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12-11-17 04:02:22 AM

Jul - TCRF - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply
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xdaniel
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Posted on 09-07-11 05:42:42 PM Link | Quote
Got myself a PAL ISO and got the code to work - and the menu sure works well, the E3 boating course loads properly, for instance.

Controller 1 (as far as I can work it out):
- D-pad up/down: select level group
- D-pad left/right: select day
- A/B: select map in group
- X/Y: select time
- Start: load selected map
- L/R: makes a number appear near "FINAL" text, can choose number from 0 to 254

Haven't tried the other controllers yet, like #3 as mentioned on the screen...
jaytheham
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Posted on 09-07-11 06:16:25 PM (last edited by jaytheham at 09-08-11 02:09 AM) Link | Quote
Here're the codes for the other versions:

U
043945AC 803720e8
043945B0 8039408c

J
04387c34 80365588
04387c38 80387718

The lines ending with 00060000 & 000001E4 should be unnecessary.

While on the topic of debugging stuff, I took the time to find out how to get the Debug Console to show up in Dolphin, if you use these codes on an actual GCN it halts the game, the console still comes up, but the game isn't running in the background and it shows stuff to do with the error(reading from protected memory?) rather than memory alloc.


U
003F60E0 00000001
02000026 00000101

E
003fd8e0 00000001
02000026 00000101
xdaniel
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Posted on 09-10-11 08:16:20 AM Link | Quote
Since tried other controllers, none of them appear to have a function...? Also, the number that appears when pressing L/R at the map select is the entrance Link will use to enter the map, ex. #0 on Outset Island is the pier, #1 is Link's house, etc.
Kargaroc
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Posted on 09-12-11 06:34:57 PM Link | Quote
Nice finds!
Too bad I can't really mess with this stuff until I get my video card.
But I can try!

So, I'm curious about the Alpha forest (which I got a friend of mine who has Maya to try opening it; it didn't load).

Does it load with the map select? I doubt it, but it's worth a try...
xdaniel
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Posted on 09-12-11 07:02:49 PM Link | Quote
Kargaroc: That should be "R00実験" and still doesn't load. And seeing how only its collision is left (in a format the game understands), I don't think we'll ever get it to load properly in-game.
Aeonic Butterfly
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Posted on 09-12-11 11:56:56 PM Link | Quote
That is supremely awesome. =4
Kargaroc
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Posted on 09-15-11 01:47:41 AM Link | Quote
I've been looking through the map select, and I'm having trouble when finding particular maps.
We need some sort of Debug Menu guide that lists each map and their destination (in both file name, and human readable description)
Gamma
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Posted on 10-28-11 12:53:24 AM (last edited by Gamma at 10-28-11 12:54 AM) Link | Quote
Huh. I was rooting around in the cut scene .arc files (in the Object folder, under the names of 'Demoxx'), and I found this model:



Looks like Wind Waker has a beta Fado! Here's the final for comparison:



It seems that they were originally going to have a prevalent reference to Saria, with the design of the sleeves and the green hair; Those two things (along with the fact that the beta has EYES) are the only differences, so it's not all that important, I guess.

By the way, I found the beta model in Demo45, and the final model is in Demo32.
Gamma
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Posted on 11-03-11 10:24:43 PM Link | Quote
http://www.youtube.com/watch?v=P1wepMWSvaA&feature=player_embedded

While looking through the game's object files, I came across Jalhalla. Interestingly, his model includes a face that's obscured by his mask. Upon further inspection, I found the three animation files as shown above. I'm not certain as to why the face is included, yet dummied out. I checked his figurine, and the face is there, too! But that's probably a result of using the same model for the figurine as the actual boss.

My theory at the moment is that they were originally going to have Jalhalla as a giant poe with a mask, rather than a mask with multiple poes as a body. Maybe it didn't bode well for gameplay, or maybe they didn't want to use another mask on a boss. Either way, Jalhalla has a bizarre face, and that's the fact.

I'd put these two things up on the wiki for discussion, but I'm having trouble getting my confirmation E-Mail, so I can't.
Peardian

  
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Posted on 11-03-11 10:38:34 PM Link | Quote
Sorry, it's used. It is interesting, though. I've never stuck around him long enough to see his face, but now I have!
Gamma
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Posted on 11-03-11 10:43:32 PM (last edited by Gamma at 11-03-11 10:52 PM) Link | Quote
I can't really tell where you see it in the video. Actually, I think that's the one that I looked at to see his normal attack patterns.

Edit: Oh, now I see it. He has to push it up to blow fire... darn. Man, am I stupid.

So, does he do that animation I posted after a while in the battle?
Peardian

  
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Posted on 11-03-11 10:57:07 PM Link | Quote
It's an attack he'll use after he's taken enough damage. If you simply waited around and watched him without hurting him, you'd never see it.
Gamma
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Posted on 11-03-11 10:59:12 PM Link | Quote
OH! Now I get it. I just remembered he has two blowing attacks- the fire one and the one that blows Link against the spikes. It only looked weird because I've never seen it up close...

Again, I'm stupid.
Gamma
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Posted on 01-02-12 10:52:48 PM (last edited by Gamma at 01-02-12 10:54 PM) Link | Quote
Alright, alright, I think I've got something ACTUALLY UNUSED this time:

http://www.youtube.com/watch?v=arUqNSZGeLc

It's a dummy from before the Jabun model was finalized! It's very rough, lacking eyes and... just about every other detail. It only has one animation- a swimming one, which isn't in the final game. As my video shows, Jabun's final design lacks a tail. It's found in the Nayru's Pearl cut scene .arc, and was most likely over looked when they switched around Jabun's location (from Greatfish Isle, if it ever existed, to Outset).
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Posted on 01-03-12 03:53:47 AM Link | Quote
That's pretty interesting... by the way the yellow thing moves, I get the feeling that this animation would play underwater... maybe during a cinematic? I haven't played the game since it first came out so I don't know what the normal animation looks like in comparison maybe that's how he always looks.
Gamma
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Posted on 01-03-12 07:10:19 AM Link | Quote
The rod just sort of... hangs there in the final while you talk to him. Now that you've mentioned it, I wonder if they created this animation in case their tests with clear water got somewhere.
ICEknight
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Posted on 01-03-12 03:14:54 PM Link | Quote
According to this site, the Jabun figurine you can get in the game does have a tail. No idea if both models are related.
Gamma
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Posted on 01-03-12 06:11:05 PM Link | Quote
That's strange. Most of the figurine models, from what I can tell, were just their normal model scaled down and with a glossy effect applied to them. Maybe the figurine is the original final model of Jabun, and they cut off the tail to save space? Or maybe they always had the tail cut off on the final model, and added it for the figurine... I'm going to go find the figurine's model.
Aeonic Butterfly
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Posted on 01-03-12 07:16:55 PM Link | Quote
Maybe the tail is an error on the new model?
Peardian

  
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Posted on 01-03-12 07:33:43 PM Link | Quote
Some of the figures have more details than their normal models, such as wisps of smoke being modeled out to replace the regular billboard graphics. Since the water in this game is always opaque, it would make sense that they could cut out Jabun's tail to save space. This is also the exact same reason why you would never see Jabun swimming like in the dummy model, even if it were to be placed in the scene somewhere.
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Jul - TCRF - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply




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