Arwings in......... Zelda?

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Arwings in......... Zelda?

Post by Hawq »

Yup an Arwing in OOT
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Full info here while over here you'll find a short video of it in action, enjoy
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The Prisoner - Makes NGE's ending look almost intelligible.
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Post by melancholy »

Wait, I'm confused. Was the model actually in Zelda, or did somebody add it?
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Post by MKE »

since it's all gs codes, i think it's actually in the game, but you have to unlock/replace the stuff with it...kinda like the hot coffee mod/hack.
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Post by Nico0020 »

haha thats great.
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Post by Veggita2099 »

Too complex to fool with IMO
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Post by Green Ranger »

That is indeed pretty cool. But I have a question, if we started our own discussions on game hacking, what are the forum policies surrounding that?
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Post by butters »

You are using a legal tool to unlock things that are already in a game that you have a license to use. No legal problems there to my knowledge.
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Post by Green Ranger »

Butters wrote:You are using a legal tool to unlock things that are already in a game that you have a license to use. No legal problems there to my knowledge.
Hmm alright, what about the concept of making an English translation for import DC games, or modifiying files in a Dreamcast game so as to access hidden stuff, like what was done in Zelda to access the Airwings?

Now that I think about it though, you would have to make a backup copy of your DC game, modify the files from that, and then reburn it, which is probably warez talk anyway. :(
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Post by melancholy »

Green Ranger wrote:
Butters wrote:You are using a legal tool to unlock things that are already in a game that you have a license to use. No legal problems there to my knowledge.
Hmm alright, what about the concept of making an English translation for import DC games, or modifiying files in a Dreamcast game so as to access hidden stuff, like what was done in Zelda to access the Airwings?
But this is not physically modifying the ROM. This is simply using things that already exsist in the game by changing the way the machine loads it via a Gameshark. A translation of a Dreamcast game is different, however, because you must physically change the structure of a file in order for it to show up.

In other words, the Arwings already exsisted in that N64 game, but English translations did not already exsist in a Japanese Dreamcast game. That's where the difference lies.
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Post by Ex-Cyber »

A translation of a Dreamcast game is different, however, because you must physically change the structure of a file in order for it to show up.
More importantly, it's different because you are actually making a copy/adaptation of the script.
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Post by Luriden »

Is there a way to alter the rom to do this? Being totally honest here, I have Ocarina Of Time for N64, but no Gameshark. I used to have one but loaned it to a friend before moving, who said he would mail it back to me when he's done with it (don't be as gullable as I was).
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Post by Caboose »

Kenichi wrote:Is there a way to alter the rom to do this? Being totally honest here, I have Ocarina Of Time for N64, but no Gameshark. I used to have one but loaned it to a friend before moving, who said he would mail it back to me when he's done with it (don't be as gullable as I was).
Probably, since the gameshark is pretty much just a hex editor(?). You'd jsut have to know where to hex edit and what numbers and/or letters to change it to.
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Post by butters »

I know at least one of the N64 emulators has a Gameshark function.
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Post by Ex-Cyber »

As far as I know, N64 Gameshark codes change RAM, not ROM. If you can find the part(s) of the program in the ROM that read/write the affected RAM address(es), you could theoretically create a corresponding ROM patch. That's a lot of work, though.
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Post by |darc| »

You are correct; it is RAM, not ROM that it patches.
It's thinking...
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