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Pilotwings 64 Research & Development

roto edited this page Sep 16, 2019 · 29 revisions

Keyword Glossary

Some of these are confirmed based on strings in the main application. Some are guesses based on the character grouping and logic.

Magic Description Notes
BIRD = Bridman
CB Cannon Ball
HG Hang Glider
HM Hopper M?
GC Gyro Copter
RP Rocket Pack
SD Sky Diver
UV UltraVision Engine Codename
APTS Audio Switch Points
BALS Balloons / Balls
BNUS Bonus
BTGT Ball Target Missions where you push a ball into destination cylinder with the RP
CNTG Cannon Target
COMM Command/Common
HPAD Hover Pad Rocket Pack hovering landing pads
HOPD Hopper Destination
JPTX Japan TeXt String character lookup table?
LPAD Landing Pad
LSTP Landing Strip
PDAT Path Data
PHDR Path Header
PHTS Photos Objects to photograph while in missions with Hang Glider
PPOS Path Pose Line ?
QUAT Quaternion
RNGS Rings
SPTH SOMETHING Path S Path?
STRG String
THER Thermals Hang Glider lift points
TPAD Takeoff Pad
TOYS Toys
UPWL PilotWings Level 4 levels appear in FS? 🤔
UPWT PilotWings Task Mission setup, ring/balloon X/Y/Z coordinates, etc
UVAN Animation
UVBT Blit
UVCT Contour
UVFT Font Texture Template? Near STRG marker
UVEN Environment
UVLV UltraVision Level vs UPWL?
UVMD Model
UVSQ UltraVision Sequence Guess
UVSY UltraVison System Guess
UVTR Terra
UVTX Texture
WOBJ Window Objects

Memory Addresses (ROM/RAM)

This is for things like X/Z/Y coordinates of objects/vehicles/etc and other things I've found to be of interest while dumping memory in the PJ64 debugger. Some of these mem locations can be modified in-game ("Live) but some must be modified during or right after DMA ROM read.

I'm fairly confident I have X/Z/Y coordinates correct but please double check and correct me if I reversed X/Z somehow.

Feel free to correct my findings and update/add/remove things as needed. - roto

Memory Address Data Type Name Description/Notes
80126C64 data UVTR First hit After DMA ROM read
80265294 float Ball Width JetPack Level 1
802652A8 float Ball Height JetPack Level 1
802652B0 float Ball / Model X Live Change position of "current target" live, after ROM read
802652B4 float Ball / Model Z Live Seems to affect models in Character Select screen too
802652B8 float Ball / Model Y Live
80362758 float Jetpack Rotation Angle
80362788 float Vehicle X Live
8036278C float Vehicle Z Live
80362790 float Vehicle Y Live
8036AAC4 data Ring X-Rotate Angle ROM read, on UPWT load, can't seem to find this in memory after
8036C6E0 float Minimap Target X
8036C6E4 float Minimap Target Z
8036C6E8 float Minimap Target Y
8036DA79 data Ring/Object "Model" Weird one, change to '01' for a glitched out Hang Glider
8036DAAC float Ring X Live
8036DAB0 float Ring Z Live
8036DAB4 float Ring Y Live
8036DC0C data Ring rotation speed Change to 41
8036DC18 data Ring Rotation (Flip) Change to 78
8037A600 data COMM Gyro Level 1 Temp marker
8037AA21 data Number of Rings? Gyro 1st Level
8037AA22 data Number of Balloons (objectives/goals?) JetPack Level 1
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