Fstdan ROOM0, ignore the wireframe grid at the bottom ... that's, er, I have no ideapic.twitter.com/SMr2ml6UXQ
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this has a separate texture file, dunno if I can load that into my old viewer thingy as well
yeah, don't think that'll work, doesn't look like the model actually references any textures (offsets are all zero), i think? unless i'm forgetting my N64 F3DEX2 display list commands, and to be fair, it has been 5 or so years since i messed with OoT/N64
Bmori1_OLD(ver2) i.e one of the other Forest Temple versions *seems* very similar to the final one, judging from the first 3 rooms' geometry (textures are mostly broken, but that could be my viewer's fault, its positively ancient)
Spot12_OLD(ver2) i.e. alternate Gerudo Fortress, bad textures again most likely my viewer's fault; seems similar to/same as final?pic.twitter.com/D4T1eufKFZ
Quick side note wrt the "L is real" texture, it's in the final Dodongo's Cavern as well; also very sure it says "Eternal Star", sorry to be a party-pooper :P
Also among the OoT stuff, two scenes prefixed "Z2" which Majora's Mask often has as a prefix on its internal names; these are Z2_ReDead room 0 and Z2_DD_IKE room 0, the former has 14 rooms, the latter 6 dunno why the first is just doorframes and a rectangle tho, viewer glitch?pic.twitter.com/16Se0ZlUki
okay, i'm actually gonna go for now, it's past 1am over here and tho it's sunday, I kinda wanna slow and calm down a bit - also let my notifications on here calm down! i've literally been tapping away at my keyboard for 1h, actually shaking from excitement and stuff
SO, i'll probably be back at some point during daytime my time, I don't know if i'll find much more, but if I do, i'll continue the thread here until then, see ya!
oh yeah!! instructions for those inclined viewer: https://www.dropbox.com/s/h6zp4n7eb8caz14/DLViewer-v001.rar?dl=0 … open "ROOM[x].o" files in hex editor, remove the first 0x7C bytes, save in same folder as viewer, open viewer & enter commands: loadseg 0x00 [filename] finddlists 0x00 no support, tool's 10 years old!
viewer sources (and other related and unrelated stuff) at https://github.com/xdanieldzd/ozmav … btw ALSO no support because it's ALSO 10+ years old, really only for the stupidly curious
... welp, I guess all this went viral to some extend? Still getting notifications of RTs and likes, gained 500+ followers or so in less than a day... ugh, this is rather overwhelming :/ Give me a bit and I'll *try* to answer some questions you might or might not have had...
I'll probably won't be able to respond to (or even read!) every tweet or PM, tho, so I'll just add onto the thread here - please understand.
1a) I want to guess that these unused maps *could* probably be made playable, if someone were to build a ROM from all the .o files. I don't know how to do that, I'm not inclined to try and figure it out - what compiler/linker they used, how to invoke it to link the files, etc.
1b) One could *probably* also hack the maps into a (decompressed) retail build or ex. the MQ Debug ROM, assuming they patch the files beforehand - remove ELF stuff, change RAM segment references in room headers, display lists, etc.
1c) They'll also need to figure out how the scene-related .o files are laid out, as they don't seem to just be a single "retail-style" scene file, while the room .o files are "retail-style" room files just with ELF information before and after. Dunno what that would all entail.
2) DLViewer is a program I wrote myself ca. 10 years ago, with knowledge gained in part from other OoT modders and tools of the time; think people like spinout or cooliscool and tools like UoT. The 2010 date in my screenshots is the build date of DLViewer, unrelated to the leak.
3) I have only really looked into the stuff I tweeted about, namely the scenes i.e. maps included in z_ocarina, nothing else so far - no other data in z_ocarina, nor z_ocarina2 or z_majora. I don't know what else, if anything, I'll be looking into. Please keep that in mind.
4) My comment about the "L is real"/"Eternal Star" texture was purely related to what it actually *says*, not the rumors around it, and I'm rather sure it says the latter. I've heard about Luigi in the SM64 data, so in that sense at least, L is indeed real :P
5) I am not going to link anyone to where to find this stuff, not publicly nor in PMs. Sorry, but that's too much and it's easy enough to find if you've heard about where the previous leaks, like the Pokemon stuff, came from. That in turn is easy-ish to find out, too.
6) If you have ex. ".o,v" files instead of plain ".o" files, you'll still need to use CVS to actually get the correct files. I have mentioned how to do this last night in one of my replies somewhere in the thread, as have others from what I can tell.
...alright, I hope that clarifies some stuff you might've asked or wanted to ask. If I can think of something else, I'll add onto this again.
7) Comparing the scene names to known ones from MQ Debug, it doesn't look like there's any other maps in there that are as old as Fstdan *and* not already known, so probably no ex. Castle Town. Will try to double-check later, tho. http://wiki.spinout182.com/w/Debug_ROM:_Filename_to_Area_Relations …https://twitter.com/HotPizzaYT/status/1287380901777809409 …
8) The other backups of older versions of the areas (the "_OLD(ver2)" ones etc) *seem* to mostly be minor variations on the final versions at first glance? I might be wrong about this, so this is something other people might want to look into?
9a) Parts of "Fstdan" have indeed been seen in early screenshots and trailers and, if the game was originally meant to have a hub world like Mario 64 (as interviews IIRC do state), this could've been it.
9b) "Fstdan" being short for "first dungeon" could make sense then, too - the levels you'd access from here might've been internally designated as second dungeon, third dungeon, etc. originally. Also makes me wonder if Fstdan's last room could've been the final boss arena then.
7b) The old Castle Town has supposedly been found. I can't verify that myself, but considering Fstdan, I guess it's possible? Might be in some other folder I've not looked at yet, or maybe in z_ocarina2, which I've not looked at yet at all. https://twitter.com/LynoxLegend/status/1287389635744858114 …
7c) More views. Do either of you happen to know what this map is named internally, so that I can check for myself?https://twitter.com/AleksiHannonen/status/1287390139229048839 …
7d) Apparently, it's among MK64's data for some reason. Guess I'll check that out then. (side note, this is where my HDD is running out of space quickly, herp derp~)https://twitter.com/nb_zeraora/status/1287390752373452801 …
7e) Looked around MK64 really quick, found a lone file called "TOWN_point.c" that doesn't ~seem~ to be referenced by anything...? It looks to be two course paths, which apparently define the race course and paths of some objects... Format info at: https://github.com/RenaKunisaki/mariokart64/wiki/Course-Paths …
7f) Couldn't find where the model I RT'd might be stored... That said, MK64 isn't my forte at all, so I'll leave this to, I dunno, MK64 and OoT modders collaborating or something.
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