# Gameplay mods (runtime/src/mods/, Gameplay menu). Address = function entry, @ADDR = instruction hook.
# Camera (mods/camera.cpp): dCamera_c::manualCamera (0250FDC8), the right-stick camera
0250FDC8  # dCamera_c::manualCamera: remembers that the manual camera ran (mouse camera)
@02510448 # manualCamera: after cLib_chaseF of the turning speed (this+0x154): direct stick / mouse yaw
@025104A0 # manualCamera: the same on the other branch
@0251053C # manualCamera: f28 = vertical stick rate (mouse pitch)
@02510EA0 # manualCamera: V smoothing factor (cSAngle * f1)
@02510EE4 # manualCamera: U smoothing factor (cSAngle * f1)
025071FC  # dCamera_c::subjectCamera: first person is active
# Walking direction (mods/steer.cpp): daPy_lk_c::setStickData stores Link's direction (stick + camera angle)
@023F35BC # setStickData: sth r9, 0x6930(r31), normal branch
@023F3610 # setStickData: the same, confused branch
0240EBB0  # daPy_Execute: Link (left click while aiming, traces)
# Quick doors / fast scene changes (mods/turbo.cpp; extra logic steps from interp.cpp's fpcEx_Handler hook)
0252A684  # dDoor_info_c::getDemoAction: a door event cut is running
021C0078  # daMbdoor_c::getDemoAction
025DC86C  # fopScnM_ChangeReq: scene change trigger (traces)
# Walk-through doors (mods/walk_doors.cpp): the dungeon doors' executes
021277D0  # daDoor10_Execute: stone shutters (slide up)
02129830  # daDoor12_Execute: double doors (slide apart)
021A5008  # daKnob00_Execute: wooden knob doors (houses, shops)
025D7710  # fopAcM_orderDoorEvent: A on a door's Open prompt (walk-through doors opening on A)
# Gyro aiming with the Pro Controller selected (mods/gyro_pro.cpp): "is the Pro Controller active"
02617AE4  # pad state: controller mode == 0 (Pro Controller); answered "no" for the gyro code
# Faster climbing (mods/mods.cpp): the climbing animations' speed, asked for each step
02417FF4  # daPy_lk_c::getLadderMoveAnmSpeed: ladders, ivy up / down
024291E0  # daPy_lk_c::getClimbMoveAnmSpeed: ivy sideways
02427D8C  # daPy_lk_c::getHangMoveAnmSpeed: along a ledge while hanging
# Mod packs (packs.cpp): the TV layout size asked by pack code -> the TV buffer's size (720p mode)
02739594  # TV layout width (integer)
027395E4  # TV layout height (integer)
# Title controller question answered with the GamePad (controller_selection.cpp, upstream #189)
@026D44A8 # updateSelection: copied input event, before reading its kind
026D50C4  # SelectController_00 draw: hide the automatically answered title prompt
026F8B54  # Parts::draw: hide only the title background during automatic choice/caption fade
026D87D0  # Options > Controller: switch handler; locked to the GamePad (controller_selection.cpp)
# Touch for the minigames (mods/minigames.cpp): the minigame actors' Execute (r3 = the actor)
021C5634  # daMgBoard_Execute: Sploosh Kaboom
02318640  # daObjApzl_Execute: the Cabana's picture puzzles
0220EFF0  # daNpc_Bmsw_Execute: Rito post mail sorting
022197C4  # daNpc_Btsw_Execute: Rito post mail sorting (Koboli)
02109AF8  # daCanonExecute: Spectacle Island's cannon game
025BB698  # dShop_now_triggercheck: a shop's item choice (r4 = ShopItems_c)
02483C0C  # daShopItem_Execute: a shop's item (where it is)
# Songs sung into the microphone (mods/songs.cpp)
0202A3B4  # JAIZelInst::judge: the conducted notes' song (answers the sung one while Link conducts)
# One hit kills (mods/cheats.cpp; autoplay.cpp reads the actors there too)
025D475C  # fopAc_Execute (named CHECK_VEC3_RANGE by the matcher: its assert): every actor's execute
# Picto Box album pages (mods/picto_pages.cpp)
026C1974  # the Picto Box's aim, each frame: a picto taken into a full album gets a new page first
02720D34  # a file loaded: its album block copied into the working album (r4 the file)
02721B34  # the game saves: the working album copied into the file's block (r4 the file)
# Pictos mailed to Carlov at postboxes (mods/postbox.cpp)
023A4BB0  # daObjTpost execute: the postbox takes pictos (attention flag 0x01000000)
023A5570  # daObjTpost::getMsg: a handed picto gets Carlov's checks and order
023A55BC  # daObjTpost::next_msgStatus: after a picto, "accepted for delivery" and done
# Beedle's Shop Ship (mods/shop_ship.cpp): the sea room kept on entering, checked on leaving
@025C3964 # scene change, exit type 62 (Obshop): the ship's sea room is stored
@025C39F0 # the same, type 59 (Abship)
@025C3A64 # exit type 61 (back to the sea): the stored room is read (the game halts if it isn't 0..63)
# Instant text (mods/instant_text.cpp): the message window's draw type, the TWWHD Randomizer's B-skip reads and arrow waits
@026014F4 # typing step: lbz r9, 0x696(r5) (draw type: 0 letter by letter, 1 instant)
@026BA648 # after lwz r0, 0x54(r3) (randomizer: 0x50)
@026FCF1C # after lwz r8, 0x54(r30)
@026FD294 # after lwz r0, 0x54(r30)
@026FD3E0 # after lwz r12, 0x54(r11)
@026FD9BC # after lwz r9, 0x54(r30)
@026FDB44 # after lwz r9, 0x54(r30)
@026FE62C # after lwz r10, 0x54(r8)
@026FE81C # after lwz r8, 0x54(r30)
@026FEB20 # after lwz r0, 0x54(r30)
@026F7EA0 # beq: wait for the continue arrow to appear (randomizer: nop)
@026F802C # beq: wait for the continue arrow to fade (randomizer: nop)
