Ocarina of Time Normal Controls For Camera?
Moderator: Ralf@gc-forever
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Ocarina of Time Normal Controls For Camera?
This one is definitely for Ralf@gc-forever. I know codes like this were done for Wind Waker and Twilight Princess, would it be possible to uninvert the aiming in Ocarina of Time? And maybe Majora's Mask on the Zelda Collector's Edition?
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Re: Ocarina of Time Normal Controls For Camera?
To clarify, it doesnt matter which version of OOT, though anyone feel free to do both versions 
Re: Ocarina of Time Normal Controls For Camera?
Why the heck would you invert camera control so it would be awkward? 
If it was reverted from the original to the emulated version on GC, you should be able to get it back running the original version through the GameCube N64 emulator.
Anyways, isn't there already a C-stick inversion option in SWISS?
I'm impressed by the amount of people asking here for AR codes that does exactly what SWISS patches can do, such as 16/9 forcing, FOV settings…
Reminder to people: some modern TVs are smart enough to have a CRT rendering option that zooms in, with non-linear zoom from center to borders, skipping the upper and lower black borders, and thus optimising the use of a 16/9 display with 4/3 source, with not much stretching, while not loosing too much of the image field. (Oddly enough, it's called "Cinérama" on my Thomson (RCA) TV set, what doesn't sound at all to me like a CRT rendering option name…)

If it was reverted from the original to the emulated version on GC, you should be able to get it back running the original version through the GameCube N64 emulator.

Anyways, isn't there already a C-stick inversion option in SWISS?

I'm impressed by the amount of people asking here for AR codes that does exactly what SWISS patches can do, such as 16/9 forcing, FOV settings…

Reminder to people: some modern TVs are smart enough to have a CRT rendering option that zooms in, with non-linear zoom from center to borders, skipping the upper and lower black borders, and thus optimising the use of a 16/9 display with 4/3 source, with not much stretching, while not loosing too much of the image field. (Oddly enough, it's called "Cinérama" on my Thomson (RCA) TV set, what doesn't sound at all to me like a CRT rendering option name…)
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Zelda WW with Tingle Tuner in split screen was what the GC RF modulator was made for! (Video)
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Zelda WW with Tingle Tuner in split screen was what the GC RF modulator was made for! (Video)
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Re: Ocarina of Time Normal Controls For Camera?
I have a friend who is WAY too picky and won't play a lot of older games. One of his big problems with Ocarina of Time when I had him playing it was the aiming inversion. And yes, Swiss CAN invert the c-stick, force 16:9, etc. However, it causes issues with some games. Take Wind Waker for example. If you inverted the c-stick with swiss, it would break the Wind Waker and you'd have trouble playing songs on it. If you make a code that specifically only inverts the CAMERA, on the other hand, you invert the camera without messing up any other c-stick function. With 16:9, the widescreen patch built into switch is a very... General purpose widescreen. Many games are programmed to cull out objects past the 4:3 window, so proper AR codes are designed to fix that.
Then there's Ocarina of Time. The only change between the original and the GameCube versions was certain button icons. The aiming in that game is done with the left analog stick, and is inverted by default. Swiss has no way to fix either of those issues, thus an AR code is needed. Swiss is a powerful little software, and I use it for SEVERAL things, but there are very specific things that it can only do so well, by no fault of it's own or it's creator. I'd imagine it'd be quite a bit of work to make it contain proper patches for every single game.
Anyways, thanks for your input!
Then there's Ocarina of Time. The only change between the original and the GameCube versions was certain button icons. The aiming in that game is done with the left analog stick, and is inverted by default. Swiss has no way to fix either of those issues, thus an AR code is needed. Swiss is a powerful little software, and I use it for SEVERAL things, but there are very specific things that it can only do so well, by no fault of it's own or it's creator. I'd imagine it'd be quite a bit of work to make it contain proper patches for every single game.
Anyways, thanks for your input!
Re: Ocarina of Time Normal Controls For Camera?
Well, I thought it was the standard to aim just as we would with a camera or a weapon in real life.
If he sticks to the old-school scroll-oriented scheme, he will never cope with many other games!
May be you can lend him a console so he has more time to get used to the "natural" aiming.
So, Ralf doesn't seem to have worked on this so far, maybe DarkLudx on the Dolphin forums, who had extensively coded AR codes for this specific game, may be able to set this up.
If he sticks to the old-school scroll-oriented scheme, he will never cope with many other games!

May be you can lend him a console so he has more time to get used to the "natural" aiming.

So, Ralf doesn't seem to have worked on this so far, maybe DarkLudx on the Dolphin forums, who had extensively coded AR codes for this specific game, may be able to set this up.
DMG/MultiFreq OC/EDGB/EZF Jr, AGB/SC miniSD, NTR/NeoMK3, USG/flashme V8/SC miniSD
DOL001(EUR)/RGB/GCPlug/GBP/SD2SP2, RVL 001(EUR)/RGB/CMP/WiiSD
Zelda WW with Tingle Tuner in split screen was what the GC RF modulator was made for! (Video)
DOL001(EUR)/RGB/GCPlug/GBP/SD2SP2, RVL 001(EUR)/RGB/CMP/WiiSD
Zelda WW with Tingle Tuner in split screen was what the GC RF modulator was made for! (Video)