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.

  1. 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.