Ocarina of Time - Master Quest: | |
Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition).z64 | - Updated 4-1-17 |
CRC32: C744C4DB SHA-1: 8B5D13AAC69BFBF989861CFDC50B1D840945FC1D | |
http://www.mediafire.com/download/rl9dldrkzv481r4/OoTMQgc-n64.zip | |
Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube Edition).z64† | - Updated 4-1-17 |
CRC32: 832D6449 SHA-1: F46239439F59A2A594EF83CF68EF65043B1BFFE2 | |
http://www.mediafire.com/download/du1c4l8qbs42mtp/OoTMQpal-n64.zip | |
Zelda no Densetsu - Toki no Ocarina GC Ura (Japan) (GameCube Edition).z64 | - Updated 4-1-17 |
CRC32: 122FF261 SHA-1: DD14E143C4275861FE93EA79D0C02E36AE8C6C2F | |
http://www.mediafire.com/download/w3mkf0lop7cg27x/OoTmqJ-n64.zip | |
Ocarina of Time: | |
Legend of Zelda, The - Ocarina of Time (USA) (GameCube Edition).z64 | - Updated 4-1-17 |
CRC32: 346DE3AE SHA-1: B82710BA2BD3B4C6EE8AA1A7E9ACF787DFC72E9B | |
http://www.mediafire.com/download/fchdt1d08m2ji0x/OoTgcU-n64.zip | |
Legend of Zelda, The - Ocarina of Time (Europe) (GameCube Edition).z64† | - Updated 4-1-17 |
CRC32: 3FBD519F SHA-1: 0227D7C0074F2D0AC935631990DA8EC5914597B4 | |
http://www.mediafire.com/download/si8l7f44291o5qu/OoTgcPAL-n64.zip | |
Zelda no Densetsu - Toki no Ocarina - Zelda Collection Version GC (Japan).z64 | - Uploaded 4-1-17 |
CRC32: 8C5B90C1 SHA-1: 2CE2D1A9F0534C9CD9FA04EA5317B80DA21E5E73 | |
http://www.mediafire.com/download/hpznhcmw8n866h6/OoTcolJ-n64.zip | |
Debug Rom: | |
Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (Debug Edition).z64† | - Updated 4-1-17 |
CRC32: 62F92704 SHA-1: 50BEBEDAD9E0F10746A52B07239E47FA6C284D03 | |
http://www.mediafire.com/download/y9vt4uuuiqf2atn/oot_debug_firetemple.zip | - Uncompressed |
http://www.mediafire.com/download/f05dvo87kztfky2/comp_oot_debug_firetemple.zip | - Compressed†† |
Majora's Mask: | |
Legend of Zelda, The - Majora's Mask (USA) (GameCube Edition).z64 | - Updated 4-9-18 |
CRC32: B008458F SHA-1: 9743AA026E9269B339EB0E3044CD5830A440C1FD | |
http://www.mediafire.com/download/s4k2kte3r2k07uv/MMgc-n64.zip | |
Legend of Zelda, The - Majora's Mask (Europe) (GameCube Edition).z64‡ | - Updated 4-9-18 |
CRC32: 12836E19 SHA-1: A849A65E56D57D4DD98B550524150F898DF90A9F | |
http://www.mediafire.com/download/il54bl873k8emsg/MM+gc+pal+n64d.zip | |
Zelda no Densetsu - Mujura no Kamen (Japan) (GameCube Edition).z64 | - Updated 4-9-18 |
CRC32: B9BF76DF SHA-1: 1438FD501E3E5B25461770AF88C02AB1E41D3A7E | |
http://www.mediafire.com/download/kxic0xhslkbf956/MMgcJ-n64.zip |
MM GC PAL - Must be on
F1080248 2400
F1096E80 2400
FF050000 0000
Change language to English - 1, German - 2, French - 3, or Spanish - 4
801E93C2 000?
Uncensored: |
Legend of Zelda, The - Ocarina of Time (USA) (Rev B).z64* - Updated 4-1-17 |
CRC32: 32120C23 SHA-1: 41B3BDC48D98C48529219919015A1AF22F5057C2 |
http://www.mediafire.com/download/pgnk7x3kcmc3tlc/oot_v12_firetemple.zip |
Legend of Zelda, The - Majora's Mask (USA).z64** - Uploaded 8-14-17 |
CRC32: B428D8A7 SHA-1: D6133ACE5AFAA0882CF214CF88DABA39E266C078 |
http://www.mediafire.com/file/qzvi4rk23k847r3/MMusa10-fixes.zip |
Legend of Zelda, The - Majora's Mask (Europe) (En,Fr,De,Es) (Rev A).z64*** - Updated 8-14-17 |
CRC32: E2E6823D SHA-1: BB4E4757D10727C7584C59C1F2E5F44196E9C293 |
http://www.mediafire.com/file/9yqiplkedv9fqw8/MMpalA-fixes.zip |
Ocarina of Time - Master Quest - Brazilian Portuguese Translation: |
Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition).z64 - Updated 10-2-16 |
CRC32: C744C4DB SHA-1: 8B5D13AAC69BFBF989861CFDC50B1D840945FC1D |
http://www.mediafire.com/download/9lxw0wls6g4dv7m/OoT-MQ-U-n64_T-BR.zip |
Zelda Collection Version (J)****: |
Zelda no Densetsu - Toki no Ocarina GC (Japan) (GameCube Edition).z64 |
CRC32: 1C6CE8CB SHA-1: 0769C84615422D60F16925CD859593CDFA597F84 |
http://www.mediafire.com/download/c2r7ihymrsj1tsz/Zelda_no_Densetsu_-_Toki_no_Ocarina_-_Zelda_Collection_Version_GC_%28Japan%29.zip |
pcfreak324, if you have a link to a rom patch with the translation I can see about porting it.There is a tool called Zelda Edit which can be used to patch the debug rom (translate map select menu, fix debug rooms): http://www.romhacking.net/utilities/1007/
Can you upload your save file, what region console are you using? (NTSC/PAL)
Is the master quest patch complete now then or is there anything still outstanding? I've been waiting for the complete version to try it out. Great work!
Is the master quest patch complete now then or is there anything still outstanding? I've been waiting for the complete version to try it out. Great work!
Just have a look at the first post. There are still some open tasks.
D00EB36E 0001 801F0ADB 0004 (NTSC 1.0, Master Code needed)
D00EB52E 0001 801F0C9B 0004 (NTSC 1.1, Master Code needed)
Here's a wip patch for "Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition).z64"...
Use Floating IPS (http://www.smwcentral.net/?p=viewthread&t=78938) to apply the patch to the untouched Big Endian (.z64) (https://www.mediafire.com/?m5y57r45n3e5w5b) roms.
I'd prefer it as a patch to display the game as an N64 game without modding of any game mechanics such as the 3x sword attack anyway really... It would be good to have a complete basic N64 patched version and another version with optional extras such as the text speed and spin attack etc.I completely agree with this. I believe it would be best to make this as close as possible to what would have been Master Quest for N64. I also appreciate the changes you've made to bring back the old OoT V1.0/1.1 symbols (and hopefully, eventually, the fire temple music and Ganon's blood).
Corrected patch has been posted, I missed it because the incorrect patch didn't affect the giant's knife/biggoron's sword.Wouldn't it be better to be consistent with Ocarina of Time V1.1 instead of MM? MM has some good features such as the 2x text speed, but I believe it is best to stay true to OoT.
To clarify, this is a bugfix to address a glitch present in the code that makes the third spin attack combo impossible. Since the 2x text speed and third spin attack combo are present in Majora's Mask as well, they will remain in this patch for consistency between the games. Any other bugfixes will also remain in the patch.
It is staying true to OoT, the Japanese OoT.Regarding the 2x text speed, you could almost qualify that as a bug fix, so that sounds just fine to me. As for the sword, is the 3x charge like in the original OoT (1st without magic, second with magic, third with stronger magic (blue)) or is it 3 levels of magic (I haven't reached far enough to test this yet)? I apologize if that is worded weird. It would be great if you could port the RAM expansion mod. By now, if someone isn't using an expansion pak (and is using an ED64 with patched ROMs), they should really get with it and buy one.
The reason for MM having the 2x text speed (2 characters per frame), was to have a consistent text flow speed between the Japanese and English scripts which was lacking in OoT.
Also, the normal OoT GC patch has been posted. I'm considering porting the RAM expansion mod from the debug rom, this would allow me to set the high polygon count models to be used all the time instead of only at close distance but would require the 8MB expansion pack.
Oh, I just copied the whole ASM chunk that did the color cycling from 1.2 and NOP'd the extra 8 bytes since the other modification wasn't color cycling properly. I can go back and change it though.This is a good optional feature, but I would personally prefer it stays the original way for the base patch.
I might not include it in this patch, but CloudMax had some ASM that let you change boots using the D-Pad for the Debug rom that I'm trying to get ported to the MQ rom. I've got the other addresses like the boot physics update code but I can't figure out where some of the variables are stored in RAM for Link's age, current boots, and the D-Pad button presses in MQ. Works great when I have it compiled in the debug rom and it's something that the 3ds port has :P
idk if you'd want to take at look at it here: http://forums.zelda64.net/topic/11653056/1
im a little confused as how to apply the patch? is there a pre-patched rom available?
says patch is not intended for this rom...
EDIT: I found a small bug. After completing the Deku Tree, when leaving that area, you have to talk to Fido. At the end of Fido's conversation (when he walks back to the side), there is a blank dialog (no shown dialog, but you have to press A/B to continue). I figure I'll mention any bugs or oddities I find along my play-through.
I've found a bug that softlocks the game on the official N64 hardware (it might be something to to with the text speed change). If you enter death mountain crater without the Goron tunic on the dialogue box that says it's too hot causes the game to crash. It crashes as an adult or child.
Aroenai, wouldn't it be easier for you to edit the Master Quest Debug Rom? The debug features can be removed (http://forums.zelda64.net/topic/10276952/1/) and the rom can even be compressed back to 32 MB filesize (http://assemblergames.com/l/threads/tool-to-decompress-recompress-zelda-oot.53293/#post-772710).
could it be possible to add the original fire temple song? and is it possible to have the language in french?
only the pal version has french??? im in north america using a ntsc consoleThe PAL version is 60hz only anyway. I don't see a problem with using that hence it would even make sense to entirely port the project to the PAL version since due to it's language options it is superior to the NTSC one.
EDIT: I found a small bug. After completing the Deku Tree, when leaving that area, you have to talk to Fido. At the end of Fido's conversation (when he walks back to the side), there is a blank dialog (no shown dialog, but you have to press A/B to continue). I figure I'll mention any bugs or oddities I find along my play-through.I've found a bug that softlocks the game on the official N64 hardware (it might be something to to with the text speed change). If you enter death mountain crater without the Goron tunic on the dialogue box that says it's too hot causes the game to crash. It crashes as an adult or child.
This is not related to the text speed change, my guess is it's related to padding bytes that may have been screwed up. I think I put too much faith in an OoT text editing program, should have done it all manually like I did for MM... updated patch is uploaded, I'll update the first post now.Aroenai, wouldn't it be easier for you to edit the Master Quest Debug Rom? The debug features can be removed (http://forums.zelda64.net/topic/10276952/1/) and the rom can even be compressed back to 32 MB filesize (http://assemblergames.com/l/threads/tool-to-decompress-recompress-zelda-oot.53293/#post-772710).
I just prefer the USA MQ rom. For one, I dumped it from my original pre-order Gamecube disc myself back in the day, and for another it's more fun since no one else is doing anything with it. I'm already using Zoinkity's tool btw, he was the one who explained how to replace the L pause menu texture for me on MM.could it be possible to add the original fire temple song? and is it possible to have the language in french?
Fire temple music is already on the list, I just haven't gotten to it yet (mostly because it's not documented very well).
I'll get to the MQ PAL rom eventually, but the debug rom is already the PAL version too... you'll need a Gameshark cheat to change the language.
I know this is your project, but why are you adding or attempting to add so many changes that alter the original game? This patch is perfect in every way so far, but if all of these additional features are added to the patch as a whole, it becomes useless to some of us.
i was able to transfer my save from the pal version by changing the name of the file, i am not able to use gameshark codes with the pal version of master quest :/ if i was able to save my pal version in french and transfer the save to the ntcs version would the french text transfer over?
could it be possible to add the original fire temple song? and is it possible to have the language in french?
I know this is your project, but why are you adding or attempting to add so many changes that alter the original game? This patch is perfect in every way so far, but if all of these additional features are added to the patch as a whole, it becomes useless to some of us.
The only changes that have been made are the text speed and sword combo timeout. That is not a major change to the game.
The delay for starting the spin attack charge is the same, the value changed has to deal with the counter between attacks not the animation. If you're really convinced how about a side by side comparison video between the original rom and the patch?i was able to transfer my save from the pal version by changing the name of the file, i am not able to use gameshark codes with the pal version of master quest :/ if i was able to save my pal version in french and transfer the save to the ntcs version would the french text transfer over?
No, the text and images do not exist in the USA NTSC rom.
Is there any progress on the death mountain crater freeze? I can provide a video if necessary. I'm assuming everyone is playing on N64 hardware anyway. I'm playing on a PAL N64 if that makes any difference to the game freezing.i see what you mean , game freezes when i go in death mountain without goron tunic, freezes EVERY time.
Checking in here. We're making some good progress on the patch, we've just moved the code chatter off the posts.Thank you for the information. It is very good to hear that you are both closely working together to improve the patch.
Edit: PAL MQ rom will need a Gameshark code or modified save file like MM to switch between languages, I'll get to it eventually.To change the language in OoT/MQ you can hex edit your savegame. Go to offset "00000002" and change "00" (English) to "01" (German) or "02" (French).
Is there any progress on the death mountain crater freeze? I can provide a video if necessary. I'm assuming everyone is playing on N64 hardware anyway. I'm playing on a PAL N64 if that makes any difference to the game freezing.i see what you mean , game freezes when i go in death mountain without goron tunic, freezes EVERY time.
Is there any progress on the death mountain crater freeze? I can provide a video if necessary. I'm assuming everyone is playing on N64 hardware anyway. I'm playing on a PAL N64 if that makes any difference to the game freezing.i see what you mean , game freezes when i go in death mountain without goron tunic, freezes EVERY time.
I can't reproduce this freeze on my console, you guys are using a NTSC save with the MQ USA rom right?
// load modelvtx
// Load model_near and model_far dlists. Near 600 tri, far 100 tri.
// Do LOD test and render or end
Gfx model[ ] = {
gsSPVertex(modelvtx, 1, 0), //Test Center vertex from model then draw using appropriate dlist
gsSPBranchLessZ(model_near, 0, 200, 32, 2000, G_BZ_PERSP), // Model's distance less than or equal to 200.
gsSPBranchLessZ(model_far, 0, 800, 32, 2000, G_BZ_PERSP), // Model's distance between 201 and 800.
gsSPEndDisplayList( ), // Model's distance greater than 800.
};
Everdrive Master Codes:
F10004E4 0000
F10004E6 0000
EE000000 0000
80119d61 000x (PAL OoT GC)
80119d41 000x (PAL MQ)
8015fa69 000x (MQ Debug)
Replace x with:
0 - English, 1 - German, 2 - French
First post has been updated.
Cow's nose ring has been restored (OoT and MM; interestingly this is normally only present in the 3DS version of OoT and a single cutscene for MM J), locked door in the Water Temple for Master Quest with the wrong flag set has been fixed (no more extra key!), uploaded OoT MQ Japanese patch, updated the debug rom patches (links had been posted elsewhere previously), and added the link to the v1.2 uncensored patch (still missing the cow update). Applying the compressed debug rom patch will shrink the 64mb rom to 32mb.
btw, the PAL MQ text has been updated for a while now in case anyone missed it. Still requires a save file mod to change languages though.
Furthermore: Are those patches compatible with other hacks like Petrie's challange, Voyager of Time, or Majoras Mask Master Quest?Checked out a few hacks and I am wondering if the patches could just be applied to the base rom and afterwards converted to the final hack:
Does the GameCube version on the everdrive have better graphics or audio?The Gamecube rom does have a few glitches fixed (wrong color for the Gerudo guard comes to mind), and I know the Virtual Console release includes replacement lava texture that tiles better but I haven't check to see if they're in the GC roms as well. For this patch, the graphics are better in that the lower quality distance models are disabled and the Expansion Pak patch can remove some lag in some areas.
Issues planned to be addressed:
- Restore the original 4th heart piece collection sound from the Japanese release (matches OoT)
- English text has been massively overhauled (correct transposed control characters and missing Japanese/N64 PAL sounds, remove mixed silver and white text added in the GC text, save and return to the Dawn of the First Day text did not color cycle, incorrect text coloring throughout the script)
- Restore Skull Kid's original face
- Include the corrected Goht boss battle cutscene from the Japanese v1.1 (all others use the v1.0 cutscene where Link is unintentionally run over).
??
Majora's Mask Masterquest: http://pastebin.com/RLzh6FpJ
Just in case you ever want to have a look at MM Masterquest, I figured the mod uses the original N64 NTSC (USA) version so I suppose the only things that need to/ can be changed are:I know this mod probably won't get its fix but just wanted to inform you that the version (1.1) I posted earlier was outdated.Issues planned to be addressed:
- Restore the original 4th heart piece collection sound from the Japanese release (matches OoT)
- English text has been massively overhauled (correct transposed control characters and missing Japanese/N64 PAL sounds, remove mixed silver and white text added in the GC text, save and return to the Dawn of the First Day text did not color cycle, incorrect text coloring throughout the script)
- Restore Skull Kid's original face
- Include the corrected Goht boss battle cutscene from the Japanese v1.1 (all others use the v1.0 cutscene where Link is unintentionally run over).
Majora's Mask Master Quest is a romhack made by Deathbasket
This is NOT an official release by nintendo.
Master Quest includes:
Different overworld
Different dungeon layouts
Unable to buy explosives
No Index Warp
Double Damage from enemies
Changes from 1.0:
Removed boulder near Snowhead that crashed game when broken
Fixed some dungeon switches
Fixed Epona not appearing in Termina Field
Fixed camera/movement lock after burning bouncy webs
Changes from 1.1:
Fixed Gekko softlock due to error in health checking
Fixed Woodfall stairs void
Zora can no longer use all its items underwater
Some changes to Ikana Castle
Some changes to Great Bay Temple
Added some switch and chest cutscenes
More information about the creator (Deathbasket): http://pastebin.com/u/DeathBasket
Alas, I think I've come to the conclusion that all of the fan translations of these games suck in different ways....
I've ported Fserve's Brazilian Portuguese translation of Ocarina of Time to the Master Quest USA rom, it's based on the v1.7 patch with some additional file select textures from the Projecto-BR Majora's Mask v1.1 patch and all of the extra spaces in the script have been removed (they caused an awkward delay on many text boxes). Like the original patch, area names, boss titles, and some pause menu textures remain untranslated. Any translation assistance and play-testing would be appreciated to complete the patch.
http://www.mediafire.com/download/9lxw0wls6g4dv7m/OoT-MQ-U-n64_T-BR.zip
It looks like it is based off of the Demo version of MM, which appears to be in N64 format already.Unlikely if you ask me because it's possible to save at owl statues in the mod which it should't in the demo. Unless the creator added that feature again...
Good call. Both the Demo and NTSC-U 1.0 match in the beginning, I was just cracking open MM for the first time. It's based on NTSC-U N64. Demo and N64 look very similar in the beginning. I compared MMMQ to all of the GC releases, and it's nothing like them.Never mind, I've just realized that it's only the GC releases of the game that have received a fix from Aroenai. I should've paid more attention to that but I was happy to give you those updates ;)
Question for the French speakers out there, which is the preferred name for the Milk Bar, Latte? Current script reflects the Wii Virtual Console release, but I'm wondering what the difference in meaning is.I might not be French but a few thoughts on this:
"Le Lactel, Milk-Bar" (N64)Lactel seems to be a French milk brand: https://en.wikipedia.org/wiki/Lactel
"Le Crémeuh, Milk-Bar" (Gamecube) Google Translate keeps giving me the Pokemon "Miltank" for the translation :PProbably refers to "crémeux" and means "creamy" in English.
"Le Laktoz, Milk-Bar" (Wii, Virtual Console)Likely refers to "le lactose" which translates to "lactose" (surprise, surprise!) in English.
Brazilian Portuguese MQ translation updated with a few more translated textures (mostly location title cards and dungeon maps). Thanks to Junninx for providing the text, I'll get to the rest soon... it's surprisingly hard to make readable text in Photoshop with such small dimensions.
IPS patches cannot affect bytes beyond offset 16842750 (0x100fffe = 0xffffff + 0xffff); the IPS patch format may be therefore inadequate for files larger than 16 MiB.source (http://fileformats.archiveteam.org/wiki/IPS_(binary_patch_format))
Thanks Aroenai, i found it. 8)
I patched the Master Quest to Brazilian Portuguese, thanks for your hard work.
.
Majora Mask also has a Brazilian translation, made in 2008 in UPS format.
http://romhackers.org/modules/PDdownloads/singlefile.php?cid=23&lid=60
.
Is made to European rom, but Nintendo 64 from Brazil is NTSC like Americans, and this rom don´t work in our real hardware with Everdrive. :'(
I think is made for emulation purposes, everdrive don´t exists in 2008 yet.
.
Is there a way to convert this translation for Gamecube Majora Mask USA Rom ???
Majora Mask also has a Brazilian translation, made in 2008 in UPS format.Yeah, I'm hoping you can port it too Aroenai, this could be awesome.
http://romhackers.org/modules/PDdownloads/singlefile.php?cid=23&lid=60
Majora Mask also has a Brazilian translation, made in 2008 in UPS format.Yeah, I'm hoping you can port it too Aroenai, this could be awesome.
http://romhackers.org/modules/PDdownloads/singlefile.php?cid=23&lid=60
Eventually... MM has additional compression to deal with for the language specific textures, it's on my list but probably not any time soon since it's gonna be a lot of manual editing.
Also, patches have been updated (mostly fixes to prevent a crash if you're intentionally doing something you shouldn't...). Brazilian Portuguese translation for MQ now has the boss names translated. Added optional no-AA patches for OoT.
OoT patches updated - replaced the blurry comma character texture with the edited version from MM, added Ozidual's expanded Name entry screen patch for the PAL roms (matches the Name entry screen for MM PAL).It would be an excellent idea thanks for your great work Aroenai, in fact there is a MQ rom in spanish translated for Jairo and works in real hardware is called "Legend of Zelda, The - Ocarina of Time - Master Quest (E) [h1C] [T+Spa2007_Jairo]"
Ongoing - Seems it's possible to add additional characters to OoT's font, this should make translating the game to other languages easier (ex. should be possible to have a combined Spanish, Italian, and Brazilian Portuguese patch using the 3 available languages on the PAL rom). Ozidual rocks in case that wasn't obvious already.
Can you pass me the Pre-Converted roms? I'm not good at this.
Guys, the roms to use literally comes up as the first result when you Google the file name without the extension. The rom is in Big Endian format on the Gamecube discs they're from originally, and the tool to convert downloaded roms is linked on the first post when you click on the text that says "Big Endian (.z64)". Ozidual's thread (also linked on the first post) has step by step instructions on how to do it.
@Kerr Avon, I haven't posted the updates I've been working on with Ozidual so your links are gonna be outdated, which is what I was trying to avoid happening by not posting links to the roms.
Can you pass me the Pre-Converted roms? I'm not good at this.
You can download them from:
http://krikzz.com/forum/index.php?topic=5289.0 (http://krikzz.com/forum/index.php?topic=5289.0)
Please post if any of them don't work.
Can you pass me the Pre-Converted roms? I'm not good at this.
You can download them from:
http://krikzz.com/forum/index.php?topic=5289.0 (http://krikzz.com/forum/index.php?topic=5289.0)
Please post if any of them don't work.
I tried loading up the debug roms from your link in project 64, and I get the same result. Black screen
... in project 64, and I get the same result. Black screenCan anyone else try these three roms, please, and post if they work for you or not? Thanks.
Subtle change, "Circus Leader's Mask" has been renamed "Troupe Leader's Mask" since it's closer to the original Japanese text and they already made that change with MM 3DS. Turns out I was using a buggy version of a yaz0 compression tool, so now it shouldn't be such a pain to find and change compressed textures in Majora's Mask! English only for now, just because I still need to dump the other textures and whip up the corrections in Photoshop.
Yeah, we've already been aware of that for a while Spencer.Ryan.C... Luckily, the most common one is using a broken rom! ;D
Fix | | NTSC GCtoN64 | | PAL GCtoN64 | | NTSC GCto1.0 | | PAL GCto1.0 | | NTSC Aroenai | | PAL Aroenai | | NTSC 1.0/1.1 | | NTSC 1.2 | | PAL 1.0/1.1 | |
HUD Color Correction | x | x | x | x | x | x | x | x | x | |
L replaced with Z | x | x | x | x | x | x | x | x | x | |
C stick replaced with C buttons | x | x | x | x | x | x | x | x | x | |
Ozidual Text fix* | x | x | x | x | _ | _ | x | x | x | |
Aroenai Text fix* | _ | _ | _ | _ | x | x | x | x | x | |
Game Ending Fix | x | x | x | x | x | x | x | x | x | |
Game Ending Timing Fix | _ | x | _ | x | _ | x | x | x | x | |
Options Language Select Restore | _ | x | _ | x | _ | x | _ | _ | x | |
1st Time Language Select | _ | _ | _ | _ | _ | _ | _ | _ | x | |
Game Saved Screen Restore | x | x | x | x | x | x | x | x | x | |
Intro Logo Restored | x | x | x | x | x | x | x | x | x | |
MQ Water Temple Door fix | _ | _ | x | x | x | x | N/A | N/A | N/A | |
Gerudo Symbols Restored | _ | _ | x | x | x | x | x | _ | _ | |
Fire Temple Music Restored | _ | _ | x | x | x | x | x | _ | _ | |
Ganon(dorf's) Blood Restored | _ | _ | x | x | x | x | x | _ | _ | |
NTSC 1.0 English Text Timing | _ | _ | x | x | _ | _ | (1.0) | _ | _ | |
2x international text speed | _ | _ | _ | _ | x | x | (J) | (J) | _ | |
S of Agony finds all hid chests | _ | _ | _ | _ | x | x | _ | _ | _ | |
Cow Nose Ring restored | _ | _ | _ | _ | x | x | _ | _ | _ | |
Expanded Name Entry Screen | _ | _ | _ | _ | _ | x | _ | _ | _ | |
Map Select Translated | _ | _ | _ | _ | x | x | _ | _ | _ | |
Blurry Comma Fix | _ | _ | _ | _ | x | x | _ | _ | _ | |
Utilize Expansion Pak | _ | _ | _ | _ | x | x | _ | _ | _ | |
Anti-Aliasing Patch | _ | _ | _ | _ | x | x | _ | _ | _ |
Ozidual, that's an excellent description, thanks. I take it it also applies to The Master Quest?
Also, what version of Majora's Mask would you recommend for the beginner, and (if there's a real difference between patched and unpatched, or NTSC vs PAL) the experienced MM fan, please?
Also, from an emulation perspective, are there any technical advantages in playing the actual gamecube version vs the gc->n64 version (like a smoother framerate or better looking graphics)?
Not an emu only patch, but the Expansion Pak is required now. It's faster because there's more heap allocated to the game now (more heap -> more space to store models, actors, code, etc. which means less moving things in and out of ram which would cause a delay). OoT has two LOD's, the lower quality LOD is a memory saving trick because the less detailed models don't take up as much space in ram as the high quality LOD. Since we have more ram, we don't need the lower quality LOD which is what was disabled (same as MM basically). I'm sure not having to constantly load two different meshes for objects probably speeds things up too.
It is quite a noticeable difference in quality and speed, the game feels more like you're playing on an emulator or the Gamecube actually.
Btw, the expansion pak patch also addresses a problem in Hyrule Field where actors (projectiles, bombs/arrows, song of storms, Epona) will stop spawning. https://www.youtube.com/watch?v=y6okVFR8i2I (iQue version, but it happens on n64 as well)
Issues planned to be addressed:So tempting, I'm looking forward for this. Thanks for all your efforts, Aroenai!
...
Port the Russian translation patches from Zelda64RUS (http://shedevr.org.ru/zelda64rus/translations.html)
Changes for MM:is really necessary.
...
Restore Skull Kid's original face
Changes for MM:It seems like the camera height is still the old one (N64 JP) for certain types of chests -> http://imgur.com/a/XRjme
...
Restored N64 USA/PAL Goron Link camera height for opening chests (this had been reverted to N64 JP for the GC releases)
It seems like the camera height is still the old one (N64 JP) for certain types of chests -> http://imgur.com/a/XRjme
I'm guessing its all chests with an opening cinematic since the camera height was also like that for the chest with the compass and the boss key in it, the "simple" chests (with the keys) had the corrected height.
I use this, but emulator don't load conventer roms. Patched roms Argon works, but this roms have outdated patches.
I use this, but emulator don't load conventer roms. Patched roms Argon works, but this roms have outdated patches.
i wonder what does the "no-aa" thingies mean.
It's a 2nd patch that can be applied over the main patch. It turns off Anti-Aliasing which can give you a crisper image. It's entirely subjective though - some people like the look, others don't.
i wonder what does the "no-aa" thingies mean.
It's a 2nd patch that can be applied over the main patch. It turns off Anti-Aliasing which can give you a crisper image. It's entirely subjective though - some people like the look, others don't.
This was answered in the post right above yours.i wonder what does the "no-aa" thingies mean.
It's a 2nd patch that can be applied over the main patch. It turns off Anti-Aliasing which can give you a crisper image. It's entirely subjective though - some people like the look, others don't.
Wanna review the Brazilian Portuguese script and let me know if there need to be any corrections? http://www.romhacking.net/forum/index.php/topic,23516.0.html
MIPS asm, probably C originally but we only have a few random bits of uncompiled code from the debug rom. Why?
I want to see all rom information inside the rom like the rom name, version, code NUS, butt i dont found a app to see this information.
0000h (1 dword): initial PI_BSD_DOM1 REG settings
80000000 indicator for endianess
00F00000 initial PI_BSD_DOM1_RLS_REG
000F0000 initial PI_BSD_DOM1_PGS_REG
0000FF00 initial PI_BSD_DOM1_PWD_REG
000000FF initial PI_BSD_DOM1_LAT_REG
0004h - 0007h (1 dword): ClockRate
FFFFFFF0 ClockRate
0000000F
0008h - 000Bh (1 dword): Program Counter (PC)
000Ch - 000Fh (1 dword): Release
0010h - 0013h (1 dword): CRC1
0014h - 0017h (1 dword): CRC2
0018h - 001Fh (2 dwords): Unknown (0x0000000000000000)
0020h - 0033h (20 bytes): Image name
Padded with 0x00 or spaces (0x20)
0034h - 0037h (1 dword): Unknown (0x00000000)
0038h - 003Bh (1 dword): Manufacturer ID
0x0000004E = Nintendo ('N')
003Ch - 003Dh (1 word): Cartridge ID
003Eh - 003Fh (1 byte): Country code
003Fh - 0040h (1 byte): Version (00 = 1.0, 15 = 2.5)
Updated the patches, the Nintendo text on the boot logo didn't animate correctly and the no controller text was disabled - both have been fixed. Also, the cow nose ring has finally been added to the OoT v1.2 patch.
Stupid cow... shouldn't have taken so long to find.
Updated the patches, the Nintendo text on the boot logo didn't animate correctly and the no controller text was disabled - both have been fixed. Also, the cow nose ring has finally been added to the OoT v1.2 patch.
Stupid cow... shouldn't have taken so long to find.
I haven't visited this patch in awhile. Is this for all versions? Was the no controller text in original OoT?
-French cleanup for MM patch took 4 days of staring at a hex editor for hours :'( :'(
Hi Aroenai, the patch of master quest Updated in 4-1-17 is already 100% finished?You can never be sure the patches are 100% finished. This is actually a good thing. Whenever Aroenai finds something new to fix and the time to create a new patch, he will do it. That way the community gets the best possible patch.
Sweetness, looks like I'm doing some texture hunting/replacing this weekend!
The Wii Virtual Console textures have been converted by NicoDE who I've worked with on another project (http://kqmoe.nicode.net/). Have to see what's changed, I think most of the replacements are for certain textures to make them tile/repeat better outside of the obvious censorship changes for OoT.
That would happen if you don't have framebuffer emulation turned on in your emulator, or if you've injected the rom into the Wii Virtual Console wad (still an issue that hasn't been figured out).
What emulator and graphics plugin are you using?
You mean the patched rom doesn't work on your Everdrive, or you have a rom (which works on an emulator but not the ED64) but you can't patch it?Yes it says it's no intended for that rom. I am tring to extrack the rom with windows 10 and failing also. Get to the cammand line part where you have to change it to .GCM. It says it's not recognized by cmdlet and some other stuff.
Have you byteswapped the rom (.z64 file extension) using Tool64 in the link from the first post?
I am tring to extrack the rom with windows 10 and failing also. Get to the cammand line part where you have to change it to .GCM. It says it's not recognized by cmdlet and some other stuff.
Use the Command Prompt (cmd.exe) instead of Powershell and don't add the parentheses.
ie.
tgctogcm.exe zlj_f.tgc zlj_f.gcm
Protip: you can type "cmd" in the address bar for any Explorer window to open a command prompt in that folder.
Hey choub,
1 - The CRC of the rom you should use is listed underneath the file name (these names match the rom name in the No-Intro set) on the first post. If you extract these roms straight off the Gamecube discs you're good to go, but if you "obtained" them elsewhere you'll likely need to byteswap the roms to Big Endian (.z64) format. No-Intro uses the CRC values of the Byteswapped (.z64) roms and renames them to .n64, you can find the tool to switch between Big Endian (.z64), Byteswapped (.v64), and Little Endian (.n64) on the first post.
2 - Apply the larger patch first with flips.exe, then if you want to play without the built-in filtering for anti-aliasing on the N64, you can apply the second no-aa patch.
Hi Aroenai, i extract the ocarina MQ rom for GC disc with same sha-1 and crc number, but in .n64 format, have a way to extract direct in .z64 format?
thanks
Hi Aroenai, i extract the ocarina MQ rom for GC disc with same sha-1 and crc number, but in .n64 format, have a way to extract direct in .z64 format?
thanks
It's actually a lie. It says .n64 format, but it is really .z64 format. It's the only time you can just change the extension from .n64 to .z64 and it will be fine.
@TrevorI was working on a couple UltraHDMI installs and thought something was horribly wrong when I discovered that this game would lock up immediately after the "Nintendo 64" screen. I put the EverDrive in my personal childhood N64 (which has had UltraHDMI since October) and it worked. For a while I thought there was a problem with the revised UltraHDMI boards (these newer boards have an easy place to solder the in-game reset wire). I didn't want to sell the systems until I figured out if/why they appeared to be faulty. It took me a while to realize the patch requires the expansion pak!
Not an emu only patch, but the Expansion Pak is required now. It's faster because there's more heap allocated to the game now (more heap -> more space to store models, actors, code, etc. which means less moving things in and out of ram which would cause a delay). OoT has two LOD's, the lower quality LOD is a memory saving trick because the less detailed models don't take up as much space in ram as the high quality LOD. Since we have more ram, we don't need the lower quality LOD which is what was disabled (same as MM basically). I'm sure not having to constantly load two different meshes for objects probably speeds things up too.
It is quite a noticeable difference in quality and speed, the game feels more like you're playing on an emulator or the Gamecube actually.
We looked into a warning for the Expansion Pak a few months ago, and the problem is space. MM uses a texture for the Expansion Pak error message, and textures take up a lot of space, which we don't have.Would it be difficult to show some text using existing font resources?
There might be a way around this based on some discussions a few weeks ago, but I haven't had time to look into it fully yet. I'll see if I can get some time to look into it.
You did everything right, but you need to add the Expansion Pak (i.e. set the RAM to 8MB instead of 4MB). The normal MQ does not require the Expansion Pak, but these patches require it to improve the graphics a little. I can't remember the exacts off the top of my head, but Aroenai has it all listed in the main post.Ahhh, gotcha. That fixed it! Thank you so much!
We have plans to add an error that lets you know you need the Expansion Pak, but we aren't quite there yet.
fully functional changing instruments added (using the original JP icons, and a modified icon for the Deku Pipes)
Here's a list of patches for The Legend of Zelda Ocarina of Time and Majora's Mask Gamecube roms that should revert all of the cosmetic changes, emulation related changes, bugs/glitches, and various censorship changes.
Legend of Zelda, The - Ocarina of Time (USA) (GameCube Edition).z64
...
Bonus Patches:
Uncensored:
Legend of Zelda, The - Ocarina of Time (USA) (Rev B).z64
* This patch will revert censorship changes made in v1.2, ie. Fire Temple music, Ganondor's blood. Will also add 2x text, cow nose ring, and Stone of Agony changes
You're right, it actually does switch to the Deku Pipes Icon when I use the Deku Mask.
Its just in the part where you initially obtain the Ocarina as a Deku while not having the Mask where it still shows the Ocarina instead of the Pipes, I guess I was a bit too impatient :-[
Essa rom do Majora's Mask traduzida para o português do Brasil funciona perfeitamente no emulador, mas não funciona corretamente no everdrive 64, o jogo trava no primeiro dialogo.Eu só conseguí uma tradução que funcione do Majora Mask, numa rom Européia.
A rom utilizada para tradução foi a USA.
Alguém saberia como corrigir esse problema?
Obrigado.
Essa rom do Majora's Mask traduzida para o português do Brasil funciona perfeitamente no emulador, mas não funciona corretamente no everdrive 64, o jogo trava no primeiro dialogo.Eu só conseguí uma tradução que funcione do Majora Mask, numa rom Européia.
A rom utilizada para tradução foi a USA.
Alguém saberia como corrigir esse problema?
Obrigado.
Esse aquí: https://www.4shared.com/file/nEPpCVtZca/Legend_of_Zelda_The_-_Majoras_.html
.
Mas se não me engano, por ser Europeu PAL, pegava Preto e Branco usando o cabo AV comum.
Hoje eu uso o cabo Video Componente da HD Retrovision, e por componente o jogo pega Colorido normal.
.
Mas não tenho certeza absoluta, baixa aí e faz um teste.
Essa rom do Majora's Mask traduzida para o português do Brasil funciona perfeitamente no emulador, mas não funciona corretamente no everdrive 64, o jogo trava no primeiro dialogo.Eu só conseguí uma tradução que funcione do Majora Mask, numa rom Européia.
A rom utilizada para tradução foi a USA.
Alguém saberia como corrigir esse problema?
Obrigado.
Esse aquí: https://www.4shared.com/file/nEPpCVtZca/Legend_of_Zelda_The_-_Majoras_.html
.
Mas se não me engano, por ser Europeu PAL, pegava Preto e Branco usando o cabo AV comum.
Hoje eu uso o cabo Video Componente da HD Retrovision, e por componente o jogo pega Colorido normal.
.
Mas não tenho certeza absoluta, baixa aí e faz um teste.
I have the European version translated into portuguese, but it would be better if there was an NTSC version. It's rom that I posted works on the emulator only on n64 that does not, this translation of the ntsc version also exists for game cube and virtual console of wii.
Text in portuguese.
Eu tenho a versão européia traduzida para português, mas seria melhor se houvesse uma versão ntsc. Está rom que eu postei funciona no emulador só no n64 que não, essa tradução da versão ntsc também existe para game cube e virtual console do wii.
I was wondering if it would be possible to reduce some of the sensitivity/jerkiness when aiming with the bow/slingshot? Whilst this is not technically a bug, I reckon the game would play better with more nuanced aiming controls.
You might be in luck. Here are the Super Smash Bros Brawl save games:
http://www.mediafire.com/file/s5com6lmyrq84lq/SSBB_OoT_Saves.zip
One of them starts you as adult link and one as young link. You'll have to test them to figure out which one. Note, there are probably 6 save games in that file since there's young and adult links saves in NTSC-U, NTSC-J, and PAL formats.
I don't know the exacts, but SSBB has Masterpiece games where you get 5 minutes to play a game. Ocarina of Time is one of the games you can pick and you can choose between 5 minutes as young Link or 5 minutes as adult Link. I went in a couple years back and checked the rom (standard Ocarina of Time v1.2) and pulled the saves from it. Those saves are in that zip file.
Nothing special about them. No cheats or anything. Just standard save games with the basics you start the game with (young Link) or that you would have right after pulling the Master Sword (adult Link).
These patches won't run correctly when re-injected on the gamecube disc.
GhostlyDark, I found what was causing it, I'll have it fixed in the next patch I upload (maybe this weekend?).Is this patch available ?
Hi there,
I'm trying to run Master Quest on my original PAL hardware using a retroblaster (not an everdrive).
While the game runs, there are several issues:
- The game runs at a higher speed
- The colors are oversaturated
- The music and sounds play to fast and stutters
With this version of the patch and no other patches apart from that:
Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube Edition) [60 Hz] - GCto1.0 v09.09.2019
I tried changing the header from NZLE to NZLP but to no effect. It seems the user geriatrix voiced similiar issues on October 26, 2016 (Reply 103). Using an emulator, the game runs fine with no issues at all.
The ROM I'm using is the euopean version of Master Quest from the Ocarina of Time double Pack in the Wind Waker Special Edition and has been ripped using my Wii. But I feel that the problems lie at a diffrerent place.
Does anybody have an idea why this is occuring and how to fix that?
All of the GameCube releases (PAL, NTSC-J, NTSC-U) are at 60MHz, so NTSC. They would require some massive rewiring to get them to run on PAL systems. That is all on Nintendo though. I think the most recent version of OoT that will run on a PAL system is currently the PAL v1.1 cart release (AKA PAL rev. A). No version of Ocarina of Time since then has been made to run on a PAL system.Thanks for your response :-)
So even if you loaded up the original, unpatched PAL Master Quest rom would not run on a PAL system.
[ Some technical stuff ]
Usually the sound of a PAL'ed NTSC-rom is garbled - that's because
the soundroutine is optimized for 60Hz and creates soundbuffers
which are to small for 50Hz. This produces the anoying "clicks".
It's not possible to make a generic-fixing-routine for that. :(
There are to many different sound-routines on the market.
(Of course all know routines could be build in...but that wouldn't
be a generic fix! - I also got to many false fixes when I tried it)
It's also _NOT_ a matter of sound-tables or something like that.
Changing the Videotable doesn't change the sound!! The changed
video-mode just isn't compatible with the used sound-settings
Hope this stops the whining about PALadin being unable to fix sound
and the requests for it in future versions :P
There are Video-Fixes available which handle this problem.
Using PALadin is supposed to be working. I tried it out before writing here.
However, you need to make also sure that the Country is set to P. Otherwise the fixes by PALdin wont have effect.
Also after patching the Rom with PALadin, you need to correct the CRC.
The NTSC picture has 100 less lines than PAL, that is why after patching you have "PAL Borders"
Also before patching the rom you should try PALadin on a clean rom. I tested only with a plain unpatched rom.
My curiousity awakened. PAL GameCube games usually had a boot option to select 50 or 60Hz. Doesn't that falsify the statement that everything was 60Hz? And I recall a youtube comparison vid of Ocarina of Time (not sure if it was the N64 or GC version, dunno if it would matter) showing NTSC-J, NTSC-U and PAL next to eachother. PAL-60 was still slower. And I think NTSC-J was even slightly faster than NTSC-U, but not entirely sure anymore.Hi there,
I'm trying to run Master Quest on my original PAL hardware using a retroblaster (not an everdrive).
While the game runs, there are several issues:
- The game runs at a higher speed
- The colors are oversaturated
- The music and sounds play to fast and stutters
With this version of the patch and no other patches apart from that:
Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube Edition) [60 Hz] - GCto1.0 v09.09.2019
I tried changing the header from NZLE to NZLP but to no effect. It seems the user geriatrix voiced similiar issues on October 26, 2016 (Reply 103). Using an emulator, the game runs fine with no issues at all.
The ROM I'm using is the euopean version of Master Quest from the Ocarina of Time double Pack in the Wind Waker Special Edition and has been ripped using my Wii. But I feel that the problems lie at a diffrerent place.
Does anybody have an idea why this is occuring and how to fix that?
All of the GameCube releases (PAL, NTSC-J, NTSC-U) are at 60MHz, so NTSC. They would require some massive rewiring to get them to run on PAL systems. That is all on Nintendo though. I think the most recent version of OoT that will run on a PAL system is currently the PAL v1.1 cart release (AKA PAL rev. A). No version of Ocarina of Time since then has been made to run on a PAL system.
So even if you loaded up the original, unpatched PAL Master Quest rom would not run on a PAL system.
Is it possible to use the patch to get Master Quest
I'd like to do Master Quest but the thought of playing it censored doesn't sound like a good time.
I put a couple hours into looking this up. For now I'd say just load up the NTSC version with your save game and get through the race. I may come back around to this at some point. It also plays just fine in PJ64.