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Talk:The Legend of Zelda: Majora's Mask 3D

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How?

Just curious, how do we have info on this game when it hasn't been released yet? Did someone snag a demo copy, or did I just miss something? --Spiritix (talk) 00:23, 12 February 2015 (EST)

The.Legend.of.Zelda.Majoras.Mask.3D.EUR.3DS-CONTRAST -Einstein95 (talk) 00:26, 12 February 2015 (EST)
Wow, there's already a ROM out... Thanks, had no clue. --Spiritix (talk) 00:29, 12 February 2015 (EST)
The Sun's Song is in the streamed files. That's not used, correct? Or is it used in the remake? Robotortoise (talk) 02:08, 14 February 2015 (EST)
I don't know, but I also found out that the file 130NA_BGM_STAFFROLL2.dspadpcm_1.bcstm is a remix of the Ocarina of Time 3D credits music!--NewSuperMoiWii (talk) 08:07, 18 February 2015 (EST)

Unused Music

I added the Sun's Song and OOT3D remix to the article. If anyone finds any more Sun's Song leftovers, add it please! I have to wonder if they were originally going to add that for skipping a whole day.... Robotortoise (talk) 02:46, 21 February 2015 (EST)

New Wave Bossa Nova variants

In a soundtrack of this game I have, there are vocal-less and saxophone-less versions of the New Wave Bossa Nova. Are these used in-game?Robotortoise (talk) 14:32, 31 March 2015 (EDT)

Nevermind. They're used. Robotortoise (talk) 00:48, 3 April 2015 (EDT)

Termina Field changing textures?

Am I seeing things because of the 3DS's low resolution, or does the grass on Termina Field switch between a high-resolution and low-resolution texture about halfway up the screen? Like, I'm not quite sure how to explain it. To me, it looks like the game runs a high resolution grass texture on top of a low-res one, and only renders the high-res one in the foreground. About halfway up the screen there appears to be a horizontal line that blurs the quality of the grass texture so it looks more akin to the one in the original Majora's Mask. Am I just seeing things because of the low resolution? If you can't understand me, I could provide a screenshot. Robotortoise (talk) 01:23, 23 April 2015 (EDT)

You're probably looking at mipmapping in action. {EspyoT} 14:40, 23 April 2015 (EDT)
Ooh, neat! Now that you mention it, I think I've seen some of that in Xenoblade Chronicles 3D, too. I've never seen it before in a Zelda game, though. And it's kind of strange it only happens on Termina Field. Perhaps the sheer number of objects on the field made it a necessity to keep the framerate stable. Robotortoise (talk) 02:44, 2 May 2015 (EDT)

LzS Compression?

So I've been pulling apart and taking a look inside of Majora's Mask 3D just out of curiosity, and it seems that many of the actor .gar archives are in a weird compression type (which, going off of the file extensions and the header, is called LZS). Now, looking around, I haven't been able to find anything concerning this compression, but it seems that on the main page people have been able to open up some of the actors. Would someone mind pointing me in the right direction on how to uncompress these files? --TheStoneBanana (talk) 12:10, 1 November 2015 (EST)

The original archive/decompression code by ShimmerFairy, and my old (unmaintained) OoT/MM3D viewer which implements it and also lets you extract files from archives. --Xdaniel (talk) 13:06, 1 November 2015 (EST)
So it is LZSS compression then? That's odd, as I ran the files through an LZSS decompressor before, and it claimed that it was an incompatible file. Is the header throwing it off or something? --TheStoneBanana (talk) 13:55, 1 November 2015 (EST)
I'm not really sure, if I'm honest. Maybe the header is throwing it off - because that's probably MM3D-specific -, or, also/more likely, me calling it "LZSS" in the viewer is a misnomer, and it's actually a different format... I was never good at compression algorithms beyond simple RLE (tho I am getting better; ex. DXTx, but that's unrelated to Zelda), so in this case, I just translated ShimmerFairy's original code to C#. --Xdaniel (talk) 16:38, 1 November 2015 (EST)
Come here and join us, TSB! We're also in the business of pulling apart and documenting the Zelda games. (And posting the relevant stuff on TCRF!) GlitterBerri (talk) 16:56, 1 November 2015 (EST)

Curiosity Shop is a giant R.O.B. the Robot

I was looking for different interior scenes when I stumbled upon z2_ayashiishop_0_info.zsi and it showed a simple model of R.O.B. the Robot, with the inside of the Curiosity Shop in the base. Screenshot Should this be added?

This sort of thing is definitely something that is covered by TCRF. --Hiccup (talk) 13:07, 21 January 2018 (EST)

Some codes (EUR v1.0)

Here are some codes that can be useful to document more unused stuff in the article (all of them are for the European v1.0 version of the game). They can be used with CTRPF, Citra emulator, or Luma's own cheat features.

Item on X Modifier

D3000000 00000000
2077532C 000000XX
D2000000 00000000

The XX values are the same as with the original game.

Press R+X to warp

DD000000 00000500
6079C6F4 00000000
B079C6F4 00000000
20003E59 00000001
D0000000 00000000
D3000000 00000000
107786F0 0000XXXX
207887F8 000000YY
6836E794 00000000
B836E794 00000000
2000C858 000000ZZ
D2000000 00000000

USEFUL PAGE (although it's written for the original N64 version, it still applies here. See below for more details).

  • The XXXX values refer to the entrance index value. Some examples are shown below. Here are a list with all the values. Keep in mind that this is composed by two values: the first "XX" is the actual scene identifier, while the last "XX" is the entrance (spawning point).
    • 5400: Termina Field
    • 1000: test01_0_info (Test Map 1)
    • 1200: test02_0_info (Test Map 2)
    • 1480: kakusiana_6_info (Deku Palace Grotto 1 from the original Japanese N64 version)
    • 14E0: kakusiana_8_info (Deku Palace Grotto 2 from the original Japanese N64 version)
    • D200: East Clock Town
  • The YY values refer to the scene setup (the "CUTSC_YY" in the original game's Debug ROM). Keep in mind that the cutscenes or scene setups start from 01 in this code (instead from 00 like in the debug ROM when it says "CUTSC_00"), since 00 is just regular playthrough. So, when on the page linked above, the scene setup is referred to as scene 03, you would put a 04 in this code to load it (just add 1 to whatever it says on said page).
  • The ZZ values are what in the Debug ROM is known as OPT. This value is needed to load a few specific cutscenes (such as all the unused Great Fairy cutscenes). Unlike with the YY values, the OPT value from the page I linked before is indeed the one you have to use in this code (you don't need to add 1). If unspecified, just write 00 in the code.

NOTE: When you want to access another area (normally, without using the code), make sure you deactivate the code first, and then go to the area (otherwise you just will be warped again to the place that you warped using the code).

Press D-Pad Right to explore cutscene

DD000000 00000010
6836E794 00000000
B836E794 00000000
2000268C 00000003
D2000000 00000000

When a cutscene is playing, press D-Pad Right to stop the cutscene on its track and play on it.

While exploring, you can also use the following code to restart a cutscene from the beginning:

D3000000 00000000
107751F4 0000FFFD
D2000000 00000000

NOTE: Once you activate the code and the cutscene starts playing, you should disable the code, so that the cutscene doesn't restart again after it finishes. Using this code when no cutscene has played beforehand crashes the game.

--B squo (talk) 14:31, 29 January 2023 (UTC)