Animal Forest
Animal Forest has a fair amount of debug features left in it. It'd sure be kind of someone to document them all and post them on the wiki forums in the "Suggestion" message board. With that said, a cool project would be to configure OoTTer for AF and play through the game and see what you come up with. Before making this wiki, I did just that, but neglected to keep it. Had I know I'd do something like this, I would have kept it and let someone play through it, given that I was too lazy to do so when there very well may be nothing to find :P. As a quick note, some of the actors share a special texture and pallet system due to being able to wear the same shirts or being of the same "type" of animal.
A LOT of Animal Forest notes from Zoinkity.
OS Functions
0x8002db20,osSendMesg 0x8002de10,osStopThread 0x8002dfa0,osRecvMesg 0x8002e0e0,osSetIntMask 0x8002e180,osGetIntMask 0x8002e290,__sinf/fsin/sinf 0x8002e450,sins 0x8002e890,__ull_rshift 0x8002e8bc,__ull_rem 0x8002e8f8,__ull_div 0x8002e934,__ll_lshift 0x8002e960,__ll_rem 0x8002e99c,__ll_div 0x8002e9f8,__ll_mul 0x8002ea28,__ull_divremi 0x8002ea88,__ll_mod 0x8002eb24,__ll_rshift 0x8002f480,__osDequeueThread 0x8002f4c0,bzero/_bzero/blkclr/_blkclr 0x8002fa50,osCreateThread 0x8002fd80,osVirtualToPhysical 0x8002fe00,osWritebackDCache 0x80030230,__osSetSR 0x80030240,__osGetSR 0x80030290,guPerspectiveF 0x800304c0,guPerspective 0x80030770,osGetThreadId 0x80030790,osSpTaskYield 0x80031b50,osStopTimer 0x80031c40,__osProbeTLB 0x80032fa0,osGetCount 0x80033470,sqrtf 0x80035b20,bcmp/_bcmp 0x80035c40,osGetTime 0x80035ea0,__osSetGlobalIntMask 0x800360c0,__osSetCompare 0x800360d0,osAiGetStatus 0x800360e0,bcopy/_bcopy 0x800363f0,__osResetGlobalIntMask 0x80036f90,__cosf/fcos/cosf 0x800372b0,coss 0x80037ea0,__osSetFpcCsr 0x80037eb0,__osGetFpcCsr 0x80038d60,osAiGetLength 0x80038dc0,osMapTLBRdb 0x80038e20,osYieldThread 0x80038f50,__osGetCause 0x8003a4e0,_Litob 0x8003a7d0,__osSpSetStatus 0x8003a7e0,__osSpGetStatus 0x8003ab20,osWritebackDCacheAll 0x8003abd0,osStartThread 0x8003ad20,__d_to_ll 0x8003ad3c,__f_to_ll 0x8003ad58,__d_to_ull 0x8003adf8,__f_to_ull 0x8003ae94,__ll_to_d 0x8003aeac,__ll_to_f 0x8003aec4,__ull_to_d 0x8003aef8,__ull_to_f 0x8003cec0,osViModeNtscLpn1 0x8003cfb0,osViModeNtscLan1 0x8003d000,osViModeMpalLan1 0x8003e5d0,__osRcpImTable 0x8003e880,__libm_qnan_f
Actor Hierarchy
Actor Hierarchy:
BB MM 0000 LLLLLLLL BB = bone count MM = matrix count LLLLLLLL = bone list pointer
Bones:
Bones are 0xC bytes long DDDDDDDD CC CC XXXX YYYY ZZZZ DDDDDDDD = display list pointer CC CC = connection data (still have to check this out in the actor models X = X translation, Y = Y translation and Z = Z translation Translation = position
e.g.
0x00B8B000_00B8ECE0 = tools
0x06000228 = axe (no bone structure)
0x06001808 = net bone structure
0x06003420 = shovel (no bone structure)
Microcode Libraries
F3DEX is the extended version of the Fast3D and Line3D microcode and the vertex cache size is increased to 32 as well as vertex cache, etc.
RSP Gfx ucode F3DZEX.NoN fifo 2.08J Yoshitaka Yasumoto/Kawasedo 1999. RSP Gfx ucode S2DEX fifo 2.08 Yoshitaka Yasumoto 1999 Nintendo.
NoN means No Near Clipping.
S2DEX is a 2D microcode, while F3DZEX (F3DEX2) does the 3D drawing.
Ocarina of Time 1.0 (2.06H), OoT Debug (2.08J) and Majora's Mask (2.08I) have similar uCode (Macros in C) libraries as Animal Forest and to my knowledge aren't very different from each other.
Build Date
forest@srd038J.srd.nintendo.co.jp compile date 01-02-14 16:37:16
Format:
forest = Development team
@ = Not an email, but a physical location
srd = Is an acronym for Systems Research & Development //The team that developed the game
038J = The group number
J = Region
01-02-14 = year, month, and day.
16:37:16 = Time, pretty self explanatory