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Still WIP

Code:
Zelda: Dawn & Dusk (NAGE01)

$30 FPS Switch (Part 1) (Gecko Code) (NAGE01)
289F6BA8 00000008
2113D7B4 00000000
00002FC2 00000000
CC000000 00000001
00002FC2 00000001
E0000000 80008000
*Press D-Pad Up In-Game to toggle between 20 FPS and 30 FPS mode
*Set CPU Clock Override to 295% and use the Vulcan Backend
*Requires GameCube Controller

$30 FPS Switch (Part 2) (AR Code) (NAGE01)
C913D7B4 00000000
08002FC2 00000000
0112B981 00000002
08002FC2 00000001
0112B981 00000003
090800F7 000000FF
0112B981 00000003
0B13F4BE 00004200
0112B981 00000001
0912B981 00000003
0112B90D 0000009C
C8002FC2 00000000
4B13F4BE 0000FF08
0112B981 00000003
4912D621 00000000
0913FA7C 00000020
0112B981 00000002
C912B981 00000002
0913FC61 000000C8
02002FC4 00000000
4913FC61 00000034
0A002FC4 00000001
0113FC61 00000031
0913FC61 00000033
02002FC4 00000001
0913FC61 00000032
0113FC61 00000099
0112B90D 000000C0

Check are still missing in-game for a doable 30 FPS, such as jump height, jump attack, Deku Sticks, etc. File Select and Intro are set at their intended FPS. Cutscenes run at 20 FPS as well.

The code should work with regular Ocarina of Time for the Virtual Console as well. Through Dawn & Dusk has some inconsistencies to point out, which likely require some alterations to make 30 FPS viable for the regular OoT on VC.

Next step would be to add a Deku Stick burning timer fix. A 30 FPS toggle would be useful as well. This 30 FPS code won't be as extended as for Ocarina of Time, Master Quest or Majora's Mask. There aren't a lot of situations and items to account for in this rom hack.

EDIT 1: Jumping height should be fixed. Entering doors and changing areas remains at 30 FPS. Cutscenes run at 20 FPS.
EDIT 2: Deku Stick burning timer is set at 10 seconds.
EDIT 3: Added toggle Switch with D-Pad Up.
(09-27-2019, 03:21 AM)Admentus Wrote: [ -> ]Still WIP


Code:
Zelda: Dawn & Dusk (NAGE01)

$30 FPS Switch (Part 1) (Gecko Code) (NAGE01)
289F6BA8 00000008
2113D7B4 00000000
00002FC2 00000000
CC000000 00000001
00002FC2 00000001
E0000000 80008000
*Press D-Pad Up In-Game to toggle between 20 FPS and 30 FPS mode
*Set CPU Clock Override to 295% and use the Vulcan Backend
*Requires GameCube Controller

$30 FPS Switch (Part 2) (AR Code) (NAGE01)
C913D7B4 00000000
08002FC2 00000001
0112B981 00000003
090800F7 000000FF
0112B981 00000003
0B13F4BE 00004200
0112B981 00000001
0912B981 00000003
0112B90D 0000009C
C8002FC2 00000000
0112B981 00000002
4B13F4BE 0000FF08
0112B981 00000003
4912D621 00000000
0913FA7C 00000020
0112B981 00000002
C912B981 00000002
0913FC61 000000C8
02002FC4 00000000
4913FC61 00000034
0A002FC4 00000001
0113FC61 00000031
0913FC61 00000033
02002FC4 00000001
0913FC61 00000032
0113FC61 00000099
0112B90D 000000C0

Check are still missing in-game for a doable 30 FPS, such as jump height, jump attack, Deku Sticks, etc. File Select and Intro are set at their intended FPS. Cutscenes run at 20 FPS as well.

The code should work with regular Ocarina of Time for the Virtual Console as well. Through Dawn & Dusk has some inconsistencies to point out, which likely require some alterations to make 30 FPS viable for the regular OoT on VC.

Next step would be to add a Deku Stick burning timer fix. A 30 FPS toggle would be useful as well. This 30 FPS code won't be as extended as for Ocarina of Time, Master Quest or Majora's Mask. There aren't a lot of situations and items to account for in this rom hack.

EDIT 1: Jumping height should be fixed. Entering doors and changing areas remains at 30 FPS. Cutscenes run at 20 FPS.
EDIT 2: Deku Stick burning timer is set at 10 seconds.
EDIT 3: Added toggle Switch with D-Pad Up.

Awesome work Admentus! Will probably wait to play Dawn & Dusk a while while you do your magic! I'm so used to high res textures, 30 FPS and other goodies with OOT and Majora's Mask that playing D&D with low res textures at sub 20 FPS feels kinda meh Big Grin
(09-28-2019, 08:38 PM)e2zippo Wrote: [ -> ]Awesome work Admentus! Will probably wait to play Dawn & Dusk a while while you do your magic! I'm so used to high res textures, 30 FPS and other goodies with OOT and Majora's Mask that playing D&D with low res textures at sub 20 FPS feels kinda meh Big Grin

In fact I would wait a while longer. There seems to be plans for a third revision of Dawn & Dusk, and might perhaps support the Collector's Edition disc better (meaning existing AR Codes might work out of the box). The patcher currently applies the second revision of Dawn & Dusk.

I can't promise priority for Dawn & Dusk. So it might take months... Or just a few weeks. Who knows. As said, the focus now lies on reworking all languages (yes, Japanese included) for Ocarina of Time and Majora's Mask and the Ikana Canyon region, which in itself would already be taking quite the time.

I see what I can do to port some more AR Codes. If you have any requests, be sure to leave them. I see what I can do about them. I am not planning to port everything over to Dawn & Dusk, because that's unnecessary. The rom hack isn't that extensive and doesn't use all the items like in regular OoT. So there is a lot less to account for. At least this proved that 30 FPS is a viable option on the Virtual Console as well... Except... It's like re-inventing the wheel. And I rather don't do that. So, I will mostly stick to the GC versions, which are also a bit easier to check RAM addresses for. I am not entirely sure if the full widescreen and 30 FPS codes can be ported to the VC version. There are some internal differences, mostly with the VC emulator itself that prevent a few things.

If all goes well, and I manage to run other well-made OoT rom hacks on Dolphin as well, I would like to support those myself as well. Here's to hope that Kaze's upcoming The Missing Link rom hack turns out to be well-made and functional on Dolphin as well. Now this would be extremely beyond in the future, but eventually I would really love to try out some OoT rom hacking as well. Maybe I can fix some of the issues I have with OoT. Fully 3D modeled area's such as for the Market would be amazing. And if I can get rid of that Owl... Other things I would love to see is a proper dungeon for the Light Medallion (Nintendo might have had plans once for that, but I do seem to think those were cancelled, even for URA Zelda, which is just Master Quest essentially). Well... Texture packs and AR Coding first. To tell you the truth, I have been experimenting about a year ago with modelling a small area for Banjo-Kazooie, just as a proof of concept it can be done.
(09-28-2019, 08:41 PM)Admentus Wrote: [ -> ]In fact I would wait a while longer. There seems to be plans for a third revision of Dawn & Dusk, and might perhaps support the Collector's Edition disc better (meaning existing AR Codes might work out of the box). The patcher currently applies the second revision of Dawn & Dusk.

I can't promise priority for Dawn & Dusk. So it might take months... Or just a few weeks. Who knows. As said, the focus now lies on reworking all languages (yes, Japanese included) for Ocarina of Time and Majora's Mask and the Ikana Canyon region, which in itself would already be taking quite the time.

I see what I can do to port some more AR Codes. If you have any requests, be sure to leave them. I see what I can do about them. I am not planning to port everything over to Dawn & Dusk, because that's unnecessary. The rom hack isn't that extensive and doesn't use all the items like in regular OoT. So there is a lot less to account for. At least this proved that 30 FPS is a viable option on the Virtual Console as well... Except... It's like re-inventing the wheel. And I rather don't do that. So, I will mostly stick to the GC versions, which are also a bit easier to check RAM addresses for. I am not entirely sure if the full widescreen and 30 FPS codes can be ported to the VC version. There are some internal differences, mostly with the VC emulator itself that prevent a few things.

I can wait Smile 

I would be totally satisfied with 30 fps, textures and widescreen.

So there are plans to release a third revision that supports Collectors Edition? 
That would be great, since you don't have to reinvent the wheel as you said Smile
(09-28-2019, 08:52 PM)e2zippo Wrote: [ -> ]I can wait Smile 

I would be totally satisfied with 30 fps, textures and widescreen.

So there are plans to release a third revision that supports Collectors Edition? 
That would be great, since you don't have to reinvent the wheel as you said Smile

I requested LuigiBlood who took care of compiling the patches for revisions 1.0, 1.1 and 1.2 (1.2 is used within the VC version) that I would like to have a patch for the GC revision as well. He said he would consider it. I am not sure it would happen, but it could. That would definitely be great. But the third revision seems to be in development nevertheless. It was mentioned there wouldn't be any new content but would have bug fixes and some re-balancing.

The third revision should not support the Collector's Edition directly itself, but rather the GC revision rom used within the Collector's Edition (and Master Quest disc as well). You still would need to extract the Collector's Edition disc and patch the rom within it. But if there is a patch specifically made for the GC revision rom then you won't need to replace it with another rom, only patch it. This makes the process for end users easier and a more viable option. This would make a patcher also a viable option, as it would only require the user to posses either GC disc.

To summarize. Ocarina of Time USA has four revisions: 1.0, 1.1, 1.2 (also used in VC) and GC. You could consider the GC revision as 1.3, albeit an unofficial name for it. Majora's Mask USA has two revisions: 1.0 (also used in VC) and GC. As expected, the GC revisions are used in the Collector's Edition and Master Quest discs. Master Quest only has one revision: GC, which only exists for the Master Quest disc. The Master Quest GC revision is based on the 1.2 to GC revision of Ocarina of Time.
Quick code for Ocarina of Time for the Virtual Console (PAL)

Code:
$16:9 Widescreen + No Culling + Extended Draw Distance (AR Code) (NACP01)
04E992E4 10000023
04F06A18 3C073FE3
More fun with AR Coding!

Code:
$Majora's Mask -> No Blocking Guards (Hylian Form) (AR Code) (PZLE01)
08CBC150 00000001
00CBCFb4 00000030
08CBCFb4 00000030
00CBC150 00000001

$Majora's Mask -> Cleansed Termina (AR Code) (PZLE01)
00CBCFBC 00000003
00CBCFC9 00000080
00CBCFDC 00000020
00CBCFDF 00000080
00CBCFE3 0000003D
00CBCFB4 00000030

First, the No Blocking Guards code has been adjusted that Link will only need to talk with the Clock Town guards in Hylian Form once per save file. Once done say, an empty save data variable trigger is set and reloaded when loading a save file. It makes more sense to let Link at least once talk with the guards in his Hylian Form throughout the entire quest.

The second code is just a bug fix. The Termina Guards wouldn't stop guarding the gate for Hylian Link. Thus, fixed.



Buuuuut, there is more!

Code:
The Legend of Zelda: Ocarina of Time (Virtual Console - USA) / Zelda: Dawn & Dusk (Virtual Console - USA)

$Toggle HUD (Part 1) (Gecko Code) (NACE01 / NAGE01)
289F6BA8 00000001
2113D7B4 00060000
00002FC6 00000000
CC000000 00000001
00002FC6 00000001
E0000000 80008000
289F6BA8 00000001
2113D7B4 00000000
00002FC8 00000000
CC000000 00000001
00002FC8 00000001
E0000000 80008000
*Press D-Pad Left in the Pause Menu to toggle the HUD
*The HUD remains visible in the Pause Menu
*Press D-Pad Left In-Game to toggle the Hearts meter if the HUD is hidden

$Limit Minimap (Gecko Code) (NACE01 / NAGE01)
0112C643 00000000
289F6BA8 00000004
2113D7B4 00000000
0112C643 00000000
CC000000 00000001
0112C643 00000001
E0000000 80008000
*The Minimap can only be toggled with D-Pad Down In-Game (no other button hold)

$Toggle HUD (Part 2) (AR Code) (NACE01 / NAGE01)
88002FC6 00000001
8913D7B5 00000000
0113D5B7 00000000
0113D5B9 00000000
0113D5BB 00000000
0113D5BD 00000000
0113D5BF 00000000
0113D5C3 00000000
08002FC8 00000001
0113D5C1 00000000
08002FC8 00000000
0113D5C1 000000FF
0B13F4BE 0000FF08
0113D5C1 00000000
00000000 40000000

I made them primary for Zelda: Dawn & Dusk, but they work with Ocarina of Time for the Virtual Console as well. Both games mostly share the same RAM (if using the patcher provided by the texture pack).
Aaaaaaand, we're back again.

USA

Code:
$Ocarina of Time -> Unequip C-Buttons With D-Pad Down (D43E01) (AR Code)
C8CA0655 00000006
4A132F38 00000004
04BE1871 FFFFFFFF
02BE1875 0000FFFF

$Ocarina of Time -> Language Select With D-Pad In File Select (D43E01) (AR Code)
CACA231E 00000000
0A132F38 00000008
00BE2C11 00000001
0A132F38 00000004
00BE2C11 00000000

$Master Quest -> Unequip C-Buttons With D-Pad Down (D43E01) (AR Code)
C8CA0615 00000006
4A132F38 00000004
04BE1851 FFFFFFFF
02BE1855 0000FFFF

$Master Quest -> Language Select With D-Pad In File Select (D43E01) (AR Code)
CACA22DE 00000000
0A132F38 00000008
00BE2BF1 00000001
0A132F38 00000004
00BE2BF1 00000000

$Ocarina of Time -> Unequip C-Buttons With D-Pad Down (PZLE01) (AR Code)
C8C9F0D5 00000006
4A134C58 00000004
04BE02F1 FFFFFFFF
02BE02F1 0000FFFF

$Ocarina of Time -> Language Select With D-Pad In File Select (PZLE01) (AR Code)
CACA0D9E 00000000
0A134C58 00000008
00BE1691 00000001
0A134C58 00000004
00BE1691 00000000

$Majora's Mask -> Unequip C-Buttons With D-Pad Down (PZLE01) (AR Code)
C8E669FD 00000006
4A1410C2 00000004
04CBC0FD FFFFFFFF
02CBC101 0000FFFF

PAL

Code:
$Ocarina of Time -> Language Select With D-Pad In File Select (D43P01) (AR Code)
CACC275E 00000000
0A155B58 00000008
00C03061 00000000
0A155B58 00000001
00C03061 00000001
0A155B58 00000002
00C03061 00000002

$Master Quest -> Language Select With D-Pad In File Select (D43P01) (AR Code)
CACC279E 00000000
0A155B58 00000008
00C03041 00000000
0A155B58 00000001
00C03041 00000001
0A155B58 00000002
00C03041 00000002

$Ocarina of Time -> Language Select With D-Pad In File Select (PZLP01) (AR Code)
CACE83DE 00000000
0A17EA58 00000008
00C28CE1 00000000
0A17EA58 00000001
00C28CE1 00000001
0A17EA58 00000002
00C28CE1 00000002

$Majora's Mask -> Language Select With D-Pad In File Select (PZLP01) (AR Code)
CAE5F8B6 00000000
0A12FF12 00000008
00CB6A82 00000001
0A12FF12 00000001
00CB6A82 00000002
0A12FF12 00000002
00CB6A82 00000003
0A12FF12 00000004
00CB6A82 00000004
More codes!

Code:
$Ocarina of Time -> N64 Ocarina of Time HUD Buttons (AR Code) (D43E01)
04C8F1F0 005A005A
00C8F1F5 000000FF
04C8EF1A 00000096
00C8EF1F 00000000
02B3A176 0000C800
00B3A17A 00000000
00C8F1E5 00000009
00C8F1EB 00000009

$Ocarina of Time -> N64 Majora's Mask HUD Buttons (AR Code) (D43E01)
04C8F1F0 006400C8
00C8F1F5 000000FF
04C8EF1A 006400FF
00C8EF1F 00000078
02B3A176 0000C800
00B3A17A 00000000
00C8F1E5 00000018
00C8F1EB 00000018

$Master Quest -> N64 Ocarina of Time HUD Buttons (AR Code) (D43E01)
04C8F1B0 005A005A
00C8F1B5 000000FF
04C8EEDA 00000096
00C8EEDF 00000000
02B3A176 0000C800
00B3A17A 00000000
00C8F1A5 00000009
00C8F1AB 00000009

$Master Quest -> N64 Majora's Mask HUD Buttons (AR Code) (D43E01)
04C8F1B0 006400C8
00C8F1B5 000000FF
04C8EEEA 006400FF
00C8EEEF 00000078
02B3A176 0000FF82
00B3A17A 0000003C
00C8F1A5 00000018
00C8F1AB 00000018

$Ocarina of Time -> N64 Ocarina of Time HUD Buttons (AR Code) (PZLE01)
04C8DC70 005A005A
00C8DC75 000000FF
04C8D99A 00000096
00C8D99F 00000000
02B38BF6 0000C800
00B38BFA 00000000
00C8DC65 00000009
00C8DC6B 00000009

$Ocarina of Time -> N64 Majora's Mask HUD Buttons (AR Code) (PZLE01)
04C8DC70 006400C8
00C8DC75 000000FF
04C8D99A 006400FF
00C8D99F 00000078
02B38BF6 0000FF82
00B38BFA 0000003C
00C8DC65 00000018
00C8DC6B 00000018
Ocarina of Time (PZLE01)
CC132DE0 435A4C45 // String for: "CZLE"

Majora's Mask (PZLE01)
CC140978 4E5A5345 // String for: "NZSE"

These are some useful conditionals.

Just put this code line at the start of each AR Code beloning to the respective game.

What it does? It prevents the code from activating if it respective game is not being booted from the disc.

Why it should be used? Now you can leave codes always enabled. Normally codes should be disabled when not booting the respective game from the disc as it causes huge issues. Now that the code won't activate, there's no danger in leaving it enabled.

The list of codes will be updated for V3.3, as usual with every texture pack update, which will include these conditionals.

This only supports the NTSC-U Collector's Disc for now. Next would be the NTSC-U Master Quest disc.

EDIT 1:

Both Ocarina of Time and Master Quest (D43E01)
CC131180 435A4C45 // String for: "CZLE"

EDIT 2:

ROM build times, constant RAM Value that is loaded. Can be used to differentiate between Regular Quest and Master Quest.

Ocarina of Time (D43E01)
CCACCC19 31333A32 // String for: "13:2"
CCACCC1D 383A3039 // String for: "8:09"

Master Quest (D43E01)
CCACCC19 31343A30 // String for: "14:0"
CCACCC1D 353A3432 // String for: "5:42"
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