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/vr/ - Retro Games


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File: 272 KB, 892x987, 2021-12-06 08.28.21 zelda64.dev 0413c8f43a46.png [View same] [iqdb] [saucenao] [google]
8394849 No.8394849 [Reply] [Original]

キタ━━━━━━(゚∀゚)━━━━━━ッ!!!!!

>> No.8394860

>>8394849
Where can i get a .exe?

>> No.8394861

>>8394849
Yay but I already played the games years ago so I don't care.

>> No.8394865

>>8394860
I don't think anyone has done a port yet. But modifications on native are easily possible.
See: https://youtu.be/kbc7IzgTvuU?t=337

>> No.8394918

>>8394860
>>8394865
Some anon on /v/ yesterday claimed he is almost done with a first barebones port and he is planning on posting it today.

Maybe he is full of shit, maybe he is not who knows.

>> No.8394959

Can someone tell me how the fishing mini game works in detail. Thanks

>> No.8395041

>>8394918
It's certainly possible.
I believe a lot of the rendering code has been done for a while with only specific actors and other details being in the final stretch to 100%.
So someone could theoretically have been working on a port for just as long.
I know the documentation is still being worked on, so they would have to have just been reading the sources raw, but certainly doable if they have any familiarity.

I also know people say oot's engine is based on the Mario 64 one as well. Despite what is likely significant differences, I'd imagine there's at least some overlap that gives people a head start considering m64's decomp exists too.

>> No.8395094

>>8394918
Is any part of the decomp community working on a port? Is there some way to contribute to a PC port now that the bulk of the work is done?

>> No.8395375

>>8394849
Hopefully, when this gets ported to PC, they have the decency to use an API that doesn't limit access to the most recent operating systems exclusively.

>> No.8395430

>>8395375
Just out of curiosity, do you know of any compatibility rubric/chart?
I'm not familiar enough to know where the cutoffs are for various combinations of platforms, versions, and libraries.

I imagine someone implementing this today would target a Vulkan backend for graphics which would cover a lot of platforms, and maybe (someone else) would do OpenGL/OpenGL_ES for everything else. Then any platform+version specific stuff later like DirectX-latest for Windows-latest exclusively. As well as any console SDKs for various ports there too.

I wouldn't imagine someone going platform specific first unless it's all they know already, or have good reason to like specific features within the API that aren't in others.

People have seemingly done well with the Mario 64 ports so far. I've seen it running on DOS, the Vita, Switch, and more. I don't know the details but I imagine most of them are either using various versions of OpenGL or console native renderers. Likewise with input libraries.

>> No.8395628

>>8395430
>do you know of any compatibility rubric/chart?
>I imagine most of them are either using various versions of OpenGL or console native renderers. Likewise with input libraries.
Given the relationship between SGI and Nintendo with Project Reality, it would be fitting to use the technology made by the late SGI, OpenGL.
Vulkan is still new and is unsupported with older hardware, therefore, having an OGL binding under an older standard widens the range of support for older systems and hardware (OGL 1.2 would be a good start).

>> No.8395727

Do you guys think there will be guides that walk you through the code and give a general outline of how it all works? Did that ever happen for Mario 64? Trying to jump right into a massive existing codebase and figuring out how everything works together just from reading it is a such a pain in the ass. I want to mod the game myself but figuring out where everything is and how it all works together is very daunting.

>> No.8395790

>>8395430
>People have seemingly done well with the Mario 64 ports so far. I've seen it running on DOS, the Vita, Switch, and more.
https://www.youtube.com/watch?v=_1l6n-LO2iw

This and the OG Xbox ones were the two that impressed me the most.

>> No.8395860

>>8395790
Are there bootleg physical versions of these available anywhere? I'd love to buy a copy of Mario 64 on an actual PS2 or Xbox disc. Presumably it would require a chipped console since I don't think the chinese have figured out how to print discs that work with a non-modded system but it would still be very cool. Collecting bootlegs makes me happy.

>> No.8395909

>>8395727
This guy has done some videos recently on how certain things work. He's a part of the decomp team.
https://www.youtube.com/c/Fig02/videos

>> No.8395912

>>8394860
Do it yourself

>> No.8395916

>>8394860
You can't, you have to get certain files for in a tranny discord, then you have to compile on your own because the trannies might get sued.
But hey, at least they aren't anonymous on the internet and are getting imaginary internet points.

>> No.8395946

>>8395909
>>8395727
>Do you guys think there will be guides that walk you through the code and give a general outline of how it all works?
That seems to be a goal of the project.
https://twitter.com/Fig02_/status/1466537479318556672
>DOCUMENTATION
>Much of the code is still unnamed and entirely unreadable to the unfamiliar eye. The goal is to make this a codebase that anyone can pick up and start reading to understand how the game works.

But also
>There are 18 versions total that decomp aims to support.
They'll likely be doing this in parallel, and with outside contributors now being a part of the mix, they'll likely gain a lot of help in both departments.

>>8395909
Damn that's really nice to see already. Kudos to the team.

>>8395860
>Are there bootleg physical versions of these available anywhere?
I'm willing to bet you can find binaries via Google. Look for ELF files for the PS2 and XEX files for Xbox.
Worst case scenario you'll only find the source code repositories and have to set up PS2/Xbox toolchains to build them yourself.

>> No.8395958

>>8395946
>But also
>>There are 18 versions total that decomp aims to support.
>They'll likely be doing this in parallel, and with outside contributors now being a part of the mix, they'll likely gain a lot of help in both departments.
18 versions make it sound worse than it really is. The differences between the various versions of Ocarina of Time are very, very, very minimal in the grand scheme of things. Hell, the only difference between American and Japanese revisions are a single byte that determines the language.

>> No.8396060

>>8395958
>the only difference between American and Japanese revisions are a single byte that determines the language
I wonder why the Japanese version of the game didn't use the Japanese vocals for Navi. They recorded them for promotional materials so they already existed.
https://a.pomf.cat/qewlog.mp4

Does anyone else in the game speak full words rather than just indistinct noises that work in any language? It would make sense if they do, and didn't have alternates for those to just cut Navi's lines for consistency and just go English across the board. But I can't remember if anyone else actually speaks full English words like "Hey!", "Listen!", etc.

Regardless, it's going to be interesting seeing the actual commits between versions. Almost like a faux recreation of history.
>fix: bug between version 1.0 and 1.1
>change: censor Ganon's blood
etc.

>> No.8396063

>>8396060
Which trailer was this again?

>> No.8396069

>>8396063
I got it from a (now private) YouTube video.
>Legend of Zelda - Ocarina Of Time E3 Promo Trailer 1998-geZwESmBGX0.mp4

>> No.8396072

>>8396063
>>8396063
E3 1998. The playable version Nintendo brought was SpaceWorld '97's build, but they had footage of a slightly newer build with a finished Phantom Ganon fight in the E3 trailer

>> No.8396075

>>8395946
>I'm willing to bet you can find binaries via Google. Look for ELF files for the PS2 and XEX files for Xbox.
>Worst case scenario you'll only find the source code repositories and have to set up PS2/Xbox toolchains to build them yourself.
I know it's silly but I'm far more interested in the idea of obtaining a physical copy that was made for the purpose of selling to others, than I am in actually playing the game on those platforms. Like I said, I love collecting bootlegs, and I am infinitely fascinated by them. In my eyes, there is nothing interesting whatsoever about me downloading a game, burning it to a disc, and making my own unique copy. However, finding an obscure website that produces them in larger quantities and sells them for profit, THAT would be interesting.

>> No.8396091
File: 187 KB, 185x463, OOT-object_human.png [View same] [iqdb] [saucenao] [google]
8396091

>>8396060
>>8396063
>>8396069
Trailer music by the way
https://a.pomf.cat/jramvy.mp3
Zarkov 101_52.mp3

>> No.8396137
File: 31 KB, 600x636, 1627001665304.jpg [View same] [iqdb] [saucenao] [google]
8396137

>>8396069
Yeah, i don't remember seeing this trailer before. Were people finding more videos during the gigaleak?

>>8396091
How the fuck people even find the exact same music? These usually get buried in millions of CD sample music.

>> No.8396171
File: 19 KB, 320x240, OoT-Fado_IGN.jpg [View same] [iqdb] [saucenao] [google]
8396171

>>8396137
The mtime on my copy says "2013-11-20 05:47", which may be the upload date set by yt-dl.
It looks like I created the file in 2019. I don't remember much else about it.

>How the fuck people even find the exact same music? These usually get buried in millions of CD sample music.
Someone posted the name of the track in the comment section on the video on YouTube and I tracked down the actual file for it after a few days of searching.
I forget how exactly, but I think it had something to do with looking at existing sources on a wiki.
Someone had already sourced the CD where some of the chants in the fire temple were from, as well as some other sound effects. I don't remember how I got them but here they are https://a.pomf.cat/ljumew.zip

>> No.8396173

Does this mean we can play as the arwing now?

>> No.8396213
File: 7 KB, 590x322, 1591212773238.png [View same] [iqdb] [saucenao] [google]
8396213

So what does this mean? Easier mod configuration?

>> No.8396295

>>8396213
People now have access to the source code for the game.
With the exception of original documentation and in-house tools. Anyone now has the same power the original team at Nintendo did when the game was released.

Want to build the game yourself? You can.
Want to modify the game? You can.
Want to port it to another machine? You can.
Etc.

>> No.8396304

>>8395375
I don't see a reason to use anything more than DX9. Maybe DX11 at the latest if you're as lazy as the kooks who port ancient Japanese games to steam.

>> No.8396312

>>8396295
>People now have access to the source code for the game.
I don't like this wording. It's C code created to compile to the same bytes, but it's not THE source code. It's nothing like actual source code, especially at the moment. Most variable and function names are missing. No comments. Some functions are "fake matched" using fudged up code that happens to compile to the same bytes.

>> No.8396379

>>8396312
While you're pedantically correct, it's just an oversimplification for someone who obviously has no idea what this is.
For practical purposes, this is/will-become the canonical (public) source code for the game which enables those things listed.

The original would be nice to have for historic reasons but is actually worth less than this just on the basis of copyright. The nice things about this NOT being the original code is that it can be legally redistributed which is a massive benefit since it means people can easily collaborate on it in the open. Unlike with other game source code leaks where that ability is hindered and hidden.

>> No.8396395

>>8394959
no, but i can offer tips

>> No.8396439

>>8396173
i think it would be nice to give navi a little upgrade if you catch my drift
im going to turn her into an arwing that takes pot shots at enemies.

>> No.8396509

Does it have 60fps and analog camera controls yet?

>> No.8396623

I already have an idea for a mod I want to do. Once everything is cleaned up and they get it to compile all the other versions, I'm gonna get to work. Making plans now and reading the code to get a vague idea of how to pull things off. I'm pretty excited. It's something I've wanted as an OoT mod for years but it never happened. Now it will be easy enough that even I can do it. Happy days!

>> No.8396728

>>8396395
No thank you, I want to know precisely how it works. Just how much of it is random

>> No.8396743

>>8394959
>>8396728
Searching the source I found
>docs/tutorial/pre-decomp.md:
>`ovl_Fishing`, the largest actor in the game.
kek of course it would be the most complicated thing in the game.
Looks like the randomized parts of the algorithm start around here
https://github.com/zeldaret/oot/blob/a9284494f2b6f53a0e8f95b5567faf1b2162e91c/src/overlays/actors/ovl_Fishing/z_fishing.c#L423

I don't want to read through this right now though, I'm already procrastinating on my own projects. Maybe someone else will break it down.

>> No.8396780

>>8396509
Zoom zoom!

>> No.8396796

>>8396780
What's the point of a pc port other than upping the frame rate and adding analog camera controls?

>> No.8396824

>>8396796
This isn't a PC port.

>> No.8396829

>>8396824
What's the point in decompiling it other than to make a pc port?

>> No.8396990

>>8396829
Mods

>> No.8396991

>>8396829
To fuck with nintendo

>> No.8397000

>>8396990
Chances are people would rather play those mods at 60fps with analogue camera control than indulge the mediocre N64 emulation scene

>> No.8397018

>>8397000
You're probably right, but I think there will always be at least some demand for mods that run on real hardware.

>> No.8397061

>>8396991
I don't think they care

>> No.8397086

>>8396075
Based

>> No.8397089

>>8397061
t. nintendo

>> No.8397104

>>8396829
for teh lulz

>> No.8397123

>>8397089
There's nothing they can do about it so why would they care. The game is decades old and they resold it recently already anyway.

>> No.8397142

>>8397089
I don't say it often
if ever.
but anon
>rent free

>> No.8397148

>>8397142
well... you wasted it on a joke... sorry bud ;)

>> No.8397152

>>8397148
>I was merely pretending
oh well

>> No.8397161

>>8397152
i'm being honest. i agree that they probably would not care.

>> No.8397163

>>8397161
They probably care a little

>> No.8397168
File: 708 KB, 1366x768, WcfoUpk.png [View same] [iqdb] [saucenao] [google]
8397168

Combine OOT and MM into one game for the ultimate randomizer.
>Termina is accessed through the Lost Woods, probably in a passageway near Sacred Forest Meadow, which leads you to here from MM (although a Lost Woods-style passageway would have to be added here in the back of the room to allow return to Hyrule)
>To enter Clocktown, fall through the place Link does in the original, land on the deku flowers etc.
>Upon stepping off of the deku flowers have a light beam appear like in a grotto which, when touched, teleports you back up through the top of the tree where you fell (Or alternatively, lock it to require Deku Link to access the flower, then teleport him once he shoots up into the air as a scripted exit)
>Saving and quitting in Termina has you reload at the clock tower like in MM, otherwise it's Link's House or Temple of Time like normal
>Items can be randomized throughout all of Hyrule + Termina. You could find the Goron Mask in Spirit Temple, Fairy Bow in Stone Tower etc.
>MM items are upgrades to both Links' arsenal in that they can be used by both once progressively upgraded to
>Example: Hookshot (Adult) -> Longshot (Adult) -> Hookshot (MM, now usable by both)
>Slingshot upgrades to Hero's Bow
>Song of Soaring can take you between Hyrule/Termina (defaulting to Link's House, Temple of Time & Clocktower with no other warps activated), warp songs eg. Bolero work as normal.
>Song of Time's effect defaults to its OOT behavior unless Time Attack is enabled, in which case either use Zelda's Lullaby for blue blocks or have a prompt to ask what the player wants
>Transformation masks work in both worlds, nontransformation masks keep their effects as well
>Two game modes for play: Normal (OOT style) and Time Attack (MM style), the former having no moon even in Termina, the latter having the moon EVERYWHERE, visible from anywhere in Hyrule or Termina where the sky is accessible. (Can you save both worlds in only three [or an adjustable amount of] days?)

There you go.

>> No.8397173

>>8397163
the only thing i can think of is that they'd not want a direct competition with the switch's n64 paid thing. perhaps they also would enjoy the free publicity?

>> No.8397179

>>8397173
>perhaps they also would enjoy the free publicity?
They shut down fan projects all the time. Though it'd admittedly be harder to shut something like this down.

>> No.8397217
File: 14 KB, 292x315, yes fucks yes.jpg [View same] [iqdb] [saucenao] [google]
8397217

>>8397168
>the realization that this is inevitable
>the recently released spaceworld features are also likely to be combined
>in the meantime people are going to create new content that will be mixed in too
oh fuck oh fuck oh fuck it's happening

>> No.8397220

>>8397217
5 years from now will be pretty cool

>> No.8397223
File: 50 KB, 640x480, fukuzawa yumi dynamites.jpg [View same] [iqdb] [saucenao] [google]
8397223

>>8397217
it's gonna be like a big gamer stew...

>> No.8397241
File: 461 KB, 388x212, my anus.gif [View same] [iqdb] [saucenao] [google]
8397241

>>8397223
>mfw mixing all the potions

>> No.8397297

>>8397217
It'll be a while since MM has to be decomped too, and modtrannies would have to actually get off their ass to make something cool for once instead of making skimpy Malon player models to roleplay as a female in OOT online with. I OOT modders had more creativity than, say, Master of Time, Bombiwa and Nimpize which are all utter dogshit. Kaze's Missing Link is the only good one but it's dreadfully short, funnily enough it's his only OOT mod since SM64 is his usual forté.

>> No.8397301

>>8397297
I wish OOT modders*

>> No.8397321

>>8397297
I used to be in Modloader64 discord and I know 100% what you are talking about for that first half, went back after like a year to see if anything changed and now you need to verify your cell number to read the chat.

Though I think Masters of Time has been one of the best OoT Romhacks pretty much ever. Its got at least 8 Temples and a bunch of other little things to do and is like a full 20 hours game. Though the Endings is what fucking shoots itself in the foot. 2 are horrible and the secret one you cant get to without speedrun glitches.

There is a ReMastered hack being worked on that's looking pretty good

https://youtu.be/lh7pbFfrL3M
https://youtu.be/OAIZE1-vacM
https://youtu.be/pvpUqrELg-w

>> No.8397337

>>8394849
Honestly surprised someone hasn't leaked a PC Port yet.
I remember when there was that one discord were some dude leaked the code from their secret chat and built an early copy for Mario 64 PC. Though I think thats why we had it so early after the code was almost done.

Does anyone know if the fact its "Master Quest Debug Pal" means also just Vanilla OoT aswell?

I can feel the blood rushing just thinking about the possibility for Unlocked Frame Rate, I'm not sure if I could handle it mentally. My whole world has been 20. So 60 is going to break me

>> No.8397345
File: 649 KB, 832x543, Desktop_Dimmer_KWvD0pOG6V.png [View same] [iqdb] [saucenao] [google]
8397345

>>8397337
Saw one of the devs from the Decomp post this today
https://youtu.be/BV1YVTbZMvQ

No PC related but its code related

>> No.8397349
File: 5 KB, 167x159, できない.jpg [View same] [iqdb] [saucenao] [google]
8397349

>>8397297
The reason those mods are so limited is not because their authors intended them to be. It's because modifying the game requires arcane knowledge to begin with and even after you master that you're still beholden to unknown quirks of the engine and ultimately the platform as well.
Even things as small as making minimaps are apparently a gigantic pain in the ass. Making custom bosses results in crashes every step of the way because ???, and so on.
It's not like they set out to make limited shit, it's that there's a million unexpected things saying "fuck you" that you can't possible see in advance when you start. When that's the case it doesn't matter what you want to make, it matters what can be reasonably done at all.

The reason this decomp is a big deal is because now nobody will have to put up with having to reverse engineer specific parts alone for their one off specific modifications, that do things the game or its system were never intended to do. Without any proper debugging capabilities or insight into what the code is actually doing.
This lowers the bar of entry substantially, allows people to more easily collaborate, and make better standard tools and docs around it. As well as releasing platform constraints.

The modders that have made something shouldn't be chided like that considering they produced something at all when all they have is a black box to work with which runs on another black box both designed in secret, intent on keeping you from doing exactly this.
To modify the game previously meant learning a custom mips machine, its ISA, and someone elses engine that runs on it, all with custom proprietary formats and toolchains. Every step of the way "fuck you, spend years learning this first".
Even if you get leaked documents, fuck you learn Japanese.

Character limit...

>> No.8397360

>>8397349
>>8397297
Case in point, it's pretty ridiculous that there even is an online component that was made. Imagine how easier this would be to implement if you just had the game's code, and also how much more reliable it can be compared to what we have now using hacked up emulator shims. The N64 obviously wasn't designed from the outset with online in mind, and the only addon they did plan for it never even left home.

Instead of focusing on how limited the existing mods are, I'm more interested in the unlocked potential that will come as a result of this, probably from the same authors. Imagine remakes of existing mods but as they were originally intended to be. It could happen.

>It'll be a while since MM has to be decomped too
I'm actually curious to see how this turns out. Considering the stories about how MM was just some rushed side project, I wonder how much overlap there is with the engine, and what can be reused going forward here.
I doubt it will be easy, but who can even estimate.

>> No.8397382

When Mario 64 was decompiled we got a steady stream of information.

Smoke is displayed wrong
Code not optomised, a few lines could make Bowser bay full speed with no slowdown.
Fucking LUIGI IS REAL

Where's any of this been with OOT? It's been complete radio silence.

>> No.8397391

>>8397382
It only hit 100% a few days ago and the decomp team has been posting findings as they discover them long before then.
One of the team members Fig has some stuff here https://www.youtube.com/c/Fig02/videos and on Twitter. Detailing things like bugs, how various systems work internally, unused stuff as long as a year ago.
I'd be willing to bet a lot of things listed in tcrf pages comes from people working on the project. Which includes knowing about things long before the leaks got out too. I'm pretty sure most of the stuff in the spaceworld demo was being talked about several months ago too.

>> No.8397529

>>8395860
>I don't think the chinese have figured out how to print discs that work with a non-modded system

they figured that out last year. Check out FreeDVDBoot. Don't hold your breath on a OOT PS2 port though lol.

>> No.8397541
File: 22 KB, 161x188, mips the rabbit.png [View same] [iqdb] [saucenao] [google]
8397541

>>8397529
>Don't hold your breath on a OOT PS2 port though lol.
While not perfect initially, Mario got one.
https://www.youtube.com/watch?v=3nZ1WlI2zrQ

>> No.8397582

>>8397529
>they
wasn't chinese
>figured that out last year. Check out FreeDVDBoot
- dvd-games only
- a disc only works on certain models

>> No.8397590

>>8397321
So this is just making MoT not shit? As in removing the edginess, giving it new assets, etc? Looks god honestly, I'm excited.
And yeah I wasn't exaggerating with ModLoader64's discord one bit.

>> No.8397604

>>8397529
I'm sure you could mod the directory structure of a PS2 CD game to get it to work with FreeDVDBoot. And it would be easy enough to use the exploit to press PS2 bootlegs. (not that they would likely be bothered).

>> No.8397607

>>8397541
Oh damn, I only knew about the 3DS/PC ports.

>> No.8397642

Retarded question from someone who doesn't program: Did they originally program these games in english or do program languages have translations and shit?

>> No.8397649

>>8397642
Programming language key words are in English. Words like "return", "DEFINE:, etc.
Names that can be set/used by programmers are in Japanese but use Roman characters. Like "bombiwa"
Documentation+ source code comments can be in Japanese.
There are some attempts and ways to use native languages but they're very uncommon from what I understand and I've personally never seen a program use non-English keywords. Because most of the tools that read this source code text and turn it into something the computer understands, itself only understands those English words as semantic/lexical tokens.

>> No.8397652
File: 236 KB, 1624x626, APL.jpg [View same] [iqdb] [saucenao] [google]
8397652

>>8397649
>I've personally never seen a program use non-English keywords
Not counting symbols of course*

>> No.8397659

>>8397649
Interesting, thanks.

>> No.8397747

>>8397168
>To enter Clocktown, fall through the place Link does in the original, land on the deku flowers etc. Upon stepping off of the deku flowers have a light beam appear like in a grotto which, when touched, teleports you back up through the top of the tree where you fell (Or alternatively, lock it to require Deku Link to access the flower, then teleport him once he shoots up into the air as a scripted exit)

how do you type all this out without realizing it's a terrible idea

>> No.8397749

>>8397360
>Imagine how easier
impossible? it requires knowledge beyond me, i can only presume it was doable because it happened, the mod works,so,

>> No.8397752

>>8397168
This is such a good idea. I really hope someone makes this.

>> No.8397754

>>8397747
Read the rest, you can shortcut it with the Song of Soaring or any warp song.

>> No.8397756

>>8397749
>the harder solution exists right now therefore the easier solution is impossible
You on drugs son?

>> No.8397763

>>8397382
Didn't the Luigi model discovery come from the leaks?

>> No.8397765

>>8397756
you're assuming it's easier now, but who knows
faggot.

>> No.8397769

>>8397754
oh wow!
it's a terrible idea anon

>> No.8397779

>>8397765
It's not an assumption. That's how this works. What are you upset about?

>> No.8397787

>>8394860
Its going to be a while anon. This is the debug build of the PAL region Gamecube Master Quest version of the game (What a fucking mouthful jesus) thats been decompiled. The devs straight up said all they are doing is decompiling the source code and not making a PC port. You want one? Make your own, but its not gonna be any other version of the game until the source code for those versions are decompiled.

>> No.8397793

>>8397787
>but its not gonna be any other version of the game until the source code for those versions are decompiled
Wouldn't the difference between NTSC and PAL be moot in this regard since the rendering system is going to have to be reworked for PC anyway?

>> No.8397797

>>8397793
PAL runs at 50 Mhz instead lf 60Mhz plus I think there is some censorship. Basically the game has a lower framerate.

>> No.8397803

>>8397793
not to mention there is like, 6 or 7 versions if OoT (1.0, 1.1, 1.2, PAL version of the previous releaes mentioned, Master Quest, IQue, GCN, Master Quest GCN, Virtual Console, Collectors Edition GCN) Yeah there is a lot of versions if this game.

>> No.8397806

>>8397803
and 1.0 they even straight up said is going to be the last one they decompile. better off getting an everdrive for now if you want that version without paying 80 bucks on ebay for what may or may not be a bootleg

>> No.8397809

>>8397797
Maybe I'm missing something but if you're going to redo how graphics are rendered wouldn't you just uncap the framerate regardless? In fact, is it not possible to create a rom that has the same framerate as the NTSC version from this common base?

>> No.8397810

>>8397809
as a matter of fact yes you can. They made one for the pal version of Luigi's Mansion.

>> No.8397814

>>8397797
PAL GCN OoT/MQ still runs at 60

>> No.8397907

>>8394849
They should make ganondorf playable!

>> No.8398339 [SPOILER] 
File: 22 KB, 930x919, 1638896800825.png [View same] [iqdb] [saucenao] [google]
8398339

>>8397642
He's a sample from the partial leaked code from last year.

>> No.8398353

>>8397769
(you)

>> No.8398401

>>8398339
>start_pieceofshit
>end_pieceofshit

>> No.8399527

>>8396796
upping the framerate would make a great improvement to the game

>> No.8400063
File: 786 KB, 857x1202, zt7g2knbc1h31.png [View same] [iqdb] [saucenao] [google]
8400063

>>8398339
>/* for single lines */
Pet peeve

>> No.8400114

>>8397607
My favorite is the xbox port

>> No.8400123

>>8397541
Both consoles have blurry as fuck textures, so it looks natural

>> No.8400171

>>8394918
That was me who posted that, and yes, I was full of shit.

>> No.8400176

>>8397763
It did, but the code for co-op came from the decomp.

>> No.8400192

>>8400063
Glad I'm not the only one.
>try to comment out a function with /* */
>gets terminated halfway through because of someone else's preferred comment style

>> No.8400436

>>8400063
>>8400192
// was only a C++ thing for awhile, and the shitty compilers of the day would bitch and moan if you used it.

>> No.8400614

>>8400063
C didn't get // until recently (relatively in C terms)

>> No.8400619

>>8395041
>people say oot's engine is based on the Mario 64

wasnt this debunked

>> No.8400623

>>8398339
The hell did they get names from? Was there debugging info in the release build? Or did autists go through and reverse engineer and name everything?

>> No.8400626

>>8397018
>there will always be at least some demand for mods that run on real hardware
There was never a demand for it.

>> No.8400637

>>8400626
OoT Randomised exists

>> No.8400653
File: 94 KB, 194x290, 1335850627511.png [View same] [iqdb] [saucenao] [google]
8400653

>>8397168
>>8397754
>>8397769
The mod is GOING to happen, but I'm worried about trannies running the project and overcomplicating like this Anon.

Wanna warp between Hyrule and Termina? Play Song of Time, select "warp". Boom. Was that so hard?

All the project needs to be is a recreation of OoT in the MM engine. So we probably still need to wait until MM decomp finishes.

>> No.8400702

>>8400063
you forgot
>/*
>Comment
>goes
>here
>*/

>> No.8400704

>>8400623
>>8397787

>> No.8400731

>>8400704
Normally speaking release builds discard all labels and replacing them with addresses (excluding dynamic linkage which likely isn't a thing on the N64). If there are names in the release binaries then either debug symbol table data was present or someone manually assigned names.

Decompiling just turns assembly back into equivalent C code with arbitrary decompiler-generated labels (and generally mangled source due to ambiguity and optimizations during the original compilation).

>> No.8400734

>>8400653
no, dude fucks up the most BASiC premise of a cross randomizer, all kinds of grottos and entrances across both games lead back to one another, that is the BARE MINIMUM to make it ok

>> No.8400751

>>8400734
I'm confused

>> No.8401008

>>8400623
What part of
>partial leaked code from last year
Don't you understand?

https://en.wikipedia.org/wiki/2020-2021_Nintendo_data_leak

>> No.8401080

>>8400623
>>8401008
BTW, here's the same function in the decompilation
https://github.com/zeldaret/oot/blob/master/src/overlays/actors/ovl_Fishing/z_fishing.c#L1408

>> No.8401486

>>8401080
That is so cool. I somehow missed the leaked source code for OoT. Very interesting to be able to compare the decomp to the actual original code. Fascinating.

>> No.8401764

>>8397297
>Master of Time, Bombiwa and Nimpize which are all utter dogshit
Master of Time seemed pretty good ignoring anything regarding the writing, and Nimpize was well made although a bit disappointing with so many vanilla assets.

>> No.8401896

>>8400653
SoT isn't inherently a warp tho, plus that'd negate the purpose of Song of Soaring and all of OOT's adult songs

>> No.8401907

>>8398401
you're prob joking but im autistic so i have to explain it means position

>> No.8401936
File: 915 KB, 300x283, 7a2.gif [View same] [iqdb] [saucenao] [google]
8401936

>>8400171
based

>> No.8402001

>>8397787
Haven't they said it can run at the Fresh Rate easily in the debug? Essentially that the version doesn't matter?

>> No.8402098

>>8397809
The anon above is a retard. You can do everything with the rendering system since you have the sourcecode. You can render it at 50hz, 60hz, 120hz, if it breaks physics you fix the physics in the sourcecode. But this will only work for a future PC binary. As of now you are just building an N64 rom.

>> No.8402108

>>8402098
it could work as an n64 binary if you set up the emulator right. would be a good stop-gap for a full pc port.

>> No.8402124

>>8402098
>>8402108
I saw a video about the decomp where Kaze commented saying that he thought it would be possible to optimize the game for better performance on real hardware, estimating being able to hit 40fps. He's a big name in the N64 hacking scene and he did something similar already with Mario 64, so I believe what he says. So it might be possible to at least get a solid 30fps on real hardware which would be really cool to see.

>> No.8402173

>>8402124
only 40?

>> No.8402186

>>8402173
Considering how the game was targeting 30 fps during development and released running at 20 with occasional slowdowns, 40 is a huge fucking deal for real hardware you zoomer.

>> No.8402197

>>8397179
Only when they're about to release something similar, IIRC.

>> No.8402283

>>8400114
I'm pretty sure there's even a dreamcast port lol.

>> No.8402302

>>8402186
Oh, real hardware, my bad.

>> No.8403181

>>8402124
>and he did something similar already with Mario 64
using the -O2 compiler-flag?

>> No.8403434

>>8401896
Song of Soaring would function the same as normal. Maybe there'd be new warps if you played it in Hyrule, for funsies.

The only reason to make Song of Time the access point between MM and the OoT endgame is to preserve the immersion. Otherwise, why even bother at all. Just hit ESC and click the "Warp to [X]" tab.

>> No.8403915
File: 251 KB, 603x324, .png [View same] [iqdb] [saucenao] [google]
8403915

>>8400436
Thanks Bjarne.

>>8400619
I guess we have the ability to compare them now.

>>8400623
>The hell did they get names from?
They're just standard math terms and Japanese words.

>Was there debugging info in the release build?
There was debugging info in the debug GC build. As well as various source headers. But the decomp team isn't allowed to read the latter.

>did autists go through and reverse engineer and name everything?
Yes. That's what this thread is about.

>>8400637
Demand for mods is not the same as demands for mods running on original hardware.
It's cool if they can but I think most people would rather have a non-native mod over no mod at all, or even having an incompatible mod rather than one which has been reduced in scope just to be compatible with console.
From my perspective it's a no contest. I respect the effort it takes to target limited hardware. But I'll likely be more impressed with something that is made without decade old limitations.
Simplest example being something like a mod which uses modern network interfaces rather than someone making something compatible with the randnet cart. Don't get me wrong, the latter would be cool from a technical perspective, but you have to admit even a modest modern PC offers a developer near limitless capabilities compared to the N64.

Semi related to what >>8402098 is saying.
Rather than dump all those man hours into getting the game running at a higher FPS on console (which would be cool), spend that time on the PC port which even more people can extend/build on top of and execute without compromise, hacks/tricks, etc.
The way forward seems cooler than retrofitting/backporting ideas (imo) But both are neat.

I just don't think anyone is out there going "that mod is cool, but I won't play it unless it's console compatible" for any reason other than like, maybe they don't have the means. But that's going to be more and more unlikely over time as people re-make + extend the game for modern devices.

>> No.8403930

>>8400619
No? There's an old, unused actor in OoT (Aria) that's formatted the same was as SM64 actors, and Miyamoto even talked about how Zelda 64 was built off Super Mario 64 and the C-Buttons controlled the camera during the A+B era. Super Mario 64's engine was the base for ever EAD game for the N64. Wave Race 64, Star Fox 64, Mario Kart 64, Ocarina of Time, F-Zero X, and Majora's Mask were all built off of it. Of course, every game's engine forked far enough away from Super Mario 64 that they're unrecognizable, but it's true.

Or do you actually know so little about coding, that you thought EAD started from scratch for every game except Majora's Mask?

>> No.8403934

>>8403915
Also...

>>8402124
>>8402108
>>8403181
Irrelevant of this topic I've been real curious to know the impact decades of compiler development has on the same unmodified projects.
Does anyone know if anyone has accumulated benchmarks for something like this.
As in, taking a program, compiling it with each version of a compiler and measuring the difference. I know plenty of people do it version to version, but I want to see the difference of decades. I have to imagine it all adds up, but I'm curious by how much.
kilobyes of binary reduction? milliseconds of execution reduction? etc.

The stuff Kaze did was fantastic to see because not only did/would it build on top of compiler optimizations inherently, but he also employed better algorithms and programming practices. The difference is nothing short of staggering.
>hey I took your game and more than doubled its performance on the same platform
Love to see that.

>> No.8404275

>>8403181
He rewrote all their math functions.

>> No.8405112

>>8403915
>Demand for mods is not the same as demands for mods running on original hardware.
Which is why I mentioned a mod that runs on original hardware

>> No.8405301

>>8405112
I don't understand what you mean.
The post you're replying to is saying there's no demand for mods to be compatible with N64 hardware.
Mentioning one that works on it incidentally; doesn't seem to imply people are saying "I wouldn't play randomizer if it didn't work on console" since anyone can play it regardless. With or without original hardware.
Or in a hypothetical scenario where it wasn't compatible, saying "I'd play randomizer, but only if it worked on console".

There's already multiple mods that are emulator only and the only complaints I hear about those are more related to the state of N64 emulation, or jank associated with indirect patching than anything else. Plus limitations of not being able to modify the game completely/easily by developers, leaving the end result more stunted that it otherwise could be on another machine.

Considering those aren't going to be an issue with native source ports, I don't think people are going to care about non-N64 compatible mods nor demanding they get backported. Likewise I don't think developers are going to consider sacrificing game ideals/functionality just for compat or doing some herculean technical efforts to work within the hardware limitations if they don't have to.
For example, adding online multiplayer support. Nobody is going to look at that and say "yeah it's cool, but it's not console compatible so I'll pass until someone ports it to N64". And the only complaints with the one that exist now are because it's hacked together. If it just worked the way the creator and players want it to, nobody would care if it didn't work on N64.

The only things I can imagine are things like the randomizer where it just works inherently (because it's not changing/adding much), or people trying to be compatible as a sort of technical sport/achievement. Like optimizing the engine to run at a higher framerate because it's technically possible and cool, but nobody would be demanding those over other things.

>> No.8405303

>>8396060
I don't usually go full weeb for these kinds of things, but I honestly prefer placeholder Link's more Japanese-sounding voice as well as Navi in Japanese. Hopefully some day we'll win the leak lottery again and get voice rips at least.

>> No.8405420

>>8405301
You do realise you're not making a point at all, right? What do you want, someone to make mods that work on original hardware, but not on emulators?

>> No.8405435

>>8403181
He did extensive work optimizing math functions used for physics calculations and rendering, on top of deploying some entirely different strategies to optimize performance with either higher or equivalent fidelity to the techniques Ninty deployed.

>> No.8405437

>>8396743
Well shit. Looks like it’ll be awhile before I can make sense of any of it

>> No.8405475

>>8405420
>You do realise you're not making a point at all, right?
From my perspective you're not making a point or sense at all. You're saying that there's a demand for console compatible mods but not giving any reason why you think that's the case.

>What do you want, someone to make mods that work on original hardware, but not on emulators?
I don't care what it runs on and I doubt anyone else will either, and I already mentioned why.
Any problems with emulators shouldn't apply to source ports, and limitations of the original hardware or engine won't either. Both for players and developers.
Why would anyone demand N64 compatible mods? I don't get the rational at all and you haven't said much about it yourself. Why should a player care if a mod can or can't run on the N64, and why should a developer try to make sure mods run on it either?

>> No.8406010

>>8405475
I've never seen anyone contradict themselves and flip-flop as much as you, anon. Please take your meds before posting again.

>> No.8406070

>>8406010
There's no contradiction or flip flop whatsoever.
You seem to think that people are going to demand console compat and I'm saying I doubt it.
I've listed all my reasons from the perspective of a developer and player and you've said nothing at all. Safe to assume you're just goading, but if you're being serious you can answer the question anytime and I'll at least hear your perspective on it.
Why do you think people are going to demand console compatible mods?

>> No.8406172

>>8403930
i was told that oot and sm64 share very little code by a retro games twitter tranny with >4k followers

>> No.8406894

>>8406172
it would be interesting to compare to other games to see how many functions are exactly the same. i would assume many would be as the same, as they're using the same devkits and dev library for all their titles. all these games were written in C with very minimal use of assembly - so.. nintendo wouldn't be rewriting core components of their devkit. there would be a lot of reuse.

>> No.8406920
File: 14 KB, 317x776, 1615820080554.png [View same] [iqdb] [saucenao] [google]
8406920

>>8396743
for a game that claims it's 100% done with the disassembly, they sure as fuck still have a tonne of work ahead of them. using memory offsets/locations for labels is a bit sad to see. anyway, it's difficult to see much due to this labeling shit. basically it's generating random floats and ints within certain range to handle a whole host of functions of how fish are displayed or caught. it's insanely complicated code, and made even more complex by the unknown labels that are just original rom offsets/locations.

>> No.8406939

>>8402186
>z**mer
Plebbit moment. Opinion discarded.

>> No.8406970

>>8406920
Fishing is one of the source files that leaked last year. Just go look at the real source code.

>> No.8407000

>>8406970
> leaked
> "This is a WIP decompilation of The Legend of Zelda: Ocarina of Time."
moron. if it was fucking leaked then it wouldn't be using rom offsets, you stupid cunt. my god this board is absolutely brain damaged.

>> No.8407053

>>8406920
The percentage is just for matching. Prior to 100% the source code did not produce an exact matching rom/binary, but now it does. They've also done all the conversions from assembly to C (with the exception of handwritten assembly that was present in the original), before there were a lot of C functions whos body just consisted of machine produced assembly. Trending towards ones like your image which are closer to human C code, but still obviously generated by a disassembler of some kind.

The project itself still has to put effort into translating that disassembled foundation into something more human like. As you pointed out, the names for various things are not known/decided yet, but this also extends to the types as well. You can see some recent commits changing generic integers (to hold addresses) into actual typed pointers. https://github.com/zeldaret/oot/commit/037c1dcad6e37f5135ead0ef2180a57ce256a267

I imagine this kind of thing could snowball, but will still take time. For example, once you figure out what specific type something is supposed to be, picking a name for it shouldn't be too hard, especially with conventions in place. And then you might even be able to extend that out project wide and say "oh, every variable of this type that doesn't already have a name can just be called TODO_NAME_actor_something", which is at least marginally better than offsets and can be reviewed later for even more specificity. But shouldn't require a core member of the project, as in a third party might be able to take the generic name and come up with something sensible that can be reviewed. And there's no guesswork now because the product after patch is either going to match 100% or not.

>>8407000
The irony in calling someone brain damaged when you can't even read then throw a tanrum.
If the decompiled version is hard to read right now, nothing stops you from reading Nintendo's version.

>> No.8407054

>>8406920
>for a game that claims it's 100% done with the disassembly
but it is 100%.
current issue is the code being an unreadable mess.

>> No.8407073

>>8394849
Thanks for beta testing, hardwarecucks.

>> No.8407082

I really hope someone mods the OG in.
https://youtu.be/0RoX1t4zk6c

>> No.8407104
File: 140 KB, 500x502, nervous dog.png [View same] [iqdb] [saucenao] [google]
8407104

>>8407082
>it's 2 tails of a dodongo put together then turned brown
Even knowing what it is I'm unsettled by seeing it move around. I imagine something like that should be simple to add in. But let's not

>> No.8407128

>>8407000
see >>8401008

>> No.8409262

>>8405435
>>8404275
hard fucking core

>> No.8409274

>>8407000
>moron. if it was fucking leaked then it wouldn't be using rom offsets, you stupid cunt. my god this board is absolutely brain damaged.
this part of the source code was leaked in 2020. the decompiled code is a separate project, in part to avoid copyright issues.

I'd go and read the original (leaked) source code if you really want to see how fishing works. also I'd probably avoid calling other people brain damaged when you have no idea what's going on around you.

>> No.8409394

>>8406070
>You seem to think that people are going to demand console compat and I'm saying I doubt it.
Literally no one said this. Take your meds.

>> No.8409543

>>8407082
>>8407104
Looks like a Scragg from Quake

>> No.8409581

>>8394860
Kazaa

>> No.8410859

>>8397345
>the sandbag was an inside joke the whole time
sasuga

>> No.8410876

>>8400623
That's leaked code, not decompiled code.

>> No.8410926

>>8398339
>SEX
also what with having both proper tabs then 4 spaces? secret Japanese coding technique?

>> No.8411560

>>8396312
so basically it's if OOT's source code was written by pajeets

>> No.8412746

:3

>> No.8413429

>>8411560
>pajeets
Nigger, compile a C program that's greater than 15k lines with optimization enabled, decompile it with an x86 disassembler, and claim that it's EXACTLY the same way (You) wrote it.

>> No.8413698

>>8413429
Yes, you fucking retard. I am saying that decompiled code is incomprehensible and uses shitty, non-legible hacks to make it work -- as if a pajeet wrote it.

>> No.8413738

Did they ever find out why morpha's ball looks the way it does? Most emulators don't show it properly.

>> No.8413757

>>8413738
Because N64 emulation was a joke for roughly 17~ years, and the effect used on the ball on the N64 used a very specific hardware effect that wasn't emulated until recently.

>> No.8414541

>>8394849
>>8397787
>debug build of the PAL region Gamecube Master Quest
Why this version instead of the finalized retail releases?

>> No.8414545

>>8414541
Because that version has a fuckton of debugging features and stuff.

>> No.8414613

>>8414541
I think it was compiled without optimizations, meaning it's easier to decompile.

>> No.8414806

>>8394959
check out https://pastebin.com/WQrpxRCM and https://pastebin.com/tsWjERR5

>> No.8415460

>>8409394
What do you think this reply chain is even about? >>8397018
>there will always be at least some demand for mods that run on real hardware
If you're not trolling why don't you just answer the question already. You're wasting more time avoiding it than just giving your opinion. Are you worried someone is going to make fun of you or something? We're on an anonymous imageboard, just spit it out faggot.

>> No.8415505
File: 153 KB, 735x487, Screenshot_20211213-194821.jpg [View same] [iqdb] [saucenao] [google]
8415505

>>8415460
Take your meds

>> No.8415529

>>8415505
Either you're being obtuse on purpose or you attached the wrong image. Either way it's not really a hard response to make. Literally all I'm asking for is your opinion and you're refusing to post it. If you're going to act that way I have to assume you're baiting and just ignore you.

>> No.8417751

Where's the pc port. It's been 100% for like two weeks now.

>> No.8417779

still waiting haha...

>> No.8418061

>>8403181
>>8405435
I think he also ported the 3D rendering engine Rareware used on their games to Mario64 because it's better optimized and can render more polygons/effects and shit
I can't find where he mentioned it exactly but I'm rather sure I remember him saying that at some point

>> No.8418072

>>8415529
You don't deserve to hear my opinion

>> No.8418147

Are those dweebs going to decomp the 3DS port, too? I imagine most of the core logic is unchanged.

>> No.8418152

>>8418147
Not in the plans.

>> No.8418443

>>8412746
this

>> No.8418615

>>8418061
Does this make the game look any different, or is it just a performance thing?

>> No.8418620

>>8418615
Mainly performance, but there's some visual stuff as well. I believe it's thanks to that that he's able to use vertex colors in his levels for example

>> No.8418771
File: 89 KB, 1599x1025, Untitled.png [View same] [iqdb] [saucenao] [google]
8418771

>>8418147
I did a bit of poking around on the 3DS code and the logic does seem like it would be mostly the same.

picrel is some random actor's init. Ignoring slight changes and re-arrangements due to compiler optimization fuckery, they seem basically exactly the same.

>> No.8418775

>>8418771
left = ghidra output from 3DS code
right = decomp(with some debug print lines removed)

>> No.8419036

>>8418072
I can't believe you dragged that out for days. What's the point of even posting if you don't want to talk, let alone interjecting just to say "I have nothing to say" in the longest winded way possible.
I'll give you my opinion, that's legitimately one of the most childish things I've seen on this site in years. Consider just not posting at all if you're unable to speak your mind on a place made for discussion. While anonymous no less. What a gay.

>> No.8420718

is anyone even working on a port?

>> No.8422019

>>8418061
>ported the 3D rendering engine Rareware used on their games to Mario64
That's nuts. Much respect for that guys dedication to all these somewhat esoteric things. It's really interesting considering how random they seem from the outside. It makes sense in context since he's using these tools regularly to make his own things but most of the things he publishes are not something I expect to see pop up in a video or discussion.
>I optimized the mario engine because I can
>I ported rare assets to mario's engine because I can

>>8420718
>>8397337
Considering nothing bad (legally) has happened with patches for the Mario64 decomp; I'd have doubts that people would choose to start working on an OoT port in secret rather than openly.
It'd be a shame if people were doing things independently in secret since a lot of the effort would be made redundant or conflicting when any one of them releases what they have. It'd make a lot more sense to just announce it now and try to convince other people to collaborate openly. But at the same time it's not like it's uncommon for people to do it the other way, especially in game scenes.

Either way, I haven't heard anything myself. I doubt anyone has started working on a port yet, since a lot of the code still needs to be cleaned up and translated into more human-like C. Unless someone really wanted to make a big contribution of their own by trying to understand it as-is right now, fixing that up, and then doing the port work on top of it. But you'd imagine that would just take place openly on the main repo right now. Not specifically related to a port project/branch, but the opposite where the port keeps rebasing off that ongoing work.