Thread for crazy secrets in retro games. Hopefully more things like pic related where the secret itself has you do something nearly game breaking to find.
That said, bottle adventure and RBA basically let you do anything...it's not quite "secrets" anymore when using bottle adventure...moreso just sort of writing whatever the fuck you want into memory.
that said, check out ass chest.
nah it's real.
If you use RBA to put weird values into the gauntlet slot as adult link without a goron's bracelet, it causes weird color changes.
here's a tutorial for how to use RBA...it's fucking complicated, but whatever.
eh, it was an opportunity to post more useful information and keep a thread with a decent topic from getting buried by threads I don't particularly give a shit about.
now you have a full tutorial for RBA instead of OP's abbreviated one.
here, while we're at it, have a full tutorial for heart container duplication through exploitation of load triggers.
Some minor secrets from Rondo, on the first level you can read the sign at the beginning if you press up on it. It says the town's name, Aljiba, which is the same town from Simon's Quest.
Also if you don't enter any name for your game file, it will automatically change to Richter on file 1, Maria on file 2 and Dracula on file 3.
I don't get something. He says the color corresponds to which strength upgrade you get, but it's impossible to not have the Goron's Bracelet and have the Zora's Scale unless you glitched into Zora's Domain.
He should have explained that for clarity. Otherwise, you'll never see the Black Gauntlets.
Jesus senpai look up what i keep telling you to they left it in the 3ds version which they rebuilt all over again. It wasn't just a port like the gamecube version. And they fixed other bugs and glitches in the 3ds version.
They didn't fix every bug. This one is so obscure that there's a good chance they didn't even know it existed.
Also they didn't rebuilt 3ds version from the ground up.
If you think this was something the developers left in on purpose for gamers to find, you're a special kind of stupid.
OOT3D isn't a port, it was programmed from the ground up, but trying to be as close to the original as possible. They talk about it on the iwata asks interview with Grezzo, where they also say they included a lot of the game's glitches on purpose.
Well seeing as I've looked at the code for both (while doing some rom hacking) and about 60% of the code is the same I'm sure the developers are full of shit.
The only large swaths that were changed were for the camera, music and visuals (probably to accommodate the 3d).
Third guy here. Well seeing as your provided no proof I'm inclined to believe the anon above you.
Oh come on. Did you play OoT3D? The game has a ton of physics adjustments, and obvious perks and kinks from coding being overlooked or fixed. Probably, because it is as they said and they remade the game.
>Kojiro doesn't crow when you enter the woods.
>Poes, except the sisters, can no longer be uncloaked with Deku Nuts.
>ReDeads are much more likely to attack you in town now, while in the original you could walk right past them.
>Stalbabies now keep growing so it's possible to reach a triple-sized one before sunrise with ease. In the original you could only get a triple-sized if you used Deku Sticks.
Gamecube version was an emulation.
3ds version was a port.
that said, these are bugs, and not something "intentionally left" in the game code. there aren't specific textures for things like the gauntlets and the tunics, they're actually being colored in by the engine, and by fucking around with the code via stuff like RBA, you can fuck up the color values that get assigned to them.
>it was programmed from the ground up, but trying to be as close to the original as possible
So close, that even some of the original models, including unused stuff, was left in the "remake!"
When you're in the Water Temple, in the giant pool room with the Tektites, the water now affects the way the water exerts on you. Meaning, you now have to go through it by swimming up and and down through the water while avoiding the Tektites. In the original, vortexes only pulled you if you were right next to them.
Also, you can no longer bomb-boost.
Link no longer gets hurt when you jump from the chains on the bridge to the bottom after getting the two red rupees (or the one if you jump from the left).
When you get hit by the club moblin while wearing the hover boots, in the original you still get pulled back even as you stand up. In OoT3D they fixed this I'm pretty sure.
You could burn the web in the Deku Tree as you tore through it in original OoT.
Gossip Stones no longer blow up in the sky. They just disappear.
>the water now affects the way the water exerts on you.
I don't know what is meant by this
>Also, you can no longer bomb-boost.
>Link no longer gets hurt when you jump from the chains on the bridge to the bottom after getting the two red rupees (or the one if you jump from the left).
>When you get hit by the club moblin while wearing the hover boots, in the original you still get pulled back even as you stand up. In OoT3D they fixed this I'm pretty sure.
>You could burn the web in the Deku Tree as you tore through it in original OoT.
>Gossip Stones no longer blow up in the sky. They just disappear.
>they also say they included a lot of the game's glitches on purpose.
Oh bullshit. If you know how to perform glitches in both games you'd know that the bugs weren't left in "on purpose".
For example, pokey escape works in both games, but has a different methodology in 3DS because they patched how recoil from a crouch stab works, but didn't actually patch the clipping issue with the kokiri kid.
ISG still exists in 3D, even though they made obvious attempts to patch the original method of getting it.
Ocarina items is still possible, again, with a different methodology.
DOT skip was intentionally patched by making the door of time wider.
It's VERY obvious that they were using the same engine and tried to patch all known problems with it. Their failure to adequately patch them exposes the underlying issues in the engine itself, which is largely the same, as it exhibits the same flaws, albeit the actual methods for exploiting these flaws is different due to the inadequate bug fixes applied by the dev team.
Then again, it's major source of keks is basically
>fuck collision detection
Super Metroid is probably just as well autismo'd as OOT.
Most of it's non-out of bounds tricks are frame perfect shit, like short-charging, that one moch-ball in brinstar, or damage boosting. Speed running and glitching are traditionally part of metroid's community in general though ever since secret worlds and the variable endings of M1, so figuring out retarded shit for metroids has always been a thing.
It's out of bounds tricks are on par with OOT's bottle adventure or wrong warp in terms of what they do to memory:
If you want to stick your dick in crazy, bear in mind that pokemon has an arbitrary code execution bug that can do...well, anything you can write code for.
It's physics in a game design sense.
Christ, a guy actually takes the time to construct an interesting post with cool information and you people still get mad. I guess you would prefer it if he called someone a cuck, huh?
The textures for the tunics and metal parts of the gauntlets are literally grayscale textures that are colored in with RGB values by the game engine.
They didn't change any texture,
(well, they did because of the port's graphics upgrade, but that's beside the point, the gam still uses a grayscale texture.)the port and the accompanied inadequate bug fixes caused changes in what values are altered in memory when performing glitches, resulting in different colors.
More fun facts: Each console LoZ since OoT has been built using a modified Mario engine
Dunno if the trend continued with SS though, if it did It'd prolly be built off of the Galaxy engine
Nah, I don't believe that for a fuckin' minute, boyo. The hardware (and how it's utilized) is much, much different between an N64 and a 'cube. It would have been faster to write a new engine from scratch at that point than port, even if it _is_ written in C/C++.
you sound like you don't really understand that a port can be an emulation. next time you think you learn something from hitting random wikipedia articles maybe just give it a second check instead of shitposting here.
If you're emulating something, it's not a fucking port and you sure as hell don't want to use the result as the basis of an engine for your two flagship series'. That'd be like taking Blood (the BUILD fps), bundling it with DOSBox, and trying to use that as a basis to create the engine for Blood II: the code has not been changed, fucko. You're just insulating it from platform differences so it won't pitch a shitfit and crash horribly.
Same with the 'cube version of OOT: that's still C code designed to run on an N64. The only thing they did was package a custom-built emulator on the disc to insulate it from the fact it was actually running on a GCN.
That answer you a little better, you smug little cuntrag?
well i don't need to resort to namecalling to get my point across, but take a look at a similarly long running series, metal gear solid.
metal gear solid 3's engine was reused several times after it was made. it was a ps2 game, the engine was reused for the psp game, portable ops. this modified engine was later reused in peace walker. and even later reused to actually remake mgs3 for the 3ds. still on the original engine although so heavily modifed it hardly resembles itself at all anymore.
so yes, engines are used from one system to another, simply upgraded to keep up with current technology the best they can, or add new features not present in the older game.
did you pick that all up the first time? good.
unfortunately yes. nintendo seems to be completely satisfied resting on its laurels rather than further innovating. only time will tell if the nx will be another gimmick ridden gamecube+ or if it will finally catch them up in time for the 9th gen systems.
Source? I've never heard this before. I'd also like a source on the claim that SMS's engine was used to make Wind Waker. Otherwise I don't believe you guys and I encourage you to look up sources to include with your posts from now on to help benefit our community and stimulate quality discussion.
>I don't think it was entirely unintended to be left in
Are you high on crack? Do you really think they found that shit in testing? It took a decade for autistic speedrunners to find it. Cosmo (or whatever he/she/it call itself now) has likely spent more time playing OoT than the entire development team spent making it.
For fucks sake dude, how can you be that dumb? Holy fucking shit.
Not exactly an obscure secret but you can turn the ref into a dog in ISS Deluxe (and ISS as far as I know).
This always made me chuckle