EverDrive Forum

General => EverDrive 64 => Topic started by: Aroenai on April 30, 2016, 10:26 AM

Title: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on April 30, 2016, 10:26 AM
Created by Aroenai
with help from Ozidual (http://krikzz.com/forum/index.php?topic=5281.0)
---------------------------

If you're selling flash carts with these rom patches, you're doing so against the author's wishes.

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.

Patch Download Links:

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.

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††

Functioning Language menu has been restored under the Options menu thanks to ozidual (English, German, and French selectable)
†† Compressed patch will reduce the size of the unpatched rom from 64 MB to 32 MB, like the commercial roms.

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

Functioning Language menu has been restored under the Options menu thanks to ozidual (English, German, French, and Spanish selectable)
Original Gameshark code for reference:
Code: [Select]
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?


Bonus Patches:

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

* 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
** Fixes a bug specific to the original USA release that prevents some sounds from playing, thanks Ozidual!
*** Patch to match the features above for PAL 50 hz players. Does not remove the console region protection. Does now!
**** The Japanese Zelda Collection rom is fairly uncommon, this patch updates the normal OoT rom from the Japanese Master Quest disc to the untouched Zelda Collection version.



Changes for OoT and MM:
Changes for OoT:
Changes for MM:
Issues planned to be addressed:
Issues which cannot be addressed:

Should also restore the Scarecrow's song as a result.

* Unfortunately I cannot speak or read German, French, or Spanish so the text for these languages was pulled directly from the latest PAL region N64 rom for their respective games to correct any text differences referencing the C-buttons. Ocarina of Time does not have an official Spanish N64 translation.

** The Gamecube release of Majora's Mask is based on the International version, which included many more features. Similar to the PAL region text, I am not familiar enough with Japanese to make corrections as needed for the new text that was added in relation to the new features. The Japanese text only includes the L -> Z icon character changes.

Credits:


Change log:
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: aterraformer on April 30, 2016, 11:06 AM
Interesting.  Would you be willing to do up the Japanese version as well?  Maybe even somehow include 1.0 exclusive glitches like blank A and hold R for Eyeball Frog?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on April 30, 2016, 11:22 AM
Change CZLE to CZLJ in the header and the game will be in Japanese. Never mind, there must be some other switch to do it now. I'm not interested in adding glitches.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on April 30, 2016, 11:36 AM
Thank you Aroenai for the patches. Can you please give me the checksum of the Master Quest rom needed for the patch? EDIT: Never mind, found it out myself. The checksum of the required rom is C744C4DB (32MB in size and called "Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition)" in the No-Intro set).

Furthermore I'd like to ask if you could add the level select with translated English text in a future release of your patch.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on May 01, 2016, 08:51 PM
The sign by the entrance hole to the maze where the Kokiri sword is found refers to L/Z calling the entrance "the hole of Z/L" or something like that. I would love to have a finished patch of this when it's done!
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 02, 2016, 12:03 AM
pcfreak324, if you have a link to a rom patch with the translation I can see about porting it.

Zelda93, that text is already changed in the patch. I'll be making periodic updates to the patch that will always be at the same mediafire link.

Edit: Updated patch, changed Rumble Pak text, added Ganondorf's cape, Forest Temple texture, one Spirit Temple texture (from the intro demo room).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on May 02, 2016, 08:11 PM
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/

Maybe you can find out what the patcher changes by comparing a patched with an unpatched rom.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 04, 2016, 08:21 AM
Patch has been updated, ocarina staff on the pause menu is now the right color, the map select translation has been added, and text speed is now 2x like in Majora's Mask (my favorite patch so far  8) ).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: johnson on May 05, 2016, 07:21 PM
in majora mask patch with 60 hz the credits have video but no audio  :(
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 06, 2016, 12:01 AM
Can you upload your save file, what region console are you using? (NTSC/PAL)
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: johnson on May 06, 2016, 04:57 AM
Can you upload your save file, what region console are you using? (NTSC/PAL)

my console is NTSC and yes , I copy and paste another file with the spanish language
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 06, 2016, 06:54 AM
Does it do the same thing with the unpatched rom? Tested it, this is an existing issue with the GC MM roms. They must stream the end credits music like the video for OOT.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on May 07, 2016, 10:36 AM
Aroenai, I have another request: Can you restore the original fire temple song in Master Quest?

The differences are explained here and there is also a ppf-patch available for the OoT MQ debug rom:
https://www.youtube.com/watch?v=FtD8kXBxBHY

A ppf-patcher can be downloaded from romhacking.net. (http://www.romhacking.net/utilities/356/)
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: johnson on May 07, 2016, 06:50 PM
hopefully this can be solved, it would be great if you could hear the music in the credits, in this patch the head of skull kid is black haha as in the  OoT
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 12, 2016, 07:46 AM
MM patch has been updated with the credits music fix, and 4th heart piece now plays the original fan-fare from the Japanese version/OoT - thanks to fkualol

I was aware of the patch for the debug rom, but as far as I know it's never been completely fixed (breaks other sounds/music). I'll take a look once all the textures are taken care of.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: johnson on May 12, 2016, 11:17 PM
thank you very much ! Aroenai I´ll try the patch right now :D , and also thanks to fkualol


confirmed , the patch work !
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 14, 2016, 05:21 AM
I was working on the same patch, but you seem ahead of me.  One thing I did find is in the Kaleidoscope, the pulsing orb for the save screen selector on yours is still green.  To fix it, just change:

D8D0 3C0164FF to 3C016464
D8E4 34216400 to 3421FF00

I'm using the offset for the individual file, just let me know if you need better location info.

By the way, I've spent the last 3 weeks trying to find the stupid (A) to Play Music/(A) to Equip/(A) to Save change for the Kaleidoscope.  Kudos on finding that.

Oh, for some reason, the N64 games had the following change to the Kaleidoscope as well.  Change:

DABC 3C0164FF to 3C016464
DAC0 34216400 to 3421FF00

Oh, one request, and I may try to find this myself, is to re-add the Nintendo 64 logo screen before the game starts.  Maybe offer a Gameshark code to turn it off since it might annoy some people :)
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 15, 2016, 07:56 AM
Nice! I've got it in my unpacked rom, and seems to be working great. That second address might be the game over screen orb color, but I haven't checked.

That Press (A) address I found by accident in the MM GC rom, once I knew the pattern I was able to find it in OOT. You haven't by chance found the shop selection box color address have you? Or the Start button hud color values in 1.0/1.1/1.2? I had to guess on the RGB values for that.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 16, 2016, 04:30 AM
Good call!  I didn't even think about the Game Over screen orb.  My last game only had one death, and I guess I forgot to write that one down :)

Here's the N64 Start Button color:

R C8
G 00
B 00

The shopkeeper was also not on my list, but I'll look into it...  I found it in 1.0, just need to translate it over to MQ.  I should be able to get it tomorrow night.

Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 16, 2016, 08:00 AM
Went ahead and created the MM GC Japanese patch as well.

http://www.mediafire.com/download/kxic0xhslkbf956/MMgcJ-n64.zip
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 17, 2016, 03:39 AM
OK, I found the shopkeeper cursor.  The fix is just to switch around 2 SWs.  I'll give the RAM locations because this is in a completely new part of the ROM for me (way way down beyond CA0000).  Also, it's in a completely different location in 1.0.

Load up MQ and go into a shop. The rgb data is stored at 18dbbc as RRBBGGAA (backwards, I know), where RR is 00 and BB is the one rotating colors.  The data is stored around 1e9aec through 1e9af8, but it is constantly rewritten from the code around 1e6c50.  The fix is:

1e6c60 AC8C0230 (switch to AC8F0230)
1e6c64 AC8F0234 (switch to AC8C0234)

alternatively, you can switch the 230 and 234 around.  This flips the BB and GG data at 18dbbc.  I'd prefer a way to switch it back to reading RRGGBBAA (like it is in 1.0), but this is easier.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 17, 2016, 06:57 AM
Boo, there's an extra 8 bytes that do... something. When you just swap the values the color cycle is off, it's too dark and kinda teal, hard to describe. Anyway, I didn't feel like trying to untangle that spaghetti so I borrowed the ASM from v1.2 instead ;D

Code chunk was 0xC700C8-0xC70117 in v1.2 and 0xE1B4A8-0xE1B4FF in the MQ rom for reference.


Also, Fkualol was kind enough to give me another goodie that I found and changed in the MQ rom as well. 3x spin attack sword combos should work in OoT just like they do in MM now (animation was too long so the code never triggered, this extends the time).

As always, patch is updated on the first post.


Unless someone knows of any other locations, I think that's it for the GC->N64 colors right?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on May 17, 2016, 10:05 AM
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!
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: badsector on May 17, 2016, 12:10 PM
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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on May 17, 2016, 03:29 PM
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.

Oh yes, I completely forgot abouy that, thanks.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on May 17, 2016, 07:50 PM
Aroenai, thank you for the great updates to your patches. Your development speed is amazing.

Do you know if the Title Screen Disk Tag (https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time#Title_Screen_Disk_Tag) is still available in the Master Quest rom?

These are the GameShark values for OoT:
Code: [Select]
D00EB36E 0001 801F0ADB 0004 (NTSC 1.0, Master Code needed)
D00EB52E 0001 801F0C9B 0004 (NTSC 1.1, Master Code needed)

There is still some 64DD content inside the Master Quest rom. When I use my modified OoT savegame (https://drive.google.com/file/d/0B-4b_9McBecZYzNFbWtOMlptMVk/view?usp=sharing) (needs to be byteswapped for emulator use) with the Master Quest rom, it displays the Save File Disk Tag.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 21, 2016, 07:40 PM
For the Z -> L in text for MM-J, this link might help:

http://wiki.cloudmodding.com/mm/Text_Format

If you scroll towards the bottom, the codes for the L and Z button are listed there.  I'd check myself, but I haven't spent any time in the code for those games at all.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 24, 2016, 08:39 AM
Actually, it seems the text in MM J follows the OoT Japanese text format instead of using the character codes from MM USA. Patch has been updated with L -> Z (and that's probably as much as I'm going to do for that particular patch).

Gamecube text for OoT has been updated to change back the remaining color, and tilt/use vs. press text.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 24, 2016, 10:43 AM
I have searched for hours for the correct rom to use with this patch; however, I cannot find it. Could anyone help? Thanks.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 24, 2016, 04:59 PM
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.

Check your file extension, .v64 is Byteswapped (No-Intro renames these to .n64 to make it easier to identify as a N64 rom), .n64 is Little Endian, and .z64 is Big Endian.

If it's not .z64 you'll need to use Tool64 to byteswap, I've uploaded a copy here (https://www.mediafire.com/?m5y57r45n3e5w5b) to make it easier to find.

The rom is stored in Big Endian on the Gamecube disc, which is what I originally dumped mine from.

Edit: added the link to the first post.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 24, 2016, 05:59 PM
That worked! Thank you so much! I already had the GameCube Z64 ROM, but it only worked after I byte-swapped it.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 24, 2016, 06:29 PM
Upon first playing this on my N64, I noticed that Link infinitely slashes with the same swing type instead of doing a 3-swing combo like in the original OoT. Also, Link cannot (hold down B) charge the Kokiri Sword for a charge attack. I don't know if this last one applies to the other swords or when Link has magic. Any chance these could be fixed in the future?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on May 24, 2016, 08:54 PM
I can confirm that the magic spin attack is not working, both with young and adult Link.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 25, 2016, 01:19 AM
When I was testing it was working fine, but try this in the meantime. It will revert the change that increased the amount of time you have to continue a combo (breaking 3x spin attack combos again).

Edit: corrected patch posted http://www.mediafire.com/download/rl9dldrkzv481r4/OoTMQgc-n64.zip
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 25, 2016, 01:32 AM
This fixed both of the sword problems. Thank you.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on May 25, 2016, 02:35 AM
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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 25, 2016, 02:39 AM
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).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 25, 2016, 04:25 AM
Corrected patch has been posted, I missed it because the incorrect patch didn't affect the giant's knife/biggoron's sword.

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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 25, 2016, 04:52 AM
Spencer.Ryan.C and Zelda93, I'm still working on my original patch that just adjusts the colors and the text to match the N64, fixes the ending and that's it.  I'll release it when Aroenai releases his final version.  It will NOT fix the shield symbol, blood, etc. or revert anything back to 1.0.  I figure it would be best to release at the same time and let people choose whichever they want.  Honestly, I'm excited to play his version, but my first run through of MQ I think I would have preferred just the color changes.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 25, 2016, 10:05 AM
Corrected patch has been posted, I missed it because the incorrect patch didn't affect the giant's knife/biggoron's sword.

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.
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.

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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 25, 2016, 10:28 AM
It is staying true to OoT, the Japanese OoT.

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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 25, 2016, 11:03 AM
It is staying true to OoT, the Japanese OoT.

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.
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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 25, 2016, 05:50 PM
It works just like in MM, Link will do a longer quick spin attack animation on the third consecutive spin. The quick spin attack is when you rotate the control stick clockwise and press B.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 25, 2016, 08:56 PM
If this was not a feature in OoT, I would prefer it wasn't in the MQ version either. Just my honest opinion.

EDIT: I just encountered the first Crystal Switch and the base has the old symbols. I believe you can cross that off your to-do list.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 26, 2016, 10:44 PM
OK, I found a cleaner way to fix the Shopkeeper cursor.  Undo what I did before, and instead change:

1E6C48 31CF00FF (to 306F00FF)
1E6C58 006A5823 (to 01AA5823)

Basically, 1.0-1.2 takes 0050FFFF and rotates the green 50 from 00 to 50.  MQ takes 00FF50FF and rotates the green FF from AF to FF.  My old fix just swapped the 50 and the FF.  This fix defines the green as 50 before it rotates it from 00 to 50, and defines the blue as FF before it stores it.

EDIT: Added that I tested that it rotates from 00 to 50 now.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 27, 2016, 04:56 PM
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.

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
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 27, 2016, 07:42 PM
That would be awesome!  I haven't played the 3DS port yet, but I would be interested in adding as much as we can from that as well.  I think I saw some of what you're looking for in the notes section of CloudMax's OoT wiki.

A while back, I saw a post where someone was adding the hi-res buttons from the 3DS into MM.  I'd be interested in branching this MQ/GC patch and creating a version with the hi-res stuff from the 3DS as well.  After this version is done of course :)

I may be out and about the rest of this weekend, but I'll try to take a look at the code tonight.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: D4v3WTF on May 27, 2016, 11:14 PM
Thank you very much for this, I really like the idea!
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 28, 2016, 03:30 AM
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.

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
This is a good optional feature, but I would personally prefer it stays the original way for the base patch.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on May 28, 2016, 11:31 AM
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).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on May 28, 2016, 01:02 PM
I think it's a lot cleaner the way he's doing it, with the original proper rom. He's almost complete now too anyway.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Shaunydepp418 on May 28, 2016, 03:49 PM
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...
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on May 28, 2016, 04:02 PM
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...

Search "Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition).z64" in Google without quotations, you will find the correct one. Be sure to avoid the debug rom.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on May 28, 2016, 07:57 PM
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.

It doesn't freeze on an emulator (I tested it on not64 on the Wii).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 28, 2016, 10:25 PM
Plans changes this weekend and I may update this a little later today, but I did make some headway on the Boots thing on 1.2.

8011ACF3 handles what Link is wearing (adult or child it is always the same). For example, it is 21230000 right now with Metal Boots(2), Kokiri Tunic(1), Metal Shield(2), Broken Sword(3).  So that is the order:

Boots: 2 (Kokiri=1, Metal=2, Hover=3)
Tunic: 1 (Kokiri=1, Goron=2, Zora=3)
Shield: 2 (Wood=1, Metal=2, Mirror=3)
Sword: 3 (Kokiri=1, Master=2, Other=3)

Just for funsies, 8011ACEB handles whether the sword is broken or not I believe (3C for not, 55 for broke).

I've narrowed it down to about 20 others which should point to the age, and should hopefully have that soon.  Then I'll port it over to MQ unless someone else does :)
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Shaunydepp418 on May 29, 2016, 01:41 AM
could it be possible to add the original fire temple song? and is it possible to have the language in french?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 29, 2016, 03:24 AM
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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Shaunydepp418 on May 29, 2016, 03:48 AM
only the pal version has french??? im in north america using a ntsc console
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 29, 2016, 04:06 AM
I could probably copy the French over from PAL to NTSC.  I've already been working on porting the patches over to PAL and have it all available.  Before I do that, can you check some French Ocarina of Time websites to see if there are any major text differences between all of them? 

Ideally, I would take the French from the PAL 1.1 version since the controller language and button colors would match the N64 then.  If there are language reasons to use the earlier, or to use pieces from other ones, I can definitely do that too.

EDIT: Nevermind, I would be curious to know about differences, but if it is as bad as Aroenai says it's probably off my plate.  That might explain some of the issues I'm seeing :(  If I do find a relatively easy fix, I'll let you know though.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 29, 2016, 04:43 AM
OK, I have the NTSC MQ RAM locations for the boots and Link's age:

801DB408 is 01xxxxxx for child Link and 00xxxxxx for adult Link
8011B198 is btsS0000 where b=boots, t=tunic, s=shield, S=Sword (all 1-3)

31xxxxxx, 32xxxxxx, and 33xxxxxx mean you are wearing the Hover Boots.  You can probably isolate it better with Shift Lefts and Shift Rights.

A fun side note.  If you change the Link value from child to adult, then walk through an exit to a different screen, you'll appear as Adult Link in the Adult Link version of the area you walked into.  I tested it going from Jabu-Jabu's lake where he was sleeping to frozen Zora tunnels.  Pretty cool stuff.

Nothing neat happens when you change the btsS mid-game.  It just equips the new item when you hit start.  Mind you, if you are adult Link and you set S to 1 (Kokiri Sword), your sword looks the same, but hits stuff as if it were the smaller sword.

One last neat thing.  In 1.2, at 8011AC84, if you are child Link, it should be 00000001.  If you change it to 00000000 (Adult Link) mid-game, you appear to be floating, even though your footprint shadows are on the ground.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 29, 2016, 05:13 AM
Oh porting the text is easy, it'll just be time consuming to find all the textures and copy them over the English ones. At least I think they're the same texture format in OoT, in MM they were IA4 vs IA8 and most of them are compressed and different dimensions.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 29, 2016, 06:21 AM
OK, here are the button presses in RAM for NTSC MQ.  You can actually check a few different places.  I can't be certain, but the best place seems to be:

801C9634

The other two are 8011e300 and 8011e360.  There are a few other places that mirror the presses too.  Here are the values for all 3 of these:

Dpad right 01000000
Dpad left 02000000
Dpad down 04000000
Dpad up 08000000

A 1, 2, 4, 8 in the first spot (x0000000) is for Start, Z, B, A respectively.  A 1, 2 in the 3rd spot (00x00000) is R and L respectively, and the 4th spot is C Right, Left, Down, Up.

EDIT: Did further testing and you CAN press multiple buttons at the same time, it just adds them together (A, C Right, Dpad down would be 84010000).  This also happens for combinations within a group (Dpad Down, Dpad Right is 05000000).  You cannot do DPad down and DPad up together, likewise Dpad Left and Right together.  The C's will sometimes merge on opposites, but usually only when releasing.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on May 29, 2016, 06:33 AM
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.

Also, could you you keep an update log on the main post? It is helpful to see what has been changed in the last patch.

Last, is the 3x spin attack enabled? Or have you not gone back to that yet?

EDIT: There is still a bug with your last two updates regarding the spin attack. After swinging and holding down B, instead of Link immediately starting the spin attack charge, there is a delay. Then it goes straight to the power-up charge. This did not exist before the original 3x spin attack update.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 29, 2016, 06:46 AM
Hey, Spencer.Ryan.C, what would you like to see in the patch?  I already have a patch ready that will just change the colors and the text from Gamecube to N64 for NTSC-U MQ and NTSC-U GC.  As long as Aroenai is OK with it, I was tossing around the idea of creating a 3rd patch that would include the color/text changes, but make the NTSC-U MQ into a "1.0" MQ.  It would be:

Moon Symbol (fixed for the shield and elsewhere)
Ganon Cloak and Blood
Fire Temple Music

As before, I would rather see Aroenai's patch with all of its extras, but from reading other forums I know there are a lot of purists out there.

After that, lets keep this topic devoted to play-testing, adding to, and preparing Aroenai's patch.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on May 29, 2016, 06:49 AM
So Has the bug that I reported been fixed?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: GBM on May 29, 2016, 12:53 PM
only the pal version has french??? im in north america using a ntsc console
The 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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Shaunydepp418 on May 29, 2016, 04:08 PM
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?

iv always played in english, still do on modern consoles, its just that playing this game in an other language make me feel like im discovering the game all over again, makes me feel as if im in 1998 again  xD
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on May 29, 2016, 05:44 PM
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.

The bug still causes the game to crash when entering death mountain crater without a Goron tunic on the latest version.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on May 29, 2016, 07:25 PM
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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on May 30, 2016, 07:35 AM
could it be possible to add the original fire temple song? and is it possible to have the language in french?

I created a French version of my finished MQ patch.  Right now it is ONLY the text, and I pulled the text from PAL 1.1 so it matches the N64 controller.  I still need to pull:

French Locations
French Item Names
Probably a bunch of other stuff

Who knows if I'll get that far.  I just didn't feel like fighting Ganondorf tonight :)  I'll share this info with Aroenai when I get a chance.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Shaunydepp418 on May 31, 2016, 12:44 AM
nice thank you!! :D this comunity is the BEST!!!
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on June 01, 2016, 03:27 AM
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.

I know the delay is the same. It's not the delay between the Link holding back the sword and the start of the charge, it is the delay between swinging the sword (and holding down the button) and Link holding back the sword. Example: Link swings (holding down the button), then stands there normally for about a second, then instantly pulls back his sword into magically charged swing attack. Once again, I have compared your last 3 patches side by side and this bug only exists in the last 2.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 01, 2016, 05:20 AM
OK, I have Ganondorf's blood.  I've confirmed it in 1.2, and the MQ location matches the 1.2 code almost exactly.  The Uncompressed location in MQ is:

C5AA90 007800FF (change to 780000FF)
C5AA94 007800FF (change to 780000FF)

I did some research on this and found people that fixed it, but their fixes changed the bat fire to green too.  They were changing the code, not the color.  The change above leaves the bat fire color at red since it is only changing the Ganondorf blood color. 

Now, I've also confirmed that Ganon's blood comes from a different location since it was green after GD's was red.  I haven't tested this yet, but I'm 99% sure based on the RAM from 1.2 that it is located at:

C78914 007800FF (change to 780000FF)
C78918 007800FF (change to 780000FF)

Again, the RAM matched the code almost exactly.  I just checked 1.0 and it is 780000FF in 1.0 matching the code almost exactly.

EDIT:  The easiest way to find it if nothing is matching up is to do a search for 007800FF007800FF on an uncompressed 1.2/GC/MQ.  The first result is Ganondorf and the second result is Ganon's (untested).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 01, 2016, 05:27 AM
Any chance I could get a save state or a screenshot of that chunk of memory, ozidual?

Edit: nevermind looks like you edited it, I'll try that

Lines up with ovl_Boss_Ganon, and ovl_Boss_Ganon2 in the debug rom so I'm assuming it's correct.

Edit: I hate scene/room files, I can't find these last few textures.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 01, 2016, 05:04 PM
I was going to check out the music next, but I'd be willing to give the last few textures a try.  Is it just the symbol above the Gerudo training grounds door or is it still on the giant movable blocks in the Gerudo training grounds?  Or is it in one of the rooms?  I haven't played through the patch much, I've mostly been tearing through code looking for color changing spots.  It's possible that I could find the color change for the symbol which might lead me to it.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on June 01, 2016, 06:39 PM
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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Shaunydepp418 on June 04, 2016, 02:29 AM
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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 04, 2016, 06:35 AM
Checking in here.  We're making some good progress on the patch, we've just moved the code chatter off the posts.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on June 04, 2016, 10:37 AM
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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 07, 2016, 05:54 AM
Still working away at it.  Some of the Gerudo Symbols aren't a simple copy-paste because they changed the color scheme for MQ - just to mess with us :)  I believe we have all of the symbols found now, but they'll take some time to convert.

Don't worry, we're still working on the rest of it too.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 07, 2016, 10:01 AM
 :o Why is it easier to restore the Fire Temple music than it is to port that awful ocarina music staff A button color code to new roms?...

First post has been updated, PAL MQ rom patch posted (though I haven't copied the text and offset table yet).

It looks like these last few textures are color indexed and when they rebuilt the scenes with the replaced Gerudo symbol it changed the color palette for every indexed texture in the scene. Ozidual is amazing for having the patience to essentially rebuild them.

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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on June 08, 2016, 07:33 PM
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).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 09, 2016, 04:36 PM
Still working on the Training Grounds Gerudo Symbol.  The palette change is much worse in the Training Grounds than it was for the Spirit Temple.  In the meantime, here are some screenshots of the changes made on the Spirit Temple:

http://www.mediafire.com/view/jabhzcdymr01rbk/__Spirit_Temple_-_Gerudo_Symbol.png

In the center you can see what it looked like before.  Below that is a quick palette I threw together while working on it.  On the right side you can see some of the later changes I made, mostly focused on fixing the shadows.  After that, I started focusing on how it looked from afar so the final version isn't shown. This was basically my scratch sheet.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 09, 2016, 07:52 PM
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?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on June 10, 2016, 01:41 AM
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?

I've just tested the clean unpatched rom with my save file and that also freezes, so the problem lies with my game save. I downloaded and converted a USA save to work on my ED64 and the game no longer freezes! Try using a PAL game save and you should be able to reproduce the problem I was having. perhaps it's a bug that could be fixed. Most people will download a MQ save file for the PAL rom and just rename it, since that's the one that is widely available. I found it extremely difficult to find a US version of MQ (yours was the only one). Some people may not be aware that a US save is compatible for any US version of OoT (V1.0, 1.1, 1.2, MQ).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 10, 2016, 06:11 AM
I was doing some testing on the ED64, and I think I found a bug that's in all of the games.  If you talk to the guy next to the Hole of Z/L (I guess it's one of the Deku Scrubs in the Deku Tree), he says, "Did you know that if you hold \/ forward when you jump off a cliff, you'll roll when you land...". 

I'm pretty sure that's supposed to be the Control Stick picture, not the Triangle for targeting.  It's in at least 1.2 and MQ.  I'm working on other stuff so I didn't test any of the others.  I can't think of any reason it should be the triangle, but it's in all of them.  Can anyone explain it, or should I fix it?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 10, 2016, 08:52 AM
The reason you can't use a PAL save with an NTSC rom is Link's name gets corrupted, his name is used in the too hot message, so the game hangs.

ozidual, easy enough I've added it to the patch and it'll be in the updated patches for OOT GC USA and OOT MQ PAL once I finish my latest update... which happens to be the Expansion Pack mod! The MQ USA patch has been updated, game runs noticeably smoother, has better draw distances, and uses the high resolution models all the time (normally less detailed models are used at a distance). 2x text speed is also back now that the issue with Death Mountain Crater has been sorted out.

The "Game saved." screen may also make a comeback as soon as I can port fkualol's asm from the debug rom (might be a while due to work things).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Trevor on June 10, 2016, 06:41 PM
Aroenai, Didnt MM already require the expansion pak?

Also, the expansion pak is only more ram, not a CPU or RCP upgrade, so dissabling LOD will not make things faster on consol.

However, more ram does allow better LevelOfDetail in that you can store High LOD models for more objects as well as LowLOD for objects further than obscurity distance but also sometimes MediumLOD for large objects that are far enough to loose some detail, but not go too simple for loss of general shape untill their much further obscurity distance.

If you are making an emu only patch, then fair enough.

Trev
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on June 10, 2016, 07:40 PM
Nice progress! You guys are really doing great work.

Aroenai, while you're at it, would it be possible to also disable the anti-aliasing (http://assemblergames.com/l/threads/is-it-possible-to-disable-anti-aliasing-in-n64-games-via-gameshark-cheats.59916/page-10#post-879966)? I can disable it myself but it would be more convenient if it was already included in your patch.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on June 10, 2016, 10:04 PM
There are two passes of anti-aliasing filtering on the N64. One can be disabled by using a Gameshark code. The other can only be bypassed by using the UltraHDMI mod (which I have and it's fantastic!)... I keep the first type of anti-aliasing turned on with my ultraHDMI, because in my opinion the game looks far too pixelated and sharp otherwise, since they're only displayed in 240p/288p (depending on NTSC/pal). It wouldn't be a good idea to add the first pass of anti-aliasing to the rom because that would prevent people from disabling it. Using a Gameshark code would be the way to go (especially since we all have an ED64 with built-in GS). Have a look on the ultraHDMI forums, you should be able to find what you want there.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 10, 2016, 11:22 PM
@Trevor
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.

@pcfreak324
I tried it actually, but my console is modded with an UltraHDMI board and I prefer the look VI De-Blur filter gives vs. turning off anti-aliasing (you really notice the dithering). I'll look into adding it as an optional patch, I'm pretty sure code.zasm is compressed though so I'd have to make double the number of patches...

@Zelda93
Not quite, the UltraHDMI mod filters the final output (when anti-aliasing is already done). You'd need to manually remove the anti-aliasing command from each display list (essentially every actor, scene, or room) in the game to get rid of the second type.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on June 11, 2016, 01:46 AM
I could have had the first and second type of anti-aliasing the wrong way around,but I know there is two different types. Being a gamer using ultraHDMI, I prefer to keep one type on (I think it's the sharp pixels option that turns the anti-aliasing that can be changed with GS code).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Trevor on June 14, 2016, 08:37 PM
Yeah, dont get me wrong, more RAM does have that advantage which as you say, does increase speed, however, the reason for LOD is not to save RAM, far from it, LOD uses more RAM as a trade off for faster rendering at distance when detail can be culled.

As far as I know, LOD loads BOTH (or any number) models into RAM but only renders the level required calculated by distance.

This means there should not be thrashing between LOD models.

sample:
Code: [Select]
// 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.
};

I know that GoldenEye uses seperate vertex lists, but the whole model is still loaded.

Trev
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 17, 2016, 11:44 AM
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.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: GBM on June 17, 2016, 04:14 PM
Thanks for the awesomes stuff! So am I correct in assuming that all OoT patches basically fix the same things just for different versions of the game?
Furthermore: Are those patches compatible with other hacks like Petrie's challange, Voyager of Time, or Majoras Mask Master Quest?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 17, 2016, 05:34 PM
Huh, it just occurred to me that I haven't really posted anything about the MM patches on this site, looks like I did it elsewhere... anyway, yes they fix the same things for different versions of the clean roms. (you can't combine it with another patch)

For MM & OoT:
-Patch rom without having to decompress it
-L -> Z references in text and images (MM was a pain for this btw)
-Revert the Gamecube color changes for the HUD and misc cursor selections (ex. Ocarina musical staff, pause menu, shop cursors, text boxes, etc.)
-Change references in the text from "tilt"/"use" -> "press" like the originals
-Cow nose ring restored

For OoT:
-Fix the end credits crash (Gamecube played a video in place of the in game rendered credits)
-All Gerudo symbols changed back to the n64 version except for the one hanging in the Fortress (for now)
-Ganondorf's blood color
-Original Fire Temple Music
-2x text speed to more or less be on par with the Japanese version
-Fix for hidden chest Stone of Agony functionality
-Fix bugged door in the Water Temple for Master Quest so there's not an extra unused key
-Utilize the Expansion Pak for a performance boost + disable the lower quality models

For MM:
-Re-enable music for the end credits (similar to OoT but they streamed the music instead since the credits can change based on what you complete)
-Restore the original 4th heart piece collection sound
-Correct the translation train wreck (USA text has sounds missing & accidental transpositions for control characters, corrections in GC version have scattered silver colored text mixed in, combine corrections from PAL Virtual Console release & replace PAL 1.0 text the GC rom used for German, French, and Spanish)
-Restore Skull Kid's original face

For German, French, and Spanish I pulled the text from the latest n64 PAL version since I can't actually speak/read those languages so if there were any important changes in the GC text those won't be present. For the Japanese MM patch, the text is significantly different from the original release (features added from USA/PAL) so only references to L/Z were corrected since I can't read/speak Japanese either. The English text for MM was done entirely by hand before I figured out how to automate changing addresses with 010 Editor (the OoT text editor appears to break things by not adding padding after certain entries), so there is some free space between entries that needs to be cleaned up on USA/PAL still (strictly a cosmetic thing when looking at the rom, functionally it's all correct).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 17, 2016, 09:09 PM
PAL Language change

Code: [Select]
Everdrive Master Codes:
F10004E4 0000
F10004E6 0000
EE000000 0000

Code: [Select]
80119d61 000x (PAL OoT GC)
80119d41 000x (PAL MQ)
8015fa69 000x (MQ Debug)

Replace x with:
0 - English, 1 - German, 2 - French

Remember, you must have the Master Codes entered for Gameshark codes to work on an Everdrive 64.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on June 17, 2016, 11:32 PM
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.

For the nose ring, I don't really understand what you mean. Was there a nose ring originally for all cows or just a single cow? Is this true in the Nintendo 64 version? Are you restoring it by re-adding it or by removing it?
I understand now. But why add the nose ring considering it was omitted from the original?

Also, what is "Ocarina of Time v1.2 - Uncensored"?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Shaunydepp418 on June 19, 2016, 06:42 PM
could some body post a save file right after the water temple plz :) i used to play on the pal version but would like to use the ntsc version but i dont want to restarts :/
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Spencer.Ryan.C on June 20, 2016, 04:35 AM
I just completed my first run through of Master Quest. I acquired everything (all heart pieces, all Skulltulas, all upgrades, etc), and I proudly only used a guide for the last few heart pieces, about half of the Skulltulas, and a small part of the Spirit Temple (MQ Spirit Temple is ridiculous). Anyways, I figured some people might be interested in using this save to play around or test out features of this patch. I believe this save will work with any "Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition).z64".

Here is the download link to the save: http://www.filedropper.com/thelegendofzelda-ocarinaoftime-masterquest (http://www.filedropper.com/thelegendofzelda-ocarinaoftime-masterquest)

Aeronai might also want to put it on the OP for people to use.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on June 20, 2016, 08:34 PM
Thank you for the patch for the Master Quest Debug rom. Would it be possible to disable the button input display at the bottom right of the screen (http://forums.zelda64.net/topic/10276952/1/) (aside from the fact that the button input display is ugly to look at, it is even believed to slow down the game a bit) and make the invisible Room 3 appear (https://tcrf.net/Proto:The_Legend_of_Zelda:_Ocarina_of_Time_Master_Quest/Test_Maps#Room_3_-_Castle_Room)?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 20, 2016, 11:02 PM
@Spencer.Ryan.C the v1.2 Uncensored patch removes the censorship that started with that version (ie. Fire Temple music and Ganondorf's blood). It also includes the 2x text speed change for playability, and I'll be adding the cow nose ring patch later as well (haven't gotten to it).

@Shaunydepp418 A N64 PAL (50hz) save will work with the patched PAL MQ rom (all the Gamecube roms are NTSC 60hz, PAL just refers to the region for these roms).

@pcfreak324, the Room 119 (Treasure Chest room) fix is planned, but not high priority at the moment. The Debug rom patch was intended only to undo the censorship changes and misc. N64 -> Gamecube changes, the button input display is a feature of the debug rom and won't be disabled in my patch. However, it's fairly easy to follow the instructions on that page and edit the Debug rom yourself (the offsets are the same, assuming you don't use the Compressed version of my patch). If you need help, please PM me and I'd be happy to assist.

Anyone wondering, this was the rationale for the 2x text speed: https://www.youtube.com/watch?v=f6nAz4OWWo0 (Pay attention to the left side of the screen for N64 USA vs N64 J)

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)


Edit: Patches for USA MQ and PAL MQ updated. Game Saved screen has been restored and the Gerudo symbol in the Fortress has been changed back to the original design.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: GBM on June 21, 2016, 01:46 PM
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:

Hacks that use the debug rom:
Voyager of Time: http://forums.zeldaspeedruns.com/index.php?topic=1266.0
Ruinous Shards: https://www.the-gcn.com/files/file/75-ruinous-shards/

Hacks that use Masterquest (GC/NTSC):
Petries Challenge: http://cloudmodding.com/zelda/mod/petrie

??
Majora's Mask Masterquest: http://pastebin.com/RLzh6FpJ
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Trevor on June 21, 2016, 04:57 PM
I followed a youtube rabbit hole after watching the speed comparison and seen a comparison of N64 and 3DS, wow... the 3DS is beutifull.
I wounder how much of that could be taken? i.e. I wounder if they stuck to the 2Kb TMEM (Colour Index textures limited to lower 2KB of TMEM with Upper 2k dedicated to pallete using standard GBI, a hack could be employed to push a 4bit pallet to the end of Upper2k allowing most of the upper 2K to be used for Mip-Map eg. 64x64x4 (+32x32x4 + 16x16x4 + 8x8x4 + pallet (16x16 x4) = 1,328 bytes free) but here I digress) limit for textures.

Trev
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on June 21, 2016, 11:24 PM
Does your PAL version have the exact same changes as the NTSC version or is there still some things to be done on the PAL version? I'm planning on doing a complete play through with your patch so I'll be happy to report any bugs (if any). Is there any advantage or disadvantage of using the PAL version aside from the language selection (which won't matter to me anyway). Both games run at 60hz so would one be any better to run on my PAL N64? Also, do I apply this to the PAL rom because it says it's not for that rom when trying to apply the patch with flips.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 22, 2016, 01:53 AM
Both versions have the same modifications, there's no difference aside from save game compatibility and language. All the Gamecube roms ran at 60hz, so they'll have the best compatibility with NTSC consoles unfortunately.

If you get that error, that usually means the rom is either not the correct Gamecube rom or it's not in Big Endian (.z64) format. Click the "Big Endian (.z64)" link in the first post if you need the tool to convert the rom from one of the other formats (.v64, .n64).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on June 22, 2016, 03:02 AM
My PAL rom is already in big endian format (.z64), perhaps I have a bad dump. Fortunately I have the ultraHDMI mod on my console so the game looks great with no display issues. It's better plying NTSC games on my PAL console anyway because they run faster.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Shaunydepp418 on June 22, 2016, 07:29 PM
i tryd using an other save file, it loads fine but the name of the save file in game is gibberish and when an npc says my name the game crashes...
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on June 22, 2016, 08:03 PM
Aroenai helped me out on that, use a NTSC save file for the NTSC rom. The N64 can't handle a PAL save file for the NTSC version and freezes when links name is supposed to appear.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 23, 2016, 05:13 AM
@GBM: I posted some versions of the Debug that might work for Zelda Hacks.  I just had some versions of the Debug lying around, so I put zero time into this.  If you're playing through the hack for real, I'd stick with the Alpha version since it is the least likely to mess with it.  Then again, it may not patch the hacks with even a slightly altered ROM.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 23, 2016, 09:35 AM
Fixed Game Saved patch for MQ J has been uploaded, patch for OoT GC USA has been updated as well. Unfortunately, ozidual's Gameshark enable code disables the Expansion Pak and breaks this patch (this can be fixed by using a FFXXXXXX 0000 code instead of EE000000 0000; the code was relocated with the additional available ram).

bps patches include checksum information to make sure you're only patching the file you started with, this has to be manually patched on each modified debug rom. Those patches won't work on OoT mods :-\
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 23, 2016, 06:47 PM
True, but I don't think any of my patches messed with the CRC checksum.  At the very least, the Alpha patch shouldn't mess with the CRC.  Again, no time put into it so I could be wrong :)
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on June 24, 2016, 10:01 AM
Here's a few patches to set the default language for OoT MQ PAL, assuming you don't already have a save file in a different language. (Save file or Gameshark code will overwrite the default)

http://www.mediafire.com/download/158gwco4kww861f/OoTMQpal-n64_ger.zip

http://www.mediafire.com/download/kflhoadfw6pcymh/OoTMQpal-n64_fre.zip
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Shaunydepp418 on June 27, 2016, 12:34 AM
so which patch should i use for the Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube Edition) rom? if i want the fire temple song and uncensored blood with french language?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on June 27, 2016, 12:36 AM
The 2nd patch in his post above.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Kerr Avon on June 27, 2016, 12:50 AM
Thanks for these, are these likely to be the last patches for a while, or are you still working on the project at the moment?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on July 02, 2016, 04:40 AM
OoT patches are updated with the restored n64 boot logo.

Edit: Also uploaded a patch for the Japanese Zelda Collector's Edition Ocarina of Time rom, which is a later build than the normal version from the Master Quest disc. Now there's finally a use for that previous patch I posted ;-)
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on July 02, 2016, 11:20 AM
Thank you for the update. Now it is finally possible to see the message "NOT MARIO CLUB VERSION" at the N64 logo screen of the debug rom. Speaking of which, the Map Select is not yet translated in the debug rom.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on July 03, 2016, 10:51 AM
I'll get to the debug rom, I'm working on porting a fan Spanish translation from OoT U v1.0 to PAL GC/MQ at the moment though. I thought it was odd that the PAL Majora's Mask would have Spanish but not Ocarina of Time... I just finished finding all the textures they had changed, now begins the manual copy process.

MM patches have been updated to include the boot logo btw, thanks again to ozidual.


Edit: Here's a copy of eduardo_a2j's v2.2 Spanish translation patch that won't trash the file system and leave a bunch of garbage bytes around. GC rom patches are in progress.

http://www.mediafire.com/download/j1f7v9f655p5w73/oot_v10_eduardo_a2j_v2.2.zip

Original is here: http://dorando.emuverse.com/projects/eduardo_a2j/zelda-ocarina-of-time.html
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on July 05, 2016, 03:16 AM
Here's a copy of the Spanish translation for the Master Quest PAL rom: http://www.mediafire.com/download/nmf43u33qmmn2a7/oot_mq_pal_spa_eduardo_a2j.zip

Although, I completely forgot about the variable width font and eduardo_a2j had replaced some punctuation characters so some characters will be bunched together (same with the patch above). I'll see if I can find where those widths are stored and update.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Zelda93 on July 14, 2016, 07:56 PM
Since your patches include performance boosters and extras, is it at all possible to add extra save files to the file select screen with the expansion pak and are there any file save types capable of saving more than 3 files saves? I know this is definitely not true to the original game at all but thought it would be a pretty cool mod so different runs of the game can be saved on one game (E.g. 100%, 3 heart challenge, min%, RBA, other glitch runs, speed runs etc.)?
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on July 23, 2016, 10:55 AM
Patches updated, Stalfos fight bug should be fixed, also added ozidual's language select screen for PAL MQ (though it doesn't appear to save the setting, so the default language patches are still available).
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on July 23, 2016, 03:56 PM
Sorry about that.  I'll look into it tonight.

EDIT: I had some time to look into it this morning as it turns out, and it's something I didn't even realize was missing.  I'll have to go back to the code and fix it for both of our patches.  They really stripped out EVERYTHING that has to do with language select.  I'll get back to everyone on it.

So, here's what's happening.  My hack does change the language for both Aroenai and my patches.  What it doesn't do is edit the save file.  This means when you hit reset, it always reverts back to English.  You can still go in and change it back to French/German again, and once you change the language, it will be that language until you hit reset.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on July 23, 2016, 09:42 PM
First off, thank you Aroenai!  You really know these games inside and out :)

OK, I have the fix, and I've shared it with Aroenai.  I tested it under both of our patches, so it should work.  I'll probably update my 2 patches this evening.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: pcfreak324 on July 24, 2016, 08:23 PM
Thank you for the quick fix, ozidual. I am now able to finish the game. Unfortunately the credits are still out of sync with the rom "Legend of Zelda, The - Ocarina of Time - Master Quest (E) (1.0) [60Hz]" although it is very subtile.

The credits are divided into four parts:
Whenever a new part is loaded the music abruptly stops and a new song plays. In the NTSC version you don't notice this because the new song starts the moment the previous one has finished. Another way to tell that the music is out of sync in your rom is to look at the carpenters and Malon. The music contains their chorus and is supposed to play exactly the moment you see them on the screen. In your rom version this doesn't match.

And another request: Would it be possible to add the 64DD disk tag icon back in (I know it was removed in order to get enough empty space for the N64 boot logo)? I have a 64DD savegame and the file select screen is displaying garbage because of the missing image.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ozidual on July 24, 2016, 09:42 PM
I'll do my best.  When I get to Majora's Mask Language Select I think I may have to free up a lot more space.  I've done some scouting and I think I have a few areas where I could clear up more space.  I'll probably bring that space saving back to the OoT Language Select patches.  First, I plan to free up space so the title Language can change when people select different languages.  Only after that would I try to bring back [Disk] since very few people use it.  Personally, I would like to get both going.  The order will flip of course if anyone ever finds Zelda Ura 64DD :)  Could you PM me your saved game?  It would help if I had a saved game with Disk already in it. 

In the meantime, if you could get a copy of Zelda Ura 64DD, that would convince me to do the [Disk] first ;)
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Aroenai on July 25, 2016, 02:52 AM
I really wouldn't put much effort into it considering 1) the hooks for the 64DD are no longer present/functional in the GC roms, 2) "Disk" save games only crash the game even in the original n64 roms, 3) there is no disk expansion available and it wouldn't be compatible with Everdrive if it did exist, 4) the only use for the disk icon so far has been cosmetic and imo that falls outside the scope of this patch.

Edit: Save fix for the Language setting uploaded
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 02, 2016, 05:19 PM
Debug rom patch updated with the language select menu.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: tjstogy on August 08, 2016, 05:03 AM
Does the GameCube version on the everdrive have better graphics or audio?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 08, 2016, 09:00 AM
All OoT PAL patches have been updated. Ozidual's restored language selection screen patch introduced some overlapping texture offsets, these have all been corrected. Additionally, the "Language" menu text will now update with the selected translation like the original N64 PAL roms.

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.

For Majora's Mask, there are several sounds that had been mistakenly cut out of the original N64 USA rom that were restored in the Gamecube rom along with restored Zora Link boomerang physics (N64 USA/PAL made it nearly impossible to win the pot smashing game).

Edit: Patch updated again, missed some pointers and a table that ozidual pointed out.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 11, 2016, 10:34 AM
MM PAL patch updated with Language selection menu patch, same link on the first post as usual.

All hail the mighty ozidual for this contribution!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: GBM on August 13, 2016, 09:07 PM
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:
  • 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
Issues planned to be addressed:
  • 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).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: polskiftw on August 17, 2016, 03:53 PM
What is the MD5 for the clean Ocarina Of Time USA Master Quest rom that I need to patch?

I keep finding the debug rom, and every variation has a different CRC32 than the first post says it should be.

Preferably a link on Dat-o-matic so I have all the information..

Thanks.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on August 17, 2016, 04:25 PM
If you copy and paste the file name above the CRC into google, you should find what you are looking for.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: polskiftw on August 17, 2016, 05:08 PM
I know, but the CRC32 C744C4DB is not turning up anything except some Chinese sites with dead links..

That can't be the correct CRC32 for the clean rom, can it?

Also, all of the Master Quest roms on Dat-o-matic do not have that crc..
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on August 17, 2016, 05:26 PM
Don't search the CRC, just the filename.  Anything you find with that file name should patch properly.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: polskiftw on August 17, 2016, 06:22 PM
Hmm ok. Well I will just attempt to patch them all and see what works then. Searching that filename on Google only points back to here, so I will just have to play around.

Also, does it matter if the file is .n64 instead of .z64?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on August 17, 2016, 06:55 PM
You'll want to switch it to .z64.  It's pretty easy to do, just follow the instructions at the top of my thread: http://krikzz.com/forum/index.php?topic=5281.0
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: polskiftw on August 17, 2016, 07:27 PM
Ok all is good now. I had the correct ROM. It was in .n64 format so I used Tool64 to swap it to z64 (like you said in tutorial) and then the patch applied successfully.

I will never lose this ROM lol.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 18, 2016, 02:30 AM
Dat-O-Matic/No-Intro uses the file hashes for the  Byteswapped (.v64) roms and renames the extension to .n64 (which has traditionally been used for Little-Endian). The patches are for the Big-Endian format (.z64) so the hashes are for the Big-Endian roms.

The Gamecube discs have the roms stored in Big-Endian format.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 19, 2016, 09:01 AM
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
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: wprpalmeida on August 22, 2016, 03:02 PM
Aroenai, thanks for these patches! At least the USA ones work perfectly so far, and I friggin love the Expansion Pak support for OoT. Now I just can't wait for the Goht boss battle cutscene to be corrected for your patch to become the ultimate MM experience
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 24, 2016, 06:29 AM
Well, you didn't have to wait long. Goht cutscene fix uploaded, check the first post for the new patch. ;D
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on August 24, 2016, 03:03 PM
That's funny. I was just tracing the code on that last night. I figured you were busy with translations :) Congrats!

Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: GBM on August 26, 2016, 06:29 PM

??
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:
  • 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
Issues planned to be addressed:
  • 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).
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.
Current version available is 1.2: http://pastebin.com/qHhSPEKw
Since I couldn't find a complete changelog I copied everything I could find from this and previous releases:
Code: [Select]
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
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: fabio_rosendo on August 26, 2016, 10:00 PM
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
.
One question Orenai, whith ROM i need to use with this patch, regular "Ocarina of Time" or "Master Quest" rom ???
And what is the CRC of the Rom i need.
.
Thanks for your hard work, great job.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 26, 2016, 10:41 PM
The full details are in the first post under Bonus Patches. It is a patch for the Master Quest USA rom, however I will be porting it to the normal Ocarina of Time GC USA rom once the remaining untranslated text has been completed (they're textures so I need to create them in Photoshop first, Junninx gave me some translations already).

@GBM, I have no plans for MM Master Quest at this time.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on August 26, 2016, 11:09 PM
@GBM: It shouldn't need any adjusting.  It looks like it is based off of the Demo version of MM, which appears to be in N64 format already.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: GBM on August 27, 2016, 05:16 AM
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...
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on August 27, 2016, 05:26 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: GBM on August 27, 2016, 08:30 PM
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  ;)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 29, 2016, 03:50 AM
MM patches updated, reverted the Goron Link chest opening camera height change back to USA v1.0, reverted Stock Pot Inn roof hide and seek mini-game Bomber Kid location to N64 JP 1.x location (no longer awkwardly falls off the roof right away), fixed first cycle Astral Observatory Termina Field transition (incorrectly faded in from white during the day), and added an optional no anti-aliasing patch (apply after the main patch).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on September 01, 2016, 08:36 AM
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.

"Le Lactel, Milk-Bar" (N64)
"Le Crémeuh, Milk-Bar" (Gamecube) Google Translate keeps giving me the Pokemon "Miltank" for the translation :P
"Le Laktoz, Milk-Bar" (Wii, Virtual Console)

Next update will change Skull Kid's scream during the top of the Clocktower cutscene to a global sound instead of being emitted from Skull Kid's actor like USA 1.0 (Gamecube reverted the change back to the Japanese version which lowers the volume when the camera pans away), but I want to tackle merging the other language changes from the GC release first.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: GBM on September 01, 2016, 04:17 PM
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 :P
Probably 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.
Why not just call it "Le Lactel" or "Le lait/Lait" if you must...


Regarding the MM no anti-aliasing patch: What kind of code did you use to disable te AA? Did you disable the ditherfilter as well? It intdroduces a faint checkerpattern on some areas.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Naughx on September 01, 2016, 08:34 PM
I think Nintendo changed "Le Lactel" since it had a brand name. (Trademark issue)
Le Crémeuh is a play on Crémeux+Meuh. (Lit: Creamy+Moo, since Meuh is the french onomatopoeia for a cow's cry/sound)
Le Lactoz = Le Lactose (Lit: The Lactose)

-

Edit: Also I wanted to know if it was possible to get a standalone fix for the water temple door (European version)? (Without any other patches)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: johnson on September 02, 2016, 07:18 AM
your anti-aliasing patch is impressive the change is noticeable
more patches like these please :)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on September 04, 2016, 11:12 AM
MM patches updated again, evidently the original GC script included a few corrections for German, even more corrections for French, and MANY corrections for the Spanish text. You'll also notice this patch reverts the original Japanese (odd) sound choice for the top of the Clocktower cutscene where Skull Kid's scream changes volume when the camera pans away.

Regarding the AA patch, this was made using the decompressed rom and Saturnu's patcher. Some of the code is stored compressed and won't patch correctly without decompressing the rom first (the patch was made after recompressing the rom again).


Fun fact: the German, French, and Spanish text for Majora's Mask all have hundreds of spaces at the end of line breaks. After spending 5 hours trying to fix all of them and breaking my text alignment several times in the process, I decided it was no longer worth the effort.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: GBM on September 06, 2016, 05:52 PM
In case you're still not sure about the French translation for the milk bar, here's what they decided to call it in the 3DS-release: https://youtu.be/E1meQblpohE?t=43m55s
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on September 07, 2016, 08:28 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Junninx on September 08, 2016, 03:47 AM
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.

 Great!!! I'm glad I could help you and the n64 community!! Thank you!!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on September 11, 2016, 11:40 PM
Updated MM JP patch with some more text corrections: more "L" > "Z" corrections and changed the Start button text to red from blue.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Shugo on September 13, 2016, 06:14 AM
These are really cool patches. The best of every revision/regional variant condensed into one version.

This is probably more trouble than it's worth for you, but I figured I'd try asking anyway: I actually use GCN controllers on my N64 via adapters, so do you think you could make a version that keeps all the GCN controller references intact? I know that involves going back and doing (or I guess undoing) a lot of dialog editing, so I understand if you don't wanna.

I'll be using your patches either way, since these seem to be the definitive versions of OoT and MM as far as I can tell. Thanks!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Hexatendo on September 19, 2016, 06:15 AM
Is there an ips file for these patches? I would love to turn them on/off from the ED64 menu. I hate hard patching the file, if you kmnow what I mean.

Unrelated, but 10,000th post on the Everdrive 64 section of this forum!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on September 19, 2016, 06:55 PM
Quote
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))

Unfortunately, we're having to change code that's stored in a compressed format. When that code re-compresses to a block larger than the original it moves other blocks further down. IPS/APS aren't smart enough to recognize that the data has simply moved to another part of the file and mark everything past the first larger block as a change. You'd end up with a patch file almost the same size as the original rom.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Spencer.Ryan.C on September 19, 2016, 11:28 PM
Would it be possible to get a patch for OoT/MQ with everything except the Cow Nose Ring and 2x Text Speed? Thanks.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on September 26, 2016, 06:24 PM
I'm not taking requests to remove features.

That said, it is entirely possible to remove certain patches yourself with a little research and a hex editor. Your first hint. (http://bfy.tw/7tBr)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: MockyLock on September 26, 2016, 07:03 PM
As for french translating, i wanted to come back to the "cabbage gate".
How did you finally translate this ?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on September 26, 2016, 08:13 PM
I have not, if someone can provide the specific text from the French Canadian 3DS release (the European release does not include the changes) I can add it.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: fabio_rosendo on September 26, 2016, 09:15 PM
I'm still don't find the correct Rom to patch, every time i try patch the Rom with beat.exe, gives me an error.  :'(
Could someone tell me what is the CRC32 of the roms that I need to use with these patches ???
.
Gamecube Master Quest Rom CRC32 and Gamecube Majora Mask Rom CRC32.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on September 26, 2016, 09:54 PM
The CRC32 values are on the first post above the patch download link. You're probably trying to apply the patch to the wrong rom format.

Most sites follow the No-Intro set which is a Byteswapped (.v64) rom renamed to .n64 (.n64 is actually Little Endian, but they renamed it for clarity). Roms dumped from the actual Gamecube discs will be in Big Endian (.z64) format already.

Use Tool64 to byteswap the rom (the download link is in the teal colored text with a link that says "Big Endian (.z64)")
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: fabio_rosendo on September 27, 2016, 02:31 AM
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 ???
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Junninx on September 27, 2016, 05:43 PM
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 ???

 Yeah, I'm hoping you can port it too Aroenai, this could be awesome.

 In any case thank you bro, you're the best!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Kerr Avon on September 27, 2016, 07:05 PM
Aroenai, thanks for all of the very impressive hard work. Are your patches finished now, at least as far as the English versions are concerned?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on October 03, 2016, 12:35 AM
Majora Mask also has a Brazilian translation, made in 2008 in UPS format.
http://romhackers.org/modules/PDdownloads/singlefile.php?cid=23&lid=60
Yeah, I'm hoping you can port it too Aroenai, this could be awesome.

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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Spencer.Ryan.C on October 05, 2016, 04:39 AM
Majora Mask also has a Brazilian translation, made in 2008 in UPS format.
http://romhackers.org/modules/PDdownloads/singlefile.php?cid=23&lid=60
Yeah, I'm hoping you can port it too Aroenai, this could be awesome.

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.

When you say optional no-AA, do you mean that AA can be disabled with a gameshark code? How would I go about doing this? Thanks.
I see you packaged both patches in the same download. Thanks!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on October 21, 2016, 06:49 AM
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).

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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: johnson on October 22, 2016, 01:31 AM
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).

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.
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]" 
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on November 20, 2016, 08:49 PM
Uploaded a patch for the Majora's Mask PAL rev A rom for users who have PAL consoles and need to play in 50 hz.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Mumu03 on November 30, 2016, 01:42 AM
Can you pass me the Pre-Converted roms? I'm not good at this.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Podo on December 01, 2016, 12:32 AM
I'm getting a black screen whenever I boot up the game. I downloaded the Master Quest USA debug rom from emuparadise, because you didn't give any download links for the roms like you should have, I used Zelda edit to byteswap it like it wanted, then I applied the firetemple patch you listed for it. Whenever I boot up the game, it starts showing the N64 Logo, but after it fades to black, it never goes anywhere, it just stays on that black screen. What did I do wrong? How can I get a properly working version of this? Did I just download the wrong version of the rom? I couldn't find the "big endian" version you said to use. So you'll have to supply that yourselves if that's needed. You can't expect us to find it.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Kerr Avon on December 01, 2016, 12:56 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on December 01, 2016, 02:04 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Kerr Avon on December 01, 2016, 05:36 PM
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.


Sorry mate. Please let us know when your patches are finalised (and thanks for the very impressive work you're doing with them).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on December 01, 2016, 05:55 PM
No worries.  It's probably good to get some updated versions out there anyway since I think the last ones were from June/July. 

Still, as soon as the next set of Aroenai's patches come out, I would replace the ones you have.  The current PAL patches use an extended character set that was changed recently, so usernames may need to be adjusted.  It isn't a big deal, and I'll offer to help people fix their usernames, though I doubt many people will be affected.  It should only affect people that used certain new accent characters in their username. 

They won't change again after this since we found a way to add character textures without replacing other characters.  The new patch will restore the original character set and just add the new characters to it.  Again, this is just for PAL patches.

Once again, thank you Kerr Avon - we appreciate everything you do for the community!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Podo on December 02, 2016, 01:28 AM
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
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on December 02, 2016, 04:46 AM
It will give a black screen on Project64 if you don't adjust your rom settings to match the unpatched OoT rom with the exception of the 8mb setting (you'll need to set your default rom folder in Project64). Have you tried running the rom on hardware with your Everdrive 64?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Kerr Avon on December 02, 2016, 03:31 PM
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

I've just rechecked all thee debug roms:

LoZ-Ocarina of Time - Master Quest (USA) (Debug Edition) (Aroenai patched - compressed).z64
LoZ-Ocarina of Time - Master Quest (USA) (Debug Edition) (Aroenai patched).z64
Loz-Ocarina of Time - Master Quest (Debug) (1.0) (Ozidual patch).z64

on my N64 (PAL, + PAL Everdrive 64), and they all work (at least they all display the boot screen then start the music and show the opening press-start screen. I didn't check further than that). Do you have an expansion pak?

Can anyone else try these three roms, please, and post if they work for you or not? Thanks.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on December 02, 2016, 05:19 PM
... in project 64, and I get the same result. Black screen
Can anyone else try these three roms, please, and post if they work for you or not? Thanks.

This is expected behavior for an emulator with patched roms, emulators match settings based on the CRC of the rom's header. Since the rom is patched, it won't match the CRC and you need to specify those settings for the rom yourself. http://pj64wiki.com/index.php?title=Config_Guide#ROM_Settings

If I remember right for OoT that just means unchecking PI DMA and TLB unmapping, for these patches the Memory size needs to be set to 8 MB as well. I like to play with VI refresh rate set to 1485 with Fixed audio timing unchecked, but that's a personal preference. The debug rom is trickier for compatibility with certain plugins, but the GLideN64 video plugin should display the various debug menus and Map Select screen correctly.

For Everdrive 64 you don't need to do anything to get it to work, since it's the real hardware.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on January 16, 2017, 08:44 AM
Big update for the MM patches, the original Deku Palace gardens/bean seller route has been restored! Also a few corrections for typos that were present in the original roms.

Ozidual's extended name entry screen patch has been added to the MM PAL Gamecube patch, update coming for OoT... but it might be a while due to real life events  :'(
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on January 17, 2017, 05:18 AM
The Name Entry screen part is visually a minor patch.  It changes the Name Select screen from 7 lines of characters to 5 lines, but adds a caps lock button on the bottom of the screen next to the Backspace button.

This allows every German and Spanish letter to be available as well as almost all French letters and accents.  It's only missing 2 or 3 rare ones.  The OoT patch will add the ~ accent to 'a' and 'o' so all Portuguese letters and accents are available.  I haven't found a way in MM to add the Portuguese ~ 'a's and 'o's yet.

More importantly for OoT, this patch creates a standard set of characters (letters) for language patches so translating will be easier.  A side effect will be that saved games should be able to transfer easily between any of the PAL language patches that are created here (NTSC save games still will not work on PAL games and vice versa).  For MM, the characters were already there, but now they're available for names.

I currently have no plans to update my patches with the Name Select screen changes, so they will only be available in Aroenai's patches.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on January 27, 2017, 08:04 AM
Finally had time to upload the OoT patch Ozidual mentioned above for the PAL rom. Also updated the Debug rom patch with some things that had accidentally been missed (oops!).

Now to tackle those translation patches and update the script to use the newly expanded character set...
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Mumu03 on January 30, 2017, 12:55 AM
Since the Pre-Patched roms along with other Roms and Hacks are no longer here:http://krikzz.com/forum/index.php?topic=5289.0... I swear to god. Somebody please make the Pre Converted Big Endian Zelda Roms.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on January 30, 2017, 04:53 AM
It is a little annoying, especially since they start out Big Endian.

On the other hand, it isn't too difficult to switch it to Big Endian.  If you check out my topic here (http://krikzz.com/forum/index.php?topic=5281.0), there are instructions and a tool (under Step 2) to help convert it.  Once you have a converted copy, store it somewhere safe for any new patches that come out.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Assid on January 30, 2017, 09:19 PM
Hello,

It seems that there is a mistake with OOT & OOT MQ in french version (Europe).

When you create a file, the 'END' button is displayed as 'ENDE' instead of 'FIN'.

And I don't know if that's a bug, but the language selection on both OOT is not displayed when you run the game for the first time.
However the language can be selected in the 'Options' menu.
On MM for example, the language selection is well displayed the first time.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on January 30, 2017, 10:01 PM
It's probably a typo in the new name entry screen patch, I can check when I get home from work tonight. Does it show ENDE/FIN for German?

The first boot language selection screen was cut completely from the GC OoT roms, we got lucky with MM and they just disabled it.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on January 30, 2017, 10:25 PM
Good catch.  Thank you Assid.  German is messed up too.  I'll try to fix that tonight.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on January 31, 2017, 05:47 AM
Patch fixed for PAL roms, thanks Ozidual!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Assid on February 03, 2017, 10:41 PM
I can confirm that french screen is correctly displayed now. Thanks !
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Spencer.Ryan.C on February 07, 2017, 01:00 AM
It looks like people are already cashing in on yours (and others) work on OoT MQ. I have come across at least a couple sites offering repro carts.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on February 08, 2017, 08:04 AM
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
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on February 08, 2017, 05:52 PM
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.

Nice!

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

I wouldn't even trust the most common seller.  They're shipping some carts with missing chips right now.  That's the problem with repros - they really don't care and they'll ship whatever they have whether it works or not.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on February 08, 2017, 07:27 PM
Wasn't that just discussion for adding an EEPROM chip for reflashing it to play other games with saving? OoT uses SRAM, so that's why they were talking about it in that thread.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on February 08, 2017, 08:15 PM
It was for the Conkers cart.  I guess it had one EEPROM chip, but needed two?  It was impossible to save the game as it was.  They charge the same price for all of their carts, and there's even a cart that comes with all the chips on it, so it's not a cost thing.  They just don't care.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: mikeveli20 on February 10, 2017, 07:09 PM
Please excuse my ignorance, but why would someone want to use these versions of the games instead of the original N64 versions? From what I can tell these patches just take the gamecube version and make them just like the n64 version. Can't really see the point.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on February 10, 2017, 07:39 PM
Good question.  The main answer is Master Quest. 

Zelda Ocarina of Time: Master Quest was originally only available for the GameCube.  In other words, if you wanted to play Master Quest, you were stuck playing with a lot of weird and broken things.  It's still playable, just not ideal.  Aroenai and I dug through the code and converted MQ so it would play just like the N64 games.  We did the same to the GameCube versions of the original Ocarina of Time as well because:

1. It was an easy thing to do since the code is very similar between MQ and OoT
2. In theory, the GameCube versions have fixes not included in the original N64 versions
3. It creates a unified system, so if you have never played OoT before, you can play OoT and MQ on the same version.

As for Majora's Mask, Aroenai is taking the best of all versions of Majora's Mask and bringing them together on the newest version available (the GameCube version).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: mikeveli20 on February 10, 2017, 08:56 PM
Thanks for the reply. That makes a bit more sense. Are the expansion pack changes for OoT a big improvement? That seems it might be something that makes these versions superior to the original n64 versions.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Kerr Avon on February 10, 2017, 09:08 PM
Ozidual could you or Aroenai write a description about the three Zelda games (Ocarina of Time, Master Quest, and Majora's Mask)
for the 'Which version of a game should you play, by port quality, bugs, enhancements etc' thread, please. Maybe saying which is best (is there a difference between the PAL and NTSC versions of the originals, what the patches do, etc) and maybe which version is best for the beginner, and which version is best for the fans who've played the originals and want a new take on the games.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on February 10, 2017, 11:32 PM
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
_
_
_

* Aroenai and I have slightly different text fixes, but they are essentially the same.
** Does not affect the original Ocarina of Time (just Master Quest)

It isn't exactly what you asked for, but here's a table :)

Which version to play
If you are completely new to Ocarina of Time or if you aren't looking for a specific version (1.0 vs 1.1 vs etc), play Aroenai's patches.  If you are an old-timer who eats at the same place every time because they get it just right, play the GCto1.0 patches.  If you are a minimalist who wants to experience the GameCube games or a closer to NTSC 1.2/PAL version, play the GCtoN64 patches.  My future replays will be on Aroenai's patches.

PAL vs NTSC
The PAL and NTSC versions should be fully playable on all systems (some older PAL TVs might have an issue).  If you want to switch languages ever (non-Japanese/Arabic languages), I would use the PAL version.  If you ever want to transfer your game over to the Debug ROM, I would use the PAL version.  You cannot easily transfer a save file between NTSC and PAL.  We tried to make the two versions as close as possible, though there might be slight timing differences between PAL and NTSC cutscenes.

If you are curious about differences between different versions of Ocarina of Time (https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Program_Revision_Differences) has a lot of them.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on February 11, 2017, 02:06 PM
What exactly does "Utilize Expansion Pak" mean?
Nevermind, read the first post more thoroughly

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)?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Kerr Avon on February 11, 2017, 04:24 PM
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?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on February 11, 2017, 05:51 PM
Ozidual, that's an excellent description, thanks. I take it it also applies to The Master Quest?

Yup yup.  What we have done has no affect on game layout really, and game layout is pretty much the only difference between OoT and MQ.  Interestingly, the dialogue is exactly the same between the two.  So the above data applies to MQ as well as OoT.

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?

As for Majora's Mask, I only played it twice.  Once many years ago, but my save game disappeared before I could finish it and once fully about 3 years ago, so take this with a grain of salt.  Aroenai's vision seems to be creating an ultimate version.  Based on the TCRF page (https://tcrf.net/The_Legend_of_Zelda:_Majora's_Mask/Program_revision_differences), MM seems to have good parts spread across all the different versions.  I think Aroenai is trying to bring them all together.  As long as he doesn't bring back the original Japanese 1.0 saving scheme (no owls, it only saves when you reset time), I'm sticking with his vision :)

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)?

I haven't replayed on an emulator.  In theory, Aroenai's would look better on an emulator too.  See below for Aroenai's original explanations of the Expansion Pak:

Quote from: Aroenai
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.

Quote from: Aroenai
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)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: oji on February 12, 2017, 04:17 AM
Issues planned to be addressed:
...
Port the Russian translation patches from Zelda64RUS (http://shedevr.org.ru/zelda64rus/translations.html)
So tempting, I'm looking forward for this. Thanks for all your efforts, Aroenai!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on February 13, 2017, 12:37 AM
Thanks for the deeper explanation ozidual.

Anyway I was wondering if this change
Changes for MM:
...
Restore Skull Kid's original face
is really necessary.

I mean its not a huge deal for me, its just that he looks kind of weird with a total black face, especially if you can see the textured arms in the same picture.

Is it even certain that this was the intended look for the Japanese version and not just some texture mapping problem?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on February 13, 2017, 01:19 AM
It matches his appearance in Ocarina of Time, there are even references to Skull Kid not having a face.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on February 13, 2017, 01:37 AM
Ah true, I guess I never noticed because I didn't look close enough (though their arms are also more blackened than in MM which fits more to the black face imo).

Anyway, another thing I was wondering is if it would be possible to fix the intro music not playing when entering the shop in MM?

And last but not least, it would be very nice if the cut music instrument icons could be displayed instead of the ocarina whenever the player is in their according form in MM?
Though I would completely understand it if thats not something to consider since it would probably require some additional coding and is more of an aesthetical change to the game.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: wprpalmeida on February 13, 2017, 09:54 PM
Aroenai, thanks for your hard work on making these definitive editions, they're nothing short of amazing.

I would like to know if it's possible for me to change the text behavior when pressing 'B', where it skips all text to the end (great for speedrunners) but instead making it skip one screen of text at a time. I want my text a bit faster, but I keep inadvertently skipping everything. It's been a long time since I've played and I'm afraid I might miss stuff I would need to read to progress in the game.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on February 15, 2017, 05:15 PM
Changes for MM:
...
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.

Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on February 16, 2017, 05:41 AM
Can I get a save file near one of these chests so I can test? Might have found it, but not 100% sure.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on February 16, 2017, 01:08 PM
Unfortunately I have continued my playthrough a bit so I'm in a different area now (water temple). But I haven't collected the map of that temple yet, so I guess thats the closest one at the moment.

As for the save, I don't know what you use for emulation (I'm using Retroarch) so I uploaded both the native save and a savestate, the savestate being directly at the chest.
The savestate should work with mupen64plus, though you might have to change the name to "ZELDA MAJORA'S MASK (unknown rom).st1" when putting it in the directory where mupen64plus saves that stuff (%Appdata%/mupen64plus/save for me) -> https://filebin.net/n79b2lf9913tevrs
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on February 19, 2017, 04:17 AM
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.

So it looks like this was a bug present in the original as well. So, I can see if I can fiddle with the camera height (unknown how successful I'll be), or we can switch the animation for the "big item" chests. You'll notice in the screenshot the big item treasure chests have the camera facing the chest, and for the small item chests it's off to the side. The fix would make the camera off to the side for every Link form.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on February 19, 2017, 11:16 AM
Hmm interesting. If thats the case then I would also be fine with keeping it like that, considering its something thats present in all original versions.

As for the possible fixes, would the cinematic still play when you switch the animation for the "big item" chests? If not then I don't think that'd be a suitable solution, otherwise I don't really have a preference.

However looking at the 3DS version it seems like they went with a slightly adjusted height+angle though its hard to say, it might also be a combination of different models/animations. (small item chest (https://www.youtube.com/watch?v=fOrxr4NcqkY&t=11m14s) vs big item chest (https://www.youtube.com/watch?v=fOrxr4NcqkY&t=13m49s))
So if its possible to change it like that then that'd probably be the preferred way (for me at least, maybe someone else can voice their opinion on this).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on February 22, 2017, 05:33 PM
That video shows they didn't fix this particular bug for the big item chest in MM3DS either. (text box is still on top)

Anyway, updated the patch for OoT Debug, biggest thing there is Room 120 will load now but you can see the first post for all the details.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: sebaxo1995 on February 24, 2017, 12:11 PM
Hello. I need pre converted Big Endian zelda roms. Please for help. Thanks.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on February 24, 2017, 03:11 PM
Use the tool linked on the "Big Endian" text in the first post, or you can view Ozidual's thread for a detailed tutorial (also linked on the first post).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: sebaxo1995 on February 24, 2017, 06:49 PM
I use this, but emulator don't load conventer roms. Patched roms Argon works, but this roms have outdated patches.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Spencer.Ryan.C on February 24, 2017, 06:53 PM
I use this, but emulator don't load conventer roms. Patched roms Argon works, but this roms have outdated patches.

You need to patch a Big Endian ROM (z64). If your version of the ROM is x64 or n64, you need to use Tool64 to alter it. Then you can apply the patch using Flips. It should run just fine in an emulator.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on February 24, 2017, 08:30 PM
I use this, but emulator don't load conventer roms. Patched roms Argon works, but this roms have outdated patches.

You don't have your rom settings configured correctly, unfortunately without knowing what emulator you're using it's difficult to tell you what settings you need to change. Basically, if you right click on the rom from the folder view you need to match the game settings with the unmodified rom with the exception of changing 4 mb to 8 mb for the Expansion Pak. For Project64 at least, the game settings are determined by the rom's CRC values (which change because of the patch), this is a not an issue on hardware.

Don't use some random roms you find somewhere.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: sebaxo1995 on February 24, 2017, 09:10 PM
OK, change value to 8mb solving problem. Thanks for help.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: tao on February 27, 2017, 06:53 PM
I've been trying to inject the Japanese version of Majoras Mask Collectors Edition into Virtual Console wad with no success.
Then I found this patch and hoped it would solve my problem, but after some more hours of trying I still couldn't get it to work.
Do you know of a wad that works? I generally have trouble injecting into Majoras Mask wad because the rom inside seems to be compressed.
I also tried Sin and Punishment, Majoras Mask Randomiser and Majoras Mask Master Quest hacks I found already injected.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on February 28, 2017, 07:16 PM
It will work, meaning you can play and it won't crash, but the blur effects and pause screen background will be black.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Mumu03 on March 05, 2017, 05:00 AM
So, Good news, Weird news. I extracted and converted and patched the Gamecube version N64 Zelda Roms, but, i wonder what does the "no-aa" thingies mean.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on March 05, 2017, 06:55 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Mumu03 on March 05, 2017, 05:25 PM
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.

That's pretty neat. Thanks for the info.
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: Jpedro on March 10, 2017, 05:00 PM
Hi, congratulations to make this wonderfull job, i'm a brazilian, i have one questions:

The patch "Updated 1-26-17" have two files:

"Legend of Zelda, The - Ocarina of Time - Master Quest (USA).ips"
"Legend of Zelda, The - Ocarina of Time - Master Quest (USA)_no-aa.ips"

what is this "no-aa" file?

thanks
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on March 10, 2017, 05:19 PM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on March 10, 2017, 06:23 PM
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.

humm well done, thanks for help.

have more things to fixes in patch? i can help
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on March 10, 2017, 08:43 PM
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
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on March 11, 2017, 02:49 PM
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

i will check the texts, butt the last english patch have any bug, glitch to solve?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on March 12, 2017, 05:28 PM
Where i can download the rom zelda master quest? with this requeriments:

CRC32: C744C4DB    SHA-1: 8B5D13AAC69BFBF989861CFDC50B1D840945FC1D

Thanks.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on March 12, 2017, 08:45 PM
Either dump the rom from your Gamecube disc (it's already in the right format), or Google the file name and convert it to Big Endian (.z64) format using the tool linked on the first post.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on March 13, 2017, 09:33 PM
What the program language for this ROM? C, Java, php?????
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on March 13, 2017, 11:58 PM
MIPS asm, probably C originally but we only have a few random bits of uncompiled code from the debug rom. Why?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on March 14, 2017, 04:48 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on March 15, 2017, 02:01 AM
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.

All of that is usually listed in the header of the ROM like some SNES and NES Roms, but the N64 ROMs don't have headers.  If you load the ROM into Project64, I believe it has a lot of the basic information listed there for each ROM because Project64 has its own database for the ROMs.

If you are trying to view the "code" in the ROM, which doesn't list ROM name, version, or any of that, you'll need to download a hex editor such as HxD.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Ghast on March 15, 2017, 04:30 AM
The hell?  N64 has a 64 bytes header.  Read a damn doc.
All of what he asked for is in that header.  Useless with Zelda64 tho since all GC ones have same version.
Code: [Select]
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)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on March 15, 2017, 04:48 AM
Don't have time to - I pick it up as I go along.  Thanks for the info.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on April 02, 2017, 09:31 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on April 02, 2017, 07:30 PM
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.

thanks, excelent work!!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: johnson on April 02, 2017, 08:03 PM
Thanks Aroenai  :) !  Tell me if you have news about  Port the 3DS OoT Spanish Translation text please
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on April 03, 2017, 12:34 AM
It's in progress, there's just a lot of text to go though. It's going to be on the same patch with Brazilian Portuguese on the Europe rom (thanks to Ozidual for making that and these other updates possible).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: tjstogy on April 07, 2017, 08:59 PM
Can someone please explain to me the difference between the OOT Uncensored vs OOT Gamecube edition downloads? Why is one preferable to the other? Thanks!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on April 07, 2017, 10:14 PM
The uncensored patches just make some of the same changes we've made to the GC roms available on the original n64 roms. For the normal/non-master quest version of OoT, the differences between the patched GC and n64 roms are mostly bug fixes (they were made because they're similar to Master Quest, so porting the code was easy). For MM specifically, the GC roms are not available in 50hz so the patch is for PAL region players. MM USA has a bug with the text code that doesn't process all sounds correctly, making PAL and USA GC the preferred rom.

Edit: Also the patch for the original n64 OoT doesn't include the Expansion Pak requirement change (less stuttering on the GC roms because of this)

Edit2: Region protection be gone! Updated the MM PAL Rev A patch, now you can run the PAL rom on NTSC consoles in "glorious" 50 hz...
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Barawer on April 23, 2017, 11:58 AM
Not sure if i missed it or it wasn't asked, are saves from official version compatible with this?
I'm playing V1.1 and i want to continue the game using the GC roms, and i rather not start over
Thanks!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on April 23, 2017, 04:38 PM
If you are playing on the NTSC-U 1.1 version, you can transfer your save to all other NTSC versions including Japanese, US, 1.0 through GameCube and both Aroenai and my NTSC patches.  You cannot transfer that save to the PAL releases though.

If you are playing on the PAL 1.1 version, you can transfer your save to all other PAL versions including the European 1.0 through Gamecube releases and both Aroenai and my PAL patches.  You can also transfer your save to the Debug ROM, but it's best to move your save file off of the first position before moving it to Debug.  You cannot transfer that save to the NTSC releases though.

It's technically possible to transfer between PAL and NTSC, but it requires manually editing the save file and some math.

Edit: Added clarification.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Spencer.Ryan.C on April 24, 2017, 11:41 PM
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?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on April 25, 2017, 12:01 AM
Quote
I haven't visited this patch in awhile. Is this for all versions? Was the no controller text in original OoT?

No controller was in the original game OoT.  I haven't updated my patches with these two fixes yet.  I've fixed everything.  I just haven't recompressed it all and created patches yet.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on May 08, 2017, 09:56 AM
MM patches updated, and I feel like I'm forgetting a couple changes I've made since the last patch but anyway:

-Zora Cape and the Zora Shop have their proper title bars added for all languages (developer oversight?)
-Translation corrections from GlitterBerri added to the English script (Deku Butler, Lulu's diary, Great Bay Temple Turtle)
-Removed trailing spaces from English, German, French, and Spanish. French was the worst offender, with nearly every line of dialog affected. These were never visible but would slow down printing text which had them added, since the majority of the French dialog is affected it'd be great if someone could test this.
-Completed expanded font and Name screen patch from Ozidual, the extra characters from Brazilian Portuguese have been added to match the OoT patch and a bug with spacing was fixed. (MM BT-PR patch port is also in progress, but there's a lot of cleanup to do)


Additional info:

-Close to getting the test map from MM JP 1.x loaded on the GC roms, I -think- I'm just missing the Entrance Table at this point
-Weird bug with the Magical Mushrooms that I'll be looking at patching https://www.youtube.com/watch?v=wi2ltVBv4AY
-OoT PAL 1.1 patch decensoring patch exists, but do any PAL 50 hz players want it? (note: will not be porting MQ, this is strictly for the N64 PAL rom)
-OoT 3DS Spanish translation port "in progress" when I have more time to work on it, same with cleaning up and finishing the Brazilian Portuguese translation (combined patch for the Europe GC roms)
-French cleanup for MM patch took 4 days of staring at a hex editor for hours :'( :'(
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: johnson on May 10, 2017, 12:43 AM

-French cleanup for MM patch took 4 days of staring at a hex editor for hours :'( :'(

Thanks for the news Aroenai!
 And for the effort you put into it. Your patches will be the definitive versions.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Trevor on May 10, 2017, 10:31 PM

Personally the ntsc versions work just fine on my equipment so no pressure.


Trev
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 09, 2017, 08:12 AM
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.

http://forum.xentax.com/viewtopic.php?p=131206#p131206
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on June 09, 2017, 06:26 PM
Hi Aroenai, the patch of master quest Updated in 4-1-17 is already 100% finished?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: pcfreak324 on June 11, 2017, 12:27 PM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on June 16, 2017, 02:56 AM
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.

I wasn't able to download the final product, but I skimmed through the thread - are they high quality textures for MM and OoT from the VC?  If you need help converting the Gerudo symbols, let me know and I can take a look at them.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 16, 2017, 08:04 AM
http://www.mediafire.com/file/4knq668wa8x0yd6/oot-ntsc-vc-t64_png.zip

http://www.mediafire.com/file/p5sqb3tcwfe41kw/mm-ntsc-vc-t64_png.zip

Nah, they're native N64 resolution but they made some changes which I still have to track down to see what exactly they changed. There's only a few for OoT outside of the Gerudo symbol censorship (like the lava and some of the walls in Goron City), MM received quite a few texture changes.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on June 17, 2017, 04:52 AM
Nice!  They finally caught the Gerudo symbols in the wall trim with these.  Assuming they got the others, at least its finally uniform. 

I see a Poe Hat icon in this list that looks very close to the original Gerudo symbol.  I haven't looked into that one before.  Hmm.  If I get a chance I'll dig into that one.

Good luck with MM that is quite a lot and thanks for these new pieces! :)

EDIT: I've done some digging and looked through some footage.  I'm not seeing anything yet, but I'll keep an eye out for the Poe Hat icon.  It could always be a false trail due to them wanting to add something with a moon back into the game or some other silly thing.  Still.  I'll probably put a little more time into it, and if anyone else can show me footage or an image with it, let me know.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: qwertycaja on June 23, 2017, 11:27 AM
HELP i already patched the rom(majora's mask europe) and it runs but when i start the rom all the scenes with motion blur just turn into black screens. I would like to post screenshots to demostrate my problem but they are just black screens but the music is running.Scenes like the majoras mask spinning in the title screen or when skull kid transform link into a deku like this scene https://www.youtube.com/watch?v=rPJMxBr3OQU are just black screens for me.

Also my menu is glitched like this: http://i.imgur.com/iDrHsT9.png

Please   :(
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 23, 2017, 05:26 PM
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?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: qwertycaja on June 23, 2017, 08:25 PM
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?

Project 64 2.3.2.202 and jabo's direct3d8 1.7.0.57-ver 5

Well to be honest the issue is fixed when using glide's plugin but i would like to know if there is a way to turn it on or "force it" on jabo's plugin.

I personally dont like glide's plugin due some issues in the plugin like v-sync option dont working and screen tearing all over the game while the jabo's plugin runs faster and better for me ,and is the only who alows me to run games in a good 16:9 and not just a strech

It bugs me because i tested the rom without the patch and the motion blur is kinda there but its all bugged you know
And regular ntsc and pal n64 version have everything perfect. I just want a mm in my language and 60 hz ;-;
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 23, 2017, 10:53 PM
Unfortunately, I don't think there is a way to do that. I'm pretty sure the Jabo plugin matches the rom's CRC value to apply certain settings, there might be a way around it but I don't use that plugin so I'm not familiar.

Glide64 is fairly old, you should consider GLideN64 (note the N). That's what I use for testing, it has better compatibility, and there's a WIP build you can download that fixes the broken lighting in West Clocktown that none of the other video plugins have been able to do properly. You might have better luck with that plugin.

Well, the original NTSC roms for MM are bugged (I don't patch U v1.0 because there's a bug that prevents a lot of sounds from playing), and 50 hz speed just sucks. So that was exactly why I made these patches 8)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: qwertycaja on June 24, 2017, 11:04 AM
Well, after testing the 2.0 public release and a wip build (GLideN64_8004dc2.7z) i feel them like unfinished and buggy :/ it can be the definitive plugin but not for the moment, it needs a lot of bug fixing and development for now.

I think i will stick with regular glide at least for the moment and see what gfx options i can do.I already fixed my screen tearing problem with glide with some driver options i tested so i think theres no big problem for me to play by now ;).Btw regular glide is not perfect either it has some performance issues that i hope get fixed with a future GLideN64 build.

Either way thank you for answering my questions and for making a great patch for enjoy zelda in 60 hz and our native languages!  ;D
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Deltax5 on June 27, 2017, 04:44 AM
The version I have doesn't work on my everdrive but works fine on a emulator. I gotta look for the right rom I guess cuz it says that the rom isn't the same one for the patch.
Edit: Im reading the extract rom from the gamecube disk. I got the file then tring to make it .GCM file using powershell and it says file can't be found or something like that. ANd for windows 10 it's () instead of <> for some reason. Sigh this is to hard.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 28, 2017, 01:31 AM
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?

Have you byteswapped the rom (.z64 file extension) using Tool64 in the link from the first post?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Deltax5 on June 28, 2017, 01:49 AM
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?

Have you byteswapped the rom (.z64 file extension) using Tool64 in the link from the first post?
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on June 28, 2017, 04:47 AM
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.

Make sure to copy and paste the TGCtoGCM.exe file into the folder with the TGC files you want to convert.  It's a small file, so I end up copying and pasting TGCtoGCM.exe to folders all over the place any time I need it.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Deltax5 on June 28, 2017, 11:59 PM
it's in there I don't understand i did a screenshot what it says. Maybe I gotta do it with the command line idk. When i press shift right click only power shell shows up. It's basicly the same thing isn't it.
https://postimg.org/image/hirifklmn/
If someone can kindly reply with a answer or even better message me. I really want zelda master quest rom that works with my everdrive.
EDIT: NVM my copy of zelda master quest works after all i was running the ALT64 Version 0.1.8.23 firwmare. I put the newest firmware offical firmware and it works now. I still having a problem taking that rom out. cuz my rom I already has won't patch says it's not the same rom for the patch.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 29, 2017, 04:55 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Deltax5 on June 29, 2017, 11:11 PM
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.

Thanks alot without you telling me about typing cmd in the address bar it would of never worked. Got everything patched and working now to get the other games. peaple need to get the original file up for download so they don't have to do all that work. now to get the other games out :). I put tgctogcm.exe zlj_f.tgc zeldaMQ.gcm
EDIT: Patched everything just the unconcerned and debug doesn't patch says not for this rom. not a big deal for me. BTW it didn't work on project 64 with the patches on but worked on the everdrive. I think I read there's a setting you have to change.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: whyat on August 13, 2017, 06:01 AM
I made a z64 version of the rom yet every time I try to patch the noAA hack it gives me an error saying it is not intended for the rom. I
haven't been able to get this working with any of the roms I have found for the usa hack. Any help would be greatly appreciated.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on August 13, 2017, 05:20 PM
I just tested them all, and it should work.  You'll need to apply the normal patch first, and then apply the no-AA patch.  So if you are doing Majora's Mask, you'll need to apply the:

Legend of Zelda, The - Majora's Mask (USA) (GC).bps

patch followed by the

Legend of Zelda, The - Majora's Mask (USA) (GC)_no-aa.bps

patch.  You cannot apply the no-AA patches on their own.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: whyat on August 13, 2017, 09:18 PM
^ Thank you so much. That was my issue. I didn't know I had to apply the other patch. :D
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 15, 2017, 08:59 AM
Welp. I had messed up the text for German and French on Majora's Mask in a copy/paste screw up and didn't realize it. Fix is now part of the updated patches for the Europe roms.

Also have a fix for another bug present in the original roms that prevented the correct bottle from displaying when bottling a magical mushroom, which also made it so Link would put the bottle away instantly instead of keeping it out. For anyone interested: https://www.youtube.com/watch?v=wi2ltVBv4AY

A new patch has also been added, now that Ozidual was able to fix the bug that made me decide to use the Gamecube roms in the first place! The sound processing bug in MM U 1.0 that caused a bunch of sounds not to play throughout the script has been fixed.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: krizali1 on August 31, 2017, 07:03 PM
Dear Aroenai,

My first post here in the everdrive forum, first of all, thank you for your impressive work with the Ocarinas patches.

I was trying your patch (Master Quest, PAL) also with the AA. Everything works fine, but I think i've found a bug, pheraps somebody already told you, but I just want to "contribute" in some way.

Got the 2 Spiritual Stones (Forest, Fire) and I was on my way to Jabu-Jabu. Went to visit the "Great fairy" there (my first one in the playthrough, I've not visited the Death Mountain Great Fairy yet, I've forgot it) and after playing the Zelda tune, the "successful tone" played, but the cutscene didn't start, so I didn't get the whatsoever power the Great Fairy gives to you.

Obiously I'm playing with an Everdrive 64 2.5, so if you need a savestate, I can give it to you.

The rom I patched was the correct CRC/SHA one, and the patches (in the corect order, AA was the latest) were applied successfully.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 31, 2017, 09:58 PM
Post your save file and I can take a look. Does it do the same thing without the AA patch?

Edit: As far as I know, nothing should have been modified that would affect that.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: krizali1 on September 01, 2017, 12:23 PM
Hello Aroenai,

Here's the savefile:

https://mega.nz/#!1TZmnCjS!NhmkdTcExbVTFnULO85S3sRhBYAP9D_lG5evtRL5Kxk

CRC32 of patched PAL MQ ROM: CBB44A08

No hacks/gameshark codes used, no tricks like getting some items early done, it's a clean playthrough.

My console is a N64 PAL one, from Spain. Played with original EverDrive64 2.5 from krikzz.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: choub on September 02, 2017, 05:12 PM
Hello,
Sorry but i don't understand.
I'm very novice.
1- What's the rom compatible with de Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube Edition).z64 ? The "Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition).z64" ? What's the CRC ?

2-The .zip has 2 files :
- Legend of Zelda, The - Ocarina of Time - Master Quest (Europe).bps
- Legend of Zelda, The - Ocarina of Time - Master Quest (Europe)_no-aa.bps
What bps use with flips.exe ?

Thanks a lot.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on September 03, 2017, 03:46 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: choub on September 03, 2017, 11:35 AM
Okay, thanks Aroenai.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: krizali1 on September 03, 2017, 12:26 PM
I think i've found what happened with the great fairy bug.

The great fairy from death mountain gives you the spin technique along with the magic meter, when you try to invoque the 2 other great fairies without visit the death mountain one, since you don't have a magic meter, they don't give you the farore's wind or the din's fire becaure you don't have magic and you cannot use it.

I went to death mountain to take the spin technique and magic meter, and now the great fairy from jabu-jabu cave works.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on September 04, 2017, 06:01 AM
Good catch.  Now that you mention it I think I had the same problem in one of my runs on original hardware and original cart.  I did some googling and it seems like a pretty common problem that other people run into.  It would be nice if OoT told you to go back and talk to the original Great Fairy, but it is what it is.  I wonder what the 3DS version does.  I might have to check that out.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on September 04, 2017, 02:50 PM
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
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on September 05, 2017, 02:53 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on September 07, 2017, 02:24 PM
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.

I did it, i extract in original .n64 format, after i convert to .z64, and the sha-1 and crc codes are the same. ;D
Title: Re: Legend of Zelda Ocarina of Time Master Quest patch for real n64
Post by: ExcessiveTriForce on September 27, 2017, 06:30 AM
@Trevor
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.
I 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!

Would it be too much trouble to revise the patch so it will show an "expansion pak required" message?

Thanks for this! It's really great work :)


Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on September 27, 2017, 04:34 PM
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.

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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ExcessiveTriForce on September 28, 2017, 04:13 AM
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.

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.
Would it be difficult to show some text using existing font resources?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on September 28, 2017, 05:18 AM
That's another possibility.  I just confirmed that the letters are loaded into RAM before the crash happens, and I might go that route if my main plan doesn't work.

The option I want to try first is to import the entire Expansion Pak error file from Majora's Mask.  It requires adding a new file and finding a way to get it to load at the proper time, and then finding a way to slip the code in where it will run at the proper time.  It sounds more difficult, but I'd prefer to keep things as close to what Nintendo would have done as possible.

I have a few projects I'm working on so it probably won't happen right away, but at least now I have a starting point.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on October 25, 2017, 07:40 AM
Assuming I can get around to updating my patches sometime soon, here's a list of updates for MM that will come... eventually.

Mixed references to Land Title Deed and Town Title Deed -> Town Title Deed (confused translators :P)
Fix for the Epona Owl statue bug that was resolved in PAL
The previously N64 JP exclusive unused instrument items
Title bars for the Deku Scrub Playground & Barn (unused title in the original JP release)
Fix for the misplaced Magic Hag's Potion Shop door in the cleansed swamp
General cleanup and offset corrections now that I have a better understanding of some of the other tables

Probably more text cleanup to come, I remember a handful of references to enemies Link "should know about" even though they're new to this game. Handful of other tasks in progress 8)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: 1985gamer on January 19, 2018, 07:49 PM
I'm probably being dense but I want to download patches for OOT & MM that have the most bug fixes and the highest definition to play with on UltraHDMI and can't work out which ones I should choose?

BTW I own original N64 carts of both games and two versions of the title on the different GC disc releases.

Thanks so much for your work Aroenai and thank you in advance for your advice.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on January 19, 2018, 10:20 PM
The Gamecube rom patches will have the most corrections, from there just use whichever rom you prefer.

Majora's Mask is a bit of a tangled mess, because there are still some issues we're trying to get fixed. For example, the GC roms have a bug where the pause menu background will get corrupted when switching back from the Bomber's Notebook (seems to only affect UltraHDMI and emulators, since there was just a slight blip when I used my RGB modded console before it died). The USA 1.0 rom has a bug with the text box processing code that prevents several sounds from playing, and we have a partial fix for it that prevents the issue but the text doesn't draw as fast as it should (the bug was only fully fixed in PAL 1.x and GC). Technically speaking, the PAL 1.1 rom has the most fixes, but it only runs in 50 hz mode so the game is slower and it won't display properly on an NTSC television without an upscaler/UltraHDMI.

For Ocarina of Time, the GC roms are essentially the same as PAL 1.1 but they've had the various version censorship changes reverted and run at 60 hz instead of 50 hz. My patches also require an Expansion Pak to run, which allows faster load times, less lag, and Link's low poly model was disabled.


I'm assuming you're asking about the optional anti-aliasing patch, which is kind of subjective in my opinion. The GC roms removed the VI blur flag (3-point anti-aliasing) from several functions which makes things like the pause menu and some screen transitions look a little odd on real n64 consoles (working to find a fix). From that reason it's "better" to use the no-aa patches to make the transition less noticeable. However, Majora's Mask also relies on the blur to add extra color depth (I think I remember reading somewhere that OoT and MM render in 12-bit depth color mode?) and make a lot of the shading transitions smoother. Conversely, the anti-aliasing can also make pixels "pulse" on text boxes in both games. My personal preference is to play without the no-aa patch on my UltraHDMI console, with the Integer scaling mode, and hybrid scanlines enabled.

Keep in mind there are also new patches in the works. For OoT I ported over all the original Spirit Temple textures to the Debug rom but haven't copied them to the normal roms yet (when they changed the Gerudo symbol, they changed the color palette for all the textures in the dungeon, what's in the patch now are textures that were redrawn by Ozidual to match the new color palette). For MM there are the changes mentioned above, plus a fix for an issue we discovered where they had disabled the "successful song" chime on the GC roms since they were streamed from the disc on the Gamecube emulator.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on April 09, 2018, 10:34 AM
MM GC patches are updated, I'll update the first post tomorrow but the download links will point to them now. In addition to the working instrument items, Zoinkity's VRS patch has also been included for those owner of the Japanese microphone unit hehe.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: johnson on May 01, 2018, 07:32 PM
Hi Aroenai !

currently exists a fan translation in spanish of Zelda Master Quest, this translation works in the real hardware with everdrive 64

do you think that your patches work with this rom? or o que sea posible hacer un parche para ver el final con los creditos  :) ?
 
 
link rom:
http://www.mediafire.com/file/dm6hqyjrlpjcq3j/Zelda+Master+Quest+Espa%C3%B1ol.rar
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: CR_Shadow on June 09, 2018, 05:24 AM
Hey guys! New to this particular forum and loving the content of these patches! Just one thing I would like to add... even though this is a dead topic I guess. Anyway:

Seeing the addition of the nose ring for the cows it occurred to me: Would it be possible to apply the torso strap onto young and adult Link in OoT? I ask because he has it in MM so it seems like it would be doable. IMO though it would make the most sense for the strap to only appear once he equips the Kokiri Sword for the first time. OoT 3D handled that strangely with him just kind of already wearing it. Less important but something I might as well ask... Would it be possible to increase the speed of the OoT pause menu to closely reflect the speed of the MM menu? Sorry if i'm asking a lot here. I have no knowledge of editing games but hope I can offer some valid ideas to the table.

Also two issues i've been having if anyone can help... In OoT the sound in the cutscenes is off. In the scene where *spoilers I guess?* the castle is capsizing, there are three blasts that shoot outward when each section of the tower hits the ground, but the sound effects for them are WAY late. The credits are much worse though. It's as though PJ64 is running the physical scenes too fast for the music/sound effects to follow along with it. It's most noticeable in the bonfire scene and Sages standing on Death Mountain. Is this just an emulator issue or...?

My other problem actually involves MM's text speed. It's strange but it actually crawls at the rate of OoT unpatched and it's not pretty... lol I never noticed it before and checked a couple different walkthrough videos to confirm i'm not crazy thinking the text did move very quickly...
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on June 09, 2018, 05:52 AM
Not at all a dead topic, just slowed down.  Aroenai and I regularly work on little pieces here and there.  The major work has all been done, so lately it's been little bugs here and there as they're found.

I can't speak to the torso strap textures, that would be Aroenai.

You are correct that the sound in the cutscenes is off on PJ64.  Here's the fun thing about OoT - the timing for the cutscenes is different for every cart/disc release.  It's also different between PAL and NTSC, and different when either region is played on PJ64 and again different on NEMU.  There might even be variances between some console versions.  It's very frustrating.  Last I checked, the NTSC patches are within the acceptable range on real hardware.  I did have to tweak each of the 3 PAL releases (MQ, GC, Debug) to get the timing for the ending acceptable on hardware.  It took a crazy number of hours to do that.  They are still off on PJ64 and NEMU, and that's just how it has to be - sorry.  Changing it would mess with hardware timing, and that's what we are most focused on.

You can rip the ending in video format from the GameCube discs.  I think it's probably out on the web somewhere too.  I know that isn't ideal, but if you don't have access to view it on hardware, that's the next best thing.  Oh, and you can port your save file over to any of the other releases to view the ending.

As for the text speed for MM - Aroenai and I check in on this from time to time.  No solutions yet, but it is something that we are looking into.  Mostly while looking into the sound issue for MM NTSC-U 1.0 release.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: twocows on June 10, 2018, 09:45 PM
Hey there!

I'm trying to load up the US Master Quest hack in PJ64 2.3.2.202 and it's not working. I've verified that the CRC of the original ROM being used matches what's in the first post and I only applied the normal (larger) patch and didn't touch the no-AA one. I've tried it using both Jabo's plugin and Glide64 and I set the settings in PJ64 to match what it uses for an unpatched Master Quest (recompiler settings are PI DMA is off, TLB unmapping is off; these are the only settings I had to change, everything else was already identical). Unpatched Master Quest works fine and immediately goes to the game title screen (no N64 boot screen), but the patched version goes to a "Nintendo 64" boot screen and then crashes directly afterward

For verification purposes, the CRC32 of the patched ROM I'm trying to use is B3D64BAB, which should match what you get if you patch the original ROM with the appropriate patch from the first post.

I was thinking about submitting this on the PJ64 issue tracker, but I figured I'd ask here first in case it's an issue with the hack or if there's something stupid I'm missing myself.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on June 10, 2018, 11:45 PM
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.

We have plans to add an error that lets you know you need the Expansion Pak, but we aren't quite there yet.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: twocows on June 11, 2018, 01:04 AM
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.

We have plans to add an error that lets you know you need the Expansion Pak, but we aren't quite there yet.
Ahhh, gotcha. That fixed it! Thank you so much!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 11, 2018, 07:21 PM
For clarification, the text slowdown is on the N64 USA patch for MM. The Gamecube roms are unaffected since the underlying bug way already fixed, the current patch for the USA N64 rom has our last attempt at fixing the broken text box code and hasn't been updated since then.

Re: Link's sash/belt - There is a patch to add that on OoT but I haven't looked into porting it, it's a model edit someone else had made.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: CR_Shadow on June 14, 2018, 09:23 PM
Hey thanks for the responses! It's funny about the torso strap actually. I recently played through Ocarina of Time for the 10,000th time and only just noticed he didn't have it. If you got bored enough to add it in one day that's cool but considering how long it took me to take note of it, it's a testiment to how negligible it is. Also thanks for the responses regarding the text speed in MM. I can't for the life of me find a clean GC.z64 rom of MM though. Guess I could look into how to go about ripping it off of my CE disc...
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on June 14, 2018, 09:41 PM
You can search using the names that Aroenai gave to the headings for each game in the main post.  If you want to rip the games from your GC disc yourself, I have instruction on that here: https://krikzz.com/forum/index.php?topic=5281.0
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on June 25, 2018, 07:04 PM
In the most recent MM changes it says
Quote
fully functional changing instruments added (using the original JP icons, and a modified icon for the Deku Pipes)

Does this mean the icon for the Deku Pipes should show up in the Hud and Menu instead of the Ocarina (as well as the other instruments)?

Because it still shows the Ocarina for me with the newest patch in both the Hud and the Menu when I use the Deku Pipes (just started a new game).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on June 25, 2018, 08:35 PM
You may have to have the Deku Mask before it changes over.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on June 25, 2018, 09:39 PM
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 :-[
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Zathu on June 25, 2018, 09:41 PM
Hey there, I'm a bit confused by the difference between these two patches:

Quote
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

They both revert the censorship changes? Does Rev B leave in the GameCube-specific/emulation related changes such as the button colors and the ending credits video pointer? Or is Rev B just a uncensoring patch for a non-GameCube N64 1.2 ROM?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on June 25, 2018, 10:29 PM
Rev. B is 1.2, which is the last version of OoT released on a cart (and before the GameCube releases).  It did not have many changes from 1.0, but there were a few such as the Fire Temple music and Ganon(dorf)'s blood.

Both patches attempt to do the same thing, but the code base is slightly different.  I think the 1.2/Rev. B might not have quite as many fixes since it wasn't Aroenai's main focus, but at the same time, it didn't need as many changes.  If it were between these two patches, I'd probably go with the GameCube edition patch.

Quote
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 :-[

We felt it would make a little more sense to people if the pipes changed as they physically changed masks.  There's only that short time between getting the Ocarina and getting the Deku Mask that it doesn't quite match up.  I think they left out the changing icon originally because it could use some extra dialogue explaining what was happening to the Ocarina of Time.  For me, I think changing the instrument icon is a pretty cool idea and fits better with the theme of the game.

The rest of the game should be pretty solid.  We spent quite a lot of time getting that working since the Ocarina icon acts differently in different masks, physical locations, and between the pause menu and the C/A button :)  There are also checks within the game itself that verify changes in the game based off the Ocarina being in your inventory.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ElCJLokoshom21 on July 01, 2018, 08:47 AM
Hola Mi Amigo

Vengo a preguntarle si ya termino todo el parcheado para el juego de Zelda Collector's o el Master Quest en español? y si ya lo hizo me pasarias el link y si es posible una explicacion de como se instalan o si ya esta completo ya que soy novato en esto  ;D (?)

De antemano gracias y que tenga un buen Dia
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ka55 on July 11, 2018, 11:33 AM
This rom of Majora's Mask translated into Portuguese from Brazil works perfectly in the emulator, but does not work correctly in everdrive 64, the game hangs in the first dialogue.
The rom used for translation was USA.
Would anyone know how to fix this problem?
Thank you.

Link to rom download http://www.mediafire.com/download/b0rh126ig5clip6/The+Legend+of+Zelda+-+Majora%27s+Mask.rar

https://youtu.be/2TFtenQ8foE



Text in portuguese.

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.
A rom utilizada para tradução foi a USA.
Alguém saberia como corrigir esse problema?
Obrigado.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: fabio_rosendo on July 11, 2018, 04:13 PM
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.
A rom utilizada para tradução foi a USA.
Alguém saberia como corrigir esse problema?
Obrigado.
Eu só conseguí uma tradução que funcione do Majora Mask, numa rom Européia.
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ka55 on July 11, 2018, 04:49 PM
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.
A rom utilizada para tradução foi a USA.
Alguém saberia como corrigir esse problema?
Obrigado.
Eu só conseguí uma tradução que funcione do Majora Mask, numa rom Européia.
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ErivandoXP on July 11, 2018, 07:12 PM
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.
A rom utilizada para tradução foi a USA.
Alguém saberia como corrigir esse problema?
Obrigado.
Eu só conseguí uma tradução que funcione do Majora Mask, numa rom Européia.
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 tried this version translated into Portuguese a while ago. But I always crashed and I gave up playing MM. But it's still on my list.

...
Cara eu fiquei traumatizado com essa versão do MM traduzida pra PT-BR. Joguei do início umas 3x ou 4x e sempre tinha algum bug que me fazia ter que recomeçar o jogo. Tanto que eu desisti da versão traduzida. Esperando passar um tempo pra criar coragem de novo. Mas dessa vez vou com a versão em inglês.

Tentei no Wii, android e Nintendont, não tinha o N64 ainda, mas não me animo de tentar ela no N64, vai que trava novamente.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on July 12, 2018, 08:45 PM
I wasn't aware of a translation using the USA rom, the red text box makes it look like they messed up on the alignment somewhere though. Is there a link to the translation project (author's website/forum post/etc.)?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ka55 on July 13, 2018, 11:48 PM
I think there is no longer the project website.
I searched on google and found nothing about Max Maximus BR that was the author of that version.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: riablo on August 13, 2018, 04:31 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on August 13, 2018, 04:46 AM
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.

Are you using a GameCube controller?  Or a 3rd party controller? Or a controller where the joystick has been replaced? I ask because I've never had trouble aiming with a standard N64 controller. The only time I had trouble was when I tried to play on the Master Quest GC Disc on a GameCube with a GameCube controller.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: riablo on August 13, 2018, 06:37 AM
Both lol. I've used a GameCube controller on the GameCube version.  I've used a standard controller on the N64 version
 I've used a modded controller with a GameCube stick on the N64 version.  I've also played the 3DS version lol.

Aiming is easier with a standard stick but it still feels a little off to me.  In a perfect world,  the crosshair would move in smaller increments.  At least the crosshair doesn't reset positions like what happens in Goldeneye. 
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Jpedro on January 20, 2019, 10:04 PM
i finish the game 100%, i can say this patch is 100% finished  :D :D :D
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on January 23, 2019, 06:40 PM
I also played through the entirety of MM (well, actually only story- and sidemissions, didn't get all the hearts). The only thing that I noticed was that the cow in the alien cutscene didn't have a nosering, the cows in the barn do. Not sure if this is intentional or the same way as the original, it'd be a bit weird consistency-wise if it is but I guess its just a minor detail.

Then there is of course the corrupted screen issue from the bombers notebook, has there been any research done about this yet? Even if its just pointers to the relevant code sections or speculations about what the cause for the issue could be.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on January 23, 2019, 11:55 PM
Oddly enough, there has been work done for that corruption with the bomber's notebook! Still testing it to make sure there aren't any other unintended consequences.

Don't have a save file handy to test the cow abduction cutscene, can you send me one?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: numanoid on January 24, 2019, 04:36 PM
Thats good news :)

As for the save, I attached my m64p fla file (not sure if it makes a difference but I'm using the US version), I hope it works under different emulators as well if you're not using m64p.

You'll just need to clear the boulder on the road (there's plenty of money in the bank) and talk to Romani to initiate the cutscene.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Silentone2k94 on March 13, 2019, 05:35 AM
 Do the Bonus patches feature all the features from the normal patch?
really wanna use the Uncensored patch but i'm not sure if i'll be missing out on anything from the other patch released.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on March 13, 2019, 08:46 AM
The bonus patches haven't been updated in quite a while. They were more to backport some of the changes to the original n64 roms.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Silentone2k94 on March 13, 2019, 09:07 AM
Ah fair enough, thanks!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: swankerme on April 04, 2019, 05:14 AM
Is anyone currently playing OoT MQ and could share a save file with me?

My ED64 has been having strange issues and it erased my 10+hour save file for this game. I just became adult link. I love the MQ version - but I don't want to restart!
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on April 04, 2019, 05:51 AM
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.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Kerr Avon on April 04, 2019, 01:58 PM
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.

What does Super Smash Bros Brawl have to do with N64 save files, please?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on April 04, 2019, 03:05 PM
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).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Kerr Avon on April 04, 2019, 05:48 PM
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).

Oh right. I've never heard of that before. Thanks.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: swankerme on April 04, 2019, 07:31 PM
Interesting. But I don't believe standard OoT saves are compatible with the MQ Rom. At least, the ones I've downloaded and renamed haven't worked yet. I get the FAT ERROR when trying to use it.

That's why I'm hoping somebody is currently playing this MQ Rom and could save their progress and send.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on April 04, 2019, 08:00 PM
Ocarina of Time and MQ have the exact same save files confirmed through quite a lot of testing.  It sounds like you may need to reformat your SD card.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 06, 2019, 07:25 AM
(http://i.imgur.com/ArOuiUil.png) (https://imgur.com/ArOuiUi)

Console compatible widescreen is in progress, along with a few other fixes.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: GhostlyDark on June 09, 2019, 10:30 PM
I used the patch for: Legend of Zelda, The - Majora's Mask (Europe) (GameCube Edition).z64 and played the game in German.
When speaking to Tingle the game softlocks. The letter W is not shown properly or at all and might be the cause for this mess.
Used GlideN64 video plugin and tested both PJ64 v2.4 and m64p.

Issue aside, I really like that patch.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 10, 2019, 04:12 AM
Do you have a screenshot or a save state?
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: supersign on June 10, 2019, 05:05 PM
(Disregard this message.)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on June 13, 2019, 04:04 PM
GhostlyDark, I found what was causing it, I'll have it fixed in the next patch I upload (maybe this weekend?).
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: GhostlyDark on June 13, 2019, 06:19 PM
@Aroenai
Awesome! Looking forward to the update.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Muyfa666 on July 06, 2019, 12:07 AM
I just found this thread and I almost lost it. Perfect versions of perfect games. Kudos and big thanks! :-)

Two questions;

1. I read the whole thread but I can't really tell any difference when using the no-aa patch vs not using it. What does it actually do?

2. Which emulator and versions plays these games best today? I know MM had some severe timing issues and transparancy filter problems back in the days...
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on July 08, 2019, 08:37 PM
1) The no-aa patch disables the VI's anti-aliasing filter pass on the console hardware. If you're using an emulator you won't see any difference unless you're using LLE graphics like angrylion.

2) Everdrive 64, 64drive, or a reflashed repo cart of course! 8)
GLideN64 will probably be your best graphics plugin choice, after that I think it's a toss up between Project64 and mupen64plus.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Muyfa666 on July 09, 2019, 01:12 PM
Thanks alot! Again - really love these patches! :-)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: JuanchoES on July 13, 2019, 12:03 AM
Hello, I've been trying for 3 days to do this but I have not been able to do it, I'm trying to put the patch in the game but I do not know how to do it, I have the original game and the patch. Could you send me the game with the patch already inserted? i want the majora mask eu, thx.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: ozidual on July 13, 2019, 03:02 AM
Follow the steps on how to patch a rom here:

https://krikzz.com/forum/index.php?topic=5281.0

Most likely you're missing step 2 where you need to change the endianness of the ROM.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: JuanchoES on July 13, 2019, 04:04 PM
Thank you :)
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Ix:Risor on July 29, 2019, 03:11 PM
I've noticed a pretty glaring bug with my patched OoT MQ, a lot of the objects that you can add or remove such as boulders, the wall that you destroy to get into the Farore's Wind Fairy Fountain, and Magic Bean sprouts, all seem to be undone after you save. Is this a reproducible bug? Or should I get a fresh ROM and patch it again?
EDIT: BTW I'm using a 64Drive
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: fivetoten on August 15, 2019, 08:28 PM
Thanks for these patches! I have a couple of questions/suggestions.

1. Could there be an alternative version with even faster text speed?
2. Could the patches make dpad more useful? For example, I've seen gecko codes that use dpad down to switch between boots, and dpad up for ocarina.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: DeathWrench on August 24, 2019, 04:17 AM
I have a question regarding putting the .n64 rom back into the Gamecube disc.

I'm having a pretty difficult time getting it to work. Here is what I did:

* Extract the entire rom using Dolphin
* Extract the .tgc file that has the games in it, also using dolphin
* Use TGCtoGCM to convert this file to .gcm
* Patch the rom
* Replace the urazle_f.n64 with the patched rom using GC-Tools and when prompted don't change the filesize
* Use GCMtoTGC to convert the .gcm file back to TGC. (File size is now lower than the original and I suspect this is the issue)
* Use GC-Tools once again to replace the .tgc file with the newly patched one and when prompted don't change the file size.

If anyone can help me get this working, that'd be sweet.

EDIT: It might actually be the rom itself because the patch ITT removes the part of the CD loading code if I am not mistaken.

EDIT2: Maybe it's the .z64 header, I thought I had to change it from .n64 but that isn't the case. The purple screen with the grey bar fills up but it doesn't do anything. Just freezes.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 24, 2019, 07:45 PM
These patches won't run correctly when re-injected on the gamecube disc.
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: DeathWrench on August 25, 2019, 11:44 PM
These patches won't run correctly when re-injected on the gamecube disc.

It ended up working on the collectors edition, after replacing Majora's Mask rom, and making a simple hex edit to the patched Master Quest rom.

replace zelda2e.n64 with patched urazle_f.n64

open hxd or some other hex editor and replace:
THE LEGEND OF ZELDA .......CZLE
with
ZELDA MAJORA'S MASK .......NZSE

Because Majora's Mask uses the 8mb expansion, it will now load.

Edit: I took it a step further and replaced the urazle.tpl and urazle_f.n64 with the modded zelda2e.n64 and default zelda2e.tpl and it worked.

Edit2: Though putting it back into the disc version of Master Quest does not
Title: Re: Legend of Zelda OoT/MQ & MM - Gamecube to N64 patches (with fixes/decensorship)
Post by: Aroenai on August 26, 2019, 07:14 PM
OoT will not be able to save when you inject it in the MM emulator for Gamecube, they're not compatible.