| Gamma Member Level: 26 ![]() Posts: 1/135 EXP: 98117 For next: 4158 Since: 08-06-11 Since last post: 6.0 years Last activity: 5.5 years |
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| Hello there! I'd like to share some interesting things I've found within the Wind Waker ISO. I learned about the two beta rooms within the Tower of the Gods' folder ('Siren'), and I began to wonder if they would be able to get loaded in-game. Based on a suggestion that someone gave me, I attempted to load the rooms (Room19 and Room20) by replacing the Room#.arc with another room's .arc. I was able to get Room20 (what seems to be a beta version of the top of the Tower) to load by grafting its file over the map file for the house nearest the watch tower on Outset, as seen below: ![]() ![]() However, I wasn't able to get Room19, most likely a beta Boss room for the Tower, to load; Dolphin would hang upon trying to load it. Here are some screenshots I took with the program BMDview2: ![]() ![]() While I was trying to find the final Bell Tower map, I came across two maps that shared the same aesthetics with the Bell Tower and Boss Room- Room12 and Room15. I decided to see if they would load. ![]() ![]() ![]() ![]() As you can see, this map, Room15, spawns a beamos model that isn't used elsewhere; this Beamos is contained in Hmos.arc, and shares this file with two other Beamos body models- a redish version of the one pictured, and what seems to be a wall-mounted version (though it could just be the emitter for the yellow laser beams seen throughout the Tower of the Gods, most notably the beams protecting the Boss Key). There are two 'Heads' within the file, as well; one for the Red Beamos (which follows you with a laser) and one for the Blue Beamos (which creates a laser that blocks your path, seen in the pictures above). ![]() Red Body ![]() The unknown model ![]() Blue 'Eye' ![]() Red 'Eye' EDIT: ![]() I have come to the conclusion that the Beamos in these images are NOT beta; they are in fact the ones used in the game. Along with the one seen in the latter two pictures of Room15, another statue spawns. Hitting the button does nothing within the room, though the green clouds and purple sky visible beyond where the door should be turn back to their normal colors. The second room, Room12, contains two statues, three buttons and a large pit with a grappling hook target to the side above it: ![]() ![]() ![]() ![]() An interesting fact is that after pressing the button to make the light bridge appear, Link begins to move slowly; it's not because of Dolphin, as the camera still moves normally. Falling into the pit causes a fade out, though it hangs right after that. Finally, I encountered a beta version of the miniboss room: ![]() I couldn't kill the darknut because you can't draw your sword; I believe this is a side effect of using the same Stage.arc as the original house used (It should be noted that replacing the Stage.arc with the Tower's results in the map failing to load correctly; Link falls into a void, after which it fades and hangs). Also, in the game's Object files, there is a .arc called 'X_Tower.' It is a complete model of the finished Tower of the Gods. The odd thing is that the map used for the ocean (in the folder designated 'sea') is the same model. My theory is that the object version of the tower is the model in which the bell is rung to open the portal to Hyrule, and this giant object is spawned in the map ADMumi (glitching out of the top of the Tower brings you to a Triangle Island with the three Pearl statues stuck together). It's interesting that the beta bell tower is a stand-alone map; it may be that the developers simply took a short cut when redesigning the Tower. It was very intriguing to learn about the forgotten stuff within the game, and I hope that this information is useful to someone. |


































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