脱出加侬战

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脱出加侬战是一个程错。林克拿到光之弓后,可以把光之弓带出魔兽加侬所在的光墙内。由于游戏仍然认为林克在和魔兽加侬对战,光墙外的世界和平常的世界有些许差异。根据版本不同,具体的差异也各有不同。

这个条目记载了逃出光墙后外面世界会发生的事情。

影响

存挡、传送、消磨时间、进入神庙

一旦游戏到了对战加侬的阶段,玩家就不能再存档,也不能用减号传送。

如果一个这个东西跟别的东西绑定在一起的话,整组东西都不会生成。

这些禁止事项在游戏里被重复利用了好些次。例如,沃托里的赌博小游戏在赌博开始跟结束时都会打开、关闭某些 flag。所以有玩家发现,离开光墙后只要去玩赌博小游戏,小游戏结束后这些限制也随之解除。

载入画面后的诡异动画

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 里有提到,LastBossGanonBeastGenerateFlag 这个 flag 会阻止子夜的血月。不过这仅仅意味着血月不会自然出现,血月的计时器还是会继续增加。

和其他禁止事项不同的是,游戏里没有哪个机制会把 LastBossGanonBeastGenerateFlag 关掉,所以我们不能期待把它关掉后让血月自然出现。不过,睡觉跟消磨时间后出现的血月(如果血月本该在当晚发生而林克直接睡到早晨的话)用的是另一套独立的检查系统,所以还是可以触发。这部分八成是任天堂漏看了。

消失的 NPC、神庙、敌人

这个部分是大部分人都会立刻发现的:在脱出光墙后,一部分的神庙、希卡塔、NPC、敌人将不复存在。

之所以会只有“一部分”不见,是因为 Placement 的源代码里有一段奇怪的逻辑。

If:

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

而且一个“东西”

  • 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

那就不生成这个东西。

如果一个这个东西跟别的东西绑定在一起的话,整组东西都不会生成。

解释

之所以 NPC、大部分的敌人、神庙都会不见,是因为源代码里刻意把它们过滤掉了。

同时我们也可以看到为什么希卡塔看起来和平常不一样。希卡塔是跟 FldObj_DownloadTerminal_A_01(滴入地图的东西)和 DgnObj_WarpPoint_A_01(地板上的蓝色圆形传送点)绑定的,而游戏并不打算生成后两种东西,从而排除了整个塔。

类似的,神庙的内部也通通不见了。这是因为整个神庙都跟坐镇的导师绑定了,而导师是 ...... 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(风)登场
  • Demo141_1: Hyrule Castle Citadel - Fireblight Ganon Appears ハイラル城本丸・カースガノン(火)登场
  • Demo141_2: Hyrule Castle Citadel - Thunderblight Ganon Appears ハイラル城本丸・カースガノン(雷)登场
  • Demo141_3: Hyrule Castle Citadel - Waterblight Ganon Appears ハイラル城本丸・カースガノン(水)登场
  • Demo142_0: Hyrule Castle Citadel - Ganon's Incomplete Form Appears ハイラル城本丸・不完全体ガノン登场
  • Demo143_4: Hyrule Castle Citadel · Divine Beast Beam Bullet ハイラル城本丸・神獣ビーム着弾
  • Demo145_0: Hyrule Castle Citadel · Ganon's Incomplete Form Dies ハイラル城本丸・不完全体ガノン死亡
  • Demo146_0: Hyrule Field - Beast Ganon Appears ハイラル平原・魔獣ガノン登场

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.