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Old October 22nd, 2005, 22:47   #1
SSJBatMAN5000
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Time to get out zelda:oot and the gameshark again

Quote:
Originally Posted by Grindie
Ay.

Found this on some Nintendo site. Dunno if it's already been posted, but I haven't seen it in any other topics.

I'm not gonna tell you what happens, that'd spoil it. I'll just say Link faces off against an enemy you would never expect (no, it's not Mario). Just download and watch, it's only 3MB.

If you have a Gameshark (its UK equivalent is Action Replay Pro I think), you can use these codes to get the same results.

(the secret enemy replaces the guy trying to lift the rock in Kokiri Forest)

North America v1.0
81244096 0009
81244124 013b
81244132 0000

North America v1.1
8124c806 0009
8124c894 013b
8124c8a2 0000

North America v1.2
8124cd06 0009
8124cd94 013b
8124cda2 0000

Europe v1.0
81242e26 0009
81242eb4 013b
81242ec2 0000

Europe v1.1
8124b456 0009
8124b4e4 013b
8124b4f2 0000
Taken from the gamingw message board. Great stuff here.
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Old October 23rd, 2005, 03:16   #2
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i guess nobody cares or this is extremely old.
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Old October 23rd, 2005, 03:28   #3
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that is frigin awesome!
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Old October 23rd, 2005, 03:53   #4
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how does something like that stay barried for that long?
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Old October 23rd, 2005, 04:50   #5
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this is news to me-
and its good news- this is sweet!

but link slashing mario up would be pretty funny though
or bombchu-ing him
or Din's fire
or smashing him with the megaton hammer
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Old October 23rd, 2005, 04:57   #6
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Yep.. Cendamos/JayTheHam found the code quite some time ago. We've had the actor replacement method for a long time, but finding what variables did what and stumbling across this was, nothing short of amazing.

Actor and arena replacement is quite easy in OoT.
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Old October 23rd, 2005, 05:04   #7
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This gives you an insight into the mind of a Nintendo progger, I guess. haha
Miyamoto must of had a good laugh at this. I would have loved to be there the day they were messing with this. Did anyone ever find any text pertaining to this discovery using the memory editor? Perhaps there's hints to the intention, or when it was added. would be nice to find out more.
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Old October 23rd, 2005, 05:41   #8
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When it was added.. well, judging by its appearence in the ROM and it working perfectly with the final version, probably since the engine has been finalized. There are quite a few objects in this ROM that most likely don't load because said object was from a different engine revision. I was pretty shocked when we stumbled on the Arwing.. It's funny how much data they crammed into this, and keep it a nice 256Mbit. I'd say why it hasn't been discovered until now, but that would cost me my life.

What was it for? It was apparently was little more than part AI test, part joke. There's no text giving an obvious answer in ROM. Even if there were, it'd be either Yaz0 compressed and illegible, or Japanese script and illegible (not in the sense that it can't be read due to a language barrier, but because it's nonstandard and not interpreted by ASCII viewers). I can tell you now though, that there isn't, compressed or otherwise.

Here's the Arwing in some other locales (MQ ROM):
Attached Images
File Type: jpg Clipboard01.jpg (175.5 KB, 57 views)
File Type: jpg Clipboard02.jpg (127.0 KB, 52 views)
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Old October 24th, 2005, 22:51   #9
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Yeah, so that answers alot of questions about it maybe being a hidden easter egg, now, the question is, is there a testobj_1-3? and what would those be?
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Old October 24th, 2005, 23:21   #10
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I've no way of knowing without actually loading those objects into RAM. None of my mapped out models list are those. There may or may not be, but guessing values is the only way to load models and it's a long process.
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