It was a minor point bugging me that editing material quantities would still leave ?????s in the badge market until you got that material legitimately. As far as I know if doesn't effect anything, you can still craft the badges and the drop probability is not changed to my knowledge by having found it before or not.
But it still bugged me so I went hunting and found a series of 4 4-byte bitmasks representing the discovered state of each material.
Code:
0x001A24
0x1 Metal Plate
0x2 Monster Tooth
0x4 Old Rag
0x8 Soldier's Uniform
0x10 Rock
0x20 Aeralfos Leather
0x40 Fiery Aeralfos Leather
0x80 Gibdo Bandage
0x100 ReDead Bandage
0x200 Lizalfos Scale
0x400 Dinolfos Fang
0x800 Moblin Flank
0x1000 Shield-Moblin Helmet
0x2000 Piece of Darknut Armor
0x4000 Stalmaster Wrist Bone
0x8000 Big Poe Necklace
0x10000 Essence of Icy Big Poe
0x20000 Hylian Captain Gauntlet
0x40000 Goron Armor Breastplate
0x80000 Ganon's Mane
0x100000 King Dodongo's Claws
0x200000 Gohma's Acid
0x400000 Manhandla's Toxic Dust
0x800000 Argorok's Embers
0x1000000 The Imprisoned's Scales
0x2000000 Cia's Bracelet
0x4000000 Volga's Helmet
0x8000000 Wizzro's Robe
0x10000000 Link's Boots
0x20000000 Lana's Hair Clip
0x40000000 Zelda's Brooch
0x80000000 Impa's Hair Band
0x001A28
0x1 Ganondorf's Gauntlet
0x2 Sheik's Kunai
0x4 Darunia's Spikes
0x8 Ruto's Earrings
0x10 Agitha's Basket
0x20 Midna's Hair
0x40 Fi's Heels
0x80 Ghirahim's Sash
0x100 Zant's Magic Gem
0x200 Round Aeralfos Shield
0x400 Fiery Aeralfos Wing
0x800 Heavy Gibdo Sword
0x1000 ReDead Knight Ashes
0x2000 Lizalfos Gauntlet
0x4000 Dinolfos Arm Guard
0x8000 Moblin Spear
0x10000 Metal Moblin Shield
0x20000 Large Darknut Sword
0x40000 Stalmaster's Skull
0x80000 Big Poe's Lantern
0x100000 Icy Big Poe's Talisman
0x200000 Holy Hylian Shield
0x400000 Thick Goron Helmet
0x800000 Ganon's Fang
0x1000000 King Dodongo's Crystal
0x2000000 Gohma's Lens
0x4000000 Manhandla's Sapling
0x8000000 Argorok's Stone
0x10000000 The Imprisoned's Pillar
0x20000000 Cia's Staff
0x40000000 Volga's Dragon Spear
0x80000000 Wizzro's Ring
0x001A2C
0x1 Link's Scarf
0x2 Lana's Cloak
0x4 Zelda's Tiara
0x8 Impa's Breastplate
0x10 Ganondorf's Jewel
0x20 Sheik's Turban
0x40 Darunia's Bracelet
0x80 Ruto's Scale
0x100 Agitha's Pendant
0x200 Midna's Fused Shadow
0x400 Fi's Crystal
0x800 Ghirahim's Cape
0x1000 Zant's Helmet
0x2000 Big Blin Hide
0x4000 Stone Blin Buckler
0x8000 Monster Horn
0x10000 Big Blin Club
0x20000 Stone Blin Helmet
0x40000 Helmaroc Plume
0x80000 Phantom Ganon's Cape
0x100000 Twili Midna's Hairpin
0x200000 Young Link's Belt
0x400000 Tingle's Map
0x800000 Linkle's Boots
0x1000000 Skull Kid's Hat
0x2000000 Pirate's Charm
0x4000000 Tetra's Sandals
0x8000000 King Daphnes's Robe
0x10000000 Helmaroc King's Mask
0x20000000 Phantom Ganon's Sword
0x40000000 Twili Midna's Robe
0x80000000 Keaton Mask
0x001A30
0x1 Tingle's Watch
0x2 Linkle's Compass
0x4 Majora's Mask
0x8 Island Outfit
0x10 Tetra's Bandana
0x20 King Daphnes's Crown
Like everything else they're stored little-endian so to 'discover' all materials you'd set the following values:
Code:
0x001A24 FFFFFFFF
0x001A28 FFFFFFFF
0x001A2C FFFFFFFF
0x001A30 3F000000
It would be nice if the editors could update these correctly when adding materials that have not been previously collected, but as I say it appears to be purely cosmetic.
Note as well that I've not individually tested each material's mask values. But the ones I did all fit the assumption that they followed the same order as the quantities themselves.