Author Topic: Zelda Ocarina of Time & MQ N64 Fix (just the fix, no improvements to gameplay)  (Read 966 times)

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Offline ozidual

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Created by Ozidual
With help from Aroenai
--> Check out Aroenai's Ocarina of Time and Majora's Mask Patches in the link below! <--
http://krikzz.com/forum/index.php?topic=5161.0
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I played through Master Quest at the end of last year, and the color differences annoyed me throughout the whole playthrough.  There were no patches or fixes at the time so I just dealt with it.  Then I finished the game... and it froze at the ending.  I spent the next few months working on this patch.  Around May, I noticed that Aroenai was working on a similar patch, so I helped him with his.  I found some stuff, he found other stuff.  We both had different ideas of what we wanted for the final patch.  Nothing controversial, just two people who worked together but toward different goals.

The main difference between Aroenai's patches and mine is that I didn't want any bug fixes (with the exception of the Water Temple).  I wanted to release a version that would basically be what Nintendo would have done if they had released an N64 cart at the same time as they released the Gamecube versions.  That's the GC2N64 patch.  There are still a few things that I would like to add to it, but they are mostly superficial - Nintendo 64 logo at the beginning, Game Saved Screen, and the PAL Language Select screen.  The 1.0 patch is an attempt to make the game closer to the NTSC 1.0 versions.  I may try to reintroduce the original 1.0 bugs as well.  Here's what is included:

GC2N64 patches:

- Ending Fix (reattach the N64 ending since the Gamecube movie cannot play)
- Colors changes:
   - HUD Buttons - A, B, and Start
   - Cursors - Save, Game Over, Equipment/Song/Item, Shop
   - (A) in Ocarina Songs
   - (A) to Play Music, (A) to Equip, and (A) to Decide in Pause Menu
   - Triangle, Square, and Arrow for Text Boxes
- Text changes:
   - Most of the English text is from the 1.2 version with a little from Master Quest
   - The 1.2 text corrects colors, L to Z, Rumble Pak, etc. and Well Come! from 1.0
   - Master Quest text includes Shabom description and one other
   - Extra fix: "Did you know that if you hold \/ forward when you jump off a cliff, you'll roll when you land..." from Triangle to Control Stick.
   - French, German, and Japanese text pulled straight from NTSC 1.2/PAL 1.1 (I welcome any native speakers who can help with differences between 1.1/1.2 and GC)
- Z Button replaces L Button in Pause Menu
- Z Targeting replaces L Targeting in the Options menu (File Select Screen)
- 6.29.2016 (All patches except Debug) Game Saved screen after saving
- 6.29.2016 (Master Quest patches only) Water Temple Door Key fix
- 7.1.2016 (All patches except Debug) Nintendo 64 Intro added
- 7.1.2016 (PAL Only) 60 Hz versions created allowing you to play them on the US TVs, 50Hz is for PAL TVs only.

1.0 patches:

- Everything from the GC2N64 patches above
- Ganon and Ganondorf blood color restored
- Original Fire Temple Music restored
- All of the new Gerudo symbols replaced with the original Gerudo symbols

Aroenai's patches: (to clear up any confusion)
(found here: http://krikzz.com/forum/index.php?topic=5161.0)

- Everything from 1.0 and GC2N64 patches above
- 2x text speed for international text (Japanese text is significantly faster originally: https://www.youtube.com/watch?v=f6nAz4OWWo0 this was addressed similarly in the MM international releases)
- Utilize the Expansion Pak for speed improvements and to address the "Hyrule Field" actor spawning bug (iQue version reference: https://www.youtube.com/watch?v=y6okVFR8i2I ), also allows for disabling the low quality distance models
- Stone of Agony responds to all hidden chests (expected flags are not set)
- Map Select translated text (requires Gameshark code to activate)
- Restore the Cow's nose ring (was censored prior to release; present in OoT 3DS, and in MM J for one cutscene as an easter egg)

Gameshark Codes:
By default, the language on these ROMs is English (except for the J ROMs which are Japanese).  The below codes will help you change that.

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

Code: [Select]
PAL Language Select (must use with Master Codes when playing on the ED64 or they will not work):
80119d61 000x (PAL OoT GC)
80119d41 000x (PAL MQ)
8015fa69 000x (MQ Debug)

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

Code: [Select]
NTSC-U/J Language Select (must use with Master Codes when playing on the ED64 or they will not work):
8011c571 000x (NTSC-J OoT GC)
8011c551 000x (NTSC-J MQ)
8011c551 000x (NTSC-U OoT GC)
8011c531 000x (NTSC-U MQ)

Replace x with:
0 - Japanese, 1 - English

NTSC-U Zelda OoT MQ updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/4pr3l5fqsfs00pw/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28U%29_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/yil1ns1cii481h9/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28U%29_%281.0%29.bps.zip

NTSC-U Zelda OoT Original updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/4t9kt2jlz2rdnoz/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_%28U%29_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/wbx7fumrda7ix62/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_%28U%29_%281.0%29.bps.zip

PAL Zelda OoT MQ [50 Hz - PAL TVs] updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/xb3on7sivlfm27v/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28E%29_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/zw4zzw6qksypjr6/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28E%29_%281.0%29.bps.zip

PAL Zelda OoT MQ [60 Hz - US TVs] updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/li9f3vn45eptc9i/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28E%29_%5B60Hz%5D_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/k1qskr26bx7xbhf/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28E%29_%5B60Hz%5D_%281.0%29.bps.zip

PAL Zelda OoT Original [50 Hz - PAL TVs] updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/ae25l2qiv1al6ki/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_%28E%29_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/lr9pd1ua8ky27y2/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_%28E%29_%281.0%29.bps.zip

PAL Zelda OoT Original [60 Hz - US TVs] updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/quoztxch0gh3bch/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_%28E%29_%5B60Hz%5D_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/gg5l8qsrmezwi1y/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_%28E%29_%5B60Hz%5D_%281.0%29.bps.zip

NTSC-J Zelda OoT Ura (MQ) updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/8284mr83x9zx3qh/Zelda_no_Densetsu_-_Toki_no_Ocarina_GC_Ura_%28J%29_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/poox6z2y1v40tl6/Zelda_no_Densetsu_-_Toki_no_Ocarina_GC_Ura_%28J%29_%281.0%29.bps.zip

NTSC-J Zelda OoT Original updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/eza7i97s8dgp4d9/Zelda_no_Densetsu_-_Toki_no_Ocarina_GC_%28J%29_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/bpqf4uakxbtxydo/Zelda_no_Densetsu_-_Toki_no_Ocarina_GC_%28J%29_%281.0%29.bps.zip

MQ Debug updated: 6.29.2016
(GC2N64) http://www.mediafire.com/download/s9ahz2dm4rva2is/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28Debug%29_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/ajoi2691vda2819/Legend_of_Zelda%2C_The_-_Ocarina_of_Time_-_Master_Quest_%28Debug%29_%281.0%29.bps.zip

All patches, one download (Includes Hack Patches) updated: 7.1.2016
http://www.mediafire.com/download/f7deoxfui1b1xca/All_Patches.zip

Floating IPS Tool
http://www.mediafire.com/download/x857i52qxvxxofl/floating.zip

All of these patches should be applied to Big Endian (.z64) versions of the Gamecube ROMs using the Floating IPS tool.  These will not work on original cart ROMs.  Please, only use these on ROMs for games that you own and I do not support repro carts. 

Again, thank you to Aroenai for all of his help. 

If you helped Aroenai as well and would like recognition here, just let me know and I'll include you.

Zelda Hack Patches

The patches below include everything listed above for the different types of patches EXCEPT the Fire Temple Music.  If they modded the music at all, the Fire Temple Music is currently too difficult to change.  For the patches based on the Debug ROM, I removed the Button Pressed Display in the bottom right corner as well and added the Game Saved screen.  So far, all of the patches have received the Water Temple Door fix as well since they didn't seem to mod the Water Temple. As of July 1st, the Debug ROMs include the Nintendo 64 Intro.

Voyager of Time updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/ffz3ucjl49iv9l7/Legend_of_Zelda_-_Ocarina_of_Time_-_Voyager_of_Time_%28fan_mod%29_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/qwpr5ou2mwu5axk/Legend_of_Zelda_-_Ocarina_of_Time_-_Voyager_of_Time_%28fan_mod%29_%281.0%29.bps.zip

Ruinous Shards  updated: 7.1.2016
(GC2N64) http://www.mediafire.com/download/9k3xidrtggpsfou/Ruinous_Shards_%28GC2N64%29.zip
(1.0) http://www.mediafire.com/download/57zuatcibv6e2sy/Ruinous_Shards_%281.0%29.bps.zip

Enjoy!
« Last Edit: July 05, 2016, 12:42:14 PM by ozidual »

Offline kmksoulja

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Does your version require the expansion pak?

Offline ozidual

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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.

Offline kmksoulja

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thanks for the 1.0 patch it working great!

Offline Zelda93

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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.

Offline Aroenai

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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.
« Last Edit: June 20, 2016, 12:21:32 PM by Aroenai »

Offline ozidual

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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.
« Last Edit: June 20, 2016, 01:34:13 PM by ozidual »

Offline Zelda93

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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.

Offline Aroenai

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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.

Offline ozidual

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@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.

Offline Aroenai

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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...

Offline Kerr Avon

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Thanks for all of the hard work, mate.

Offline Trevor

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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


Offline Arnold101

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i treid 4 sword mod and not boot. i need to use the ed64 cheat code to boot?

Offline ozidual

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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 :)

 

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