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Pilotwings 64 Research & Development
roto edited this page Sep 16, 2019
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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 |
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 |