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12-15-17 06:40:36 AM

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

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Posted on 10-15-12 10:13:29 AM Link | Quote
I found a good size for the trees in "A_R00". I put "lwood" as "SCOB" and not "ACTR" in order to modify the trees. In Wind Viewer is "0C0C0CFF" to the size of objects. "Bonbori" had "1A1A1AFF".

I have already installed all the trees in "A_R00", it was a little long. It will save you making more work for restoration. However, you will have to arrange a few location of trees and also change their direction.

New A_R00 with trees
Cuber456

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Posted on 10-15-12 05:42:01 PM Link | Quote
Originally posted by Dark Linkaël
I found a good size for the trees in "A_R00". I put "lwood" as "SCOB" and not "ACTR" in order to modify the trees. In Wind Viewer is "0C0C0CFF" to the size of objects. "Bonbori" had "1A1A1AFF".

I have already installed all the trees in "A_R00", it was a little long. It will save you making more work for restoration. However, you will have to arrange a few location of trees and also change their direction.

New A_R00 with trees
This is pretty nice! Thank you for putting the trees in there. I can adjust them and so forth so that they match with the collision properly. I just didn't know how to import them to begin with. Seeing the trees in the map makes me want to push to get this project done. I will see if I can make some time this weekend to really get started with the texture restoration. I really hope I can have this done by December 13.

On another note, does anyone know how to hack the Wind Waker Stone into inventory? I was able to hack the water boots into inventory by using the AR code 003C4C4B 0000002B(replaces tingle tuner) but I can't seem to find the Wind Waker Stone.
Dark Linkaël

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Posted on 10-15-12 06:19:04 PM Link | Quote
I understand that it gives greater desire to continue seeing these trees decorate the oldest area of TWW! To add objects, it is not very difficult, however it should be understood. There are bushes, Moblins and other stuff to put in it.

It is not so bad if the project exceeds the date of December 13. The most important thing is to replay "A_R00" with a new look remaining in the style of the old. In any case, I am excited to see the final result!

No, it's just a simple unused icon...
Cuber456

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Posted on 10-15-12 09:08:16 PM Link | Quote
Originally posted by Dark Linkaël
I understand that it gives greater desire to continue seeing these trees decorate the oldest area of TWW! To add objects, it is not very difficult, however it should be understood. There are bushes, Moblins and other stuff to put in it.

It is not so bad if the project exceeds the date of December 13. The most important thing is to replay "A_R00" with a new look remaining in the style of the old. In any case, I am excited to see the final result!

No, it's just a simple unused icon...
It would be so much better if I got the re-textured map out before the 13th though. I will see what I can do...

It is a shame that the only thing that remains of the wind waker stone is an icon. I thought that it still existed in the game like the water boots. I will update the page to say that. What I also want to update is the I_SubAN section to re-include the statement that Gamma brought up about the chest in Room 4 originally being a deciphered triforce chart(or at the very least, an old treasure chest ID with an unknown item). Would it be safe to say that the I_SubAN group is really old because of this treasure chest, the textures and maybe because of the two first rooms being placeholders for fire mountain and ice ring isle? I won't update this section until you or Gamma give me word.
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Posted on 10-15-12 09:11:55 PM Link | Quote
I found something funny.

Look at this image of Tetra from the Cabana sliding puzzle:



See the skybox? It's the one seen in Tincle and the OoTMQ video! When they took the sliding puzzle screenshots, they hadn't changed the skybox yet.

You can see it also in Tingle's pic:



Ha! Well that's interesting.



They took this shot AFTER changing the skybox! How bizarre.
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Posted on 10-15-12 09:44:46 PM Link | Quote
Originally posted by Gamma
I found something funny.

Look at this image of Tetra from the Cabana sliding puzzle:



See the skybox? It's the one seen in Tincle and the OoTMQ video! When they took the sliding puzzle screenshots, they hadn't changed the skybox yet.

You can see it also in Tingle's pic:



Ha! Well that's interesting.



They took this shot AFTER changing the skybox! How bizarre.
That is an interesting find. I think this gives us an idea of a timescale when either the characters were created or perhaps a timescale when the puzzle pictures themselves were created. What do you think? I never actually inspected the background thoroughly so I never caught this. This is a nice find!
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Posted on 10-16-12 07:45:48 AM Link | Quote
Really what it shows is how late into development the skybox was changed. Like I said, it was in the OoTMQ trailer. How much time passed between that trailer and release?
Dark Linkaël

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Posted on 10-16-12 01:31:04 PM Link | Quote
I frequently say, the cloud is one of the last things changed in the game before its release.

Today I came across something interesting. There is a difference between the model of "VrTest" and the one in the file "Title.arc". I've put the images on TCRF, but not yet texts on the subject. That of "Title.arc" seems more recent "VrTest".

I do research in "VrTest" and understand the file "Counter.stb" for example.
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Posted on 10-17-12 01:26:22 AM (last edited by Aeonic Butterfly at 10-17-12 01:30:44 AM) Link | Quote
Originally posted by Joe
On a theremin, pitch is controlled by your right hand and volume by your left. Now that I think of it, this is basically how the Wind Waker works: pitch is controlled by the C-stick (on the right) and volume by the control stick (on the left).


I know how a Theremin works, my offtime is on an audio forum. I just find it hard to implement something with that fine of control. Still did notice the similarities, too.

ETA: Just because:

http://www.youtube.com/watch?v=nJYho56INKU

Thanks for the restoration post, Dark Linkael, and everyone who's worked on it! It's some pretty impressive work you've all done.
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Posted on 10-17-12 11:40:55 AM Link | Quote
Speaking of hacking, there was an idea that has popped into my head which would be a cool hack to pull off. Whether it is possible or not, I don't know since I wouldn't know where to get started. Basically, the hack would be to replace all the music within WW with reorchastrated music from ZREO or perhaps from the zelda 25th anniversary cd. This would kind of make the game like SS in the music sense. On a scale from 1 (1 being easy) to 10 (10 being impossible), how difficult would it be to pull off this hack?
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Posted on 10-17-12 12:23:50 PM Link | Quote
10. The regular themes (not cutscenes) use a MIDI-esque format for music. Getting the game to play MP3s would be next to impossible. I'm sorry.
Dark Linkaël

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Posted on 10-17-12 01:13:28 PM Link | Quote
It is impossible and there is nothing to hack music GameCube games.

Otherwise, I have not found a way to see the effects of "Counter.stb" in the room "VrTest". I would have liked to see what it could do.

I also tried again to restore the VrBox, but impossible and this time is that there are four files to use the sky. For me it is not possible to work on, I abandon this restoration. I prefer to see the original on a prototype, as the oldest VrBox of the game.
Cuber456

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Posted on 10-17-12 10:38:54 PM Link | Quote
Well I guess that both of your responses aren't surprising. I haven't come across many programs that even let you look into music files so your answers make sense. It was a fun idea though. I'm guessing that it would require some major assembly hacking in order to accomplish such a task, which is why it would be next to impossible. oh well
Dark Linkaël

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Posted on 10-18-12 11:36:12 AM Link | Quote
Cuber456, here is a texture model "VrTest" found in the file "Title.arc." It seems to correspond to the textures of rocks in "A_R00", you could use it for restoration.



This is the texture in "VrTest" contains no grass and only rock. However, this is not really the same.

Cuber456

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Posted on 10-18-12 09:06:45 PM Link | Quote
Originally posted by Dark Linkaël
Cuber456, here is a texture model "VrTest" found in the file "Title.arc." It seems to correspond to the textures of rocks in "A_R00", you could use it for restoration.



This is the texture in "VrTest" contains no grass and only rock. However, this is not really the same.


I shall keep this texture in mind. If it is in the VrTest model then I shouldn't have any problem grabbing it. I really am planning to start texture restoration Friday since Friday in the afternoon is the only time I can really devote free time to this task. Is this texture unused or does it differ from the textures used in A_mori? Would it be better to use this texture instead of the ones in A_mori?
Dark Linkaël

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Posted on 10-19-12 05:18:23 AM Link | Quote
No, that of "A_mori" is much newer and there are more details in the rocks. It will absolutely not good for "A_R00". "VrTest" uses a texture very old the rocks.
Cuber456

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Posted on 10-22-12 01:14:51 AM Link | Quote
Originally posted by Gamma
Really what it shows is how late into development the skybox was changed. Like I said, it was in the OoTMQ trailer. How much time passed between that trailer and release?
I assume this is the trailer you are talking about. According to zeldawiki, MasterQuest was released in Japan on November 28, 2002. The Wind Waker was released in Japan on December 13, 2002. There is a 15 day gap between the release dates. However, I highly doubt that the skybox was changed within those 15 days just because they would have had to make the graphical change and then mass produce the game. It was probably changed shortly after the date the trailer was made which is unknown to my knowledge. Regardless, I agree that the change to the sky box was a late change.

Gamma, I seriously think that these puzzle pictures should be added because they feature the older skybox. Not to mention we can say that Salvatore was a late addition to the puzzle game. Do you agree? If you do agree then you can add them since you were the one to find this.
Dark Linkaël

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Posted on 10-22-12 05:07:57 AM Link | Quote
The video is the trailer for the Japanese version of TWW, nothing special and I think logic. Then used to OOT MQ thereafter.
Cuber456

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Posted on 10-22-12 11:47:54 AM Link | Quote
Originally posted by Dark Linkaël
The video is the trailer for the Japanese version of TWW, nothing special and I think logic. Then used to OOT MQ thereafter.
I don't think I am making much sense. Disregard any trailer or video. Let me summarize why I think Gamma's find is worthy of being added:

-There are a few puzzle pictures WITH the old (unused) skybox that actually made it into the final game. It was something Nintendo either overlooked or didn't care enough to change.

-The puzzle picture of Salvatore uses the new (final) skybox in the final version of the game. This shows that the Salvatore puzzle picture was a late or last minute addition to the game because we know the final skybox was changed late in development.

Does this make better sense? I can't be the only one to find this interesting, right??

On a different topic, I have a question for you Dark Linkaël. How were you able to get the prototype map for the Wind Temple(Cave08). Did you simply just find the map in the dungeon or did you do some hacking?
Dark Linkaël

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Posted on 10-22-12 12:45:06 PM Link | Quote
Maybe it's the puzzles added to the end of development. Difficult to know more about it.

For "Cave08" I just did a mix between "Cave08" and "kaze" which gives a good result for the content chests and doors. The work was quite complicated. The most important thing was to use Stage.dzs of "Cave08".
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Jul - TCRF - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply




Rusted Logic

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