|
Post by aroenai on Jan 26, 2013 19:21:32 GMT -5
New to modding the n64 Zeldas but love this type of stuff, but I'm a little stuck for some parts of it. Anyway, I'm looking to mod the decompressed OoT Master Quest U rom (not debug) and the Majora's Mask GC U rom for use on my Everdrive 64 on a real n64. My goal is to reverse some of the censorship changes and get rid of the GC specific text/colors. For OoT MQ: -Fix ending sequence (GC plays a .thp movie instead to avoid the sound timing issues in the credits, I should already have this one fixed. Just need to go try it on my n64; 0xB0F8F8 1521 -> 1000) -Restore Fire Temple music (found this patch for the debug rom: www.youtube.com/watch?v=FtD8kXBxBHY but don't know enough about code.zasm, audiobank.zdata, and audioseq.zdata to understand and port it) -Restore the original Gerudo symbols (easy from what I've read?) -Green to red blood -Restore Green/Red/Gray interface to Blue/Green/Red (A/B/Start) For MM GC (fixed bugs, restored cut JP sounds, restored Zora Link boomerang/punch mechanics): -Skullkid's original face (easy?) -Port fixed Goht cutscene from JP 1.1 -Restore cow with nose ring in alien cutscene (actor?) -Restore US difference: Skullkid summoning moon global scream sound vs. emitted from Skullkid actor (it gets quieter when the camera moves away in JP and GC) -Restore 4th Hear Piece sound from JP -Restore Green/Red/Gray interface to Blue/Green/Red (A/B/Start) I'm assuming the interface colors are somewhere in code.zasm, but I'm not sure how to find them. Is there an easier way to replace the textures, or is it just dump them with Rice's video plugin and search by hex?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 26, 2013 20:54:55 GMT -5
Patching OoT MQ sounds good to me since the debug rom has a lot of graphics issues, but I don't see the reason behind patching MM, you could just use an N64 rom. ---- My opinions aside, for OoT MQ: - That sounds about right.
- That's for the debug rom, not the GC one. What I would do is apply the patch to the debug rom, look for changes in a hex editor, search for the original data around those changes in the GC one, then copy the patch data over. eg.
Original Data (DBG): 00 01 02 03 04 AA DD 2F 33 35 2B 06 FD E3 A7 43
Patched Data (DBG): 00 01 02 03 04 XX XX 2F 33 35 2B 06 FD E3 A7 43
Search for the original data in the GC rom, then overwrite it with the patched data.
- Yeah, just dump the texture with Rice's plugin, convert it to either I4 or I8 with one of my texture converters, search for the raw data in the rom to get the offset. Then convert your new texture to that format and overwrite it.
- That could be done by changing the last 4 bytes of the FA instruction in the display list for his blood to [00 FF 00 FF]
- Depending on the offsets, it might be possible to use Flotonic's interface lift. If they're not compatible, you can do like I said and search for the information around the changed data in the GC rom and manually patch it.
For MM GC: - Not really sure what you're talking about
- Again, no idea
- If it uses a separate display list from a normal cow, this could easily be done by appending the ring from the original and branching to it with a DE instruction.
- No idea how you'd do that, but are you sure that's not just a hardware thing, not something that needs to be patched?
- Don't really have any clue how sound works. Been trying to figure it out though
- I think interface lift might support MM (U). If it does, you can patch it the same way I told you to before
From what I know, they're either in code.zasm or the actor that's used for menus. You shouldn't have to replace the textures, they're IA.
|
|
|
Post by aroenai on Jan 27, 2013 6:08:40 GMT -5
OOT MQ: -The problem is, the changes don't line up exactly... code.zasm is very different between the debug rom and the U OoT MQ rom -Where do I find your texture converters? -Where can I find that display list, like I said I'm just starting so I have a vague idea of what it is but most of the tools are for the debug rom and won't work with the decompressed MQ rom. I've just been in a hex editor right now. -Everdrive 64 flash cart doesn't support gameshark codes, so it has to be patched in. The problem is, I don't know what hex pattern I need to be looking for. MM GC: Reason for the GC rom - on USA rom Zora Link doesn't take a step forward when doing the punch before using the boomerangs, this makes the pot breaking game harder (GC reverted this change); dialog sounds were cut from the USA version (Deku Princess, mail box, Darmani's ghost) they were restored in the PAL release and later the GC version tcrf.net/The_Legend_of_Zelda:_Majora%27s_Mask/Program_revision_differences-His face is black in the JP version like he is in OoT -Link gets run over by Goht and screams like he's been thrown, fixed in JP1.1 but the change was missed in later versions -It's not a hardware thing, JP and GC roms emit the sound from Skull Kid on a real n64, USA version has it as a global sound so it doesn't get quieter when the camera pans to the moon Whoops sorry, I meant for replacing textures in general I know the interface icons are shaded not using different textures.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 27, 2013 9:39:35 GMT -5
That's the point of searching for the original data around the changes in the new rom Differences between roms are rather minimal, but generally they contain the same data just at different offsets. You can find them and several other utilities I've written on this pageAhh...there's the tricky part. Since it's a particle effect, it's most likely in the gameplay keep, but it's also most likely colored by the actor. I would change the extension of ganondorf's actor file to .zobj and open it in UoT to see if you can find it there. (I don't think many people even realize that actors can contain display lists too...) It's pretty much the same gameplan as before. Gameshark codes have the format [OOOOOOOO XXXX] where O is the offset and X is the value to place at that offset. So, while running the game (and before applying the code) go to that offset, and copy the data around it. Then, open your rom and search for that data. If you get duplicates, try selecting even more data or just trial and error. Then, view the same memory in game after applying the codes and manually patch the changes to the rom. Note that this won't work with a lot of assembly hacks because they're loaded at a place in ram that the game doesn't read or write to and hook an instruction to branch to it. MM GC: In that case, it's just a matter of a simple display list port k, i get it now. unfortunately I still have no clue how you'd do it either
|
|
|
Post by bobbotheclown on Jan 28, 2013 9:08:55 GMT -5
not just the jap version, us 1.0 has it too. infact i think all 1.0s have it.
|
|
|
Post by aroenai on Jan 29, 2013 2:53:26 GMT -5
Ok... so I dumped the textures with Rice, it gives me .png files. I must be missing something, because no matter how I save them as tga files and run it through the tool, it never finds matching data in the rom the textures were dumped from.
Can't find that display list with a FA cmd either for Ganondorf.
|
|
xdaniel
Full Member
[Mo0:0]
Posts: 90
|
Post by xdaniel on Jan 29, 2013 10:45:54 GMT -5
PAL versions are numbered starting at v1.0 as well, and there's two of them. Also, PAL v1.0 has a build date that's two days before NTSC v1.2, so if anything PAL v1.0 was based on what eventually became NTSC v1.2. The last N64 version to be made was PAL v1.1, another six days after PAL v1.0. See wiki.spinout182.com/w/Zelda_Build_Dates for build dates for most versions.
|
|
xdaniel
Full Member
[Mo0:0]
Posts: 90
|
Post by xdaniel on Jan 30, 2013 10:58:57 GMT -5
Well, both PAL versions are content-wise (texture, sound changes; etc.) most likely the same as NTSC v1.2, considering the build dates, so that's still correct in a way. It's just that NTSC version numbering should not be applied to PAL as they have their own numbering - NTSC v1.2 is NTSC v1.2 and PAL v1.0 is PAL v1.0.
As for cartridge colors, Europe only had grey cartridges with a golden logo on black background, no matter the version, while Australia (also PAL) appears to have had a gold cartridge akin to the first US release.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Jan 30, 2013 11:33:19 GMT -5
As for cartridge colors, Europe only had grey cartridges with a golden logo on black background, no matter the version, while Australia (also PAL) appears to have had a gold cartridge akin to the first US release. No? I have a gold cartridge and I'm in Europe, though there is a small chance it could be an Australian cartridge. I've never thought about that because I assumed a lot of PAL 1.0 cartridges were gold... Actually, after looking this up I can't seem to find anything about gold cartridges in Europe. I might have the Australian 'collectors edition' but unfortunately the box is long gone so I can't check that.
|
|
xdaniel
Full Member
[Mo0:0]
Posts: 90
|
Post by xdaniel on Jan 30, 2013 11:39:36 GMT -5
No? I have a gold cartridge and I'm in Europe, though there is a small chance it could be an Australian cartridge. I've never thought about that because I assumed a lot of PAL 1.0 cartridges were gold... Actually, after looking this up I can't seem to find anything about gold cartridges in Europe. I might have the Australian 'collectors edition' but unfortunately the box is long gone so I can't check that. What's the ID on the cartridge saying? Looking up images of the Australian gold cart, that one's NUS-NZLP-AUS, while my grey PAL v1.0 is NUS-NZLP-EUR.
|
|
|
Post by punk7890™ on Jan 31, 2013 17:13:36 GMT -5
Yeah. 1.0 and 1.1 have the Fire Temple chants.
|
|
|
Post by aroenai on Feb 9, 2013 14:37:18 GMT -5
Making progress... does anyone know where to find the mirror shield texture? None of the tools are finding matching raw files to search for with HxD. (same for that "L" arrow on the menu screen)
Also, still can't find the addresses for Ganondorf/Ganon's blood or the interface.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Feb 9, 2013 19:25:47 GMT -5
Making progress... does anyone know where to find the mirror shield texture? None of the tools are finding matching raw files to search for with HxD. (same for that "L" arrow on the menu screen) Also, still can't find the addresses for Ganondorf/Ganon's blood or the interface. The mirror shields is a bit different...it has 2 textures; one for the crescent moon (or gerudo diamond depending on which version you're using) and one for the design below it. additionally, they're I8 format and are just the etch, the entire shield itself is colored with the primitive color of the display list. If you just want to change the etch, it's no biggy, but if you want to add color, your best option is to do a display list replacement or insert your new texture data in the link's object file and set the texture in the mirror shield's display list, then branch to the hylian shield's display lists right after the instruction that sets the texture. (ie. using the same model as the hylian shield, just different textures)
|
|
|
Post by aroenai on Feb 12, 2013 22:18:37 GMT -5
I know that, but when trying to use tga2i8.exe I cannot find any matching data in the rom for the png that got dumped using Rice and converted using Gimp. It's worked fine for every other texture except that one.
|
|