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.
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Scarecrow doesn't ask to teach you a song.
Was that before you get sot? I think that would be normal, wouldn't it?
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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.
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..
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. ;)
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.
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.
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.
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...
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).
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
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.
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.
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?
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...