Outside of control codes, most text is stored in ascii. So I have downloaded like 6 different 1.0 files and none of them worked, I have tried with the one in the megathread thing and it also didn't worked.
#Zelda oot rom 1.0 trainer Patch#
You can also use a hex editor since the format is well documented. Hi I'm new here, so I've been wanting to play the OoT Redux romhack and I need the 1.0 version, and for that I need to patch the rom with the Redux (I use the 'floating' IPS program, flips). It's on one of my to-do lists, but there are many things on my to-do list so I haven't gotten around to it just yet. Although they are technically different binaries, the only difference between the two is the country code byte in the ROM header, which is used to set the ROM's default language. The Ocarina Text Editor can be reprogrammed to work for NTSC 1.0. Japanese/USA 1.0, 1.1, 1.2 N64 releases are alternatively known as NTSC 1.0, NTSC 1.1, and NTSC 1.2 respectively. The only problem is that tools are typically not compatible with NTSC 1.0 because they don't know where to locate/write back the necessary files. The format for scenes/rooms in NTSC 1.0 is no different than the Debug Rom's. The NTSC Virtual Console releases of Ocarina of Time contain an unedited NTSC 1.2 rom. I use as reference/store a few of the small discoveries others before me missed. I like being able to rely on my own knowledge of the game rather than use someone else's program and hope it does what I need it to do.įor editing maps, I've almost always used a hex editor.
I also write my own computer programs to assist with my modding.
It takes a bit of ingenuity to know what to do, but it can be done. Search: Oot Randomizer Not Working On Project 64.