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Size Modifier for LOZ OOT?

Mad Tiger X

Mad as in insane, not angry.
Krusha, thanks, but I was looking more for individual X,Y,Z values. Probably aren't any, so...I'll use yours anyway ;-)

cooliscool: How are you making these anyway? I kinda wanna experiment on some stuff if I can (epona, random people in town, Tingle (lol) )...
 
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cooliscool

Nintendo Zealot
Nemu has a very comprehensive debugger (memory viewer, supports breakpoints, etc).. requires some knowledge of general technical matters, but it's all I use.

For size mods, as I said, 3C23 = 0.00, so generally, unless artificially resized, this will be the size of most models. Do a search (16-bit) for this value, and chances are you'll come across such addresses.
 

Tre

Oops. Died again.
Cooliscool, thank you for finding out what the problem was. I was seriously starting to think it was just all me. I'm going to have fun playing around with this code, already had a laugh over just how much taller Link is than Mido when you have yourself that big.
 

Tre

Oops. Died again.
Now THAT is a massively sized Link!!!! I was already thinking that I had the "right" code, since he was pretty danged big (a little on the chunky side though) but WOW!!! Cooliscool, this is much neater!

Edit:

Okay, this is even greater than before!!!

I played around with the scale and came up with a neat take on Massive Link... I present: Ultra Tiny Link!!!

811DB340 3B00
811DB344 3B00
811DB348 3B00

I'm so going to have to take on Ganon like this!!!
 
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Kizul

New member
Well, since everyone else was having such a good time, I thought I'd join in the fun. :D

May I present:

Beanpole Link,
811DB340 3C00
811DB344 3CFF
811DB348 3C00

Flat Link,
811DB340 3C23
811DB344 3A00
811DB348 3C23

and last, but certainly not least —

Supersized Link:
811DB340 3D46
811DB344 3C23
811DB348 3D46

Note: these are using the U.S. 1.2 code.
Note 2: using any of the above codes will REALLY mess up your aim when you're Z-Locked on an enemy. XD
 

Samurai Snack

PJ64 Cheat Master
Heres the code to make link short & fat & stubby, a little awkward shape though but im pretty much peeing my pants here in laughter(for OoT V.1.2)
811DB340 3CFF
811DB344 3C19
811DB348 3CFF

just copy and paste in, and as always-top=X,middle=Y,bottom=Z

This code makes him Kate Moss

811DB340 3CFF
811DB344 3CFF
811DB348 3B00

he needs to put on some weight:icecream:
 
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Kizul

New member
Oh man, I almost forgot! :D

Flat Link:
811DB340 3C23
811DB344 3A00
811DB348 3C23

Flat Link (Ultra-Expanded):
811DB340 3CFF
811DB344 3A00
811DB348 3CFF

And if Link'd ever appeared in Parappa the Rapper, this code shows how he'd look (the perfect demonstration would be to have Link walk diagonally towards the camera):
811DB340 3C23
811DB344 3C23
811DB348 3900

Enjoy! :D

P.S.: Still using the U.S. 1.2 for these. :)

Edit: How about InvisiLink?
811DB340 3000
811DB344 3000
811DB348 3000

XD
 
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cooliscool

Nintendo Zealot
Then you'll get a kick out of this one (U) (V1.0):

8002437F 0030 (0050 = normal)

It will make 98% of all actors horizontally (x axis) flat.

Don't try to mod the code for different results - you'll just get the same thing or crash the game. It's a low level code that does no actual size modification, just triggers such an occurrence in the engine.
 
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Mad Tiger X

Mad as in insane, not angry.
Nemu has a very comprehensive debugger (memory viewer, supports breakpoints, etc).. requires some knowledge of general technical matters, but it's all I use.

For size mods, as I said, 3C23 = 0.00, so generally, unless artificially resized, this will be the size of most models. Do a search (16-bit) for this value, and chances are you'll come across such addresses.

could i 16-bit search Nemu, or am I going to have to use my gameshark? I'll try later today...

Thanks!
~MTX~
 

Samurai Snack

PJ64 Cheat Master
the size modifier 3C?? can go higher than 3CFF, it can go into 3D?? but it makes link so big that he's higher than the area you are in(made link's height 3DFF then i used the bow and the camera went above the sky in Lake Hylia) i was literally looking down at the sky.
 

Mad Tiger X

Mad as in insane, not angry.
Ok, I'm hella bored, so...

I made a choice list!:

3A00 1 inch
3AA0 3 inch
3B00 6 inch
3B50 1 Foot
3BA0 2 Foot
3C00 3 Foot
3C23 4 Foot (Default)
3C42 5 Foot
3C61 6 Foot
3C80 7 Foot
3CA0 8 Foot
3CB7 9 Foot
3CCF 10 Foot
3CD7 11 Foot
3CDF 12 Foot
3CE7 13 Foot
3C3F 14 Foot
3CF7 15 Foot
3CFF 16 Foot

:These apply to the child form of link, and also assume that child-link is 4 foot tall. You all know how to use it (address (space) ????). I don't expect anyone to use this though, but I thought it might be a little bit entertaining...

If in your code, for some reason, the first to hex values don't matter, at least 3-16 Foot works.
 

Mad Tiger X

Mad as in insane, not angry.
You can do it in Nemu.

Yes, I did that later, but the problem is, I get like 16-20 values, and I tested each, none of which worked. I noticed that in the memory viewer, it only does 1 of every 15 values:

003785D0
003785E0
003785F0
00378600
00378610

Does that mean that every 4 groups of values belongs to the next address value? Even then, every time I search, it returns at least 4 or 5 results that don't even have the value in them...

I'll try to figure it out...

EDIT: Is there a way to process the list of found codes, compared to themselves? Like in real code generator: "less than before" or whatever??? Question 2: what does the 'JAL' box do?
 
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Yoshi52

Yoshi Freak
Woah, I put in 3FFF as the last four digits and Link is REALLY large!! When I press C-Up, all I see is the background!!!

I have the US version now, sorry if I made someone look up the code. *grins*
 
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cooliscool

Nintendo Zealot
Yes, I did that later, but the problem is, I get like 16-20 values, and I tested each, none of which worked. I noticed that in the memory viewer, it only does 1 of every 15 values:

003785D0
003785E0
003785F0
00378600
00378610

Does that mean that every 4 groups of values belongs to the next address value? Even then, every time I search, it returns at least 4 or 5 results that don't even have the value in them...

I'll try to figure it out...

EDIT: Is there a way to process the list of found codes, compared to themselves? Like in real code generator: "less than before" or whatever??? Question 2: what does the 'JAL' box do?

JAL = Jump and Link, and r4300i opcode. If you set this to an address, it'll find all opcodes that Jump and Link to the stated address. Leave it alone.

No, you can't do comparative searches in Nemu. If they don't have a value in them when you look at the RAM viewer, it's likely the actor that the data belongs to has since been unloaded.
 

Knuckles107

New member
Err0r

No matter what I do or what code I use It just doesnt work for some reason :/ and I run on :pj64: 2.0 and I dont get how you find out how to make the codes and Ill practicaly kill :gunman: to know how so please like post a thread a video or an image on how cause I need a code that works for me

- - - Updated - - -

 
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