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10-21-17 10:59:32 AM

Jul - TCRF - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply
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Gamma
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Posted on 02-25-12 10:25:06 AM (last edited by Gamma at 02-25-12 10:28 AM) Link | Quote
Hey, Glitterberri? I've got some Japanese for you!

見積もりヒープサイズ(8040cd78)で登録失敗しました。[door10]

常駐シーン波形はここでなく、gFrameProcessの一番最初で読み込まれます。


I took Framework.MAP and put into the 'Maps' folder of Dolphin's User directory. These are some of the things that got printed into the console.
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Posted on 02-25-12 01:09:00 PM Link | Quote
Originally posted by Gamma
I took Framework.MAP and put into the 'Maps' folder of Dolphin's User directory. These are some of the things that got printed into the console.

I have not really understood what you just did there.
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Posted on 02-25-12 03:05:33 PM (last edited by GlitterBerri at 02-25-12 03:06 PM) Link | Quote
Originally posted by Gamma
Hey, Glitterberri? I've got some Japanese for you!

見積もりヒープサイズ(8040cd78)で登録失敗しました。[door10]

常駐シーン波形はここでなく、gFrameProcessの一番最初で読み込まれます。


I took Framework.MAP and put into the 'Maps' folder of Dolphin's User directory. These are some of the things that got printed into the console.


Estimated heap size failed to register at (8040cd78). [door10]

Permanent scene waveform not here, being read at the start of gFrameProcess.
Gamma
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Posted on 02-26-12 09:22:36 AM (last edited by Gamma at 02-26-12 11:03 AM) Link | Quote
Thanks! Nothing too interesting...

I was looking through the .aw sounds again, and I noticed that some of Tetra's sounds are in the .aw for Puppet Ganon. Now, I'm pretty sure that Tetra is asleep for the duration of this cut scene. I'll check again, but I think those sounds might be remnants of something older.

Also, has anyone taken a look at the .thp called 'title_loop?' I think it might be one of the late trailers, but I think it's possible that it's a scrapped attract mode movie. Much like Super Mario Sunshine had. Wait... nope, it's played. I've just never seen it before because I haven't let the title screen cycle twice.

One more edit here...



I think this is a darknut statue. It's not the one used in the ice in the cave on Ice Ring Isle, as that uses a normal Darknut model. The darknuts frozen in Hyrule don't have shields. Huh. Wonder what a statue would be for. Decoration?
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Posted on 02-26-12 11:36:18 AM Link | Quote
I know this Darknut, but I did not want to put it on TCRF at the time, because I had a doubt. However, if you say it is a statue and especially that it does not look like a model character and enemy, I think we can add it on TCRF. I have never seen a statue like that in the game.
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Posted on 02-26-12 09:29:04 PM (last edited by Gamma at 02-26-12 09:34 PM) Link | Quote
I think we should add it to the wiki just to be on the safe side.

I finally got around to dumping all the cutscene archives. I found that Demo37.arc and Demo46.arc are the ending (Link and Tetra seeing Tetra's ship with all the notable characters) and the epilogue (where Link and Tetra set out to find a new land). This shows that they DID intend to have the cut scenes rendered in real time, but switched to a .thp for whatever reason. I honestly don't have any idea why they would film a .thp, then leave the original .arcs in. I'm definitely going to see if these .arcs work; perhaps they're different from what was filmed.

Oh. I also checked the text file, and found that what Tetra says in the .thp ("Anchors aweigh! Hold the tiller steady! As for out destination... the wind will guide us!") still exists.
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Posted on 02-29-12 08:04:53 AM Link | Quote
To date, we have 56 unused maps on 156 (not counting the unused rooms in one of those places)! This is an incredible number, I do not remember seeing a video game with as many unused rooms!

It's a real waste from Nintendo, which could make the game much longer! However, it is a paradise for hackers like me for example. Twilight Princess (2 unused rooms) and Skyward Sword (1 unused room) are very disappointing in comparison!

I can not even imagine what it would be a prototype of The Wind Waker I dream of one day...
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Posted on 02-29-12 12:03:05 PM Link | Quote
Originally posted by Dark Linkaël
To date, we have 56 unused maps on 156 (not counting the unused rooms in one of those places)! This is an incredible number, I do not remember seeing a video game with as many unused rooms!

It's a real waste from Nintendo, which could make the game much longer! However, it is a paradise for hackers like me for example. Twilight Princess (2 unused rooms) and Skyward Sword (1 unused room) are very disappointing in comparison!

I can not even imagine what it would be a prototype of The Wind Waker I dream of one day...


A prototype of any of the zelda games would be amazing but I wouldn't be too hopeful. We are lucky we got the debug versions of OOT and MM. I remember not too long ago that an E3 version of SS sold on ebay:

http://www.zeldauniverse.net/zelda-news/skyward-sword-demo-on-ebay/

Perhaps one day an E3 version of WW will appear on ebay as well.
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Posted on 02-29-12 01:41:36 PM Link | Quote
The best prototype Zelda discovered to date, it is rather that of Zelda 1 on FDS! A rarity that still 26 years! Moreover, the prototypes of Ocarina of Time and Majora's Mask are from Nintendo Europe. A place that seems easier to steal a prototype.

This demo of Skyward Sword contains a Debug menu, but given the very low numbers of rooms, it is useless to search thoroughly.

For a prototype of The Wind Waker, it has to come directly from Nintendo Japan or a demo from E3 2002. It is already easier to find a certain... Zelda 64. He is the Grail!
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Posted on 03-01-12 02:14:04 AM Link | Quote
I have the Collector's Edition disc, that has the NES, SNES and N64 games on it as well as a 20-minute demo of Wind Waker. It looks like it's all there. I've been curious what differences there are from the normal version, aside from the obvious time limit and hardcoded save files. Maybe some stuff from the end of the game removed to make room for the other games, but seeing how much is left over, I doubt they needed more room...
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Posted on 03-01-12 02:39:42 AM Link | Quote
I looked at the version in the Collector's Edition, and there's nothing new besides some rooms ripped out to make space, and the stuff you mentioned.

Oh, and by the way
http://www.youtube.com/watch?v=DyYYHOMqgsk
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Posted on 03-01-12 06:01:16 AM Link | Quote
In the demo of TWW, it lacks any of these maps. Testing rooms, rooms of the game and especially the dungeons. Then, the Debug Menu is destroyed by Nintendo. I will search not this version, because it is not interesting. By cons, a demo from E3 2002, see earlier, it can not refuse, but unfortunately no one has yet had the idea to steal.

Maps removed in the demo:

Hyroom Hyrule I_TestM I_TestR ITest61 ITest62 ITest63 K_Test2 K_Test3 K_Test4 K_Test5 K_Test6 K_Test8 K_Test9 K_TestA K_TestB K_TestC K_TestD K_TestE KATA_HB KATA_RM Kazan Kaze KazeB KazeMB Kenroom M_Dai M_DaiB M_DaiMB Mukao Siren SirenB SirenMB TEST TF_01 TF_02 TF_05 TF_07 VrTest XBoss0 XBoss1 XBoss2 XBoss3

Interesting animations of Moblin, there is one in which he falls like in the trailer of SW 2001.
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Posted on 03-01-12 08:02:45 AM Link | Quote
The demo is interesting, or at least I think so...:

Originally posted by xdaniel
The script from the kiosk demo, full of untranslated Japanese text, rough translations and typos: http://magicstone.de/dzd/random/wwdemo-script.txt

Has gems like "ERROR! Please contact the sales staff for assistance." replacing most Memory Card messages, has the Grappling Hook being called the "Hook Rope", etc. Note that there's many, but not all control codes (button icons, etc.) missing from this dump; I left them out for the sake of a more readable script.

(Also note that you might have to set the character encoding manually, it's in UTF-8)


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Posted on 03-01-12 09:19:13 AM Link | Quote
This is a newer version, it should not be too many changes.

Otherwise, I show you this:



I found that by creating the Japanese code for debug console. By enabling it, you can see this on the right of the debug menu. The strangest thing is that these texts are in the debug menu and not in the debug console. Unfortunately, I still can not find a way to make use the debug console, because it may be a link with the debug mode.

In the file "framework.map" :

** Debug Console **

.sdata section layout
Starting Virtual
address Size address
-----------------------
00000000 00002d 803f60e0 1 .sdata m_Do_main.o
00000000 000001 803f60e0 1 developmentMode__7mDoMain m_Do_main.o
00000004 000004 803f60e4 4 memMargin__7mDoMain m_Do_main.o
00000008 000001 803f60e8 1 mHeapBriefType m_Do_main.o

** Debug Menu Right Texts **

.data section layout
Starting Virtual
address Size address
-----------------------
00000000 000144 80371580 1 .data m_Do_main.o
00000000 000000 80371580 ...data.0 (entry of .data) m_Do_main.o
00000000 00000c 80371580 4 @2100 m_Do_main.o
0000000c 00000c 8037158c 4 @2080 m_Do_main.o
00000018 000012 80371598 4 COPYDATE_STRING__7mDoMain m_Do_main.o
0000002c 000024 803715ac 4 RootHeapCheck m_Do_main.o
00000050 000024 803715d0 4 SystemHeapCheck m_Do_main.o
00000074 000024 803715f4 4 ZeldaHeapCheck m_Do_main.o
00000098 000024 80371618 4 GameHeapCheck m_Do_main.o
000000bc 000024 8037163c 4 ArchiveHeapCheck m_Do_main.o
000000e0 000024 80371660 4 CommandHeapCheck m_Do_main.o
00000104 000018 80371684 4 HeapCheckTable m_Do_main.o
0000011c 000014 8037169c 4 desc1$4076 m_Do_main.o
00000130 000014 803716b0 4 desc2$4077 m_Do_main.o

** Something that interests me... **

.text section layout
Starting Virtual
address Size address
-----------------------
00000000 000efc 800056e0 1 .text m_Do_main.o
00000000 000068 800056e0 4 version_check__Fv m_Do_main.o
00000068 000064 80005748 4 CheckHeap1__9HeapCheckFv m_Do_main.o
000000cc 0000ac 800057ac 4 CheckHeap__FP10JUTGamePad m_Do_main.o
00000178 000058 80005858 4 countUsed__FP10JKRExpHeap m_Do_main.o
000001d0 000024 800058b0 4 getUsedCount__9HeapCheckCFv m_Do_main.o
000001f4 000254 800058d4 4 heapDisplay__9HeapCheckFv m_Do_main.o
00000448 0002b8 80005b28 4 debugDisplay__Fv m_Do_main.o
00000700 000400 80005de0 4 Debug_console__FP10JUTGamePad m_Do_main.o
00000b00 000008 800061e0 4 dump_sort__7JKRHeapFv m_Do_main.o
00000b08 00007c 800061e8 4 LOAD_COPYDATE__FPv m_Do_main.o
00000b84 0000d4 80006264 4 debug__Fv m_Do_main.o
00000c58 00012c 80006338 4 main01__Fv m_Do_main.o
00000d84 000178 80006464 4 main m_Do_main.o
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Posted on 03-01-12 11:42:41 PM (last edited by Aeonic Butterfly at 03-01-12 11:43 PM) Link | Quote
On the whole Shiren line-- I think it might be gibberish cobbled from different languages.

I also attempted a transliteration of what is being said (phonetically, since I do not know the literal words)

1: Oh foes mig dich daun (dawn)

2: Gozemetch up!

3: Um, ni bezo no bi maday / ma-de / ma-ne?

4: Cheraze mi da?

5: Cheraze mi da! (There's a small inflection difference between these two that make it sound one that's a question, one is a exclamation, like You Got The Thing!)

5: Ohmos! D'Og shi na yo

6: Ogs pretenshi

Parts of it sound oddly Germanic, but that might be due to weird accents. Things like the first line, where Dich sounds like it'd be expected in Old English. 4 and 5 both sound like French with an oddly Japanese sentence structure. Other parts sound like Japanese, even if nonsense, such as the second.

My vote goes for gibberish.
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Posted on 03-02-12 07:50:52 AM Link | Quote
I think I just found the exact location of Debug Mode/Menu/Other, but I'm not immune to a terrible disappointment for example, it works at all. Obviously, I had found the debug menu in perfect condition, but this is more general and only if something does not work well to destroy my research. I hope I will succeed my ultimate mission in The Wind Waker!
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Posted on 03-02-12 10:10:17 PM (last edited by Gamma at 03-02-12 10:26 PM) Link | Quote
Originally posted by Aeonic Butterfly
On the whole Shiren line-- I think it might be gibberish cobbled from different languages.

I also attempted a transliteration of what is being said (phonetically, since I do not know the literal words)

1: Oh foes mig dich daun (dawn)

2: Gozemetch up!

3: Um, ni bezo no bi maday / ma-de / ma-ne?

4: Cheraze mi da?

5: Cheraze mi da! (There's a small inflection difference between these two that make it sound one that's a question, one is a exclamation, like You Got The Thing!)

5: Ohmos! D'Og shi na yo

6: Ogs pretenshi

Parts of it sound oddly Germanic, but that might be due to weird accents. Things like the first line, where Dich sounds like it'd be expected in Old English. 4 and 5 both sound like French with an oddly Japanese sentence structure. Other parts sound like Japanese, even if nonsense, such as the second.

My vote goes for gibberish.



I found a video of Gohdan's little speech, and found out what some of the clips relate to:



"Gozemetch up!" is "Accept this final challenge..."

The declarative "Cheraze mi da" is "O, chosen one..."

"Ogs Pretenshi," from what I can tell, is "Go forward with caution." Why does 'Pretenshi' seem to relate to 'Caution?'

The questioning "Cheraze mi da" is, again, "O, chosen one..." Which means that they had some sort of structure in mind, lol.

"Oh foes mig dich daun" is What will now come to pass is tied to your fate- to the path you have chosen." (Which is my favorite quote)

"Um, ni bezo no bi maday" seems to be "The path can now be opened."

What's left is "Ohmos! D'og shi na yo," which at this point can only match up to "You have done well to find this place."

So. That's that. It looks like the DID put forth a good effort to make it sound like an actual language- it could be a precursor to Midna's speech patterns.



Might also add that while it is used, Daphnes Nohansen speaks after touching the Triforce, as well.



Edit: I did a little work on Google and found that 'Ogs' in 'Ogs pretenshi' could be a form of 'Og,' which is appearently German for 'and.' 'Pretenshi' might be a mispronounciation of the Italian word 'Pretensi,' which means 'pretension.'



Does 'And pretension' make any sense?
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Posted on 03-03-12 01:22:57 AM Link | Quote
Yoshi's Story all over again.

My guess would be some random language(s) run through a filter to jumble up all the syllables, to make realistic-sounding gibberish.
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Posted on 03-03-12 08:28:11 AM Link | Quote
I can not find a way and yet I must know where to start debugging! After many of modifications, I only managed to see the debug console to be absent, then I put the code to see yet. I even tried things more or less logical, but impossible to see anything...

I have the impression find myself almost in the same situation before having to find a way to execute the debug menu with an idea of JayTheHam. However, this method was much easier than what I try to do now. In short, I really need help from someone who is familiar with the hack gamecube games and knowing the debug emulator Dolphin. Unless JayTheHam is available to find a way to execute the debug of The Wind Waker.

Meanwhile, I leave this picture showing the exact location of the execution of debugging ("debug__Fv" in main01__Fv):

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Posted on 03-04-12 03:25:49 AM Link | Quote
Originally posted by Gamma
Originally posted by Aeonic Butterfly
<>



I found a video of Gohdan's little speech, and found out what some of the clips relate to:



"Gozemetch up!" is "Accept this final challenge..."

The declarative "Cheraze mi da" is "O, chosen one..."

"Ogs Pretenshi," from what I can tell, is "Go forward with caution." Why does 'Pretenshi' seem to relate to 'Caution?'

The questioning "Cheraze mi da" is, again, "O, chosen one..." Which means that they had some sort of structure in mind, lol.

"Oh foes mig dich daun" is What will now come to pass is tied to your fate- to the path you have chosen." (Which is my favorite quote)

"Um, ni bezo no bi maday" seems to be "The path can now be opened."

What's left is "Ohmos! D'og shi na yo," which at this point can only match up to "You have done well to find this place."

So. That's that. It looks like the DID put forth a good effort to make it sound like an actual language- it could be a precursor to Midna's speech patterns.



Might also add that while it is used, Daphnes Nohansen speaks after touching the Triforce, as well.



Edit: I did a little work on Google and found that 'Ogs' in 'Ogs pretenshi' could be a form of 'Og,' which is appearently German for 'and.' 'Pretenshi' might be a mispronounciation of the Italian word 'Pretensi,' which means 'pretension.'



Does 'And pretension' make any sense?


It could, maybe. I was doing some looking around on a hunch, and in at least some dialect of Old English, "Oh, chosen one," could easily mean, "[Oh] Hit Cure þæs" in a variant of Old English. Where Cure here is pronunced "Choo-ray," like Hooray, but Choo-ray, and þæs as Da, with an A not unlike apple or bat.

Could be huge coincidence, though. =P Especially since Oh Foes Mig Dich Daun hasn't exactly turned up any similar ones. If it's fate, it's none of the standard English words, such as wyrd. I'll keep looking at it.
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Jul - TCRF - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply




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