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09-19-17 07:51:52 PM

Jul - TCRF - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply
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Cuber456

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Posted on 10-01-12 06:40:41 PM Link | Quote
Dark Linkaël, here is a question for you. At what point in the game are you accessing this room? Are you accessing it on a completed game file? If this is true, let me ask you another question. Is it possible to pick up sea charts or triforce maps twice through hacking? For example, say I have triforce map one already through hacking. Say I go to a treasure chest with triforce map one in it. Would I get a heart if I opened it or something else?

What I am trying to get at is maybe the game is giving you a heart because you have already collected whatever was in the chest.

What I have done is replace the room inside the Islet of Steel with room4 of I_SubAN. I'm trying to get there as quick as possible in a new game file. Wondering if it will be worth it.....
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Posted on 10-02-12 06:32:00 AM (last edited by Dark Linkaël at 10-02-12 06:49:48 AM) Link | Quote
I do not know precisely when it is possible to access in this room. Must be the whole game to know the exact time, I just have a savegame that is not me and that seems cheated. It's just lucky that I got to see the contents of the chest in the room 4. The normal thing, just open the chest located in Islet of Steel to enter in room 4, but the chest is open...

In this savegame cheated, there are not eight Triforce Charts, but there are pieces of the Triforce. The chest in Islet of Steel is closed. So there is something else that can see into the room 4 with the chest closed.

No, it is not possible to have a Triforce Chart identical, except hack. I noticed that the chests in unused rooms have all or almost a link with several chests in this game. Yesterday in the room "K_Test2" I hacked all the chests and I even made sure they are identical. If I open a chest and I leave the room, then I come back... All the chests are open! They seem to all have an ID, so there is a limit on the number of chests in the game.

Anyway, this chest "takara3" is not normal. It should not be an actor object directly from file "room.arc." This is the only chest visible in Wind Viewer. Either this is a mistake of the game, or it is a very old object.

A hypothesis, it is possible that the chest has a capacity unused in the final version. For example, it is possible hacking a chest is invisible or not. Or the chests that appear after using a melody. I think the settings capabilities are a chest here: FF20????. However, I have to check to be sure.
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Posted on 10-02-12 07:12:33 AM Link | Quote
Originally posted by Dark Linkaël
FF20????


...Duh. Of course those are the variables. They're the actor's parameters! By the way, 20 is the chest type.

Now, I messed around with it yesterday, changing 7E to a few other things. While while the heart worked for me (00), the boomerang (item ID 2D) crashed the game like 7E. The actor is obviously not completely compatible with the final game.

Because of this, I still feel that the answer to our question of "What's in the box?" is a deciphered treasure chart. Exactly which one is still to be seen, but it is certain in my mind that a treasure chart was supposed to be obtained in this cave.
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Posted on 10-02-12 07:46:41 AM (last edited by Dark Linkaël at 10-02-12 07:53:34 AM) Link | Quote
"FF001020" works like this?

"FF"
"00" Chest Type
"10" Chest Capacity?
"20" Chest Item

For "Chest Type" I knew, but not for "Chest Item". Now, I do not really know for "Chest Capacity".
Cuber456

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Posted on 10-02-12 10:43:16 PM Link | Quote
Originally posted by Gamma
... I still feel that the answer to our question of "What's in the box?" is a deciphered treasure chart. Exactly which one is still to be seen, but it is certain in my mind that a treasure chart was supposed to be obtained in this cave.
I think there is a good chance that it is a triforce chart. However, me being stubborn, I still want to see if I can get it loaded in game with the chart in there. I tried replacing Room0 in ShipD with the Room4 (renamed it to Room0) but then the game reads the original Stage arc for the room and moves the chest outside the model/collision where it can't be opened. I don't know if I should also replace the Stage arc as well.

I have wanted to try to get to ShipD as soon as possible in a new game file(without cheats) to see if the chart will be there but I don't have much time to play. The farthest I got was after beating the first dungeon but I don't think I can explore the great sea until I beat the second dungeon.

What BS
Dark Linkaël

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Posted on 10-03-12 06:37:32 AM (last edited by Dark Linkaël at 10-03-12 12:51:55 PM) Link | Quote
In the ISO of the game, it is possible to see the complete list of "takara":

takara
takara2
takara3 (I_SubAN)
takara4
takara5
takara6
takara7
takara8
takaraK
takaraI
takaraM
tkrASw
tkrAGc
tkrAKd
tkrAIk
tkrBMs
tkrCTf (ShipD)
tkrAOc
tkrAOs
tkrSlv


I note that "tkrCTf" is necessarily a big chest with a Triforce Chart. "TF" means simply Triforce. It's like rooms "TF_0x." I also think those who sign the Triforce where you must use the Song of Wind, "tkrCTf" corresponds to the chests appear.

Now I'll stop looking with the chests. I already know more about how this object.

I would like to try to play the room 1 in "Msmoke" but the problem is that collisions seem corrupt... It is the only room of the game I never succeeded in entering! "Msmoke" is probably one of the oldest room in The Wind Waker. I'll try to hack the collision of the room 1, but it may be difficult.

EDIT : I had the idea to mix the rooms of the Wind Temple with the file "Stage.arc" of "Cave08" and there I saw a surprise! This unused room has been removed late in the development of the game file "Stage.arc" still has the door leading to the unused room! I'll see if there are other interesting things in the old version of the Wind Temple.



A clarification, it is the old room mini-boss of the Wind Temple.

EDIT : I also found the old location of the Compass.
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Posted on 10-03-12 10:27:08 PM Link | Quote
Originally posted by Dark Linkaël
I would like to try to play the room 1 in "Msmoke" but the problem is that collisions seem corrupt... It is the only room of the game I never succeeded in entering! "Msmoke" is probably one of the oldest room in The Wind Waker. I'll try to hack the collision of the room 1, but it may be difficult.

Haven't you already entered this room before though?



How else would you get this picture?
Dark Linkaël

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Posted on 10-04-12 05:26:20 AM Link | Quote
I speak of the "room 1", not the "room 0". Msmoke can be visited with the Map Select and a correction of the door.
Gamma
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Posted on 10-04-12 07:13:24 AM Link | Quote
Dark Linkaël, you cannot enter Room1 because there is no spawn point for Link. If we were to place one in there, we could enter the room. However, there is nothing much to see - there are no actors, either.
Cuber456

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Posted on 10-04-12 12:38:09 PM Link | Quote
Msmoke is a weird group when I examine it closely. The first thing I notice is that the door it uses is door10 which is a door that is commonly used in dungeons. The second thing I notice is that this group is all by itself! To me, it doesn't seem like there is a real way of leaving this room unlike the rooms in I_SubAN. Even with a group like Ebesso, it is clear that you were to come and leave the island using the great sea for that map. I question what purpose this room had in development. Since the room is pretty devoid of actors, I don't know if it would be worth the trouble of trying to fix it to explore it. Now if you can get your hands on a prototype with this room in it, then I think it would be worth it .

Hey Gamma, can you find out where the exit on Abship is suppose to take Link? Using the exit in-game makes it crash.
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Posted on 10-04-12 12:50:37 PM Link | Quote
This is a problem of collision in the "Room 1", not with Link.

Msmoke is one of the oldest rooms of The Wind Waker. It uses the old method of doors, which prevents really load this room. This room would have served to test the fogs and fumes. This is not what is said on the Map Select?
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Posted on 10-04-12 05:54:07 PM Link | Quote
Originally posted by Dark Linkaël
This is a problem of collision in the "Room 1", not with Link.

Msmoke is one of the oldest rooms of The Wind Waker. It uses the old method of doors, which prevents really load this room. This room would have served to test the fogs and fumes. This is not what is said on the Map Select?

I never loaded this room from the map select before. I do remember that there is a listing on the map select called Smoke Test Room but it always crashes when it is selected. For some reason, I didn't necessarily think it was Msmoke but it makes sense that it is.
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Posted on 10-04-12 10:07:40 PM Link | Quote
Originally posted by Dark Linkaël
This is a problem of collision in the "Room 1", not with Link.



Alright. Look.



There is nothing wrong with the collision. The map will not load if selected from the map select because there's no spawn point for Link. It's the same situation with Room19 of Siren - No spawn object = Room crash.
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Posted on 10-05-12 05:50:54 AM (last edited by Dark Linkaël at 10-05-12 01:31:23 PM) Link | Quote
The door is the reason why the room Msmoke does not load on a console, but on Dolphin, there are error messages, but it charge anyway. However, it is only with the Map Select.

I know that room 1 is visible with Wind Viewer.

But it is strange, I put the collision of the room into another room, I could never play. I'll try to put what you ask, but I can not remember if I'd do it.

One thing is for sure, I can not open the door that I placed in the room. It remains completely closed and it removes the possibility of opening a second time.

EDIT : You were right, Gamma, it works now. However, I remember having done this in the past, but there was something that did not work. Maybe I did something wrong somewhere. In any case, the room 1 of "Msmoke" is now playable.

I forgot to mention that the two rooms have the fog slightly pink or white if it moves away from a wall or other.

EDIT : I understood the reason the door does not open, the problem is inside the file "event_list.dat". But I do not really know how to properly edit this file... If I use the file from "TF_05" for example, the door works properly.

EDIT : With the door using a good "event_list.dat", the room 1 works correctly without a spawn point for Link.

It would be nice to know the functioning of files "event_list.dat".

"Msmoke" and "tincle" have the same "event_list.dat", very identical!
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Posted on 10-05-12 05:18:33 PM Link | Quote
Event_list.dat contains all the non-cutscene events, like opening a chest, opening a door, getting attacked by a redead, ect. My guess is that the event which is called when opening the door is absent in Msmoke's event file, so the game crashes when you try to open the door.
Dark Linkaël

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Posted on 10-05-12 06:11:49 PM Link | Quote
I think I saw that something was missing for doors in "Msmoke". But this file is more complicated to change, though it would be nice to succeed some day.

In the meantime, I put the "event_list.dat" to "TEST". It will be good to play in "Msmoke".

Otherwise, here is an update of files hacked version of The Wind Waker.

Files of The Wind Waker HACK (US Version)

Files of The Wind Waker HACK (EU Version)
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Posted on 10-06-12 01:26:41 AM Link | Quote
Speaking of restoring rooms, has anyone decided to place a spawn point in room19 of Siren? I tried to do it myself but I have no idea what the hell I'm doing. I tried to be cheap and use the DZR file from AR00 to create a spawn point. It didn't seem to work for me so it looks like it will be a hex editing job. Someone should do this to throw a picture up on the wiki.

By the way, I want to stress that room19 is definitely the old boss room. One piece of proof for this is that this room is the room before room20, the old top of the TOTG. If that wasn't damning evidence enough, I have more. If you look at the DZR file of this room in a hex editor, you will notice that at hex 0x34 it says "SirenB". SirenB in the final version of the game is the boss room for the TOTG. A number of other rooms, although not all, will reference which group they belong (or belonged) to. The DZR of Room0 in M_NewD2 also references that it belongs in M_NewD2. I'm going to update the page to say this.

Seriously though, if one you can hack in a spawn point for Link and post a picture of the room in-game on the wiki, that would be cool.
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Posted on 10-06-12 04:03:24 AM Link | Quote
Now that I am "Msmoke" I can obviously take care of unused rooms in the dungeons. Before making "Msmoke" I was doing "Cave08" putting all the other rooms from "kaze". However, I can not load all the rooms through the doors. If I can succeed, you will see some of the old chests in Wind Temple. Basically, I edit a zone file "stage.dzs", but it is quite difficult.

If successful, I think I can make it playable the unused rooms in "M_NewD2", "Siren" and "M_Dai"! But it may take time.
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Posted on 10-06-12 09:37:31 AM (last edited by Gamma at 10-06-12 09:49:55 AM) Link | Quote
Originally posted by Cuber456
If you look at the DZR file of this room in a hex editor, you will notice that at hex 0x34 it says "SirenB". SirenB in the final version of the game is the boss room for the TOTG. A number of other rooms, although not all, will reference which group they belong (or belonged) to. The DZR of Room0 in M_NewD2 also references that it belongs in M_NewD2. I'm going to update the page to say this.


Sorry to say that that doesn't MEAN anything. The way exits work in TWW is that there's the folder name in ASCII, the spawn point to enter the map in, the room number to enter and then the exit type. In this case, "SirenB" is the start of the SCLS chunk, which contains the exits in a map. This just says that at some point Room19 would've connected to SirenB, which actually proves that it wasn't the boss room. It's the same for M_NewD2 - an exit list.

Nevertheless, I will hopefully get around to adding a spawn point to Room19 sometime this weekend.
Cuber456

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Posted on 10-06-12 12:12:06 PM Link | Quote
Originally posted by Gamma
Originally posted by Cuber456
If you look at the DZR file of this room in a hex editor, you will notice that at hex 0x34 it says "SirenB". SirenB in the final version of the game is the boss room for the TOTG. A number of other rooms, although not all, will reference which group they belong (or belonged) to. The DZR of Room0 in M_NewD2 also references that it belongs in M_NewD2. I'm going to update the page to say this.


Sorry to say that that doesn't MEAN anything. The way exits work in TWW is that there's the folder name in ASCII, the spawn point to enter the map in, the room number to enter and then the exit type. In this case, "SirenB" is the start of the SCLS chunk, which contains the exits in a map. This just says that at some point Room19 would've connected to SirenB, which actually proves that it wasn't the boss room. It's the same for M_NewD2 - an exit list.

Nevertheless, I will hopefully get around to adding a spawn point to Room19 sometime this weekend.
Well I apologize then. It was my bad. Sorry for screwing up the Wiki.
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