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Ocarina of Time
LuigiBlood edited this page Aug 9, 2019
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The Legend of Zelda - Ocarina of Time is not a rebooter game unlike most games with 64DD support. Instead it implements 64DD hooks into the game's code for specific uses.
- The game checks for the following 64DD units:
- Japanese Retail Unit (Japan)
- American Retail Unit (USA)
- Development Unit (All)
- The game checks for the following Game Codes, regardless of region:
EZLJ
EZLE
- The European PAL version of the game does contain 64DD code, and would check for Game Code
ELZP
, but it has been completely disabled. - The game performs the following when an Expansion Disk is detected:
- "Disk" is mentioned on the Title Screen.
- You cannot play or create a regular save file, only Disk save files.
- When you start up a Disk save file...
- The way the game handles disk loading is different from other games, as it uses a byte address, and calculates the address starting from LBA 1.
- Load
0x118
bytes from address0x1060
.
The format is the following:SSSSSSSS EEEEEEEE DDDDDDDD FFFFFFFF RRRRRRRR SSSSSSSS = Disk Source Address Start EEEEEEEE = Disk Source Address End DDDDDDDD = RAM Destination Address Start FFFFFFFF = RAM Destination Address End RRRRRRRR = RAM Pointer to Disk Hook Function Callbacks
- Execute the initial Disk Hook Callback (ID 0), with access to required basic functions.
- From there, depending on the implementation on the disk side, it can replace specific files.
It can replace the scene list, scenes, rooms, dungeon minimaps, entrance cutscenes, text.- There is a way to replace almost every file, but because of differences between revisions of the game, it is not reliable from a development standpoint.
- By the exception of scene disk loading, handled by the game itself, everything else has to be reimplemented by the loaded code from disk.