I have been looking into a patcher so that Dawn & Dusk could be injected into a copy of the The Legend of Zelda Ocarina of Time for the Virtual Console. It should work similar to that of the SM64 60 FPS patcher made by Bighead. This patcher is also of course is property of Bighead.
OoT & MM Reloaded (2023-08-13)
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09-24-2019, 08:34 AM
(09-24-2019, 07:20 AM)Admentus Wrote: I have been looking into a patcher so that Dawn & Dusk could be injected into a copy of the The Legend of Zelda Ocarina of Time for the Virtual ConsoleI feel like I'm missing something... is there a problem injecting dawn and dusk into OoT VC with tools like autoinjectuwad? 09-24-2019, 04:28 PM
(09-24-2019, 08:34 AM)Zombie Wrote: I feel like I'm missing something... is there a problem injecting dawn and dusk into OoT VC with tools like autoinjectuwad? Nope. It works perfectly. But these kind of tools aren't always that easy for everyone. An automated patcher would make it easier to get started. Another benefit would be that the patcher causes some form of standardization for the project (aka, same GameID, properties, etc). I will likely be referring to the GameID NAGE01 for Dawn & Dusk for future projects. Spoiler: The GameID for Dawn & Dusk will be set to NAGE01, which should be unused. Hopefully there aren't any issues with the patcher, The only in-game issue I encountered was a graphical issue where trees show their transparent outlines through the walls that have climbing vines. Credits for Bighead for developing the patcher. That's the real work. Modifying it to make it work with a different game was the least amount of work. At least I learned some PowerShell coding in the process. You can find the patcher in the download links on the main post. Dawn & Dusk: Code: --- Download Links --- 09-25-2019, 05:37 AM
(09-24-2019, 09:01 PM)Admentus Wrote: Thanks, that's awesome! Just patched it! So does any textures and AR / gecko codes work? Thanks guys! 09-25-2019, 05:44 AM
(09-25-2019, 05:37 AM)e2zippo Wrote: Thanks, that's awesome! Just patched it! So does any textures and AR / gecko codes work? AR / Gecko Codes probably won't work. I don't know. I haven't tested. If they do then it should be based on the OoT VC version... Which I haven't coded for yet. But I do have some plans looking into some AR Coding for Dawn & Dusk. Because why not! The texture pack does work if you rename it, but since it's a rom hack with custom textures those new custom textures won't work... yet. I have set some plans in motion to port these as well. Because why not! I can't really state a time for it. After all, I still have much to do for the next texture pack update regarding Ocarina of Time and Majora's Mask. I have to make some AR Codes in any case if I want to make my life easier trying to re-texture the missing textures. Honestly, I have no idea if I would be doable. Hopefully, yes. The rom hack is based on OoT so I suspect it shares a lot of similarities in the RAM to work with. That would be great if so. (09-25-2019, 05:44 AM)Admentus Wrote: AR / Gecko Codes probably won't work. I don't know. I haven't tested. If they do then it should be based on the OoT VC version... Which I haven't coded for yet. But I do have some plans looking into some AR Coding for Dawn & Dusk. Because why not! The texture pack does work if you rename it, but since it's a rom hack with custom textures those new custom textures won't work... yet. I have set some plans in motion to port these as well. Because why not! As usual, above and beyond! I tried patching a OOT wad file, but when I booted the game it was just original OOT. It's PAL rom, I'm guessing that's why it didn't work? Edit: patched the wrong wad file, it's working now! (09-25-2019, 05:55 AM)e2zippo Wrote: As usual, above and beyond! It only works with the US version. Any invalid version causes the outputted .WAD to remain unchanged. You can actually copy the AR / Gecko codes from the OoT VC version. The RAM is unchanged for a large part, so the same codes can be re-used. You can even run it in Japanese apparently. Take a look-out on my AR Coding thread for future AR Codes. (09-25-2019, 05:37 AM)e2zippo Wrote: Thanks, that's awesome! Just patched it! So does any textures and AR / gecko codes work? Just to confirm. You can use the Widescreen Gecko Code posted at the OoT VC game wiki page: https://wiki.dolphin-emu.org/index.php?t...na_of_Time. It should work with Dawn & Dusk. As well as most of the other Gecko Codes listed for NACE01 over at https://geckocodes.org/?c=NACE. 30 FPS likely won't work, due being the Virtual Console. In which case the Collector's Edition has to be considered. Which is exactly why I prefer the Collector's Edition anyway. Sadly, since Dawn & Dusk requires the use of a 1.0, 1.1 or 1.2 rom of Ocarina of Time (USA) the RAM gets re-arranged regardless. It would be ideally to instead just be able to patch the GameCube rom within the Collector's Edition or Master Quest discs instead.
Upcoming update. No ETA yet.
German File Menu With Widescreen: Code: --- V3.3 (Language Edition) --- With thanks to GhostlyDark. It wouldn't have been possible without him. |
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