So down will burn it instantly? Because i thought that the issue is they burn too fast?
Any progress on the 16x9 code to extend the frame buffer effects?
Any progress on the 16x9 code to extend the frame buffer effects?
AR Codes for Ocarina of Time / Master Quest / Majora's Mask
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04-25-2016, 03:49 AM
So down will burn it instantly? Because i thought that the issue is they burn too fast?
Any progress on the 16x9 code to extend the frame buffer effects? 04-26-2016, 12:07 AM
(04-25-2016, 03:49 AM)hellbringer616 Wrote: So down will burn it instantly? Because i thought that the issue is they burn too fast? A deku stick in your hands + Press D-Pad Down = Flamming deku stick You don't need a torch to ignite your deku stick. The duration of the flamming deku stick is the same as always in 30 FPS.
[color=#3333ff]The Legend of Zelda: Ocarina of Time / Master Quest NTSC-U (D43E01)[/color]
[color=#339933]AR Code 16:9 Widescreen for Master Quest[/color] 02C3DD78 00000000 02C3DD82 00000001 02C3DD98 0000F96A 02C3DDA2 0000BB6C 02C50188 00000000 02C50192 00000001 02C501A8 0000F96A 02C501B2 0000BB6C [color=#339933]AR Code 21:9 Ultra Widescreen for Master Quest[/color] 02C3DD78 00000000 02C3DD82 00000001 02C3DD98 0000BE08 02C3DDA2 0000BB6C 02C50188 00000000 02C50192 00000001 02C501A8 0000BE08 02C501B2 0000BB6C [color=#339933]AR Code 48:9 Eyefinity/Surround for Master Quest[/color] 02C3DD78 00000000 02C3DD82 00000001 02C3DD98 00005324 02C3DDA2 0000BB6C 02C50188 00000000 02C50192 00000001 02C501A8 00005324 02C501B2 0000BB6C [color=#339933]AR Code 16:9 Widescreen for Ocarina of Time[/color] 02C3DDB8 00000000 02C3DDC2 00000001 02C3DDD8 0000F96A 02C3DDE2 0000BB6C 02C501C8 00000000 02C501D2 00000001 02C501E8 0000F96A 02C501F2 0000BB6C [color=#339933]AR Code 21:9 Ultra Widescreen for Ocarina of Time[/color] 02C3DDB8 00000000 02C3DDC2 00000001 02C3DDD8 0000BE08 02C3DDE2 0000BB6C 02C501C8 00000000 02C501D2 00000001 02C501E8 0000BE08 02C501F2 0000BB6C [color=#339933]AR Code 48:9 Eyefinity/Surround for Ocarina of Time[/color] 02C3DDB8 00000000 02C3DDC2 00000001 02C3DDD8 00005324 02C3DDE2 0000BB6C 02C501C8 00000000 02C501D2 00000001 02C501E8 00005324 02C501F2 0000BB6C For all ratios select in Graphics > General Tab > Aspect Ratio: Stretch to Window Please be sure that Widescreen Hack is uncheck in Graphics > Enhancements Tab (You don't need Dolphin Widescreen Hack) [color=#339933]AR Code Widescreen Render Fix for 16:9 Aspect Ratio on TLOZ Ocarina of Time / Master Quest[/color] 04136840 BFF00000 [color=#339933]AR Code Widescreen Render Fix for 21:9 Aspect Ratio on TLOZ Ocarina of Time / Master Quest[/color] 04136840 C0800000 [color=#339933]AR Code Widescreen Render Fix for 48:9 Aspect Ratio on TLOZ Ocarina of Time / Master Quest[/color] 04136840 C0B40000 Every aspect ratio need his own Widescreen Render Fix AR Code. For example, with the old value of the Widescreen Render Fix AR Code for 16:9 aspect ratio, the citizens of Hyrule Town Market when you are child Link, have culling problems; with the new value this problem was fixed. [color=#339933]AR Code Press D-Pad Down To Burn The Deku Stick for Ocarina of Time[/color] 0A132F38 00000004 02CA2AC0 000000C4 04-28-2016, 12:59 PM
(04-28-2016, 12:44 PM)darkludx Wrote: [color=#3333ff]The Legend of Zelda: Ocarina of Time / Master Quest NTSC-U (D43E01)[/color] What exactly does no culling mean? sorry I'm a bit of a noob with this stuff
Wow, darkludx. Just as I thought that everything that could be done for Ocarina of Time you just keep throwing more awesome AR codes at it. How do you even... Are you a hexadecimal coding magician? Nah, I don't gonna ask this time. I am just sitting here admiring the sheer quality of OoT AR codes.
To answer your question Preston530. Normally when playing the game, not all objects such as NPC's, enemies, items and grass are rendered at once in the world because it would simply require too much system power. There is no use in showing objects that are outside the boundaries of the viewing screen. Because most Nintendo64 games were 4:3, objects were always culled to only be present in that field of view. The "no culling" code is used to ensure that the objects in the extended field of view (16:9, 21:9 or 48:9) are rendered. The 16:9, 21:9 and 48:9 codes are used to extended the field of view. So you need both codes. EDIT: Ahh sorry, you changed the original 16:9 Render Fix code into the no culling code. I thought I looked at the Extended Draw Distance Code. A bit of advice, do not have the codes for both Normal Quest and Master Quest simultaneously turned on. For example, using the 16:9 Widescreen code for both quests will just blacken the screen. Using the Flameable Deku Stick code for both quests will make Link active his getting hurt animation (the Deku Stick will still ignite and you take no damage). But that is not really an issue, you only get to play one quest at a time anyway. Just switch out the codes to the other quest version if you want to play that instead. Also ensure that you add each AR code with an unique name. Add a "Master Quest ->" prefix for example. This should avoid that codes are not able to enable / disable. 04-29-2016, 12:01 AM
Admentus, thank you for your explanation, I am only throwing you AR Codes without the correct names on it or even explaining how to use them, sorry.
I edited the post with the last AR Codes, I changed the name of some Codes to reflect in a better way what they do. I am impressed with retroben's creativity to name his own codes!! I was working countless hours trying to find the addresses and values that makes all objects and NPC's always visible in Ocarina of Time, but I don't have completely success on it. I'm taking some free time to play Master Quest, because more than Code finders, we are players!!!
@darkludx
Ohh no, sorry. It is my fault. My advice was aimed in general for everyone trying these codes. I might have misphrased it if you are afraid it was aimed towards you specifically. 04-29-2016, 01:19 PM
(This post was last modified: 04-29-2016, 02:40 PM by darkludx.
Edit Reason: I added some AR Codes
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Admentus, I started thanking your explanation because I really appreciate all the time you take to explain everything in great detail. I understood perfectly that the explanation was for all players who possibly would use the codes. I enjoy reading your comments, because you are not the classic user who only says one or two lines of text. Sometimes it is difficult for me to comment because I have to use Google Translator!!!
[color=#ff3333]Edit:[/color] [color=#3333ff]The Legend of Zelda: Collector's Edition NTSC-U (PZLE01)[/color] [color=#339933]AR Code 16:9 Widescreen for Ocarina of Time[/color] 02C3C838 00000000 02C3C842 00000001 02C3C858 0000F96A 02C3C862 0000BB6C 02C4EC48 00000000 02C4EC52 00000001 02C4EC68 0000F96A 02C4EC72 0000BB6C [color=#339933]AR Code 21:9 Ultra Widescreen for Ocarina of Time[/color] 02C3C838 00000000 02C3C842 00000001 02C3C858 0000BE08 02C3C862 0000BB6C 02C4EC48 00000000 02C4EC52 00000001 02C4EC68 0000BE08 02C4EC72 0000BB6C [color=#339933]AR Code 48:9 Eyefinity/Surround for Ocarina of Time[/color] 02C3C838 00000000 02C3C842 00000001 02C3C858 00005324 02C3C862 0000BB6C 02C4EC48 00000000 02C4EC52 00000001 02C4EC68 00005324 02C4EC72 0000BB6C For all ratios select in Graphics > General Tab > Aspect Ratio: Stretch to Window Please be sure that Widescreen Hack is uncheck in Graphics > Enhancements Tab (You don't need Dolphin Widescreen Hack) [color=#339933]AR Code Widescreen Render Fix for 16:9 Aspect Ratio on TLOZ Ocarina of Time[/color] 041385A0 BFF00000 [color=#339933]AR Code Widescreen Render Fix for 21:9 Aspect Ratio on TLOZ Ocarina of Time[/color] 041385A0 C0800000 [color=#339933]AR Code Widescreen Render Fix for 48:9 Aspect Ratio on TLOZ Ocarina of Time[/color] 041385A0 C0B40000 Every aspect ratio need his own Widescreen Render Fix AR Code. For example, with the old value of the Widescreen Render Fix AR Code for 16:9 aspect ratio, the citizens of Hyrule Town Market when you are child Link, have culling problems; with the new value this problem was fixed. [color=#339933]AR Code Press D-Pad Down To Burn The Deku Stick for Ocarina of Time[/color] 0A134C58 00000004 02CA1540 000000C4 05-04-2016, 04:39 PM
Hello everybody! This was the closest to the topic I had a question about:
WHAT IS THE MOON JUMP CODE FOR ZELDA COLLECTOR'S EDITION?! I've scoured all over the internet and these forums but my quest ended with no avail. I'm specifically looking for a working moon jump code (aka "hold [button] to levitate") for Ocarina of Time AND Majora's Mask in the Collectors Edition NTSC or PAL I've desperately tried the following codes for OOT and none of them worked (I'm sorry in advance, I don't know much about code formats) Moon Jumps Codes $Moon Jump 1 (L+R+B ON/OFF) 289F6BA8 FD9F0260 CC000000 00000000 0113FC93 00000013 E0000000 80008000 $Moon Jump 2 282091E0 00000180 0313F470 000040CB E0000000 80008000 $Moon Jump 3 D01C84B5 0020 811DAA90 40CB $Moon Jump 4 D01C8675 0020 811DAC50 40CB $Moon Jump 5 D01C8D75 0020 811DB350 40CB $Moon Jump 6 D01665C1 0020 81224610 4090 $Master for MJ7 Q5HW-VXGR-83E6M 4CQT-8JD3-BE4XD DVQT-ETR1-46ZJG KKJB-UPJR-1YE6B XB3K-8RZ8-EU19Y M4M4-P04Q-CXQ9M RWDQ-JMN6-K9K08 P7F9-00VJ-9KE0C D09Y-WV1X-HE4NH E9FZ-A3QA-YCERP $Moon Jump 7 YER2-Z53B-XUB8E 3A7E-MRRP-QTNER M6ME-1296-FJXJK Any incite on this is greatly appreciated -G
[color=#3333ff]The Legend of Zelda: Collector's Edition NTSC-U (PZLE01)[/color]
[color=#339933]AR Code Hold D-Pad Right to Levitate for Ocarina of Time[/color] 0A134C58 00000002 02CA0D50 000040CB Ocarina of Time Button pressed 0x00134C58 0x0000 No Buttons 0x0001 D-Pad Left 0x0002 D-Pad Right 0x0004 D-Pad Down 0x0008 D-Pad Up 0x0010 Z (Use C-Down Item) 0x0020 R 0x0040 L 0x0100 A 0x0200 B 0x0400 X (Use C-Right Item) 0x0800 Y (Use C-Left Item) 0x1000 Start 0x00134C5C 0xC500 Right Stick C-Left 0x3B00 Right Stick C-Right 0x00C5 Right Stick C-Down 0x003B Right Stick C-Up [color=#339933]AR Code Hold D-Pad Right to Levitate for Majora's Mask[/color] 0AE4FAFA 00000020 02E68DD8 000040CB |
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