8/24/2023 0 Comments Zelda 64 dawn and duskThat said, Miyamoto did evoke making a special cartridge for this instead. If plans changed, they had to fit in what they already implemented. The main problem of this implementation, is that whatever they did, it was set in stone when the first version of the game was finished. You could technically replace almost any game file, but the game had several revisions over its lifetime, making this feature useless as files were changing in addresses and sizes, effectively rendering impossible most other changes unless you do specific version checks, which, from a developer standpoint, is just too hacky to be worthwhile if you don't know when you'll stop making newer revisions of the game. This means that Ura Zelda IS Master Quest, and could be found out by looking at what the original devs intended this for. However the smoking gun is the fact that the minimap loading routine, handles both overworld and dungeon minimaps (they are seperate files), yet only the dungeon minimaps have an explicit 64DD trap that allows loading from another source. That said, this Scene List could be replaced (and that's a feature intended by devs), so you can technically replace more scenes. It just so happens that the default scene list have default information when it comes to load scenes from disk, and they are most of the dungeons, indicating what Nintendo had planned for since before the game's release, that is, Master Quest. The only exception is the scene file loading, handled by the game using a specific byte to tell if the game has to load from disk or not, but most of the time, the loading has to be handled entirely by the disk's code (so, my code). How Zelda handles 64DD integrationīut first, a little technical word on how Zelda handles 64DD, and what Ura Zelda actually is: Upon starting a disk save file, and not before, the game loads a block of code and callbacks from the disk to initialize the process, and then activates a bunch of traps into the regular game code where if the callback it wants exists, it would call it. My job would be then to port all the changes to a 64DD disk, no matter the hacky tricks I would do. This was developed first on a Master Quest Debug ROM, for the ease of hacking tools. I was more interested on the technical side of things and he has done a great job. and tell the lead dev how much I liked it. My only input on the creative side was basically conveying how much content I wanted for such a proof of concept. I have been trying to get ways to show this off in a way that's enjoyable, so I have been teaming up with people who could handle the more creative side, which is why the lead developer is actually not me (LuigiBlood) but Captain Seedy-Eye. This project has been underway since around the beginning of 2018, when a proof of concept was made ( ), based on the research that Zoinkity did for the disk implementation in the original game. See PLAYING.md The Making of the Disk The beginning (Regardless of disk & Zelda ROM region, the expansion will play fully in english. It is NOT meant to be a recreation of Ura Zelda or Zelda Gaiden, it has been purposefully made to show off the capabilities of Zelda's 64DD support by hackers (this is an important distinction, explained later in this README). Zelda 64 - Dawn & Dusk is a brand new disk expansion for The Legend of Zelda - Ocarina of Time.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |