Register - Login
Views: 96113015
Main - Memberlist - Active users - Calendar - Wiki - IRC Chat - Online users
Ranks - Rules/FAQ - Stats - Latest Posts - Color Chart - Smilies
12-09-18 02:59:45 PM
0 users currently in The Cutting Room Floor. | 3 guests

Jul - The Cutting Room Floor - The Legend of Zelda: Wind Waker Findings
  
Login Info: Username: Password:
Reply: Mood avatar list:

















 
Options: - -

Thread history
UserPost
Zeldabro
Posts: 3/3
@Cuber456
Thanks for helping me.
Cuber456
Posts: 740/776
@Zeldabro
Honestly, if you want the easy route, just download the executable of Wind Editor. It should contain the core features of Wind Viewer + additional stuff. You can download the release (and source code) from the link I posted in my previous post above.

I do have various versions of Wind Viewer on my computer I could upload. However, my files are in a messy state and it feels wrong to be uploading what are probably old/outdated versions of the program. I really suggest sticking with Wind Editor unless it is giving you buggy errors.

divingkataetheweirdo
Posts: 730/813
You can build your own executable with Visual Studio 2010 or newer.

Also, just noticed your avatar is a Google link, which means it breaks. Might want to fix that.
Zeldabro
Posts: 2/3
Originally posted by Cuber456
@Zeldabro
I don't have access to my files right now so I can't provide a direct download. You might be able to find a release candidate somewhere on the web if you look hard enough. I won't bother for the time being.

If you feel ambitious, you can build your own executable from here:

https://github.com/pho/windviewer

There is also Wind Editor which is a fork of Wind Viewer. This link does contain a release:

https://github.com/LordNed/WindEditor


How can I build my own executable?
Cuber456
Posts: 739/776
@Zeldabro
I don't have access to my files right now so I can't provide a direct download. You might be able to find a release candidate somewhere on the web if you look hard enough. I won't bother for the time being.

If you feel ambitious, you can build your own executable from here:

https://github.com/pho/windviewer

There is also Wind Editor which is a fork of Wind Viewer. This link does contain a release:

https://github.com/LordNed/WindEditor
Zeldabro
Posts: 1/3
Does anyone have a working link to Wind Viewer?
Dark Linkaël
Posts: 215/216
Following the discovery of two unused rooms (Cave10-Cave11) in the The Wind Waker, I do an update of the Map Select. Please make a total update with all the hacked files. I recall that I did a reorganization keeping unused origins and hacked rooms.

Another thing to remember, the Map Select is now used in the game and not loading the Files Selection screen. Be sure to use combinations of buttons to enable or disable the Map Select, including even within the Map Select, very important in order to allow the loading of a room! In the worst case, the Map Select charge every time.

There are also two Map Select, the Japanese version (Menu1.dat) and the translated version (Menu2.dat). It will use a code to activate the English translation.

Note: The Debug Mode is enabled in this version. You can disable it with a code that you can find later in this message. Activate it before starting the game.

Good new for the japanese, I added the Japanese version of The Wind Waker HACK.

**********************************************************************************************************************************

The Wind Waker HACK (US Version)

Map Select by Dark Linkaël (Press Y or X)
0A3ED84A 00000800
04ADD334 803940A0
0A3ED84A 00000400
04ADD334 80394BC4
E2000001 80008000

The Y button is used to activate the Map Select when loading a room in the game.
The X button is used to disable the Map Select when loading a room in the game.


Map Select in english by Dark Linkaël
04362DB8 322E6461

No Debug Mode by Dark Linkaël
00000007 00000000

**********************************************************************************************************************************

The Wind Waker HACK (EU Version)

Map Select par Dark Linkaël (Pressez Y ou X)
0A3F5018 00000800
04ADC214 8039ADA0
0A3F5018 00000400
04ADC214 8039B8C4
E2000001 80008000

Le bouton Y sert à activer la Map Select lors d'un chargement d'une salle dans le jeu.
Le bouton X sert à désactiver la Map Select lors d'un chargement d'une salle dans le jeu.


Map Select en anglais par Dark Linkaël
04369924 656E7532

Pas de Debug Mode par Dark Linkaël
00000007 00000000

**********************************************************************************************************************************

The Wind Waker HACK (JP Version)

Map Select by Dark Linkaël (Press Y or X)
0A3E0D2A 00000800
04AF03E4 8038772C
0A3E0D2A 00000400
04AF03E4 8038824C
E2000001 80008000

The Y button is used to activate the Map Select when loading a room in the game.
The X button is used to disable the Map Select when loading a room in the game.


Map Select in english by Dark Linkaël
04356254 656E7532

No Debug Mode by Dark Linkaël
00000007 00000000
Dark Linkaël
Posts: 214/216
For the rooms "Cave10" and "Cave11", I'll have to check the RAM to be sure that it is unused rooms.

The jars found in "Abesso" is what I showed it a few months ago. Besides, I put a todo in TCRF to add many actors setup.


I just tested for "Demo 23" in the house and it works very well. There are several months, I found something about the usefulness of "Demo 23", but I do not know where.

Yes, "sea_E" is like "ENDumi", but I never thought of that. I'll have to test in detail.


EDIT :

Cave09 0
Cave09 1
Cave09 2
Cave09 3
Cave09 4
Cave09 5
Cave09 11
Cave09 12
Cave09 13
Cave09 14
Cave09 15

Cave10 1
Cave10 2
Cave10 3
Cave10 4
Cave10 5
Cave10 11
Cave10 12
Cave10 13
Cave10 14
Cave10 15

Cave09 6
Cave09 7
Cave09 8
Cave09 9
Cave09 10
Cave09 16
Cave09 17
Cave09 18
Cave09 19
Cave09 20

Cave11 1
Cave11 2
Cave11 3
Cave11 4
Cave11 5
Cave11 11
Cave11 12
Cave11 13
Cave11 14
Cave11 15

Cave10 6
Cave10 7
Cave10 8
Cave10 9
Cave10 10
Cave10 16
Cave10 17
Cave10 18
Cave10 19
Cave10 20

Confirmation, there is not the two Room 0 for "Cave10" and "Cave11".
Cuber456
Posts: 453/776
Its been awhile since anything was posted here but a user, ShadyGamer77, messaged my youtube account about some possible things that could be added to the main article. I would like someone to double check this list and at least confirm or disprove the list (and add it if you are up to it). I would do this myself but I need to get Dolphin setup again and other crap. Here is the message:

Originally posted by ShadyGamer77
I also found out some "interesting" beta content.

First of, "Cave10" room 0 goes unused. It's a room from the Salvage Labyrinth's grass theme, but it has no enemies in it. The same also goes for "Cave11" room 0. They are not listed in the "unused rooms" portion of tcrf.

next, I found out that if you use the exit modifier with the stage "Abesso", and change the actor setup to "07", some water jars appear inside the cabana that are otherwise not present. Again, this is not listed on tcrf.

I also found out that the Option "3コン(A):デモ23" OFF/ON in the debug map select seems to change wether Mila is rich or Maggie is rich, since those NPC's change in the NPC test room whenever you change this to off or on.

I also found out that (I didn't see this on tcrf.net), that the stage "Sea_E" Was used in the game at one point for the ending cutscene where Link and Tetra leave Outset in search for new adventure, but goes unused because the cutscene is an FMV).
So if someone could check these, it would be much appreciated.

I think the Demo 23 option is interesting since I have never seen that option change Mila and Maggie between poor and rich. Maybe that is why the game crashes when this option is on when Demo 23 is loaded. Maybe the game crashes because Mila's poor model and Maggie's rich model isn't apart of Demo23. If they were added to that demo, maybe the game wouldn't crash. This is a guess in the dark so I am probably wrong but it is nevertheless interesting.
Rena
Posts: 5090/5258
Some of those spawn points could be places for Link to spawn during cutscenes; he'd need a platform to stand on so he doesn't fall into the void, even if controls are disabled (so a flat polygon is enough; he can't just walk off it). Only speculation, though; it shouldn't be necessary to spawn him if he's not going to appear in the scene, but some games tie important functions to the player object, so they have to be loaded at all times.
Dark Linkaël
Posts: 210/216
I just found a funny thing to actor setup "07" of Outset Island. The three small boats near the house Link has at the front of each boat an object named "ITat00". Using the sword in this particular location, you get a green or blue rupee. I do not remember something like this in the game... Is it a unused object?

EDIT :

I just remembered that this object is used on the island of Earth Temple on the beach. This is also one of the rare places with such an object. In any case, they were once used on Outset Island.
Dark Linkaël
Posts: 209/216
"DmSpot0" is a copy of the old Outset Island reserved for the demo at E3 2002. The model and the collision are placed in the middle to "DmSpot0" and it was not possible to go to other islands because it was a demo. Too complicated to implement the objects of "sea: room44" in "DmSpot0".

I remember a picture of E3 2002 showing that the map of Outset Island reversed, North becomes South and vice versa. Yet "DmSpot0" is the opposite... The sunlight does not change side.

Gamma
Posts: 118/135
The collision models of the islands (and dungeons, I believe) are already in their final positions, as well as the actors. The models use a section of the DZS (MULT) to translate the room model to match the collision model. At this point, it's not possible to reposition a collision model.

However, comparing the final Outset to DmSpot0, the collision models and actors are close to each other, but not the same. A direct actor swap between maps won't be possible.
Kargaroc
Posts: 35/43
Well, with the final Outset, all the actors, as well as the island itself, have their origin set at x0,y0,z0 which is offset by the game to Outset's position on the great sea.

However, DmSpot0's origin is way out, because DmSpot0 has already been moved to it's position on the sea. So if you try and transplant the actors, they'll all appear way out in the ocean unless you either move the actors or fix DmSpot0's origin. This is also why DmSpot0's beaches have no waves on them, because while it DOES have them, they're way out in the true center of the map.

So if you fix DmSpot0, it'll look proper again, as well as being able to test those.
Cuber456
Posts: 326/776
Originally posted by Dark Linkaël
For the actor setup of Outset Island, I think it just before E3 2002. "ACTb" often contains the actor setups test. The objects "mcube" and "mcyln" are also quite present, they are models found in the very old rooms (I_SubAN). However, it is very difficult to know... An E3 2002 demo have the answer to this question.

Couldn't this be tested by moving actor setups from one room to another? Couldn't you use a hex editor to add in actor setup data from the final Outset Island and move it to DmSpot0 to see if any of the actors clip into the walls?
Dark Linkaël
Posts: 208/216
For the actor setup of Outset Island, I think it just before E3 2002. "ACTb" often contains the actor setups test. The objects "mcube" and "mcyln" are also quite present, they are models found in the very old rooms (I_SubAN). However, it is very difficult to know... An E3 2002 demo have the answer to this question.

I searched all the rooms and I think I found everything, even if there are invisible things, which I do not know the origin (Request to be checked in detail). For PShip3 and ghost ships are like PShip2.

Moreover, there are actor setups with candles. They were certainly used to test for the lighting of a place (pictures 14 and 16). I find it very interesting.
Cuber456
Posts: 325/776
Originally posted by Dark Linkaël
It seems that there are some spawn point in this genre with an invisible platform to not fall directly. Example for the boss Molgera.

Here are some pictures of the different "ACTx" in certain rooms of the game. Most use "07", "08" and "0B":



For GanonK, it is another way to go up. No rope, but flowers for propelling through the air. The platforms show that it is test objects.
Some interesting actor setups here like Ganon's room and the hull of the ship with the Stalfos. I guess the actor stuff for Outset Island isn't just errors. Kargaroc mentioned that some of the barriers on the path up to the forest don't properly line up with the final Outset Island. These barriers are present in DmSpot0 but I wonder if these barriers actually line up with DmSpot0 as well or if they clip into the wall. Do you get what I am trying to say? I am basically wondering if these actor setups are from before the E3 version of Outset Island was created. I would be interested to know.

By the way, how many rooms have you check out actor setups for?
Dark Linkaël
Posts: 207/216
It seems that there are some spawn point in this genre with an invisible platform to not fall directly. Example for the boss Molgera.

Here are some pictures of the different "ACTx" in certain rooms of the game. Most use "07", "08" and "0B":



For GanonK, it is another way to go up. No rope, but flowers for propelling through the air. The platforms show that it is test objects.
Cuber456
Posts: 324/776
Well speaking of weird spawn points, here is an unused spawn point for Link inside Jabun's room.

http://i.imgur.com/1Yt87nt.png

Actually, to be accurate, the spawn point is outside of the room highlighted in red on the left. It is a strange place for a spawn point and it even has collision under it. That sphere in the background that is also outside of the room and a little right to Link's spawn point is apparently a spawn point of the KORL.

The room is in the group "Pjavdou" if anyone is interested.
Dark Linkaël
Posts: 206/216
It's like "06" and "07", it seems to be small tests. This is the only place where we see several ACTx and some unused. "04" or "05" is for the night on Outset Island.

A Kargaroc atop a tower is not a coincidence or see barriers on the way to as "DmSpot0". The same for the large barrel of explosives on the sea. Only the bridge seems to be an error in the settings.

In "TF_03" and "TF_05" it is possible to see a Bokoblin in the large main room, so it does not appear normally. You can see in Wind Viewer.

Otherwise, I have a nice discovery!

ACT7 in "Forest Haven" contains objects from one island to the left of the image that no longer exists in the final version, including a spawn points for Link!



There is a Korok on the island and after an observation, I think it is the older version of the small island to get to the second dungeon using a small tornado.

EDIT :

Another finding of the same kind.

There are two Floormasters in the Forsaken Fortress (first part) "MajyuE", but outside. Thing that is not so unknown, since it is possible to see this kind of thing at the end of the game trailer at E3 2002. The Floormasters are in "ACTb".

EDIT :

Inside "majroom", the entrance room there is a table and a button on the floor in another room. They are all in "ACTb".

E3 2002 Demo : Forsaken Fortress

Behind the first barrel, it seems that there is this famous button...

EDIT :

In the villa has Link, there are two large jars full of water to the tub. ACT7 for this "room setup".

In the room must face the Ganon puppet, there are four flowers that propel Link in the air... Very interesting that!

Masa's house contains things like a blue rupee and a shelf in the hidden room. ACT7

In Rose's house, there is a big box that blocks the hole leading to the attic. ACT7

In the cave behind the waterfall on Forest Haven, there are four candles that hang from the ceiling. ACT7

On the island of Earth Temple, there is a Korok with a tree on the beach. ACTb

There are many other pretty interesting stuff, but it is too long to mention.
This is a long thread. Click here to view it.
Jul - The Cutting Room Floor - The Legend of Zelda: Wind Waker Findings



Rusted Logic

Acmlmboard - commit 220d144 [2018-11-04]
©2000-2018 Acmlm, Xkeeper, Inuyasha, et al.

20 database queries.
Query execution time: 0.176359 seconds
Script execution time: 0.023460 seconds
Total render time: 0.199819 seconds