by Spire at 12-11-2017, 09:35 AM
Hello, and welcome to Bug Reporting. If ever you encounter a glitch/error on the site, that is a Bug - and if you feel inclined, if any-where or by any-way, please document it here. Below is an ever-growing outline of how to properly document and report a bug. There is no guarantee we can fix anything or everything, but I'm sure we can fix some things along the way. This is a learning process in growing a new community from the persistent and mutual passions presented in our parallel projects.

THREAD SUBJECT: The Summary of the Bug, separated in parts is composed of "Issue Category - Cause/Effect or Effect/Cause", i.e. "Member List / UI - Page 4 does not show Avatars".

KEYWORDS: Characteristics or elements of the Bug, useful when searching for bugs if and when we find numerous, and there most likely will in the instance of us releasing new themes and such without deep testing, i.e. "Member , List , UI , Avatar , Display , Load , Missing. Be efficient in your use of words by selecting those that best describe the issue and thus, require the least amount thereof -- however, unless you are being intentionally disruptive by adding an incredible amount of keywords that makes this one bug surface in most searches, then adding more than a few keywords is o-kay.

PLATFORM: Your browser and optionally your OS and device.

MODE: The type of page you are on

URL: The URL(s) of the problematic page(s). If it is a universal issue, 'Any' or 'All'.

M: M is for MegaBug. A MegaBug is one of two things: a problem so massive with site operation, you probably won't even be able to report it, but even more importantly: Legal — This is of utmost importance. We are treading a fine line by modding existing Zelda games as-is, so, if you see something on the site that even seems illegal, bug it. We'll look into it and if we decide that it is, shall remove it.
A: Crash/Freeze/Loss of Total Control/Inoperability/Oblivion
B: Functional Errors: Accessibility, Unresponsive Options/Controls, Attachment/File/Download Errors, etc.
C: Graphical/Audio Errors & Errors in Official Announcements/Posts (if you see one we didn't catch, please report it!—and by official, that doesn't mean everything Staff Members write)
D: The tiniest things. Like, if a pixel in a graphic is off.

Always | Often | Sometimes | Rarely | Can't Reproduce; use your discretion for the values thereof.

Describe what the bug is. Save the method. Use this field to list attributes however you feel are needed.

List the steps in a columned numerical list, detailing exactly how to reproduce the bug beginning with the URL.

Describe the results of the bug, including the effect(s) it has on the site.

Describe what you expect to happen when you perform the action that triggers the bug.

Any additional information may be input here, typically bulleted, but add it as you please. Attachments appear as small thumbnails so it's easy to overlook them, as such, if you have attached something to the bug, please write something to the effect of 'Screenshot attached'. And keep the files as small as possible without diminishing the evidence. Feel free to draw on the images in order to highlight errors; bright, neon colors work well when boxing fields, pointing arrows, and writing notes.

Here is a template for the Bug Format. The more you write, the more you'll remember:








And that's it! If you have any questions, please ask. Happy hunting,

[Image: latest?cb=20100328014204]
by Spire at 12-11-2017, 08:08 AM
KEYWORDS: UI , Quick , Edit , Post , Highlight , Scroll , Refresh , Page
MODE: Thread
URL: Any

When Quick-Editing a post, the UI can totally lock up, requiring you to wait for one of three things to happen:
  • It remains locked, requires refresh.
  • It opens the Quick Edit window and displays 'Loading...'
  • It resolves itself.
1. Open Chrome
2. Navigate to
3. Open a thread
4. Post a comment in said thread
5. Select the Edit Button in bottom-right corner of post estate
6. Select Quick Edit
7. Observe the bar highlights, the cursor sticks and/or that scrolling or any interaction with page is inoperable
8. Refresh page/close tab

While browsing Hylian Modding in Chrome, clicking 'Quick Edit' on a post can lock up the UI, requiring a refresh of the page.

Selecting Quick Edit does not lock up the UI.

  • Screenshot attached.
by Psi-Hate at 12-11-2017, 04:17 AM
This mini mod is simply something I've had untouched for about half a year. Essentially it's a proof of concept dungeon using the birds-eye-view camera. It's short, but it's a decently put together concept demo made within a few days. 

Setting it up

Go to CloudMax' Rom Patcher and drag your clean OoT Debug ROM and the supplied .txt patch. The website will patch the ROM and will have you automatically download the updated ROM. Simply run the ROM in an emulator of your choice (make sure you set RAM to 8mb!). 

Playing it

Select File 1 and go to Spot 117. Enjoy!


by Psi-Hate at 12-11-2017, 02:31 AM
This mod allows up to 4 Links to solve a series of dungeons. The dungeons are themed like the original 3 dungeons of OoT. First is the Deku Tree, then Dodongo's Cavern, then the Ice Cavern. 
You start out in a hub area. The 2nd and 3rd dungeons are blocked off, requiring items that you get in the previous dungeon to obtain access to them. 

This mod is not hardware compatible, but for wiiu/emulators, it is compatible. (Emulator MUST be NEMU or PJ64 1.7!!)
The download for the full package lies in the description of the trailer (includes Rom and Emulator).




Psi-Hate - Maps, planning, editing, etc
MelonSpeedruns - Maps, Camera, importing, etc
z64offline - Hub concept
TyroneAnderson - Ideas and Help
ThreePendants: Exits and stuff
Spinout182: Four Swords Mod
JMan: GS codes
by Psi-Hate at 12-11-2017, 02:14 AM
Modifying the entrance table is a must when connecting your new (or even just modified) world together. Without editing the entrance table to abide by your changes, you won't be able to connect your maps and spawns the way you want. 


The entrance table can be thought of as a big list of all possible locations that Link can spawn at; it also controls certain aspects of map transitioning.

Every scene has at least four entrances per spawn: young!day, young!night, adult!day, adult!night
This is because every single scene has at least four states, corresponding individually to the time and age of Link. Some scenes have more entrances because of cutscenes.

Below is an example of an entrance:

"01 00 41 02"

Every entrance is formatted like so:

Where XX = Scene || YY = Spawn/Entrance ||  ZZZZ = Variable

So for example...

[Image: B0xEwPr.png]

"3B" being the scene number in hexadecimal, "01" being the spawn, "4102" being a bitpacked variable.

Bitpacking means that a variable is made up of smaller variables that are only a few bits long. These are packed into one variable which is represented in hex.

Each entrance can be represented by an index. Think of an index as the position of an entry in the entrance list. All indices are in hexadecimal, meaning the first entry would be "0000", and the tenth entry, for example, would be "000A". 


The Entrance Table starts at 0x00B9F360 within the ROM.

1. Take the scene you want to create a entrance for, and convert it's scene number from decimal to hexadecimal (for example: scene 108 would translate to 6C in hex)

2. Write "XX YY ZZZZ" (inserting your own values into the placeholders), making sure to write it 4 times total for each spawn.
(for example: lets say we are exiting from fishing pond and are entering the first spawn of our custom map injected to scene 108, we'll write "6C 00 41 02" and write it a total of 4 times down the line).

3. Since you now have edited your entrance table to whatever extent, you'll need to edit your scene to accommodate these changes. Edit the scene's exit list and write the index of your entrance, making sure the order of exits in polygon types correspond to the order of indices in the exit list. For example, a polygon type with exit 04 would correspond to the fourth index in the exit list. 


4. Review and think through your work. You should be able to look at the entrance table you made and figure out what the destination is and where specifically it'll take you within the scene. Make sure you don't get anything mixed up as it's a hassle to debug, so keep track of every edit you do.

That's about it!
by Psi-Hate at 12-10-2017, 11:38 PM
The default camera angle of a scene is a third-person behind-the-shoulder view.  The current tools out there don't allow you to easily change the camera settings, so you'll need to use a hex editor. This can be a bit difficult if you're not sure what you're doing. 

Do not fear, for I am here!... to write tutorials of course!

Anyway, let's get to business.


On CloudModdingWiki, there is a page over the scene format in which there's a camera function that you'll be able to manipulate using the criteria and documentation listed there. For those who aren't familiar, I'll be showing the process and explaining what each important detail is.

1. Find the 0x03 scene header command in your scene file (Search "03000000"). This points collision header. 

2. The 0x03 command begins with  0x03 (sets up the command and tells the game this will point to the collision header), followed by three bytes of padding (useless 0s), and ends with a four byte segment address. The segment address is what the game will be reading to find where the collision header is located.

Segment addresses have two parts: a segment ID and an offset. The segment ID references a table of start addresses kept track of by the CPU, usually corresponding to important files in memory. The offset is then relative to these start addresses. There are 16 segment IDs in total. 

Segment Address Table

For example: "0x02000069" has a segment ID of 0x02 and an offset of 0x69. This means that the game will jump to the start of the current scene (Segment ID 0x02 = Current Scene) and move 0x69 bytes forward. It will then read data from there on. 

Knowing this, go to the segment address defined in the 0x03 command.

3. After you go to the specified offset, you'll find the collision header. It is formatted like so:
bbbbcccc ddddeeee ffffgggg vvvv0000
aaaaaaaa pppp0000 llllllll tttttttt
xxxxxxxx wwww0000 mmmmmmmm

This is what it may look like in the file:

[Image: ViRvjRJ.png]

"xxxxxxxx" is the segment address for where the camera variable is set. 

4. The segment ID in the picture above would be 0x02, and the offset would be 0xC770. This means that we must go to that offset and write the camera option that we want. There are many undocumented camera options, so in the future this tutorial will be updated with a more comprehensive list. However, here are some currently discovered options: 

Camera Options
That's about it! Here's a basic rundown: 

1. Open the scenefile in [Preferred Hex Editor]
2. Search for "03000000"
3. Find "0200xxxx"
4. Copy xxxx and go to that offset
5. Find "0200yyyy"
6. Copy yyyy and go to that offset
7. Write the camera variable you want set
8. ???
9. Profit!
by aroenai at 12-10-2017, 09:53 PM
Mirror download links for a few programs:

Wareya's ndec program (properly handles MM):

Usage (command line):
ndec [input rom.z64] [output rom.z64] /clean

Zoinkity's Aegh rom compressor:

Usage (GUI):
Open an original compressed retail rom and use the Export Table function. Use ndec to decompress the rom, make your changes. When you're ready to re-compress your rom, open the decompressed retail rom, select Open Exception Table and select the file you created previously. Click compress and wait.

Exception table for the OoT Debug rom:

[0, 1, 2, 3, 4, 5, 6, 7, 8, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 942, 944, 946, 948, 950, 952, 954, 956, 958, 960, 962, 964, 966, 968, 970, 972, 974, 976, 978, 980, 982, 984, 986, 988, 990, 992, 994, 996, 998, 1000, 1002, 1004]


Usage (command line):
rn64crc2.exe [input rom.z64] -u
by Nokaubure at 12-10-2017, 09:34 PM
If you don't already know, SharpOcarina is an application made by xdaniel in 2011/2012 to create custom maps for OoT. I resurrected the project by bringing 0.70-0.93 versions with big improvements.

So, after a long waiting I'm glad to release 0.93 version!

Download (+ source): Here

Sadly, I had to cut cutscene editor from this version, but don't worry you will see it in the future!

[Image: 2xCMqa6.png]
More images:


[Image: btn_donate_LG.gif]

Changelog 0.93

Improvements and new stuff

- Now you can use vertex color and transparency at the same time

- More types of animation are now available. Do note that SO will force the mesh to follow the rules of the selected animation no matter 
what you choose, for example if you assign an opaque texture animation to a transparent mesh, it will become opaque.

- Addded a checkbox to enable continual inject (will make SO behave like HT and injecting the room after the scene). Setting the same inject offset for scene and room does the same effect.

- Added a new setting in groups: metallic textures (a.k.a spherical textures). This setting is skipped when you use texture animations.

- Added an option to update the crc everytime you inject a scene

- Same textures used by 2 or more rooms are not written twice or more times

- CI4 / CI8  textures using the same palette no longer write the same palette more times (including between rooms)

- DList are now culled ofcamera ingame. This increases the room size a bit so I also added an option to disable it.

- Group highlight now only appears when the selected tab is "Rooms"

- Added entrance cutscene table editor. Its only purpose is to disable cutscenes from playing since cutscene editor is unfinished.

- Added a 64-bit version of the executable


- Fixed a bug were only 1 pathway was saved

- Fixed a bug were entrance table used decimal numbers instead of hex, which was not the intendeed behaviour

- Fixed a bug were unused materials were written in the room files 

- Fixed a bug were fog distance and draw distance were not saved unless you pressed enter key

- Fixed a bug were entrance table saved entries in a bad order if you sorted it, messing the whole rom table

- Fixed a bug were transition actors switch and cam fields weren't duplicated with the duplicate button

- Fixed a bug were transition actors switch and cam fields were filled with garbage values when using the add button

- Adjusted the mouse hitbox and axis so it matches the custom door model. Doors that aren't transition actors will also be displayed with the door model now.

- When the crc is updated, now it displays the succesful command line

Debug features

- Actor filling is now inside debug tab

- Added an option to render actors (very experimental, you can only render very few actors, unless you update the XML, note that variables are ignored right now)

- Added an option to create a pathway that surrounds the selected group

Changelog 0.91


- Added an option to disable waterbox movement

- Now you can save the options in a .xml, they will be loaded everytime you open SO

- Added an option to clear the dma table of a rom. Use this if you experience crashes ingame. (this also updates the crc)

Bug fixes

- Auto-add objects no longer crashes when saving scene

- Sticking actors to ground/ceiling now uses Z/X keys to prevent shortcut bugs

- Entrance table now refreshes the scene name column more often

Changelog 0.90


- Fields are now saved when losing focus. Enter key is no longer required.

- Hold shift while adding or duplicating an instance to create it in front of the camera

- Added room selection for waterboxes. Default value is 3F which enables them on all rooms

- Now its easier to tell where the instance is facing (light-green extreme = front of the instance)

- Transition actors are rendered as rectangles of the same size as ingame doors

- Use mouse wheel after moving an actor to rotate it. Waterboxes will change their size instead.

- Use up and down keys while moving an actor to stick to ceiling/ground

New stuff

- Actor database added for actors, transitions and spawns. Click on the blue button next to actor number to open it. You can type a word to filter actors. 
Note that if a variable contains the word, the entire actor will be displayed. You can also use special filters like #Transitions and #Monsters.

- Added entrance list. SO auto-generates it based on where you place the spawnpoints. The entrance number is the same as the order of the spawns, so the spawn 2 will be the entrance 2.

- Added support to vertex colors. You must replace the of your blender 2.7x with the one in the blenderscripts folder.

- Added an entrance table editor. This editor is independent so you can change the entrance table without injecting anything in the rom.

Bugfixes & tweaks

- Greatly improved the lighting of the imported maps by fixing a bug related to normals

- Fixed a crash that involved moving an instance outside room boundaries

- Fixed bug where maps made with blender couldn't have vertex groups

- Fixed a bug where you could not save polytype assigned to the first group in the first room

- Fixed a crash when attempting to delete the last polytype of the scene

- Fixed a crash when typing on room offset when there's no rooms

- [Temporal fix] animated opaque textures will be injected as transparent to avoid crashing

- Reduced byte padding (less kb per scene)

- When importing .obj, groups with 0 triangles are ignored

Changelog 0.8x


Changelog 0.7x


Have fun!
by Spire at 12-10-2017, 05:29 PM
[Image: 3rd-quest-logo-dec-2017.png]

June 2013. Three people came together after some formative discussions to begin a Zelda 64 Modding Project. CDi-Fails, CrookedPoe, and Spire launched a daring effort to create a full-conversion mod of Ocarina of Time with the initial goal of creating an entirely new world. How hard could it be?


Four years pass and the Third Quest team has solidified after many molten lineups. We honor those who contributed in the past and are no longer with the team, so to whatever you may have contributed - if you are reading this, thank you. Otherwise, the team is seven-strong and we are:

CDi-Fails, CloudMax, CrookedPoe, Evan20k, Ideka, Jhreamer, Spire

To address Third Quest, what it was, is, and what it can become: We are scientists and artists collaborating in an effort to change the experience of a game we love so that in time, we may provide you with something you've never quite known, and furthermore—something you never knew you wanted. Third Quest is an experimental effort to break the bones and unravel the nerves, to tear the muscles and to extract the organs of Ocarina of Time, carefully keeping it on life support while meticulously reshaping the legendary beast into something we hope Nintendo would be proud of.

Over the past 4.5 years, we have built an entirely new world for the essence of Zelda 64 to seep into. Thousands of hours have been poured into this project between discussion, research, and development, and we still have a long way to go. Making a AAA-budget game ca. 1995-98 standards with a team of seven people can prove challenging, and as such, we have learned many lessons from working on Third Quest. It is essential not to become too obsessed with any one aspect of the game world—or the game world as a whole. It is easy to get lost in the micro and macro and as such, a piece of wisdom we have gleaned from our time with 3Q is that maintaining a balanced sway between those things small and grand is essential to discovering and learning about the world you are developing.

Remember one thing: Zelda is about Exploration, Puzzles, and Combat. This is the crux of the series. Every opportunity you can imagine to subtly and naturally guide the player will pique their adventurist imagination and keep their attention. You must maintain an air of interest and curiosity so your players do not grow bored with the experience you convey. A good rule of thumb is: if you design an environment that is compelling to just stand in, to listen to the music and sound effects that generate an atmosphere of magic and to watch the dawning and dusking sun over the horizon, then you're on the right path.

Third Quest has had a quiet history of public display, having released a demo on Halloween 2015 following a moderate social run with teaser trailers leading up to launch and since then, an eager following. Though we rarely post anything, even updates, the project is very much alive and always has been. Like anything, it has slowed at times with various members requiring reprieves to focus on other endeavors, but its heart beats as it always has. Another lesson we have learned is that preemptive showcasing can satisfy the creator(s) enough that their motivation to further develop wanes. In the words of David Bowie from the song 'No Control' on his 1995 album Outside, "Don't tell God your plans," meaning, don't tell anyone your plans. Even the trees are listening. It's okay to discuss certain things you are exploring within your project, especially if you're trying to build a team or gain critique from a respected other, but outlining an end-goal and over-sharing with people will most likely diminish your drive and thus, it is imperative to keep most things to yourself. Secrecy is okay if what you're hiding will ultimately benefit humanity. If you are passionate about something, you know you are excited at the idea of sharing your finished work with people. If you share your plans before finishing your work, odds are your audience will support you with some degree of enthusiasm and that can be enough to satisfy the creative hunger. Preemptive over-sharing is a major project-killer. Tend to your garden with quiet love and care. The fireworks can wait for release!

As of now, we have nothing new to show for Third Quest, but we will update this thread accordingly when the time comes... So, any discussion surrounding the project as you know it and as you don't is totally welcome. There is much to say about our time with Third Quest, as we have individually and collectively learned a lot. Between the members of this team, we have accrued a lot of knowledge and insight into the inner-workings of Ocarina of Time, Nintendo as a creative entity, and ourselves as creators. As such, it's time we open discussion a bit and step from the shadows to talk with you.

Thank you for taking the time to read.
by Killgore52 at 12-10-2017, 05:11 PM
Hello everyone, I would like to formally present Project Mystic.  What it is essentially is an OoT mod with the goal of creating a new overworld, new story, new dungeons and new models to OoT that will work on the N64.  Think of OoT with a fresh coat of paint.  As an effort to maintain the experience of surprise, I will only be showing select screenshots of the overworld.   Thank you all for reading and I hope to see love for Project Mystic.

[Image: D0ll7Ub.png]

[Image: evohz53.png]

[Image: I3qFO2p.png]
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