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05-04-22 12:43:13 AM
Jul - The Cutting Room Floor - The Legend of Zelda: Wind Waker Findings New poll - New thread - New reply
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Ninji

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Posted on 03-10-12 04:37:44 PM Link | Quote
I'll check those other things out later. I'm also writing a list of everything I can find related to the development mode.

In the meantime, I'll share this that I've found:

If the game crashes, you can enter the following key combinations to enable development mode. Yes, Nintendo really named them like this:

Link: Hold down D-pad right, then press L
Ganon: Hold down D-pad up, then press R
Zelda: Hold down D-pad left, then press Z

You must enter: Link three times, Ganon six times and Zelda five times. The order doesn't matter.

Once you've done all of those, hold down Z, R and L and then press D-pad down. Development mode will activate.


I'll post the code for this later as well, in case it interests you...

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Dark Linkaël

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Posted on 03-10-12 05:08:03 PM Link | Quote
I am excited to see this list that you are doing.

It's very interesting! But you must use a code to do all this?

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Ninji

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Posted on 03-10-12 05:37:33 PM Link | Quote
Originally posted by Dark Linkaël
I am excited to see this list that you are doing.

It's very interesting! But you must use a code to do all this?

Oh, I didn't realise it could be taken that way... I meant the C++ source code for that :p

Anyway, I can't find anything else debug related If you see anything else that looks interesting in Framework.map, post and I'll look at it.. but there's nothing else that uses the DevelopmentMode flag. And no, there is no way to activate the map select without modifying the code to jump to ScnMenu instead of a different scene...

I've listed here the source code for several of the debug functions and every button that you can press to use them: http://dl.dropbox.com/u/4558613/WWDebugInfo.txt

I'll check out TP in a bit.

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Dark Linkaël

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Posted on 03-10-12 06:06:26 PM (last edited by Dark Linkaël at 03-10-12 03:07 PM) Link | Quote
Too bad, but if I see something on the file "framework.map", I would say on this topic so you can see. There could be something very interesting.

Anyway, thank you for your explanations and your list!

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Dark Linkaël

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Posted on 03-14-12 05:16:09 PM Link | Quote
I really began to be short of ideas on research in The Wind Waker. I must say it has been well researched since its release, but if we find unused stuff, he'll have to dig very deep. For example with the file "framework.map".

So I encourage you to continue the search! I hope one day to see a beautiful prototype of Wind Waker.

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- Dark Linkaël -
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Gamma
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Posted on 04-18-12 12:47:38 AM Link | Quote
Hiya.

I was trying to decode the .bms sequenced audio files (think MIDI, I believe), and while doing that I found out how to change instrument IDs. That led me to be able to take a look at the audio. There's a file called 'Jaboo.bms,' which is strange because Jabun only appears in a cutscene; his theme is a stream because of that. I was able to make a video of the .bms in question. Note that the file itself has three different seqences, and it seems only two play; also note that the instruments ARE NOT what they should be. It wouldn't work with its normal instruments, because it relies on a .aw (instrument bank) that's not (and can't be, by me) loaded. Sorry for the quality; I had to get a microphone and record it from my laptop speakers.

http://www.youtube.com/watch?v=mKMF_UUfIIU&feature=youtu.be

From what we can hear, it sounds pretty tranquil. I mean, I definitely think of water when I hear it. This could be further evidence that more was planned with Jabun before his role got shortened.
GlitterBerri

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Posted on 04-18-12 06:52:29 AM (last edited by GlitterBerri at 04-18-12 03:54 AM) Link | Quote
That's this song. It's The Wind Waker's equivalent to Ocarina of Time's Deku Tree theme. I'm not sure if it plays around Jabun in the final game.
Gamma
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Posted on 04-18-12 10:11:22 AM Link | Quote
Oh. I see. Why the track is called 'Jaboo' is a mystery then.
GlitterBerri

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Posted on 04-18-12 05:24:12 PM Link | Quote
I think the song is used for the secret grotto/cave areas of The Wind Waker as well as some ship interiors.

Looking at YouTube vids, it seems that Jabun's regular theme plays when you enter the cave to talk to him, and you're automatically pushed out the door when the speech is finished. I don't know if it plays the grotto theme if you reenter the cave after that. Doesn't Jabun disappear at some point, too? Maybe if you try to enter his cave when he's not there, that's the song that plays?

I honestly can't remember the game well enough, so that might be worth checking.
Cuber456

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Posted on 06-02-12 03:10:45 AM Link | Quote
So I have been thinking about releasing the model file that I have been working on for AR00. AR00 is the room that was featured in the first Wind Waker trailer. I want to give other people the chance to play with the model and/or modify it. Besides, I don't want to think I did all of this work for just myself. This was my original video of the model file in game:

http://www.youtube.com/watch?v=FY9m5wvmejU

I could just release this version of the model file but I have some problems with it. My main problem with this model is the fact that everything is all green and yellow. Its like a monochrome gameboy screen as mentioned by one of the commenters on the video. Since everything is either green or yellow, it can be very difficult to see what the model actually looks like. I have been working to include different textures in the model so that it is easier to see what the model looks like but I don't have complete control over what textures I can use or how those textures get mapped to the model. I can only vaguely choose what parts of the model should get a certain texture and then it is out of my control. With that, here is a better version of the model in this video:

http://www.youtube.com/watch?v=_nd651PIO9M

I tried to use a meaningful color layout so that the map is easier to see. The floor is white, stumps/wood are brown, the road is red and the walls are still green. Would people be ok with this version of the model? Should I make any more changes? Let me know!
GlitterBerri

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Posted on 06-02-12 03:40:48 PM Link | Quote
Very cool, Cuber! It would be nice to see a completely restored version of this model.
Cuber456

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Posted on 06-02-12 09:04:50 PM Link | Quote
Originally posted by GlitterBerri
It would be nice to see a completely restored version of this model.


Ya I agree. I would love to see this model completely restored. However, such a thing is also completely out of our reach. We just don't have an efficient way of texturing models the way we want. Until someone creates a program that will let us do so, this is the best we will be able to do(aside from some minor changes) as far as textures are concerned. Textures aren't the only thing needed to restore this room though. Remember the spaceworld video? The room had shrubs, grass, moblins and fire flies. I don't think it would be too difficult for someone to hack those into the room although I don't know either.
Dark Linkaël

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Posted on 06-03-12 07:56:44 AM Link | Quote
It is almost impossible to completely restore this room, it lacks too many things. For textures, uses the forest of Outset Island. Oh, it also lacks the mushrooms in the tunnels of wood! They are visible in the model collosion. Otherwise, I think you can put the normal trees, I think this is the same as those in the trailer.

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Posted on 06-03-12 05:51:23 PM (last edited by Aeonic Butterfly at 06-03-12 05:53:11 PM) Link | Quote
Some of the restoration might have to be attempted by creating new content, if its doable. Make a copy of the mushroom collision and smooth it out a little and try to texture it similarly to the one seen in the Space World video. The trees, like someone said, are pretty much the same used in the final game.

The plants might be fun; the bushes could probably be recycled from Outset Island (if I remember things right), and the little clover plants are used in one the dungeons, if I remember. Pretty sure it was one of the forest ones (I haven't played the game since 2007, incase no one call tell. Sorry!)

The long grass visible near one of the logs could be recreated with a good billboard or line modelling in a program, ala Carrara. They look near-solid green, so it should be easy enough to texture.

Again, we won't ever be able to fully restore it unless we come across a prototype of the game with the data in it, or even the one the video came from, but...

Gamma
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Posted on 06-03-12 07:02:26 PM Link | Quote
The grass and bushes are objects, and can be placed with XDaniel's actor editor.

Since the mushrooms have collision in the model itself, they were probably level-specific (as opposed to actors), so you'd have to make it so that the mushrooms are on the textured bdl.

The fireflies... We won't be able to do something like it shows in the video (the fireflies appearing in flurry), but we would definitely be able to add an environmental flag to the .dzs to add Forest Haven/Forbidden Woods particle effects.

While watching the video, I noticed something else... The entire time, the bombs are equipped to one of the buttons, but the bomb icon is that of the mega bomb from Four Swords Adventures. The hammer icon also looks more like the Megaton Hammer.

Another thing, in the video it shows Link tiptoeing. That's not possible in the final.

ONE MORE thing, in the video the prompt to parry is B instead of a starbust on the A icon. Then again, at that point in development the sword was on A.

I doubt that we'll ever get a prototype, but then again we DID get an insanely early prototype of Metroid Prime 3, so I guess anything's possible.
Cuber456

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Posted on 06-03-12 09:19:53 PM Link | Quote
I just want to point out again that the 3DS to BDL converter that I am using isn't as developed as some of you think it is. There is just no way I can use specific textures and apply them as I please. The way the converter works is to take some random texture from another BDL file and apply it to the new model randomly. The key word here is random. There is no precise way to use a specific texture and apply that texture specifically to a piece of the model. I hope that this is clear. Until a more developed program comes out that will allow us to apply what textures we want the way we want, there will be no way for us to properly texture the model back to what it was in the trailer video. Trust me, I wish the opposite was true.

The next thing is the mushrooms. Yes they are actually apart of the DZB. I left the mushrooms out of the BDL for a few reasons. One reason was because, in Blender, they would refuse to scale with the rest of the model. The google sketchup model is much smaller than the DZB model and I had to scale it up so that it would match. For whatever reason, I just couldn't scale the mushrooms. The second reason why I left them out was because I was creating the first green model for this room. At that time, I didn't know whether or not I could even import these BDL models into the game. I was having so much trouble trying to do that as Dark Linkaël can testify. So I just said screw the mushrooms and tried working on getting the BDL model into the game in the first place. Perhaps I will return and try to get the mushrooms back in but I am still thinking of releasing the present model regardless because who knows how long it will take to get the mushrooms right.
Cuber456

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Posted on 06-06-12 04:22:34 AM Link | Quote
Small update

I am nearly done setting up the files I want to include in the download. I was spending my time trying to write a decent readme that could explain how to view the model and so on. Hopefully it will be useful for you guys. If I don't slack, I could get this thing out in 1-2 days. In other news, some dick on youtube decided to steal my video that I showed you guys of the updated model. I don't mind if people want to use my material for stuff but the guy completely ripped off my video and even my description. I almost feel like putting my name(Cuber456) into the model somewhere just in case he decides to also copy my download link as well. It's a load of BS........
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Posted on 06-06-12 07:32:27 AM Link | Quote
You'll grow out of it when you realize there are more important things in life than caring about small children who steal your meaningless youtube videos of a game very few people remember let alone care about. I put my name in the Majora's Mask debug ROM because I paid a lot of money for it, but I wish I didn't.
Dark Linkaël

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Posted on 06-06-12 01:08:36 PM Link | Quote
If you do not file your final model revealed, you can always put a texture with your username and that you place somewhere in the room. There, you will be very quiet!

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Posted on 06-06-12 02:14:12 PM Link | Quote
Originally posted by Dark Linkaël
If you do not file your final model revealed, you can always put a texture with your username and that you place somewhere in the room. There, you will be very quiet!


It's a a model he didn't make in a game whose creation he had nothing to do with, he has no ownership over it.
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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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