Entity Identification: Difference between revisions
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Created page with "When doing decomp, it can be tricky to identify what entity is associated to a particular function. This page will list methods for doing this. If you know an entity of interest, and want to find its function, here is a method that works if the entity is an enemy. 1) Open up a RAM viewer in an emulator. Look at address 80073490. This is PLAYER.unkB8. 2) Touch (and get hurt by) the enemy of interest. A pointer to that enemy gets stored into 80073490. 3) Look at the da..." |
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When doing decomp, it can be tricky to identify what entity is associated to a particular function. This page will list methods for doing this. | When doing decomp, it can be tricky to identify what entity is associated to a particular function. This page will list methods for doing this. | ||
#Known entity, unknown function | |||
If you know an entity of interest, and want to find its function, here is a method that works if the entity is an enemy. | If you know an entity of interest, and want to find its function, here is a method that works if the entity is an enemy. |
Revision as of 00:02, 1 November 2024
When doing decomp, it can be tricky to identify what entity is associated to a particular function. This page will list methods for doing this.
- Known entity, unknown function
If you know an entity of interest, and want to find its function, here is a method that works if the entity is an enemy.
1) Open up a RAM viewer in an emulator. Look at address 80073490. This is PLAYER.unkB8.
2) Touch (and get hurt by) the enemy of interest. A pointer to that enemy gets stored into 80073490.
3) Look at the data stored at that pointer. That is the entity that hurt you; look at its PfnEntityUpdate function to see what its function is.