Vexiant Posted April 3, 2014 Share Posted April 3, 2014 from my unused stuff folder on my desktop the spirit temple scene has two unreferenced headers which contain cutscenes from kokiri forest (huh) each spirit temple room also has two unreferenced map headers, some possibly have alternate actor layouts i told xdaniel how to scan the rom for this kinda stuff so we'll see what happens with that regards 1 Link to comment Share on other sites More sharing options...
mzxrules Posted April 3, 2014 Share Posted April 3, 2014 I can confirm that the same pattern exists in commercial releases. Gonna cook up a cheat to play the cutscene in v1.0 Edit: The cutscene isn't unused, it's the Goddess Cutscene, when Farore is introduced. V1.0 code //Sets the cutscene pointer 811CA208 8038 811CA20A 16A0 //Takes you to spirit temple when touching a loading zone, plays cutscene pointed to by the cutscene pointer. //Disable once cutscene starts 8111A5D2 0082 8111B9E2 FFF0 Link to comment Share on other sites More sharing options...
Vexiant Posted April 3, 2014 Author Share Posted April 3, 2014 its not unused but its definitely a variant of the final you could probably paste it at the end of the kokiri scene and change the pointer to see if theres any visible differences in the cutscene(s) whats more interesting is that unreferenced data, and multiple headers in scenes exist at all Link to comment Share on other sites More sharing options...
mzxrules Posted April 4, 2014 Share Posted April 4, 2014 A printout of the scene file header. http://pastebin.com/xTc07ipPSome points: There are more transition actors than in the final version No switch flag values are assigned to the doors The scene header uses the 01 command, which I think is non-functional in scene files, since only one non-beta scene header uses it. Only 2 Link Spawns vs 4 in the final. A cutscene pointer command which points to the cutscene above. Interestingly I found a second cutscene immediately after the one above (16D40 in v1.0) oh shit there's a second header. Link to comment Share on other sites More sharing options...
Airikita Posted April 4, 2014 Share Posted April 4, 2014 The fact that it's in the Spirit Temple should be enough to clue in to some part of what Nintendo has done with the game. I mean, it's scrapped, but I wonder what it was originally intended for? Seems odd to switch a cutscene to a regular area to a dungeon area. I imagine the dungeon would use different functionality too. Link to comment Share on other sites More sharing options...
john_smith_account Posted April 4, 2014 Share Posted April 4, 2014 My guess was always that the Golden Knuckles pre Boss room cutscene was originally part of the temple. For whatever reasons, they moved it to it's own room. Link to comment Share on other sites More sharing options...
Vexiant Posted April 4, 2014 Author Share Posted April 4, 2014 If somebody has a functional scene parser already programmed they could go modify it to go through each scene file and zero out the data sections that are used in the headers, append it to an output file, and whatever is not zero would be unused content. Rooms potentially have unreferenced data and model parts as well in the same context. Link to comment Share on other sites More sharing options...
mzxrules Posted April 4, 2014 Share Posted April 4, 2014 Iirc, the scene header doesn't directly reference all assets that are used. You'd have to parse both maps, and at the very least at table located in code that contains addresses for more cutscenes. Also I just realized that Spirit has 2 extra entrances for the entrance 0 group, seemingly just for these two cutscenes. I wonder what happened to the alternate scene header. Link to comment Share on other sites More sharing options...
Vexiant Posted April 4, 2014 Author Share Posted April 4, 2014 there are some cutscenes such as the owl that go unreferenced except by actors, but these are the exceptions and not too common Link to comment Share on other sites More sharing options...
Vexiant Posted April 4, 2014 Author Share Posted April 4, 2014 keep in mind this is the only known file with multiple scene headers im assuming the child/adult versions were going to have different collision and models or something or that you did something similar to eagle tower in links awakening and it changed the dungeon layout Link to comment Share on other sites More sharing options...
mzxrules Posted April 5, 2014 Share Posted April 5, 2014 Based on the entrance table, the extra headers/setups are intended to be cutscene setups (like "beta" Ice Cavern/Jabu Jabu), not necessarily a new dungeon. Also, while theoretically you could have multiple collision models through scene setups, this wouldn't be possible to do for a dungeon due to memory constraints. According to my programs, Spirit Temple's mesh in v1.0 is 0x1 6284 bytes, while for comparison, the total available space allocated for actors in Hyrule Field (which has a slightly smaller space than Spirit) is 0x3 D660 in v1.0 Anyway I plan on making a hack that restores the "beta" dungeon(s). Kind of a few ways to go about this since the transition actor layout in Spirit suggest that at least the adult side of the dungeon (around the part where the Iron Knuckle fight is) didn't go out as far east as it does now, and if I'm reading the header commands correctly, most (if not all) of the actors won't spawn due to a lack of the object command. And then lastly I have to figure out what to do with the actors in the scene header, if anything. Also, the extra transition actor might be this door i found. From dungeon start, go right to the adult side, then in either the leftmost or rightmost room it will spawn. Possibly these rooms were linked together like the child side (or maybe just copy pasta). 1 Link to comment Share on other sites More sharing options...
mzxrules Posted April 20, 2014 Share Posted April 20, 2014 Made a hack for v1.0, want to check out a few things (check see if I can spawn more actors by just editing the object table) before releasing it. Seems like the dungeon is more empty than it should be. http://imgur.com/wLEw4SF Edit: Ok now this is odd... I managed to spawn some of the actors in the scene header by jumping into the void in room 27 (F1 child side loop, has Anubis that you're suppose to kill with fire). This resulted in the doors not spawning/being overwritten (likely the latter since the ovl file was still in memory). The silver blocks, a decorative flame, and a switch all spawned since the room loads the right obj files. What makes it more unusual is that simply hitting the -4000y kill plane does not load actors in other rooms. In any case using the 01 command in a scene header won't do anything useful since the actors that spawn don't mark themselves as being global. Link to comment Share on other sites More sharing options...
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