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This is what happens when you get Westerners working on your Japanese games.

@coolboymew There are even voice clips. They were reused in Super Mario Advance apparently.
invidio.us/watch?v=XkIMLg2TWCM

>As for CVS, whoa, that old? That means that technically, Nintendo could have everything a year after SMB? That's freaking wild
I doubt they were using it all the way back then. Judging from the leaked source code of the SNES and GameBoy games as well as a batch file hidden in the FDS BIOS, they were programmed and compiled on DOS. CVS is primarily a Unix program. N64 devkits run a Unix-like OS called Irix so it makes sense for them to use that and they probably stuck with that ever since.

>And it's kind of wild that Nintendo will practically the only Japanese dev that still has all this shit. Square apparently doesn't even have the Kingdom Heart source code and that was on freaking PS2
Well given that most Japanese games are developed for consoles, they probably assume that any re-release is going to be done via emulation and leaving source code is just opening themselves for leaks like this. So they just delete the source code. I guess Nintendo just assumed that they had better security or just took cues from Western devs preserving source code.

@coolboymew If it's Majora's Mask that is still an awesome find since it is the only known cancelled game on the iQue Player and people were looking for that ROM for years.

>Although, if Nintendo still had the full version control (did it even exists back then?) of OOT, how inconsequential it would have been to simply switch the dungeon files in the normal OOT debug rom, ignore the rest, and call it a day?
They did have version control back then. It only became more popular with the rise of open source. Judging by the Nintendo leaks from a few months ago, Nintendo really likes to use CVS which has been around since 1986. It wouldn't be that hard to switch the dungeon files. I guess they would've done just that if those were the only Ura Zelda assets that were completed.

Also makes sense since the emulator used for Master Quest was probably incapable of emulating 64DD ROMs so certain features of Ura Zelda couldn't be implemented. Hell, the emulator was incapable emulating the N64 Expansion Pak properly given how awful Majora's Mask ran on that thing.

xianc78 boosted
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@coolboymew Supposedly, they also have the long lost Ura Zelda. I guess they somehow intend to release it on iQue as weird as it sounds. It could just be remnants though. I haven't check the full repros yet.

nitter.net/Marionova64/status/

@coolboymew Holy shit. It's the level from the Space World 95 footage.

@coolboymew Well if the source code is just the iQue version, then it still makes sense for the OOT decompilation project to continue since that is focused on the international versions.

@coolboymew
>I'm not a programmer, but if a file is 100% unreferenced, wouldn't it not compile it? That or it was removed
I never programmed for consoles, but to my understanding, a ROM file is NOT an executable but rather an archive file that contains the executable and associated files. Assets are different from code. You don't compile them. It is possible to include files in ROMs without referencing to them.

There ARE references to what is presumably Luigi in the decomp. Just no model or texture file. I always found that strange because according to Nintendo, Luigi was removed just 4 months before the game's release. You would expect there to still be a model or texture remaining in the ROM if he was cut so late in development.

@coolboymew I find it strange that these were found in the iQue version though since that is the most recent version (unless you count SM64DS). These weren't found in the decomp of the US ROM and that predates the iQue version by 7 years.

@coolboymew Now someone uncovered a cut level from SM64. It's level 2 in the debug menu. In the final build, it just resets the game. Hopefully, we get to find the remaining cut levels from the debug menu.
invidious.snopyta.org/watch?v=

@coolboymew I just find it ironic though. The "L is real" ended up making sense.

@coolboymew It's been 24 years and 01 month since SM64 was originally released in Japan and now we have an unused model for Luigi leaked.

@coolboymew There is leaked source code for the iQue Player version of SM64 and it even has an unused model for Luigi.

@coolboymew Someone should use these uncompressed clips in the unofficial SM64 PC port. Or hack them back into the original ROM since cartridge space isn't a problem anymore.

@coolboymew I'm wondering if Dylan Cuthbert is going to comment on these internal emails.

I think GameShark codes for the retail game might work with the prototype assuming that the variables are located in the same memory addresses as the final product. I assume that they are because that game was probably written in Assembly which usually requires careful planning of the RAM map before a single line of code is written.

@coolboymew If you look in the Star Fox 2 stuff, you will find internal messages from Argonaut about distributing porn around the office.

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@coolboymew So I'm not the only one who uses vulgar names for objects when programming games. That's good to know.

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