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09-21-18 04:17:15 PM

Jul - The Cutting Room Floor - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply
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Posted on 09-02-13 10:20:10 PM Link | Quote
Originally posted by Kargaroc
Okay I don't know if this is used or not, and if not I don't know if it was posted before. I did a small search and turned up nothing, and I've never seen it anywhere, so I'll post it.

I was looking around the Hyrule map in WW, searching for a way to barrier skip, and I found what seems to be a spawn point for Link way out of bounds beyond the canyon.
I don't know if it's used for the cutscenes though...




My guess is that it's used for the cutscene for when you first arrive in Hyrule.
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Posted on 09-02-13 11:18:06 PM Link | Quote
Unless you find a door, Barrier Skip's virtually impossible

On the spawn point, though, that's interesting. Finding what links to it might be useful, maybe.
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Posted on 09-03-13 06:21:15 AM (last edited by Dark Linkaël at 09-03-13 08:45:24 AM) Link | Quote
In the Map Select, you can change some things:

Room Number - Spawn Point - Room Setup
28 34 34 29 20 57 61 72 70 20 4F 75 74 20 74 6F (44) Warp Out to

20 48 79 72 75 6C 65 20 44 65 6D 6F 00 00 00 00 Hyrule Demo....
00 48 79 72 75 6C 65 00 00 00 C8 08 .Hyrule.....

57 61 72 70 20 41 72 72 69 76 65 00 00 00 00 00 Warp Arrive.....

00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
00 48 79 72 75 6C 65 00 00 00 DB FF .Hyrule.....

What I see is that it uses "DB" (219) to the spawn point of arrival. For the cutscene is "C8" (200).

Otherwise, I have a confirmation. I used "Free Look" in the emulator Dophin. It seems to appear above the Hyrule Castle. For the moment, I'm still on my first assumption the image of the strange cave visible from Ganon Tower.

EDIT :

I just tested some "room setup" on Outset Island. "0B" contains strange things such as a Kargarok in place "Aryll's Lookout" ! Part of the bridge is cut and the other party seems to go very far to the north.

To determine the number of room setup, just look ACTx in Wind Viewer. If you want to do research in the room setup, here is a code that will be very useful. (Warning, do not use on the title screen)

Room Setup code :
003C9D47 000000xx
Kargaroc
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Posted on 09-03-13 07:00:28 PM Link | Quote
http://www.youtube.com/watch?v=cprNpn0FKq8
I made a video about that the 0B room setup


It's interesting as it has the barriers on the path up to the forest that are in DmSpot0. And one of the barriers is clipping into the wall slightly.
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Posted on 09-03-13 07:56:01 PM Link | Quote
Can we really be sure that the "room setup" 0B for Outset Island is actually a room setup and not the game glitching out over loading a normally unused value?
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Posted on 09-03-13 08:16:29 PM Link | Quote
Well it's actually listed as an object set in Wind Viewer, but I don't know if that's enough evidence.
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Posted on 09-04-13 04:42:57 AM (last edited by Dark Linkaël at 09-04-13 12:41:28 PM) Link | Quote
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.
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Posted on 09-06-13 04:01:39 AM (last edited by Cuber456 at 09-06-13 12:51:04 PM) Link | Quote
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.
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Posted on 09-06-13 06:56:13 AM Link | Quote
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.
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Posted on 09-06-13 01:13:37 PM Link | Quote
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?
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Posted on 09-06-13 01:45:17 PM Link | Quote
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.
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Posted on 09-06-13 02:01:27 PM Link | Quote
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?
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Posted on 09-06-13 09:02:56 PM Link | Quote
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.
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Posted on 09-06-13 09:33:10 PM Link | Quote
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.
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Posted on 09-07-13 06:12:01 AM (last edited by Dark Linkaël at 09-07-13 06:13:39 AM) Link | Quote
"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.

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Posted on 09-08-13 07:19:32 AM (last edited by Dark Linkaël at 09-08-13 12:51:07 PM) Link | Quote
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.
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Posted on 09-09-13 04:58:20 PM Link | Quote
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.
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Posted on 12-22-13 09:51:25 PM (last edited by Cuber456 at 12-22-13 10:10:07 PM) Link | Quote
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.
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Posted on 12-23-13 06:16:05 AM (last edited by Dark Linkaël at 12-23-13 09:19:12 AM) Link | Quote
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".
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Posted on 12-27-13 10:00:44 AM (last edited by Dark Linkaël at 12-27-13 11:04:07 AM) Link | Quote
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
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Jul - The Cutting Room Floor - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply




Rusted Logic

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