Majora's Mask

Japanese Majora's Mask

Started by Jiano · 22 Jan 2010 · 38 replies

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Re: Japanese Majora's Mask

#2
Amazing. The Japanese version of MM is ass lol.

EDIT: Maybe the other Japanese version fixes these problems? There are 2 supposedly.

Last edited 22 Jan 2010, 03:35 by aleckermit.

Re: Japanese Majora's Mask

#3
This means japanese would have to be its own category if someone decided to run it lol

Re: Japanese Majora's Mask

#4

3 Save files.
Cannot save at owl statues.

Well these two hang together. Owl saves have to hold way more data than sot saves. For exaple what blocks you've blown up, what chest you opened, what sunblocks you vanished.
It wouldn't surprise me if the NTSC save file was way bigger than the japanese one despite having one less slot.

Quote
Scarecrow doesn't ask to teach you a song.

Was that before you get sot? I think that would be normal, wouldn't it?

Quote
Hookshot Chest is backwards.

Well makes ore sense that way. Why would the pirates facce the hest to the door and not their leaders throne?

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Grabbed a fish instead of an egg, never had that happen before.

Happens regarless of version. Hit-detection-fluke


Amazing. The Japanese version of MM is ass lol.

EDIT: Maybe the other Japanese version fixes these problems? There are 2 supposedly.

Actually 3:
1.0, 1.1 and GC. I have them all here. ;)

Re: Japanese Majora's Mask

#5
according to jaytheham, there's just 1 japanese version. v1.1 is the US version and after that there's PAL and GC. VC is v1.1 as far as i can tell (epona glitches and all that bizarre stuff)

also, the game had a 6 month gap between thejapanese and american release, they had time to tewak a lot of stuff within the game while it was being localized. the major additions were the savefiles/owl saves.

there's also that underground passage in the deku palace that is inaccesible in non-jp versions..

Last edited 22 Jan 2010, 16:44 by UchihaSasuke.

Re: Japanese Majora's Mask

#6
as far as i know, the scarecrow asks you to teach a song. doesn't matter if you've learned SoT or if you don't.

guess i will buy ntsc and ntsc-j
pal sucks xD

Re: Japanese Majora's Mask

#7
wait, you can't hover against walls with bombs or blast mask?

lmao wtf

Re: Japanese Majora's Mask

#8

wait, you can't hover against walls with bombs or blast mask?

lmao wtf


Sorry, I should have clarified. It's with bombchus. They stick to the wall like in OOT.

Re: Japanese Majora's Mask

#9
same to pal btw...

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Stone Tower Blocks are different.

any disadvantages at this point?

Re: Japanese Majora's Mask

#10

according to jaytheham, there's just 1 japanese version. v1.1 is the US version and after that there's PAL and GC. VC is v1.1 as far as i can tell (epona glitches and all that bizarre stuff)

I don't know who that guy is but he is probably an idiot. ;)

Re: Japanese Majora's Mask

#12

Isn't the Deku Palace completely different or something

Yeah. You have to go through the left part of the Garden to get to a grotto that will take you to a grotto on the right side (above ground so you can't get to it by just going through the right side), which is where the bean seller is. In the English version the bean seller is just in a ground-accessible grotto on the right.

Original image

Last edited 18 Feb 2010, 21:57 by RattleMan.

Re: Japanese Majora's Mask

#15
It was mostly a joke. But at least one of the differences would be seen in a speedrun.

Re: Japanese Majora's Mask

#16
I messed around with Japanese v1.1 today. It's almost as crappy as v1.0, but it has two saving graces. Namely:
- You can use the Z-camera on top of the walls of Deku Palace
- Pirates' Fortress actually has music at night

I have yet to notice any other differences between J1.0 and J1.1. There are however, a few things I want to clarify and add to Jiano's original post.

Ikana ledge seems longer outside of the FF.

This is demonstrably false: comparing the ledge in J1.0 to the US version side-by-side, it is impossible for me to see any difference.


Can't break pots with crouch stab.

You also can't break them with ISG.

There are three other notable things that Jiano didn't document. The first is that Stone Tower has no music at night, even in J1.1 version. Consequentially, neither does Stone Tower Temple. Also, the Japanese clock says "0" instead of "12", and labels the Final Day as "Last" instead of "Final". The last notable thing is that you can instantly get from barred window in the Pirates' Fortress to the Hookshot chest.
Original image
With this in mind, it makes sense why the Hookshot chest is facing the opposite direction; it would be facing the player when he jumped down from the room above.

BIG UPDATE: It turns out you can Chu Hover against walls in J1.1; I'm just retarded. Another thing I forgot to mention is that both N64 versions keep track of the number of times you've gone back in time on the File Select screen, similar to how OoT keeps track of deaths.

I also played the Japanese GCN version of MM, and it's exactly like the American version, except with Japanese text. We Americans scoff at the GC version because it lags and crashes, but for the Japanese, it must've been a massive improvement, considering you can save your progress with owls and Zora swimming isn't so terrible.

Last edited 06 Aug 2010, 02:31 by darkeye14.

Re: Japanese Majora's Mask

#20

CANNOT CHU HOVER ON GOD DAMN WALLS.
Can't break pots with crouch stab.
No PF music at night.

Don't know if you learned it in the meantime, but these two are actually related.

Power Crouch Stab does work in J MM. It's default power is 0 and with the power of 0 you can neither break jars nor explode chus while hovering. So you have to swing your sword first, to give it the power of 1.

I actually also only noticed that through darkeyes video.


I forgot that this topic was here. Anyways, BA doesn't work on JPN.
I'm wondering why? Can you maybe only get one HSW in a regular bottle at a time? If so that would mean they could have a counter at a fixed position in RAM, not realtive to the bbottle position like in U...

Last edited 08 Sep 2010, 10:28 by Slowking.

Re: Japanese Majora's Mask

#21
I've personally confirmed that wall hovering works in J1.0 exactly the same as it does in J1.1. You just need to swing the sword before activating ISG. The actual bomb physics appear to be identical between the Japanese and North American releases, and the only actual change is the way ISG works (which is because of power crouchstabbing).

Re: Japanese Majora's Mask

#22

I've personally confirmed that wall hovering works in J1.0 exactly the same as it does in J1.1. You just need to swing the sword before activating ISG. The actual bomb physics appear to be identical between the Japanese and North American releases, and the only actual change is the way ISG works (which is because of power crouchstabbing).


wait, really? why did we think wall hovering didn't work in J1.0 then O_o

Re: Japanese Majora's Mask

#23
I think it didn't work for me because I tried to TAS it; back in the early days of version testing, I wasn't proficient with a keyboard, so I tried to do it in Frame Advance and couldn't get a wall-hover started. Now that I've become better, I tried it in real time, and it indeed works. Just another reason why I shouldn't be a TASer, I suppose.

Thanks for pointing out my mistake, Swordless.

Re: Japanese Majora's Mask

#24
Bottle Adventure DOES WORK in MM J. However, the neighboring addresses seem to be mostly different. I haven't been able to figure out what they are.

Re: Japanese Majora's Mask

#25
I knew BA worked in Japanese MM, but like you, I was uncertain about its effects. Thus, I stated in my Youtube video that:
My Version Differences Video wrote
BA does not work in J1.1 as it does in the US version.

If you have any information about Japanese BA, please be sure to speak up; I'd really like to hear it.

On another note, I tried inject J1.0 into a WAD, but it's obvious that the ROM has serious compatibility issues. Here are some of the problems I've been having with it:
-Scenes with motion-blur or other advanced effects are rendered in almost complete darkness; what little color you can see is completely warped.
-Pausing the game causes the screen to go black and occasionally causes it to bring up an image from certain cutscenes (I had a picture of Skull Kid being hit by a bubble burned into my Start screen for a while).
-Unpausing the game randomly causes it to crash
-The so-called "Music Glitch" present in NTSC VC versions is multiplied ten-fold; the music hangs for more than a second when traveling between areas.

Because of these glitches, don't expect to see a J1.0 WAD anytime in the near future. Either Nintendo needs to release a more compatible WAD, or Wii64 needs to improve itself.

Last edited 11 Sep 2010, 00:28 by darkeye14.

Re: Japanese Majora's Mask

#27
I've been studying Japanese BA for the past few hours; here are my findings (I did all of my testing on Japanese v1.0):
Original image

Here is the result of putting HSW into a bottle on the Bottle 1 slot (the FF's are not there naturally; I hacked them in to make it easier to see what values the HSW was writing). The first row is always XX 00 00 00 XX XX XX XX, just like in the US version. Though the last four XX's seem completely random, I detected a pattern in the very first XX; if you wait around, its value always seems to increase. I know it is not linked to the in-game time, though, because playing the SoDT does not change it.

The second and third rows are also the same as in the US version; it's simply 00 00 00 00 70 17 00 00. The third row in the above picture looks different because I waited around before taking a screen-capture, which made the timer on the HSW count down.

The fourth row is something more interesting than the second and third rows. When you first catch the HSW, all eight bytes have a 00 value. However, when you press A to exit out of the text box, the last four numbers randomly change. When you dump the HSW, the numbers also randomly change.

The odd thing is that these results are not consistent among item slots. Here's what it looks like when you catch HSW in the Ocarina slot:
Original image

As you can see, this looks almost identical to American BA; it even has the lone 01 byte. Compare that to what it looks like when you put HSW into the Fierce Diety's Mask slot (trying to hack in FF's caused undesirable effects in the game):
Original image

There is neither a fourth row or a lone 01 byte. Even stranger, the first row always has a value of XX 00 20 00 XX XX XX XX, unlike the Ocarina and Bottle 1 slot above. Clearly, more testing is necessary to uncover the intricacies of Japanese BA, but I think this is a good start.

By the way, I think that the in-game timer exists as an unsigned long that begins at 00ADF1BC (as seen in the picture of the FD Slot BA). It's constantly increasing, it increases slower when you play ISoT, it jumps ahead when you play SoDT, and it pauses when you pull out the Ocarina, do Timestop, etc. What else could it be?

Last edited 11 Sep 2010, 05:51 by darkeye14.

Re: Japanese Majora's Mask

#28
Hmm we should definatly look into this some more and maybe even into the european version. If BA is different in the japanese version it might also be in the european one.
And maybe we can find some BA that is actually usefull...