Skip to content

Releases: HylianFreddy/oot3d_practice_menu

v2025.01

15 Jan 20:59
99651a8
Compare
Choose a tag to compare

This release fixes a bug on 3DS where text could get messed up when editing a numeric value.

v2024.11

22 Nov 21:34
231ec8e
Compare
Choose a tag to compare

New features

  • Basic support for Korean and Taiwanese versions
    Not all features are implemented. Nothing should crash the game, but some things won't behave correctly.
  • Collision Viewer
    Displays the collision polygons in a limited area around Link.
  • Free Camera options
    • Lock camera in place and resume controlling Link.
    • View mode, to allow directional inputs to be unaffected by the FreeCam.
    • Radial behavior, to make the camera always point towards Link.
    • Remember position, to restore the last FreeCam position when re-enabling it.
  • Hide Actors
    Makes actors invisible.
  • Watches positions
    Screen position of each watch can now be adjusted manually.
  • New commands
    • Autoload Savefile: quickly load file 1 from the Title Screen.
    • Fast Forward: speed up everything in the game.

Improvements

  • General
    • All numeric values can now be edited by selecting and changing each digit individually, instead of having to remember button combos.
    • Menus can now be navigated with the Circle Pad, in addition to the D-Pad.
    • Various minor improvements not written here.
  • Warps
    • Warps and scene reloads will now be instant instead of triggering a screen fade-out*.
  • Scene
    • Some NoClip controls have been changed to make it easier to move vertically and horizontally at the same time (L/R moves vertically and X increases speed).
    • The Room Selector now allows to load a room without reloading the scene*.
  • Inventory
    • Toggles have been added for sticks/nuts upgrades.
  • File
    • The Master Quest toggle will now change dungeons too, without requiring reloading the file.
  • Watches
    • The address can now be selected by choosing a byte in the Memory Editor.
  • Commands
    • The ZL and ZR buttons on New 3DS models can now be used for command combos.
    • When a command is triggered, the last button in the combo won't be registered by the game anymore. This prevents things like accidentally opening the Save prompt when the last button is Start or Select, scrolling menus if it's a D-Pad button, etc.
    • The Break Free command will now escape from more cutscenes and close text boxes.
  • Debug
    • Actors can be deleted in bulk (by ID or category).
    • The Memory Editor can now display the ASCII representation for the inspected bytes.
  • Settings
    • Generic settings are now saved in the profile data.

* You can still trigger the old behavior by holding R when selecting the option.

Bug Fixes

  • For the Japanese version:
    • Entering the Boss Challenge menu will not crash anymore.
    • The Turbo Text cheat will now behave like in the American and European versions, completing text instantly.
  • Triggering a warp or a scene reload during the sandstorm effect will not softlock the game anymore.
  • After giving yourself magic with the menu, spell items will work immediately and won't require reloading the file anymore.
  • NoClip will now be properly disabled if it's active when you load a scene through vanilla means (like quitting the game).
  • Toggling the "Gold Skulltulas defeated" flags will now properly display the skull icons on the map screen.
  • If the Collider Viewer is enabled during NoClip, its models will now keep drawing while actors are halted.

Old Profiles notes

Read here if you have saved profiles from the previous version. Even though they will still load correctly, you will have to manually fix most of the values.

Cheats

All toggles below "Items usable" will be offset by 1.

Commands

All commands below "Hitbox View" will be offset by 1.

Watches

The screen position of each watch will have changed. You can restore the default position by selecting a watch, then Pos, then pressing Start.

Most addresses will also probably be wrong. To recalculate them you can find the address for the Player actor (#0000) from the Debug>Actors menu, and other base addresses from Debug>Memory Editor>Go To Preset. You can find offsets to the variables you're interested in by reading some structs in the code, like the Player struct and the Actor struct. For example the X-Y-Z position coordinates will be at offset 0x28, 0x2C and 0x30.

v2023.03

22 Nov 21:09
8ee2c0f
Compare
Choose a tag to compare
Implement Free Camera + NoClip controls dependent on camera direction…