If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Talk:The Legend of Zelda: Ocarina of Time/Unused Actors & Objects

From The Cutting Room Floor
Jump to navigation Jump to search
This is the talk page for The Legend of Zelda: Ocarina of Time/Unused Actors & Objects.
  • Sign and date your posts by typing four tildes (~~~~).
  • Put new text below old text.
  • Indent replies by prefixing with a colon :
  • Add new sections with the 'Add topic' button at the top right.
  • Be polite.
  • Assume good faith.
  • Don't delete discussions.
  • Be familiar with the talk help page.

Huge Block Audio

There should be an audio sample for the gigantic block instead of just trying to describe it as strange or odd. I'll try to get a moment to submit a recording but no promises. The preceding unsigned comment was added by A1rh3ad (talk • contribs)

ovl_Item_Shield's effects in-game

In the article it says that loading this object into the game produces very weird side-effects, except it doesn't. Is there a conflicting line of code not explained in the article? Is there a specific method to make Kokiri Forest red like in the images? Is that really an effect of ovl_Item_Shield's object/actor, or is it something else loaded with it? --RanASTC 18:07, 22 November 2014 (EST)

I was able to reproduce the glitch by using the same three codes you used in your video, 81244096 0015, 81244124 00EE and 81244132 0000. Not exactly sure why it didn't happen for you, maybe it requires a reset instead of just changing scenes in-game? However, without the first line to force the game to load object 0x0015, I do get the same result you got as well, meaning the shield actor loading correctly and without any glitches. Seeing how object 0x0015 is Child Link, and seeing how that should already be loaded as we are playing as him (and in his normal gameplay version of Kokiri Forest), my best guess would be that the game really doesn't like having the same object loaded multiple times, and/or especially not objects that are normally not meant to be specified in the room itself (ex. the gameplay_xxx files, Child/Adult Link's objects). Any confirmation/rejection of that theory would be appreciated. --Xdaniel (talk) 19:16, 22 November 2014 (EST)
Seems like your explanation is right. The code that loads the object is what causes the problem. My guess is that, because i loaded the object code after the previous codes were already loaded, the game tries to replace the object before replacing the actor, and then changes said object's actor right after that. I think that the problem isn't having child Link objects but the fact that an object's actor is changed after the object was already loaded which would certainly cause problems. The effects are not part of the game are probably parts of the RAM being corrupted by the glitch, since trying to do it from the method you described would oftenly cause crashes like "Where does this block go?0", typical of bad GameShark codes. It also appears that the whole area's polygons start getting messed up and even weirder things like warping to different rooms randomly that aren't even in the Kokiri Forest area, so i doubt it is something unused, just a side-effect from bad codes. In my opinion, it should probably be removed from the main page, but i'm not sure. --RanASTC 20:12, 22 November 2014 (EST)
Look at me, i'm the guy who says you're right but doesn't explain why. I'm sorry i forgot to tell you this: Loading the child Link object twice does make the game run a little weird. If you go to this page it says that loading actor 0000 and object 0015 causes some Z-buffer issues, so that solves the problem. I only said what i thought happened because i forgot to investigate. You can scratch my theory as it isn't what happens. --RanASTC 05:56, 24 November 2014 (EST)

Finding a screenshot of object_gi_melody in use

As far as I can tell, there is not a pre-release screen for Link holding up this note. However, there is this bad-quality video that shows how the note was going to be used at around 0:37. It would seem though that I'm not very good at finding screenshots, so maybe there is a better version somewhere. But unless someone can find it, what do you guys think about taking a screenshot from this video and using it? It's not very good, I know, but it'd be something...--Spiritix (talk) 22:56, 22 November 2014 (EST)

Couldn't find any official screenshots in my files, but I got a slightly clearer snapshot of this scene. http://i.imgur.com/1zw4a4P.png --ZeeRoX (talk) 08:24, 23 November 2014 (EST)

Spectrum findings

  • ovl_Eff_Dust - This actor is spawned by Lord Jabu Jabu when he begins to inhale Link. Pretty sure it's the inhalation particle effect. I've removed it from the page. Mzxrules (talk) 17:16, 7 December 2014 (EST)
  • ovl_Door_Toki - Actor is spawned by actor 008C ovl_Demo_Kankyo (Temple of Time Objects) variable 000D (unsurprisingly, the Door of time). It's used for the door's collision model. Very odd. Mzxrules (talk) 00:37, 10 December 2014 (EST)

ovl_En_Sda

Should this be counted as unused? There are certain actors such as cut-able signs that use this attribute for shadows. The preceding unsigned comment was added by GANONdork123 (talk • contribs)

I feel like it still fits, since aspects of it are unused (namely, its ability to give Link a dynamic shadow), but it should be noticed that it's used for other things, if it's not already. Maybe it belongs in a new section of that page for other actors that fit this category, if there are any. --GlitterBerri (talk) 14:49, 12 October 2015 (EDT)

object_oB2

Is it just me, or are segments of that model's body duplicated all over his legs, and does this indicate anything of note about the model, like data corruption or something? --TGlitschen (talk) 12:23, 27 December 2015 (EST)

This just came up in Ocarina of Time decomp. The problem is that there are a number of dlist branches to a series of incomplete display lists starting at object_oB2 + 0x1F68 (PAL MQ Debug), each one consisting of a single gsDPPipeSync() command. Since these dlists don't return, the RSP keeps going until it encounters the torso dlist and finally hits a dlist end. --Mzxrules (talk) 08:14, 23 May 2021 (UTC)

Question about ovl_En_Sda

It's been a long time since I've been exploring OoT, today I can not even remember where to start. If someone is hacking the ROM, I'd like to know if the actor ovl_En_Sda contains some polygon data. I think this actor is using a very old Link model. I may be wrong. --Porcino (talk) 01:14, 25 April 2019 (EDT)