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Is there anyway I could use this to track memory it's displaying. And tell the tool to ignore them in display. To make it easy to find the memory path I'm looking for?

Sorry it's hard to explain what I'm trying to say lol

(17-06-2017, 06:48 PM)Ecksters Wrote: This is awesome, how simple would it be to do this in OoT? I can see many people liking something like it for the Haunted Wasteland section, you should be able to colorize the polygons that are safe and which ones void out.

This should definitely be possible, but OoT's collision data looks more complicated than SM64's. If there is documentation somewhere on how the collision data is structured in RAM, I could give this a shot.

(25-06-2017, 12:48 AM)PartyPlanner64 Wrote: [snip]

Will be addressing most of this stuff soon, thanks for the suggestions. Really like the enum and dynamic symbol ideas Smile.

(20-07-2017, 03:56 PM)AirysDark Wrote: Is there anyway I could use this to track memory it's displaying. And tell the tool to ignore them in display. To make it easy to find the memory path I'm looking for?

Sorry it's hard to explain what I'm trying to say lol

If I understand correctly, you want to filter out specific memory addresses? The Symbols tool should be useful for that. Try right-clicking data in the memory window then click Add Symbol, then Debugger -> Symbols... to see what you've added.



For anyone interested, the recent-builds index has been updated to include project info and a long todo list: http://shygoo.net/pj64d/

that's not it. i need to be able to mark the memory or highlight it. so when new memory is displayed it will not show or mark/highlighted the memory.

kinder like when i used to make modded menus for gta v. scan all the offsets the games showing at the point in time. highlight it all. then select hide offset. so 10,000,000 useless offsets are not showing to make it easy to find e.g players speed jump ammo etc.

what im trying to achieve. is to find the memory path of yoshi voice. but sitting at the char select screen. mark/hide the memory being displayed. then selecting yoshi. and see what memory is being displayed.

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