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darkludx
2nd December 2015, 01:31 AM
No more objects or characters appearing in front of you, in Ocarina of Time.

These GameShark codes makes a much better gaming experience, as them works as Extended Draw Distance and Widescreen Render Fix, well, almost Widescreen Render Fix if not was for the damn grass that is culling in the long distance.

Additionally Link has always loaded his most high quality model, maybe more objects and characters has his most high quality models always loaded, need more testing.

First of all, please deactivate all the GameShark Codes you already have activated. After you are sure that the Extended Draw Distance Code is working, go and activate another codes one by one just to make sure that there is not conflict between the codes.

Choose the Code for your Rom:

[EC7011B7-7616D72B-C:45]
Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.0)
Internal Name=THE LEGEND OF ZELDA
Extended Draw Distance Gameshark Code:
81048D7E 3E80
81048DAA 3E80

[D43DA81F-021E1E19-C:45]
Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.1)
Internal Name=THE LEGEND OF ZELDA
Extended Draw Distance Gameshark Code:
81048D7E 3E80
81048DAA 3E80
In Project64.rdb add two slashes to Cheat0, otherwise the pj64 will crash when you pause the game.
//Cheat0=D109C5BC 0C02,8109C5BC 2400 //Subscreen Delay Fix

[693BA2AE-B7F14E9F-C:45]
Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.2)
Internal Name=THE LEGEND OF ZELDA
Extended Draw Distance Gameshark Code:
810493BE 3E80
810493EA 3E80

[B044B569-373C1985-C:50]
Good Name=Legend of Zelda, The - Ocarina of Time (E) (M3) (V1.0)
Internal Name=THE LEGEND OF ZELDA
Extended Draw Distance Gameshark Code:
8104939E 3E80
810493CA 3E80

[B2055FBD-0BAB4E0C-C:50]
Good Name=Legend of Zelda, The - Ocarina of Time (E) (M3) (V1.1)
Internal Name=THE LEGEND OF ZELDA
Extended Draw Distance Gameshark Code:
810493DE 3E80
8104940A 3E80

[F3DD35BA-4152E075-C:45]
Good Name=Legend of Zelda, The - Ocarina of Time (U) (GC Version)
Internal Name=THE LEGEND OF ZELDA
Extended Draw Distance Gameshark Code:
8104894A 3E80
81048976 3E80

[F034001A-AE47ED06-C:45]
Good Name=Legend of Zelda, The - Ocarina of Time - Master Quest (U) (GC Version)
Internal Name=THE LEGEND OF ZELDA
Extended Draw Distance Gameshark Code:
8104894A 3E80
81048976 3E80

[917D18F6-69BC5453-C:45]
Good Name=Legend of Zelda, The - Ocarina of Time - Master Quest (U) (Debug Version)
Internal Name=THE LEGEND OF ZELDA
Extended Draw Distance Gameshark Code:
81059C06 3E80
81059C32 3E80

Some information:
81048D7E 3E80 (Original value 3F4A) Increased Draw Distance when Link galop Epona in Hyrule Field in Title screen and Z Button camera in gameplay.
81048DAA 3E80 (Original value 3F80) Increased Draw Distance in Gameplay and Cinemas.
If you have problems with the video being stutter, then increase the value near to the original value.
At lower the value, more the increase the draw distance for objects and characters on screen.
At higher the value, less the increase the draw distance for objects and characters on screen.

If your game is not listed here, please try one GameShark code for other rom region and same version or the same system, you will find a working code for you.

These GameShark Codes are not fully tested, please I need your help.

¿Can you test these Codes and share if you find problems?

This post is too poor, I can't post pictures, please post your best screenshots on HD

Happy Gaming!!

shinra358
23rd December 2015, 05:14 AM
Problem:


-In temple of time with child link, going toward the door, the lights and jewels appear out of thin air. So code is not working in this area.

-abruptly ztargeting in the opposite direction or just traversing to a new part of the world map causes long freezes. eventually, the screen will stop updating altogether if it is done back to back.




Question:

-are you planning on doin other games? I would love a code like this for Majora's Mask and DK64. Same with Final Fantasy games on Dolphin.

darkludx
23rd December 2015, 11:50 PM
Thank you for test these codes and share the problems you find.
I'm know that the image on screen sometimes freeze in biggest areas like Hyrule Field, this is because there are to much objects or characters on screen, unfortunate the solution is try to set a value nearest to the original value, making the draw distance not too far, but then these codes lose his charm.
Tell me which is your rom region and rom version, I'll see what can I do to fix that problems.
Rigth now I'm porting a HUD code from Master Quest Debug Version to other rom regions.
Next I'll go for Anamorphic Widescreen for TLOZ Ocarina of Time, I'm not sure if this will be possible, but at least I'll try to do these codes.
Sadly I already try to port the Extended Draw Distance GameShark code to Majora's Mask without sucess. But I'm don't give up!!!

shinra358
24th December 2015, 12:08 AM
I'm currently on the 1.1 US version.
It seems to play the sounds of the environment throughout the whole field as well. Maybe disabling draw distance for sound effects would help if possible?

darkludx
26th December 2015, 04:18 AM
This is a Work In Progress!!

Legend of Zelda, The - Ocarina of Time (U) (V1.1)
GameShark Code: Extended Draw Distance Tweaked (January 24 2016)
D11C8704 0051
81048D7E 3EC0
D11C8704 0051
81048DAA 3EC0
D31C8704 0051
81048D7E 3E8A
D31C8704 0051
81048DAA 3E8A
D11C8704 0051
81024A0A 3F80
D31C8704 0051
81024A0A FFFF

I ported the code to OOT (U) (V1.2) too.

Legend of Zelda, The - Ocarina of Time (U) (V1.2)
GameShark Code: Extended Draw Distance Tweaked (January 24 2016)
D11C8E04 0051
810493BE 3EC0
D11C8E04 0051
810493EA 3EC0
D31C8E04 0051
810493BE 3E8A
D31C8E04 0051
810493EA 3E8A
D11C8E04 0051
8102504A 3F80
D31C8E04 0051
8102504A FFFF

In order to make more enjoyable TLOZ Ocarina of Time from the begining to the end, I will try to make that these two GameShark Codes work together:

Extended Draw Distance and Widescreen Render Fix.

Hyrule Field is the most problematic area, here I will disable Widescreen Render Fix and I will make the Draw Distance not too much far, then you don't will have more freeze image on screen.
I'll tweak other areas when and where are needed.

It seems that there are two areas in Temple of Time, when you go to one area the other one is not complete loaded, I think this is the way that the game was programed and there is nothing I can do for the moment.

I'm working on the problem with the sounds of the environment, I'll try to tone down the volume of these sounds effects.

Happy Gaming!!!

shinra358
26th December 2015, 06:48 PM
The original code of

81048D7E 3E80
81048DAA 3E80

already fixed the culling in the widescreen areas. At least with GlideN64's 'adjust' aspect setting.


Unfortunately, the freezes still happen, with the opposite direction abrupt ztargetting, at the same interval.

Marcelo_20xx
27th December 2015, 06:00 PM
I found ago a gameshark code that extend the draw distance, I think retroben posted it but it had the downside of making the sounds effects play to loudly as they are tied to the draw distance routine, so I think this problem is not fixable...for now I am happy if I can force the HQ model of Link at all times, what would be the code for that for the 1.1 U rom version? thanks, great work!!!

Also I achieved anamorphic widescreen for any game if you are interested, for this I tweaked the output of the most popular video plugins in their source (namely Glide64Final, GlideN64, Rice), sadly anamorphic is not the ideal solution...

darkludx
27th December 2015, 07:02 PM
The original code of

81048D7E 3E80
81048DAA 3E80

already fixed the culling in the widescreen areas. At least with GlideN64's 'adjust' aspect setting.


Unfortunately, the freezes still happen, with the opposite direction abrupt ztargetting, at the same interval.
Yes, the original code fix the culling of the near objects in some areas, but not in the far away objects.
Go to Lake Hylia to the island in the middle of the lake and move the camera in first person** aroud the landscape, you will see the culling on the grass.
Go to the Market in Hyrule Town and walk with child Link around the fountain and you will see a lot of culling.
The last code that I share with you fix that problems along with the freeze image on screen you obtain when you go from Lake Hylia to Hyrule Field with child Link.
I already don't find a solution for the freeze image in Hyrule Field in the night when Link is child and you are killing enemies.

**When you use the camera in first person in GLideN64, the Link's hair block up part of your vision, this does not happen with the video plugin Jabo Direct3D8 v1.7.0.57-ver5, but in GLideN64 the pause Subscreen Delay was fixed not in Jabo's video plugin.
I found ago a gameshark code that extend the draw distance, I think retroben posted it but it had the downside of making the sounds effects play to loudly as they are tied to the draw distance routine, so I think this problem is not fixable...for now I am happy if I can force the HQ model of Link at all times, what would be the code for that for the 1.1 U rom version? thanks, great work!!!
I would have liked to know that this code had already been done, I would have saved a lot of time searching for it!!

The Extended Draw Distance GameShark Code that I already posted have some side effects:

-Acts as Widescreen Render Fix on nearby objects
-It does some sound effects loudly
-Link has always loaded his HQ model
-In big areas of the game, cause some freeze in the images on screen
Also I achieved anamorphic widescreen for any game if you are interested, for this I tweaked the output of the most popular video plugins in their source (namely Glide64Final, GlideN64, Rice), sadly anamorphic is not the ideal solution...
Thank you, I already test your modified version of Glide64Final for Castlevania - Legacy of Darkness and I use some Anamorphic Widescreen GS Codes, looks awesome. The bad part is that Anamorphic Widescreen have a lot of culling, and yes, that alone is not the solution, we need a GS Code that fix the culling on the sides of the screen.

shinra358
28th December 2015, 10:40 PM
Ah, okay.

It still freezes in the day time with child link too.

Also, at the entrance of the temple of time, the smoke halo above death mountain is off centered now.

As for the hair, maybe you can find an offset that makes the hair invisible in 1st person view only?

Marcelo_20xx
29th December 2015, 05:29 PM
**When you use the camera in first person in GLideN64, the Link's hair block up part of your vision, this does not happen with the video plugin Jabo Direct3D8 v1.7.0.57-ver5, but in GLideN64 the pause Subscreen Delay was fixed not in Jabo's video plugin.

That's because Jabo's lack proper emulation of the Near Z plane, you will see this by watching carefully the intro when Navi fly under Mido and the camera wrongly shows you some portion below the ground...

Glide64Final, GlineN64 and other plugins fix this by inserting a hack routine...

Your second problem (the Subscreen Delay is easily fixable via Gameshark Codes) but Jabo's plugin is not recommended for OoT general gameplay as its Near Z plane emulation is bugged and its too distracting to watch the void every time you are close to a wall...

I like the way your project is heading, I wish I could the time I had before (I got a very demanding full time job with leaves me with little to no time for hobbies, so all my projects and WIPS are in a permanent hiatus :( ), but I too researched some time ago a way to disable the unnatural culling in OoT, you may check how it is tweaked in the Emulated version that runs in Dolphin, in their wiki there are posted codes that either disables the draw distance or the frustrum culling along with widescreen codes, I never had the opportunity to port those codes to the N64 rom because I didn't had an AoB of that memory section nor their original values because I dont own the Zelda Collector's Edition for the GameCube...

Marcelo_20xx
29th December 2015, 05:32 PM
**When you use the camera in first person in GLideN64, the Link's hair block up part of your vision, this does not happen with the video plugin Jabo Direct3D8 v1.7.0.57-ver5, but in GLideN64 the pause Subscreen Delay was fixed not in Jabo's video plugin.

That's because Jabo's lack proper emulation of the Near Z plane, you will see this by watching carefully the intro when Navi fly under Mido and the camera wrongly shows you some portion below the ground...

Glide64Final, GlineN64 and other plugins fix this by inserting a hack routine...

Your second problem (the Subscreen Delay is easily fixable via Gameshark Codes) but Jabo's plugin is not recommended for OoT general gameplay as its Near Z plane emulation is bugged and its too distracting to watch the void every time you are close to a wall...

I like the way your project is heading, I wish I could have the time I had before (I got a very demanding full time job with leaves me with little to no time for hobbies, so all my projects and WIPS are in a permanent hiatus :( ), but I too researched some time ago a way to disable the unnatural culling in OoT, you may check how it is tweaked in the emulated version that runs in Dolphin, in their wiki there are posted codes that either disables the draw distance or the frustrum culling along with widescreen codes, I never had the opportunity to test and port those codes to the N64 rom because I didn't had an AoB of that memory section nor their original values because I dont own the Zelda Collector's Edition for the GameCube...

darkludx
30th December 2015, 01:38 AM
Also, at the entrance of the temple of time, the smoke halo above death mountain is off centered now.
As for the hair, maybe you can find an offset that makes the hair invisible in 1st person view only?
The smoke halo problem in the death mountain is because the background is a pre rendered image, and when you extend it to widescreen, the smoke halo is left out of place, the same happen in the door to the room where the guard is and where are pots of rupees, it is in the street just after entering the bridge from Hyrule Field to Hyrule Town Market.
Regarding to find an offset that makes the hair invisible in 1st person view, it would be interesting, since TLOZ Ocarina of Time is best seen in GLideN64 than any other video plugin.
That's because Jabo's lack proper emulation of the Near Z plane, you will see this by watching carefully the intro when Navi fly under Mido and the camera wrongly shows you some portion below the ground...

Glide64Final, GlineN64 and other plugins fix this by inserting a hack routine...

Your second problem (the Subscreen Delay is easily fixable via Gameshark Codes) but Jabo's plugin is not recommended for OoT general gameplay as its Near Z plane emulation is bugged and its too distracting to watch the void every time you are close to a wall...

I like the way your project is heading, I wish I could the time I had before (I got a very demanding full time job with leaves me with little to no time for hobbies, so all my projects and WIPS are in a permanent hiatus :( ), but I too researched some time ago a way to disable the unnatural culling in OoT, you may check how it is tweaked in the Emulated version that runs in Dolphin, in their wiki there are posted codes that either disables the draw distance or the frustrum culling along with widescreen codes, I never had the opportunity to port those codes to the N64 rom because I didn't had an AoB of that memory section nor their original values because I dont own the Zelda Collector's Edition for the GameCube...

Thank you very much for the information about the plugins that you just have shared Marcelo_20xx, I don't knew that problems in Jabo's video plugin. With the GameShark code I've shared, GLideN64 is the only one with the problem of Link's hair that block part of the screen in first person view.
I've also seen the Action Replay codes of Widescreen in Dolphin and I realized that GameCube games have more and better codes in this emulator. I wish that the creators of these Action Replay Codes for Dolphin, had ported it to the Nintendo 64 version, since I am in the same situation as you. Nothing would make me happier than the GameShark codes that I've shared were perfect, but so far this is what we have.
And don't worry, is good that you have a full time job right now, real life is first!!!

shinra358
11th January 2016, 10:42 PM
Found a problem with the new code. As adult link, follow the road over to lon lon ranch. Have it still be in the distance but as long as you can see it to your right. Play the sun song a few times. Link's animation will freeze eventually and you will no longer be able to move.

darkludx
15th January 2016, 03:29 AM
Found a problem with the new code. As adult link, follow the road over to lon lon ranch. Have it still be in the distance but as long as you can see it to your right. Play the sun song a few times. Link's animation will freeze eventually and you will no longer be able to move.Sorry for the late reply, shinra358. Can you try the new code? You can find it in post #5.

shinra358
15th January 2016, 05:51 AM
Hair in first person seems fixed.
Ztargetting in hyrule field seems fixed.
Ocarina freeze in hyrule field seems fixed.

However, widescreen culling is back. Turn into child link and walk around hyrule market and you'll see ppl disappear near the edges of the screen again.

darkludx
15th January 2016, 06:26 AM
OK shinra358, thanks for the feedback, but something is wrong. Maybe you forget activate the code. In my OOT (U) v1.1 there is not culling in Hyrule Town Market.

shinra358
15th January 2016, 07:45 AM
I didn't forget to activate the code. Trees and bushes can be seen in the far distance without reappearing. I quit and restarted the game 3 times to test something. The code is activated.

Proof: https://youtu.be/iEymUS9yzso

darkludx
16th January 2016, 04:36 AM
Thank you very much for record the video & upload it to YouTube, shinra358. Your video clearly show that the GameShark Code is the same and already is activated. The original "Extended Draw Distance GS Code" can be activated in game and instantly makes effect; I can't say the same for "Widescreen Render Fix".
I failed to explain that "Extended Draw Distance GS Code a little bit tweaked", need to be activated before the game starts.
Go to Options>Settings>Advanced>And check the option "Remember selected cheats", start your game and activate "Extended Draw Distance GS Code a little bit tweaked" and close PJ64.
Run PJ64 and start your game, I hope that you don't experience more culling in Hyrule Market.
My apologies to all of you for not clarify how the new code works.
I thought that you forgot to activate the code because I still having the problem of the Link's hair blocking part of my vision in 1rst Person View in the video plugin GLideN64.

OMG, Marilyn Sue is a lovely character!!!

shinra358
16th January 2016, 09:26 AM
I already had those settings checked. Remember, I said that I closed project64 and restarted it about 3 times because I was testing something.

Thanks :P

darkludx
17th January 2016, 06:42 AM
I've updated the post #5 with a new GameShark code.
Can you try this new code, shinra358?
I really appreciate the time you've been using to testing my code, if was not for your help, I could think that my code works perfectly when it is not true.
Thanks a million!!!

shinra358
17th January 2016, 01:02 PM
It's refreshing to see such sincerity on the internetz. I think I like it ;)
I've been working on a program recently and I was doing it all day yesterday multitasking with kids and all. I got stuck for like 5 hours so in-between me thinkin about it, I test this out hoping that it'll become perfect. Doesnt take long for me to notice things because sometimes my luck stat is maxed and sometimes it's empty lol. But we're not gonna get into the empty part :P Testing the new code now and I shall be right back.

Edit: Still happens unfortunately. Also while I noticed that the normal first person hair is gone, the hair is still present in hookshot, bow, and slingshot modes.

darkludx
17th January 2016, 03:44 PM
Thanks for your kind words.
I can't figure it out what is wrong with my most recent GS Code. It is unfortunate that the code is not working properly.
Can you be kind enough to share with me your own build of pj64 with plugins and save file?.
When I am back home, I'll post two GS codes I found when I was trying to fix the problem of Link's hair blocking part of the screen in first-person view.

shinra358
17th January 2016, 09:39 PM
That shouldn't matter though right?

I'm using project64 2.2.0.9999
Pokopom r127
GLideN64_2DFix5
HleAudio_1.8.2u1

Game version (U) 1.1

Save file: https://mega.nz/#!ahkwlbqQ

darkludx
17th January 2016, 10:01 PM
Does not matter. Is enough with the information that you just posted.
Thanks for the save file. I'll check all this once I am at home.
Right now I'm in my workplace :p

I will edit:

I wanted to download your version of GLideN64 but Google Drive says this:

"Sorry, but this file is infected
Only the owner can download infected files."

Then I can't download your version.

I'm using:

EmuCR-Project64-20151226-x86
GLideN64_2DFix6-1 (GLideN64 rev.430d860)
HleAudio_1.8.2u1 (shunyuan's HLE Audio 1.8.2u1)
Jabo_DInput (Jabo's DirectInput 1.7.0.12)
RSP 1.7 (RSP Plugin 1.7.0.9999)
Game: Legend of Zelda, The - Ocarina of Time (U) (V1.1)
Your save file: THE LEGEND OF ZELDA.sra

The GameShark Code in post #5 is working properly, there is not culling in Hyrule Market.

-About GLideN64_2DFix5
This branch of GLideN64 have a lot of issues.
Have you tried other build of PJ64 or other compiled version of GLideN64?

shinra358
18th January 2016, 11:38 PM
A lot of issues like what? I haven't noticed much other than it's still way better than the official release branch. If anything, I saw 6-1 and 6-2 have more issues.

Just got the same gliden64 and project64 you have. Same thing. Are you sure you are on aspect = adjust on gliden64? I know the code is working because there are no disappearing items in the distance. And the codes before (with the freeze) worked fine as far as the culling went.

darkludx
21st January 2016, 03:34 AM
Are you sure you are on aspect = adjust on gliden64?Yes I am on aspect = adjust on gliden64.

gonetz say in his last comment that he need to solve reported issues or revert the optimizations. The issues are in 2DFix6-1 and 2DFix6-2. Probably he will revert to GLideN64_2DFix5, then you are right.

Post #5 updated with new instructions and new code.

Could you help me to test the next code and tell me the color of Link clothes in the following places with child Link?

GameShark Code Link's Tunic Colors
D11C8704 0020
801DAD2C 00E1
D11C8704 0021
801DAD2C 0003
D11C8704 0034
801DAD2C 0070
D11C8704 0043
801DAD2C 00E0
D11C8704 0051
801DAD2C 0005
D11C8704 0060
801DAD2C 00AF

In this places:
Hyrule Market Day Time
Hyrule Market Night Time
Link's House
Temple of Time
Hyrule Field
Death Mountain Trail

shinra358
21st January 2016, 11:52 PM
temple of time adult = normal color
hyrule market adult = normal color
temple of time child = white
temple of time adult = white
hyrule market night child = black
hyrule market day child = bright red
hyrule field night/day child = yellow
trail night/day child = blue
link's house = pink

darkludx
22nd January 2016, 03:08 AM
Thanks shinra358, same colors here.

Post #5 was updated with new instructions and new GameShark code.
If you have time, can you test the new code?

shinra358
22nd January 2016, 07:37 AM
tested it. child link day, citizens of hyrule town still cull. objects outside do not so far.

theboy181
23rd January 2016, 05:21 AM
Do you think that the people in the village disappearing can be fixed too ?

Great work btw!!

I think high res models at all times would be great addition too. .


I noticed that shadows, and some areas where there are roads are glitch using AL's RDP..

darkludx
24th January 2016, 11:04 PM
Thanks for your patience and your time to test this GameShark Code, shinra358 & theboy181.

After more testing, I noticed that this code does not make the high res model of Link always loaded, only extend the distance before the low res model of Link is loaded.

It seems that disabling Advanced block linking, solve some problems. I hope you don't broke other things for doing that.

Go to Options>Settings>Click on plus square of Config:Legend of Zelda, The - Ocarina of Time (U) (V1.1)>Recompliler>Uncheck Advanced block linking>Apply>OK, close PJ64 and open it again.

In PJ64 v1.6 set it off on the tab Rom Settings, Accept, close PJ64 and open it again.

Making this, hopefully you don't will have more problems of culling on the citizens of Hyrule Town Market.

I want to share with you the new code, is shorter:

Legend of Zelda, The - Ocarina of Time (U) (V1.1)
GameShark Code: Extended Draw Distance Tweaked (January 24 2016)
D11C8704 0051
81048D7E 3EC0
D11C8704 0051
81048DAA 3EC0
D31C8704 0051
81048D7E 3E8A
D31C8704 0051
81048DAA 3E8A
D11C8704 0051
81024A0A 3F80
D31C8704 0051
81024A0A FFFF

I ported the code to OOT (U) (V1.2) too.

Legend of Zelda, The - Ocarina of Time (U) (V1.2)
GameShark Code: Extended Draw Distance Tweaked (January 24 2016)
D11C8E04 0051
810493BE 3EC0
D11C8E04 0051
810493EA 3EC0
D31C8E04 0051
810493BE 3E8A
D31C8E04 0051
810493EA 3E8A
D11C8E04 0051
8102504A 3F80
D31C8E04 0051
8102504A FFFF

Thank you for read my post!!!

shinra358
24th January 2016, 11:16 PM
Still the same even with advanced block linking off.

darkludx
24th January 2016, 11:49 PM
I already check it again, I disable Advanced block linking, close PJ64 and open it again. This solve the problems of culling that I have in Hyrule Town Market in OOT (U) (v1.1) and OOT (U) (v1.2) on this emulator versions:
PJ64 v1.6, PJ64 v1.7 and PJ64 v2.2.0.9999.

shinra358
25th January 2016, 12:30 AM
don't know what to tell ya. still culls here. let's see what theboy has to say.

Marcelo_20xx
25th January 2016, 01:50 AM
It isn't advisable to disable Advance Block Linking though in OoT (no matter which revision you are playing), you will run into gamebreaking bugs that I mentioned in other topics, so not an option...

theboy181
25th January 2016, 02:32 AM
don't know what to tell ya. still culls here. let's see what theboy has to say.

I could defiantly test with some save states. Initial test looked pretty good though. I tested up till the Deku tree. Crappy to hear that changing the settings will lead to a crash.. Come to think of it the game did FREEZE while I was in the tree.

I'm wondering how the draw distance code was found? This type of code would be beneficial for any game running hires. Mario Kart, and Banjo to name a couple.


EDIT:

Pausing the screen Freezes the Emulator. I turned off Game Hax in PJ too

shinra358
25th January 2016, 04:00 AM
but was there still culling in the hyrule town day area with young link?

theboy181
25th January 2016, 04:01 AM
but was there still culling in the hyrule town day area with young link?

didnt get there it crashed..

shinra358
25th January 2016, 04:36 AM
so by village, you meant the forest village? were they still culling there at the village like you reported before?

darkludx
25th January 2016, 05:26 AM
Pausing the screen Freezes the Emulator. I turned off Game Hax in PJ tooIn first post I already say that:
[D43DA81F-021E1E19-C:45]
Good Name=Legend of Zelda, The - Ocarina of Time (U) (V1.1)
.......
In Project64.rdb add two slashes to Cheat0, otherwise the pj64 will crash when you pause the game.
//Cheat0=D109C5BC 0C02,8109C5BC 2400 //Subscreen Delay Fix

Edit:
What is Game Hax?

Edit 2:
shinra358, can you test this?
With the last code that I shared with you turned on, with Advanced block linking turned off and with child Link, go from Temple of Time to Hyrule Town Market, play the Sun's song 5 or 6 times until you are in day time. What happens to the culling? Is gone or not?

Marcelo_20xx
26th January 2016, 02:59 PM
Disable ABL will hang the game in numerous ways depending the revision you are playing, I hated the micro-stuttering that ABL caused in PJ64 but no amount of tweaking let me play with this option set to off, from my test the game:
1) Will freeze at the pause screen
2) Will crash randomly if playing long enough (at the 2 to 3 hour mark)
3) Will crash when first visiting the Kokiri Shop
4) Will crash when exiting the All-know brothers
5) Finally will crash at the cinematic where Ganon transforms into his ultimate form

The 1.1 revision played flawlessly from start to finish until suffering from issue 5...

darkludx
26th January 2016, 04:24 PM
Thanks Marcelo_20xx, this info is very usefull for our purposes.
I will make some tweaks to this code and I will give you 3 options to choose from, let me some time.
Isuue #5 was a big spoiler :eek:, just kidding!I'm wondering how the draw distance code was found? This type of code would be beneficial for any game running hires. Mario Kart, and Banjo to name a couple.theboy181
Your question deserve a detailed answer, I will make this answer more interesting to read with some codes that I has discovered in the process. Only I need find some free time.

darkludx
31st January 2016, 04:18 AM
I created his own thread.:)

cheyyen
3rd July 2017, 10:38 AM
Hey guys!
just start playing with P64 of course to play Zelda games.
i try using the codes but they do not work at all (still get this annoying pop-in in the first village, so i can imagine how more annoying is Hyrule field).
here is a screen capture, what am I doing wrong?
https://ibb.co/bS29Ka

ps. btw I have OoT U 1.2

theboy181
4th July 2017, 02:08 AM
Don't see the screenshot. What plugins and configuration settings are you using? Make sure you have your remember selected cheats in the advanced setting too.

darkludx
4th July 2017, 02:23 AM
Hey guys!
just start playing with P64 of course to play Zelda games.
i try using the codes but they do not work at all (still get this annoying pop-in in the first village, so i can imagine how more annoying is Hyrule field).
here is a screen capture, what am I doing wrong?
https://ibb.co/bS29Ka

ps. btw I have OoT U 1.2
In this thread, last page, you can find optional GameShark Codes, but doesn't work on everything:

Anamorphic Widescreen 16:9, 21:9 and 48:9 Gs Codes for TLOZ Ocarina of Time (http://forum.pj64-emu.com/showthread.php?t=5523)

That Extended Draw Distance GameShark Codes work on Enemies, NPC's, big boulders, small rocks, gravestones, standalone grass, signs, scarecrows and other objects. Sadly the code don't work for Link HD model, trees, bushes, butterflies, grouped grass and other objects. The good thing is that it does not change the sound effects.

theboy181
4th July 2017, 02:48 AM
When are you going to fix the DD for the other items?

StewartVufa
11th October 2017, 03:08 PM
I know this has been mentioned before by me for one but I cant see any reason to keep these in a separate collapsible folder - can anyone else?

Paul