@@ -61,7 +61,7 @@ patch=0,EE,20104E1C,extended,AE210044 // sw at,0x44(s1)
6161patch=0,EE,2010518C,extended,3C033C88
6262patch=0,EE,20105190,extended,34638889
6363
64- // MISSING_NOTE
64+ // Affects animation speed of some map objects (such as the chefs in the banquet hall)
6565patch=0,EE,20109D1C,extended,3C024270
6666
6767// How long rubble objects (e.g. probably just the falling furniture when Ivan sails through an apartment - might be more a ZZT1 thing)
@@ -80,25 +80,28 @@ patch=0,EE,201104BC,extended,24420040
8080// For normal items/survival points
8181patch=0,EE,20110D3C,extended,24420040
8282
83- // Players
83+ // Players/npcs
8484
8585// MISSING_NOTE
8686patch=0,EE,20129D30,extended,3C043C88
8787patch=0,EE,20129D34,extended,34848889
8888
89- // MISSING_NOTE
89+ // Affects how long it takes character actors to rotate/pitch their head to look at something
90+ // (might also affect some other rotation stuff, not sure)
9091patch=0,EE,20132F20,extended,3C034270
9192
92- // MISSING_NOTE
93+ // This prevents NPCs/player from sometimes getting stuck on ledges when trying to drop down
9394patch=0,EE,2013C978,extended,3C033D4C
9495
95- // MISSING_NOTE
96+ // I think this affects the internal timers for some player animations
9697patch=0,EE,201445B8,extended,3C024270
9798
98- // MISSING_NOTE
99+ // I think this affects the internal timers for some player animations
99100patch=0,EE,20144E3C,extended,3C024270
100101
101- // MISSING_NOTE
102+ // I think this affects the internal timers for some player animations
103+ // (for example if you set this to a really high value, grab a handrail, and release the grab button, the animation will remain for the player grabbing the rail)
104+ // (20fps=20.0f, 30fps=30.0f, 60fps=60.0f)
102105patch=0,EE,20145398,extended,3C034270
103106
104107// Movement speed divisor (used in player actor initialization)
@@ -112,7 +115,7 @@ patch=0,EE,201587A0,extended,3442F000
112115// (and as such we'd move 2x slower at 60fps by default) -- we just correct that by multiplying the
113116// left analog stick magnitude by 2 here.
114117// (These replace a fabsf call -- but the result is just used for comparing against <= 0.0f anyways,
115- // since the range of fabsf is [0..+inf) the comparison can only be true for 0.0f, and fabsf(0.0f) would be 0.0f)
118+ // since the range of fabsf is [0..+inf) the comparison can only be true for 0.0f, and fabsf(0.0f) would be 0.0f)
116119patch=0,EE,20162B4C,extended,3C014000 // lui at,0x4000
117120patch=0,EE,20162B50,extended,44816000 // mtc1 at,f12
118121patch=0,EE,20162B58,extended,460CAD42 // mtc1 zero,f01
@@ -157,7 +160,7 @@ patch=0,EE,20177038,extended,34428889
157160patch=0,EE,2017B6F4,extended,3C023C88
158161patch=0,EE,2017B6F8,extended,34428889
159162
160- // MISSING_NOTE
163+ // Affects transition speed to/from first person (when pressing Triangle)
161164patch=0,EE,2017F7F0,extended,3C034270
162165
163166// Various menu stuff
@@ -251,7 +254,7 @@ patch=0,EE,2018A14C,extended,0
251254patch=0,EE,2018A150,extended,00809021 // addu s2,a0,zero ; Replace original instruction at jumpsite
252255patch=0,EE,2018A154,extended,8E440198 // lw a0,0x198(s2)
253256patch=0,EE,2018A158,extended,24020002 // addiu v0,zero,0x2 ; Attempt to instantly print dialogue choices (seems to work but a bit of a shot in the dark)
254- patch=0,EE,2018A15C,extended,14820008 // bne a0,v0,0x0018A180
257+ patch=0,EE,2018A15C,extended,14820008 // bne a0,v0,0x0018A180
255258patch=0,EE,2018A160,extended,3C010019 // lui at,0x0019
256259patch=0,EE,2018A164,extended,8C22A14C // lw v0,-0x5EB4(at) ; Load timer
257260patch=0,EE,2018A168,extended,30430001 // andi v1,v0,0x0001
@@ -443,8 +446,6 @@ patch=0,EE,201EEA64,extended,3C024270
443446
444447// MISSING_NOTE
445448patch=0,EE,201EEAE4,extended,3C033C88
446-
447- // MISSING_NOTE
448449patch=0,EE,201EEAEC,extended,34638889
449450
450451// MISSING_NOTE
@@ -472,16 +473,18 @@ patch=0,EE,201F0F74,extended,AF82B420
472473patch=0,EE,201F0F98,extended,AF92B420
473474patch=0,EE,201F0FA8,extended,AF80B420
474475
475- // MISSING_NOTE
476+ // I think this affects the internal timers for some animations
477+ // (20fps=20.0f, 30fps=30.0f, 60fps=60.0f)
476478patch=0,EE,201F72E0,extended,3C024270
477479
478- // MISSING_NOTE
480+ // I think this affects the internal timers for some animations
481+ // (20fps=20.0f, 30fps=30.0f, 60fps=60.0f)
479482patch=0,EE,201F7590,extended,3C034270
480483
481484// MISSING_NOTE
482485patch=0,EE,202000B4,extended,3C034270
483486
484- // MISSING_NOTE
487+ // Affects how fast the game fades back in after picking up and equipping a new item
485488patch=0,EE,20208648,extended,3C024120
486489
487490// Item?
@@ -496,19 +499,21 @@ patch=0,EE,2020CB8C,extended,3C024270
496499
497500// Compass UI?
498501
499- // MISSING_NOTE
502+ // Affects how fast the main player has to be moving per frame for the bottom right compass HUD to shrink
503+ // (20fps=0.048f, 30fps=0.032f, 60fps=0.016f)
500504patch=0,EE,202173A4,extended,3C023C83
501-
502- // MISSING_NOTE
503505patch=0,EE,202173AC,extended,3C023C83
504506patch=0,EE,202173B0,extended,3442126F
505507
506- // MISSING_NOTE
508+ // Affects how fast the compass HUD shrinks when opening the map
507509patch=0,EE,202175CC,extended,3C023D88
508-
509- // MISSING_NOTE
510510patch=0,EE,202175D8,extended,34428889
511511
512+ // Affects how fast compass HUD shrinks/grows when set to shrink/grow
513+ // (last initialization)
514+ patch=0,EE,20217624,extended,3C033D08
515+ patch=0,EE,20217630,extended,34628889
516+
512517// MISSING_NOTE
513518patch=0,EE,202176EC,extended,3C023D88
514519patch=0,EE,202176F8,extended,34428889
@@ -525,7 +530,8 @@ patch=0,EE,20217860,extended,34428889
525530patch=0,EE,2021792C,extended,3C023D88
526531patch=0,EE,20217938,extended,34428889
527532
528- // MISSING_NOTE
533+ // Affects how fast compass HUD shrinks/grows when set to shrink/grow
534+ // (set when exiting the item menu)
529535patch=0,EE,20217A14,extended,3C033D08
530536patch=0,EE,20217A20,extended,34628889
531537
@@ -549,7 +555,8 @@ patch=0,EE,20217CB8,extended,34428889
549555patch=0,EE,20217D80,extended,3C033D08
550556patch=0,EE,20217D8C,extended,34628889
551557
552- // MISSING_NOTE
558+ // Affects how fast compass HUD shrinks/grows when set to shrink/grow
559+ // (initial initialization -- see 217624)
553560patch=0,EE,20217DE8,extended,3C023D08
554561patch=0,EE,20217DF0,extended,34428889
555562
@@ -559,43 +566,51 @@ patch=0,EE,20217DF0,extended,34428889
559566patch=0,EE,20218774,extended,84630028 // lh v1,0x28(v1)
560567patch=0,EE,20218780,extended,3187A // dsrl v1,v1,0x01
561568
562- // MISSING_NOTE
569+ // Affects how quickly the heat arrow rotates to upward position
563570patch=0,EE,20218960,extended,3C023DA0
564571patch=0,EE,20218968,extended,3442D97D
565572
566- // MISSING_NOTE
573+ // Affects how quickly the heat arrow rotates to neutral
567574patch=0,EE,20218978,extended,3C023DA0
568575patch=0,EE,20218980,extended,3442D97D
569576
570577// Doubles period of 2d animation on heat arrow from 13 frames -> 26 (see change at 218774)
571578patch=0,EE,20218A84,extended,2842001A
572579
573- // MISSING_NOTE
580+ // Affects how quickly the heat arrow rotates to downward position
574581patch=0,EE,20218B04,extended,3C023DA0
575582patch=0,EE,20218B0C,extended,3442D97D
576583
577- // MISSING_NOTE
584+ // Affects how fast the main player has to be moving per frame for the bottom left wet/BT HUD to shrink
585+ // (20fps=0.048f, 30fps=0.032f, 60fps=0.016f)
578586patch=0,EE,20218D64,extended,3C023C83
579587patch=0,EE,20218D6C,extended,3C023C83
580588patch=0,EE,20218D70,extended,3442126F
581589
582- // MISSING_NOTE
590+ // Affects how fast wetness HUD shrinks/grows when set to shrink/grow
591+ // (set when exiting the map)
583592patch=0,EE,202191E8,extended,3C033D08
584593patch=0,EE,202191EC,extended,34638889
585594
586595// MISSING_NOTE
587- patch=0,EE,20219200,extended,3C033CF5
588- patch=0,EE,20219208,extended,3463C28F
596+ // Not sure what exactly this is used for, but is executed when exiting map
597+ // (20fps~=0.2143f, 30fps=0.1f, 60fps=0.1f)
598+ patch=0,EE,20219200,extended,3C033DCC
599+ patch=0,EE,20219208,extended,3463CCCD
589600
590- // MISSING_NOTE
601+ // Affects how fast wetness HUD shrinks when opening map
591602patch=0,EE,202193D8,extended,3C023D88
592603patch=0,EE,202193E0,extended,34428889
593604
594605// MISSING_NOTE
595- patch=0,EE,202193EC,extended,3C02BCF5
596- patch=0,EE,202193F4,extended,3442C28F
606+ // Not sure what this affects exactly, but interpolating to 60fps
607+ // causes the wetness indicator to briefly still show when bringing up the map
608+ // (20fps~=-0.2143f, 30fps=-0.1f, 60fps=-0.1f)
609+ patch=0,EE,202193EC,extended,3C02BDCC
610+ patch=0,EE,202193F4,extended,3442CCCD
597611
598- // MISSING_NOTE
612+ // Affects how fast wetness HUD shrinks/grows when set to shrink/grow
613+ // (initial initialization)
599614patch=0,EE,202194B4,extended,3C023D08
600615patch=0,EE,202194BC,extended,34428889
601616
@@ -617,24 +632,24 @@ patch=0,EE,20219F74,extended,248400CC
617632// Affects speed of flashing cursor on game over screen (before selecting option)
618633patch=0,EE,2021A030,extended,24E20044
619634
620- // MISSING_NOTE
635+ // Affects how fast the "Try Again? Yes No" text fades in on game over screen
621636patch=0,EE,2021A124,extended,3C023D08
622637patch=0,EE,2021A12C,extended,34438889
623638
624- // MISSING_NOTE
639+ // Affects how fast the game over screen fades in
625640patch=0,EE,2021A2C4,extended,3C033D08
626641patch=0,EE,2021A2CC,extended,34658889
627642
628- // MISSING_NOTE
643+ // Number of frames before the "Try Again? Yes No" text starts to fade in after game over screen fade finishes
629644patch=0,EE,2021A304,extended,2402003C
630645
631646// Something to do with the game over menu
632647
633- // MISSING_NOTE
648+ // How long the fade out lasts when the player dies (health loss/instant death -- unknown case)
634649patch=0,EE,2021A600,extended,3C023C36
635650patch=0,EE,2021A604,extended,34420B61
636651
637- // MISSING_NOTE
652+ // How long the fade out lasts when the player dies (health loss/instant death -- normal case)
638653patch=0,EE,2021A614,extended,3C023BB6
639654patch=0,EE,2021A618,extended,34420B61
640655
@@ -652,16 +667,16 @@ patch=0,EE,2021CD04,extended,3C024100
652667// MISSING_NOTE
653668patch=0,EE,2021CE74,extended,3C024100
654669
655- // MISSING_NOTE
670+ // Affects how long the game takes to fade back in after closing map
656671patch=0,EE,2021CFB8,extended,3C024180
657672
658- // MISSING_NOTE
673+ // Affects how long the map screen takes to fade out
659674patch=0,EE,2021D094,extended,3C024180
660675
661676// MISSING_NOTE
662677patch=0,EE,2021D488,extended,3C024180
663678
664- // MISSING_NOTE
679+ // Affects how long the map screen takes to fade in (R3)
665680patch=0,EE,2021D4B8,extended,3C024180
666681patch=0,EE,2021D4BC,extended,3C024180
667682
@@ -727,7 +742,7 @@ patch=0,EE,2023B594,extended,34648889
727742
728743//
729744
730- // MISSING_NOTE
745+ // Affects how quickly rain drops fall on the water in the <News> screen
731746patch=0,EE,2024056C,extended,3C024270
732747
733748// MISSING_NOTE
@@ -1452,10 +1467,12 @@ patch=0,EE,202CBD14,extended,24040001
14521467patch=0,EE,202CBD18,extended,3E00008
14531468patch=0,EE,202CBD1C,extended,AC64024C
14541469
1455- // in-executable scripts
1456-
14571470// MISSING_NOTE
1458- patch=0,EE,20334EE8,extended,3C024270
1471+ // Has something to with how rain (i.e. the slanted lines, not the straight rain textures) renders
1472+ // (US=20, PAL=30, kept at 30 as rain was a lot less prevalent at 60)
1473+ patch=0,EE,20334EE8,extended,3C0241F0
1474+
1475+ // in-executable scripts
14591476
14601477// MISSING_NOTE
14611478patch=0,EE,203372C4,extended,3C034208
@@ -1476,6 +1493,21 @@ patch=0,EE,2033AA70,extended,34638889
14761493// Fade in speed when giving items?
14771494patch=0,EE,2033C28C,extended,3C0241A0
14781495
1496+ // Affects how long it takes for the item menu background to fade out
1497+ patch=0,EE,2033D0A0,extended,3C03BDAA
1498+
1499+ // Affects how long it takes for the item menu background to fade in after pressing Square
1500+ patch=0,EE,2033D138,extended,3C033DAA
1501+
1502+ // Affects how fast item menu elements animate (e.g. when changing categories, or entering/exiting menu)
1503+ patch=0,EE,2033DA08,extended,00052840 // sll a1,a1,0x01
1504+
1505+ // Affects how fast weight squares flash when item is highlighted in item menu
1506+ patch=0,EE,2033E760,extended,24630011
1507+
1508+ // Affects the white outline pulse speed around player icon in item menu if player is under effect of Heating Pad, etc.
1509+ patch=0,EE,2033EEA4,extended,24430011
1510+
14791511// MISSING_NOTE
14801512patch=0,EE,20348890,extended,2405003C
14811513
@@ -1534,8 +1566,8 @@ patch=0,EE,203A9574,extended,258
15341566patch=0,EE,203A957C,extended,3C
15351567patch=0,EE,203A9598,extended,3C
15361568
1537- // Something to do with items
1538- // MISSING_NOTE
1569+ // Corrects how wet the player gets from events which instantly set how wet they are
1570+ // (e.g. opening the door with a bunch of water behind it in the first level)
15391571patch=0,EE,203A9928,extended,42700000
15401572patch=0,EE,203A9930,extended,42700000
15411573patch=0,EE,203A993C,extended,43480000
@@ -2858,9 +2890,9 @@ patch=1,EE,20749F50,extended,200302D
28582890// IMENU.BIN (Item Menu + item pickup prompts)
28592891
28602892// String compare file name
2861- patch=1,EE,E04B4D49 ,extended,00718A20 // "IM"
2862- patch=1,EE,E04A4E45 ,extended,00718A22 // "EN"
2863- patch=1,EE,E0492E55 ,extended,00718A24 // "U."
2893+ patch=1,EE,E04D4D49 ,extended,00718A20 // "IM"
2894+ patch=1,EE,E04C4E45 ,extended,00718A22 // "EN"
2895+ patch=1,EE,E04B2E55 ,extended,00718A24 // "U."
28642896
28652897// MISSING_NOTE
28662898patch=1,EE,2071A3D0,extended,3C033F80
@@ -2984,6 +3016,12 @@ patch=1,EE,20730EC0,extended,34428889
29843016// MISSING_NOTE
29853017patch=1,EE,20730EFC,extended,3C024208
29863018patch=1,EE,20730F00,extended,34428889
3019+
3020+ // In equip screen, affect how fast player actor rotates
3021+ patch=1,EE,20733F98,extended,3C023C0E
3022+ // In equip screen, affect how fast selected item part pulses
3023+ patch=1,EE,20733FD4,extended,3C023D8E
3024+
29873025// MISSING_NOTE
29883026patch=1,EE,20735B50,extended,3C024180
29893027
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