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Proto talk:The Legend of Zelda: Ocarina of Time Master Quest

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"A scary looking woman with lips for eyes (possible error) is in the game as well. "

I don't see her, and this makes me extremely curious.

I think it has a similar file name to how they categorized the NPCs like object_oA1, object_oB2, she also appears to have an awful lot of animation. ~~---

Is her image on the page? Lilfut

Nope. Oaa

Could her image be added to the page? Lilfut


Inventory debug

ルピー (rupee) .... ハート (haato: heart)
アイテム (aitemu: item)
そうび (soubi: equipment)  ... ケン/タテ (ken/tate: sword/shield)
ふういん (fuuin: seals [medals]) ... せいれいせき (seireiseki: Spirit Seat?)
オカリナ (okarina: Ocarina)
コレクト (korekuto: collect) ... キンスタ (kinsuta: Gold Star?) ... カケラ (kakera: fragment)

My best guesses as to the labels. That bizarre J-like shape confounds and confuses me. --Xk-sig.png Xkeeper (talk) 08:16, 13 September 2010 (EDT)

That "bizarre J-like shape" is a ン, which is distinguishable from a ソ by the first stroke's direction... --Tauwasser 09:09, 13 September 2010 (EDT)
The slope is different too.
File:N-so.png
They are a tricky pair. Those crazy Japanese and their lookalike letters. (Oh wait, I and l...) HyperHacker 09:22, 13 September 2010 (EDT)
The slope does not usually translate to any difference in handheld fonts. So make the distinction they make the strokes very clear: ン is horizontal while ソ is vertical or almost vertical. --Tauwasser 14:45, 13 September 2010 (EDT)
I figured it was either n or so but the usual way of checking for correctness (namely, plugging in the finished word into Google) didn't result in any hits.
Hell, to that end, I actually looked up the Japanese equivalent of the Skulltilla name (スタルウォール) to see if it would have any clues, which didn't help. It did tell me I had the last two letters right, but I already knew that. --Xk-sig.png Xkeeper (talk) 16:12, 13 September 2010 (EDT)

Text

I don't know why nobody noticed it, but the Debug ROM seems to be not entirely identical to MQ. It features none of the text changes that were done (so you still have to use the blue action icon which does not exist on a Gamecube and are asked to equip a Rumble Pak, which is similarly obsolete on a GC). -- Prince Kassad 13:44, 18 September 2010 (EDT)

Prototype

Should these debug versions be under the Proto: namespace? HyperHacker 21:29, 12 December 2010 (EST)

Room 119 (Test Room)

The empty room with depressions in the floor actually does contain floor tile actors (0x06B) right where you'd expect them, although they don't seem to work "right out of the box". Their corresponding object is loaded (0x05F), so it's probably a matter of the correct variables for them to show up (all are set to 0xFFFF). Also, I believe I have seen them in action before, although I'm not sure of the details anymore. --Xdaniel 12:23, 8 May 2011 (EDT)

Weird Alpha Blue Balls

To add on TCRF!

[1]

--Dark Linkaël 07:10, 6 August 2011 (EDT)

Heh, you said... Heh. Hey, the link leads to the main page, due to the way the Way Back Machine works. You need to copy the link shown on the top WBM bar, not the current URL. {EspyoT} 07:37, 6 August 2011 (EDT)

Indeed! That's the real link:

[2]

--Dark Linkaël 07:41, 6 August 2011 (EDT)

I don't quite get why they're called balls, when one can clearly spot a beak and some eyes. Those are some weird birds, for sure... Well, this does need to be added, verily. I remember seeing this some time back, but not only on that site, IIRC... Those bird creatures might be a bit more infamous, so I'm surprised at how they weren't added yet. {EspyoT} 17:42, 6 August 2011 (EDT)
I've tried the blue balls, but for some reason the given Gameshark code doesn't work for me. I'm positive it exists, but with no way to take pictures of it, ... -- Liliana 05:25, 8 August 2011 (EDT)
I tested the other day, I had a little trouble to do so, but I finally succeeded. I'll try to make the images. --Dark Linkaël 05:42, 8 August 2011 (EDT)
That's one I made ​​a screenshot. Small birds are blue visiblent shortly above the ground near the hut of Mido. Otherwise, they fall in a vacuum and they are complicated to find.

OOT BlueBall.png

--Dark Linkaël 09:23, 8 August 2011 (EDT)

They are used in Majora's Mask, as the little brown bird. --Dark Linkaël 13:40, 7 August 2011 (EDT)

Cutscene 02 "ProvingArea"

A few days ago, I came across a strange cutscene in "ProvingArea". Use the cutscene 02.

--Dark Linkaël 11:34, 6 August 2011 (EDT)

Added it. But I think I remember having seen that in some other room too...? -- Liliana 14:03, 7 August 2011 (EDT)

Old Pre-Boss Room

I remember I saw a video showing the previous room before the boss of a temple, but it was a few years ago that. On the video, you could see old versions of certain rooms of temples. The video has not existed for quite some time, but I found the code.

Here is the code and images (except the first two dungeons that are visible):

Beta Pre-Boss Room code: (Cendamos)

80223E0A 0001

OOT PreBoss Jabu.png OOT PreBoss Forest.png OOT PreBoss Fire.png OOT PreBoss Water.png OOT PreBoss Spirit.png OOT PreBoss Shadow.png

It was just Cendamos who found older versions of these two rooms.

I found the code around also with another, but I have not tested it yet.

8115E662 ????
80223E0A 0003
(Values)
040F Inside the Deku Tree
040B Dodongo Cavern
0301 Jabu Jabu's Belly
000C Forest Temple
0413 Shadow Temple
0305 Fire Temple
0417 Water Temple
05EC Spirit Temple

--Dark Linkaël 14:24, 4 February 2012 (EST)

Most of them seem to be the same as the final version. From what I can tell, only Jabu Jabu, Fire, and Shadow Temple are different, and I added them to the page. -- Bob Newbie 23:04, 5 February 2012 (EST)
If the room is visible in the game in Spirit Temple, it contains two small pillars between the throne and they are not so easy to watch. I saw that they were visible in an old trailer to Ocarina of Time.
[3]
Go to 2:08 of the video.

--Dark Linkaël 06:40, 6 February 2012 (EST)

Memory editor questions.

RS94

I saw that RS94 was added to the memory editor part. This is the description: "Changing RS94 generates the pause menu background (may hang a bit on emulators)."

This doesn't appear to work as intended for me. The setting immediately gets set to 3 and the graphics stop rendering and environment sound stop as well. Then I can't set it to a lower value, though setting it to 4 will cause it to go down to 0 again and the game continues. I'm NOT running it in an emulator since I recently bought a 64drive for my N64. So it's running on a real PAL N64, which is what makes me wonder if this one actually works or not. It obviously affects something, that much is sure.

I also found this variable in Majora's Mask debug, but it's the same issue there so I didn't add it to the Wiki. So, is there anything else I should set for it to work or am I doing something wrong?

--Synt4x 11:03, 13 February 2012 (EST)

I suppose that given that the pause menu background simply shows the area you're currently in, they should look the same. The difference is much more noticable on an emulator. -- Bob Newbie 16:59, 13 February 2012 (EST)

Actor Debug

When using this code- 80211CE4 0001 - arrows appear at locations of interest. I have noticed that at these areas of interest the arrows change color when the player walks within a certain range of the arrow. I checked it out and found out this. The arrows are color coded: Red- The range the player must be within for the Ocarina to solve a puzzle. Green- Spawn locations for actors Blue- Used for signs? Anyhow, these arrows represent the max/min range that Navi will float to an object, or that Link can <Check> an object. I hypothesize that the arrows possibly justify what the action button does at that certain moment. The preceding unsigned comment was added by ChronosGiegue (talk) • (contribs) 21:34, 3 March 2012

Not sure if you've seen this, but this information is already available in this section of the article. 404 User Not Found 19:42, 3 March 2012 (EST)
Actually, I just noticed that in that section I've linked to, it states that what the arrows are for is not yet known. What you've posted would probably be a good addition to that section. 404 User Not Found 19:43, 3 March 2012 (EST)
Can you make a video of this? It sounds really interesting. I don't have access to an emulator capable of using cheats right now, unfortunately. Navi's gone through several colour changes. Until fairly late in development, she turned red when she hovered over enemies, yellow when she hovered over NPCs, green when she hovered over treasure chests, and blue when she hovered over signs. The colour of the arrows is probably a leftover from that time.
Red: http://www.glitterberri.com/content/zelda_series/oot/prerelease_shots/interface4ABRev/98%203%2011/9ign.jpg
Yellow: http://www.glitterberri.com/content/zelda_series/oot/prerelease_shots/interface4ABRev/98%206%2010/zel-38cvg.jpg
Green: http://www.glitterberri.com/content/zelda_series/oot/prerelease_shots/interface4ABRev/98%203%2011/16ign.jpg
Blue: http://www.glitterberri.com/content/zelda_series/oot/prerelease_shots/interface4ABRev/98%202%204/zelda30nps.jpg
--GlitterBerri 05:10, 4 March 2012 (EST)
Well I've already added the info about arrow colors to the Actor Debug section of the article, though I basically just copied/pasted the color coding that Chronos posted above and then fancied it up for the article. I'm not exactly sure it's correct, but hopefully someone who knows a bit more about it can correct any mistakes I've made. 404 User Not Found 12:10, 4 March 2012 (EST)
--ChronosGiegue 22:44, 9 November 2012 (EST)
These details may be key to our understanding of this!

[IMG]http://i47.tinypic.com/2i251mc.jpg[/IMG] FLAMES is actually Engrish, it is actually supposed to be FRAMES. This displays the current frame number that is being displayed during a cutscene (starting with 000000 in any cutscene in question). The text below this on the title screen says SKIP=(START) or (Cursole Right), the buttons (with their respective functions) being inside parentheses. Cursole is another case of Engrish- it is actually supposed to be Cursor. And, sure enough, pressing START on the title skips the cutscene (obviously).

The Coins

This is just speculation on what the coins would be used for, but, their colors match the first four medallions. Maybe these were alpha channels? It seems reasonable since the hexagonal shape was chucked out pretty early.

That Room? It has Eight Insets.

If you recall, there has been speculation about there having originally been eight medallions instead of just six. If you go through all the doors to the end of Room 119 (Test Room), you will notice a room with goldenrod-colored tiling and eight inlets. If you remember, the medallions had different purposes (i.e. Wind Medallion= Farore's Wind, Ice Medallion=Ice Arrow Power-up, etc.) and were to be on the regular item screen. The purpose of Room 119 has been established as being an area where all you can do is collect items. This leads me to believe that the final room I speak of has the same purpose- item collection. This would be the room where the testers would have collected the medallions for their testing. Seeing as this functionality of the medallions was removed, the models were removed from that space also. Light, Wind, Forest, Fire, Water, Ice, Shadow, and Spirit were all meant to be used as power-ups.

Texture Problem Fix + Problems With Value Editing

In the debug ROM, if you experience bad textures, you can fix them by changing your graphics plugin to Jabo's Direct3D6 1.5.2, at least that's how I fixed it. You should try changing the plugins if you ever get bad graphics eventually you will probably find the right one. About the value editing and the other things in the debug ROM that require pressing multiple buttons at once like L+C-Up don't seem to be working for me, do you know how I could fix this?

   ==Edited by ChronosGiegue, 1:03 AM EST on Wednesday, June 27, 2012==
         To fix this problem you must have multiple controllers activated. 

To do this you must edit your controller settings and manually edit the button setup for each seperate controller. You can find data on which controllers hooked into which ports do what in the OoT Debug Version page. Or it could just be your keyboard. I know some keyboards are rather touchy on how many keys of each type may be struck at once. I hope that this helps!

framerate

The framerate was hacked from PAL to NTSC before the ROM was distributed.

That's only half the story. The GameCube emulator that plays the N64 Zeldas always plays at 60 fps, even in case of the PAL games - it completely ignores the region header (which is why Zelda Collector's Edition won't work on many European TVs, including mine). Therefore, this should be called a fix, rather than hack, as the error lies on Nintendo's side. -- Sheeza 07:01, 11 August 2012 (EDT)

Wait, so this applies to
dde376d47187b931820d5b2957cded14  Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (Debug Edition).n64
(which does NOT say THE LEGEND OF DEBUG) or are we talking about some hack by cen or someone else? - Andlabs 23:45, 3 January 2013 (EST)

Room 119

From a recent edit: The last room has eight depressions in the floor, but is otherwise completely empty when visited in-game. However, using a map editor one can see that this room actually has eight flying floor tile actors correctly defined and positioned.

...But why would there be enemies at the end of an area that otherwise solely contains items? And why eight, specifically? The only explanation I can think of is that the flying floor tiles were used to replace the eight medallions. -WarioBarker 07:09, 10 October 2012 (EDT)

The depressions are about the same size as the ones for floor tiles in the Fire Temple, the actors have roughly the same coordinates relative to the depressions (centered on X/Z axis, Fire Temple ones seem to be a bit higher on the Y axis), the Fire Temple has (at least in room 19) also exactly eight floor tiles. That the floor tiles replaced the medallions is pure speculation, and IMO pretty unfounded.
Why would there be depressions in the floor if none of the other rooms have any? What does the Japanese leftover text for Wind and Ice Medallions on the subscreen have to do with this room? Or the trials in Ganon's Castle for that matter? The text only proves they could be equipped once (and even that depends where exactly the unused text is stored, among the quest status or inventory graphics), as seen in earlier screenshots, and that those specific two existed at one point.
Sorry if I come across as annoyed here, but I've heard my fair share of baseless OoT rumors and speculation over the years and am quite allergic to them by now. --Xdaniel 07:45, 10 October 2012 (EDT)
  • Gotcha. Sorry if I came across as a rabid fanboy; I'm not. I just love video games (including Ocarina of Time; I've played it and Master Quest to 100% completion, although MQ and I engaged in a fierce butt-kicking contest) and trying to do weird stuff in them (protip: don't use Action Replay code "Hold Z To Haul Butt" while swimming, or else the game will crash; learned this the hard way), so I'm not some jerk who walks in and spouts off.
    • In regard to my comments, I was using logic based on the purpose of Room 119 (an "item warehouse"), and found it very odd that such a place would have enemies that 1) aren't really a good test of at least some items in the game and 2) don't even load.
    • On a side note, I'm reasonably sure the Ganon's Castle trials for the Forest and Water Temples (wind and ice trials) were made while there were still eight medallions/temples, because otherwise they really don't make sense. But, again, just using logic. :) -WarioBarker 08:23, 10 October 2012 (EDT)
Thinking your comments over again, I guess I can see where you're coming from, with the "item warehouse" and Ganon's Castle. Ganon's Castle with the trials based on wind and ice seems pretty likely, but is technically unproven and isn't something for the wiki (which you never said it was anyway, so all's good there).
However, as for the warehouse thing, let me also speculate a bit and say that this wasn't originally (purely?) an item testing room - think of the Hyrule Castle-esque room that doesn't load correctly by itself. There's nothing to be found there anymore, and it looks quite different from the other rooms here; less utilitarian I suppose. I'd say they just used this area to test whatever they needed to test at a given point (crawling tunnels, the floor tiles, whatever else), then over time removed what wasn't needed anymore (ex. the floor tile object, access to the inaccessable room, but not the depressions as that would mean remodelling the room as opposed to commenting out some actors/objects), and its final incarnation was that of an "item warehouse". Come to think of it, the situation here seems to be similar to that of 122/Sutaru, which has actors and objects defined that end up being unused.
Well, in short and in my opinion, there's very little to nothing that suggests that the medallions have ever been in this room, especially not where the floor tile actors now are, ex. considering the depressions apparently specifically made for the tiles. Hope that makes sense. --Xdaniel 08:59, 10 October 2012 (EDT)

Unable to load besitu_room_0.zmap!

I have been attempting to load this room with Utility of Time v0.83.4 and have been unable to as it comes up with a fatal error that states, "Cannot activate the GL rendering context." I load it with the corresponding scene and all, yet it gives that strange error that I have never encountered before! I am baffled by this! Has anyone else encountered this problem? Am I doing something wrong?

Patching and the Debug ROM?

Most of the Debug ROMs I find online are either corrupt or unavailable, so does anyone have a good ROM link? It might be a good idea to link it on the Debug page, like some games have their various beta ROMs listed.

Also, does anyone know how to actually PATCH a ROM? I'm probably bloody retarded for not being able to find this, but can someone link me to a tutorial? Thanks in advanced --The Dragonn 29 23:17, 22 April 2013 (EDT)

Comparing to Majora debug ROM

I can't really test right now, but I noticed a couple things in the Majora's Mask debug ROM that might apply to this one as well:

  • A bunch of debug info is shown on the very first screen with the Nintendo 64 logo. This version has that logo disabled, doesn't it? If it were patched to re-enable the logo, there might be some debug info there too.
  • Setting OPT=-1 on the map select takes you to a test map. Worth trying here. (Or is it the other way around?) 04:21, 9 May 2013 (EDT)