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View Poll Results: DO you want Nintendo 64 DISK DRIVE files to be emulated in PROJECT 64?
yes 12 70.59%
no 5 29.41%
Voters: 17. You may not vote on this poll

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  #1  
Old 19th June 2009, 12:59 AM
thealexproject thealexproject is offline
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Default Nintendo 64 Disk Drive for PROJECT 64

I have some great news.

A person from assembler games has found a rom dumper for the 64 disk drive.
here is the links

http://segakatana.com/images/news/n64dddev_01.png http://segakatana.com/images/news/n64dddev_02.png
http://segakatana.com/images/news/n64dddev_03.png http://segakatana.com/images/news/n64dddev_04.png
http://segakatana.com/images/news/n64dddev_05.png http://segakatana.com/images/news/n64dddev_06.png
http://segakatana.com/images/news/n64dddev_07.png http://segakatana.com/images/news/n64dddev_08.png
http://segakatana.com/images/news/n64dddev_09.png http://segakatana.com/images/news/n64dddev_10.png
http://segakatana.com/images/news/n64dddev_11.png

Unfortunately this only works on The IRIX operating system. I am glad to create an iso image for any one who wants 1 to try and dump the roms.



WITH this we could potentially dump the Bios files from the 64dd and incorporate them into PROJECT 64. this could also work for the

Multi-Emulator-Super-System

www.mess.org

we could soon be able to play

F-ZERO EXPANSION PACK

UNRELEASED ZELDA GAME

MARIO NO PHOTOPE (MARIO PAINT)

and much more

send an email to alex@iammexx.com for more info
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  #3  
Old 19th June 2009, 08:18 AM
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UNRELEASED ZELDA GAME

LOL, we already CAN play it. its called Master Quest.
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  #4  
Old 19th June 2009, 06:52 PM
thealexproject thealexproject is offline
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Angry unreleased zelda game

The game is legend of zelda: Ura chronicles.
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  #5  
Old 19th June 2009, 10:01 PM
fridgey fridgey is offline
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"Zeruda no Densetsu Toki no Okarina Ura", perhaps? Also known as Master Quest in English
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  #6  
Old 21st June 2009, 10:30 PM
pj64u000 pj64u000 is offline
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Quote:
Originally Posted by Squall_Leonhart View Post
UNRELEASED ZELDA GAME

LOL, we already CAN play it. its called Master Quest.

Quote:
Originally Posted by fridgey View Post
"Zeruda no Densetsu Toki no Okarina Ura", perhaps? Also known as Master Quest in English

Nope, you guys got it wrong.

The expansion pack for Ocarina of Time on 64DD was suppose to expand the game with new content such as new stories, enemies, and dungeons because that's what an expansion pack is essentially suppose to do "expand on original content" not recreate it. The "Master Quest" version of OoT which was branded as "Ura Zelda" and released for GameCube did not have expanded content, instead it only had slightly altered versions of the same content which made some dungeons or temples slightly harder to complete but the game itself was not really "Ura Zelda".

http://zelda.wikia.com/wiki/Ura_Zelda

Quote:
However, whether Master Quest is actually the end result of the Ura Zelda project or merely a quick level-edit to quiet demands and entice preorders is a matter of debate among fans. One significant piece of evidence against it being Ura Zelda is that ROM rips of the game show the game to be the same number of megabits in size as a standard Ocarina of Time ROM, whereas the original concept was to include content above and beyond what an N64 cartridge could possibly hold. It also did not contain any of the promised additional enemies.

There were suppose to be two 64DD expansions for OoT.

http://zelda.wikia.com/wiki/Ura_Zelda

Quote:
During the early stages of development, two significantly different Ocarina of Time expansions were planned for the 64DD. One, entitled Ura Zelda, would include alternate more difficult dungeons (such as the Unicorn Fountain) and new enemies, while the other, Zelda Gaiden, would include a different overworld and an entirely new adventure. While Zelda Gaiden would eventually evolve into Majora's Mask, Ura Zelda was never released on the Nintendo 64 as a standalone game.
http://zelda.wikia.com/wiki/Unicorn_Fountain

Quote:
Unicorn Fountain is a location that was supposed to appear in the unreleased Ura Zelda for the Nintendo 64DD. It is said that this fountain was supposed to contain the Triforce and was also where Link would learn the Sword Beam attack. It is possible that it was featured in the beta build of The Legend of Zelda: Ocarina of Time, but was removed from the release build and subsequent builds

If I had to guess then I would say that the first expansion pack for OoT on the 64DD was going to make the game similar to the way that it was intended to be. OoT was already delayed several times and because of development restrictions or deadlines the creators were forced to cut away and redo some content that would have otherwise required more time to complete.


In the official OoT game the triforce was more of a spiritual element that became separated and was then spiritually embedded within Link, Zelda, and Ganondorf but as seen in the Unicorn Fountain video of Ura Zelda, it might have actually been a tangible object that Link could obtain at some point in the game. The inclusion of the new and expanded content would have undoubtedly meant that there would be some significant changes in the game's official plot or story lines and as a result OoT would have been a slightly different game.
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Last edited by pj64u000; 21st June 2009 at 11:15 PM.
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Old 22nd June 2009, 05:06 PM
fridgey fridgey is offline
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How does the fact that there's debate among fanboys whether or not there was a more complete 64dd game being developed make us "wrong"? Even your own link says "Ura Zelda was released on the Nintendo GameCube as Ocarina of Time Master Quest on a bonus disc for those who pre-ordered The Wind Waker." Do you think it's more likely this magically dumped unreleased zelda game is the one they eventually released (MQ), or another that doesn't seem to have even made it far through development...
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Old 22nd June 2009, 09:19 PM
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Zelda wikia is wrong on most accounts, as its written by idiots.
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  #9  
Old 24th June 2009, 05:24 AM
pj64u000 pj64u000 is offline
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I stand by my post.

Aghem,

http://assemblergames.com/forums/showthread.php?t=17059

Quote:
Originally Posted by Nintendomad
I have done extensive research over the last few years on what the 64DD version of Ura Zelda would have been like, including purchasing and getting translated many old Famitsu and Dream 64 magazines, as well as a US interview which I have with EAd and Mioyamoto, and the disk version of the game was of a much larger scale than the master quest which we saw released on the Gamecube.

Yes Master Quest was a part of the 64DD game, but after clearing all thew dungeons, more dungeons opened, as well as extra battles. The game was planned to have some sort of randnet connectivity too, which says to me that a boss rush, or something similar would be in practice, as well as the known fact that the disk would be compatible with the mario artist titles, and also include mask games that were present in Majora no Kamen.

Compatibility with both the capture cart and 64gb pack then must have been shoe in's for thr disk game, as well as everything you done in the game being recorded as it is in say somethihng like doshin the giant on 64dd.
Quote:
Originally Posted by mooseblaster
The problem is, however, that isn't Ura Zelda either. It's merely a hash of the regular Ocarina with harder dungeons and most likely not what was intended. Ura Zelda was meant to be an expansion to the original (ie: includes all the things cut out of OOT due to lack of space on the cart), and Master Quest is merely a more difficult version of the same game.
Quote:
Originally Posted by Nintendomad
As for n64 Ura zelda, completely different game than the released gamecube game.Refer to my earlier post for the differences, but the main differences, were more dungeons, rearranged dungeons on each play through, new enemies, gameboy camera, and capture cartridge support, through mario artist, and the world would stay as you left it every time, like if you broke a sign it would remain broken, and if you completed a dungeon, it would remain the way you left it. Same applies for pots etcc.. There was supposedly a dungeon editor in there as well, but that has not been fully confirmed, so I'll leave that as rumour for now. Though the gamecube version was just Ocarina ran through the dungeon randomizer part of the 64dd program, and then pressed. They couldn't port over the features of the dd disk it wouldn't have been possible at that time.
Quote:
Originally Posted by Nintendomad
The whole debacle is puzzling really, many people stuck with randnet because they were promised more Nintendo based titles after the subscription titles, and Ura Zelda was still on the release list until late 2000, it would have at least been a nice gesture for Nintendo to release a complete, tested, and debuged title for the loyal subscribers who bought into randnet DD and stuck with it until the very end. To release a an extremely cut and dumbed down version of the title on gamecube, which was not Toki No Ocarina URA 64DD is just an insult to people who bought Randnet DD subscriptions, and the 64DD accessory for the nintendo 64.

It's even more of an insult to the Zelda fan's intelligence to tell them this was Ura Zelda, as anyone in the know, or had followed the development of the disk based title knows this just is not the case. The real 64DD title should have been released on it's native system the 64DD, hooking up with the original cartridge, and giving the Zelda fan's the full experience. It then should have been left at that, and not been released as some rehashed gamecube bonus disk which is just a shadow of the real title.
Squall_Leonhart, I'll gladly invite those guys here for a discussion if you think they're wrong.

fridgey, have read here for some interesting stuff about it,

http://www.unseen64.net/articles/zel...t-development/

Quote:
The first version of Zelda 64 was originally conceived as a title developed specifically to make full use of the innovative features of the 64dd, like the internal clock, rewritable disks with a double capacity of a normal cartridge, internet connection, and image editing. Zelda 64 was presented by Nintendo as a really complex title, hardly possible to be made on a simple nintendo 64. Miyamoto and his team would have liked to make Hyrule a persistent world,entirely adaptable at player�s will; any changes that Link would perform on it would be saved: any cut tree, any breaked container, any foot-marks on the sand, and any other changes made to the environment would stay here for the entire adventure. All this thanks to the innovative features of the 64DD. But the add-on was not received well by the developers, in part because of the past commercial failures of other expansions, and the 64DD was postponed so often that even nintendo lost faith on the ambitious project. At this point the big N had to make a choice, and announced that Zelda would be redeveloped for a release on cartridge, hoping at the same time that the game would renew the attention of the videogame market on nintendo 64. But, as we will see, the removal of the interesting features of the 64DD would have a huge impact on many sections of the story and of the game.
This stuff below was discovered through ROM hacking.

Quote:

These two icons left inside the rom of Ocarina can be translated as Wind Medallion and Ice Medallion, and they are most likely the leftovers of two temples removed from the final game and probably scheduled for Zelda Ura.


Also, It is possible to find two of the tunics which perhaps were going to be used in the removed dungeons: The golden one (Light Temple?) and the white one (Ice Temple ?).
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Last edited by pj64u000; 24th June 2009 at 05:27 AM.
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  #10  
Old 24th June 2009, 06:04 PM
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Please don't. we don't want any (more) idiots here.

Unicorn fountain was never going to be in the game, it was a construct of the Beta, to demonstrate the engine and nothing more.
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