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A Majora's Mask 3D patch that restores some mechanics from the original game to get the best of both worlds

Home Page: https://zora.re/storation

License: GNU General Public License v2.0

CMake 1.32% Makefile 0.17% C 0.23% Assembly 0.81% Shell 0.71% C++ 96.68% Python 0.08%
zelda majoras-mask 3ds game-modding reverse-engineering majora-mask-3d cpp

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project-restoration's Issues

one-step open Masks screen

The Masks screen is now the only screen in the game
that isn't accessible by one button, or two simultaneous buttons.
In a game about masks, I think we could do better.
From what I understand, both [ZR]+[start] and [ZR]+[select]
(Those buttons are probably not called that)
take you to the Map screen.
My idea is simply, why not change one of them to the Masks screen?
If [start] is now Items, [ZR]+[start] seems natural for Masks.
But as long as it's accessible through any combination of buttons at all,
it can be rebound to whatever we like through third-party software.
It's fine as it is now, but it could be better.
Just another thing to make the game quicker and easier.

Skip animation using Dpad mask buttons

By using the Deku/Goron/Zor masks in the normal buttons (X, Y, I & II), you can press the same button again (or A/B) to skip the animation.
This behaviour does not occur by using the Dpad mask buttons. It is more of a QoL improvement rather than an issue.

Fix Odolwa

Odolwa is way too... passive in the remaster. He doesn't do anything most of the time, and it's difficult to get him to use some of his attacks. What's worse is that there is essentially only a single way to defeat him now: stun him with a Deku Nut, then hit the eye weakpoint, rinse and repeat.

From Nerrel:

(...) [T]his is what I found when trying to fight Odolwa in Link's form only. If you view on YT, you can use the timestamps in the description: https://youtu.be/I_oJUrE4dAE

  1. Right from the start, the main thing that bothers me is that you can't do damage when landing attacks. I'd like those swings to actually inflict damage.
  2. At 0:10 he does a charge attack, after which he's vulnerable to attacks, but only a swing or two. Then the eye comes out and you have to strike it. I'd like to be able to just hit him anywhere without the eye requirement. The eyeball can still pop out, just change it so that it's not the exclusive weak point.
  3. At 0:28 he starts charging around and becomes vulnerable to arrow strikes. I don't recognize this move from the original game, but it's one of the few windows he gives to arrows in the remake.
  4. At 0:36 he seems to dodge all arrow attacks while dancing. I do hit him at the end of this animation, but it seems like he was transitioning to another attack. I'd like him to be more vulnerable during dances.
  5. At 0:52 I try slicing him during the "run in circles animation" but it doesn't work. I'm not sure if he's vulnerable to sword attacks while running, but he definitely should be.
  6. At around 1:00 he dodges arrow attacks, but can apparently be stabbed from behind.
  7. In the original fight he's much easier to shoot. There are more windows to hit him during his dances and he doesn't block 100% of the time. He's especially vulnerable when doing his windmill dance
  8. At 1:44 he does a spin attack, which I'm not sure I've ever seen in the remake. Is this one of the attacks that's still in the game but unused?

  • Make Odolwa use his attacks more aggressively.
    • Make the fire ring attack happen more often. Apparently it can only happen when Odolwa's HP is low.
    • Spin attack
    • Shorten the pre-Dash animation
  • Revert the change to Odolwa's starting life/HP (15) and set it back to 20 to compensate for the additional methods of attacking him.
  • More reasonable blocking
    • Allow dealing damage to Odolwa whenever an attack is not blocked by his shield
  • Get rid of the eye weakpoint mechanic (but keep the eye).
    • Make the stun state last longer. In this state attacks aren't blocked by the shield.
    • Deku Nuts will no longer trigger an instant "eye out" state but will just stun Odolwa.
    • Update life and cycle damage counter in stun state (rather than in "eye out" state)

Play Heart Container Jingle for 4th Piece of Heart

This isn't really much of an improvement or quality of life, but I wonder if it would be possible to play the tune for getting a heart container upon getting the 4th piece of heart. This was the case for most other games in the series, including Ocarina of Time, but for some reason never in Majora's Mask, which was always jarring.

[Feature request] Stone Tower Block Platforms Speed Up

Requesting to make the Stone Tower switch puzzles even more streamlined, stepping on a switch plays a long cutscene where each block will eventually shift into its target location, all the while Link is unable to move. Cutting down on the time it would take for the blocks to reach its destination (or if possible, allowing for movement while the blocks move, effectively removing the cutscene) would help tremendously in making this mechanic more enjoyable, especially after the Fast Elegy of Emptiness change.

Ice arrows usability in more areas + patching report

Using a original NTSC-U cartdridge with no 1.1 update pre-installed, on New3DS console. Although I have the update installed, release 1.4.2 v101 or v110 patching don't seem to work, system's arm11 crashes and I have to reboot. v100 runs flawlessly, though.
I read somewhere that .bps may be superior than .ips, so that's why I have my concerns - plus, is in your v100 the Honey&Darling glitch patched?
Yes, I have checked the troubleshooting: maybe the problem is how the console starts to run the game, and I also installed the repository boot.firm on NAND via gm9. I'm just wondering if it's a real issue or not.
Arm 11 Crash Dump.zip

Now, for an enhancement request. I cross-checked where you can use ice arrows in Original MM and MM3D after restoration patch. Well done, very faithful to the original! However... it could be more, case sensitive, I guess...?
There are places that the ice arrows could possibly work, but they strangely don't - even in the original: The Great Bay Coast (in contrast with Zora Cape Area, which is very weird), zora hall, Waterfall Rapids, Pirate's Fortress the swamps and woodfall, mountain village (winter and spring), Bomber's Hideout, Termina Field and Secret Shrine.
The Ice arrows work on Ikana Canyon and Stone Tower Temple.
It's nothing gamebreaking, I suppose, it's just awkward how some bodies of water simply don't freeze. On the other hand, it is faithful to the original, so that's fine too, I think...

Anyway, looking forward for future releases, you're doing an amazing job!

Enhance 3D effect to be on par with Ocarina of Time 3D

Description
Ocarina of time has a better depth 3D effect, giving it a "volume/diorama" feel in a lot of circumstances.

Additional context
I'm pretty sure that both OoT3D and MM3D use the same engine, but for some reason Grezzo decided to lower the 3D depth effect with the later, which is weird considering that the effect can be lowered down with the slider itself. To have an example, in MM3D, sometimes the effect can be achieved (kinda) when charging an spin attack or moving the camera with the C nub.

I'll attach 3D captures from both games in similar angles later if needed,

immediate “Put Away” sword

I guess this one won't be very popular
as it's the way Ocarina of Time and Majora's Mask and both their 3D variants have always been,
but there's always been something that bothers me
about the way you must stop for a full second,
doing exactly nothing, before you're able to complete an action,
as simple as just putting away your sword.
I just can't think of a reason for it,
and the way it's handled in Twilight Princess just feels so good and so responsive by comparison.
I don't know, feel free to rip this one to shreds.

Citra black screen when trying to load .3DS file

I have tried loading vanilla MM3d and it worked fine. When I try to load this mod with Citra 1405-d5e23e0 I get a black screen then the Citra starts to crash. I have tried both loading with the patch in the subfolder and by patching code.bin myself to the same effect.

Edit: I've tested with both 1.3.0 and the beta build you posted on Reddit earlier today. Both have the same result. I'm fairly confident I have MM3D 1.0 because the other 2 patches both gave an error when I tried to patch them onto my code.bin saying it was not made for that file.

Centre Camera while in fast-swimming or goron-roll mode

Do you think it would be possible to use L while in those modes?
While in fast swimming mode, it is difficult to adjust the camera. The C-stick is difficult to reach as you have to continously press down A. Pressing L doesn't do anything. Would it be possible to activate the centre camera function of pressing L while in this mode?

This counts for goron roll too, where the problem is somewhat less pronounced. As the roll is a toggle, the c-stick is easier to reach, but while we're at it, we could kill two birds with one stone.

immediate [L] targeting reorientation

Ocarina of Time 3D's [L] targeting system allowed you to press [L]
then immediately start walking in the direction Link was facing when you pressed [L].
In Majora's Mask 3D,
when you press [L], you must wait for the camera to reorient itself before moving,
otherwise the camera will snap back to its starting position,
and you'll walk forward relative to the direction the camera was facing before.
At best this makes tight navigation feel sluggish and slow,
at worst you jump right off a cliff.
It's the only Zelda game that does this and it feels like a bug or an oversight,
and would be double-nice if [L] targeting is included for Zora swimming too.
Would love to see it fixed.

Add a toggle for fast swim that uses the D-Pad

TheOptimalGPU: This is great but a lot of features use ZL or ZR which are not available on the o3ds. Does this mean you can’t slow swim on o3ds?

leoetlino: Maybe I could make use of the D-Pad Up and Down buttons? They are pretty much unused when you're in water (because of item usage restrictions), and I could easily make it so that pressing Up activates fast swim, and Down switches to slow swim. Or make Up/Down toggle buttons. (This is super easy to implement now that the patch is not a cheat code, but actual C++ source!)

Ref: https://www.reddit.com/r/3dshacks/comments/cd9n5c/project_restoration_v130_a_majoras_mask_3d_patch/ettd7u8/

Zora swimming action button

As zora link, when the action button reads ‘surface’, and the A-button is pressed, zora link will swim rather than surface (as one might expect him to do).

More fast actions

  • Change Ocarina from ZR to ZR+A
  • Map I button to ZR+X
  • Map II button to ZR+Y
  • Map Look/Pictograph Box to ZL (when not swimming)

Ref: https://www.reddit.com/r/majorasmask/comments/c9ywxe/announcing_project_restoration_a_majoras_mask_3d/eu0v9in/


When using the bow, use ZL to switch between different arrow types (WW style).

Investigate whether this is possible at all.

Ref: https://www.reddit.com/r/3dshacks/comments/cd9n5c/project_restoration_v130_a_majoras_mask_3d_patch/eu5zea8/?context=3

Compatibility issue with EUR v1.1

When attempting to boot EUR v1.1 with code.bps and exheader_legacy.bin (renamed to exheader.bin) in SD:/luma/tid/ folder, the game hung on the "Nintendo 3DS" boot screen without progressing. I used the custom Luma v10.0.1-bps.5, and the contents from the v110 folder.

Deleting the Majora's Mask update via System Settings and using the .ips/.bin for v1.0 did work for me, however.

Did not test with USA, so this could be an issue with the patch itself (mismatch?), or the BPS patch-er. Files used were from the latest release as of writing, "v1.4.2." (v1.4.2-0-g5417db6)

Remove the eye weakpoints from the bosses

Revert one of the most controversial changes. The new eye weakpoints don't add much to the bosses, and instead restrict the player's freedom: bosses now only take damage when their eye is hit, which prevents unconventional attack methods like Goron rolling into Goht to quickly deal damage; Odolwa now blocks mostly everything (#8) and there's essentially a single recommended way to defeat him (Deku nuts).

Subjectively, it also feels like the eyes are way too visually obvious and distracting. Even other Zelda games don't have bosses with such obvious "HIT ME" weakpoints...

  • Odolwa (eye)
  • Goht (eye in intro)
  • Goht (eye)
  • Goht (collision)
  • Gyorg (eye)
  • Gyorg (collision)
  • Gyorg (target position)
  • Gyorg (remove the "auto-orientating towards player when stunned" code)
  • Twinmold (I'll leave the eye on Twinmold because removing it would require making other significant changes to the boss)

Game won't start

Installed Luma, enabled mods, followed the guide and have tried all the folder files, as the guide says. If the files are not in the folder, the game runs perfectly, but everytime I try using the mod, the game won't run, and Luma will say that an error has occurred, what do I do?

New Fast Actions

This might be a stretch, but would it be possible to add more fast actions like ZR+Start for the gear menu and ZR+Select for the Map? This would remove the need for the touch screen entirely, which is both nice for people on Citra who don't want to let go of their controller to click somewhere on the screen, but also for the hardware users for the same reason

Skip Song of double time replay

Is it possible to skip the replay after the second time its used in the same way that you made it to the elegy of emptiness and song of soaring?
It would help streamline some sidequests.

Zr+Right

A flash idea to fix the problem with opening gear menu zr+ right it would make it perfect for quick navigation.

Great bay Platform / deku platform fix

Fix heigth of Scientific platform in great bay coast as originaly you would only access it when you dive jump with zora since you added swimming back it would be very nice i know it would require editing the collision but perphaps as a last thing to do when you completed the easiest part of your project it was about 1 and half feet above the water.

one last thing in MM3d they moved the deku palace song platform for maybe 1 or 2 feet to help reach the deku palace but that not bothering me at all just pointing that out thanks again for your great work!

Remove Twinmold Giant Mask Requirement

In the N64 Majora's Mask, you could kill Twinmold in numerous ways without using the Giant's mask.
In MM3d you can't. Which makes things like using the Fierce Deity mask against Twinmold impossible

Does blue twinmold have weakness to fire like in the original?

Goron Curl Mode Toggle Toggler

In the original N64 version, you had to hold the A button to stay in curl mode and to roll, but in the 3DS version, it toggles curl mode.

In most circumstances, this change is nice, as you do not have to hold the button down while rolling around. In certain instances, however, such as the cliffs outside Snowhead Temple, being able to stop rolling by letting go of the button would be handy, and is also simply muscle memory from playing the original version.

May I suggest another quick toggle to toggle the hold and toggle modes, as you did with Zora swimming, maybe default it to the classic mode as well?

Add an option for faster aiming speed

The current aiming/camera speed is a bit too low, especially when compared to the N64 version.

Increase it and make the new speed optional by only using it if gyro is disabled providing a separate build. (Thanks to @zmarotrix for the suggestion!)

Make Clock Tower's Sheikah Stone less distracting during cutscenes

I'm sure you thought of this since you made the Bombers cutscene change, but I wonder if it's possible to do anything about the Sheikah stone or whatever it's called... it absolutely distracts from and ruins the major opening scenes in the clock tower.

I think even just disabling its "new hint" animation would do it, if that's possible. It's only really distracting because it glows and bounces during the cutscene, even before you can use it yet. Dunno if that's doable though.

The planned fix is to disable the new hint animation until the player has the Deku Mask in their inventory.

Ref: https://www.reddit.com/r/3dshacks/comments/cd9n5c/project_restoration_v130_a_majoras_mask_3d_patch/ettg25i/

Fast Elegy of Emptiness

The cutscene that plays after triggering the Elegy of Emptiness should be removed after it's been played once (for each form?) because the player is required to play it many times for the Stone Tower and it quickly gets tiring.

Update instructions

  • Ask people to try v100 even if they have MM3D 1.1, as in some cases Luma appears to load the executable from the main exefs and not the update exefs.

  • Clarify that the Luma fork is a temporary solution: I do plan to upstream BPS patching support.

Make Form Swapping in cutscenes impossible

Due to how the transformation masks are mapped to the D pad, you can now swap to them in certain mini cutscenes, like when the "Perfect" screen shows up at the end of a minigame, and this can lead to some weird effects. I was doing the archery challenge for Honey and Darling, (already had beaten the first two games in the same cycle) and decided to mess around and switch to the Deku before they gave me my prize. When they did, however, I did not receive the piece of heart as I should. I was instead given another fishing pass, and had to replay the minigame again in order to get the heart piece. Just thought this was worth sharing

Ocarina jump to Songs screen

I think that when you take out your Ocarina/instrument,
it should take you to the Songs screen by default,
with the option of hiding the songs if you want,
instead of vice-versa.
The default Ocarina screen is just a less functional Songs screen.
The only time I have to take my hands off the controller now, to reach for my mouse,
is to get to the Songs screen when I forget something.
Yes, I can usually remember the most common songs by heart.
No, I can't remember them all, all the time.
Worth noting here is that switching from the Ocarina screen to the Songs screen,
does not interrupt your song, or negate the notes you've played so far.
This means a simple press, wait, press, method would work fine.

navigate shop inventories with D-Pad

Simple as it sounds:
You can't navigate shop inventories with the D-Pad in Majora's Mask 3D.
Because they're laid out like a block grid,
I find my brain automatically leaves the analog stick for the D-Pad,
but of course it does absolutely nothing.
I can't think of any reason why this wouldn't be allowed in the game.

Doesn't patch

I have installed the Luma3DS fork and have put the files in luma/titles/0004000000125600 (I am using the EUR version). I have enabled game patching in the Luma settings (select at boot) but still there is no difference. I have tried every version (v100, v101, v110) and... nothing. I'm not using a Game Cart, I have the game digitally downloaded and I have the update installed.

More Fluid Bomber's Notebook

MM3D has annoying long popups and UI animations. It should be possible to decrease the transition durations and reduce pauses.

Make Inverted Song of Time more effective again

  • Makes some glitchless challenge runs possible again.
  • Gives the player more time in a three-day cycle.

One major problem with the existing patch is that scheduled NPCs have janky animations when using a PWM-style trick to bring the average time speed to 1/3. The alternative approach of skipping a time update every 3 frames avoids that issue, but brings another problem: scheduled NPCs go too fast while they are transitioning to another control point.

A more intrusive code patch is required.

D-Pad Masks not working on Citra

Sorry about all these reports.
I have Deku Mask and I got halfway through Woodfall before I remembered D-Pad buttons are supposed to equip masks. It does not seem to be working for me. I tried ZR + D-Down like Ocarina and that does not work either.

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