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=> Majora's Mask => Topic started by: Jiano on January 22, 2010, 03:20:29 AM



Title: Japanese Majora's Mask
Post by: Jiano on January 22, 2010, 03:20:29 AM
Here are some videos from darkeye with all known differences so far:

http://www.youtube.com/watch?v=6roKTYSAIZM
http://www.youtube.com/watch?v=jCVZe2fqc_c


Title: Re: Japanese Majora's Mask
Post by: aleckermit on January 22, 2010, 03:26:09 AM
Amazing. The Japanese version of MM is ass lol.

EDIT: Maybe the other Japanese version fixes these problems? There are 2 supposedly.


Title: Re: Japanese Majora's Mask
Post by: Siglemic on January 22, 2010, 03:30:10 AM
This means japanese would have to be its own category if someone decided to run it lol


Title: Re: Japanese Majora's Mask
Post by: Slowking on January 22, 2010, 04:46:20 AM
3 Save files.
Cannot save at owl statues.
Well these two hang together. Owl saves have to hold way more data than sot saves. For exaple what blocks you've blown up, what chest you opened, what sunblocks you vanished.
It wouldn't surprise me if the NTSC save file was way bigger than the japanese one despite having one less slot.

Quote
Scarecrow doesn't ask to teach you a song.
Was that before you get sot? I think that would be normal, wouldn't it?

Quote
Hookshot Chest is backwards.
Well makes ore sense that way. Why would the pirates facce the hest to the door and not their leaders throne?

Quote
Grabbed a fish instead of an egg, never had that happen before.
Happens regarless of version. Hit-detection-fluke

Amazing. The Japanese version of MM is ass lol.

EDIT: Maybe the other Japanese version fixes these problems? There are 2 supposedly.
Actually 3:
1.0, 1.1 and GC. I have them all here. ;)


Title: Re: Japanese Majora's Mask
Post by: UchihaSasuke on January 22, 2010, 05:19:25 AM
according to jaytheham, there's just 1 japanese version. v1.1 is the US version and after that there's PAL and GC. VC is v1.1 as far as i can tell (epona glitches and all that bizarre stuff)

also, the game had a 6 month gap between thejapanese and american release, they had time to tewak a lot of stuff within the game while it was being localized. the major additions were the savefiles/owl saves.

there's also that underground passage in the deku palace that is inaccesible in non-jp versions..


Title: Re: Japanese Majora's Mask
Post by: thiefbug on January 22, 2010, 07:43:04 AM
as far as i know, the scarecrow asks you to teach a song. doesn't matter if you've learned SoT or if you don't.

guess i will buy ntsc and ntsc-j
pal sucks xD


Title: Re: Japanese Majora's Mask
Post by: Lexkeeta on January 23, 2010, 01:49:56 AM
wait, you can't hover against walls with bombs or blast mask?

lmao wtf


Title: Re: Japanese Majora's Mask
Post by: Jiano on January 23, 2010, 03:52:07 AM
wait, you can't hover against walls with bombs or blast mask?

lmao wtf

Sorry, I should have clarified. It's with bombchus. They stick to the wall like in OOT.


Title: Re: Japanese Majora's Mask
Post by: thiefbug on January 23, 2010, 10:00:29 AM
same to pal btw...

Quote
Stone Tower Blocks are different.
any disadvantages at this point?


Title: Re: Japanese Majora's Mask
Post by: Slowking on January 24, 2010, 05:39:03 PM
according to jaytheham, there's just 1 japanese version. v1.1 is the US version and after that there's PAL and GC. VC is v1.1 as far as i can tell (epona glitches and all that bizarre stuff)
I don't know who that guy is but he is probably an idiot. ;)


Title: Re: Japanese Majora's Mask
Post by: Lexkeeta on February 18, 2010, 08:38:57 PM
Isn't the Deku Palace completely different or something


Title: Re: Japanese Majora's Mask
Post by: RattleMan on February 18, 2010, 09:39:05 PM
Isn't the Deku Palace completely different or something
Yeah. You have to go through the left part of the Garden to get to a grotto that will take you to a grotto on the right side (above ground so you can't get to it by just going through the right side), which is where the bean seller is. In the English version the bean seller is just in a ground-accessible grotto on the right.

(http://i35.photobucket.com/albums/d178/RattleMan/UJs2-1.jpg)


Title: Re: Japanese Majora's Mask
Post by: Yuggles on February 19, 2010, 01:51:24 AM
So how'd Jiano miss that? :S


Title: Re: Japanese Majora's Mask
Post by: Lexkeeta on February 19, 2010, 02:23:56 AM
because nobody does deku palace legit anymore


Title: Re: Japanese Majora's Mask
Post by: Yuggles on February 19, 2010, 02:59:12 AM
It was mostly a joke. But at least one of the differences would be seen in a speedrun.


Title: Re: Japanese Majora's Mask
Post by: darkeye14 on August 05, 2010, 05:37:51 AM
I messed around with Japanese v1.1 today. It's almost as crappy as v1.0, but it has two saving graces. Namely:
- You can use the Z-camera on top of the walls of Deku Palace
- Pirates' Fortress actually has music at night

I have yet to notice any other differences between J1.0 and J1.1. There are however, a few things I want to clarify and add to Jiano's original post.
Ikana ledge seems longer outside of the FF.
This is demonstrably false: comparing the ledge in J1.0 to the US version side-by-side, it is impossible for me to see any difference.

Can't break pots with crouch stab.
You also can't break them with ISG.

There are three other notable things that Jiano didn't document. The first is that Stone Tower has no music at night, even in J1.1 version. Consequentially, neither does Stone Tower Temple. Also, the Japanese clock says "0" instead of "12", and labels the Final Day as "Last" instead of "Final". The last notable thing is that you can instantly get from barred window in the Pirates' Fortress to the Hookshot chest.
(http://img802.imageshack.us/img802/2164/screen01.png)
With this in mind, it makes sense why the Hookshot chest is facing the opposite direction; it would be facing the player when he jumped down from the room above.

BIG UPDATE: It turns out you can Chu Hover against walls in J1.1; I'm just retarded. Another thing I forgot to mention is that both N64 versions keep track of the number of times you've gone back in time on the File Select screen, similar to how OoT keeps track of deaths.

I also played the Japanese GCN version of MM, and it's exactly like the American version, except with Japanese text. We Americans scoff at the GC version because it lags and crashes, but for the Japanese, it must've been a massive improvement, considering you can save your progress with owls and Zora swimming isn't so terrible.


Title: Re: Japanese Majora's Mask
Post by: Elminster on August 05, 2010, 05:54:07 PM
You also can't break them with ISG.

Redundant fact is redundant.


Title: Re: Japanese Majora's Mask
Post by: bluephantom340 on August 08, 2010, 01:29:29 AM
I forgot that this topic was here. Anyways, BA doesn't work on JPN.


Title: Re: Japanese Majora's Mask
Post by: darkeye14 on August 25, 2010, 11:02:48 PM
I made some pro-as-butts videos detailing every difference I've found so far:
http://www.youtube.com/watch?v=6roKTYSAIZM
http://www.youtube.com/watch?v=jCVZe2fqc_c


Title: Re: Japanese Majora's Mask
Post by: Slowking on September 08, 2010, 10:15:27 AM
CANNOT CHU HOVER ON GOD DAMN WALLS.
Can't break pots with crouch stab.
No PF music at night.
Don't know if you learned it in the meantime, but these two are actually related.

Power Crouch Stab does work in J MM. It's default power is 0 and with the power of 0 you can neither break jars nor explode chus while hovering. So you have to swing your sword first, to give it the power of 1.

I actually also only noticed that through darkeyes video.

I forgot that this topic was here. Anyways, BA doesn't work on JPN.
I'm wondering why? Can you maybe only get one HSW in a regular bottle at a time? If so that would mean they could have a counter at a fixed position in RAM, not realtive to the bbottle position like in U...


Title: Re: Japanese Majora's Mask
Post by: Swordless Link on September 09, 2010, 07:20:59 AM
I've personally confirmed that wall hovering works in J1.0 exactly the same as it does in J1.1. You just need to swing the sword before activating ISG. The actual bomb physics appear to be identical between the Japanese and North American releases, and the only actual change is the way ISG works (which is because of power crouchstabbing).


Title: Re: Japanese Majora's Mask
Post by: ING-X on September 09, 2010, 03:26:32 PM
I've personally confirmed that wall hovering works in J1.0 exactly the same as it does in J1.1. You just need to swing the sword before activating ISG. The actual bomb physics appear to be identical between the Japanese and North American releases, and the only actual change is the way ISG works (which is because of power crouchstabbing).

wait, really? why did we think wall hovering didn't work in J1.0 then O_o


Title: Re: Japanese Majora's Mask
Post by: darkeye14 on September 09, 2010, 09:42:52 PM
I think it didn't work for me because I tried to TAS it; back in the early days of version testing, I wasn't proficient with a keyboard, so I tried to do it in Frame Advance and couldn't get a wall-hover started. Now that I've become better, I tried it in real time, and it indeed works. Just another reason why I shouldn't be a TASer, I suppose.

Thanks for pointing out my mistake, Swordless.


Title: Re: Japanese Majora's Mask
Post by: mzxrules on September 10, 2010, 03:27:19 AM
Bottle Adventure DOES WORK in MM J. However, the neighboring addresses seem to be mostly different. I haven't been able to figure out what they are.


Title: Re: Japanese Majora's Mask
Post by: darkeye14 on September 11, 2010, 12:25:20 AM
I knew BA worked in Japanese MM, but like you, I was uncertain about its effects. Thus, I stated in my Youtube video that:
Quote from: My Version Differences Video
BA does not work in J1.1 as it does in the US version.
If you have any information about Japanese BA, please be sure to speak up; I'd really like to hear it.

On another note, I tried inject J1.0 into a WAD, but it's obvious that the ROM has serious compatibility issues. Here are some of the problems I've been having with it:
-Scenes with motion-blur or other advanced effects are rendered in almost complete darkness; what little color you can see is completely warped.
-Pausing the game causes the screen to go black and occasionally causes it to bring up an image from certain cutscenes (I had a picture of Skull Kid being hit by a bubble burned into my Start screen for a while).
-Unpausing the game randomly causes it to crash
-The so-called "Music Glitch" present in NTSC VC versions is multiplied ten-fold; the music hangs for more than a second when traveling between areas.

Because of these glitches, don't expect to see a J1.0 WAD anytime in the near future. Either Nintendo needs to release a more compatible WAD, or Wii64 needs to improve itself.


Title: Re: Japanese Majora's Mask
Post by: ING-X on September 11, 2010, 12:41:51 AM
so the j1.1 rom works ok but the j1.0 doesn't? go figure


Title: Re: Japanese Majora's Mask
Post by: darkeye14 on September 11, 2010, 05:26:06 AM
I've been studying Japanese BA for the past few hours; here are my findings (I did all of my testing on Japanese v1.0):
(http://img405.imageshack.us/img405/4431/japaneseba.png)

Here is the result of putting HSW into a bottle on the Bottle 1 slot (the FF's are not there naturally; I hacked them in to make it easier to see what values the HSW was writing). The first row is always XX 00 00 00 XX XX XX XX, just like in the US version. Though the last four XX's seem completely random, I detected a pattern in the very first XX; if you wait around, its value always seems to increase. I know it is not linked to the in-game time, though, because playing the SoDT does not change it.

The second and third rows are also the same as in the US version; it's simply 00 00 00 00 70 17 00 00. The third row in the above picture looks different because I waited around before taking a screen-capture, which made the timer on the HSW count down.

The fourth row is something more interesting than the second and third rows. When you first catch the HSW, all eight bytes have a 00 value. However, when you press A to exit out of the text box, the last four numbers randomly change. When you dump the HSW, the numbers also randomly change.

The odd thing is that these results are not consistent among item slots. Here's what it looks like when you catch HSW in the Ocarina slot:
(http://img528.imageshack.us/img528/2971/jocarinaba.png)

As you can see, this looks almost identical to American BA; it even has the lone 01 byte. Compare that to what it looks like when you put HSW into the Fierce Diety's Mask slot (trying to hack in FF's caused undesirable effects in the game):
(http://img23.imageshack.us/img23/484/jfdba.png)

There is neither a fourth row or a lone 01 byte. Even stranger, the first row always has a value of XX 00 20 00 XX XX XX XX, unlike the Ocarina and Bottle 1 slot above. Clearly, more testing is necessary to uncover the intricacies of Japanese BA, but I think this is a good start.

By the way, I think that the in-game timer exists as an unsigned long that begins at 00ADF1BC (as seen in the picture of the FD Slot BA). It's constantly increasing, it increases slower when you play ISoT, it jumps ahead when you play SoDT, and it pauses when you pull out the Ocarina, do Timestop, etc. What else could it be?


Title: Re: Japanese Majora's Mask
Post by: Slowking on September 11, 2010, 12:38:50 PM
Hmm we should definatly look into this some more and maybe even into the european version. If BA is different in the japanese version it might also be in the european one.
And maybe we can find some BA that is actually usefull...


Title: Re: Japanese Majora's Mask
Post by: darkeye14 on September 17, 2010, 04:35:16 AM
I finally got around to recording some more videos. One of them is BA-related:

Zora Punch/Boomerang Differences (http://www.youtube.com/watch?v=RzQW7DiUe-Y)
Mailbox Sound Differences (http://www.youtube.com/watch?v=hiXcXq9p0-E)
Bottle Adventure Discoveries (http://www.youtube.com/watch?v=VVGeJ_BKm4k)


Title: Re: Japanese Majora's Mask
Post by: darkeye14 on October 16, 2010, 10:08:56 PM
 Miscellaneous Differences (http://www.youtube.com/watch?v=J4__wB5YNq0)
 Japanese v1.0 Version Differences (http://www.youtube.com/watch?v=FET2hneCDR8)


Title: Re: Japanese Majora's Mask
Post by: ING-X on April 21, 2011, 09:42:23 PM
I was bored and timed all the text in Japanese Majora's Mask any% compared to the english text. The results were somewhat surprising. I've attached the .txt files of my timings to this post.

Basically, I timed anything that was not fast scrolling text, since those probably wouldn't be any different between the Japanese and English versions. As it turns out, the Japanese text is about 30 seconds faster throughout the entire any% route.

Not only that, but the Japanese version's power crouch stabs also save time in the any%. Majora's Wrath would be way faster with crouch stabs, essentially cutting the time it takes to kill him in half. In addition, this would allow you to skip killing off the masks, which saves another 15-20 seconds. Even if you get hit by the masks while crouch stabbing Majora to death, you'd still save around 10 seconds on him, meaning that crouch stabs save around 30 seconds on the Majora fight.

Combine that with the Pirate's Fortress shortcut (which saves about 5-10 seconds) and you've basically got Japanese MM being a little over a minute faster for the any% SS run than the english version.

If anyone (specifically darkeye) wants to look over my timings, feel free to do so, as it's entirely possible I was off by a little bit in some of the text timing. I used my 1:49 SS run for the english text (except for on the moon, for which I used jiano's 1:53 to avoid lag interference) and abeshi's TAS for the japanese text (which, it turns out, is the same on both N64/VC and GC).


EDIT: As it turns out, Turtle CS skip (aka FPBS CS Skip) DOES NOT WORK ON JAPANESE VERSION. The lack of a fade to black makes the cutscene start no matter what, so japanese version is actually about the same as US version.


Title: Re: Japanese Majora's Mask
Post by: UchihaSasuke on April 22, 2011, 03:02:44 PM
that's an interesting turnaround after OoT's 12+ minutes text difference.


Title: Re: Japanese Majora's Mask
Post by: darkeye14 on April 22, 2011, 09:02:03 PM
The timings in ing's post look accurate, but he didn't mention some places where the Japanese version loses time. Since you can't hit the Great Bay Owl without Zora Mask in the Japanese version, you have to swim out to sea twice. The lack of Flying Zora also complicates the bomb route, since you have to use explosives to hover to the Great Bay Fairy Fountain. Having to swing your sword to use ISG whenever you enter a new area barely costs time in the short term, but probably adds up to about three or so seconds over the course of the run.

All of these factors, combined with the lack of Turtle CS Skip (which I made a video of (http://www.youtube.com/watch?v=ASLgqxegNu4), not realizing that ing had done the same), means that the Japanese version is likely to be slightly slower than the US version. The magnitude of difference is not the same as in OoT, though; we're talking somewhere in the realm of seconds, not minutes.


Title: Re: Japanese Majora's Mask
Post by: ING-X on April 22, 2011, 09:55:07 PM
Yeah, I thought about those few time wasters (plus the fact that gyorg is FUCKING IMPOSSIBLE to kill quickly on japanese version) and came to that same conclusion myself. I noticed a few other differences while playing on jap - namely that you have infinite tries at the lullaby skip ISG (it doesn't send you back to the snowhead entrance on jap ever) and any time you hess into the edge of a ledge with ISG on you lose all of your speed, unlike the US version which keeps your 27 speed and lets you keep HESSing when you change directions.

I'm actually wondering if the Japanese GC version would be any faster than the US N64 version. The controls on GC version with an adapter aren't anywhere near as bad as VC's imo (HESS on GC with an adapter is just as easy as on N64) so I'd be fine with running it if it ended up being any faster. It all comes down to whether or not the 30 seconds saved from text will make up for the extra lag on GC (GC loading times are about the same as N64's on average).


Title: Re: Japanese Majora's Mask
Post by: Epsilon on July 27, 2011, 06:31:16 PM
I actually started using a Japanese rom for this for my TAS's, If I find anything ill be sure to post

plus the fact that gyorg is FUCKING IMPOSSIBLE to kill quickly on japanese version

And I keep hearing this, what makes the Japanese Gyorg so hard? (I haven't decided to go fight him yet on the japanese version >.>)


Title: Re: Japanese Majora's Mask
Post by: ING-X on July 27, 2011, 09:28:47 PM
Gyorg is really hard on Japanese mainly because you can't zora shield unless you're swimming full speed, making the quick strategy damn near impossible to do. In addition, you can't "buffer" zora swims on the Japanese version, making it harder to get away from gyorg's omnomnomnom attack after he releases his big fishes.


Title: Re: Japanese Majora's Mask
Post by: Epsilon on July 27, 2011, 11:04:43 PM
Oh that makes sense, and explains why people complain about him so much =o


Title: Re: Japanese Majora's Mask
Post by: grockey3 on May 17, 2013, 03:33:41 PM
I was wanting to play J for any% is there a version that is prefered? like 1.0 or 1.1?


Title: Re: Japanese Majora's Mask
Post by: Yashichidsf on May 17, 2013, 05:02:05 PM
No, as long as it's Japanese Virtual Console you're good