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Majora's Mask Hacking Discussion


Conker
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I would love there to be more knowledge available hacking for MM. For me theres two, or maybe even three things that have a lot of potential. One being the day/night/time system and how it works with the waypoints of the characters. The other is how to utilise the task system. I still think MM has been the most lively Zelda game in terms of NPC's, only WW has come close.

 

I spent like 10 mins writing that because I forgot where I was going with it, lol.

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Codes Punk posted a while ago on the old now archived stone tower website

 

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Actually, Wareya made a hack which got rid of the 3-day cycle so it plays like a normal game; you can open a chest and it'll still be open on the 4th day... and the 5th day... and the 6th day... etc.

 

  Quote

.org 8016DA98
j asdf
nop
asm:

.org 800A219C
asdf:
addiu v0, v0, 0xFFFE
beqz v0, daytwo
nop

notdaytwo:
addiu v0, v0, 2
addiu t7, v0, 1
j out
nop

daytwo:
addiu v0, v0, 2
addiu t7, v0, 0xFFFF

out:
sw t7, 0x0018(v1)
j asm
nop
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  On 12/31/2011 at 5:58 AM, Lishy said:
Majora's Mask is a brilliant game. However, creating our own world and time-controlled characters and schedule would be quite complex, and tedious. I would love to see it done, but I dread how hard it might be.

 

Who said all of the hacks have to be that way?

 

This was sent from a magical space satellite in the Andromeda Galaxy. Hurr.

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  • 1 year later...
  On 12/30/2011 at 4:15 PM, Colonel Blinx said:

As per Jabba's idea, I am starting a thread for discussion of MM hacking. Discuss it, show your stuff off -- it's all fine. :)

Sorry to bump an old topic, but I thought this had some decent stuff in it. That and I couldn't find the topic the good ol Colonel created (By all means point me to it). 

 

Sooooo, wondering if in the past year anyone has done anything interesting with MM. With the URA team moving the project to the MM engine I was hoping to see some cool things that weren't really too show offy of URA and could be shared with the community.

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  On 3/15/2013 at 10:14 PM, Jabba said:

Sorry to bump an old topic, but I thought this had some decent stuff in it. That and I couldn't find the topic the good ol Colonel created (By all means point me to it). 

 

Sooooo, wondering if in the past year anyone has done anything interesting with MM. With the URA team moving the project to the MM engine I was hoping to see some cool things that weren't really too show offy of URA and could be shared with the community.

Just incase you hadn't seen this.

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  On 3/17/2013 at 12:29 PM, Jabba said:

Any chance of a breakdown? In English? lol

In MQ debug, you only have to have correct pointers in the scene table and the scene itself. In MM (and console OoT versions iirc), you have to have the pointers correct in the filesystem as well. This seems simple at first, but in all reality it is somewhat complicated because the filesystem has to have pointers in order, as it is a list for a binary search. When adding, removing, and replacing files, having offsets that are in order is no easy task.

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Aaaah ok, that actually makes a lot more sense. Out of curiosity, is this something that would be simplified if it had a software implementation? Not saying it would be easy or something otherwise I'm sure someone (such as yourself Spinout) would have had a crack at it.

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  On 3/20/2013 at 12:34 AM, xdaniel said:

Which files and tables would need fixing after rebuilding the DMA table? Code's scene, actor and object tables, the room addresses in each scene file (command 0x04), what else?

Don't forget the skybox pointers and ovl pointers within code! Though I think if you're dealing strictly with maps ans scenes you won't move around actors objects or skyboxes.

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