If the rom compiled successfully, sw Building a wad file for use with the Wii Virtual Console is also supported. Add an original USA wad into the root folder, named basewad.
In early , a 32 MB development cartridge of F-Zero X was discovered and dumped by Forest of Illusion , a well known video game preservationist. As it would turn out, however, something was taking up the extra cartridge space at the end. Upon further inspection, exactly half of a 32 MB Ocarina of Time prototype dating back to was discovered. It is likely that this cartridge originally held the Ocarina of Time demo showcased at Spaceworld , but the first half was overwritten by F-Zero X afterward when the development cartridge was reused.
This extra data, now dubbed the "overdump," provided the basis for this project's conception. Additionally, the "Gigaleak" that occured in mid provided both a significant amount of insight and assets that were used within this project. Areas, dialogue, and most textures come from the F-Zero X overdump. The dialogue was translated from Japanese by GlitterBerri and has been formatted so it will fit within text boxes when using the English font.
This translation attempts to be as faithful to the original dialogue as possible. As mentioned prior, this recreation is only mostly accurate. There are some exceptions to our goal to accurately represent the original Spaceworld demo. In the interest of transparency and accurate preservation, we have included an extensive write-up of anything within the project that we cannot confirm to be entirely accurate.
One major exception that you will find is the Zelda Map Select mode. Although these areas were not intended to be explored within the demo experience, we wanted to give people an easy way to explore them just for fun. When in a map accessed from map select, press and hold L, then R, and then Z together to return to the map select. In this mode you will also be given a full inventory, so be sure to try some of the restored cut items and spells!
For example, the Title Screen being a part of File Select was found in unused code from the Gigaleak, but required modification to be usable for this project. Assets such as actor models were restored similarly, with some being based on those found in the Gigaleak.
Covered below is most of what was recreated and restored without overdump assets and without direct porting from the Gigaleak. Skip to content. Star A recreation of the Spaceworld Ocarina of Time demo 48 stars 5 forks.
Branches Tags. Could not load branches. Could not load tags. Latest commit. This allowed for a great number of glitches, like putting Deku Sticks or Bottles on B. A crash involving the Fishing Rod was fixed. If you trigger the fisherman's "you can't leave" text by going to the door to leave the pond with the Fishing Rod in hand , then immediately use the rod these need to nearly be done at the same time , the game will crash when you reel in the lure all the way.
After you kill a set amount of Leevers, a big purple one appears. If you kill it by repeatedly shooting Ice Arrows at it it takes a lot of them , the ice block would stay there even after it dies.
In NTSC 1. In v1. If you somehow let a bomb explode in your hands as you walked forward, the next time you pulled out a bomb it would automatically be dropped; this was fixed in NTSC 1. If the player manages to equip the Deku Stick on B and saves and quits, then the Master Sword will not replace it, enabling Link to go through the game this way.
This was added for NTSC 1. Additionally, in NTSC 1. The most important consequence of this is that the animation of Child Link entering a crawlspace can be interrupted by having an item in Link's hands such as a Bottle then using another item such as Deku Nuts just as Link starts to enter the crawlspace. This will change Link's collision and allow him to clip through a lot of things. The NTSC 1. The missing dialogue is identical to what she says when you just talk to her, with one exception: she now also mentions that the Kakariko youth left a saw.
This was fixed in the NTSC 1. When you talk to the blue guy in Kakariko Village before having beaten the Water Temple, the English dialogue had an erroneous extra line break in it, which caused the text to overflow out of the box since it can normally only hold four lines. When you win the Quiver upgrade for your shooting skill in the Gerudo horseback archery game, v1.
Since there is no genetic relationship between Link and the Gorons hopefully! This was changed in NTSC 1. As such, while the previous spelling better reflects the Japanese, both of the English romanizations are meaningless. It was subsequently removed once Nintendo was made aware of the fact, in order to avoid controversy.
Ganondorf's blood was changed from red to green resembling vomit so the game could keep its E rating - most notably, this is seen at the end of the game when Link defeats both of his forms. However, red blood can still be seen in the game - if Link takes relatively heavy damage, there will still be an unrealistic red spurt, and all the stained blood in the Shadow Temple and Bottom of the Well is still red.
Most changes to the English text that were done in this version were made in order to make the text a bit closer to the Japanese text. The original Japanese text had a subtle hint that there's some kind of relationship between the hag and the weird guy. This got lost in the translation, so the text was altered in PAL 1. The text was again changed to be in line with the Japanese original.
However, in the Japanese version it says "five carpenters" because apparently the boss is also counted. It's a bit weird for the Gerudo to ask you if you wanted to try the horseback archery "again" if you've never played the game before, so it was changed in the PAL 1. For NTSC 1. This has been changed, again to be in line with the Japanese text. If you don't have the Zora Tunic and talk to King Zora after unfreezing him, he will normally give out the Zora Tunic.
However, after the dialogue ends there is a single frame in which you can perform an action before the tunic is awarded. This window for input was patched in the PAL 1. PAL 1. In the NTSC 1. In the v1. The subtle difference is that the cutscene contains the same tree as in the Child-era Kakariko with no bushes around the tree.
Instead, a cluster of bushes are found around the secret cave area. N64 v1. NTSC 1. In the Shadow Temple boss room, you could drop a bomb down the hole leading to the Bongo Bongo fight. This would hurt him and trigger his normal attack cycle without the cutscene running, leaving him invisible for the remainder of the fight. In this state, Bongo Bongo can't hurt you at all, but you can easily hit him by dropping a bomb in the center of the drum to stun both hands at once and then slashing away.
You could also lock up the game like this by dropping some bombs and then falling down yourself, with the bombs interrupting Bongo Bongo's introduction sequence and leaving the cutscene running eternally.
By dying while under the effect of Nayru's Love possible if you die from the heat in the Fire Temple, for example , you could use other magic items while Nayru's Love is still running, which results in an immediate crash.
From the PAL 1. The PAL 1. The Gerudo who gives you the Gerudo's Card in Gerudo Fortress after freeing all four carpenters is slightly glitched in that her clothes will change depending on the tunic Link is wearing and will start flashing like a bomb when a bomb is pulled out in front of her. This was fixed in the PAL 1. The game used the crescent and star symbol a lot, typically to represent the Gerudos.
However, it closely resembled the symbol of the Ottoman Empire, now used as a stand-in symbol for Islam. Presumably to prevent offending Muslims, it was changed to a new symbol used in later games of the series and in the re-releases of Ocarina of Time. In the GameCube version, this most notably affects the Mirror Shield, all movable blocks, and the overhead signs found for example in Gerudo Valley.
Interestingly, the iQue edition exclusively released in China uses both symbols the newer design in more decorative instances directly pertaining to the Gerudo, and the older emblem for everything else such as puzzle blocks and the Mirror Shield. The Virtual Console version also replaces the Gerudo symbol, but is otherwise based on v1. The Zelda series generally refers to boxes with items as just "chests" regardless of their contents, which may explain this minor change.
Shaboms are the bubbles you can encounter for example in Jabu-Jabu's Belly. The previous description was just plain wrong, since the bubbles never bounce off your blade - they simply burst. Therefore, the description was changed for the GameCube version. This is the greeting the carpet merchant in the Haunted Wasteland uses. His dialogue is also in katakana in the Japanese version, which indicates foreign speech or loan words.
Sadly, this has been changed in the GameCube version. When you get the Stone of Agony, the Rumble Pak is mentioned. The GameCube technically has a built-in rumble feature rather than a Rumble Pak, so this had to be changed. The Virtual Console release is unaffected despite a lack of rumble support. In addition to the doubled native resolution, minor graphics and effects are different in the GameCube and Virtual Console releases, mostly as a result of bugs or limitations in the Nintendo 64 emulation:.
Some of the shortcomings above are exclusive to the GameCube emulation. However, the Virtual Console releases have their own visual quirks. Certain actions that crash the game no longer do that in the GameCube or Virtual Console versions.
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