Post subject: Ocarina of Time hack Zelda's Birthday
MarbleousDave
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A Zelda Ocarina of Time hack? Awesome. There are four endings to the game. The first ending is a normal ending when you get to Hyrule Castle. It can easily take a few minutes due to game breaking exploits. The second ending is after you destroy 30 Gold Skulltulas and get the pendant to give to Zelda. There is an oversight as you can find one Gold Skulltula in Zora's River. So you don't need to go to the final dungeon to get the hammer. The third ending is after you defeat Ganon, and you'll be in for a surprise. The fourth and final ending is at the fishing lake. The invitation item can be skipped with said method for the first ending. For a 100% run, get all the Deku Nut and Deku Stick upgrades, all obtainable items, all hearts (and Golden Scale?) Heart Locations (before Bottom of the Well): - Sacred Forest Meadow (hidden underwater) - Hyrule field by defeating all enemies (5 Poes, 10 Tektites, 14 Lizalfos) - Lon Lon Ranch by defeating all the Wolfos (Night only, need slingshot) - Gerudo's Valley - Zora's River - 4 pieces in the Ice Cavern (need slingshot for the last) Heart Locations (after Bottom of the Well): - After defeating Volvagia - Unchanged events (Treasure Chest Game, Skull Kids, Fishing, and the elusive extra heart piece in Gerudo's Fortress) There is something I discovered that when I got to the Great Fairy's Fountain and played Zelda's Lullaby, the Great Fairy didn't appear. Maybe it's how it's originally programmed 'cause you need Magic. I tried my best suggesting shortcuts (Mega Man 2, Mole Mania) but they were nonexistent. Ice Cavern Boss is the same from Inside Jabu Jabu's Belly. The Well Boss is the same from the Fire Temple. Maybe if you save and reset you would be at the entrance to the original dungeons of those bosses. So maybe you could skip the third dungeon dungeon to get to the fourth and final ending. And maybe you can get Magic from the unaccessible Death Mountain. Better yet, skip the dungeons, Just go to Gerudo's Valley to get the Bombchu. So we can get to the third ending faster. Is there a way to get past the water towers to get to the second ending faster without destroying any Gold Skulltulas (maybe without the slingshot?)? Maybe you can glitch your way into Zora's Domain that's not accessible to get to the fourth and final ending. Good Luck on getting those endings. Best if used with Mupen64 Rerecording v8 Reset Recording v2. There isn't an emulator specifically designed for the debug version of Ocarina of Time, the base ROM for this hack.
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sadly, there are some huge problems with zelda's birthday. you can't TAS it because Mupen keeps crashing after the intro. This can't be avoided as far as I know. On the Zelda IRC we investigated Zelda's Birthday a lot 2 years ago, this run was the result: http://www.youtube.com/watch?v=2lAp10VMx0k&feature=related
MarbleousDave
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The Memory NEEDS to be at 8MB to play this. Like Super Mario 64: The Missing Stars. The title screen showed up. It crashed when loading Kakariko Village.
MarbleousDave
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Mupen64 isn't the only N64 emulator with recording capabilities, Nemu64 has it also. What if we could do TASes with that emulator. The visuals are the best with the Rice plugin with that emulator, and it can be played on that emulator.
MarbleousDave
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The first 2 dungeons can be skipped to get to the third and fourth endings faster. Without the slingshot, Defeat all the enemies then commit suicide. The last 2 keys are pointless as they are a complete waste of time. Is there a way to hit the crystal switch without the boomerang? The second dungeon isn't necessary for the third and fourth ending.
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PikachuMan wrote:
Mupen64 isn't the only N64 emulator with recording capabilities, Nemu64 has it also. What if we could do TASes with that emulator. The visuals are the best with the Rice plugin with that emulator, and it can be played on that emulator.
Nemu64 hasn't been updated since 2003 and has many many emulation issues.
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I like that there is an OoT hack but this doesn't really seem significantly different enough from the original game to warrant publication. Keep in mind that a TAS of this game is mostly travel, and a lot of the overworld is exactly the same from what I've seen. I also might suggest just editing your post instead of triple posting, if only to make you seem more like someone who is competently invested in a TAS and less like Synx or some other OoT fanboy. That sort of presence usually hurts your own interests, as it can come off more annoying than helpful. I get the sense you might possibly not be an English speaker first, of course, and if that is the case then take my advice with a grain of salt. And I might challenge you to TAS the game yourself if you are interested in it; not a lot of people have any desire to take on a game as difficult to optimize as OoT, much less a variation thereof. (Hell, MM is an official Nintendo game using the same engine and look at all the progress that isn't getting...)
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MarbleousDave
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Mupen64 is almost perfect. Pokemon Puzzle League wouldn't load on it. Project64 is near perfect, but lacks recording features. Star Wars Rogue Squadron and Battle for Naboo has graphics errors on ANY emulator. Recording features don't work right on Nemu64. Are there any other N64 emulators with recording features? If we can somehow modify the hack so that it will work on Mupen64.
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I might be able to do it if I had more information about how the hack was made.
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PikachuMan wrote:
Mupen64 is almost perfect. Pokemon Puzzle League wouldn't load on it. Project64 is near perfect, but lacks recording features. Star Wars Rogue Squadron and Battle for Naboo has graphics errors on ANY emulator. Recording features don't work right on Nemu64. Are there any other N64 emulators with recording features? If we can somehow modify the hack so that it will work on Mupen64.
I suggest you read the other comments and actually show that you aware that they exist, and reply to them, because right now you seem to be totally ignoring them.
MarbleousDave
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What if we tool assist an emulator on an emulator? Running Project 64 on Hourglass to tool assist this game may be a possibility.
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PikachuMan wrote:
What if we tool assist an emulator on an emulator? Running Project 64 on Hourglass to tool assist this game may be a possibility.
I can say with some certainty that would not be an acceptable movie at this site.
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MarbleousDave
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Yeah, it would make things more complicated that way.
MarbleousDave
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Update: I used Mupen64plus to test it, same results as Mupen64 and Mupen64 Rerecording.
MarbleousDave
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Hourglass cannot be used with another emulator, so I'm outta luck.
Patashu
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PikachuMan wrote:
Hourglass cannot be used with another emulator, so I'm outta luck.
It should be able to. What would stop it?
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MarbleousDave
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I don't know. Maybe I'm using an outdated computer.
MarbleousDave
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I may have found a way to run an emulator on hourglass. I read this issue here. The command line arguments: --rom rompath I tried with Project64, window appears, but stuck on frame 0. I tried 1964, window doesn't appear. I tried nemu64, same results as Project64. Any other emulators you can try?
MarbleousDave
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I tried out UltraHLE, but the ROM won't boot up. 1964 won't load Kakariko Village at all, like Mupen64.
MarbleousDave
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We could get to the "secret" ending without going to any dungeon. Get the Kokiri Sword, get 50 rupees for a Deku Shield, go to Zora's River, get 20 more rupees, get over the wall by blocking an Octorok's attack while backflipping and the area with the waterfall won't load and voila. Maybe go for a "150%" run by getting the items you won't normally get in this hack. Doing a Bottle Adventure to get the Bolero of Fire. The second ending we could skip the blue fire for access to the Ice Cavern by doing a glitch to get to the Deku Tree.
MarbleousDave
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If anyone can get it to run on hourglass, please tell me. Oh, by the way. there is a code to fix the pause delay. 8022414B 0002
MarbleousDave
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I managed to run Project64 on Hourglass. It takes awhile for the ROM to start up. I have estimated the time for the intro to start. At about 210 frames or 3.5 seconds running at 60fps. The ROM can only be played on Project64 1.7 as all other emulators crash upon entering Kakariko Village or other environmentally hacked areas. Now I declare that Zelda's Birthday can be TASed.
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PikachuMan wrote:
I managed to run Project64 on Hourglass. It takes awhile for the ROM to start up. I have estimated the time for the intro to start. At about 210 frames or 3.5 seconds running at 60fps. The ROM can only be played on Project64 1.7 as all other emulators crash upon entering Kakariko Village or other environmentally hacked areas. Now I declare that Zelda's Birthday can be TASed.
If you got PJ64 to work in hourglass, then I assume we can also TAS Donkey Kong 64, Iggy's Reckin Ball, Pokemon Snap and plenty of other N64 titles that don't work with Mupen64?
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I figure a VC inject (if these games can run in an inject) would be easier to do. Pokémon Snap has an official VC release, I dunno about DK64 or the other non-hacks.
RachelB
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pokemon snap doesn't work on dolphin either, actually. You can't show pictures to oak, but otherwise works perfectly. Injecting the rom into the GC oot works about as well as it does in mupen.