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Proto talk:The Legend of Zelda: Majora's Mask/Debug Version

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RDRAM BROKEN screen?

It was mentioned in the main page, but I cannot seem to find that screen anywhere. Anyone knows?

Silentbliss (talk) 21:27, 23 September 2017 (EDT)

It is this screen.
--Dark Linkaël / Crottou (talk) 05:12, 24 September 2017 (EDT)

Strange cutscene of Fairy

MM CutsceneFairy.png

I do not know if you know this cutscene, because I have not seen the text talking about this on TCRF. In "Zelda Map Select", do:

"0:0P" + "Stage 05" + "OPT=1"

There is a very strange scene with Link and a Fairy!

--Dark Linkaël 14:50, 5 August 2011 (EDT)

Cool! Added. -- Liliana 12:25, 6 August 2011 (EDT)

Data from older version of Ocarina of Time?

Apparently after the initial end rom padding space for the Majora's Mask data, at 02100000 is the start of some data from Ocarina of Time that got mixed up. It definitely is from Ocarina of Time, and I remember that that there are scene/map data mixed in here - the 121 map included for some reason. I can't remember what else was in here though. Does anyone want to investigate? Evilhamwizard 11:16, 29 January 2012 (EST)

It looks like that all of the extra maps are in the dump. There doesn't seem to be many drastic changes as far as I can tell, but they are differences. Most of the differences I saw was when I did a byte compare of the Temple/Dungeon maps. I believe these maps are close to the original version of OoT instead of MQ, but either they have actual layout differences from the original version of the game I have no idea. It seems that all the data present here is mostly map/scene files, I can't seem to find anything else like code or strings. Maybe someone wants to look at the maps to see if there are any layout differences in a map editor? Evilhamwizard 16:22, 29 January 2012 (EST)
Looked at it a bit more today and noticed a few more things. The extra data starts with half of bdan_room_2, and then keeps going until the end of the rom. So all the maps are present except for the Deku Tree, Dodongo's Cavern, and the first two rooms and the scene data for Jabu Jabu. I tried comparing the files with the files from the other versions, and it seems that some data changes each time OoT is compiled because I can't find a resemblance to any of the other versions. I highly doubt that this is an earlier version of the game, though. I think that it might be data from a debug build of possibly the EU version of OoT. It's definitely not MQ, though. I don't know what version the maps are based on though. I mapped out a few of the files in Hex Workshop and didn't see anything out of the ordinary. I did notice that all of the 10 extra maps are present here. My guess is that they are compiled into developers builds by default and are not remnants because of MQ specifically. Evilhamwizard 19:54, 1 February 2012 (EST)
This was added to the ROM by cen. See this, which is stored right before the data:

www.zelda64.net hello zelda fansmy name is cen and i sure love zelda because i spent a few thousand dollars on this hoping it would have cool stuff -- and it did!! following this padding is an overdump of the original development copy of ocarina of time!!
anyway, i am the guy who made all those weird codes like the arwing hack with my pal jay, or play as dark link and even made the game multiplayer! so i am a pretty big zelda fan. i bought this for all those people still looking for new stuff; and while i already have myself ripped apart this ROM, I will leave it up to the ZELDA FANS to have lots of fun trying to find all the hidden stuff inside of it!
so here is hoping you guys have lots of fun with it because it cost an assload and i could have totally bought a microwave instead or something really cool and please no dramawars!
regardless if you need help with hacking this thing dont hesitate to email me at cendamos@gmail.com
by the way, this was all useless padding space; so i decided to write a very long rant about hacking zelda.
you might wonder why i shelled out a few thousand dollars, and i do too. it's mainly because without zelda being all mysterious, i'd have never ever had the drive to obtain all the skills i needed to reverse engineer the game.
as a result i am now employed as a professional programmer and making good money, all thanks to zelda and the zelda fans who liked my work.
so, without zelda i have no idea where i would be today.
you can visit the zelda64 fan club at zelda64.net
also if you're a nintendo employee you really should consider giving me a alpha copy of ocarina of time so that i can document it because that is a totally awesome idea.
or if you're a cute girl who likes zelda hacking you should definitely email me a picture of yourself!!
but yeah hey, gonna go now and release this ROM
if you wanna say hi or have a penpal cendamos@gmail.com is my email :)
have fun zelda fans!!
from cen, with love
(plzdontsuemenintendo)

Nothing to see here, go along. -- Bob Newbie 07:52, 13 February 2012 (EST)
That was added before the extra data. I compared the data with every version of OoT I had and nothing matches to this data as far as I know, so it's unique. It's not from the Master Quest rom. The debug version of Master Quest has something similar where it has extra data from Pokemon Stadium 2 I think. Coincidentally, the address where the extra data begins are the same in both roms. Evilhamwizard 14:07, 17 March 2012 (EDT)
Here are the partial mappings I made with the bookmark feature in Hex Workshop along with the extracted data from the Majora's Mask debug rom to match it up with - http://www.mediafire.com/?tvkkc3bvxvx3kv5. I used the internal names for teach scene/map and used this as a guide - http://spinout182.com/mqd/f.html. Evilhamwizard 14:18, 17 March 2012 (EDT)

Effect of the second submenu's third option

Translated from Japanese (おからなけいかそくど) means script acceleration. That is what that option controls. --- ChronosGiegue 7:31 PM EST January 1st, 2013

Where is this "second submenu"? I wonder if "script acceleration" is another way to say "rate of time passage". (Speed up all scripts to give the effect of time passing faster.) (talk) 23:31, 25 December 2013 (EST)
I assume this user means おかりなけいかそくど, documented here. --GlitterBerri (talk) 23:35, 25 December 2013 (EST)

Page's history gone

Somewhere in Hiccup's copy and paste move (attention Hiccup, the "move" link on all articles is the correct way to move pages), this article seems to have lost its edit history. It's likely this history still exists somewhere, on a redirect that's since deleted (probably here). It should be possible to restore the history by merging it with the current page—I'm rusty on how this is done, but I think the other page needs to be undeleted and this one deleted, move the old article here then restore the deleted revisions from the new version.

This probably sounds like an annoying time sink, but that's why the move function exists, it completely avoids all this pain in the ass garbage. The article in its current state, without any attribution to its authors, is in violation of the cc-by license under which the wiki's content is licensed—I knew people here probably aren't sticklers, but it's also nice just to have the history available aside from that. I hope someone will fix this and that in future people will use the move function like they're supposed to. — Vague / Rant 11:23, 20 August 2013 (EDT)

Sorry, that was stupid of me. I do know about the move function. --Hiccup 11:43, 20 August 2013 (EDT)

Cel-shading?

What exactly does this option do to the graphics? It doesn't turn the game into Wind Waker, does it? WhoIAm (talk) 23:20, 31 October 2013 (EDT)

What option? Where? --Hiccup (talk) 06:31, 1 November 2013 (EDT)
From the page, Memory Viewer section: "Some settings are the same from OoT, just with a different variable name. Others are unique to Majora's Mask, like the cel-shading rendering mode." WhoIAm (talk) 01:40, 4 November 2013 (EST)
It may very well be used with some models, just get an emulator and try it out! --Hiccup (talk) 03:35, 4 November 2013 (EST)
Problem is, the page doesn't mention it anywhere other than the above quote, not to mention that I can't get Project64 to recognize the 2nd controller (I think? I can't get into map select by pressing L+R+Z and the game seems to be a little slower than usual, even though I set controller 2 to plugged-in). WhoIAm (talk) 20:03, 5 November 2013 (EST)

The other unknown value

"At the end, some values of interest are displayed. They cannot be changed. They're the Bomber's Password, the winning numbers in the lottery for each day, and another value. I can't remember what it does."

I don't know this game well, but I'm told another thing that's persistent with the file is something like "the order you need to shoot the masks in some minigame". Maybe that's what that mystery read-only value on the inventory debugger is? (talk) 23:28, 25 December 2013 (EST)

Yep, it's the order you have to shoot the masks in the Oceanside Spider House (they're in one room together with Skull Kids that tell you the order if you ask them with the Captain's Hat) to gain access to the Heart Piece. -- Sheeza (talk) 10:30, 26 December 2013 (EST)

Question about Life and Magic indicators.

These indicators are on the Inventory Editor debug screen. These can either be set to 0 or 1 (nothing else). Furthermore then can't be changed separately, so changing one from 0 to 1 also changes the other from 0 to 1 (and the same for going from 1 to 0). Other than the image here on the wiki that translates the words from Japanese into the English words (Life and Magic), there is NO DOCUMENTATION AT ALL on this wiki (or anywhere else on the net) for what these do. I thought it might give infinite magic and infinite health when activated, but it does not. Can someone please tell me what these options do? Animedude5555 (talk) 07:44, 11 February 2014 (EST)

I'm not sure. It may be that they haven't been investigated yet. You'll notice the MM Debug article has a "todo: Anything, everything" tag at the top. That means that there's probably lots left to find, investigate, and document. You could help out by testing it yourself. :) Please remember that almost everything on TCRF is a work in progress and none of our articles claim to be a complete documentation of everything noteworthy. If you see something that hasn't been added yet, add it! If you see something that isn't complete, complete it! If you see something that isn't clear, clear it up! If you see something that's incorrect, correct it! That's how the wiki improves! --GlitterBerri (talk) 19:11, 12 February 2014 (EST)
As far as I can tell, they control your extra defense and magic meter upgrades, and I suspect the Magic indicator is incorrectly mapped to the Life value (change either one to "1" and you'll see the extra defense upgrade, but no magic meter increase). I added this to the main page (Proto:The_Legend_of_Zelda:_Majora's_Mask/Debug_Version#Inventory_Debug), which is a bit more verbose on the matter :) Lue (talk) 23:00, 12 February 2014 (EST)

New Debug Menu Translation & Question

ZMMInventoryDebugTranslated.png

So, I uploaded a new version of the inventory debug screen translation. It adds some translations for untranslated stuff, and corrects/clarifies some mistranslations. The new version raises the following question...

  • What is Gold Color? It appears to be a read-only variable that can't be navigated to or edited.

--GlitterBerri (talk) 21:09, 12 February 2014 (EST)

This is the order in which you shoot the masks in the Oceanside Spider House, as stated in an above talk section, and now also the main Proto: page. Lue (talk) 23:03, 12 February 2014 (EST)

Zelda's flipping

There are three unused flipping animations for child Zelda. Can anyone who knows how record a GIF or video of it in action? It has three parts. Info here: http://mm.cloudmodding.com/wiki/Object_Dm_Zl

The animations are used in OoT? Should probably be many leftovers animations of OoT. --Porcino (talk) 05:34, 28 July 2014 (EDT)
They're not in OOT to my knowledge. Robotortoise (talk) 19:37, 28 July 2014 (EDT)

Test Room (Test01) in the debug version

The debug version includes of differences for the test room. It also has a few alternate scene setups from 00 to 0A that exist in the Japanese version (lack the command 18 in the header), but are only playable than in the debug version via a code. The code replaces the alternate scene setups of the room with the four giants. No.123 in the map select.

More information on this page: http://www.triforce-legend.com/mysteres/mm_test/mm_test.php#EU_Debug (French)

--Dark Linkaël (talk) 11:19, 27 December 2014 (EST)

Why was the region lock-out section removed?

I'm a little confused as to why einstein95 removed the region lock out stuff. The argument "this is not unused" seems a bit odd to me because this wiki covers more than unused content like bugs and regional differences. If the stance of not having region-lockout messages is firm on this wiki, I have no issue with this really but what concerns me is that multiple pages like Earthbound cover said content as well. Similar things like Game Boy lockout for Game Boy Color exist as well and we have covered them in the past with no issue.--Chpexo-sig.pngChpexo 19:19, 5 November 2015 (EST)

It's just a simple screen which says that the game cannot be played on this system. Same type of screen for when the Expansion Pak isn't installed. It's hardly notable as quite a few N64 games do this. -Einstein95 (talk) 19:21, 5 November 2015 (EST)
There are so many games with bog-standard regional lockouts that we've decided to only cover the really unique ones, like the message in Mickey Mania that changes if you change your console region while it's displayed. EarthBound is definitely notable because of the crazy measures it employs to make sure pirates and hackers can't enjoy the game. --BMF54123 (talk) 19:32, 5 November 2015 (EST)
Ah, okay. That makes sense. Thank you for the explanations you two! :) --Chpexo-sig.pngChpexo 21:33, 5 November 2015 (EST)