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Old 2nd December 2015, 01:31 AM
darkludx darkludx is offline
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Default Extended Draw Distance GS Codes For TLOZ Ocarina Of Time

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!!

Last edited by darkludx; 21st December 2015 at 08:15 PM.
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  #2  
Old 23rd December 2015, 05:14 AM
shinra358 shinra358 is offline
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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.

Last edited by shinra358; 23rd December 2015 at 02:39 PM.
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  #3  
Old 23rd December 2015, 11:50 PM
darkludx darkludx is offline
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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!!!
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  #4  
Old 24th December 2015, 12:08 AM
shinra358 shinra358 is offline
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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?

Last edited by shinra358; 24th December 2015 at 12:15 AM.
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  #5  
Old 26th December 2015, 04:18 AM
darkludx darkludx is offline
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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!!!

Last edited by darkludx; 24th January 2016 at 11:08 PM. Reason: I added a better GameShark Code
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  #6  
Old 26th December 2015, 06:48 PM
shinra358 shinra358 is offline
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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.
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Old 27th December 2015, 06:00 PM
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Marcelo_20xx Marcelo_20xx is offline
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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...

Last edited by Marcelo_20xx; 27th December 2015 at 06:27 PM.
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  #8  
Old 27th December 2015, 07:02 PM
darkludx darkludx is offline
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Quote:
Originally Posted by shinra358 View Post
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.
Quote:
Originally Posted by Marcelo_20xx View Post
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
Quote:
Originally Posted by Marcelo_20xx View Post
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.

Last edited by darkludx; 27th December 2015 at 08:19 PM.
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  #9  
Old 28th December 2015, 10:40 PM
shinra358 shinra358 is offline
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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?
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  #10  
Old 29th December 2015, 05:29 PM
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Marcelo_20xx Marcelo_20xx is offline
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Quote:
**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...
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