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GlitterBerri

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GlitterBerri last won the day on November 14 2013

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  1. OoT Shop Data: Thanks to the console output strings found in ovl_En_GirlA, I was able to identify the two beta shops as Talon's shop and Ingo's shop. Ingo's shop has two undocumented items in it, the Ingo Egg and Ingo Milk. MM Shop Data: Likewise, the MM shop data can be found in the console output strings of ovl_En_GirlA in that game, for anyone interested.
  2. I've been documenting Ocarina of Time and Majora's Mask in greater detail, remaking, adding information to, and cleaning up inaccuracies in existing lists, as well as adding new documentation. Below is a list of some of the things I've done so far. I will add more information and links as I complete things. --- Ocarina of Time: • code.zasm (Translated) • Enemy Damage Charts • Link's Animations w/ Filenames • Map Select (Retranslated) • Oddities to Investigate --- Majora's Mask: • Actor List • code.zasm (Translated) • Debugging Functions (Retranslated) • Map Select (Retranslated) • Object List • Scene List (Translated) If anyone is interested in helping out with the documentation process, you can find more information here. If you'd like to discuss these findings with me in real time, I can be found in the CloudModding chat here (#zelda on irc.badnik.net). I hope this is useful. Enjoy! (Crossposted from CloudModding's Zelda forums.)
  3. I'm an albatross? What do you mean? o_O And how do you propose I contribute to your project? Yeah, isn't it interesting? I never guessed that we would get more insight about the original game by examining the remake! But, when you think about it, the 3D development team must have had access to the development files for OoT, and the simpler file structure makes them easier to examine. Pretty cool! One other minor thing I appreciated having official confirmation for was the name of Fado, whose name is found in her filenames. Hopefully, if they ever release a Majora's Mask remake, we'll be able to dig through the files and gain a further understanding of the game in a similar manner!
  4. Hey, guys! So, the TCRF page on OoT3D is up and running with some findings so far. Hacking notes and file listings for the game can be found in the notes page linked at the bottom of the article's info box at the top right of the page. There's still lots to be done, so anyone interested can observe the proceedings or participate at #zelda at irc.badnik.net. (TCRF's main channel is #tcrf on the same server.) Findings can also be discussed on the article's discussion page. Hope to see you there!
  5. How are you arriving at this conclusion? Where has Cloudmax documented this stuff? I'm confused by warasibe, whose only dictionary definition appears to be "è—ã—ã¹ [ã‚らã—ã¹: WARASHIBE] central stalk of a dried rice plant", and curious about the meaning of m_magic, another (which is an Engrish way of saying "other"), c_warp, and m_wind.
  6. Making another post since it's about different stuff: --- Debug Output By intercepting the subroutine handling debug output, ZZT32 was able to view the game's debug printouts. An example of a debug output printout can be found here. Because the printout is context dependent based on what the player is doing, it is possible to trigger other messages aside from what is printed in this file. Samples of translated debug printouts containing different message strings can be found here and here. (Note: Log.txt may display the wrong variables in comparison to stack3.html due to buggy implementation.) The debug printouts are notable in that they appear to list every object and map in the game. They also contain silly commentary from the developers, such as comments on the weather and emoticons. Some noteworthy excerpts: According to ZZT32, the 64DD flags are hardcoded, meaning that their value was determined at compile time, and there is no change in environment that could influence that printout. Pictures of these debug printouts in action can be seen here. However, apparently his hosting expires in 2 weeks, so you'd better hurry and save the stuff in that file if you want to hold onto it. --- Time Passing in Ocarina of Time: According to fkualol, Ocarina of Time records how many game days have passed during playtime. This number is reset when the game is saved and reloaded. You can see this by going to 8015E674 in Nemu's memory editor. For every day that passes, the value is increased by one. This does have at least one in-game use: In OoT (J), Biggoron tells Link to wait 2 ~ 3 days for him to finish the Biggorn's Sword. Is there anything else that uses this? I wonder why Biggoron tells Link to wait a non-exact amount of time. Does he sometimes take different lengths of time to finish the sword? Is it slightly randomized? Or is he just affecting a colloquial tone to make it sound more natural? --- Time Passing in Majora's Mask: I have a distant recollection from the ZSO era that someone found that Majora's Mask keeps track of the days of the week. If I'm remembering correctly, the first day is on Sunday, the second day is Monday, the final day is Tuesday, and the new day is Wednesday. You can also change the day to Thursday, Friday, Saturday, and Sunday in some sort of debug menu or display, but I can't remember what the effect was. It seems that they'd planned to have an entire week. The text for the days might be in Japanese, in which case it may have "曜日" or "よã†ã³ or "youbi" somewhere in it, which means day. From Sunday to Saturday, the days in Japanese are æ—¥/ã«ã¡/nichi, 月/ã’ã¤/getsu, ç«/ã‹/ka, æ°´/ã™ã„/sui, 木/ã‚‚ã/moku, 金/ãã‚“/kin, and 土/ã©/do. Does anyone remember this or know how to enable it?
  7. Someone suggested that the sparkly effect is what happens when you use your Mirror Shield to direct light on an enemy. Maybe someone could test this? Added some more stuff from fkualol's YouTube channel to the wiki: • OoT save screen in MM (does this actually save the game?) • Models for buying back your Hylian & Mirror Shield from the Curiosity Shop • Mini map placeholders If anyone has other stuff to add, I'd love to hear it! This stuff still needs confirmation/input from others before it can be added: • Unused Moon cutscene? • Unused actor? • Deku Link once shot Deku Nuts? * *Collaborative evidence:
  8. It had similar trees, but not the same. The original ones were extremely primitive. You can see them here. Our theory is that the debug ROM was recompiled, with the new test maps added, leading to a different scene order. Interesting, not sure what that is. I asked in TCRF's IRC channel and no one there knew either. I'll post it on the wiki talk page. Info about the map is here. I’d be curious about the Japanese text you’re mentioning here. The Nocturne of Shadow note template is in the game because it appears on the wall near the snowy area of Hyrule Field. Other OoT warp songs appear on the wall too. Playing them on the Ocarina makes rupees appear out of the wall. Does Zelda’s Lullaby show up there as well? What's the code to make them appear? What’s their AI like? I don’t think we have this on the wiki, I’ll add it with credit to you. Cool! I wrote something about this in a previous post on this thread. I’ve been wandering through the game and recording the places where I find the arrows. I’ve added many more in the last few days, you can see my list here. I haven’t found any black or grey ones, however. Are you sure these colours aren’t a result of a graphical error in your emulator? I’ve noticed that some arrows flicker and look glitchy until I get really close to them, such as the one on the Eternal Star placard in Dodongo’s Cavern. I've figured out the purpose of some of the colours, but not all. Pink, yellow, and white are still a mystery. Any idea about what the source is on this screenshot, ZethN64? I remember being fascinated by it when I first saw it on The GCN. Cool/interesting iQue shots too.
  9. That's correct. xdaniel was kind enough to take some pictures of it for me recently, in fact! To quote from his message... --- Right inside the actor list for the first room header of the chamber are two actors, that appear to be unused. They're both positioned in front of the chamber's right wall, one is actor 0x00F5, Demo_6K, with variable 0x0010 which the z64 wiki's actor list doesn't have documented at all and I didn't look much deeper into, while the other is actor 0x009C, Bg_Spot02_Objects, meaning background/static elements meant for Spot02, which is the Kakariko graveyard. The variable of this particular Spot02 actor is 0x0004, which 1) isn't documented on the wiki either, and 2) doesn't appear to show up as anything in-game. However, if you change this variable to ex. 0x0000, you'll get the door that blocks the entrance to the Shadow Temple at the graveyard. Do note that this doesn't necessarily mean that the door itself was supposed to appear in the ToT, just that, at some point, the developers probably have used something from the graveyard there. Those two unused actors also appear in three or so other room headers/object sets, in which they've been raised from the floor and now float just behind the lower ledge on the wall. The unmodified actors in the room on the left, the Spot02 one changed to the door on the right: The same actors floating behind the ledge in the other headers: --- Very intriguing. What could it have been for? The crazed theorist in me wants to say "entrance to the Light Temple!!!!1" I guess that ignores xdaniel saying "Do note that this doesn't necessarily mean that the door itself was supposed to appear in the ToT, just that, at some point, the developers probably have used something from the graveyard there," though. I wonder what object from the Shadow Temple set would have fit in the ToT.
  10. I feel like the source is Cendamos, which means I don't trust it. He was known for saying some wildly speculative things. --- Yes, I knew that about the screenshots on the back of the box. Cool, though! --- Two more small observations regarding the view from Link's house: While the view from the door makes sense if Link's House were placed in the map between Kokiri Forest and Hyrule Field as ZethN64 postulates, the view from his window doesn't. That being said, Twilight Princess seems to revive a lot of ideas that they were planning for Ocarina of Time. Link's house in that game is positioned near a bridge and outside of the forest village he's a resident of. --- The maps and objects in Ocarina of Time seem to be listed in the game's memory in the order that they were added to the game. You can see the object list here. Going by this, some of the first enemies to be added to the game included Octoroks, Poes, Wallmasters, Dodongos, and Keese. Barring Stalfos, these are the first enemies seen in prerelease shots. The first bosses were King Dodongo and Gohma, also the first seen in early prerelease shots at the same link. You can see the map list here. Going by this, some of the first areas to be added to the game were Dodongo's Cavern, Kakariko Village, the Graveyard, Kokiri Forest, and Lake Hylia. The first areas shown in the prerelease shots at the link above are Dodongo's Cavern, a town, a graveyard, a forest, and a lake. Some of the last areas added to the game seem to be the Bombchu Bowling Alley (number 89 out of 99 listed areas), the Treasure Chest shop (95/99), the Happy Mask Shop (98/99), and the Skultulla House (99/99). The fact that the Bowling Alley, Treasure Chest Shop, and Happy Mask Shop were later additions to the game is somewhat corroborated by what I mentioned in my previous post: the doors for these shops were added after the Castle Town Market render was created. In addition, the Bombchu Bowling Alley and Skulltula House are some of the last places to appear in the OoT prerelease shots before the game's release.
  11. Thank you for the interesting explanations, I understand a lot better now! Could you remind me what room actors are again? Apologies that my understanding of this stuff is so limited. --- From a friend, I obtained an interesting map of Hyrule that's in an Ocarina of Time Encyclopedia published only in Japan. The picture is absolutely huge, so you can see it here. It better shows the geography of areas that aren't normally accessible, such as parts of Castle Town that can't be reached. While the near 1:1 accuracy of the geography and object placements make it seem like it was created from the game's resources, it appears to contain some minor differences with the final game. These include the entrance to Hyrule Field from Kokiri Forest, whose walls have a much sharper curve in-game, and trees missing south of the submerged log in Zora's Fountain. --- The same friend has made a giant infographic on a lot of the gameplay aspects of Ocarina of Time, such as exactly how many seconds of water and fire stamina Link has depending on how many hearts he's obtained. In the section called The Hero Quest, he alleges that Ocarina of Time has an incomplete metagame based on performing the fastest possible route through the game, supposedly marked by the time blocks Link finds. Some of this seems a little far-fetched, but I don't have the knowledge of the game that would allow me to question or rebut some of his claims. Do you guys have any thoughts? It's dense, but it's an interesting read, regardless of your level of skepticism. --- He also created an item dependency graph to chart which items are necessary to obtain in order to get other items in Ocarina of Time. --- Finally, this page on spinout's wiki used to say "Checking old exit data, at one point, the sacred forest meadow led to the Temple of Time, which may explain its location in Twilight Princess." Does anyone have information to confirm or deny this?
  12. That's a compelling observation too. The only thing I have to add to that is the fact that the other Kokiris' houses also look out into an area coloured identically to the image outside of Link's house, but you can't see much else because of the angle all their doors are at. Only the angle of Link's door and window allows you to see directly outside. --- Unrelated questions: What exactly is going on with the "beta" version of the Ice Cavern? On this website, the author details a walk through the beta quest Ice Cavern saying: (There are illustrative pictures on the page, but I'm not sure how to link them directly.) Was the cutscene with Sheik in which this area of the beta quest takes place recorded in an unfinished version of the cavern? Is that the reason for unfinished rooms and dead ends? What's the cause of the fog? Are there other beta quest areas that are incomplete or messed up to that extent? If the Ice Cavern was lagging so far behind the others in terms of completion at the time that the cutscenes were created, is that a hint to why it was never developed into a full dungeon? However, the Water Medallion seems to have originally been an Ice Medallion. So, if my speculation is the case, why did a fully fleshed out Water Temple exist before the ice dungeon had been completed? I wonder how late/early in development the cutscenes were made. Is it possible to date them at all?
  13. Does that mean that the same grotto maps are reused more than once with different object sets? --- Unrelated observation: Ocarina of Time has huge tree objects that look like the trees in the forest Link rides through at the opening of Majora's Mask. These aren't used anywhere in the game, and I haven't seen them show up in any prerelease shots. However... Could it be that the render showing the world outside Link's door was made at an earlier stage of development when those trees were used in Kokiri Forest? After all, modern Kokiri Forest looks nothing like the view from Link's house. (Link's window also has a similar view.) The other rendered images in OoT showing the scenery beyond exits seem accurate, like the view of Hyrule Castle from the Castle Town Market. --- More pre-rendered tomfoolery: If you take away the objects in the market, you'll see that some of the buildings have doors drawn on them already that are normally covered up with 3D door objects. However, some of the buildings have blank walls underneath the 3D doors. These include the Bombchu Bowling building, the dog lady's house in the back alley, and The Happy Mask Shop. (Picture of door moved to the side to show blank wall here.) Later additions? In addition, the door drawn on the Treasure Chest Game building has an X across it. I can't tell whether that's part of the design or meant to signify something.
  14. Really? Which behavior is that? To quote from the rest of ZethN64's message, here are the remaining screenshots again for posterity: ---- Farore's magic used outside of dungeons: You had to purchase the Red Tunic as it wasn't given away, also you got the fire arrow originally from Darunia as well as the fire medallion: Using the fire arrow in the Ice Cavern: As for the source, he says "The [rest of the] text was a very vague walkthrough for the most part. The only text that was interesting was what I got photographed. They did mention in the article was that they had a full version of the game but it wasn't the final version at the time of the writing of the article and possibly some things they mentioned in the walkthrough would be out of date for any last minute final changes. I believe this was the magazine!" Special thanks to ZethN64 for all the information!
  15. Also, can anyone figure out what these white, yellow, and pink arrows signify in the actor debugger? Or can anyone locate any more arrows in general? There are some really intriguing ones. Just added my findings tonight.
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