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05-04-22 12:43:14 AM
Jul - The Cutting Room Floor - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply
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jaytheham
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Posted on 03-04-12 08:45:28 AM Link | Quote
I'm not clear on what you are trying to do Dark Linkaël.
You can see that the debug function calls three other functions: CheckHeap... etc
If any of these sub-functions are being skipped you should be able to see why and alter it so they run.
I messed around in there a bit ages ago but can't recall getting anything interesting to happen.
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Posted on 03-04-12 09:03:04 AM (last edited by Dark Linkaël at 03-06-12 09:32 AM) Link | Quote
I especially wanted to know if there were debugging functions as in Ocarina of Time or Majora's Mask for example. But since I am not yet strong enough in this kind of hack, so I'm not able to understand how to activate certain things.

You tried at one time and you do not see anything special?

Moreover, the debug menu, he must not be executed automatically?

EDIT : 03/06/2011

The new code of Debug Console (I speak on the "Talk of TWW on TCRF") allowed me to discover something with the Debug Menu!

You know the text here: "3コン(A):デモ23 OFF", well you can put the "OFF" to "ON" by pressing button "A". However, I still do not know what this option, but I intend to try to learn more. All that was needed to activate the Debug Console to turn on this option.

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xdaniel
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Posted on 03-08-12 05:34:00 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Alright, with the DVD version byte set to 0x91 as per Treeki in the TP thread and a controller plugged into port 3 of the GCN (or emulator), the debug console Dark Linkaël posted about before opens up on its own, without the need for additional codes.

Some things I noticed while messing around with it in WW NTSC-J - maybe some of it is known already, I'm not sure.

Anyway, the game starts up with some performance indicators at the bottom of the screen, which probably do not exclusively show sound activity. I assumed the same for OoT's indicators back in the day, but as we later assumed and got confirmed through MM Debug's descriptions, those are for both graphics and audio at the very least.



Next up, there's the memory information printed on the right hand side of the screen, which you can cycle through with R+Z on controller 3. "RelUsed Blk/Bytes" is the default, while you can also make "ARAM Free" and "TotalFree", "TotalFree/MaxFree", "MaxUsed/HeapSize" and "Used Blk/Bytes" appear.

Going on, pressing Z on controller 3 alone opens up the console, which you can control following the instructions printed on the screen.



In addition to those instructions, you can also press Left, Up and Right on the D-Pad of controller 3 to print some more information to the console:





Up and Right print some memory allocation stats, while Left prints a bunch of information about the current map, like archives used, actors loaded, etc. which is quite interesting to see (or at least for me )

And... that's pretty much all I could find straight away, not sure if there's more to the debug console or the performance bars. Does anyone know if the DVD version byte also enables the map select menu or any other debugging features?


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Posted on 03-08-12 05:59:58 PM Link | Quote
The debug console is very interesting, but it's frustrating not to see more!

I changed the other "00" near offset 0x07 and I have not seen anything... I hope there is a way to activate debugging tools (Map Select, Debug Camera or other), otherwise it is a bad idea from Nintendo... Yet it would be surprising given that the game at 10 years old this year.

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Posted on 03-08-12 06:01:09 PM Link | Quote
Originally posted by Dark Linkaël


You know the text here: "3コン(A):デモ23 OFF", well you can put the "OFF" to "ON" by pressing button "A". However, I still do not know what this option, but I intend to try to learn more. All that was needed to activate the Debug Console to turn on this option.


3rd controller (A): Demo 23 OFF
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Posted on 03-08-12 06:19:43 PM Link | Quote
3rd controller (A): Demo 23 OFF

I still do not know what this option... I tested a bit yesterday and it seems to change some scenes... It is very strange in any case, especially since it speaks of "demo23" in file "framework.map".

Demo 23 is the scene where Link saves her sister Aryll again.

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Posted on 03-08-12 06:33:20 PM Link | Quote


>>ESTABLISHING LINK...DONE.    >>FETCHING POST DATA...DONE.    >>EXECUTING POSTDISP.BIN...


Using Dark Linkaël's code 04000004 30310091, this also works perfectly on real hardware - PAL Wii with original PAL WW, using NeoGamma to run the game with codes:





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Posted on 03-08-12 06:57:27 PM Link | Quote
I just tested too, it works perfectly. However, I thought he had four controllers to view it.

So what is the utility to connect four controllers to how OOT and MM?

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Posted on 03-09-12 05:04:40 AM (last edited by Rena at 03-09-12 02:05 AM) Link | Quote
Post #4568 · 03-09-12 12:04:40 AM
Wow, English instructions!

I don't know why people insist those bars relate to audio. One or two of them might, but they're almost certainly resources measurements such as CPU usage.

I know for sure that in Mario 64, Mario Kart 64 and Ocarina of Time (all of which have similar debug bar functions), there are bars to indicate number of active objects, memory usage, display list buffer size, and a bar that just is four solid colours of fixed width, probably to give some scale for the others. (Not all of them exist in every game, though. In particular, OoT has three different sets.)

I doubt you'll find much by playing with nearby bytes; those would just be disc information. Probably you'd want to just push all different button combinations and see what happens. There's also likely functions that require an additional code to enable.

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Posted on 03-09-12 11:00:03 AM Link | Quote
Well, it seems that Wind Waker also has the same crash debugger as TP, and much like Majora and OoT, except there's no button combos involved.

And also like OoT and MM, it doesn't appear on emulators.
http://www.youtube.com/watch?v=suVftK0s9YI
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Posted on 03-09-12 06:05:10 PM Link | Quote
Hooray for getting a recording of that, Kargaroc!

Dark Linkaël, thank you very much for adding the remainder of the translations to the TWW map select page on the wiki! I translated a few of the things in the "To Do" list, but where do I find the untranslated text for "(ー Conversation After Kid Sister's Abduction"? If you post it here, I'll do it for you.
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Posted on 03-09-12 06:19:55 PM Link | Quote
It was really long and tiring to do so, but it's a good thing done.

Thank you for the rest of the translation! Otherwise, this is the sign between the ( ) that I put. You do not know what is it? It's just a "-"?

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Posted on 03-09-12 06:30:45 PM (last edited by GlitterBerri at 03-09-12 03:31 PM) Link | Quote
If you're confused about the ( ー ) symbol, I don't have any ideas either. I think it's just a - , like you say.
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Posted on 03-09-12 06:35:44 PM Link | Quote
It's not really a straight line, it goes up and down. The same as for the "2D MAP Dummy".

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Posted on 03-09-12 06:39:23 PM Link | Quote
I translated directly from xdaniel's document here, so it looks like ( ー ) to me. I assume the symbol you're referring to is 〜, which is the same as ~ in English. It doesn't hold any particular meaning, it's similar to " - ".
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Posted on 03-09-12 06:51:09 PM (last edited by Dark Linkaël at 03-09-12 04:03 PM) Link | Quote
I think it's a "-" also, I'll put it on TCRF.

Otherwise, I'll maybe make a list of the map select Twilight Princess, but she seems very long and mostly quite mixed.

If you want the file to map select, here it is:

Menu1.dat (E3 2006 Demo Twilight Princess)

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Posted on 03-09-12 07:58:22 PM Link | Quote
The performance indicators at the bottom of the screen are handled by a class named "JUTProcBar".

I haven't studied the code for them very thoroughly, but the data it shows is related to two main things:
- Frame rate/how long it takes to do specific things
- How much space is available in specific Heaps

The fourth controller is also used for debug things. Don't know what for exactly.



Anyway, about the map select: It's a scene on its own, and handled by the following functions:
dScnMenu_Create(scene_class *)
dScnMenu_Draw(menu_of_scene_class *)
dScnMenu_Execute(menu_of_scene_class *)
dScnMenu_IsDelete(menu_of_scene_class *)
dScnMenu_Delete(menu_of_scene_class *)
phase_1(menu_of_scene_class *)
phase_2(menu_of_scene_class *)

All the scene management stuff is handled by functions prefixed with fopScn. In particular, this is the function that executes a scene change:
bool fopScnM_ChangeReq(scene_class *currentSceneCls, short newSceneID, short unk1, unsigned short unk2);

The scene ID is actually a profile ID (the profile is obtained using the function fpcPf_Get(short)). The profile is a small structure that tells the game how to construct a specific object/scene/etc.

Here are all the ones I can find:
5 - ScnLogo
6 - ScnMenu
7, 8, 9 - ScnPly variations
10/0xA, 11/0xB - ScnTitle
12/0xC, 13/0xD - ScnName
14/0xE, 15/0xF - ScnOpen
20/0x14 - ScnRoom

But unfortunately, there's no function that calls fopScnM_ChangeReq with 6 So the map select menu is totally inactive, even when the debug mode is enabled using version >= 0x91.

The code in the TCRF article works by changing profile 12 so it makes a ScnMenu instead of ScnName.


If there's anything else you'd like me to look at in the code, let me know...

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Posted on 03-10-12 09:13:24 AM Link | Quote
Very interesting your explanations, I already know a little about the subject.

To find the map select, I had to replace "l_dScnName_Method" by "l_dScnMenu_Method".

It's really strange that this menu does not want to execute with the debug mode... Nintendo would he have done something to stop execute it in the final version? It's a big disappointment not being able to run it properly as OOT and MM!

Otherwise, there is nothing in this debug mode? There is just the debug console and what is mentioned in this topic?

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Posted on 03-10-12 01:21:55 PM Link | Quote
Originally posted by Dark Linkaël
Very interesting your explanations, I already know a little about the subject.

To find the map select, I had to replace "l_dScnName_Method" by "l_dScnMenu_Method".
Yeah, that's the same thing I'm talking about. It's just that I never loaded the names for that section for some reason. I've done it now.

Originally posted by Dark Linkaël
Otherwise, there is nothing in this debug mode? There is just the debug console and what is mentioned in this topic?
I'll check that out now...

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Posted on 03-10-12 01:45:45 PM (last edited by Dark Linkaël at 03-10-12 10:59 AM) Link | Quote
Okay, I hope there will be other interesting things to see inside. Thank you for your help in this research because it is an area where I am not very experienced.

I'd be very surprised if the debug mode does not contain more than things, especially at this time in 2002, Nintendo did not seem too be wary of hackers. If there is nothing else, I think the biggest research The Wind Waker will be terminated. I think the debug mode is supposed to be the final search in this game. Provided that one of my dreams does not stop within a short time.

Apart from that, would you find if there is anything that would link with the map select of the demo from E3 2006 Twilight Princess? Because there is no "dScnMenu" in file "RframeworkF.map" and it's a bit strange.

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