There doesn't seem to be any in those that allow the possibility of moving while in first person, more specifically when holding either the grappling hook, the hookshot, the boomerang or the bow. If it's possible, I'd like an hack that allow just that please. As a reference, it would be the same behavior as in Wind Waker HD please. Thanks!
Re: The Legend of Zelda: The Wind Waker (GCN/WIIRD/NTSC-U)
Posted: Sat Jan 07, 2023 1:58 am
by LogiGameStar
Are there any codes for de-inverting the y-axis for the cannon controls and the shield controls for the NTSC-U version of Wind Waker?
I really hate inverted controls and I have not found any codes for those two controls times in this version of Wind Waker which sucks because it is the only version compatible with randomizers.
Re: The Legend of Zelda: The Wind Waker (GCN/WIIRD/NTSC-U)
Posted: Thu Jan 12, 2023 6:46 pm
by kesterstudios
ignore
Re: The Legend of Zelda: The Wind Waker (GCN/WIIRD/NTSC-U)
Posted: Fri Jan 13, 2023 8:52 am
by Ralf@gc-forever
There was a typo in the first line of the "Boat: Move/Sail Super Fast" gecko code:
There doesn't seem to be any in those that allow the possibility of moving while in first person, more specifically when holding either the grappling hook, the hookshot, the boomerang or the bow. If it's possible, I'd like an hack that allow just that please. As a reference, it would be the same behavior as in Wind Waker HD please. Thanks!
Re: The Legend of Zelda: The Wind Waker (GCN/WIIRD/NTSC-U)
Posted: Sat Mar 04, 2023 3:07 pm
by Gamer3497
Hi Ralf
Your Wind Waker Widescreen is almost perfect, but there is a issue with the widescreen code
Screen dosen't dim when checking item Descriptions, Spoils, Option, Save and Warp Map
The item icon animation when selecting items is stretched and the item icon dosen't align on the button icons
Re: The Legend of Zelda: The Wind Waker (GCN/WIIRD/NTSC-U)
Posted: Sat Mar 04, 2023 3:15 pm
by Gamer3497
The enemy health bar (when using the Hero's Charm) is slightly off and it should be closer to the enemy
The Introdution*, demo movie and the ending/epilogue are not adjusted to 4:3 and they are stretched Maybe an add on code could adjusted
*The Introdution appears to rendered in-engine rather then a Pre-rendered video file.
The Photo When using the Picto Box is squished
The Spectacle Island cannon mini game ui are not adjusted to widescreen.
But overall, the widescreen is great but a few fixes could make it better.
Re: The Legend of Zelda: The Wind Waker (GCN/WIIRD/NTSC-U)
Posted: Sat Mar 04, 2023 3:24 pm
by Gamer3497
The Bow: Enable Reticle Dot Code Seemed to crash on both Nintendont and swiss when I tried exiting first person, Maybe there a problem with the code that need to be fix.
Re: The Legend of Zelda: The Wind Waker (GCN/WIIRD/NTSC-U)
Posted: Tue Mar 14, 2023 7:46 am
by Thassia Faune
Is there a way to make enemies like Moblins and Darknuts not hit themselves?
There is a code that makes Bokoblins unvunerable to their own attacks, I wonder if that can be applied to those enemies
Does the following code work in SWISS? Its mentioned in the Better Wind Waker mod at https://github.com/WideBoner/betterww (kudos to Ralf and wiiztec for their hard work in making the code ) as a Gecko code that gives you a second set of equipped items. Sometimes the Gecko code is the same as WiiRD other times its not. Why is that?
I just recorded a video while testing these. It was originally just to show a couple friends, but it turned into more of a troubleshooting kind of thing. Also, I had only just woken up, and it is very annoyingly obvious my mental faculties were not all there yet. I didn't have time to edit the video (other than quickly stitching the two together), because I gotta run to my sister's, and I'm gonna be gone for a few days. So, I figured, "crappy video sooner" would be better than "better video later."
The v2 of the wind blowing in the boat's direction works great. The other one, I'm not so sure. I think the boat speed code might get broken by cruising first (same button), and the speed just gets permanently stuck on. Not sure. The video might be somewhat useless since you can't tell when I'm pushing buttons (I don't have a controller monitor hardware mod) and I was too not-awake to remember to always say when I was pushing R. And it's entirely possible the code works perfectly and I was too dumb/not-awake to figure out exactly how it works.
Why would you want to change the wind direction if it auto changes the wind direction? sir, it is about time to set aside the pot
Have you played the game? There are many places that you need to get to, using the leaf to glide through the air. To do it, you usually need to change the wind direction to the direction of the place you're trying to go. Otherwise you don't get enough momentum through the air to get there. With the original code active, you can't change the direction with the wind waker baton. Which would mean as soon as you realize you need to change the wind, you'd have to run all the way back to wherever you left the boat, then turn the boat in the direction you need (assuming you remember/checked the compass). Then you'd have to run/climb/etc. back to where you need to use the leaf. It's not feasible. Especially if you're mid-puzzle or in a dungeon or something.
So the new code with the "on-boat check" is the best of both worlds. If you're on the boat, it keeps the wind at your back. If you're on foot, you can change its direction with the wind waker. It's fantastic.
Re: The Legend of Zelda: The Wind Waker (GCN/WIIRD/NTSC-U)
Posted: Sun Dec 17, 2023 2:19 pm
by Gamer3497
Can you make a code that the Moblin and Darknut always perform a vertical or horizontal attack.