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MarbleousDave
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I wonder if the Flying Zora glitch works on the Japanese GameCube version. I know it doesn't exist in the Japanese N64 version. The Japanese GameCube version has features and map layouts uplifted from the US version. Wonder if the glitches are all uplifted too.
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yes it does
TAG
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Does anyone know a gameshark code that changes the colour of link's tunic? It would be cool to stream with different colour tunics on each time a stream.
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TAG wrote:
It would be cool
No.
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I think it's more important to figure out how the route is going to work then waste time on finding a cheat code that only one person will use.
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I think it's more important that everyone does what they feel they want to do.
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General question do game shark cheats work generically that way? For somethin as in a color of an object and so on?
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well we all know a TAS with gameshark codes is not legit
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To submit to TASVideos, maybe, but it's still a TAS.
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solarplex wrote:
General question: do game shark cheats work generically that way? For somethin as in a color of an object and so on?
All a gameshark code is is it forces a memory address to a certain value, so you could reprogram a whole game with millions of gameshark codes in theory.
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I don't think it's possible in MM without rom hacking. The tunic is not designed to changed color like it is in OoT.
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Think I might have found the 'instant backwalk' you were talking about Slowking. http://www.zeldaspeedruns.com/mm/tech/quick-turnaround
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Nah, that's the quick turn. The backwalk takes quite a long time to start there. That's like half a second. Instant backwalking is TAS only. You have to change directions a lot to compensate for camera movement... I think. But I don't really know how it's done. Still thanks for trying.
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solarplex wrote:
General question: do game shark cheats work generically that way? For somethin as in a color of an object and so on?
I realize this is off-topic a bit, but it's a good question and gives insight to how games work. Short answer: "generically" (you meant "generally", right?) speaking, yes for older games, probably not for newer ones. The coding for color is going to be tied to how the programmers implemented it, and in the case of the 3D Zelda games on the N64 they have tunic color set up to tie to a simple color code (probably somewhat similar to how HTML reads color codes for font, but I'm just guessing here). In newer games, however, color tends to be mapped in some way based on texture or other more complicated coding factors, and it's less common to have one color used for an entire model (this was standard back in the first generation of 3D games, before textures could be nice and defined and high-res). Also, palettes were typically 4 colors in the NES era, 16 colors in SNES, etc. So changing colors was simpler and could be done in a few bytes back in those days. That said it may still be that even the current gen Zelda games use simple color code. I don't keep up with this stuff any more, sorry.
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Acheron86 wrote:
solarplex wrote:
General question: do game shark cheats work generically that way? For somethin as in a color of an object and so on?
I realize this is off-topic a bit, but it's a good question and gives insight to how games work. Short answer: "generically" (you meant "generally", right?) speaking, yes for older games, probably not for newer ones. The coding for color is going to be tied to how the programmers implemented it, and in the case of the 3D Zelda games on the N64 they have tunic color set up to tie to a simple color code (probably somewhat similar to how HTML reads color codes for font, but I'm just guessing here). In newer games, however, color tends to be mapped in some way based on texture or other more complicated coding factors, and it's less common to have one color used for an entire model (this was standard back in the first generation of 3D games, before textures could be nice and defined and high-res). Also, palettes were typically 4 colors in the NES era, 16 colors in SNES, etc. So changing colors was simpler and could be done in a few bytes back in those days. That said it may still be that even the current gen Zelda games use simple color code. I don't keep up with this stuff any more, sorry.
Just a minor nitpick - having a color code like Ocarina of Time/Majora's Mask does not necessary preclude the use of textures (of any detail level). You could have a grayscale texture and multiply it by a color to get an appropriately-colored texture. I'm pretty sure many RTS games work that way, and probably many other types of games as well. If the problem was it'd change the color of a whole model, I've seen games add a bitmask to the texture, which defines which parts of the texture should have their colors changed.
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My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Patashu
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My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
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Just a quick FYI for everyone, BizHawk 1.7.2 fixes the Soft Reset issue with Majora's Mask.
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thnx oot developers for making Majora in the same engine <3
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MarbleousDave
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arandomgameTASer wrote:
thnx oot developers for making Majora in the same engine <3
The same engine used with Super Mario 64.
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hegyak wrote:
Just a quick FYI for everyone, BizHawk 1.7.2 fixes the Soft Reset issue with Majora's Mask.
My nagging worked then. :D But that's more of a cosmetic thing anyway. Afaik hard resets are faster and those always worked. So unless we find some glitches with soft resets it's not that usefull.
Post subject: hover megaflips
TAG
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Ok so i am having issues with megaflipping with a hover i just do a normal flip when i hit recoil, is there any special tricks? and can someone give me the exact way to do inverse camera angle? thankyou TAG
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Post subject: Re: hover megaflips
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TAG wrote:
Ok so i am having issues with megaflipping with a hover i just do a normal flip when i hit recoil, is there any special tricks? and can someone give me the exact way to do inverse camera angle? thankyou TAG
http://www.zeldaspeedruns.com/mm/tech/megaflip
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TAG
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I have just got up to great bay temple, it seems to always desync when I do the boss key skip, I should maybe add in a few neutral inputs maybe or even random inputs. what do you guys think? also as a side note, for what ever reason after save in the debug rom, it seems to transfer the save to my ntsc rom. do any of you know why this is happening. (it is good for me because I don't have to MHS stuff) also as another side note. MrsGrunz liked my HESS crash comment on one of ennopps videos.
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