ROM Hack Zelda OoT Cheats Plugin

Relsig

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I originally never tested v1.1 on real hardware. All work was done using Citra and it's cheat feature, along with Cheat Engine. The offsets for both the original and the v1.1 rom were identical. If the codes for the original worked on real hardware, and both rom versions used the same offsets in Citra, testing both seemed redundant. I'm not sure why the offsets are shifted on a real 3ds for v1.1. Most codes work by adding 0x1000, but there are some odd ones like 0x001BFF80 (v1.0) is supposed to be 0x001BFD78 (v1.1 Citra), but on the actual 3ds it's shifted by 0x200 to 0x001BFF78.

It'd be nice to know what causes this, but it seems to be working now. I've updated the original post with the new build.

Thanks, I checked the codes I planned on using and they all seem to be working well except a few small things:

Moon Jump: makes the game unstable, it crashes randomly on day and area changes. if you're writing it as a word value (gateshark 0x0 command) this is probably why, it is a short (gateshark 0x1 command). I tested both word and short using the fort 42 code and both work but word causes random crashes as described so if you plan on looking into this look there first.

Change Day: day 1 and 2 turn off and on in a radio button like way but 3 and 4 don't turn off/on at all (trivial as the codes all appear to work as intended but this may confuse some people)
 

Nova77

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Thanks, I checked the codes I planned on using and they all seem to be working well except a few small things:

Moon Jump: makes the game unstable, it crashes randomly on day and area changes. if you're writing it as a word value (gateshark 0x0 command) this is probably why, it is a short (gateshark 0x1 command). I tested both word and short using the fort 42 code and both work but word causes random crashes as described so if you plan on looking into this look there first.

It's a 16-bit write. I noticed when testing it can crash on occasion. I wasn't able to find anything that was more stable. It's possibly due to the game and the plugin both writing to the same address at the same time. The same instability used to occur with the freeze time codes. The game constantly writes to the time variable, and the plugin constantly writes to it, and the value would be unstable and sometimes cross the night-day line, particularly when changing areas. This lead to random day changes, or even a game over if on day 3. Which is why the time flow is frozen when you freeze a particular time, keeps the game from touching the clock. Your previous time flow is of course restored when you unfreeze the time.

Code:
    u32    pointer = READU32E(0x08041FCC); //B8041FCC 00000000
    static u8 active = 1;

    if (pointer == 0) //68041FCC 00000000
        return;      

    if (is_pressed(DR))
    {
        active = !active;
        wait_keys_released(DR);
    }
   
    if (active && is_pressed(A))           //DD000000 00000401
        WRITEU16E(pointer + 0x6A, 0x4100); //1000006A 00004100
                                           //D2000000 00000000

Change Day: day 1 and 2 turn off and on in a radio button like way but 3 and 4 don't turn off/on at all (trivial as the codes all appear to work as intended but this may confuse some people)

Day 3 doesn't turn on because you can't really freeze day 3. When the time changes to 6am, the day is checked. If it's 1 or 2 the day variable is increased and the next day screen appears. You can of course freeze the variable to lock it so the day will just repeat. If it's 3 though, the moon crashes, so freezing the variable to 3 does nothing. As for day 4, it repeats infinitely, it's naturally frozen, so there's no point.

Day 3 could be frozen by polling the clock, and changing the day to 2 just before 6am. Or basically what the safety switch does, but changing the day to 3 instead of 1. It would be a bit annoying though having the intense shaking and the countdown every day, as well as the cutscene for the clock tower if you're in town. For the moment, you can get a similar effect by disabling transitions, that also locks the day and causes it to loop.
 
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Relsig

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It's a 16-bit write. I noticed when testing it can crash on occasion. I wasn't able to find anything that was more stable. It's possibly due to the game and the plugin both writing to the same address at the same time. The same instability used to occur with the freeze time codes. The game constantly writes to the time variable, and the plugin constantly writes to it, and the value would be unstable and sometimes cross the night-day line, particularly when changing areas. This lead to random day changes, or even a game over if on day 3. Which is why the time flow is frozen when you freeze a particular time, keeps the game from touching the clock. Your previous time flow is of course restored when you unfreeze the time.

Code:
    u32    pointer = READU32E(0x08041FCC); //B8041FCC 00000000
    static u8 active = 1;

    if (pointer == 0) //68041FCC 00000000
        return;     

    if (is_pressed(DR))
    {
        active = !active;
        wait_keys_released(DR);
    }
  
    if (active && is_pressed(A))           //DD000000 00000401
        WRITEU16E(pointer + 0x6A, 0x4100); //1000006A 00004100
                                           //D2000000 00000000



Day 3 doesn't turn on because you can't really freeze day 3. When the time changes to 6am, the day is checked. If it's 1 or 2 the day variable is increased and the next day screen appears. You can of course freeze the variable to lock it so the day will just repeat. If it's 3 though, the moon crashes, so freezing the variable to 3 does nothing. As for day 4, it repeats infinitely, it's naturally frozen, so there's no point.

Day 3 could be frozen by polling the clock, and changing the day to 2 just before 6am. Or basically what the safety switch does, but changing the day to 3 instead of 1. It would be a bit annoying though having the intense shaking and the countdown every day, as well as the cutscene for the clock tower if you're in town. For the moment, you can get a similar effect by disabling transitions, that also locks the day and causes it to loop.

I appreciate all your hard work and the short explanations. It's unfortunate but I'll stop using moon jump for lols and only enable it when I'm ready to risk losing some progress.
 

Tekniquez

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Hi !

I made a plugin for Zelda Ocarina Of Time.

Update 18/07/17 (V3):
  • Now use my CTRPluginFramework
  • An invincible cheat
  • A way to unlock the bottles / Edit their contents
cbl61j6.png


A guide for CTRPF can be found here: Guide
Things can be slightly differents because the guide was written with an old Alpha, it'll be updated soon.

I updated the plugin !

What's new:
- New ui to look more like the game
- New base pointer for the cheats, so it should be more stable
- A note system to print infos about a cheat
- Basically the whole core plugin changed
- New codes (but fully untested)
- Try to add some protection on previous cheats to avoid crash while changing map (might not works)
- Corrections and optimizations

To use it: Press Select then read and follow instructions.

The plugin were only tested on EUR version, but it should work on USA version.

It's a menu type plugin so everything is written in the menu, but for some codes I made a key trigger:
- L + UP : refill heart;
- R + LEFT : sunrise;
- R + UP : daytime;
- R + RIGHT : sunset;
- R + DOWN : night;
- DOWN : (De)Activate fast speed;
- A + Stick (any direction) : if fast speed is activated you'll moving fast;
- UP : moon jump.
Update 15/02/17:
- @RyDog updated the plugin, adding a few cheats ! :) Here to download

Update 22/07/16:
- Should be a lot more stable even if there's still some things needed to fixed

Github

Any chance the Guide feature can be made to read Pdf files aswell. ?
 

busmanl30

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Hi !

I made a plugin for Zelda Ocarina Of Time.

Update 18/07/17 (V3):
  • Now use my CTRPluginFramework
  • An invincible cheat
  • A way to unlock the bottles / Edit their contents
cbl61j6.png


A guide for CTRPF can be found here: Guide
Things can be slightly differents because the guide was written with an old Alpha, it'll be updated soon.

I updated the plugin !

What's new:
- New ui to look more like the game
- New base pointer for the cheats, so it should be more stable
- A note system to print infos about a cheat
- Basically the whole core plugin changed
- New codes (but fully untested)
- Try to add some protection on previous cheats to avoid crash while changing map (might not works)
- Corrections and optimizations

To use it: Press Select then read and follow instructions.

The plugin were only tested on EUR version, but it should work on USA version.

It's a menu type plugin so everything is written in the menu, but for some codes I made a key trigger:
- L + UP : refill heart;
- R + LEFT : sunrise;
- R + UP : daytime;
- R + RIGHT : sunset;
- R + DOWN : night;
- DOWN : (De)Activate fast speed;
- A + Stick (any direction) : if fast speed is activated you'll moving fast;
- UP : moon jump.
Update 15/02/17:
- @RyDog updated the plugin, adding a few cheats ! :) Here to download

Update 22/07/16:
- Should be a lot more stable even if there's still some things needed to fixed

Github
Will this work for others games at the moment

Like is it simple as changing the folder name to another games game id

--------------------- MERGED ---------------------------

Because I just want to make the cheats myself anyway possible us could provide me information or download links

Also for searching what are the number for 1 byte 2 bytes 4bytes and floats anyone could answer this please

Also for searching what are the number for 1 byte 2 bytes 4bytes and floats anyone could answer this please
Nevermind also tested it I put this CTR plugin to another game and worked. I just removed the picture and didn't touch the cheats for the other game so if Nanquitas is nice enough he might give me a blank copy
 

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