Welcome to z64.me. We're currently looking at 20+ years of Zelda 64 history: that's crazy! Here you will find a collection of Zelda hacking tools, guides, and patches. If you're a fan of Ocarina of Time or Majora's Mask, you've come to the right place.


zzplayas revision 3

posted Mar 17, 2020, 10:18 AM by 20ZZ   [ updated Mar 17, 2020, 10:19 AM ]

This revision eliminates a rare bug that was encountered when an old pointer and a new pointer share the same offset.

zzrtl project files are now supported as well. If you used an older dump script to generate your filesystem, you will have to edit your project.zzrpl file in Notepad++ so that the variables used by zzplayas are prefixed with ZZPLAYAS_, like so:

zzrtl                   v0.01
baserom                 "baserom.z64"
ZZPLAYAS_VROM_CODE      "'baserom.z64'+0x00B3C000"
ZZPLAYAS_VROM_PLAYER    "'baserom.z64'+0x00CA7F00"

The scripts on the repo have been updated to reflect this change.

Due to popular demand, the command line utility zzobjman.exe is included in the win32 folder of this release.

As always, you can find the update on the zzplayas download page.

Bug report and testing credits for this version: CrookedPoe and Skilar

zzrtl revision 2, and some more codecs

posted Feb 10, 2020, 12:43 PM by 20ZZ   [ updated Feb 10, 2020, 12:44 PM ]

r2 changes
    - faster compression
    - compression ratio is now printed afterwards
    - removed zx7 codec (was slower than ucl and
      had a worse compression ratio than ucl)
    - added aplib codec (better ratio than ucl, and
      faster load times than ucl on Wii VC; the only
      downside is roms take a few minutes to compress)
    - lzo and aplib patches are now available

r2 credits
    - Mikau6 - hardware testing

zzrtl revision 1, codec patches

posted Feb 1, 2020, 5:29 PM by 20ZZ   [ updated Feb 1, 2020, 5:29 PM ]

zzrtl has received the following updates. Also, codec patches are now available.

r1 changes
    - added compression codecs ucl, xz7, slowyaz
    - added support for deleted files in MM dmadata
      specification (aka pstart == pend == -1)
    - added rearchive(), file_dma(), and cloudpatch()
    - added --compress command line argument so zzrtl
      can be used as a standalone rom compressor
    - added --nocache command line argument for doing
      compression without generating a cache folder
    - added --cloudpatch command line argument for
      easy command line cloudpatching
    - added --help command line argument so a massive
      wall of documentation doesn't pop up and scare
      double-clickers away
    - stability improvements
    - when compressing a file makes it larger, its
      uncompressed counterpart is used instead
    - better compressed file packing

r1 notes
    - individual files compressed with slowyaz are
      byte-identical to those in retail roms; aside
      from weird corner cases, there is no reason
      you should use slowyaz; it is slower than yaz
      and produces files slightly larger than yaz...
    - it should now contain everything necessary
      to support Majora's Mask

r1 credits
    - Mikau6, CrookedPoe - hardware testing

zzrtl revision 0

posted Jan 12, 2020, 4:40 PM by 20ZZ   [ updated Jan 12, 2020, 4:40 PM ]

Eliminated compression bug. Testing credits go to AriaHiro.

zzrtl initial release

posted Jan 11, 2020, 11:04 PM by 20ZZ   [ updated Jan 11, 2020, 11:04 PM ]

it is here

zzplayas revision 2

posted Oct 9, 2019, 9:23 PM by 20ZZ   [ updated Oct 9, 2019, 9:23 PM ]

  • Now supports DE and DA opcodes when parsing the bank ZOBJs, like MM Link's object.
  • The OBJECT section now has a pool feature for aliasing display lists. It will be possible to hot swap all ZOBJs created using the same manifest, so long as this feature is adequately employed.
  • Now supports exporting to ZOBJ (you must select a ZOBJ to overwrite).
  • OBJECT and REPOINT sections now have a HexString(x) function.
Further details lie in the manual.

And you can grab the latest revision here.

zzconvert revision 7

posted Jul 6, 2019, 6:07 PM by 20ZZ   [ updated Jul 6, 2019, 6:07 PM ]

Hierarchical display lists derived from riggedmesh were sometimes breaking on some processors due to features introduced in revision 6. This revision fixes that problem.

Bug report credits: AriaHiroDKD

zzromtool revision 4, zzconvert revision 6

posted Jun 30, 2019, 2:25 PM by 20ZZ   [ updated Jul 10, 2019, 6:59 PM ]

zzromtool improvements
  • scene folder and entrance-cutscenes.txt names should now be fixed for good
  • can now use patching system on actor overlays and code1
  • roms dumped with r2 now rebuild with r4 (bug report credit AriaHiroDKD)
zzconvert improvements
  • Can now write ZOBJ as C code for embedding into an actor overlay (like the Arwing, spells, and elemental arrows).
  • C output #define values are now prefixed with 0x as they should be.
  • Collision (group names ending in _COLLISION are treated as such) (reference the updated manual for information on collision flags)
  • Smoother animations (bug report credit Zel)
  • Animated texture banks are now indexed to 256 colors to reduce potential errors
  • Group names ending in _OBJECT or _COLLISION will be translated such that their Blender origin will be moved to the origin of world space (requires latest OBJEX).

zzromtool 0.01 revision 3

posted May 31, 2019, 9:39 PM by 20ZZ   [ updated May 31, 2019, 9:39 PM ]

The following changes have been made:
  • The scene names in entrance-cutscenes.txt now work properly.
  • In actor/x/conf.txt, initialization values are no longer written on export. The import functionality still supports them, for those who wish to use them.
  • In actor/x/actor.zovl, the magic string scubadiver no longer overwrites the initialization values, in favor of overwriting unused padding bytes with the values 0xDEAD and 0xBEEF.
  • In actor/x/conf.txt, the Reserve feature has been removed, both on export and import.
  • Patch files in the patch directory that were not applied to any files during the build process will now throw errors so you know they weren't applied.
  • The VRAM address of code1 can now be customized by editing the ZZRP file in a text editor.

zzromtool 0.01 revision 2

posted Apr 2, 2019, 9:21 AM by 20ZZ   [ updated Apr 2, 2019, 9:21 AM ]

Scuba gear is no longer necessary, as a new initialization data search method is now available for those who wish to use it:

In an actor's initialization data, the first two bytes, which normally represent the actor's number, should be replaced with the bytes 0xDEAD. Ten bytes later are two unused padding bytes, which we replace with 0xBEEF. See seagull.c for an example of this applied in C. You may also omit the Initialization section of conf.txt.

Additionally, two new tutorials are live, geared towards setting up mips64gcc and and compiling actor overlays written in C.

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