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Proto talk:The Legend of Zelda: Ocarina of Time Master Quest
Contents
- 1 "A scary looking woman with lips for eyes (possible error) is in the game as well. "
- 2 Inventory debug
- 3 Text
- 4 Prototype
- 5 Room 119 (Test Room)
- 6 Weird Alpha Blue Balls
- 7 Cutscene 02 "ProvingArea"
- 8 Old Pre-Boss Room
- 9 Memory editor questions.
- 10 Actor Debug
- 11 The Coins
- 12 That Room? It has Eight Insets.
- 13 Texture Problem Fix + Problems With Value Editing
- 14 framerate
- 15 Room 119
"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. --
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. --
Xkeeper (talk) 16:12, 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)
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!
--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:
--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.
--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
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.
- 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- Indicates a puzzle that needs to be solved, requires a "key" to unlock it 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.
- 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)
- --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)
- --GlitterBerri 05:10, 4 March 2012 (EST)
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)
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)
