when majora's mask loads a scene, there are a bunch of structs that it always allocates in a particular order.
these are well-documented in the decompilation (mostly. i mean well-documented for mm, yknow? there are plenty of unk_variable_whatever). but, only some of them are listed in the "Ultimate MM Spreadsheet" of mm addresses, and they're known by different names than the decomp. often, the decomp names are better, and i'm almost always looking at stuff in the decomp and going "hm where is that in the game"
here is a sheet mapping decomp struct/member names to absolute memory addresses (U). no guarantees about correctness! but it should be mostly ok. please let me know if something is extremely wrong
there's still a TON of stuff that is just StructName[114 items long] without describing the nested structs, enums, or flags. and, some of the names are much worse (bottleTimerStartOsTimes[BOTTLE_MAX] is, lmao, way worse than "Hot Spring Water Timers"). but it's useful, and it'll slowly get filled out as i get interested in different things, like InterfaceContext eventually. updating the sheet only needs to know the starting absolute address of a struct, so this is pretty easy to expand
i don't think this should be a replacement for the ultimate mm spreadsheet, but i hope this helps people who are looking at the decomp too
