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DistantJ
December 31st, 2004, 22:22
Hi everyone (new guy here).

Okay so I got Ocarina of Time running. Finally, amazing game. The subscreen delay was a pain at first but I got the gameshark code to sort that out (glN64 killed the subscreen delay bug too but just ran too slow on my Radeon), so I've been wondering about Majora's Mask. I don't have the ROM yet, but I've been concerned. Does it still have the subscreen glitch? And if so, can it be fixed by using the same Gameshark code, or is there another I would have to use? Also, a friend tells me that MM is very glitchy whilst emulated, is he correct?

Clements
December 31st, 2004, 22:59
Although Majora's Mask does not have the subscreen glitch, it has it's own fair share of different problems depending on which plugin you use, mainly since the game makes good use of the N64 hardware, such as the dreaded screen shrink effect.

DistantJ
December 31st, 2004, 23:35
Ah I see. Well I'm using Jabo's plugin, so what sort of problems should I expect?

Clements
December 31st, 2004, 23:41
Jabo's issues are documented in the Gamefaq:

core:
- occasional pauses, e.g. during spinning mask in intro, caused by Advanced Block Linking. This is on by default, you can disable it under ROM Settings (for just this game) or Advanced (for all games that use default), this is recommended if you have a fast system.

video:
- transition between days drawn incorrectly - the screen goes black for a few seconds between days (it should shrink)

- Lens of Truth may cause slowdowns in some situations. Turning off Self rendered textures fixes this (Video plugin, ROM Settings)

- no motion blur effect - this was removed because the performance hit due to the way the framebuffer was used was so serious

- some errors in lighting, for example the walls and floors down the well

DistantJ
January 1st, 2005, 02:17
Thanks for that. =) Doesn't sound too bad, not as bad as I was expecting anyway. Shame about the motion blur but I can live without that. These are all things that won't really bother me much.

The blank screen between days, does this replace the entire shrinking time? Cause if I remember rightly it was quite a while. I wonder if it's possible to disable the screen shrinking via GameShark code... Anyone willing to give it a try?

Oh and is the subscreen delay still in there? and if so can it be removed by using the same code as OOT?

Forgive my n00b-ish-ness.

Clements
January 1st, 2005, 02:27
The blank screen between days, does this replace the entire shrinking time? Cause if I remember rightly it was quite a while. I wonder if it's possible to disable the screen shrinking via GameShark code... Anyone willing to give it a try?

The entire screen shrink effect is replaced by a black screen that runs about around 5fps. By disabling self-rendered textures, there is no slowdown.


Oh and is the subscreen delay still in there? and if so can it be removed by using the same code as OOT?

There is no subscreen delay in MM, only OOT and MQ.

DistantJ
January 1st, 2005, 17:54
Thanks for the information there. One major problem though! I got the ROM dump of Majora's Mask, and when it starts up I just get a blank screen and silence... And the Esc buton no longer exits full screen mode. Very odd.

Clements
January 2nd, 2005, 02:37
Sure it's a valid rom image?
Are you using the latest drivers for your card?
Tried switching graphics plugins?

talker
January 2nd, 2005, 10:39
After startup, it'l take some time before you here sound.. the game is silence for some few sec. Around 5-15 *don't remenber*.

DistantJ
January 2nd, 2005, 15:57
I tried changing graphics plugin just to test(the other's don't seem to wanna work very well anyway) and it gave me a message something along the lines of "In a continuous loop that can't be exited, the ROM will now close" and something about the ROM settings.

DistantJ
January 2nd, 2005, 16:04
http://img.photobucket.com/albums/v224/distantj/arse.gif

DistantJ
January 5th, 2005, 14:16
Okay everyone, false alarm. It was a bad ROM. I got another and it works fine. Thanks for your help, everyone.

As I said before, do you think it's possible to remove the screen shrink effect at the end of a day with a GameShark code? Because since Project64 can't emulate a screen size change, it just goes blank, so I figured the best idea would be to just disable the screen shrink if possible, so it just stays the same size for those last few moments meaning PJ64 won't have any problems. Anyone here good with GS codes?

Trotterwatch
January 5th, 2005, 14:19
Out of interest does anybody have a save state, or quick instructions to get to a place where the day/night transition takes place?

Clements
January 5th, 2005, 14:46
Get to Clock Town after the chase, and then turn off the frame limiter, and wait until the first day ends. AFAIK, Glide64 will display the effect correctly but it's slow, and Direct64 will display the effect but incorrectly and perhaps slowly.

I haven't tried it myself so it'll be interesting to see shots of it working and framerates.

CooLa
January 5th, 2005, 18:35
LOL, i recommend using gf2-ti400. NO PROBLEMS LISTED ABOVE... How odd is that

P.S:with jabo's plugin...

P.P.S: Gave my friend emu, he has Nvidia G-Force 2 ti-400... MM works like a charm...
FRIKIN WEIRD...

DistantJ
January 7th, 2005, 00:48
Wow, wierd. I haven't reached the end of the day yet, so I'll have to try it out. I'm surprised at how damn well this game works, I was expecting it to be as glitchy as they come, but I haven't got to the end of the day inside an area yet. The only problems I've had so far are the lack of motion blur, and that the change in lighting when you come close to a dynamic light(a flame for instance) seems a little sudden, but both of these are no problem at all to me. I'm very happy.

Powerlord
January 7th, 2005, 07:42
I don't know if this only occurs when using Jabo's video on 1964 or not, but when you get a Rupee from a chest, it will be the wrong color (for instance, red rupees appear as yellow when you get them from a chest).