@turkenheimer4448
  @turkenheimer4448
Türkenheimer | Light Node SRM in OoT without Filename: Using Position Data of Held Actor @turkenheimer4448 | Uploaded 3 years ago | Updated 7 hours ago
This is a proof of concept of forming valid pointer data with position data. We have long been doing this in Majora's Mask, since there is no convenient way to make use of the filename. In MM you can easily store an accessible copy of Link's position + facing angle with Song of Double Time or general day transition. Since OoT does not have this mechanic we have been looking for alternatives.

Using the position data of the last held actor is now our first relatively convenient idea, however, better solutions might be found. Compared to MM, the lack of an angle value that follows the three position floats makes this quite limiting. With the angle in MM at least the second pointer can be anything, only the first pointer has limited potential.

The two pointers that are formed with held actor position here are C0113D42 and 8011AD00. Note that the z-position of held actor is followed by zeros. The second pointer is an address for the inventory, the first pointer is the data written into it. 0x11 is Hammer and 0x3D is Master Sword. 0xC0 is necessary to form a valid pointer (valid on Wii at least) and 0x42 could not be avoided due to float limitations.

Watches I used:

Link's position and angle:
x 801DB2F8
y 801DB2FC
z 801DB300
a 801DB3A6

Held actor position:
x 8011C5F8
y 8011C5FC
z 8011C600
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Light Node SRM in OoT without Filename: Using Position Data of Held Actor @turkenheimer4448

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