脫出加儂戰

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脫出加儂戰是一個程錯。林克拿到光之弓後,可以把光之弓帶出魔獸加儂所在的光牆內。由於遊戲仍然認為林克在和魔獸加儂對戰,光牆外的世界和平常的世界有些許差異。根據版本不同,具體的差異也各有不同。

這個條目記載了逃出光牆後外面世界會發生的事情。

影響

存擋、傳送、消磨時間、進入神廟

一旦遊戲到了對戰加儂的階段,玩家就不能再存檔,也不能用減號傳送。

如果一個這個東西跟別的東西綁定在一起的話,整組東西都不會生成。

這些禁止事項在遊戲裡被重複利用了好些次。例如,沃托里的賭博小遊戲在賭博開始跟結束時都會打開、關閉某些 flag。所以有玩家發現,離開光牆後只要去玩賭博小遊戲,小遊戲結束後這些限制也隨之解除。

載入畫面後的詭異動畫

Demo025_0 (which is played every time Link is spawned in the main world) checks the IsPlayed_Demo146_0 flag. If it is set, the player's Demo_AccelerateHorse action is called. This explains why Link does a strange looking animation whenever the player loads a save that was made after escaping Ganon.

血月

TimeWorldMgr 裡有提到,LastBossGanonBeastGenerateFlag 這個 flag 會阻止子夜的血月。不過這僅僅意味著血月不會自然出現,血月的計時器還是會繼續增加。

和其他禁止事項不同的是,遊戲裡沒有哪個機制會把 LastBossGanonBeastGenerateFlag 關掉,所以我們不能期待把它關掉後讓血月自然出現。不過,睡覺跟消磨時間後出現的血月(如果血月本該在當晚發生而林克直接睡到早晨的話)用的是另一套獨立的檢查系統,所以還是可以觸發。這部分八成是任天堂漏看了。

消失的 NPC、神廟、敵人

這個部分是大部分人都會立刻發現的:在脫出光牆後,一部份的神廟、希卡塔、NPC、敵人將不復存在。

之所以會只有「一部份」不見,是因為 Placement 的原始碼裡有一段奇怪的邏輯。

If:

  • [1.0.0-1.2.0] FirstInHyruleCastleBossRoom is set
  • [1.3.0+] FirstInHyruleCastleBossRoom or IsPlayed_Demo145_0 is set

而且一個「東西」

  • is not Enemy_GanonBeast and profile[1] name is Enemy, GelEnemy, SandWorm (sic), Prey, Dragon or Guardian, or contains NPC (e.g. NPC, DemoNPC)
  • or is called exactly Enemy_Guardian_A
  • or has Entrance or WarpPoint or Terminal in its unit config name

那就不生成這個東西。

如果一個這個東西跟別的東西綁定在一起的話,整組東西都不會生成。

解釋

之所以 NPC、大部分的敵人、神廟都會不見,是因為原始碼裡刻意把它們過濾掉了。

同時我們也可以看到為什麼希卡塔看起來和平常不一樣。希卡塔是跟 FldObj_DownloadTerminal_A_01(滴入地圖的東西)和 DgnObj_WarpPoint_A_01(地板上的藍色圓形傳送點)綁定的,而遊戲並不打算生成後兩種東西,從而排除了整個塔。

Similarly, shrine interiors are invisible because the entire shrine model is a single object that is linked to the shrine's Sheikah monk, who is an NPC.

Additionally, this reveals why the Digdogg Suspension Bridge is invisible after activating the final boss sequence: the map objects are internally called FldObj_RockBridgeGerudoEntrance_A_01, and because of Nintendo's stupidly broad object name blacklist, the bridge objects end up being excluded from spawning.

Also, the only reason why Moldugas spawn at all is because a Zelda developer made a typo. The profile for Moldugas is supposed to be Sandworm, not SandWorm!

Nintendo's broken patch

FirstInHyruleCastleBossRoom is set when the player triggers the final boss sequence in the castle sanctum. On the other hand, IsPlayed_Demo145_0 is set after Calamity Ganon ("incomplete Ganon") dies.

So why does 1.3.0 check IsPlayed_Demo145_0 in addition to FirstInHyruleCastleBossRoom?

This is because Nintendo changed some save data in 1.2.0 in an attempt to patch a closely related glitch: since 1.2.0, the FirstInHyruleCastleBossRoom flag is not loaded from or written to save files anymore. Therefore, to ensure that FirstInHyruleCastleBossRoom always has the correct value, they must now rely on a different endgame flag, and they chose IsPlayed_Demo145_0 for this purpose.

Astute readers will notice that 1.2.0 is the version on which reloading a save causes NPCs, shrines and other excluded actors to reappear. This is simply because a save reload on 1.2.0 and any newer version causes FirstInHyruleCastleBossRoom to be reset to its default value (false), so on 1.2.0 none of that special spawning logic is used.

1.3.0 is the first version on which this trick doesn't work anymore because IsPlayed_Demo145_0 is always saved and loaded properly. Master Mode, Trial of the Sword, dying, killing Ganon, dying, etc. all have no effects. The only way to get out of this state is to reset the flag, and unfortunately, there is nothing the player can do to reset IsPlayed flags.

Runes (amiibo, Master Cycle Zero)

Just like other parts of the game, the amiibo and Master Cycle Zero runes use IsPlayed_Demo flags to decide whether rune usage should be restricted. So let's start with a list of relevant Demo cutscenes and their descriptions (translated + Nintendo's internal official description in Japanese):

  • Demo141_0: Hyrule Castle Citadel - Windblight Ganon Appears ハイラル城本丸・カースガノン(風)登場
  • Demo141_1: Hyrule Castle Citadel - Fireblight Ganon Appears ハイラル城本丸・カースガノン(火)登場
  • Demo141_2: Hyrule Castle Citadel - Thunderblight Ganon Appears ハイラル城本丸・カースガノン(雷)登場
  • Demo141_3: Hyrule Castle Citadel - Waterblight Ganon Appears ハイラル城本丸・カースガノン(水)登場
  • Demo142_0: Hyrule Castle Citadel - Ganon's Incomplete Form Appears ハイラル城本丸・不完全體ガノン登場
  • Demo143_4: Hyrule Castle Citadel · Divine Beast Beam Bullet ハイラル城本丸・神獣ビーム著弾
  • Demo145_0: Hyrule Castle Citadel · Ganon's Incomplete Form Dies ハイラル城本丸・不完全體ガノン死亡
  • Demo146_0: Hyrule Field - Beast Ganon Appears ハイラル平原・魔獣ガノン登場

For the amiibo rune, if Demo146_0, Demo141_{0,1,2,3} or Demo142_0 have been played, the player cannot use amiibo.

The Master Cycle Zero checks are slightly different (and it's very obvious they copy-pasted the amiibo code…):

  • If Demo146_0 has been played, the player is explicitly allowed to use amiibo.
  • If Demo141_{0,1,2,3} or Demo142_0 have been played, they cannot use amiibo.
  • Otherwise, Link can use amiibo if he is not on the main map. So Link can spawn the motorcycle in the Trial of the Sword after escaping the Ganon fight.

EX Quests

If Demo146_0 has been played, the EX Trial of the Sword and Champion's Ballad quests will not start. Nintendo explicitly checks the flag in both cases.

Bow of Light and Master Sword

LastBossGanonBeastGenerateFlag also controls the Bow of Light static spawn. Additionally, the Master Sword will always be in its powered up form ("true form") as long as this flag is set.

Divine Beast lasers and ancient pillars

IsPlayed_Demo145_0 being set enables "final boss mode" in effect code. The only significant effect is that the divine beast lasers are disabled.

IsPlayed_Demo147_0 (sealing Ganon cutscene) makes malice disappear and the ancient pillars around Hyrule Castle glow blue.

Instant teleport back to Calamity

Similarly to LastBossGanonBeastGenerateFlag, LastBossIncompleteGanonGenerateFlag is set right before entering the Calamity Ganon fight to make him spawn and unset as soon as he's defeated.

This flag results in a strange side effect. Every frame, if this flag is set, and if Link's Y coordinate is lower than 170.0, Link is warped back to (-254.0, 191.0, -1026.0).

The Bird-Man minigame escape exploit

The Bird-Man minigame can also be used to escape Ganon. That exploit is the reason why keeping the Bow of Light and still being able to play the game normally was possible on 1.2.0.

The way it works is that you start the minigame and then trigger the Calamity Ganon cutscene by landing in the castle sanctum. As soon as the cutscene finishes, the minigame ends and Link has now successfully escaped Ganon, with all of the aforementioned endgame flags still set.

In versions up to 1.1.2, this causes serious breakage as most of those end-game flags are written to save files (including FirstInHyruleCastleBossRoom).

Someone made a video about it and Nintendo apparently thought the glitch was serious enough to warrant a special patch.

Nintendo's fix

The simple and easy fix would have been to just not spawn the Calamity trigger while the minigame is active, but that's not how they decided to patch it.

Because they knew about the effects of the FirstInHyruleCastleBossRoom flag, they changed GameData configuration to not save that flag, so NPCs, shrines, enemies and towers wouldn't disappear even after doing the glitch.

They also edited the birdman minigame event (MiniGame_HillTower_BirdMan) to always manually reset some effects of landing in the castle sanctum:

  • An event was added to the landing event to warp the player back to the tower (-1746.71, 329.065, -772.847)… except the player is already being warped to the same exact coordinates in the original code. They might have wanted to be _extra sure_ the warp would work.
  • When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are manually cleared. Yes, they forgot to clear any other flag such as IsPlayed_Demo145_0 that may have been set.
  • While the minigame is active, the FirstInHyruleCastleBossRoom flag is cleared every frame.

It's as hacky as it sounds, and unsurprisingly it led to the 1.2.0 spawn glitch and required them to make yet another patch in 1.3.0.

References

  1. There are different kinds of actors (entities) in BotW. Profiles are pretty much categories that allow Nintendo to reuse the same base code internally for different but similar actors.