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## Installing gz | ||
The currently supported games are: | ||
# Installing gz | ||
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||
- The Legend of Zelda: Ocarina of Time (NTSC-U/J 1.0) | ||
- The Legend of Zelda: Ocarina of Time (NTSC-U/J 1.1) | ||
- The Legend of Zelda: Ocarina of Time (NTSC-U/J 1.2) | ||
- The Legend of Zelda: Ocarina of Time (NTSC-U/J 1.2 - Wii VC) | ||
- The Legend of Zelda: Ocarina of Time - Master Quest (NTSC-J) | ||
- The Legend of Zelda: Ocarina of Time - Master Quest (NTSC-J - Wii VC) | ||
**Note: The patcher tools create new files, they do not replace the files that | ||
you provide.** | ||
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### Using gz with an emulator / flash cart | ||
**Windows:** Drag and drop a compatible rom onto the `patch.bat` script. | ||
To use gz with an emulator or flash cart, follow the instructions for patching | ||
a ROM file. In order to enable line features on N64, also follow the steps for | ||
injecting the line microcode. The new ROM can be opened with an emulator or | ||
transferred to a flash cart. For emulator usage, you will need to enable | ||
Expansion Pak emulation. On some emulators, you may need to change CPU Core | ||
Style to Interpreter. For use with a flash cart, your N64 will need an | ||
Expansion Pak. | ||
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||
**GNU/Linux:** Run `./patch <rom-file>`. | ||
For use on the Wii, follow the instructions for patching a WAD file. The | ||
patched WAD can be installed as a channel on an emulated Wii, or on a homebrew | ||
Wii Console using a WAD manager. The original Ocarina of Time channel can be | ||
installed alongside the patched WAD, and will not be overwritten. Homebrewing a | ||
Wii console and using a WAD manager is not covered by this guide. | ||
|
||
A patched rom will be created. It can be played with an emulator or transferred | ||
to a flash cart. For emulator usage, you will need to enable Expansion Pak | ||
emulation. On some emulators, you may need to change CPU Core Style to | ||
Interpreter. For use with a flash cart, your N64 will need an Expansion Pak. | ||
## Supported games | ||
Ocarina of Time ROMs: | ||
|
||
### Using gz on the Wii VC | ||
**Windows:** Drag and drop a compatible Wii WAD onto the `patch-wad.bat` | ||
script. | ||
- The Legend of Zelda: Ocarina of Time (USA) (1.0) | ||
- The Legend of Zelda: Ocarina of Time (USA) (1.1) | ||
- The Legend of Zelda: Ocarina of Time (USA) (1.2) | ||
- The Legend of Zelda: Ocarina of Time - Master Quest (USA) | ||
- The Legend of Zelda: Ocarina of Time (USA) (GC) (Master Quest Disc / | ||
Collector's Edition) | ||
- Zeruda no Densetsu: Toki no Okarina (JPN) (1.0) | ||
- Zeruda no Densetsu: Toki no Okarina (JPN) (1.1) | ||
- Zeruda no Densetsu: Toki no Okarina (JPN) (1.2) | ||
- Zeruda no Densetsu: Toki no Okarina - GC Ura (JPN) (GC) | ||
- Zeruda no Densetsu: Toki no Okarina (JPN) (GC) (GC Ura Disc) | ||
- Zeruda no Densetsu: Toki no Okarina (JPN) (GC) (Zeruda Korekushon) | ||
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**GNU/Linux:** Run `./patch-wad <wad-file>`. | ||
Ocarina of Time WADs: | ||
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||
A patched WAD file will be created. | ||
This WAD can be installed as a channel on an emulated Wii, or on a homebrew Wii | ||
Console using a WAD manager. The original Ocarina of Time channel can be | ||
installed alongside the patched WAD, and will not be overwritten. Homebrewing a | ||
Wii console and using a WAD manager is not covered by this guide. | ||
- The Legend of Zelda: Ocarina of Time (USA) (1.2) (Wii VC) | ||
- Zelda no Densetsu: Toki no Okarina (JPN) (1.2) (Wii VC) | ||
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Line microcode donor ROMs: | ||
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- Hey You, Pikachu! (USA) | ||
- Hey You, Pikachu! (JPN) | ||
|
||
## Using the patcher GUI | ||
Start the gz-gui program. Click the tab that corresponds to the type of file | ||
you want to create and fill out the options according to the instructions | ||
below. Press Go! to run the patcher. The output log window will show | ||
information about the patching process. When the patcher is done, you'll be | ||
asked where you want to save the new file. Enter a filename and press Save. | ||
When the output window closes, the new file has been saved and you can close | ||
the program. | ||
|
||
### Patching a ROM | ||
In the ROM group box, press Select and open the ROM that you wish to patch. If | ||
you want to enable line features, check Inject line microcode in the Line | ||
microcode group box, then press Select and open one of the supported microcode | ||
donor ROMs. | ||
|
||
### Patching a WAD | ||
Press the Select button in the WAD group box and open an Ocarina of Time WAD. | ||
The ROM contained in the WAD will be used by default (USA 1.2 or JPN 1.2 | ||
depending on the WAD used). To use a different version, check Use external ROM | ||
in the ROM group box, press Select and open the ROM that you wish to patch and | ||
inject. The default options should be fine for most users. | ||
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## Using the command-line | ||
|
||
### Patching a ROM | ||
**Windows:** `patch-rom.bat [options...] <input-rom>` | ||
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||
**GNU/Linux:** `./patch-rom [options...] <input-rom>` | ||
|
||
**macOS:** From `gz-gui.app/Contents/Resources`: | ||
`./patch-rom [options...] <input-rom>` | ||
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`options`: | ||
|
||
- `-s`: Invoke as a sub-program to the gui patcher. Log messages are | ||
redirected to stderr, and the default filename is printed to stdout. | ||
- `-o <output-rom>`: Save as `<output-rom>` instead of the default filename. | ||
|
||
### Patching a WAD | ||
**Windows:** `patch-wad.bat [options...] <wad-file>` | ||
|
||
**GNU/Linux:** `./patch-wad [options...] <wad-file>` | ||
|
||
**macOS:** From `gz-gui.app/Contents/Resources`: | ||
`./patch-wad [options...] <rom-file>` | ||
|
||
`options`: | ||
|
||
- `-s`: Invoke as a sub-program to the gui patcher. Log messages are | ||
redirected to stderr, and the default filename is printed to stdout. | ||
- `-o <output-wad>`: Save as `<output-wad>` instead of the default filename. | ||
- `-m <input-rom>`: Patch and inject `<input-rom>` instead of using the ROM | ||
contained in the content file. | ||
- `-i|--channelid <id>`: Set the channel ID to `<id>` instead of the default. | ||
- `-t|--channeltitle <title>`: Set the channel title to `<title>` instead | ||
of the default. | ||
- `-k|--key <key-file>`: Use `<key-file>` as the common key instead of | ||
`common-key.bin`. | ||
- `-r|--region <region>`: Set the channel region to `<region>` instead | ||
of region-free. `<region>` should be one of: | ||
- `0`: Japan | ||
- `1`: USA | ||
- `2`: Europe | ||
- `3`: Region free | ||
- `-d|--directory <content-directory>`: Use `<content-directory>` as working | ||
directory for the main content file. The default is `wadextract`. | ||
- `--raphnet`: Use Raphnet Adapter controller remapping. L is bound to the Z | ||
Trigger on the controller instead of Down on the C-stick. | ||
- `--disable-controller-remappings`: Disable all controller remappings. | ||
- `--no-homeboy`: Do not inject the homeboy binary and hooks. Homeboy | ||
features will be unavailable. | ||
|
||
### Enabling line features on N64 | ||
**Windows:** Select both your patched rom and a microcode rom, then drag and | ||
drop them onto the `inject_ucode.bat` script. | ||
### Injecting the line microcode | ||
**Windows:** `inject_ucode.bat <dst-file> <src-file>` | ||
|
||
**GNU/Linux:** Run `./inject_ucode <patched-rom> <ucode-rom>`. | ||
**GNU/Linux:** `./inject_ucode <dst-file> <src-file>` | ||
|
||
The currently known and supported microcode roms are `Hey You, Pikachu! (U)` | ||
and `Hey You, Pikachu! (J)`. | ||
**macOS:** `gz-gui.app/Contents/Resources/inject_ucode <dst-file> <src-file>` |
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