EverDrive Forum

General => EverDrive 64 => Topic started by: ozidual on June 19, 2016, 09:23 PM

Title: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on June 19, 2016, 09:23 PM
The Legend of Zelda Ocarina of Time and Master Quest - Gamecube to N64 Patches
Created by Ozidual
With help from Aroenai (http://krikzz.com/forum/index.php?topic=5161.0)
--> Check out Aroenai's Ocarina of Time and Majora's Mask Patches by clicking his name above <--
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About Repros and my patches in general

1. I do NOT condone repros.  I do not want to see my name OR my code associated with anything repro.
2. If you use my patches on flash carts or emulators, please own the originals.  I include instructions for the GC discs below.
3. If you use my patches on flash carts or emulators, please purchase the 3DS version as well.  Support the Zelda franchise.
4. I support my patches, but I do not support repro carts that include my patches.

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Which Patch Should I Play?

If you are new to the game:
   Aroenai's NTSC-U patches (https://krikzz.com/forum/index.php?topic=5161.0)

If you remember Zelda Ocarina of Time 1.0/1.1 extremely well, and you don't like any changes at all:
  For Ocarina of Time, play the original NTSC 1.0 game (no patches)
  For Ocarina of Time: Master Quest, play Ozidual's NTSC-U GCto1.0 patches

If you remember Zelda Ocarina of Time, but it's just a vague memory:
  Aroenai's NTSC-U patches (https://krikzz.com/forum/index.php?topic=5161.0)

The reason for recommending the NTSC-U patches is fewer changes were needed for the patches.  The PAL patches needed timing fixes, the languages added back to the options menu, etc.  The only reason to go with PAL is to play in a non-English/Japanese language or if you want the expanded character set (i.e. letters with accents).  I used to recommend PAL over NTSC so you could use your save game with the Debug ROM or other language patches, but you can now use my ZeldaOoTSaveConverter (http://www.mediafire.com/file/3fsnzaf4xfc1ro4/ZeldaOoTSaveModifying.zip) program to convert NTSC saves to PAL saves.  The rest of the patches exist to give people options - read up below and on Aroenai's page if you are curious about them.

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Goal

Create two patches for the Gamecube versions of Zelda OoT:
   1. (GCtoN64) changes the HUD and text of the Gamecube releases so they make sense on the N64.  Basically an N64 cart version of the GC releases. [Completed]
   2. (GCto1.0) creates a version of Master Quest for people who prefer the Ocarina of Time NTSC 1.0, and also brings NTSC 1.0 to PAL. [Completed]

Neither of my patches has bug fixes except for a door fix for the Master Quest Water Temple.


How to Patch a ROM

You will need 3 things:

   1. A ROM
   2. A tool to convert the ROM if necessary
   3. A tool to apply the patch to the ROM (Floating IPS)

1. The ROMs:

The MOST legal option is to extract these from your Master Quest Gamecube disc (instructions (http://www.mediafire.com/download/r5496fohw6wssgq/Dumping_Zelda_GC.txt)).  This also works for Ocarina of Time on the Zelda Collector's Disc for the Gamecube.  Otherwise there are time honored ways of finding things on the internet.  The typical names for these and my suggestion for renaming your extracted ROMs are:

Legend of Zelda, The - Ocarina of Time (USA) (GameCube Edition)
Legend of Zelda, The - Ocarina of Time (Europe) (GameCube Edition)
Zelda no Densetsu - Toki no Ocarina GC (Japan) (GameCube Edition)

Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition)
Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube Edition)
Legend of Zelda, The - Ocarina of Time - Master Quest (Debug) (GameCube Edition)
Zelda no Densetsu - Toki no Ocarina GC Ura (Japan) (GameCube Edition)

2. Convert the ROMs

   a. Download this program (http://www.mediafire.com/download/7auw2lqeob9u1s0/Tool64_v1.11.zip) and install it
   b. Open the program
   c. Choose File - Open
   d. Go to the folder with your Zelda Ocarina ROMs
   e. You will now have a list of ROMs with blue pictures on the left, you want the pictures to be an arrow pointing to the right
   f. Go down the list and for all blue arrows not pointing to the right, select the ROM, then click the arrow pointing to the right symbol at the top.
   g. In the folder with the ROMs they should now have a *.z64 extension

3. Apply the Patches

   a. Download Floating IPS (http://www.mediafire.com/download/x857i52qxvxxofl/floating.zip) and run it to extract the program
   b. Download the patches below
   c. Open Floating IPS (flips.exe)
   d. Look for a small box that says Flips v1.31 and choose Apply Patch
   e. In the window that pops up, choose one of the patches below and click Open
   f. In the next window that pops up, choose the ROM that it will patch
   g. In the next window, give it a name (a suggested name is listed)
   h. If you get the error "This patch is not intended for this ROM", go back to step c., but this time make sure the patch matches the ROM (e.g. you cannot patch the Master Quest (E) patch to the Ocarina of Time (U) ROM).


Tools and Misc

Zelda Save Manipulation (oz creation): download (http://www.mediafire.com/file/3fsnzaf4xfc1ro4/ZeldaOoTSaveModifying.zip)
   - Drag save files onto the .exe and a new file is created.
   1. Save Converter that converts PAL saves to NTSC and vice versa (supports expanded font for Aroenai's patches)
   2. Checksum Fix that fixes the checksum for a save file (fixes some corruption and allows for manually entering save cheats (http://wiki.cloudmodding.com/oot/Save_Format).

Tool64: download (http://www.mediafire.com/file/7auw2lqeob9u1s0/Tool64_v1.11.zip)
   - Allows ROM conversion between different Endians (.z64, .n64, etc.)

Instructions for ripping GC ROMs from your own disc (oz): download (http://www.mediafire.com/file/r5496fohw6wssgq/Dumping_Zelda_GC.txt)

Super Smash Bros. Melee OoT Time Trial Saves: download (http://www.mediafire.com/file/s5com6lmyrq84lq/SSBB_OoT_Saves.zip)


Patches

Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (GameCube Edition)
(GC2N64) download (http://www.mediafire.com/file/axjdbv4x6ar1b15/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28U%29_%28GCtoN64%29.zip) updated: 05.26.2017
(1.0) download (http://www.mediafire.com/file/c6qyiav4v7010y4/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28U%29_%28GCto1.0%29.bps.zip) updated: 05.26.2017

Legend of Zelda, The - Ocarina of Time (USA) (GameCube Edition)
(GC2N64) download (http://www.mediafire.com/file/s74d4acn4o5e36i/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_%28U%29_%28GCtoN64%29.zip) updated: 05.26.2017
(1.0) download (http://www.mediafire.com/file/3q0gju7pbmka7yf/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_%28U%29_%28GCto1.0%29.bps.zip) updated: 05.26.2017

Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube Edition) [60 Hz]
(GC2N64) download (http://www.mediafire.com/file/5y4engv38cjhrms/Legend_of_Zelda%252C_The_-_Ocarina_of_Time_-_Master_Quest_%2528E%2529_%255B60Hz%255D_%2528GCtoN64%2529.zip/file) updated: 09.09.2019
(1.0) download (http://www.mediafire.com/file/mlhmonemiazr5e0/Legend_of_Zelda%252C_The_-_Ocarina_of_Time_-_Master_Quest_%2528E%2529_%255B60Hz%255D_%2528GCto1.0%2529.bps.zip/file) updated: 09.09.2019

Legend of Zelda, The - Ocarina of Time (Europe) (GameCube Edition) [60 Hz]
(GC2N64) download (http://www.mediafire.com/file/ph50c0dvw6qbjyx/Legend_of_Zelda%252C_The_-_Ocarina_of_Time_%2528E%2529_%255B60Hz%255D_%2528GCtoN64%2529.zip/file) updated: 09.09.2019
(1.0) download (http://www.mediafire.com/file/zu9d6ewq9gb7i02/Legend_of_Zelda%252C_The_-_Ocarina_of_Time_%2528E%2529_%255B60Hz%255D_%2528GCto1.0%2529.bps.zip/file) updated: 09.09.2019

Zelda no Densetsu - Toki no Ocarina GC Ura (Japan) (GameCube Edition)
(GC2N64) download (http://www.mediafire.com/file/x9n3ftctsw0xt3f/Zelda_no_Densetsu_-_Toki_no_Ocarina_GC_Ura_%28J%29_%28GCtoN64%29.zip) updated: 05.26.2017
(1.0) download (http://www.mediafire.com/file/ntn9adh6k9ghbr9/Zelda_no_Densetsu_-_Toki_no_Ocarina_GC_Ura_%28J%29_%28GCto1.0%29.bps.zip) updated: 05.26.2017

Zelda no Densetsu - Toki no Ocarina GC (Japan) (GameCube Edition)
(GC2N64) download (http://www.mediafire.com/file/0dsbcyl9incfbov/Zelda_no_Densetsu_-_Toki_no_Ocarina_GC_%28J%29_%28GCtoN64%29.zip) updated: 05.26.2017
(1.0) download (http://www.mediafire.com/file/ulczx44s8e3xjza/Zelda_no_Densetsu_-_Toki_no_Ocarina_GC_%28J%29_%28GCto1.0%29.bps.zip) updated: 05.26.2017

Legend of Zelda, The - Ocarina of Time - Master Quest (Debug) (GameCube Edition)
(GC2N64) download (http://www.mediafire.com/file/5o73ajs7eapyuu9/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28Debug%29_%28GCtoN64%29.zip) updated: 05.26.2017
(1.0) download (http://www.mediafire.com/file/gbnp9zhay193r9t/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28Debug%29_%28GCto1.0%29.bps.zip) updated: 05.26.2017

Legend of Zelda, The - Ocarina of Time - Master Quest (Debug) (GameCube Edition)
Debug Off Edition1
(GC2N64) download (http://www.mediafire.com/file/nbhuro1jz2cnp53/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28Debug_Off%29_%28GCtoN64%29.zip) updated: 05.26.2017
(1.0) download (http://www.mediafire.com/file/4br6dvgkf0edu6u/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28Debug_Off%29_%28GCto1.0%29.bps.zip) updated: 05.26.2017

All patches, one download (Does not include Debug Off Edition, does Include Hack Patches)
(Both) download (http://www.mediafire.com/file/334n3tuuae4uawe/All_Patches.zip/file) updated: 09.09.2019

1 Compressed Debug ROM edited to remove some Debug features only so it plays like the Ocarina of Time Master Quest (E).  Most Debug features remain.


Patch Descriptions

(GCtoN64)
   - Nintendo 64 Intro re-added (All except Debug)
   - Options Menu - Language Select (PAL GC, MQ, Debug, Debug Off)
   - Options Menu - L Targeting replaced with Z Targeting (NTSC and Zelda Hacks Only)
   - HUD and kaleidoscope colors and symbols to N64 colors and symbols
   - Text changes (mostly reverted to 1.2 with a few small fixes and 2 parts unchanged)
      - PAL languages all pulled from PAL 1.1 (would love some help with differences between 1.1 and Gamecube text)
      - French character set fixed
   - Game Saved Screen (All except Debug)
   - Water Temple Door fixed (Master Quest but not Zelda Hacks)
   - Ending Fix including the Scarecrow song restoration
   - Ending Timing Fix (PAL only including Zelda Hacks)

(GCto1.0)
   - Everything from (GCtoN64)
   - Text timing adjusted to NTSC-U 1.0 text timing (e.g. Arrows of Light text is skippable)
   - Ganon(dorf)'s blood colors to NTSC 1.0 colors
   - (All except some Zelda Hacks) NTSC 1.0 Fire Temple Music restored
   - NTSC 1.0 Gerudo Symbols restored and/or re-palettized

Aroenai's http://krikzz.com/forum/index.php?topic=5161.0
   - Everything from (GCto1.0)
   - 2x text speed for International text
   - Adds in the Expansion Pak usage for speed and quality improvements
   - Stone of Agony/Rumble Pak responds to all hidden chests
   - Map Select translated (Gameshark codes or Debug ROM required to see this)
   - Restore Cow Nose ring (Beta content brought back for 3DS)
   - Expanded PAL Name screen
   - Some text textures ported from MM


Zelda Hacks Patches

These are some Zelda hacks that work on the ED64.  They have been patched with everything from the Patches Descriptions, except the Water Temple Door fix and PAL Language Select.  The Fire Temple music is already reverted to 1.0 in Petrie's newest release.  Ruinous Shards has it's own Fire Temple music.  I am not updating Voyager of Time's Fire Temple music because it may not run on ED64.  I also suppressed the button presses from appearing in the bottom right corner. 

Note: Petrie's Challenge patch is for the newest patch only available through petrie911's youtube channel.  There is a link below the "Petrie's Challenge comes to the Virtual Console" video.  It will not work for all other Petrie's Challenge patches out there (commonly called v1.3).

Apply these patches to the hacked ROMs (e.g. apply my Voyager of Time patches to the Voyager of Time ROM).

If you created these hacks and want my patches removed just let me know and I will remove them.  I am attempting to contact creators of the original hacks to seek their approval to patch them.

Voyager of Time
(N64) download (http://www.mediafire.com/file/d4lz4vgaliozr8z/Voyager_%28GCtoN64%29.zip) updated: 05.26.2017
(1.0) download (http://www.mediafire.com/file/yvj3u2s5vy03ij0/Voyager_%28GCto1.0%29.bps.zip) updated: 05.26.2017

Ruinous Shards2
(N64) download (http://www.mediafire.com/file/wro18yffai5c2i0/Ruinous_Shards_%28GCtoN64%29.zip) updated: 05.26.2017
(1.0) download (http://www.mediafire.com/file/7jwepjndhexg34j/Ruinous_Shards_%28GCto1.0%29.bps.zip) updated: 05.26.2017

Petrie's Challenge
(N64) download (http://www.mediafire.com/file/2ws134z82yluptb/Petrie%27s_Challenge_%28GCtoN64%29.zip) updated: 05.28.2017
(1.0) download (http://www.mediafire.com/file/cvxkb7cbpk5254v/Petrie%27s_Challenge_%28GCto1.0%29.bps.zip) updated: 05.28.2017
[ED64 Fix]3 (just the ED64 fix, no N64 colors) download (http://www.mediafire.com/file/capsp2lp1mlx7bc/Petrie%27s_Challenge_%5BGBM_Fix%5D.zip) updated: 05.28.2017
[ED64 Fix]3 (N64) download (http://www.mediafire.com/file/v92v3794ylk1i7s/Petrie%27s_Challenge_%28GCtoN64%29_%5BGBM_Fix%5D.zip) updated: 05.28.2017
[ED64 Fix]3 (1.0) download (http://www.mediafire.com/file/iwtey9xu8cdg3pi/Petrie%27s_Challenge_%28GCto1.0%29_%5BGBM_fix%5D.bps.zip) updated: 05.28.2017

2 Not supported by haddockd, but he is OK with it existing
3 GBM made a slight change that allows the game to be completed on hardware.  It modifies a platform so that it no longer overlaps another object while keeping the same level of difficulty.  The overlap caused the game to crash when the room was entered the 2nd time around.


Credits

CloudMax and mzxrules  -  Cloudmax's wiki with quite a lot of documentation
Aroenai  -  Gerudo textures, (A) color in the kaleidoscope, everything to do with the ocarina, text cursor color, ending fix, Fire Temple music, passing on fkualol's fixes, and in general keeping me interested in working on these patches
fkualol  -  original Fire Temple music patch, Game Saved screen, and MQ Water Temple Door fix
Zoinkity  -  rom compressor program
GBM  -  fix for Petrie's Challenge to get it to work on the ED64
pcfreak324  -  help with PAL Ending Timing
Nemok - help with French GC character set
ozidual  -  Other Gerudo textures, (1.0/N64) text fixes, shop cursor, HUD and kaleidoscope, Ganon(dorf)'s blood, Nintendo 64 Intro, PAL Ending Timing, PAL Language Select, No Controller
Krikzz  -  ED64 and forum for testing


Changelog

3.28.2016 - Started learning how to ROM hack for this patch
4.6.2016  - Initial HUD color restoration (A and B)
4.10.2016 - Start button color restoration
4.26.2016 - Kaleidoscope restored (all except (A) in text box color)
5.13.2016 - Found Aroenai's thread in Krikzz's forum
5.14.2016 - Ocarina staff, (A) in kaleidoscope and text cursor colors restored, Ending fix - Thanks Aroenai!
5.16.2016 - Initial Shopkeeper Cursor patch developed
5.25.2016 - English Text restored
5.26.2016 - Final Shopkeeper Cursor patch developed
5.31.2016 - Ganon(dorf)'s blood restoration patch developed
6.3.2016  - Gerudo Fortress Gerudo Symbol restored
6.6.2016  - Fire Temple Music restored - Thanks Aroena and fkualol!
          - Spirit Temple Gerudo Symbol re-palletized
6.11.2016 - Gerudo Training Grounds Symbol re-palletized
6.15.2016 - (PAL GC, MQ, Debug) French/German text replaced with PAL 1.1 French/German text
6.19.2016 - Created this page to make my patches available
6.27.2016 - Voyager of Time added to Zelda Hacks
6.29.2016 - Game Saved screen added and Water Temple Door fixed - Thanks for the patches Aroenai and fkualol!
          - Ruinous Shards added to Zelda Hacks
          - (PAL GC/MQ) Text table fixed
7.1.2016  - Nintendo Intro added and PAL patches converted to 60Hz
7.2.2016  - (MM) Nintendo Intro patch developed
7.21.2016 - (PAL MQ) Options Screen - Language Select added
          - 3rd Shadow Temple Gerudo Symbol re-palletized and added
7.22.2016 - (PAL GC/MQ) - The unkillable stalfos bug (introduced in patches) was fixed
7.23.2016 - (PAL MQ) Options Screen - Language Select fixed to save the language choice
7.26.2016 - (PAL GC) Options Screen - Language Select added
8.1.2016  - (Debug) Options Screen - Language Select added
8.8.2016  - (PAL MQ, GC, Debug) Options Screen - Language Select updated to final version - Thanks Aroenai!
8.10.2016 - (MM) Options Screen - Language Select patch developed
8.13.2016 - (MM) Language Select Screen patch developed
8.15.2016 - Updated this page
8.16.2016 - (GC2N64) patches completed
          - Petrie's Challenge added to Zelda Hacks and All Patches
          - Debug Off created - Thanks for the compression table Aroenai!
8.17.2016 - Petrie's Challenge CRC fixed
8.20.2016 - Debug Off Pause Menu fixed
8.24.2016 - 1.0 patches updated with NTSC-U 1.0 text timing
          - French text fix for PAL GC and MQ
9.6.2016 - GBM fix for Petrie's Challenge, patches created, originals kept for purists
10.26.2016 - Added the 1.0 Fire Temple music to the 1.0 Petrie's Challenge patches (thanks GBM!)
11.28.2016 - Fixed problems with Game Saved (thanks GBM!)
          - PAL Ending Timing fix (thanks pcfreak324!)
          - Voyager of Time correct ROM patches created (thanks Kerr Avon and GBM!)
05.26.2017 - Restored No Controller prompt and fixed Nintendo 64 Intro glimmer for everything but Petrie's Challenge
05.28.2017 - Created patches for the newest Petrie's Challenge patch including all new updates (also updates allpatches.zip with these)
07.17.2017 - Added some tools including Save Manipulation tools.
09.09.2019 - Fixed French character set issue with GC.


Possible Future Plans
   Check up on any bugs
   Foreign Language patches
   Converting other Zelda Hacks to N64 colors
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: kmksoulja on June 20, 2016, 03:06 AM
Does your version require the expansion pak?
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 20, 2016, 03:37 AM
Nope, no need for the Expansion Pak.

The following fixes are not in my patch:
-2x text speed (like MM)
-Map select translation
-3x spin attack combos
-Utilize Expansion Pack memory
-Restore cow nose rings
-Fix Water Temple door in MQ (door used the wrong flag, resulting in an extra key)

I've considered doing the water temple fix for the 4 MQ roms.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: kmksoulja on June 20, 2016, 05:53 AM
thanks for the 1.0 patch it working great!
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Zelda93 on June 20, 2016, 05:53 PM
I'm glad you have made a version without the other game upgrades that modify the original such as the text speed and spin attack. Although, it would be good if you fixed that small key bug in the water temple. It's likely that it would be fixed in a future release if Nintendo ever released it again anyway. It's a bugfix, not an enhancement. I also do like the expansion pack idea, it's just making the game look better rather that changing game physics like the 3x spin attack does.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on June 20, 2016, 07:04 PM
I've tried to clear up this misconception multiple times, the 3x spin attack (the third combo for the quick spin which is broken by a glitch in the existing code, which is also fixed in MM) does not change game physics. It's also not currently in the patch due to the delay bug that was mentioned, and will be fixed eventually when fkualol comes up with a way to get around that issue.

The only enhancement in the patch is the 2x text speed (which MM already does because it brings the text speed to be more in line with the Japanese text) and utilizing the expansion pak ram. If you're so dead set against fixing glitches in the game code, then why are you asking to have the Water Temple door fixed? The Map Select translation was added by request, and is not seen during normal gameplay anyway (needs a gameshark code to activate).

The cow nose ring, 2x text speed, and fixed Master Quest Water Temple door are all changes present in the 3DS release. I have not checked the 3rd quick spin attack combo, but I assume it is as well.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 20, 2016, 08:11 PM
Thank you both for the comments.  I didn't want to go into this for the first post, but it probably needs to be said here.

I totally agree with everything Aroenai has said above.  His patch is what Nintendo SHOULD have done for the Gamecube release, which is why you see most of them in the 3DS release.  Seriously, download his patch, it is awesome!  A lot of Aroenai's fixes were included in the ROM, just not working because of bugs in the code.  Bugs, not purposely left out.

The Gamecube releases are flawed and rushed.  You can tell how rushed they were just by looking at the new Gerudo Symbol used at the beginning of the Spirit Temple.  The original one looks like an aged symbol chiseled out of the rock.  The new symbol looks like someone painted it on the rock and is very pixelized.  It just doesn't fit, and missing the locked door for the Water Temple is just sloppy, and on and on.  All I can think of is that they were under a time crunch.

As flawed as the Gamecube releases are though, I would have played through it the first time with my GC2N64 patch, just because that was how Nintendo created it at the time.  I like to experience the game the first time as closely to how it was released at the time as possible, tweaked just so it made sense on the N64.  I only created the 1.0 patch because people seemed to want it.  Future playthroughs for me are all going to be with Aroenai's patch.

Oh, and I do not plan on including the Expansion Pak for the same reasons I listed above.  If you want Nintendo's flawed, original product, then that's my patch. If you want something that looks, feels, and works better, then go with Aroenai's patch.  His is the better patch in my opinion, and there really isn't a need to pick and choose between his individual changes.  None of them are so drastic that they make it into a completely different game.  If you don't want to use the 3x spin attack, then don't.  The expansion pak will make it more beautiful, the faster text will get you through those boring sections more quickly.

The nose ring is a non-issue.  If cows these days want nose rings, it's up to them.  I'd let my theoretical daughter have a nose ring if she wanted one ;)

All that said, I still may fix the Water Temple key, more because of an OCD thing on my side.  I go back and forth on it because that Water Temple is just a pain in the butt to play through anyway :)  I need to do some testing to make sure the Rumble Pak is working correctly on finding the hidden items too.  If not, I will correct that too since it is more of a N64 to Gamecube and back conversion problem in my opinion.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Zelda93 on June 20, 2016, 09:58 PM
I will download and enjoy the patches by both of you. I just don't agree that changing the text speed is fixing a glitch, like the water temple key bug. The OoT text speed has always been the same and it is more of a game enhancement and not a bug fix. That being said, I do like the idea of it and it will be beneficial for getting through those long boring bits and the expansion pack idea is great. It really doesn't matter but I don't really see why the cow nose rings were put in if they never even appeared in the original and we're beta models. The work done on this between both of you though is absolutely amazing and I've been looking for something like this ever since I got an Everdrive 64 and I appreciate what this is. It's nice to have multiple options for this patch.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on June 20, 2016, 10:38 PM
Just wanted to clarify, my comments were not directed at you ozidual. Just getting annoyed with a somewhat negligible bugfix being called a physics breaking "game enhancement" when it's not even included at the moment (granted, I did accidentally modify the wrong offset originally and that was what broke things. But that wasn't the fault of the actual fix)

Also, I have a working ASM patch for the USA MQ rom to restore the Game Saved screen, once I have it ported to a few more versions I'll send it your way.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 20, 2016, 11:14 PM
@Aroenai: You are awesome Aroenai!  No worries at all.  I just hope my post above that turned into a book will help clarify both patches for everyone :)

It would be nice if we could have a paid beta testing team and then release the patches to the public once all of the errors were ironed out.  I do think all of the feedback positive and negative comes from passion for the game, and it can't be helped.  No two people have the same vision for it :)

@Zelda93: Thank you for following both of our patches.  While we create the patches for ourselves, we really want others to enjoy them too.  I will be putting a lot of my notes (none of Aroenai's) online in case others want to follow and create their own patches.  Zelda Modding has a pretty good community.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on June 21, 2016, 01:11 AM
It would be nice if we could have a paid beta testing team...

 :o

Most of mine are texture offsets, and a few color offsets I ported from the MM GC rom. The debug rom code offsets I have posted to zelda64.net, since that's all everyone seems to care about modding...
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Kerr Avon on June 21, 2016, 02:18 PM
Thanks for all of the hard work, mate.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Trevor on June 21, 2016, 05:15 PM
Yes, thank you both.
I do have to say that the long list of patch downloads and naming conventions do make it look more complicated than it is.
Ozidule = GC > N64 button colours, including Big N's bugs.
Ozi v1.0=  GC > N64 button colours, including Big N's bugs. + Beta Symols
Aroenai = GC > N64 Button colours + BugFixes +(some beta restortion, nothing drastic)

Both provide NTSC (U/J) and PAL patches on GC/Debug ROMS.

actually... Ozidual has a 1.0 patch... isnt this the same as... never mind...

Trev
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Arnold101 on June 25, 2016, 07:08 AM
i treid 4 sword mod and not boot. i need to use the ed64 cheat code to boot?
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 25, 2016, 07:50 AM
Gotcha.  Nah, shouldn't need the cheat codes.  Thanks for testing it out though.  It would be a heck of a lot easier if that worked :)

Could someone post a list of OoT and OoT MQ hacks that work on the ED64?  I'm almost finished with Voyager of Time, at least with my patches.  I'll make a GC2N64 and a 1.0 version as best I can.  What I will not change is colors that are already changed by the hacks (e.g. (A) to Equip/(A) to Save/(A) to Play in Voyager of Time is already a purple color).

Also, if you have made any of these hacks and would like to add to the official patch, I don't mind passing on my notes.  Alternatively, if you don't want your hack patched with the N64 colors, let me know too.

I'm pretty close to finishing r2 versions of my patches.  r2 will currently include Game Saved and the Water Temple Door fix for the MQs (thanks Aroenai and fkualol!).  If you don't want these updates, download the current patches while they're still available :)
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: GBM on June 25, 2016, 04:41 PM

Could someone post a list of OoT and OoT MQ hacks that work on the ED64?
Quote from: GBM
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
Those are the ones that I've tested and work on ED64.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on June 25, 2016, 07:20 PM
I'm pretty close to finishing r2 versions of my patches.  r2 will currently include Game Saved and the Water Temple Door fix for the MQs (thanks Aroenai and fkualol!).  If you don't want these updates, download the current patches while they're still available :)

By the way, it looks like you didn't change the offset tables or DMA entries for the German and French text. You might want to fix that as well.  ;)
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 25, 2016, 11:13 PM
@ GBM:  Thanks!  I skimmed a few forums and it seemed like people couldn't agree on which patches worked or not.  I'm taking a look at the others right now.  I'll leave Majora's Mask Masterquest up to Aroenai if he's interested as I have no plans to crack open Majora's Mask.

@ Aroenai: Huh, totally missed that.  Got it in the Debug ROM :)  Thanks!

A heads up to everyone my PAL MQ (1.0), PAL MQ (GC2N64), PAL GC (1.0) and PAL GC (1.0) need fixing.  The German and French is off on all of them.  I'll add that fix into the r2 fixes, it'll be simple enough to fix as the Debug ROM has similar offsets.  If you play them in English, you shouldn't notice a thing :)
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 27, 2016, 07:39 AM
OK, Voyager of Time is uploaded:

GC2N64  see main page
1.0  see main page

This has all of the fixes for my two patches except the Fire Temple Music.  They made changes to the Audioseq file, and that will/would take some time to fix.  The text looks like it was fixed already, so I left it alone after skimming it.  Enjoy! 

Aroenai, feel free to leap off this patch and add your stuff to it if you'd like.

EDIT: The patches should be applied to the Voyager of Time ROM, not the Debug ROM. These two patches also include the Water Temple door fix.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: kmksoulja on June 27, 2016, 05:32 PM
Are you still going to be able to add the Nintendo 64 logo at the beginning of the master quest rom?
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 27, 2016, 08:39 PM
I would like to, but from what I've heard it will be a massive undertaking.  Same with the language select for the PAL ROMs.  I have some ideas for freeing up some space in the code for these patches.  I've also considered remaking the new Gerudo symbols so they fit better (since the new symbol is used in a lot of the future games) and many other side projects, but I'm feeling a little burnt out.  This has been taking up all of my free time since February I think. At this point, I may just maintain the patches, take some time off, and come back later refreshed.

I'll finish up with creating the patches for the Zelda Hacks since that doesn't take much thought, just some time.  If Aroenai releases updates that make sense for my patches, I'll add those in.  If people find bugs, I'll fix them.  I'm not going away - I'll probably still check and post in the forum regularly :)  I just won't be creating new content for them for a time.

Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 29, 2016, 06:45 AM
First off, re-download that Voyager of Time patch (the links have been updated).  There's nothing wrong with the old patches, but the new ones include the Game Saved patch and I removed the button presses in the bottom right corner.  It's a little more like a complete game for the N64 :)

Second, I have the Game Saved (not Debug) and Water Temple Door fixes (MQ only) done for the rest of the patches.  I'll probably upload those tomorrow night as I'm a little tired tonight.

@kmksoulja: You piqued my interest and I looked into the Nintendo 64 logo at the beginning.  I almost got it going on the Debug version.  I have most of the code ready, just no place to put it :)  I've freed up about 7 words, but I would need at least 20 to make it look like it's supposed to.  With what i have, I might be able to make the logo appear for a time and cut out, or fade in then cut out, or cut in and fade out.  It wouldn't look good, and it's not really worth it for the Debug ROM.  I played around with NTSC-U MQ, but it looks like they stripped out even more for the Gamecube releases.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 30, 2016, 05:55 AM
Everything updated except Voyager of Time which was updated yesterday.  Also, Ruinous Shards now has both of my patches as well.

This update adds the Game Saved screen after saving, except for the Debug patch because it involved disabling a debug feature.  The Water Temple Door fix has been added to all Master Quest patches including the Debug patch.

For Ruinous Shards and Voyager of Time I added the Game Saved screen even though they are Debug ROMs since the debug feature shouldn't be necessary.  I also fixed the Water Temple Door for both since it looked like the Water Temple wasn't modified very much.  I have not played these hacks though, so if it needs to be disabled again, please let me know.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on June 30, 2016, 06:43 AM
20 words you say, I'm assuming you mean 80 bytes right? I could probably help in that department, I know of a few areas you might be able to squeeze it in. Where's that code for the logo screen live?
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on June 30, 2016, 06:58 AM
I was just looking into that :)  I cleared out all the z_title.c lines below the NOT MARIO CLUB VERSION around BCf920 and threw in my testing code as a proof of concept.  That part works, but the testing code just goes from invisible to visible (with the correct timing) and then cuts right back to invisible before repeating.  I've tested the flip over to the title screen and that works separately.  I just need to do a little work converting my notes into code and finding the timing for how long the N64 stays fully visible before fading.  I should be able to do it tomorrow night.

I think it will be around 15 lines of MIPS code.

EDIT: Got it!  Couldn't sleep.  Check your PMs Aroenai.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 01, 2016, 05:50 PM
I was testing the new Intro out, and decided to test it with the Zelda Hacks.  So, the Ruinous Shards and Voyager of Time patches now include the Nintendo 64 Intro.

This probably makes these patches complete since I don't think they have French/German translations available.  I also updated All Patches to include these.

Aroenai and I are still working on transferring the Nintendo 64 Intro to the other patches.  Maybe it will work? :)
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: FrenchyToasty on July 01, 2016, 06:32 PM
the only GC version I find is labeled as (E) and I'd really like to have the (U) version so I could use it in French.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 01, 2016, 07:51 PM
You'll want the E version for French.  E=Europe/PAL, U=USA/NTSC, J=Japan/NTSC.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: GBM on July 01, 2016, 08:55 PM


Aroenai and I are still working on transferring the Nintendo 64 Intro to the other patches.  Maybe it will work? :)
You guys, the both of you, are amazing! Thank you for your hard work! Have you also had a look at Petrie's challenge or are changes in that hack to big too be adapted?
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 01, 2016, 09:45 PM
If you downloaded the Zelda Hacks patches since I just updated them to add the Intro, you might want to re-download.  Sorry :(  There was a tiny error, which may or may not show up when you run the ROM.  It would only show up in that Nintendo 64 Intro screen.  NEMU is good for testing, but it doesn't catch everything :)

@GBM: Thanks :)  We try.  I haven't looked at Petrie's yet.  Someone sidetracked me into doing the Intro :)  I don't forsee any problems getting the majority of the fixes into it. 

I tested the Intro fix on PAL MQ and it worked great - thanks Aroenai for finding a place for my code!  I skimmed NTSC-U MQ and it looks like it will work there as well.  So, I should be able to add the intro to Petrie's as well.

I'll probably try to get the intro going for MM before I look at Petrie's. Also, at some point, I may try to isolate the Fire Temple music better so it can be added to the Zelda Hacks.  I thought I was done hacking for a time but I guess not :)  I can't complain, it got fun again.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: FrenchyToasty on July 02, 2016, 12:10 AM
I was under the impression the US version was patched to have the PAL languages...

sucks that for French we have to use the PAL version only because it's unplayable on most tvs in North America.

For me it's off cetered and most of the time black and white.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: GBM on July 02, 2016, 12:25 AM
I was under the impression the US version was patched to have the PAL languages...

sucks that for French we have to use the PAL version only because it's unplayable on most tvs in North America.

For me it's off cetered and most of the time black and white.
Have you tried forcing NTSC/MPAL instead of using default? Since the PAL version is genuinely PAL60 compatibility should rather be good. Otherwise an RGB mod will solve your problem.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on July 02, 2016, 12:59 AM
I'm pretty sure you have to change the P to an E in the rom header and correct the checksum otherwise it tries to play in PAL50 on console (which will make the sound bad since it's expecting 60hz). Test out the patch on my topic and let us know if it works (I changed the header on there already), I'm in the process of updating my patches but there's already a "default to French" patch you can use.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 02, 2016, 04:11 AM
According to Real N64 CRC Tool, there's no need to change the CRC when you change the letter.  Basically, open the ROM in a hex editor, and within the first few lines is NZLP.  Just change that to NZLE (caps required), save it, and it will work on an NTSC TV (US or Japanese TV).  I went ahead and created a 60Hz version as well.

Oh, and everything except the Debug (1.0) and Debug (GC2N64) has been updated to include the N64 Intro.  The reason the Debug patches haven't been updated is that the Nintendo 64 Intro also destroys some of the Debug code.  That said, I have added the Intro to the Zelda Hacks that are built on the Debug ROM.  Also, All Patches has been updated.

Aroenai should have the updates soon too unless he finds a problem with them (in which case I'll need to update mine too) :)  I'm fairly confident in it though!

Enjoy!
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: FrenchyToasty on July 02, 2016, 07:14 AM
I converted a PAL rom with PALadin and it still gave the same results... :( that's why I was psyched up for this... anyway it's for my girlfriend as I personally prefer english for games.

She can play on my 3DS in french.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 02, 2016, 07:34 AM
@FrenchyToasty: If you have Zelda Ocarina of Time Master Quest (E), then you'll want:
Check Page 1

If you have Zelda Ocarina of Time (E), then you'll want:
Check Page 1
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: FrenchyToasty on July 02, 2016, 09:08 PM
If I understand right this'll make it 60Hz and allow me to play on an ntsc tv without issues...

is there any patch of the sort for majora's mask?!

This is great!
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: FrenchyToasty on July 02, 2016, 09:25 PM
Nice I tested it and everything worked, I also had a save with the game started in french on the normal versioni so it remained.

If I enter those GS codes to have the Master Quest in french too it'll remain. I have no idea of how the gameshark cheats are added into the new OS, I'll have to check this out.

SO those patch include all of the changes in the first post right? That's great!
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 02, 2016, 09:40 PM
Yup yup.  Those patches include everything.  If you already have a save game in French, you won't need the language codes.  It's only for when you create a new game or if you start a game in one language, but want to play it in another language.

For Majora's Mask, check Aroenai's post (similar title to mine).  He includes language codes for that too.  He also has 60Hz PAL patches for OoT and Master Quest.  His patches have everything mine do + some patches that add back in hidden features that weren't available in the regular releases because of bugs.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on July 02, 2016, 11:04 PM
If I understand right this'll make it 60Hz and allow me to play on an ntsc tv without issues...

is there any patch of the sort for majora's mask?!

This is great!

Yes on my thread, I even mentioned it when you first asked in another thread.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: kmksoulja on July 03, 2016, 12:54 AM
The n64 logo looks awesome!  Great work!
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 03, 2016, 05:58 AM
Thanks! :)  Keep an eye on Aroenai's Majora's Mask patches too.  I just sent him the fixes for those.  The Intro fix turned out to be almost the same for MM, but with very different timing.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 04, 2016, 07:26 AM
Does anyone know if Petrie's Challenge patches anything but PAL MQ?  The readme says it should patch NTSC-U MQ, but I have a version I pulled from my own Gamecube disc that isn't working.  The error says it should patch NTSC-J MQ, but no dice there either.

I'm working on the PAL Language Change Screen too, but since I'm starting from scratch, it is going very slowly.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: GBM on July 04, 2016, 10:44 PM
I think I got the same problem back when I tried to patch the game. There are at least two versions of the OoTMQ (USA) rom, one works, the other doesn't.

You could check out these or keep searching it shouldn't be too hard to find a working one:
http://krikzz.com/forum/index.php?topic=5242.0

Or download the patched game directly from here:
http://krikzz.com/forum/index.php?topic=3901.msg36268#msg36268
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 09, 2016, 03:21 AM
There are still more updates on the way.  I'm pretty sure I found a Gerudo Symbol that was missed before, but it has a different palette from the N64 games so it needs converting.  It's about 90% done right now.

If anyone has some time for testing, I have a mostly complete GC2N64 patch for Petrie's Challenge:
http://www.mediafire.com/download/u251iezyrmedug3/PChall_%28GC2N64%2C_no_ZTarg%29.zip
Everything in the GC2N64 category is done (including text) except it still says L Targeting in the Options Menu in File Select.  It must be patched to a Petrie ROM, not an MQ ROM.

Last but not least, I'm in the early stages of a Language Select patch.  I have cleared space for it and should begin coding in the next couple of nights.  It will not be the main Language Select screen, but the Language Select in the Options Menu. The code and textures for both were completely removed, and the Options Menu textures just fit in the space available.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on July 09, 2016, 06:24 AM
Point of clarification, are you changing the sound sampling rate and timings in the game for the 50hz patch? The roms themselves are programmed to run at 60hz, but the "P" in the header causes problems if you leave it as is. The Gamecube roms are natively 60hz (sound sampling, cutscene timing, physics), in fact the emulator ignores the header and the P is just used for identification but for the real consoles/Nemu64 you need to change it to E.

Lame, the Petrie's Challenge mod uses some sort of encryption to prevent decompressing the rom using the usual tools. That's why the Z-Targeting texture can't be patched.

MM should be a lot easier, the Options menu textures are still present.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 09, 2016, 06:43 AM
For the 50Hz, I just applied my patches to the existing PAL ROMs out there.  I didn't realize they started broken.  I would say I'd look into that in the future, but not having a PAL system or PAL TV kinda makes that impossible.  I'll leave them as is in case someone else can patch them later, but I will definitely add a disclaimer when I get time.  Thanks Aroenai!  You really know these ROMs :)

Yeah, I've had to add in everything to Petrie manually all the way through.  It's how I did my first revision of 1.0 and GC2N64 patches so I have a lot of experience with it, but it takes around an hour to do one of my 1.0s.  Add in time to make sure my fixes aren't overwriting other code and it is a pain.  Oh, and Petrie changed the text, so that was a manual fix as well.  That's why I only did the GC2N64 :) 

Since PAL 1.1 and 1.0 have a slightly smaller Options menu textures to allow space for the language, the Z Targeting (and language variants) I use don't quite fit.  I've had to do a little manipulating to make them look good for GC2N64.  I guess Petrie doesn't like that :)

Sweet!  Can't wait to crack open MM.  For MQ I had to move some tables from the File Select code to the File Select texture file.  Luckily the texture file had a few Japanese textures and the Disk texture which I could eliminate to free up space for PAL 1.1 Option screen textures and the tables.  With luck I may be able to bring Disk back, but I'm taking it a day at a time :)  I really hope transferring the code to OoT GC is easy.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Zelda93 on July 09, 2016, 09:45 PM
I've tried the 50hz roms on my PAL console. The game still seems to run at 60hz (or maybe even faster?) and has stuttering glitchy audio.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 10, 2016, 12:47 AM
Thanks for confirming!  I bet there were a lot of pissed of European gamers when these came out :)  I added a disclaimer to the 50Hz version.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Zelda93 on July 10, 2016, 01:17 AM
Thankfully I have modded my N64 console with the UltraHDMI board so now both NTSC and PAL display the same visually and NTSC games do not have any display issues that used to be present when I used the original RCA/composite cables. So since NTSC games run faster they're now my preferred choice on my PAL console.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 10, 2016, 03:45 AM
Lucky! I keep eyeing the UltraHDMI upgrade, but the XBox One is next on my list. Maybe in a couple years.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 14, 2016, 04:19 AM
Progress update: Still working away at the Options Menu - Language Select.  So far I've moved all of the textures around so they match the PAL 1.1 Options screen.  I've added back the 4th blue bar and the "Language" title.  I'm in the middle of rewriting code so I don't have to make space for 40+ lines of code (160+ lines of MIPs code) so I can add back in the 3 language textures.  Hopefully, that will include the ability to move the cursor over them, though I will still need to add more code to make it change the actual language.

I've pretty much finished the last gerudo symbol.  This one is the worst of the bunch because everything is tinted orange in the new color palette.  It looks pretty good, but I may tweak it a bit more.  I plan to release both the last symbol and the Language Select at the same time.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 18, 2016, 06:13 AM
Options Menu - Language Select is still moving forward.  I was able to edit some code to make a large section redundant, freeing up about 61 lines or 244 lines of MIPs code worth of space.  There is now more than enough space for the new code.  With that change, I got all of the language textures to display on the Options Menu.  This means it now looks exactly like the PAL 1.1 Options menu.  If you manually change the language in RAM, the correct language is even highlighted.  Next up to find/edit the code that allows you to highlight and change the language. 

That will complete the hack, but I will still need to do some cleanup and testing of the code.  I will also have to port the hack over to MQ Debug and the non-MQ version since they are all slightly different, though I may release MQ before then.  With any luck, Aroenai will be able to get rid of the 3 version of his PAL MQ patch in the near future :)
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Zelda93 on July 19, 2016, 12:29 AM
Would you be interested in making a build which would be exactly like V1.2 on the N64? It would pretty much be your GC2N64 except with the Gerudo symbol changes as well? I think that would be a true GC to N64 transition.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 19, 2016, 06:37 AM
It works!  Sound, Z Targeting, and Languages all change!  On NEMU only right now, but I'm pretty sure I know what I changed that made it stop working on the ED64.  It's part of the planned code cleanup and testing which will start now.

@Zelda93: Aroenai has already done something similar.  I've thought about it, but it's low on my list right now.  It would be more like my 1.0 patch so it would fix Ganon's blood and add the Fire Temple music back.  I'm pretty sure the Gerudo symbols were only changed for the Gamecube release, so 1.2 still has the original ones. 

My current 'To Do' list is pretty much just Change Language Patches for the forseeable future between OoT and MM.  There is so much to change to get these to work that I'm afraid if I leave it, I'd have to start back at step 1.  Once I get back to N64 colorizing the Zelda Hacks, I may look into 1.2.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 20, 2016, 05:29 AM
Small update: Got it working on the ED64 :) 

It looks amazing.  Well almost.  I need to fix some tables that overlap textures, and possibly adjust the color of a line.  Still, the textures all change properly with language changes and Sound/Z Targeting seem to change properly - the code is currently working flawlessly on the ED64 :) 

Next up, editing about 50 pointers so I can move those tables.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: pcfreak324 on July 20, 2016, 04:50 PM
Awesome work, ozidal!

Will you include the language select option also for the NTSC-U and NTSC-J versions, where it is possible to switch between English and Japanese? Currently this is only possible by using a code. (https://www.youtube.com/watch?v=85kyQBfS-r0)

And then there is still a small inconsistency concerning the end credits in the PAL version of the Master Quest rom: The music runs at 50 Hz speed while the game itself runs at 60 Hz speed. This makes the music in the end credits go out of sync. Nintendo fixed this problem on the GC by streaming a prerendered video from the disc instead (hence the necessity to undo this for the credits to run properly on the N64).
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 20, 2016, 06:03 PM
Thanks!  I've been thinking about language select for the NTSC patches.  Here are the problems with that.  I don't believe there is a texture for "English" or "Japanese" or "Language" in the File Select textures.  Plus, the PAL textures for PAL 1.1 are slightly smaller than the NTSC/PAL GC textures, so they leave space for the language select option.  Plus, I created space for the extra textures in PAL GC because there were extra Japanese textures in there.  Basically, we got lucky with the PAL GC because they were a little sloppy :)  Thank you Nintendo!

That said, I've been thinking about adding in Z Language select.  Basically, you could press the Z button on the File select screen, and the language would change.  It's just in the idea phase right now, but maybe we will see that in the NTSC versions.

I did not know about the PAL60 GC/MQ Ending problem.  I'll add it to the list to look into after language select.  I stumbled on the RAM location for songs being played a while back, and I bet there is some sort of 50/60 switch in the code if I follow it backwards.  Remind me if I forget :)
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Zelda93 on July 21, 2016, 12:30 AM
Would the Z language select just be for the NTSC vesion? It's not something I'd personally want because it's an extra feature and also I have no need for such a feature myself anyway (others may want it though) so would you put that feature on a separate patch or maybe on Aroenai's patch with extras? Also it'd be great if the music sync was fixed! Is there any way to make the whole PAL rom run at 50hz to be displayed correctly on some TV's? I'd use the NTSC version myself because I don't have display issues but it would be cool to have a true PAL version.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 21, 2016, 03:21 AM
That's a good point.  I may add it to my NTSC-J versions to make it easier to play.  If Aroenai is interested in it, he can add it to whichever of his patches he wants. 

I think the 50Hz PAL GC versions are just messed up in general.  It might be possible to fix them, but that is a very much a maybe at this point.  Easier just to get 60Hz going fully.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on July 21, 2016, 06:57 AM
And then there is still a small inconsistency concerning the end credits in the PAL version of the Master Quest rom: The music runs at 50 Hz speed while the game itself runs at 60 Hz speed.

Which rom are you using, the correct "60hz" rom with the NTSC region code in the header or the "50hz" rom which will run at the incorrect speed on real consoles? The debug rom (which also has the NTSC header) is based on the PAL MQ and no one has reported this problem previously.


I did not know about the PAL60 GC/MQ Ending problem.  I'll add it to the list to look into after language select.  I stumbled on the RAM location for songs being played a while back, and I bet there is some sort of 50/60 switch in the code if I follow it backwards.

The PAL conversion is more complicated than that, according to Wareya the PAL version has different cutscene files to account for the differences in sound sampling rate, physics, and frame rate. You can't just "flip a switch".
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: pcfreak324 on July 21, 2016, 06:30 PM
Which rom are you using, the correct "60hz" rom with the NTSC region code in the header or the "50hz" rom which will run at the incorrect speed on real consoles? The debug rom (which also has the NTSC header) is based on the PAL MQ and no one has reported this problem previously.
I used this rom "Legend of Zelda, The - Ocarina of Time - Master Quest (E) (GC) [f1] (NTSC)". The name implies that the region header has already been changed to NTSC. The rom should be identical to the rom "Legend of Zelda, The - Ocarina of Time - Master Quest (Europe) (GameCube Edition)".
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on July 21, 2016, 09:22 PM
It would be helpful if you actually test using the rom patches ozidual and I have made instead of a completely unrelated rom that predates our work...
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 22, 2016, 06:00 AM
The PAL MQ Options - Language Select patch is complete.  Keep an eye on the patches over the next couple of days as Aroenai and I insert them along with the new (and hopefully final) Gerudo Symbol.  This Symbol can be found in the Spirit Temple in the rooms with columns above the door that leads out to each of the hands outdoors.

EDIT: One thing to note with the language select - the Language title doesn't change to French/German as it does in the N64 versions.  I just couldn't free up enough space for those 2 textures.

EDIT EDIT: OK, I finished a few, but just don't have time to compress/CRC check the rest tonight.  Here's the completed ones:
MQ PAL 60Hz 1.0 (Language Select and new Gerudo Symbol)
MQ PAL 60Hz GC2N64 (Language Select)
GC PAL 60Hz 1.0 (new Gerudo Symbol)
Debug 1.0 (new Gerudo Symbol)
NTSC-U MQ 1.0 (new Gerudo Symbol)

Please let me know if you find anything odd.  PAL people, please compare the Options - Language Select to PAL 1.1 and let me know what you think.  I tested as much as I could.

NOTE: All Patches has not been updated yet.  I'll update it once I finish the Japanese and English GC patches.

@pcfreak324:  You should be able to port your save game over to either my patches or Aroenai's.  If you read up on the history of "Legend of Zelda, The - Ocarina of Time - Master Quest (E) (GC) [f1] (NTSC)", it has had a very sordid past :)  The ending fix has been adjusted multiple times.  They were renaming it F1, F2, etc, but then decided to reset it back to F1.  This was all before the one line of code fix for the ending came along.

Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: pcfreak324 on July 22, 2016, 08:08 PM
ozidual, I can't test wether the ending runs at the correct speed. I just applied your PAL Zelda OoT MQ [60 Hz - US TVs] with beat and everything patched fine but in the game the two Stalfos enemies after the first battle with Ganondorf in his tower are invincible. They flash red when hit and make a groaning sound but they simply won't die no matter how many times I hit them with the Master Sword or the Biggoron's Sword. I played everything on a real N64 with an ED64 v2 and the latest firmware. I didn't encounter this problem when I played again using the same configuration and the same savegame but using an unpatched rom.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 22, 2016, 08:59 PM
I have an idea about what it could be.  I'll try to check it out this weekend.  Thanks for testing it pcfreak324!
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 23, 2016, 12:47 AM
OK, all of the patches are updated.  This only includes the 1.0 patches (new Gerudo Symbol), and the PAL MQ/GC patches (Options - Language Select).  I eliminated the 50Hz patches because it really is just one Byte changed, and it is flawed.  If you really want to know how to change it, there are instructions all over the place for it.

I'm not updating the All Patches yet because I will probably update the Zelda Hacks with the new symbol this weekend as well.  Also, I plan to remove the Water Temple fix from the Zelda Hacks because it changes the game from what the designer created.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Zelda93 on July 23, 2016, 01:39 AM
Will the next version remedy the Stalfos bug that's been found in ganons tower? Have you identified what caused it yet?
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 23, 2016, 03:21 AM
Not yet.  I haven't had time to play the end-game in PAL MQ 60Hz.  To be honest, most of my testing was done on the NTSC-U patches and a little on the NTSC-J patches.  I never researched how to play the PAL version before.  With the 60Hz version, though, I should be able to fully test the end through ending.  I plan to do a run later tonight.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on July 23, 2016, 05:20 AM
I got a report of the same thing on the MQ U and MQ J roms, so you should be able to test on that as well. I have a theory, try reverting the boot logo code and see if it still does the same thing.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 23, 2016, 05:40 AM
I think I found it.  At least this is what fixed it in NEMU.  I was getting the same problem with unkillable stalfos until I switched this line back (decompressed PAL MQ):

A9CEA4 10000004 back to 51c10004

I'm about to load it up on the ED64.  You know, I was getting sick of hacking this ROM again, but to see it all working so well was nice.  I've confirmed Ganon and Ganondorf's blood is red in PAL MQ finally, not that I was ever worried about that one.

EDIT: Changed it.  I had it flipped with another thing I was testing.  Going to retry that.  I really need to get more sleep.

EDIT EDIT: Confirmed.  Above is the fix.  Leave B119A8 as 10000008.  Also, as far as I can tell, the music seems to sync up properly.  I'll update my patches shortly.  I only had the above piece of code in my PAL patches because it is similar to the ending fix for MQ Debug.  They were not in my NTSC-U or NTSC-J patches.

EDIT EDIT EDIT: Also just confirmed the Scarecrow song is fixed.  Man that freaked me out, alone in the basement with the End screen up behind me not expecting it (my NTSC-U game had one death).
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 23, 2016, 07:29 AM
Patches updated again.  Unkillable Stalfos bug has been fixed in PAL MQ and PAL GC.  It was not in any of my NTSC-U/J patches (I double checked to make sure).
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Zelda93 on July 23, 2016, 12:52 PM
Does the PAL language select save the settings on your patches? Aroenai has written that it doesn't on his patch.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 23, 2016, 03:54 PM
It does.  When testing the Stalfos fix on the ED64, I chose German in the options menu just for fun for my final run through.  Everything was in German.

EDIT: See my response in Aroenai's topic.  It works mostly, it just doesn't edit the save file.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 24, 2016, 03:53 AM
New PAL MQ patches uploaded.  Options - Language Select bug fixed.  The language was being changed, but the save file was not being edited to save the language.  So after you rebooted, you had to change the language again.

Here's how it works.  When you choose a language and exit out of the Options Menu, it saves the language to the Save File.  If you reboot at this point, it will remember the language you chose, and the File Select Menu will be in that language (as will your saved game when you start it).

If I get time tonight, I will try to edit the Zelda Hacks to add in the new Gerudo Symbol and then update the All Patches.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: FrenchyToasty on July 24, 2016, 04:11 AM
I had a lock up playing the Master Quest PAL (60hz) patched version in french.

The game got stuck when I bought the Hylian Shield from the shop in Hyrule Castle Town. It wasn't frozen up but the music kept going but I couldn't do anything.

if anyone can test it, I can retest this to see if it's only a random occurence bug but I doubt it.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 24, 2016, 05:52 AM
Can you zip and post your save file?  Or just PM it to me?  I'd be curious to see it. 

EDIT: The Zelda Hacks have been updated, and All Patches has been updated.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: FrenchyToasty on July 24, 2016, 06:57 PM
I played again this morning. I changed the order in which I did things.

When the game froze:

After meeting the princess I saved and quit.

I then went to lon lon ranch and learned Epona's song.

I went to Kakariko village and gave the letter to the guard.

I then went to hyrule market town and it froze as I said.

Today I dix things differently, went to kakariko village to learn the song of sun, then I went to the guard, then lon lon ranch and then market town... Didn't freeze.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 24, 2016, 08:42 PM
A note to everyone who is playtesting.  If you find a bug, please post your save file.  I'll get to it a lot more quickly if I don't have to play the game through to where the bug happened :)

I don't forsee many bugs because most of what we have changed is colors and textures, not code.  The text could cause a problem, and the small amount of code added/changed could cause a problem.  I definitely want to hear about bugs so we can fix them as quickly as possible :)

@FrenchyToasty: Okie dokie.  I'll add it to my list, but I probably won't get to it in the near future.  If you get a chance, it might be good to update to the newest version of the patch.  At the very least, it will keep you from running into trouble fighting Stalfos when you are leaving Ganon's Collapsing Castle :)
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: FrenchyToasty on July 26, 2016, 06:12 AM
yeah well I kinda lost the roms I used to patch em... LOL

I'll most likely redownload these but they were a pain to obtain. (both Ocarina of Time / Master quest and also Majora's Mask...)

I don't play much on these roms since I normally play the regular 1.0 version but my GF does play the patched GC versions. (dunno if it's possible to send me the clean roms [OoT, MQ and MM] so I can keep em safe)

You guys are doing terrific job!
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 26, 2016, 06:23 AM
PAL GC Language Select patch finished.  I thought I was done earlier tonight, but the ED64 didn't like one thing.  I've tested that and it all seems good.  I'll do some more testing tomorrow night and will probably upload afterwards if all goes well.  It should, I did a lot of testing in NEMU tonight.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on July 26, 2016, 04:50 PM
I'll most likely redownload these but they were a pain to obtain. (both Ocarina of Time / Master quest and also Majora's Mask...)

They're pretty easy to find if you Google the original file names from my thread, they're a few results down. The only one that might be hard to find is "Zelda no Densetsu - Toki no Ocarina - Zelda Collection Version GC (Japan)" but I've got the patch to convert the normal GC from the Master Quest disc to that one in my thread. You just need to make sure to convert the roms to Big Endian format beforehand.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: FrenchyToasty on July 27, 2016, 02:37 AM
I'll manage, I did it once, can do it again! ;)

thanks for these patches though, having the restored games is really nice!
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 27, 2016, 05:09 AM
PAL GC - Options - Language Select added to the PAL GC N64 and PAL GC 1.0 patches.  AllPatches has also been updated.  I've started on Debug, but I forsee that one taking some time.  It's doable.  It will just take time.

I got approval from haddockd to make my patches for Ruinous Shards available.  He said he would not support any ROMs patched with my version but I will do my best to support them.  Honestly, I don't think Aroenai's or my patches affect the game that much.  If you run into a glitch in Ruinous Shards (1.0/GC2N64), or any of them, copy your saved game over to an unpatched version and you will probably see the same error.  As I said though, I will support them.

I am working on getting the OK from other people for their Zelda Hacks as well, and will remove any that they do not like.  I will do my best to customize them if they request that as well.

Along those lines, if you have more Zelda Hacks that work on the ED64 that you would like N64'ed, let me know.  Petrie's is in the works still, and I will shortly seek approval for that one as well.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on July 29, 2016, 06:30 AM
Question for everyone about the French translation:  Farting Cabbages or Bomb Flowers?

http://legendsoflocalization.com/qa-does-ocarina-of-time-have-farting-cabbages/

The original French text calls "Bomb Flowers" "Farting Cabbages".  As an example, for the English text I used the 1.2 version, but I kept some MQ stuff in there because the newer text was better in my opinion:

https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Program_Revision_Differences#Text_Changes_3

Let me know your thoughts.

P.S. Debug is moving along nicely.  The Options screen displays correctly (minus one blue bar).  Next up, I need to add in the code to move down to the languages and change between them.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on August 02, 2016, 06:28 AM
Options - Language Select finished for the Debug patches.  All Patches updated as well.  Just sent Aroenai the files to add to his MQ Debug patches.  PAL GC Majora's Mask Language Select next.  I expect this one to take longer than MQ Debug.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: MockyLock on August 02, 2016, 01:01 PM
Question for everyone about the French translation:  Farting Cabbages or Bomb Flowers?

http://legendsoflocalization.com/qa-does-ocarina-of-time-have-farting-cabbages/

The original French text calls "Bomb Flowers" "Farting Cabbages".  As an example, for the English text I used the 1.2 version, but I kept some MQ stuff in there because the newer text was better in my opinion:

https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Program_Revision_Differences#Text_Changes_3

Let me know your thoughts.

P.S. Debug is moving along nicely.  The Options screen displays correctly (minus one blue bar).  Next up, I need to add in the code to move down to the languages and change between them.

As a french guy, i would say "Bomb flowers".
Where the hell did they find those farting cabbages" oO ?
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: Aroenai on August 02, 2016, 05:23 PM
I saw this article a while back, the change in the translated text is only present in the Canadian French 3DS release. What's the correct French phrase then? I can create the textures to match for OoT and MM (though importing for MM may be more difficult).
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on August 04, 2016, 07:14 PM
Wow they did a sloppy job with removing Language Select from Majora's Mask.  Not only did they leave all the textures behind, but in the Options Menu the word Language is still being displayed.  It looks like they just made it invisible.  Unfortunately they did take out the languages and the extra bar though so no quick and easy patch.

As Aroenai has said, they even left the textures for the main language select screen.  That should allow me to restore both Language Select screens (main and options) for Majora's Mask.  Though this patch may take as long as the original MQ Language Select patch since there will be a lot more code to write/rewrite.  I'll post my usual updates every few days or so.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on August 09, 2016, 06:02 AM
All of my PAL patches have been updated with Aroenai's patch to the Language Selection patch.  AllPatches has also been updated.

For those who haven't read Aroenai's thread, go read it! :)  My Language Selection patch worked, but when you changed languages, the word Language did not change.  It's supposed to.  Aroenai found some extra space in the texture file for those textures so it now displays properly.  He also adjusted the textures so they matched up a little better. 

Thanks Aroenai!  I was not looking forward to finding space for that :)

The Majora's Mask Language Selection patch is moving along.  I combined the two loops into one to free up space, and I've progressed to the point where the Language title appears.  Next up is to add the languages.  I have that part of the code mostly written out.  I just need to apply it and troubleshoot it.
Title: Re: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)
Post by: ozidual on August 11, 2016, 06:48 AM
I finished Options - Language Select for Majora's Mask and I'll move on to the Language Select Screen in the next couple of days.  Even the Language title changes thanks to Aroenai's texture find.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on August 14, 2016, 06:52 AM
Started working on the Majora's Mask Language Select Screen.  The good news is that all of the code is still there.  I can make the screen display overlaying the File Select Menu.  I can also make it appear overlaying itself, but with corrupted graphics that crashes everything shortly after :)

Welp, I was about to leave it at that, but I decided to try one more thing before going to bed.  Bingo.  Works on ED64 as well as far as I can tell with my NTSC tv that doesn't like NTSC50.  I'm going to send my findings to Aroenai.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Aroenai on August 14, 2016, 09:32 AM
Works on ED64 as well as far as I can tell with my NTSC tv that doesn't like NTSC50.

As I mentioned before, the Gamecube emulator ignores the rom region in the header but the N64 is hard coded to run at NTSC60/PAL50 speeds respectively. The Gamecube roms are written for 60hz speeds, so the header needs to be adjusted to run at the correct speed on the Everdrive.

Patch has been updated in my thread btw.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on August 17, 2016, 02:27 AM
The (GC2N64) patches are now complete. Options - Language Select was the last piece to it. These patches are meant to be an N64 cartridge version of the Gamecube releases with all fixes and flaws left in. I like to think of it as Zelda Ocarina of Time (1.3). It's always possible someone will find something else for these patches, but I don't forsee it. This is the patch I originally set out to make, and it feels good to finally finish it! :)

Petrie's Challenge has been converted to the N64 scheme. The patches are available on the main page and AllPatches has been updated to include it.  Once again, the Petrie's Challenge patch must be applied to the Petrie's Challenge ROM. Thanks to GBM for doing some testing on it - I still had the Stalfos bug in there and a couple of other things.  The bugs that were in the original version are still there - e.g. the textures for Song of Return and Cucoo Dance were never created so they're still listed as Song of Storms and Epona's Song in the Pause Screen.

Debug Off has been created. I started with my patches, removed the Debug features, and added the Debug Nintendo 64 Intro and the Game Saved screen. Then compressed it using Aroenai's compression settings.  This patch is NOT included in AllPatches since each patch is three times the size of AllPatches :) As usual, a special thanks to Aroenai for his work getting the Debug ROM compressed!

I'm currently working on the N64 Intro brightness and the original Swordless Link bug. I'm thinking the N64 Intro brightness may not be possible, but we'll see. There's also the occasional side project to keep it interesting too :)
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: GBM on August 17, 2016, 07:16 PM
Thanks Ozidual for your work!
Regarding Petrie's I can confirm (only tested 1.0):
+Z Targeting is displayed correctly now in the main menu.
+Stalfos bug fixed

-I get a BAD CRC error everytime I launch the game. It's possible to skip it but might need a fix.
-The crescent moon is now visible on all blocks, switches and large stones in the forest temple. But I'm ok with this design choice.

As for future releases and other versions of the game: If you plan on adding bugs from previous releases again I'd be good to have seperate revision without the recreated bugs as well. Thanks!
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on August 17, 2016, 07:42 PM
Thanks!  And thanks again for catching another thing I missed! :)  I fixed the CRC and updated my main page links (Petrie's GC2N64, Petrie's 1.0, and AllPatches).

Honestly, the only thing 1.0 does for Petrie's is add the Crescent Moon.  There's no Ganon or Ganondorf as far as I know, so the blood fix does nothing.  Since the music was edited, I don't like to add back in the Fire Temple Music, so that's missing.   It's just the Gerudo Symbols that are changed for 1.0.

If you want the Gerudo Face/Mask symbol, grab the GC2N64 version.

I won't add bugs back into the Zelda Hacks since that could affect gameplay.  That's why I undid the Water Temple Door fix.  I tried to stay as true to the original hack as possible which isn't hard since it's mostly just colors and textures that are changed.  Petrie's is the only one where I edited the text since it still had push "C" instead of press "C", etc.  I mapped out all of Petrie's changed text and left all of it alone.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on August 20, 2016, 09:07 PM
Debug Off has been updated (not AllPatches since it is not included in that).  One of the changes I made for the first release was supposed to make the Pause Menu appear faster, most likely just to help emulators.  Unfortunately, it made the graphics for the Pause Menu glitchy on the ED64.  The fix has been reverted, tested and now seems to work just fine.  Thanks to pcfreak324 for finding that bug!
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on August 25, 2016, 06:42 AM
New updates, both minor.  I updated the text (English, French, German) timings in the 1.0 versions to match the timing of NTSC-U 1.0.  Mostly this means that you can skip sections of the Arrows of Light speech given by Zelda.  I could not find those sections in Japanese, so it was left with the 1.2 timings.  If anyone who can speak Japanese would like to help on that PM me and we'll talk.  AllPatches has been updated.

There was also a minor error in the French text for my PAL GC and MQ (not Debug) patches.  The last sentence in the text file might have been chopped off due to an error in the text file length.  It's fixed now.  This does not fix the Farting Cabbages.  Both 1.0 and GC2N64 versions of PAL GC and MQ were updated.

At this point, I'm about ready to call it on the 1.0 patch.  I've looked at some of the bugs and decided that I didn't have any interest in reintroducing them.  It is possible to reintroduce some of them, but I won't be the one doing it.  As I've said before, GC2N64 was really the patch I wanted.  I created 1.0 partially because others requested it and partially because it was fun working with Aroenai on his patches.  This is a good stopping point for the 1.0 patches, but I'm not going to mark it complete yet.  I want to give it time in case I find something else to add.

What's next?  Farting Cabbages will remain in the 1.0 patch and may remain in GC2N64.  I might still revert the 1.0 text fully to NTSC-U/PAL 1.0, but probably not.  The music during the ending for all PAL60 ROMs is off.  I want to fix this, but I know PAL50/PAL60 can be a pain in the butt.  You fix one thing and something else breaks.  That's why they used a pre-recorded ending for the GC games.  We'll see.  That's probably it.  I've tossed around the idea of working on other ROM hacks.  I'd love to get the zapper working for Duck Hunt, but I doubt I'm the one for that :)

Oh, and send me any bugs you find.  I will support these as long as I can make sense of my notes ;)
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on September 03, 2016, 05:05 AM
I'm going to call it.  The 1.0 patch is complete.  I might still do the timing fix for the ending for PAL GC games, but not for a time.  Language Select kinda took it out of me.  That was a month and a half of every spare moment spent just getting that going.

On my main page I added a text document with instructions for extracting your own ROM from your Gamecube disc.  It combines the info from a few forums along with my own experience and includes info for downloading the ending movie.  Interestingly, that video takes up most of the space on the iso.  If I never get the ending timing fixed for PAL GC, at least there is the option to extract the movie yourself.

I'm still checking in regularly, reading most of the comments on the N64 board, and responding to PMs.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on September 07, 2016, 06:01 AM
Out of the blue, there's a fix for Petrie's Challenge.  According to many websites, Petrie's Challenge works on the ED64.  It does, but there is the potential for a game breaking freeze in one of the rooms.  GBM found it, fixed it, and may post later to explain it better.  He did some troubleshooting and was able to replace a platform with a similar platform, and the freezing is gone.  He's tested the fix on my patches and they work.  I've left my original patches which do not modify the game in any way for purists, and also created a patch for those who do not want my patches, just GBM's fix.

I have not included these in AllPatches yet, so it is a separate download for now if you are interested in the fix.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on September 22, 2016, 06:34 AM
Just to clarify, the 1.0 patch does NOT include any of the NTSC 1.0 bugs like the original Swordless Link.  Since Language Select, the only thing that has been changed is the text timings to match NTSC 1.0.

I haven't disappeared.  I'm working on some stuff for Aroenai's PAL OoT patches right now.  Nothing earth shattering just something to enhance the language patches and possibly the main ones.  My time is very limited lately, so what would normally take a few days will probably take a couple weeks :)

Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Spencer.Ryan.C on October 23, 2016, 10:35 PM
Is a bump allowed for this great patch?
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on October 26, 2016, 07:21 PM
A couple of small updates.  I added the Fire Temple music to the 1.0 patches for Petrie's Challenge.  The only sounds Petrie changed were two ocarina songs, and I was able to keep his changes while updating everything else.  Thanks to GBM for working with me to make this change.

I finally recorded the PAL and NTSC-U endings, and reviewed the footage.  The audio plays at the same speed for both of them.  As I thought, the PAL video is sped up, which means the video ends before the audio finishes in a few places.  Also the audio doesn't always match up with the video.  It might be possible to edit the audio so it matches the video (it would only need to be compressed by a few seconds), though that compression could make it sound strange.  Editing the video to match the audio is a daunting task since there are a lot of pointers in those cutscenes.  Transplanting the video from NTSC-U and adjusting the pointers correctly is probably not going to happen. 

I say video just to simplify things.  The ending actually calls in the background and actors, then sets them to go through a routine.  So each actor's movements are generated in the code.

Still working on some stuff for Aroenai's PAL patches and foreign language patches.  After that, I plan to move on to other projects.  I've had my eye on translating Doshin the Giant 64DD for a while.  We'll see if it happens.

EDIT: I tried importing the full audio from PAL 1.0 into my patch to see if it fixed the ending music.  No change.  I have no idea what they did to that ending, but it is well and truly messed up.  By the way, if you do not know what to look for, you probably won't notice a thing.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: geriatrix on October 26, 2016, 10:08 PM
Not sure if this has been answered yet, but does the "Master Quest (E) GC version" even play on a PAL N64? I have a PAL unit here, and when hooked up my display recognizes PAL60, but the colors look inverted, the screen flashes and the sound is choppy. The game is not playable.  However, if I use another PAL game like Mario 64 for example, my display says PAL50 and that perfectly works fine. Is there a mod to get PAL60 to work on a PAL N64, or is there something else I'm missing?
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on October 26, 2016, 10:27 PM
All of the Gamecube versions of Ocarina of Time and Master Quest run at 60 Hz.  If you have the expansion memory pak, you can try Aroenai's (http://krikzz.com/forum/index.php?topic=5161.0) patches.  It's possible I have a bug in mine.  I doubt it, but I can't test on a PAL system.

As for converting them to 50Hz. It's probably not going to happen.  From what I've seen, it would require a massive rewrite of the code.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: GBM on October 26, 2016, 10:36 PM
Out of the blue, there's a fix for Petrie's Challenge.  According to many websites, Petrie's Challenge works on the ED64.  It does, but there is the potential for a game breaking freeze in one of the rooms.  GBM found it, fixed it, and may post later to explain it better.  He did some troubleshooting and was able to replace a platform with a similar platform, and the freezing is gone.  He's tested the fix on my patches and they work.  I've left my original patches which do not modify the game in any way for purists, and also created a patch for those who do not want my patches, just GBM's fix.

I have not included these in AllPatches yet, so it is a separate download for now if you are interested in the fix.
Just a few words on this: In the originial Petrie's challenge rom there is a reproducible crash in the Forest temple that only happens on real hardware as soon as a transformation-switch in a certain room with spinning platforms is hit. The reason for this is a collision-issue with the metal-platform in that room and the crates which are placed on it. It was possible for me to change the platform to a clear block without altering or lowering the difficulty/gameplay too much and keeping the puzzle-mechanics, which are crucial for progress, alive at the same time. Feel free to try it and give some feedback as ozidual is friendly enough to host it for me.
A couple of small updates.  I added the Fire Temple music to the 1.0 patches for Petrie's Challenge.  The only sounds Petrie changed were two ocarina songs, and I was able to keep his changes while updating everything else.  Thanks to GBM for working with me to make this change.
Thanks for making this possible and I was glad to help you finding those two songs. With your help we got this patch to a really enjoyable and (hopefully) playable point. I will continue my playthrough (starting at the Fire Temple) and report my findings of any further, possible bugs, in case there are any left. In case anybody else wants to test the Forest Temple now that we have added the Fire Temple music, please feel free to post in case that patch introduced any issues.

@geriatrix
You might need an RGB-mod in order make it work on a PAL CRT.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: geriatrix on October 26, 2016, 11:00 PM
All of the Gamecube versions of Ocarina of Time and Master Quest run at 60 Hz.

I understand, but what I'm asking is can a PAL N64 display PAL60 natively or is it PAL50 only?
Are their any other PAL60 games on the N64 I can try out just to see if my display is just being picky?
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Aroenai on October 27, 2016, 12:18 AM
All pal region games on the n64 are 50hz, whether or not you can play 60hz games is dependent on your TV  (or upscaler if you have an rgb mod). The Gamecube roms are programmed for 60hz but the header is incorrectly set for pal50 (there is no pal60 on the n64, it's there for informational purposes) so the console tries to run it at the incorrect speed.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on October 27, 2016, 06:20 AM
Welp, I might have made a liar of myself.  I think I found the timing variables for the PAL ending.  If I am very lucky, there won't be any hidden variables and I will just be able to tweak it based on the NTSC versions.  It looks like the timing is only messed up for the cutscenes after Epona crosses Hyrule Field and before Mount Doom makes its second appearance.  Initial testing looks pretty good.

Even if I had this for everything that's supposed to switch back to 50Hz, it would still be a huge undertaking  to convert the GameCube ROMS back to 50 Hz with very good chances of a buggy patch.  I'm only messing with this because it is the ending.  There are very few chances for bugs to crop up when all of it is controlled.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: geriatrix on October 27, 2016, 10:21 PM
All pal region games on the n64 are 50hz, whether or not you can play 60hz games is dependent on your TV  (or upscaler if you have an rgb mod). The Gamecube roms are programmed for 60hz but the header is incorrectly set for pal50 (there is no pal60 on the n64, it's there for informational purposes) so the console tries to run it at the incorrect speed.

My rom file has been had the header changed from P to E as was suggested. Still getting the distortion. That's why I was thinking that maybe the PAL N64 can't play 60hz at all? ... but I can't tell that for sure unless someone else here can verify that the 60hz PAL version plays properly on a PAL system, on a PAL TV. Because it sure doesn't on mine.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Aroenai on October 27, 2016, 11:28 PM
NTSC and PAL N64 consoles can both play 50 hz or 60 hz games (NTSC50 and PAL60 respectively), whether or not your tv will accept the signal is an entirely different story. It's the same as playing an NTSC game from a PAL console, which many people have reported as working.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on October 28, 2016, 06:31 AM
I have watched way too many videos of the OoT Ending.  There's only one common ground - none of them line up the same.  In NTSC-U MQ, Marin starts singing quite a few beats after we see her singing in the background, BUT her singing matches her movements for her closeup very well.  In NTSC-J 1.0, Marin's singing starts exactly when you see her, BUT it doesn't match up with her singing on the closeup.  Emulators don't match up at all, so I don't trust Youtube unless it is on hardware.  The thp files from the GameCube ROMs don't match up very well at all, but that could be VLC.  The 3ds is close to NTSC-J 1.0, but is still off by 2-3 beats. 

I'm going to do my best to match NTSC-J 1.0 and failing that I'll match NTSC-U MQ.  I make no promises since I'm creating my own timing.  The NTSC timing just doesn't work for these GameCube PAL ROMs.  It doesn't help that most of the final testing has to be done on hardware.  Sorry about the complaint filled post, it's just frustrating to be so close but so far away :)

Oh, one last complaint.  They could have done a better job matching the music to the video, even in NTSC-J 1.0.  There are so many times when the music fades at an off time or the "video" picks up a beat that isn't quite there yet.  It's like watching a movie where soldiers are marching to one beat and the sound of footfalls is on a completely different beat.  I understand why it happened in OoT - it's a pain to adjust :) 

Still, if you ever get a chance, port your game over to NTSC-J 1.0.  It has the best timing.  Then port it to NTSC-U MQ just to watch Marin bob her head just right to her singing :)
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Aroenai on October 28, 2016, 05:00 PM
I'm sure the timing will be different depending on what revision of the n64 hardware you use too, since quite a bit of it seems to be timed off the lag too. I think so long as it's not blatantly off timing it should be fine.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: pcfreak324 on October 29, 2016, 11:52 AM
Yes, there will be a slight timing difference for the same game depending on if you play it on a PAL or NTSC console.

Quote from: OzOnE
On a PAL N64, the RCP and CPU actually run quite a bit faster, but the RDRAM clock is marginally slower.

NTSC...

RCP = 60.852265 MHz
CPU = 91.2783975 MHz
RDRAM = 249.9 MHz

PAL...

RCP = 62.0706625 MHz
CPU = 93.1059938 MHz
RDRAM = 247.8 MHz
http://assemblergames.com/l/threads/guys-check-this-n64-switchless-region.52432/#post-761379

So you will probably never get the credits music to sync up perfectly. Your aim should be to improve the timing only so far that the sync problem is not noticeable anymore to the unperceptive viewer.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on October 30, 2016, 05:28 AM
Well all of that sucks, but it's good to know that I don't have to be too much of a perfectionist with timing.

I created a version of the Ending for the Debug ROM that I sent to pcfreak324 and Aroenai.  I only had to kill Ganon 19 times to get it right (I hope)!  The other two PAL endings are slightly different from the Debug ending, so I need to do a little more testing before I call those.  With any luck the timing will be the same.  Still, it requires defeating Ganon and recording it at least 2 more times :)
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on October 31, 2016, 04:54 AM
The PAL versions of OoT and MQ will need different timings.  Neither the original timings nor the timings pulled in from the Debug fix worked.  Back to the drawing board.  Well, not quite but it will take some time. 

@pcfreak324: I'll try to include your new recommendations when fixing these two.  Thanks again for looking it over.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on November 29, 2016, 07:41 AM
I'm back!  This week I'm working on Zelda stuff.  Next week back to Doshin. 

Major Minor Updates: Everything updated, mostly minor changes.

1.  Most of the patches had an incorrect Game Saved patch - completely my fault.  When converting from Aroenai's patches to mine I changed 2 values that did not need to be changed.  Thanks GBM for pointing it out!
2.  Added the new timing for the Ending for PAL games.  The audio/video was not synced properly because the GameCube ROMs used an actual video for the Ending instead of the N64 code.  The music no longer gets cut off and Marin's singing happens when she is actually singing.  This updates all of the PAL patches including OoT, MQ, Debug, Debug Off, Voyager of Time and Ruinous Shards.  Thanks pcfreak324!
3.  A new Voyager of Time ROM has been patched.  Mine was either an older version or a corrupted version.  All patches carefully applied again to make sure I did not overwrite any original code.  Thanks GBM and Kerr Avon!
4.  The Fire Temple Music has been restored for Petrie's ROMs.  Thanks GBM!
5.  Debug Features restored for the Debug Off patches.  Only the automatic Map Select and the button presses are disabled now.  You can still use the Map Select with the proper button sequence.  You can now choose to play the Debug ROM like a normal ROM or turn on various Debug features as you please.  Thanks for the input pcfreak324!
6.  All Patches updated again as well.  Debug Off is still not included in All Patches since they are huge patches.

There were also a few minor errors in my patches.  Nothing game breaking, just the occasional part of the patch not applied.  Originally I was decompressing, editing and recompressing each file in the ROMs.  This was nice because I could focus on one file at a time (e.g. File Select, Pause Screen).  The down side is that it was very easy to miss stuff.  Sometime in June or July I began decompressing the whole ROM, keeping it decompressed for all changes and tests, and only recompressing it for the patches.  I did some checking at the time, but I was in the middle of N64 Intro and Language Select.  Minor things were missed.  Now they are fixed.

Keep the comments, requests, and questions coming.  As you can see, most of these changes were made because someone found a problem or worked with me on a Zelda Hack.  Also, if you have a Zelda Hack that you want converted, let me know.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: GBM on November 29, 2016, 10:40 PM
Wow, great work! I thought you were busy with other stuff apart from hacking?
Anyways the patch for Petrie's actually fixes the continue-screen, thank you very much for that. Haven't tested the other roms yet but I assume they will be the same in this regard.
I'll keep you guys informed in case I run into any further bugs during my playthrough of this rom. Apart from two random crashes the first 2/3 are definitely fully playable on ED64.

As for VoT and Runious Shards: I think you should mention in the description that the Fire Temple song wasn't restored for those hacks in the 1.0 patch and likely will never be in the future (in both cases for a reason).
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on November 30, 2016, 02:29 AM
Thanks!  I had a lot of free time on Monday, so I overhauled everything.  It took most of the day :)  I should have more free time this week than the last two.

Updated.  Ruinous Shards does not need the Fire Temple music since the original designers replaced it with their own music.  I did not add it to Voyager of Time due to the complexity of adding it, AND because VoT does not seem to be fully playable on hardware.  I might make it a side project at a much later date.  We'll see.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: GBM on December 30, 2016, 02:58 AM
Out of the blue, there's a fix for Petrie's Challenge.  According to many websites, Petrie's Challenge works on the ED64.  It does, but there is the potential for a game breaking freeze in one of the rooms.  GBM found it, fixed it, and may post later to explain it better.  He did some troubleshooting and was able to replace a platform with a similar platform, and the freezing is gone.  He's tested the fix on my patches and they work.  I've left my original patches which do not modify the game in any way for purists, and also created a patch for those who do not want my patches, just GBM's fix.

I have not included these in AllPatches yet, so it is a separate download for now if you are interested in the fix.
Just a few words on this: In the originial Petrie's challenge rom there is a reproducible crash in the Forest temple that only happens on real hardware as soon as a transformation-switch in a certain room with spinning platforms is hit. The reason for this is a collision-issue with the metal-platform in that room and the crates which are placed on it. It was possible for me to change the platform to a clear block without altering or lowering the difficulty/gameplay too much and keeping the puzzle-mechanics, which are crucial for progress, alive at the same time. Feel free to try it and give some feedback as ozidual is friendly enough to host it for me.
A couple of small updates.  I added the Fire Temple music to the 1.0 patches for Petrie's Challenge.  The only sounds Petrie changed were two ocarina songs, and I was able to keep his changes while updating everything else.  Thanks to GBM for working with me to make this change.
Thanks for making this possible and I was glad to help you finding those two songs. With your help we got this patch to a really enjoyable and (hopefully) playable point. I will continue my playthrough (starting at the Fire Temple) and report my findings of any further, possible bugs, in case there are any left. In case anybody else wants to test the Forest Temple now that we have added the Fire Temple music, please feel free to post in case that patch introduced any issues.
I have finally finished my playthrough of Petrie's Challenge on real hardware. It's an insanely difficult mod but, for the most part, very well done. There were several random freezes in the last temple which a new gameplay mechanic in this mod is very likely to be accounted for ([spoiler]switching boots by pressing the D-pad[/spoiler]). In my opinion it's nothing really that breaks the game though. I think it's not necessary to work on this issue unless somebody has got detailled insight on a possible fix and what could be the exact reason for this behaviour.
So in case you want to play this mod on ED64 you definitely need at least the [ED64 Fix] patch by me or even better the [ED64 Fix] (1.0), that includes the fix, popular ozidual (1.0) changes and the Fire Temple music we managed to add.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on December 31, 2016, 03:07 AM
Awesome - congrats!  And thanks for testing to make sure it worked! 

Just to re-emphasize, if you want to play Petrie's Challenge on the ED64, make sure you get one of the ED64 fix versions.  I include the other two patches for emulator use, and in case Petrie rejects the ED64 patch (and I have to remove those from the post).  I am still attempting to contact Petrie for an OK on the patches, but haven't heard back yet.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on December 31, 2016, 07:44 AM
The first repro with a good chance of having my code on it just appeared in the wild.  I was going to post there, but it's just the first one out there and there will be many others as these repros spread.  So I'm posting here.  I want to emphasize a few things:

1. I do NOT condone repros.  I do not want to see my name anywhere on them.
2. If you use my patches on flash carts, please own the originals.
3. If you use my patches on flash carts, please purchase the 3DS version as well. 

For #1, I created these patches because the Zelda games have always meant a lot to me.  They are my way of enhancing the Zelda franchise and making Ocarina of Time/Master Quest more accessible to the N64 community.  I did not create them so anyone could get richer or to have my name on a box, manual or cart.  I'd prefer it if my code were not on any repros, but I cannot enforce that.  For #2, I include instructions on how to extract the ROMs from the GameCube discs for this reason.  For #3, I know Nintendo isn't poor, but they created the original OoT/MQ and they did put a hell of a lot of time, money, and effort into hiring people to recreate it as closely as possible to the original for the 3DS (http://www.zeldainformer.com/news/iwata_asks_ocarina_of_time_3d_your_turn_grezzo).

I do want my name associated with the patches though.  If someone has trouble with them, or if they find something else that is missing, I want to know about it.  I will not help anyone with repro problems.

I realize that I have no way to enforce any of this, but I just wanted to re-emphasize it all.  I also do not speak for Aroenai. He's his own person with his own reasons.

   - oz

TL;DR (just read 1 - 3)
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Aroenai on December 31, 2016, 08:15 AM
I think they actually just grabbed the untouched rom off the disc, there's a video floating around and when he turns the console on there's no boot logo and the HUD is still red/green. (I'm sure the ending crashes then too)

Edit: Nevermind found what you were talking about.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: kmksoulja on January 12, 2017, 03:38 AM
i love these patches! thanks for your hard work getting them to play on the everdrive!
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on January 12, 2017, 04:46 AM
Thank you for playing them!  It's good to know that they are being enjoyed!  Definitely let me know if you run into any problems while playing them, and/or if there are any further Zelda patches that you would like to see converted to N64 colors.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: nihlathak on January 12, 2017, 12:08 PM
Thanks for this. I'm awaiting my ED64v3 and am planning to play OoT MQ as one of the first games. To be honest I haven't gone through all the information yet, but am I correct in assuming I would most likely want to play the NTSC GCto1.0 to achieve the most authentic OoT MQ feeling on the N64?
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on January 12, 2017, 05:58 PM
If you are going with my hacks over Aroenai's, here are my picks:

Pick your region, whether it is PAL or NTSC-U/J:
GCto1.0 - gives you the feel of playing the NTSC 1.0 version of Master Quest
GCtoN64 - gives you the feel of playing the Gamecube version of Master Quest on the N64

Debug Off - gives you the ability to play the game normally, but with all of the cheats from the Debug version available if you want to use them.

If you have an UltraHDMI, and you are looking for the 1.0 experience, I would go with Aroenai's version for your region even if you'd like to go with mine.  It will look better, and I feel his changes don't affect the gameplay at all.  You'll still get a 1.0 experience.

Also, no contest at all, if you want to play Majora's Mask on the N64, I would get Aroenai's version vs. any of the original unchanged versions.  I feel like they got a bit sloppy with Majora's Mask.  They were constantly creating a version with mistakes left in.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Aroenai on January 12, 2017, 06:31 PM
It's more varying levels of censorship & bug fixes/improvements, than "authentic".

Here's the breakdown (they all include console related fixes):

GCtoN64 - If you want the new Gerudo symbol, and want to keep everything else censored like v1.2/PAL

GCto1.0 - if you want the old Gerudo symbol, v1.0/v1.1 Fire Temple music, Ganondorf's red blood, and certain text skipping bugs from v1.0

Aroenai's - If you want all of the censorship changes reverted like GCto1.0 (but don't want the text skipping glitches), cow nose rings from 3DS, 2x speed text and fixed comma from MM, and Expansion Pak utilization for improved frame rates

Ozidual has been heavily involved with my patches as well, so really it's both of ours.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: nihlathak on January 13, 2017, 02:44 PM
Thanks to you both for your excellent descriptions. It seems I'd rather go with Aroenai's version, mainly because of the old Gerudo symbol, Fire Temple music and red blood. I also have UltraHDMI and an Expension Pack :)
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on January 14, 2017, 05:34 AM
That's the route I plan to go in a few years when I play it again :) 

That's a good point Aroenai - it's not so much his patch vs mine.  We both have a lot of code that was shared to create them and I would easily put us as co-creators for these patches.  It's more that we created 3 different kinds of patches for the game based on the requests that were out there and what we felt stayed true to the game.  Here's more of the reasoning behind the patches:

GCtoN64 is the GC releases with an N64 skin.

GCto1.0 is an attempt to make the GC releases as close to the NTSC 1.0 versions as possible.

Aroenai's is an attempt to create the game that could have been released if they hadn't rushed the GC releases.  Not to put words in his mouth, but I see these patches as releasing the full potential of the game.  They fix broken code releasing abilities that were lost because the GC games were rushed.  These patches also unify MM and OoT by bringing the benefits of MM over to OoT without affecting gameplay.

Aroenai's patch is his vision, but it's one that I fully support and want to help bring about.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: johnson on January 21, 2017, 08:07 PM
Thanks for making zelda hacks compatible, I found interesting Ruinous Shards  :)
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: aterraformer on January 22, 2017, 02:29 AM
Zelda's Birthday fix perhaps?
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on January 22, 2017, 02:57 AM
I'd like to take credit on that, but I can't.  GBM made a fix for Petrie's Challenge (included as a patch), which allows Petrie's Challenge to be completed on hardware.  Ruinous Shards may have a problem at some point (based on comments on other boards).  You can always transfer your save to the PC, and then transfer it back when you get beyond the crash point.  Voyager of Time still has problems from what I've heard.  See a comment by GBM earlier in this thread detailing the problems.

All I've done is the same thing I did for the Gamecube games.  I changed the colors, symbols, and a few other things.

If you find the break point in Ruinous Shards or Voyager of Time and document it, it's possible that someone will take up the challenge.  Possibly me, depending on time constraints :)
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Spencer.Ryan.C on February 24, 2017, 06:59 PM
Hey Ozidual,

I have a question about the non-Master Quest ROM transformations. It is my understanding that the difference between the GC->N64 ROM and official OoT 1.2 is the fact that it has the Gerudo symbol change. But what difference -- if any -- does GC->1.0 have from official OoT 1.0 (excluding bug fixes -- unless that is the primary reason behind that patch)? Thanks.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on February 24, 2017, 07:37 PM
The NTSC-U GC->1.0 OoT hack was mostly done because it was very simple to do.  The code is in almost the exact place as the MQ GC ROM.  The PAL version makes more sense since they never really received a 1.0 OoT release, just a 1.2 and GC.

The Gerudo symbols were also changed for the GC releases and there are some slight text difference between GCtoN64 and OoT 1.2 too. There are probably other differences as well but we don't have the source code for any of these games.  The main idea behind GC->N64 was to leave the GC version alone as much as possible.  The changes I made only make it easier to play on the N64.  I almost called it GC->1.3 because I consider the GC release to be separate from the 1.2 release.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Aroenai on February 24, 2017, 08:37 PM
Excluding some of the bug fixes from the pal releases and other bug fixes here and there, they're filled with the tears of Japanese programmers and "magic".

They're also good for German/French language players who only got the PAL release in 50 hz originally.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on May 26, 2017, 08:22 PM
Two days shy of 6 months since my last patch update and I have two newish updates for all patches including the Zelda Hacks but excluding Petrie's Challenge:

No Controller prompt restored
Nintendo 64 Intro fixed

The No Controller prompt happens if you do not have a controller plugged in.  It replaces Press Start on the Title Screen.  The prompt was removed from most of the GameCube versions except the Japanese versions, but was present in all N64 releases.  Thank Aroenai for pointing out that this was missing!

When I restored the Nintendo 64 Intro that pops up right when you turn the game on, I did not realize that there was a glimmer that flows over Nintendo 64.  It wasn't visible on Nemu, so I didn't realize it was missing until Aroenai pointed it out - again, thanks Aroenai!  The Nintendo 64 Intro was in no GameCube versions, but was in all cart releases.  It is now fully restored.

These fixes have been available on Aroenai's patches for a while.  I just didn't get around to my patches until recently. 

As for Petrie's Challenge, there is a new version available, BUT I have NOT had time to port the patches or fixes over to it.  It's been so long since I manually patched a game, and Petrie's Challenge is the only one that requires it.  I just want to make sure I do it right, and that takes time.  I had confirmation that GBM's fix is still required to complete the new Petrie's Challenge release, so maybe I'll release that in the near future without my other changes.  In the meantime, I haven't updated the old patch with the two fixes above, but they're so minor that I don't think I will.  Here are the links to the original patches by Petrie - remember that my patches can only be used with the old version:

new version (https://www.youtube.com/watch?v=iPkq47MqI1M) - there's a link under the Youtube video for the release
old version (http://cloudmodding.com/zelda/mod/petrie)

As usual, if you find any bugs or if you notice anything that was in the N64 releases that is not in the GameCube releases, please contact me and I'll look into it.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: johnson on May 27, 2017, 01:47 AM
thank you nice video I´m going to download.  :)
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on May 29, 2017, 05:55 AM
Petrie's Challenge has been updated and "All Patches" has been updated to include the new patches.  All 5 of my Petrie's Challenge patches are now for the newest Petrie's Challenge patch which is only available on petrie911's youtube channel (see link 2 posts up).  They will not work for the older Petrie's Challenge patch (v1.3).  These patches have also been updated to include the Nintendo 64 Intro fix and the No Controller prompt restoration that I mentioned up above as well.

Remember, my Zelda Hack patches are meant to be applied to the hacks themselves.  So my patches can only be applied to the "Petrie's Challenge.z64" ROM.

According to petrie911, GBM's fix should not be needed anymore.  I've heard that this may not be the case, so I've included GBM's fix to allow Petrie's Challenge to be completed on the ED64.  It slightly changes one platform so it doesn't overlap another object which causes crashes.

There is now a Wii Virtual Console release of Petrie's Challenge.  I have not created patches for this, but if there is interest then I'll look into it.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: GBM on May 29, 2017, 07:31 PM
Thanks a lot I will try this later on.
The new patch by petrie911 adds the original Fire Temple music, boss battles and fixes the ocarina song icons for the new songs in the menu. It might also include other changes I'm not aware of as of now. The game will still crash on real hardware in the room with the spinning platforms, unless you use the ED64 fix.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on July 05, 2017, 08:12 PM
I was curious about any updates or changes added to the Japanese Collector's Edition since it was compiled almost a full year after the NTSC-U/J GameCube releases so I decided to compare it to the NTSC-J release.  I found that it was closer to the NTSC-U release so I did a full comparison between those two instead.  Here are the differences that I found:

1. The basics: checksum, CZLJ instead of CZLE, the compiling date
2. The texture for the copyright on the Title Screen had the 2nd year changed from 2002/3 to 2004.
3. The File Select file has some changes, but it looks like they are just the difference between the NTSC-U Name screen and the NTSC-J Name screen.
4. In the Code file, two variable names were changed, but that doesn't seem to affect anything.  Also in Code, two values were changed: 240508F5 (J) 240508EF (U).  I don't know how that affects the game yet.
5. Randomly, the Japanese Collector's Edition has a correction in the English text.  It fixes a "You're" to a "Your" when describing the Rumble Feature.  Aroenai and I overwrote that section already since we switched it back to the original Rumble Pak description.

Essentially, the Japanese Collector's Edition release introduced all of the fixes for the NTSC-U release (plus 2 others) back to Japan.  Kinda like how the Final Fantasy series would release a 2nd or International version back to Japan after doing the international releases.

Based on this info, I'm considering replacing the Japanese GameCube and Master Quest patches with a version based on the NTSC-U releases since it most likely has more fixes.  We'll see.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on July 14, 2017, 07:05 PM
New tools for Zelda Ocarina of Time: http://www.mediafire.com/file/3fsnzaf4xfc1ro4/ZeldaOoTSaveModifying.zip

1. ZeldaOoTSaveConverter.exe

Drop an Ocarina of Time save file on this .exe and it creates a new save file in the opposite format.  If your save file is NTSC-U, it creates a PAL save file and vice versa.  Do NOT drop an NTSC-J file on there - the results will be... wonky.  In PAL to NTSC-U, accented letters have the accents removed.  The original file is not modified.  I recommend renaming the resulting file so it is not overwritten later.

2. ZeldaOoTSaveChecksumFix.exe

Drop an Ocarina of Time save file on this .exe and it creates a new save file with the checksums fixed.  If your save file is corrupt or if you've been manually editing the save hex values (http://wiki.cloudmodding.com/oot/Save_Format), this will fix the checksum.  The original file is not modified.  I recommend renaming the resulting file so it is not overwritten later.


I've done some testing, but feel free to vet it if you have time.  I have not tested all letters to make sure that they are converting properly in PAL to NTSC-U and vice versa, but I based it off of my list for Aroenai's extended character set patches.  If you are interested in the source code, I can post that, but it isn't pretty because I am not a C coder by nature :)  I'll add it to my main post later once more testing is done.

EDIT: These are not universal game save modifiers.  They are tuned to look at specific spots in the Zelda Ocarina of Time save files.

EDIT2: Not related, but here are the Ocarina of Time save files used in Super Smash Brothers Brawl for the timed gameplay: http://www.mediafire.com/file/s5com6lmyrq84lq/SSBB_OoT_Saves.zip The 3 save files are 1 for each region (E, J, U), and all 3 were on the US version (which I own) along with the NTSC-U 1.2 rom for Ocarina of Time and T64 files to replace textures like the shield and other Gerudo symbols.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on July 17, 2017, 07:25 PM
I had to make some minor changes to the ZeldaOoTSaveConverter and ZeldaOoTSaveChecksumFix, but they are now finalized.  I changed ß so it is always replaced with lower case s, and then fixed a couple of letters that were replaced with the wrong letter.  All letters all directions have now been verified.  There was also a problem with NEMU padding out SRAM sav files to be larger than 32KB and filling the extra space with 00000000s.  I hardcoded it to 32KB because that's the SRAM size on N64 files and verified that NEMU really doesn't care :)  The link to the programs in the previous post has been updated.

I added a Tools and Misc section to my main post, and added the above programs.  I also added the SSBB saves, the instructions for ripping the GC Roms, and Tool64 there so it would be easier to find them later (rather than pulling them from the middle of the ROM patching section).
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: GhostlyDark on September 02, 2019, 11:04 PM
Whether or not it is something that you are willing to fix, but there is a crash happening on the file select screen when injecting a European GameCube version either into the Wii VC or into the GameCube discs. A crash happens when the player tries to go to the options menu or upon trying to copy/erase a file. I assume it has to do with the restored language selection. This happens with all of your as well as any of Aroenai's patches that target a European GameCube ROM.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on September 03, 2019, 01:55 AM
I'm not shocked.  That was one of my first hacks and it did some things in a non-standard way.  It works great on the N64 though!

Try using the original roms in the Wii VC and see what happens.  I'm a bit confused by erase/copy problems unless it's trying to replace those textures.

Assuming the unpatched rom works, one thing i "might" be willing to do is to make a copy of the patch available without the Language Select changes.  In which case if you needed German/French, you'd have to modify the save file or use a gameshark code.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Nemok on September 07, 2019, 04:49 PM
Indeed it works really great on the N64, exception made for an annoying typo error present in the French dialogs, the î letter being replaced with Æ (or with an I in capital letter in Aroenai's patch), which already plagued the original unpatched gamecube roms.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on September 07, 2019, 10:38 PM
Indeed it works really great on the N64, exception made for an annoying typo error present in the French dialogs, the î letter being replaced with Æ (or with an I in capital letter in Aroenai's patch), which already plagued the original unpatched gamecube roms.

Good to know - I'll look into it!  If you notice anything else wrong with the French text, please let us know!  We just imported the text from PAL 1.1 and hoped it was the best version of the text.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Nemok on September 08, 2019, 12:06 AM
I've played it quite some time and couldn't find anything else that bothered me for now. But if I do, I'll tell.

Here are some pics to show you what I'm talking about :
- example taken from the original OoT (E) N64 rom (V1.1)
https://1drv.ms/u/s!AiA4u0yuSX13oylgyElCW6kH1kwv?e=Oam5au (https://1drv.ms/u/s!AiA4u0yuSX13oylgyElCW6kH1kwv?e=Oam5au)
- example taken from the patched MQ (E) GC rom
https://1drv.ms/u/s!AiA4u0yuSX13oyoWk05FyhGnV_qU?e=cNnd0u (https://1drv.ms/u/s!AiA4u0yuSX13oyoWk05FyhGnV_qU?e=cNnd0u)

To my knowledge, the problem may come from the fact that the original PAL-E MQ GC rom was in reality based off the NTSC-U MQ GC rom that Nintendo themselves hacked to inject the PAL-E OoT N64 rom's languages : they don't necessarily share the same set of characters. But you know that better than me.

Anyway, thank you for the work you've already accomplished, this is very much appreciated.

* updated the links
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Aroenai on September 08, 2019, 07:32 PM
Hmm? I didn't think the OoT font had an Æ, that screenshot looks like an Á to me but that should have only been in MM and I didn't think Ozidual's patch had the expanded font patch on his set.

It's been a while since I've looked at my OoT patches, the original font doesn't actually have a distinction between uppercase Î and lowercase î. That was something they actually added in MM (and what we added with the expanded font patch).
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Nemok on September 09, 2019, 04:12 AM
You're right, it's an Á not an Æ, but when I realized I thought a screenshot would be self explanatory anyway. I'm not sure Ozidual made any change to the font since the Á problem is present without his patch.

The patched MM (E) GC rom doesn't have the issue, so this would mean that MM's font requires a modification to fit OoT/MQ, maybe a small inversion between Î and î would do the trick? if the uppercase Î isn't used in the game obviously, and I think it is not... but don't hesitate to tell me if you want me to check, I'd be glad to help.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on September 09, 2019, 09:45 PM
With some further research, PAL 1.1 has î and PAL GC has Á.  Also PAL 1.1 has a more angled ß whereas PAL GC has a straight up and down ß.  Other than that and the D-Pad icon, the two have the same character list.

@Aroenai it might be easier just to swap the two textures in your patch.  We'll need an updated VWF table too.  You and I both just used the PAL 1.1 text, which should not use Á since it didn't exist then.  EDIT: You should be able to ignore Debug - it must have been created before they swapped in Á.

In my patch, I'll just have to replace Á with î since î isn't there.  It looks like they never updated the VWF when they made the replacement so the spacing should be OK.  Ugh, I hate OoT - that's 8 patches to update and Aegh takes f..o..r..e..v..e..r.  I'll try to get these updated this week sometime.

EDIT: Only 4 to patch - yay!  Debug was created with î instead of Á!!

EDIT: No need for Aegh with no VWF changes, so my patches are updated right now!  See the main page for links.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Nemok on September 09, 2019, 11:25 PM
That's it! The dialogs look perfectly restored in French at last.
I am so grateful, thank you Ozidual!
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on September 10, 2019, 12:20 AM
That's it! The dialogs look perfectly restored in French at last.
I am so grateful, thank you Ozidual!

Nope - all the thanks goes to you! 

As far as I knew the patches were finished years ago.  Without your help, they would not have been complete.  That's why you're now in the credits on the main post :)  Thank you for helping to make the patches better!
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Nemok on September 15, 2019, 10:04 AM
I am honored. Your work also gave me some motivation to learn how to work on and how to translate N64 games.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: rcerrote on September 25, 2019, 03:02 PM
Hi, Zelda hacks like Voyager of Time are fully playable on hardware? Do I need to apply the patches?

Thanks.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on September 25, 2019, 04:33 PM
Hi, Zelda hacks like Voyager of Time are fully playable on hardware? Do I need to apply the patches?

Thanks.

It's been a while, but I think Petrie's Challenge is the only one fully playable on hardware.  I think Ruinous Shards is the next most compatible followed by Voyager of Time.  At the time they were the most compatible/
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Junninx on January 08, 2020, 03:57 PM
  Hey does these patches on petrie's challenge is for his 27/02/2017 updated hack? Or it is for a older version?
 I'm asking because I saw comments from GBM in 2016 saying he fixed It, but I was looking for the patch and saw a update or so.

https://drive.google.com/file/d/0B7pvDjLAkB-CVVE5S3BMWWctMW8/view

Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on January 08, 2020, 05:01 PM
I think Petrie made a change since the last patch I created.  Unfortunately due to how they created Petrie's Challenge, I've always had to deal with the compression manually which means recalculating everything and making massive shifts with large amounts of data.  I think I also manually edited the text last time to make it fit properly too. 

I hope to get back to it at some point to get it working again, but right now I'm tied up in too many other projects.  Sorry.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on January 09, 2020, 05:46 AM
Let me preface this by saying that you should download the latest version of Petrie's Challenge and try playing that as is.  I think GBM still saw the problem the last version he played, but I want to say that someone streamed a speedrun of that version of Petrie's Challenge with no problems.  Maybe they skipped that section entirely.  That said:

Here (https://www.mediafire.com/file/47ontob9u64bdnv/Petrie%27s_Challenge_%5BGBM_Fix%5D_Apply_to_PAL_MQ.zip/file) is a patch that can be applied to the PAL Master Quest ROM (NOT the debug rom) to create Petrie's Challenge + GBM fix (NOT the latest version of Petrie's Challenge)

Here (https://www.mediafire.com/file/9esvkwdl4qqgz08/PatchTool.zip/file) is the version of Petrie's ROM that all of my patches apply to.  It's the patch that I downloaded in March of 2017 and used as a basis for my GBM fix, GCto1.0 and GCtoN64 changes.

Again, you are probably better off playing the latest version of Petrie's Challenge and not my patches.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Junninx on January 09, 2020, 10:40 AM
 Thank you! I will also play his new version, and when I do I will post the results. I'm updating my hacks and such while I still can't setup my EverDrive 64 yet, I'm having problems to do without a computer.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: Junninx on January 09, 2020, 11:50 AM
 Hey good news althoug GBM messages about the fix  was from 2016, your patch is the same as this update from petrie's.
 You guys made
Link to hisgoogle.drive:

https://drive.google.com/file/d/0B7pvDjLAkB-CVVE5S3BMWWctMW8/view

Link to his youtube vídeo update:

https://youtu.be/iPkq47MqI1M

 I just checked file sizes, it matches It is the same right?
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: ozidual on January 09, 2020, 05:30 PM
I just checked file sizes, it matches It is the same right?

Nope, all patches will be the same size every time no matter what differences they have.  The only way to tell is to do a comparison at the hex level.  A quicker though less reliable check is to compare the checksums at bytes 0x10 to 0x18.
Title: Re: Zelda Ocarina of Time & MQ Gamecube to N64 Patches (no bug fixes)
Post by: GBM on January 16, 2020, 10:39 PM
The patch for Petrie's challenge should be compatible to the version from february 2017.