xDBB8 f/right 3 6,8,A
members 12,18 probably belong to a deleted set for b/right
DC10-DF98 basic rifle firing animations
0x48 each, 0x4 for routing pointers + 0x4 RESERVED # entries in group
DF98-E018 pointers rediecting to previous animation groups
E018-E678 basic pistol firing animations
E678-E6F8 pointers rediecting to previous animation groups
E6F8-E950 basic doubles firing animations
E950-E9D0 pointers rediecting to previous animation groups
E9D0-EBE0 crouched rifle firing animations
EBE0-EC60 pointers rediecting to previous animation groups
EC60-EF48 crouched pistol firing animations
EF48-EFC8 pointers rediecting to previous animation groups
EFC8-F268 crouched doubles firing animations
F268-F2E8 pointers rediecting to previous animation groups
F2E8-F8D0 special firing animations (ie. rolling) for all types
F8D0-FBE8 walk/run for rifle, pistol, doubles, Xdoubles, then strafing
FBE8-FBF4 RESERVED objective registers
FC68-FC9C male guard yelps (SE when shot) 0x2 each, 0x19 total
FC9C-FCA4 female guard yelps (SE when shot) 0x2 each, 3 total
FCA4 RESERVED male guard yelp counter
FCA8 RESERVED female guard yelp counter
FCAC-FCB4 METAL ricochet SE
FCB4
FCB8
FCBC
FCC0-FCD8 sound of body hitting floor, or melee or something
FD30-FD40 RESERVED alarm and gas counters - initialized at runtime
FD58-FD64 RESERVED clock, etc.
FD9C-FDA4 throwing knife SE
FDE4-11240 microcode that constructs the monitor animations
11304-11384 blank 07 object (preset -1, fall to ground set)
11384-11404 blank 11 object (attached set)
11404-1148C blank 08 object (unarmed, preset 0001)
1148C-11514 blank 08 object (unarmed, preset 4001)
116DC-11704 ejected cartridge headers and text lookup pointers 0x8 each
11704-12B94 weapon statistics 0x70 each
12B94-13F0C watch and equipment menu 0x38 each
15160-152C8 ammo totals
long max, long 0x02000000+img offset in main bank, float img y offset (+ up, - down)
152E0-152EC RESERVED
1533C-15598(?) ammo on item collection (?)
long amount, long text trigger?, long scale?
156AC-156BC RESERVED credits, plastique, tank - init. @ run
15704-1570C RESERVED camera mode
15734 1=visible to guards (solo invisibility=0)
15738 1=object collisions (Bond Phase=0)
15748-1577C player death animation list
1577C RESERVED total of above entries
15784 animation to use during spiral camera; uses list below
15788-15818 animations for intro block type 4 0x10 each
offset, float, float, float
15818 watch transition time; higher means faster watch entry/exit
corrected: replaced if 8005508C (0x342FC) lesser than cur*80055090's
1581C-158A4 PP7 08 object copied to stack during player creation
Extroneous; patch to eliminate entirely
15B0C RESERVED 1-display status line
15B1C RESERVED 1-display upper text box - init @ run
15B20 part of debug routine (15B18 in J)
15B28-15B44 debug cardinal direction part of manpos
******safe to delete - do not allow cheat pos******
15B48-15D3C pointer to animation list + values... 0x14 each
15E18-15E38 ??? random value list of some sort
15E38-160A0 debug on-screen positions
******safe to delete - do not allow debug******
160A0-161D4 debug menu text pointers
******safe to delete - do not allow debug******
161D4 =0 do not render anything (raster only, I think) default=2
161D8 =0 freezes processing default=2
161DC =0 limits control to 3D stick only default=2
161E0 ??? default=2
161E4 !=0 activates fps counters, memory bars
161E8 1=draw background
161EC 1=draw objects
161F0 1=???
16218 1=line mode
16238 1=show manpos position debugger
1623C 1=turbo mode
162E0-1674C default action blocks & table
16758-16840 stage setup pointers (stages 1-38?)
16840-192C0 headers for objects
192C0-19494 archetypes
19498-1A494 object pointers to header, text string, scale 0xC each
1A494-1B740 object explosion details 0xE each
1B740-1B7F0 archetypes
1B7F0-1B8B4 player gait (bounce in step)
1B860 player at rest
1B87C x gait f1=amplitude, f2=period, f3=0
1B898 z gait
1B8B4-1B8E4 ???
1B8E4-1BA30 archetypes
1BA30-1C5B0 g_z HEADERS
1C5B0-1C680 archetypes
1C680-1D080 C_Z headers
1D080-1D6D4 character/head table 0x14 each
1D6D4-1E6A0 UNIDENTIFIED FLOAT VALUES - FIND OUT USE
1E6A0-1EA7C button sequences for button cheat codes 0x14 each
1EA7C-1EF2C button cheat codes 0x10 each
1EF30-1EF98 UNKNOWN DISPLAY LIST i, 64x64?
1EF98-1F000 UNKNOWN DISPLAY LIST ci, 20x20?
1FC04 RESERVED selected page (0:main, 1:inventory, 2:control, 3:options, 4:brief)
1FC08 RESERVED highlighted control option (0:style, 1:controller)
1FC0C RESERVED highlighted watch menu option (0:music, 1:fx, etc)
1FC10 RESERVED selected watch briefing page (0:bg, 1:M, 2:Q, 3:MP, 4:objectives)
1FC14 RESERVED Abort ? "cancel":"confirm"
1FC18 RESERVED 1 if highlighted option selected (allows editting)
1FC1C RESERVED
1FC20 RESERVED current position in scrolling lists
1FC24 RESERVED final position in scrolling list
1FC28 RESERVED item # selected from watch inventory
1FC2C RESERVED [float] position for entry in scrolling list
1FC30 RESERVED 0= scrolling list to entry
1FC34 RESERVED
1FC38 RESERVED [float]
1FC3C RESERVED [float]
1FC40 RESERVED
1FC44 RESERVED
1FC48 number of control schemes in following list
1FC4C-1FCEC solo control types and labels for each control 0x14 each
0x0 2 control type
0x2 2 A button label
0x4 2 B button label
0x6 2 Z button label
0x8 2 L button label
0xA 2 R button label
0xC 2 C button label
0xE 2 Dpad button label
0x10 2 Start button label
0x12 2 Control Stick label
1FCEC-1FD4C solo watch setting labels
0x0 2 name of setting
0x2 2 option 1
0x4 2 option 2
0x6 2 option 3 (usually blank)
0x8 4 setting default value
2012C-2016C 'palette' for japanese text and window overlay
201BC-201C8 increments for tiles in clipping files
20694-23564 RESERVED room data index (run-time)
23564 ??? 00000096 possibly max # rooms in a stage?
236FC-23A8C stage bg/clipping/scale table
23BB0-23FF8 UNKNOWN - components for a display list generation routine?
23FF8-24020 UNKNOWN - pointers into begin. of tables of stuff above
24020-24080 current sky/enviroment values
24080-251C0 stage skies/enviroment 0x5C each entry
251C0-252A0 reduced stage skies enviroment 0x38 each entry
252C4-27544 main ROM address index
27544 # entries in main ROM address index - required!
27574-275C8 three upper text display backdrops...
**possibly unused?**
275E0-27638 RESERVED time counters, runtime registers, etc
27608 MP time setting copy *****safe to delete - reinit at runtime*****
2760C MP kill setting copy *****safe to delete - reinit at runtime*****
27660-276D8 ROM addresses for some music
276D8-2771C RESERVED demo block runtime values
27740 language, acting as offset into below. 1=J_text trigger
27744-278AC text call values for each text bank
278B0-278D4 MP award text list
278E0-28360 MP weapon set data
28360-283D0 MP weapon set menu text and pointers to data
283D0 RESERVED selected mp weapon set
283E8-2841C Huffman table sizes 0x34
2841C-28450 Huffman table sizes 0x34
28450-28484 Huffman table sizes 0x34
28484-284B8 Huffman table sizes 0x34
284B8-284EC Huffman table sizes 0x34
284EC-28520 Huffman table sizes 0x34
28520-28554 Huffman table sizes 0x34
28570-2D9D0 image offset list
2D9D0-2DADC impact sounds & images
2DADC-2DB10 pointers to SE/impact list entries
2DB10-2DB44 pointers to text handles for each imapact type
2DD80-2DEA0 stage music table
2DEB4-2DF74 image (ia, 8bit)
2DF9C-2DFC4 pointers to spectrum game list handles
2E000-2E020 crazy options -nochr -noprop -noobj -noprop
***failing to include causes no characters, props, objects, etc!
2E120 _mp used to rectify mp stage names
2E128-2E1A0 TLB uhm...
2E1A0-2E1C0 TLB mp ammo crate expansion (all ironically the same)
can be deleted with use of ROM hack
2E1CC RESERVED y rotation for all doors?
2E1D8-2E294 TLB expansion routines for object types
2E29C-2E350 TLB weapon expansion routines
2E360-2E418 TLB models assigned to thrown objects of particular types
2E41C-2E440 TLB execute intro block commands
2E480-2E53C TLB ...should know this. tied to objects
2E550-2E56C TLB
2E580-2E6F8 text values for briefing screens
2E6F8-2E728 text values for main folder menu?
2E980 RESERVED music table for level
2F2DC-2F2E8 numerals next to difficulty %d /r
2FE9C-2FEC8 specifics UNKNOWN %d%% %d%% %d%% %d%% %d a. \r
First four 007 percentage display
Known to be used for the a., b., etc on PRIMARY OBJECTIVES list
30A7C-30B10 end of stage statistic string display
30B10-30C38 TLB
30C8C-30C94 [float] 4-folder layer x/z dimentions
30C94 [float] 4-folder menu: folder scale
30C98 [float] 4-folder menu: COPY icon y (vertical) position
30C9C [float] 4-folder menu: ERASE icon x pos
30CA0 [float] 4-folder menu: ERASE icon y pos
30CA4 [float] 4-folder menu: SELECT FILE y pos
30CA8-30CB0 [float] main menu folder x/z dimentions
30CB0 [float] main menu folder option selection spacing values
30CB4-30CBC [float] solo stage select folder x/z dimentions
30CBC-30CC4 [float] DIFFICULTY folder x/z dimentions
30CC4 [float] DIFFICULTY folder option selection spacing values
30CC8-30CD0 [float] 007 options folder x/z dimentions
30CD0-30CF0 TLB set scenario-specific settings on MP menus
30CF0-30CF8 [float] MP settings folder x/z dimentions
30CF8-30D00 [float] MP character select folder x/z dimentions
30D00-30D08 [float] Handicap folder x/z dimentions
30D08-30D10 [float] control style folder x/z dimentions
30D10-30D18 [float] MP stage select folder x/z dimentions
30D18-30D20 [float] scenario folder x/z dimentions
30D20-30D28 [float] team select folder x/z dimentions
30D28-30D30 [float] BRIEFING folder x/z dimentions
30D30-30D44 TLB display proper name on each briefing page; ie. "Q Branch"
**can eliminate through ROM hacking - incrementation**
30D44-30D4C [float] DEBRIEFING folder x/z dimentions
30D4C-30D54 [float] STATISTICS folder x/z dimentions
30D54-30D5C [float] CHEAT folder x/z dimentions
30D5C-30D70 TLB select random Bond in intro movies
**can eliminate through ROM hacking**
30DB8 [float] ??? - used initializing for legal screen
30DBC-30E24 TLB ??? something with menu swapping
30E24-30E8C TLB ??? something with menu swapping
30E8C-30EF4 TLB ??? something with menus
30EF4-30F5C TLB something with menus; probably construction
31000 [float] global character scale modifier 0.1
31004 [float] further global character scale value for special case 0.8
311EC-31238 TLB
312E0-31340 TLB
31370-31764 TLB length of each action block command in bytes
31764 [float] ???
31768-31B5C TLB action block executables
31B6C-31BE4 TLB
31BF0-31C30 TLB
31E08-31ED8 TLB set addresses for monitor animation command lists
31ED8 [float] ???
31EDC-31F18 TLB process monitor animation commands
3200C-32164 TLB
32180-321F4 TLB append "a", "an", or "the" when a weapon is collected
321F4-32340 TLB append name of ammo type collected
~probably a few more subdivisions in here; need to really look at the code
32340-32550 TLB appends phrase "picked up" + "*" for weapons. starts at 7F04FE9C
32564-32594 TLB returns V0=4,1,3,5,0, or 2, depending on which selected...
325BC-326CC TLB
32700-327BC TLB size in words of each setup object type
327BC-32878 TLB returns either pointer if OBJ or 0 if OBJECTIVE
328B4-328C4 objective #: messages %s %c %s %c:
32E64-32E84 ammo display %d %s: %d %s %d %s %s: %d
32F20-33038 TLB expands group values in object model data?
33074 global G_Z scale mod
330A8-330F8 TLB
33194-333E0 TLB
33404-334FC TLB
33504-335FC TLB
33690-33700 debug text: failure to draw objects
******safe to delete******
33700-33870 TLB
33870-33D68 debug text: DL parsing or data errors
******safe to delete******
33D68-33DC8 TLB used to compute and tally obj.table group numbers
33DC8 [float] ???
33DCC [float] ???
33DD0-33E24 TLB
33E90-33FB0 TLB
33FC4-34084 TLB
34084-341F8 TLB expand offsets in model data types
34230-34254 debug pos display %8s x %4.0f y %4.0f z %4.0f %s %3d
******safe to delete - do not allow cheat pos******
34254-34278 TLB solo bodies (assigned by cuff)
34278-3429C TLB solo heads (assigned by cuff)
342EC [float] 5.9 zoom factor for main watch page, used on entry
342F0 [float]
342F4 [float]
342F8 [float] 0.1 multiplied by scale value for watch to make final (0.01)
342FC [float] 1.7 maximum watch transition speed
34300 [float] 1.1 watch transition multiplier
34344 1st person weapon movement restrictor
34500-3451C TLB
3456C player perspective modifier
345B0-3496C debug menu text
******safe to delete - do not allow debug******
3496C-34AB4 TLB execute debug menu option
******safe to delete - do not allow debug******
34AE0-36520? stage setup text lookup handles
36520-36648 TLB activate in-game cheats and text
36648 [float] ???
3664C-36774 TLB deactivate in-game cheats and text (txtID=A0->7F0C1DD8)
367B4-367F4 TLB ??? float-math intensive stuff...
36800-36840 TLB ??? multiply one set of float values by another...
3689C-3691C TLB model loaded for when a weapon drops, etc. called by: 7F09B264
369D0-36A34 debug display?
%d, %d %d, %d\n%d %f (A) (B) (Z) (L) (R)
(C) (+) (S) (3D)
******safe to delete******
376B0-376C8 watch mission objective \n \n\n %c: \n \n\n
Used to assemble the watch objective list. can tamper with and remove lines
*safe to edit - do not delete*
376C8 [float] zoom for main->objective/briefing watch menu [40933333]
376CC [float] zoom for main->inventory watch menu [40933333]
376D0 [float] zoom for inventory->main watch menu [40BCCCCD]
376D4 [float] zoom for inventory->control watch menu [407CCCCD]
376D8 [float] unused zoom for control->options watch menu [407CCCCD]
376DC [float] zoom for control->inventory watch menu [40933333]
376E0 [float] zoom for options->objective/briefing watch menu [40933333]
376E4 [float] zoom for objective/briefing->options watch menu [407CCCCD]
376E8 [float] zoom for objective/briefing->main watch menu [40BCCCCD]
376EC [float]
376F0 [float]
376F4 [float] low bound for advancement through watch menu items; -=auto backward
376F8 [float] bound for quick advancement through watch menu items
376F8 [float] advance rate though inventory
37700 [float] quick advance rate through inventory
3773C-37778 TLB retrieve selected watch menu option for each page
377E0-377F4 TLB briefing page names in watch menu (txtID->7F0C1DD8)
377F4-37808 TLB set up each of the 5 watch menu pages
37810-3783C clipping debug %c%d%c%c stan_c_debug -stanlinelog
would have displayed the current PAD# (p##a#)
******safe to delete******
37EB8-378C8 PORT%d ROOM%d
******safe to delete******
37EC8-37EEC TLB
37EEC [float] ???
37EF0-37FC4 TLB
37FF0-38004 TLB ??? uses random selection, with 10 samples...
38014-3A8DC ROM main lookup handles
3A8DC-3A8FC POSSIBLY UNUSED?
1172 1172 ob_c_debug dyn_c_debug
******safe to delete******
3A8FC-3A920 REQUIRED FOR MEMORY ALLOCATION LOOKUP!
-mgfx -mgfx -mvtx -mvtx
3A920-3A974 lv_c_debug -standshow_ -stanshow_
-stanshow_ -stanshow_ -stanshow_ -stanshow_
******safe to delete******
3A974-3A984 One Minute Left
3A984-3A9AC POSSIBLY UNUSED? setdetail %d %d %d %d %d %d %d %d %d
******safe to delete******
3A9C0-3A9F4 DEBUG? replay/demo %d replay/demo %d replay/demo load
******safe to delete******
3AA00-3AA1C TLB ??? CALLS FROM 0x3AA1C-3AA54
3AA1C-3AA54 TLB ???
3AA54 [float] ???
3AA58-3AAE4 TLB
3ADD0-3AE88 TLB stage-specific text; <<2 to convert to txtID upper byte!
sets V0=values: (might be errors...) theoretical are marked as well
1E !? !? !? !? !? !? !?
!? !? !? 22 !? 23 08 02
24 0D 1D 05 19 0C 1A 0A
0B 03 1C 1F 12 0E 07 !? [06]
09 !? [21] 20 !? [10] 11 04 !? [16] 01
!? [1B] 17 !? [0F] !? [13] !? [15] 14 -- [25] -- [18]
3AE90-3AEB0 MP watch menu text? %d < > %s%d %s %s%d %s
3AEB0-3AEF0 TLB ??? DOES SOMETHING WITH PLAYERDATA
3AEF8-3AF90 TLB MP overlays, scoring, scenario
3AFA0-3AFC8 TLB huffman decompression routines (9 types)
3AFC8-3B0F0 TLB
3B0F0-3B190 Impact type handles
3B190-3B1E4 TLB
3B1F0-3B218 1172 - FAKE COMPRESSED FILES
******safe to delete******
3B220-3B288 UNUSED? rsp_c_debug sleep 5; /etc/killall ghost gload
game_c_debug Jun 29 1997 20:46:05
******safe to delete******
3B290-3B39C spectrum game list
******safe to delete******
3B39C-3B754 TLB
3B754-3BA88 TLB
3BD00-3BD60 RSP SIGNATURE
RSP SW Version: 2.0G, 09-30-96
SGI U64 GFX SW TEAM: S Anderson, S Carr, H Cheng, K Luster, R Moo
******safe to delete******
3BD60-3BD70 ??? each byte is incremental; +0xA each
3C34E-3C550 ???
3C550 end of file |
_________________ (\_/) Beware
(O.o) ze
(> <) Hoppentruppen! |
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