ZSR Forums

=> Ocarina of Time => Topic started by: mzxrules on June 18, 2013, 10:19:26 AM



Title: Dungeon Rush Mod
Post by: mzxrules on June 18, 2013, 10:19:26 AM
(http://i.imgur.com/hncdHEs.png)

Version 2 is here (http://www.mediafire.com/download/x617z110w1s9gs7/Dungeon_Rush_Patcher_v2r2.zip)
VC-Dungeon Rush v2 in ootv10Banner.wad (http://www.mediafire.com/?bk2me21tma63bu3)

The concept is simple. It's a mod where every dungeon in the game has been strung together one after another, with minimal tweaks to make the dungeons flow faster / make things more interesting, while still being essentially v1.0.

Starting equipment consists of the Kokiri Sword, Deku Shield, Ocarina of Time, Bottled Fish, Din's Fire, Zelda's Lullaby and Song of Time. Except for Din's Fire, all other items are automatically equipped from the start.

Once you complete a major dungeon, you will be unable to return to it so make sure you have all the items you require to progress further. However, there is a bit of an exception to this. There are a few non-dungeon areas that can be accessed within the mod. Savewarping at one of these locations will either take you to the Temple of Time as a Child, or the Fire Temple as an adult.

One major feature to the mod is that aside from the Deku Tree's Navi pop-ups, all navi pop-ups or generic pop-up dialogs like the ones in Gerudo Training Grounds have been removed or no longer instantly pop up. Also, aside from the Navi Pop-ups in the Deku Tree, all dialog is quick text, and can be quick-skipped by mashing B.

Dungeon Rush is unique in that it's a v1.0 mod rather than the Debug Rom that is typically used. The reason for this is for the mod to be playable on the Wii.

I've written a custom program to allow you to patch the v1.0 Rom. I think it requires at minimum Windows XP to run. Simply click the create button to find v1.0, open it, and hopefully it instantly creates the mod.

To fix pause lag on Project 64 (tested with v1.6, but I think v1.7 is the same) you'll need to update Project64.rdb
On XP you can find it in the Project 64 folder, but on Windows Vista, Windows 7 you have to look for a hidden folder named "AppData" in the username directory. From there go into the folder named "local", then inside another called VirtualStore, to find Programs x86 -> Project 64 folders.

Add the following somewhere after // ---- END OF HEADER, START OF ROM ENTRIES --------------------------

[ECFBE337-AAE69FDF-C:45]
Good Name=Ocarina of Time: Dungeon Rush (v2)
Internal Name=THE LEGEND OF ZELDA
RDRAM Size=4
Counter Factor=Default
Save Type=First Save Type
CPU Type=Recompiler
Self-modifying code Method=Default
Reg Cache=Yes
Use TLB=No
Use Large Buffer=No
Linking=On
Status=Compatible
Core Note=
Plugin Note=
Delay SI=No
SP Hack=No
Clear Frame=0
Self Texture=1
Primary Frame Buffer=0
Resolution Width=-1
Resolution Height=-1
Culling=1
Emulate Clear=1
Cheat0=801DA5CB 0002 //Subscreen Delay Fix
Audio Signal=No


Title: Re: Dungeon Rush Mod
Post by: petrie911 on June 18, 2013, 04:10:29 PM
Neat stuff. But why not take the navi texts out of the deku tree?


Title: Re: Dungeon Rush Mod
Post by: whyieyesya on June 18, 2013, 04:54:05 PM
Installed it on my Wii. Not a lot of time to play around with this unfortunately. I really like the idea of this though.

Title screen looks awesome by the way.  :)


Title: Re: Dungeon Rush Mod
Post by: DLH112 on June 19, 2013, 12:53:54 PM
link to wad download please?


Title: Re: Dungeon Rush Mod
Post by: EverAlert on June 19, 2013, 04:06:18 PM
injected wad didn't give me prelude after trials and i got stuck after going back to fire to get the other skulls. aside from that the mod seemed pretty solid though and i had fun. xD

dlh - http://www.mediafire.com/download/387xhxdjkkwdpgs/VC-Dungeon_Rush_in_ootv10Banner.wad


edit - got unstuck with ocarina codes. you probably won't need all these unless you're already stuck but i'll post them all anyway. some codes are for getting unstuck, others are for returning the game state to "normal".

core songs (1.0) - zl+prelude
00F8E916 00000018

have fw (1.0)
00F8E8EF 0000000D

fw slot empty (1.0)
00F8E8EF 000000FF

fw on b (1.0)
00F8E8D8 0000000D

fw warp point (1.0) - supposed to be fire but ended up deku lol
00F8FC23 00000001
00F8FC24 00000065

swords shields (1.0) - no biggoron
00F8E90D 00000073

huge thanks to zas and jbop for helping me find some addresses and convert gameshark to ocarina.


Title: Re: Dungeon Rush Mod
Post by: DJS on June 19, 2013, 06:50:33 PM
why is the scarecrow out in fire temple? to mock us?


Title: Re: Dungeon Rush Mod
Post by: mzxrules on June 19, 2013, 06:59:45 PM
Going to fix a bug with the patcher that will set the language properly for J roms, and due to popular demand Ice Cavern will be moved before Forest, so that Hookshot can be obtained earlier.


Title: Re: Dungeon Rush Mod
Post by: Steve on June 19, 2013, 08:46:03 PM
and due to popular demand Ice Cavern will be moved before Forest, so that Hookshot can be obtained earlier.

Hurray!!!


Title: Re: Dungeon Rush Mod
Post by: mzxrules on June 19, 2013, 10:23:45 PM
The new patch is up, and there's been a few changes with Version 2:

Ice Cavern has been moved before Forest Temple
The normal entrance to Tower Climb has been changed to take you to Twinrova's Room, to prevent becoming unable to warp.
Prelude can now be obtained instead of Light Medallion. It serves as a way to warp back to Tower Climb.
A dialog Pop-up was removed.

The patcher program now switches the language byte to E so that you can experience quick text


Title: Re: Dungeon Rush Mod
Post by: Aaaboy97 on June 19, 2013, 11:14:16 PM
Here's the set up for mupen64plus:

in mupen64plus.ini:

Quote
[EA7D58494C47DD3A1EF614A5DC910A6A]
GoodName=Ocarina of Time: Dungeon Rush (v2)
CRC=ECFBE337 AAE69FDF
SaveType=Controller Pack
Status=1
Rumble=Yes
Players=4

in mupencheat.txt:

Quote
crc ECFBE337-AAE69FDF-C:45
gn Ocarina of Time: Dungeon Rush (v2)
 cn Subscreen Delay Fix
  cd Fixes the Subscreen delay when pausing
  801DA5CB 0002

When launching the game, you must suffix --cheats 0 in the launch options.


Title: Re: Dungeon Rush Mod
Post by: Will0 on June 21, 2013, 03:07:25 AM
Noob question, but how is this playable on Wii?


Title: Re: Dungeon Rush Mod
Post by: whyieyesya on June 21, 2013, 09:01:59 AM
Noob question, but how is this playable on Wii?
Inject it into another VC game. See EverAlert's post.


Title: Re: Dungeon Rush Mod
Post by: mzxrules on June 21, 2013, 10:13:22 AM
VC-Dungeon Rush v2 in ootv10Banner.wad (http://www.mediafire.com/?bk2me21tma63bu3)


Title: Re: Dungeon Rush Mod
Post by: cafde on June 21, 2013, 04:33:58 PM
It flows much better now that ice cavern is before forest, thanks mzx :)


Title: Re: Dungeon Rush Mod
Post by: Kimimaru on July 01, 2013, 04:20:39 AM
Add the following somewhere after // ---- END OF HEADER, START OF ROM ENTRIES --------------------------

[ECFBE337-AAE69FDF-C:45]
Good Name=Ocarina of Time: Dungeon Rush (v2)
Internal Name=THE LEGEND OF ZELDA
RDRAM Size=4
Counter Factor=Default
Save Type=First Save Type
CPU Type=Recompiler
Self-modifying code Method=Default
Reg Cache=Yes
Use TLB=No
Use Large Buffer=No
Linking=On
Status=Compatible
Core Note=
Plugin Note=
Delay SI=No
SP Hack=No
Clear Frame=0
Self Texture=1
Primary Frame Buffer=0
Resolution Width=-1
Resolution Height=-1
Culling=1
Emulate Clear=1
Cheat0=801DA5CB 0002 //Subscreen Delay Fix
Audio Signal=No

Which file am I supposed to be looking for? I don't have any of that in my VirtualStore folder.


Title: Re: Dungeon Rush Mod
Post by: mzxrules on July 01, 2013, 08:30:24 AM
Quote
you'll need to update Project64.rdb

However, it seems I need to figure out an update solution for v1.7


Title: Re: Dungeon Rush Mod
Post by: Jeville on July 02, 2013, 04:58:16 PM
This is more exciting than OoT 3D's boss rush. Good work. I'm unfamiliar with wads but I'll look into it (and brick my Wii).

Only thing is, why isn't the Hookshot one of the starting items?


Title: Re: Dungeon Rush Mod
Post by: cafde on July 02, 2013, 05:35:28 PM
Hookshot is obtained at the same time as iron boots in ice cavern which is (in v2 now) the first place you go to as adult so it's not needed before then.


Title: Re: Dungeon Rush Mod
Post by: Jeville on July 02, 2013, 07:39:54 PM
Iron boots are enough of a reason for the Ice Cavern. The Hookshot may not be needed in there, but neither is some of the stuff you start with in the tree. Might as well just have it. I can understand if the Hookshot is being used as a lure for the place since the Iron boots are skippable though, and what became of the Bottom of the Well?


Title: Re: Dungeon Rush Mod
Post by: mzxrules on July 03, 2013, 12:54:29 AM
In V1 the Hookshot was intentionally put after forest to stop players from performing the Boss Key skip straight away because I didn't realize that skipping the Bow was a hilariously bad thing to do. The chest also takes the place of Sheik, since at the time I was afraid of directly removing actors from maps (I did most everything via hex editor).

V2 was a quick fix, so I didn't even consider making it a starting item.

And what do you mean by "what became of the Bottom of the Well"?


Title: Re: Dungeon Rush Mod
Post by: Mothership_Connection on July 03, 2013, 12:56:03 AM
Thank you so much for making/sharing this. Truly an awesome mod.

Injected it into a WAD, works perfectly on my Wii :)

Could you make it so that we have deku sticks in the deku tree? I'm using the infinite sticks cheat for now so it's not a biggie for me anyway.


Title: Re: Dungeon Rush Mod
Post by: mzxrules on July 03, 2013, 01:14:04 AM
Deku Baba


Title: Re: Dungeon Rush Mod
Post by: Kimimaru on July 03, 2013, 02:33:39 AM
Great hack! Is it possible to get all the Skulltulas, though? Did you change the Skulltula amount required for all the rewards, seeing how you can get to the House of Skulltulas when you arrive at Ganon's Castle?


Title: Re: Dungeon Rush Mod
Post by: mzxrules on July 03, 2013, 02:40:23 AM
By my count there are 44 Skulltulas within the accessible dungeons. Only 43 are needed to obtain the reward.


Title: Re: Dungeon Rush Mod
Post by: Kimimaru on July 03, 2013, 08:43:56 AM
I just realized that I made the hack a lot harder for myself on my first playthrough because I never got the Goron Bracelet, lol.


Title: Re: Dungeon Rush Mod
Post by: Kimimaru on July 05, 2013, 03:36:10 AM
Sorry for the double post, but is the skulltula reward significant in any way? I wasn't expecting something like this...lol.


Title: Re: Dungeon Rush Mod
Post by: mzxrules on July 05, 2013, 04:33:36 AM
Not much more significant than the actual reward. It was a bit of a last minute thing.


Title: Re: Dungeon Rush Mod
Post by: PhreakLogic on July 18, 2013, 05:18:41 AM
So what's the world record? :P


Title: Re: Dungeon Rush Mod
Post by: Austinthegamer on September 16, 2013, 01:28:36 PM
2 Things.

1.) I've begun to speedrun this and 2.) Would you ever do a Master Quest version of this?


Title: Re: Dungeon Rush Mod
Post by: Fishaman P on September 18, 2013, 01:57:16 AM
2.) Would you ever do a Master Quest version of this?
This.  Although playing through Master Quest's dungeons would be more authentic with the normal equipment like the hookshot, I can't be bothered with the unchanged overworld.


Title: Re: Dungeon Rush Mod
Post by: mzxrules on September 18, 2013, 07:39:09 AM
I've actually been thinking about doing a Master Quest version. One thing I want to attempt to do is pull the Master Quest dungeon files into the v1.0 rom to avoid having to find everything over again.

Another possibility will be making a hub world this time rather than linking the dungeons together, but it would most likely require some asm hacks since otherwise some dungeons will be skippable.


Title: Re: Dungeon Rush Mod
Post by: Mothership_Connection on October 06, 2013, 12:31:38 PM
This might come off as a silly question but when played on the Wii, is the deadzone the same as the official OoT VC?

I know that deadzone can vary from game to game. So if it is indeed the same, does it mean the Wii somehow treats DR like it's the real thing? i.e. a legit VC OoT

Thanks!


Title: Re: Dungeon Rush Mod
Post by: whyieyesya on October 06, 2013, 03:45:48 PM
I think it was injected into aleckermit's 1.0 VC, which is an inject into Sin and Punishment iirc. That probably means that game has the same deadzone as OoT.


Title: Re: Dungeon Rush Mod
Post by: mzxrules on October 11, 2013, 09:38:33 AM
http://www.youtube.com/watch?v=x9xLMXXlwr0


Title: Re: Dungeon Rush Mod
Post by: DLH112 on January 16, 2014, 12:24:47 AM
I recently got all 43 GSs you can get and claimed the amazing reward for it, and then i felt like trying to 'break out'. I didn't succeed but i got something weird to happen that i don't think is intentional?

There are a few places where if you save warp it brings you back to fire temple. (skulltula house and adult temple of time). I kind of thought maybe this was intentional as a way to get some GSs missed (particularly the 2 in fire temple that need an extensive hover/longshot/scarecrows song, since you don't have hoverboots or longshot the first time around). but then, i stepped in the blue warps and got back to spirit temple and the light arrow cutscene triggered when i went back to the temple of time, (but i already had light arrows). It proceeded as normal until the second automated part/ flashback (i think its the part that triggers BA) it suddenly ended there and dumped me in the inner part of ganon's castle as child  :o . I savewarped from the skulltula room again and stepped back through the blue warps to get to the temple of time again, but nothing weird happened :(. then through some sideflip hovers i i took the spirit warp and got to trials as child.


Title: Re: Dungeon Rush Mod
Post by: mzxrules on January 16, 2014, 06:13:27 AM
Savewarping taking you to the Fire Temple was intentional to prevent minimal progress loss when playing through in any% since I don't have the hacking skills to let you savewarp in every room. Also I believe you unlock a warp song that lets you go back to Fire as well?

Also, I thought I fixed that... or maybe I left it in as a terrible easter egg? I forget


Title: Re: Dungeon Rush Mod
Post by: fishfood on April 24, 2015, 03:30:38 AM
MZX:
ive been routing a 100% run and i have a few questions. 1) is it possible to get the skulltulla in the deku tree behind the bomb-able wall. 2) can i use the "skulltulla reward" at all. 3) can you send me a list of all the items it is possible to obtain.

Thanks
FishFood


Title: Re: Dungeon Rush Mod
Post by: mzxrules on April 24, 2015, 05:02:36 AM
1) The skulltula behind the bombable wall should be the only skulltula that is impossible to obtain as it doesn't count to the "reward" for getting all skulls.

2) The skulltula reward has no extra ability.

3) No, mainly because I kind of forget what I did.

One thing I want to do in 20xx is make a small update that fixes some bugs, but I don't know if I'll get around to it.