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Majora's Mask question


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#1 Veteran

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Posted 29 June 2006 - 05:33 AM

I'm replaying MM on the gamecube collector's disk and I've encountered something I don't remember noticing on the N64 game.

On the 1st day, 1 hour in game equals 1 minute. The 2nd day has 45 second hours, and the 3rd is 30 seconds.

Has it always been like this? I don't remember time speeding up as the days go by.

#2 Fyxe

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Posted 29 June 2006 - 06:26 AM

That would explain a lot of things. I always thought the later days went faster. But I've never checked this on the original. I have a PAL version so I assume each hour is slightly longer than a minute anyway on our N64 version. I might check later.

Edited by Fyxe, 29 June 2006 - 06:26 AM.


#3 Veteran

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Posted 29 June 2006 - 11:04 AM

It bugged me so much that I pulled out a stopwatch! :sweat:

The clock is linked to the processor in the gamecube. When the 1st day starts, the game runs fairly slowly with the framrate dropping [img]http://forums.legendsalliance.com/public/ALOT.png[/img] when running around south clock town. As such, the hour is about 55 seconds long.

When the game runs smoothly, the hours are 45 seconds long, but only during the 2nd and 3rd days.

I'd bet that the N64 version has hours that are 1 minute long, since there's no disk spinning to slow the game down and no gamecube power to speed the game up.

#4 Fyxe

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Posted 29 June 2006 - 11:57 AM

But that doesn't mean the N64 has no slowdown, correct? Or does it have a set frame rate throughout?

#5 spunky-monkey

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Posted 29 June 2006 - 03:50 PM

On the 1st day, 1 hour in game equals 1 minute. The 2nd day has 45 second hours, and the 3rd is 30 seconds.

Has it always been like this? I don't remember time speeding up as the days go by.

Hmmm, something's odd there with that collector's disc. On the N64 I know already that 1 hour is exactly 1 minute real-time for everyday which leaves 72 hours until the moon crashes into Termina, so that's obviously 72 minutes...

The very first time you play MM as Deku Link you'll notice time moves a lot faster as 1 hour is actually 30 seconds so really the gamer only has 36 minutes to get the Ocarina back before game over. After you got the Ocarina of Time back the rate of time moves normally again but you can slow down time so 2 minutes is equal to 1 hour in Termina and therefore have a maximum of 144 minutes playing time.

#6 Veteran

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Posted 29 June 2006 - 03:55 PM

Ah, so that's where I got the 30 seconds from: Deku Link pre-ocarina.


Otherwise, definately something screwy with the collector's disk version.

#7 Doopliss

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Posted 29 June 2006 - 05:03 PM

Are you sure, Ricky? I clearly remember that the first time I ever played MM I got the Ocarina in about one hour (In my first try). [(24*60)+(24*45)+(24*30)]/6=54. It fits what Veteran has said.

#8 spunky-monkey

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Posted 29 June 2006 - 06:08 PM

I'm pretty sure that's right for the N64 PAL version of the game as other sources also mention there's only 36 minutes first time round.

http://www.zthl.net/z-mm/
http://www.gamefaqs....iew/R76919.html
http://www.rpgamer.c...00/050200a.html


...I've yet to find a website that confirms the actual mechanics of the 3 day loop in real-time.

#9 Guest_OniLink_*

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Posted 30 June 2006 - 02:31 AM

Well, to me, it seems that the timing of Nintendo's emulator might be a bit out of sync, because Majora's Mask on the GC runs off a N64 emulator that Nintendo coded. So, its a emulator core timing issue thats causing the clock errors. Its also related to the freezing errors, too, as r4300i timing is related to it as well.

NOTE: I'm sorry if no one understood WTF that meant. Basically its the technical reason why the problem happens. And its very likely it cant be fixed.

Edited by OniLink, 30 June 2006 - 02:45 AM.


#10 Guest_Hylian Thief_*

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Posted 30 June 2006 - 02:45 AM

That didn't make any sense at all.

#11 Guest_OniLink_*

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Posted 30 June 2006 - 02:47 AM

Well, only programmers or people VERY familair with emulation can probaby understand that. I apologise to the others for saying the exact truth.

#12 Hana-Nezumi

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Posted 30 June 2006 - 12:49 PM

Hmm... I have Collector's Edition so I think I'll check it out too...

OniLink, don't worry about confusing people by explaining too much. I like to find out about these things. ^.^

#13 Veteran

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Posted 30 June 2006 - 06:12 PM

Me too, as I was also going to mention the freezing thing XD

That's going to hurt if it freezes in the middle of a dungeon...

#14 Showsni

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Posted 30 June 2006 - 06:32 PM

It's only frozen for me when you walk through a door.

Which was annoying once, as I'd just spent three days collecting pieces of heart. Including all the archery ones. Grr.

#15 Guest_OniLink_*

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Posted 30 June 2006 - 07:27 PM

It definately seems like a emulator core issue. Its a pity that Nintendo didnt put some effort into what their coding. They must be smoking something major to release such a dodgy project.

#16 Mad Scrub

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Posted 30 June 2006 - 07:46 PM

Hopefully they'll do a better job emulating MM among other N64 titles for Wii's Virtual Console.

#17 Guest_OniLink_*

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Posted 30 June 2006 - 07:52 PM

Yeah, hopefully. They better use proper LLE this time, unlike thier use of HLE in the GC version.

But, I doubt that the N64 emulation on the Wii will be cycle-accurate. But on the XBOX 360, it will be
a entirely different matter...Like on the 360, normal XBox games are emulated, so emulating the
N64 should be piss easy.

Edited by OniLink, 02 July 2006 - 11:11 PM.





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