Zelda Oot Debug Rom Patch
Video Gamer X of The Oddesy of Hyrule is attributed with releasing the Debug code for OoT, back in May of 1999. An improved input sequence was discovered by mzxrules in September of 2016.
A decompilation of Ocarina of Time: Master Quest (debug) brought to you by a bunch of clever folks. This is an old repo. Legend of Zelda: Ocarina of Time Master. Download the patch file which comes in BPS format from the release post linked below Head over to Rom Patcher JS which is an online tool letting you patch ROMs Choose your ROM file & Patch file by using the buttons present on the website Click ‘Apply patch’ and download the modified ROM. A decompilation of Ocarina of Time: Master Quest (debug) brought to you by a bunch of clever folks. This is an old repo. Legend of Zelda: Ocarina of Time Master.
Zelda Oot Debug Rom Patch Notes
This is a WIP decompilation of The Legend of Zelda: Ocarina of Time. The purpose of the project is to recreate a source code base for the game from scratch, using information found inside the game along with static and/or dynamic analysis. The only build currently supported is Master Quest (Debug), but other versions are planned to be supported. Step 3 - You'll next need the rom, but there is an already patchedmultiplayer rom here, thanks to jmanx. View Slickpacho146 Let's Plays, Comics. Zelda 64: Controlling. Issue 352 Zelda OoT Debug Rom 4 player patch not loading 1 person starred this issue and may be notified of changes. OLD MACO DOCUMENTATION FOR ZELDA OOT DEBUG ROM HACKING. OoT Debug Screens. Zelda OoT's debugger has 10 additional screens beyond the standard screen listed above. Most of them, however, aren't very helpful. To advance these screens you can press A, B Start, or any of the C buttons. Segment Information - I really don't know what this screen's about. It may have to do with the ROM itself, or it may. I'm bringing Three Patches in.ppf format of the Majora´s Mask Style Menus for OoT Debug Rom Hud Mod Incluided, N64 MM Colors also. Ready to use + Spoiler this is an example, from cloudmodding another example.AriaHiro´s pic credits to CloudMax for the textures credits to AriaHiro and MelonSpeedruns for MM Style Hud from 3Q Team 3rd Quest.
|
Instructions
- Using the Crooked Cartridge trick, or another method (see Miscellaneous Glitches), crash the game.
- Wait a few seconds and a small yellow bar should appear in the top left corner of the screen (if it doesn't, try again, or crash the game using a different glitch).
- Now input the Debug code:
- L + R, then while holding both press Z
- D-pad Up
- C-DOWN
- C-UP
- D-pad DOWN
- D-pad LEFT
- C-LEFT
- C-RIGHT
- D-pad RIGHT
- A + B, then while holding both press Start
The debug screen will not appear unless you press each button in the correct order.E.g.: In the first step you must press and hold 'L' then while still holding 'L' press and hold 'R' then while still holding both of them press 'Z', now let go of the buttons and do step two.
The debug code does not work on the Gamecube releases (Ocarina of Time and Master Quest) or the 3DS version. With the Gamecube versions, the N64 emulator used does not emulate the frame buffer accurately, thus the error bar and any messages won't appear on screen. Additionally, there appears to be some sort of fatal bug with the crash debugger itself, which causes all crashes to become undebuggable red bar crashes.
Debug Code Information
And now an explanation of the debug screens by dvdmth.
The Register Information Screen
Both OoT and MM use the same first screen. This is the most important one, as it provides the most basic information concerning the status of the system at the time of the crash. Most (if not all) of the information shown comes from a register, either on the System Control Processor (top), the main CPU, or the Floating-Point Unit (bottom).
At the upper-left corner is the ID of the faulting thread. Often, different pieces of code will 'take turns' using the CPU. Whichever piece of code, called a 'thread', was being executed at the time of the crash is displayed. This number is usually 4 (which seems to indicate an unidentified thread). I'm not sure where this number is stored, be it in a register or somewhere else.
The top of the screen also shows the type of exception that crashed. Each exception has an associated number, between 0 and 31, that is used to identify what is going on. Note that not all exceptions result in a crash -- in fact, exceptions are a regular part of the life of the system. Those exceptions that actually cause a crash are known as 'fatal exceptions' (for obvious reasons). It isn't until an exception becomes fatal that the debugger actually is invoked. (Sometimes an exception can crash one process while leaving others untouched, while other times an exception can bring everything to a halt. This is why sometimes you can still hear music after a crash, and other times you can't.)
Next, the debugger shows the values of three registers from the System Control Processor (a coprocessor that keeps track of system status and performs some basic system tasks). There are actually 32 registers (at least) on this processor, but only three are important.
- Exception Program Counter (EPC) - This is a pointer to the instruction that caused the crash. (Technically, the EPC holds whatever the Program Counter (PC) was set to at the time of the crash. The PC always points to the instruction currently being executed.)
- Status Register (SR) - This holds the status of the system, including what coprocessors are available and whether it's running in 32-bit or 64-bit mode (for example).
- Bad Virtual Address (VA) - This holds the memory address that the program tried to access and failed (assuming the crash is due to a memory error). On the N64, possible values range from $80000000-807FFFFF (with the Expansion Pak). Anything outside of this range is bad.
Beneath those three registers, the debugger displays 30 out of the 35 registers on the main CPU. Some registers, such as the Stack Pointer (SP), are used by the operating system. Others, however, are open for the program to use however it sees fit. The idea is to put the most often referenced data on a register, since registers are accessible at really high speeds (compared to RAM).
The only two registers I can identify in this group are the Stack Pointer (SP), which holds a pointer to the stack (a section of memory that holds temporary data, like local function variables), and the 'LO' register (which is used in multiplication and division operations).
Finally, the Floating-Point Unit (FPU) has its share of registers. Thefirst register shown is the Floating-Point Control/Status Register(FPCSR), which keeps track of the status of the FPU, as well as providing any errors that occur during calculations. (The most recent error is displayed to the right of the value, if applicable. Note that this error is ONLY important if a Floating-Point Exception occurred.)
The remaining values show the various floating-point numbers being stored currently on the FPU. Floating-point numbers are numbers that have a fractional part (i.e. they have a decimal point). They are generally shown in scientific notation (instead of the usual hexadecimal), unless the value happens to be an integer. Only half of the registers are shown, since these are the only ones that actually hold data (for technical reasons). It is up to the program how to use these registers.
OoT Debug Screens
Zelda OoT's debugger has 10 additional screens beyond the standard screen listed above. Most of them, however, aren't very helpful. To advance these screens you can press A, B Start, or any of the C buttons.
Segment Information - I really don't know what this screen's about. It may have to do with the ROM itself, or it may have to do with how pieces of code are divided (or something).
ROM Debug - This screen is not exciting in the final versions of OoT, since all values are set to zero. During testing, however, the developers may have set these values to reflect the contents of certain variables during gameplay. This way, if the program crashed, they may be able to figure out what went wrong from these variable settings.
Stack Dump - (NOTE: I'm careful not to use the term 'trace,' as the debug screen uses, since it's more of a dump than a trace.) This screen shows the contents of the Stack, a section of memory used to hold temporary data. The left column shows the address in memory, and the other columns show what's actually there. (Those who've used a hex editor know how this is like.) The farther down you go, the older the information (since the Stack Pointer is reduced as new items are added and increased as items are taken off).
PC Dump - This screen shows the code being executed at the time of the crash. Somewhere on the screen is the instruction that failed (pointed to by the Exception Program Counter). This screen is displayed the same way as the previous one.
Zelda Oot Debug Rom
Actor List - This appears to be a list of the 'actors' currently in memory. What exactly counts as an 'actor' will vary from game to game. Occasionally a PC value appears next to an entry on the list (most likely referring to the piece of code that runs that actor, or perhaps the piece of code that installed it).
Version Info - Finally, the most famous screen from OOT's debugger. The 'I LOVE YOU' message is on here, as well as a bunch of zeroes. The date of compilation is also on this screen, helpful in determining the version of the ROM you have. As far as I know, the possible dates are:
- 98-10-21 04:56:31 = North America (NTSC) 1.0
- 98-10-21 04:56:31 = Japan (NTSC) 1.0
- 98-10-26 10:58:45 = North America (NTSC) 1.1
- 98-10-26 10:58:45 = Japan (NTSC) 1.1
- 98-11-10 14:34:22 = International (PAL) 1.2
- 98-11-12 18:17:03 = North America (NTSC) 1.2
- 98-11-18 17:36:49 = International (PAL) 1.2
During the N64’s heyday, Nintendo had plans to release an expansion pack for The Legend of Zelda: Ocarina of Time. By using the 64 Disk Drive add-on (64DD), it would interface with the original game to offer a new experience.
Sadly, the 64DD was destined to failure.
It released with minimal support late in the N64’s life (December 1999) and only in Japan. It was dead on arrival, and our chances of ever receiving an Ocarina of Time expansion were dashed.
Until now, that is.
Developed by Captain Seedy-Eye, Zelda 64: Dawn & Dusk is a brand new Legend of Zelda 64DD expansion game. You can even play it on a 64DD development unit.
Of course, this bit of kit is rarer than hens’ teeth. So it’s just as well you can also experience it on emulators or an original N64 console using a flashcart.
Zelda 64: Dawn & Dusk was ported to 64DD by LuigiBlood, who previously released English translations of the Mario Artist games.
What’s Zelda 64: Dawn & Dusk about?
This expansion is a brand new Legend of Zelda adventure. It uses the same assets and game engine as Ocarina of Time, but features a new world and story.
The game is set in a once-great kingdom now split between east and west.
In a bid for power, the west tried to tame a legendary beast. However, this creature ended up attacking the east, resulting in a costly war for both sides.
Thankfully, a legendary priestess confronted the beast and forced it into a deep slumber. Although this brought an end to the hostilities, each kingdom ultimately fell into ruin.
You play as a young descendant of this priestess. And now the time has come for you to set out for the Duskside to stop the beast from rising again.
Night and day
Zelda 64: Dawn & Dusk may re-use Ocarina of Time’s objects and enemies, but the newly designed environments and textures make it feel fresh.
Captain Seedy-Eye has also composed a brand new soundtrack for this game. And it does a fantastic job of evoking the distinctive mood of both regions in the game.
Dawnside is an ever-bright, cheery place – although by no means safe.
Duskside, on the other hand, is dark and cold. The glowing-purple patterns that coat most of its locations give it an ominous, foreboding atmosphere.
You can see a difference even in the little details. For example, the shields you can find and equip sport different decals.
There are still many familiar elements though. For one, Zelda 64: Dawn & Dusk begins in a similar fashion to other Legend of Zelda games.
At the start, you find yourself in Dawngrove Village. Home to a handful of people, this idyllic settlement is a great place to find your feet.
Before setting out on adventure, you’ll need to find a sword and other vital equipment.
It sounds like a slow, gentle start to the game. But in reality it’s a brief respite before the tougher journey ahead.
This game plays just like The Legend of Zelda: Ocarina of Time. God of war 2018 cd key. The control configuration is identical, and Link has the same innate abilities.
The world is a dungeon
Once you set out into the wider world of Dawnside and Duskside, you quickly realise that this adventure isn’t going to be easy.
Zelda 64: Dawn & Dusk’s world feels like it’s a single, interconnected and never-ending dungeon. Progressing from one area to the next requires a lot of careful exploration and problem solving.
This mod is clearly aimed at veteran players. You’ll need to think outside the box and play skilfully when approaching certain challenges.
For example, at one point you have to backflip over a hazard – something Nintendo’s own N64 Zelda games never would’ve demanded of you.
Understandably, this challenge may put off some players. But it’s also what helps make Zelda 64: Dawn & Dusk feel like a fresh experience.
There are a lot of gameplay nods to Ocarina of Time. Many of platforming, stealth and puzzle segments are familiar, but usually a darn sight trickier.
Another notable difference is that you can now use items that could previously only be used by Adult Link.
Zelda 64: Dawn & Dusk is a pretty short game – it only takes a few hours to beat. That said, you may be looking at the game-over screen for a lot of that time.
How can I play Zelda 64: Dawn & Dusk?
There are two versions of Zelda 64: Dawn & Dusk. Which file you need will depend on your setup.
Otherwise, they’re both exactly the same game, although save data is not compatible across ROM and Disk Expansion versions.
Zelda Oot Debug Rom Patch 8.0
ROM version
You’ll need to separately source a ROM of The Legend of Zelda: Ocarina of Time first.
Then go to LuigiBlood’s GitHub repository to download the Zelda 64: Dawn & Dusk ROM .bps patch.
There are multiple versions to choose from. Select the one that matches the ROM version of The Legend of Zelda: Ocarina of Time you have.
To apply the patch, you’ll need to use Floating IPS – download this from Romhacking.net.
Once done you’re good to go!
You can play this version on an original N64 console using a flashcart such as an EverDrive 64. You do not need an N64 Expansion Pak to play this version.
I’ve been playing on an original N64 console and have yet to come across any game-breaking bugs or issues.
Disk expansion version
Are you one of the lucky few to own a development model of the 64DD and know how to use it?
If so, check out LuigiBlood’s how to play guide for instructions. This also includes instructions for playing this version on emulators.
What do you think of Zelda 64: Dawn & Dusk?
Are you happy to finally see an expansion to The Legend of Zelda: Ocarina of Time after all these years? Will you be playing it?
Let me know your thoughts on Twitter or Facebook.