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=> Ocarina of Time => Topic started by: Jbop on November 24, 2014, 07:30:34 PM



Title: PAL N64/VC OoT Thread
Post by: Jbop on November 24, 2014, 07:30:34 PM
Version Differences

Differences from NTSC

Basics:
Framerate is 5/6ths as fast as NTSC (50FPS vs 60FPS)
Rolls are shorter and slower on average.
Player can choose between English, French, and German as the language.
    English is faster than French. French is faster than German: https://www.youtube.com/watch?v=PoScv8Ro3Xk

Not Basics:
Nabooru CS skip does not work - http://www.twitch.tv/hyperion64/c/4161285
It is easier to crash the game by using magic after playing the Song of Storms
    (also possible, but much harder, on NTSC) - https://www.youtube.com/watch?v=RXQNKT6kxHw

PAL 1.0 Info

- Compiled after NTSC 1.1 but before NTSC 1.2
- Nayru's Love crash works as in NTSC 1.1/1.2
- Bongo Bongo CS skip works like in NTSC 1.0/1.1
- Ass Chest contains bombs

PAL 1.1 Info

- Compiled after NTSC 1.2
- Nayru's Love crash is fixed
- Bongo Bongo CS skip does not work.
- Ass Chest contains Fire Arrows


Setups

Gerudo Valley bridge skip with Hookshot - http://www.twitch.tv/hyperion64/c/3964640
Deku Tree B1 skip backup - https://www.youtube.com/watch?v=8Cxn00JsIxM
Naviless with stick - https://www.youtube.com/watch?v=Kh4Y0Q-mMWs
Zora's River ZL skip with megasidehop - https://www.youtube.com/watch?v=xS9B5TZMoNo
Lake Hylia Lab clip - https://www.youtube.com/watch?v=gpIve00R9VE
Forest Medallion CS skip - https://www.youtube.com/watch?v=jjoRpKdf1Xc
SS Teleport to Shadow Temple - https://www.youtube.com/watch?v=KfSU_AukwWM



Speedruns

Any%            [27:50 - ENG] - https://www.youtube.com/watch?v=HABsAd8C6yM
No RBA/WW [2:40:09 - ENG] - http://www.twitch.tv/hyperion64/c/3867631
No WW        [1:17:18 - ENG] - http://www.twitch.tv/hyperion64/c/4333811
Ganonless    [1:52:30 - GER] - http://www.twitch.tv/remidemmi/c/5168283


Title: Re: PAL N64/VC OoT Thread
Post by: Jbop on November 24, 2014, 09:51:44 PM
- Reserved -


Title: Re: PAL N64/VC OoT Thread
Post by: Pedalpowertoast on November 25, 2014, 12:45:27 AM
Good shit.

E:Nah I'll just add, what's the PAL GC version like?


Title: Re: PAL N64/VC OoT Thread
Post by: Jbop on November 25, 2014, 01:41:39 AM
Good shit.

E:Nah I'll just add, what's the PAL GC version like?

Essentially NTSC GC, which is why I didn't include it.


Title: Re: PAL N64/VC OoT Thread
Post by: Hyperion64 on November 29, 2014, 05:43:54 PM
The roll animation is one frame shorter on PAL than on NTSC which has a surprisingly huge impact on some glitches.

- you can't megaflip/megasidehop/HESS off of single frame damage sources as in:
> Deku Baba megasidehop as B1 skip (you can still do something like this (https://www.youtube.com/watch?v=-94YfvC3GhQ))
> GS WESS for Mido skip
> GS WESS in Zora's River for the rock clip

- that also cancels ISG in midair or before Link leaves the ground:
> 37th HP in Gerudo Fortress as child using a megaflip to reach the loading zone (hovering over the wall inside the building still works)
> Tektite hover for fishing pond early
> Gerudo bridge megaflip using ISG near the ledge
> forest escape using the Business Scrub (Cosmo escape)
> faster Deku B1 skip method of the GS hover with a megaflip

- some timing based tricks involving rolls become more difficult or might not work at all:
> rolling from the switch in Jabu Jabu's Belly

Maybe some of these glitches actually work but their positioning would be incredibly precise. One bomb superslides are possible on PAL as an example but noone has found a consistent way of performing them as adult.


Title: Re: PAL N64/VC OoT Thread
Post by: Hyperion64 on December 02, 2014, 01:25:00 PM
Adding some general info first: (which is already known, just for the sake of completion)
The music in OoT has the same tempo but has a lower pitch on the PAL version - https://www.youtube.com/watch?v=EWk0BRS_8Qw (https://www.youtube.com/watch?v=EWk0BRS_8Qw)
Pausing for the first time after a console reset enters 'map' screen on NTSC instead of the 'select item' screen on PAL.

More or less important PAL setups:
swordless aqua escape (easy) - https://www.youtube.com/watch?v=Kh4Y0Q-mMWs (https://www.youtube.com/watch?v=Kh4Y0Q-mMWs)
Sleepless Waterfall skip in Zora's River - https://www.youtube.com/watch?v=xS9B5TZMoNo (https://www.youtube.com/watch?v=xS9B5TZMoNo)
Lake Hylia house clip - https://www.youtube.com/watch?v=gpIve00R9VE (https://www.youtube.com/watch?v=gpIve00R9VE)

I need to record a lot of setups now so let me know if you have priorities for certain tricks. I'll be working on speedruns as well because people shouldn't be shocked at how terrible PAL performances are.


Title: Re: PAL N64/VC OoT Thread
Post by: Hyperion64 on December 07, 2014, 10:24:43 PM
Forest Medallion CS skip - https://www.youtube.com/watch?v=jjoRpKdf1Xc (https://www.youtube.com/watch?v=jjoRpKdf1Xc)
SS teleport to Shadow Temple - https://www.youtube.com/watch?v=KfSU_AukwWM (https://www.youtube.com/watch?v=KfSU_AukwWM)

The Forest Temple cutscene skip is one of the few setups which is faster and easier on the PAL version. The main reason for that is because rarely anyone is searching for PAL setups. I'm just trying to get more people involved in the PAL scene.
It would be good to know which categories people are interested in so I can work on specific tricks. The current work in progress list includes general glitches as well (like superslides, megaflip/-sidehop, HESS, weirdshot, etc.). Feedback is highly appreciated on both the videos I posted and priorities for the ones I'm about to record.


Title: Re: PAL N64/VC OoT Thread
Post by: Valientlink on December 08, 2014, 05:13:21 PM
Afaik, the pitch on the PAL version is only altered in project64. When played in nemu64, the pitch is normal. Console PAL also has the correct pitch a majority of the time. However, in this vid, the pitch is lowered on console: https://www.youtube.com/watch?v=RXQNKT6kxHw Also apparently, magic arrows after playing the song of storms can crash on PAL according to this vid.


Title: Re: PAL N64/VC OoT Thread
Post by: whyieyesya on December 08, 2014, 09:04:50 PM
I believe PAL N64s use a different frequency to generate sound. Perhaps that is why the pitch is different.

I still want to do a mod on an N64, so I can switch between clock frequencies corresponding to NTSC and PAL consoles. I am pretty interested in what that will do with the sound.


Title: Re: PAL N64/VC OoT Thread
Post by: Jbop on December 09, 2014, 12:35:40 AM
Watching DeathBasket do runs on N64, it seems like N64 is the correct pitch also. PAL VC for me definitely is.


Title: Re: PAL N64/VC OoT Thread
Post by: Hyperion64 on December 09, 2014, 11:51:59 AM
I don't know what causes the pitch difference in this video but I'm pretty sure Chain noticed the pitch difference in his N64 version as well. I'll look out for that when I'm testing different cartridges.
About the Song of Storms - magic arrows crash: The reason for it seems to be the whirlwind-like animation sorrounding Link in combination with magic arrows. I wasn't able to reproduce it when it wasn't visible/about to vanish. It is possible to crash on the NTSC version as well, however the animation is way shorter. It's easier to reproduce with input buffering after Song of Storms or playing the song with Ocarina items using the bow in order to skip the pulling out animation. I couldn't crash it with Fairy spells or Zelda's bar opening spell during tower collapse. It might be impossible to have these animations overlap with the Song of Storms.

Edit: Video footage of the crash on project64 NTSC and PAL - https://www.youtube.com/watch?v=j8bLyyRtfYM (https://www.youtube.com/watch?v=j8bLyyRtfYM)


Title: Re: PAL N64/VC OoT Thread
Post by: Hyperion64 on January 15, 2015, 05:42:20 PM
A few updates after having been rather inactive on PAL searches:
DC WW initial position: https://www.youtube.com/watch?v=pPaDcAw0LJc (https://www.youtube.com/watch?v=pPaDcAw0LJc)
DC WW non-initial position: https://www.youtube.com/watch?v=ao40-5o50Ok (https://www.youtube.com/watch?v=ao40-5o50Ok)
SS setup from Fairy Fountain exit to DC: https://www.youtube.com/watch?v=twAJXuTfkLc (https://www.youtube.com/watch?v=twAJXuTfkLc)
doom jump setup in DC: https://www.youtube.com/watch?v=iTEw2uTbqBs (https://www.youtube.com/watch?v=iTEw2uTbqBs)
Zora's Fountain weirdclip for the strength GS: https://www.youtube.com/watch?v=RGIdzuu1KhE (https://www.youtube.com/watch?v=RGIdzuu1KhE)
quickdraw bottle on B with a bomb (adult): https://www.youtube.com/watch?v=jQKLFpGWOJk (https://www.youtube.com/watch?v=jQKLFpGWOJk)

My Deku Tree WW adjustments aren't what I'd like them to be but Nox has come up with a setup which is similar to the NTSC one: https://www.youtube.com/watch?v=aqzl0xexlZU (https://www.youtube.com/watch?v=aqzl0xexlZU)
I often find other setups which I deem slower or more difficult than the ones I'm posting. If anyone wants to improve a certain setup and appreciates input/inspiration, contact me.

I also got a new PB for no WW with 1:12:07 (http://www.twitch.tv/hyperion64/c/5721544 (http://www.twitch.tv/hyperion64/c/5721544))
The PB in ganonless with 1:12:02 was really sloppy so I won't highlight it... I'll try to beat it until next week, though.


Title: Re: PAL N64/VC OoT Thread
Post by: ING-X on January 27, 2015, 02:37:44 AM
Pitch is lowered on PAL ROMs because of the slower framerate; the PAL N64 outputs a higher audio frequency to compensate for this.

The shorter rolls on PAL also make superslides much more difficult; a lot of the time they just plain don't work off of bombs as adult link (I think it depends on how many objects are loaded, similar to contortion hover).


Title: Re: PAL N64/VC OoT Thread
Post by: Valientlink on January 27, 2015, 04:21:39 PM
These are pointless things to really include, but worth noting I think. PAL and US action icon and B text size definitely differs (obviously related to different refresh rates) Although gamecube looks more like NTSC aside from attack and stop text. It's interesting how the pre-release (prob September 98 or so) B button text is small, and resembles the PAL look.

(http://i.imgur.com/NlX8p3w.png)

Btw, image size differs between pal "stop" and eng, but eng one is definitely larger if you see it in gameplay (I took these from videos)


Title: Re: PAL N64/VC OoT Thread
Post by: SgtPepper on January 28, 2015, 12:57:31 AM
I feel so bad for the Europeans out there who had to deal with PAL. It's sooooo sloooowww...
So is NTSC-U anyway, but only because of text speeds, which isn't as severe of a drawback.


Title: Re: PAL N64/VC OoT Thread
Post by: mzxrules on January 30, 2015, 06:01:24 PM
I feel bad for NTSC-U people because they're one byte away from having an NTSC-J version.

Want to just point out that the textures themselves are identical in size, they are just being scaled slightly differently.


Title: RE
Post by: Jovis on February 20, 2015, 04:58:59 PM
Is it just me or is the fire wall during Ganon 2 just barely passable without crashing the game? I can consistently pass the fire on NTSC-J N64 1.0, but usually crash it on PAL64.

Is this known? Is there a way round this? I've tried putting Ganon further away and off screen while picking up the sword, rolling past it, back-walking past it, side-hopping, trying to have less things on screen to reduce lag, and nothing really seems to make a difference.


Title: Re: PAL N64/VC OoT Thread
Post by: Jbop on February 20, 2015, 05:24:39 PM
Is it just me or is the fire wall during Ganon 2 just barely passable without crashing the game? I can consistently pass the fire on NTSC-J N64 1.0, but usually crash it on PAL64.

Is this known? Is there a way round this? I've tried putting Ganon further away and off screen while picking up the sword, rolling past it, back-walking past it, side-hopping, trying to have less things on screen to reduce lag, and nothing really seems to make a difference.

Yeah that seems to be a common problem. Idk if there's anything you can do about it.


Title: Re: RE
Post by: bobthegiraffemonkey on February 21, 2015, 01:14:48 AM
Is it just me or is the fire wall during Ganon 2 just barely passable without crashing the game? I can consistently pass the fire on NTSC-J N64 1.0, but usually crash it on PAL64.

Is this known? Is there a way round this? I've tried putting Ganon further away and off screen while picking up the sword, rolling past it, back-walking past it, side-hopping, trying to have less things on screen to reduce lag, and nothing really seems to make a difference.

I've had the same problem, thought it was because I was practicing on emu but maybe not. I worked out a setup since Link's position seems to be consistent after picking up the sword: neutral roll twice, then 3 sidehops left (at least that's what my notes say, not practised recently). It's messed up that PAL needs a setup to not crash the game from something which should have no effect.


Title: Re: PAL N64/VC OoT Thread
Post by: Jovis on February 24, 2015, 09:08:27 AM
Set-up works, thank you!


Title: Re: PAL N64/VC OoT Thread
Post by: Hyperion64 on May 29, 2015, 01:44:04 PM
I usually hold right when I'm picking up the Master Sword in the Ganon fight, switch to up-right after passing Zelda and roll at full speed once to make it past.

Some updates:
half collapse skip - https://www.youtube.com/watch?v=9GhSijCB9pE (https://www.youtube.com/watch?v=9GhSijCB9pE)
pressure jump and megaflip in Lost Woods - https://www.youtube.com/watch?v=vw4d303slDk (https://www.youtube.com/watch?v=vw4d303slDk)
enter GTG with ledge clip - https://www.youtube.com/watch?v=KWVirB7SWg8 (https://www.youtube.com/watch?v=KWVirB7SWg8)

Apparently, the floating mechanics on PAL are different. You seem to have a higher upwards speed when swimming in water (I haven't tested diving or Iron Boots).
https://www.youtube.com/watch?v=yLZ-SfsGTzA (https://www.youtube.com/watch?v=yLZ-SfsGTzA)
Any ideas why this occurs? I listed possible effects of that difference in the video description/comments.