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Releases: krm01/oot-indigo-mod

Indigo: Chapter 2 - v0.4.6 - Chaos Edition!

16 Sep 18:09
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v0.4.x CHAOS MODE!

(scroll to the bottom to download the .bps patch file)

This version has NO NEW CONTENT compared to the Chapter 2 demo.

This is just a backport of the new Chaos Mode. Use File 3 in File Select to activate Chaos.

Press D-pad Right in-game to see active Chaos effects!

!!! Due to the nature of Chaos Mode there might be softlocks or - hopefully not - crashes. Save often!

If you haven't played the first demo, play that first if you want! Here

This release should produce a ROM with the following hash after patching: md5: 1ccccdc1750b52c6677fa120e3b9a82f.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64.

If you are using Project64, be sure to enable the option "Always use interpreter core" in the advanced configuration, otherwise it may not start properly.

interpreter_core

Suggested emulators:

  • Project64 3.0.1 (well tested with GLideN64 rev.c36ffa9 graphics plugin)
  • Dolphin
  • Ares
  • Honestly most emulators should work as long as they're not ancient I think
  • Wii VC compatible
  • N64 compatible with Everdrive. HOWEVER expect lag in some places, and some z-fighting on textures. The game is still completable on console but it is not the best experience. We made a conscious decision to sacrifice performance on N64 in favor of cool vistas and encounters for Wii VC/emulator players. sorry!

MODLOADER64 IS NOT SUPPORTED, and never will be. Sorry!

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

This mod also uses the Dpad and L buttons, so you may want to remap those as well:

# gz standard remapping for NACE and NACJ
0000 00000000 00000001
# apply d-pad remappings
0302 0016BAF0 00000800
0302 0016BAF4 00000400
0302 0016BAF8 00000200
0302 0016BAFC 00000100
# apply c-stick remapping
0302 0016BB04 00000020

(I do not know how these work, if you're playing on Wii VC I assume you know how to do this stuff yourself)

Changes from 0.4.5

  • dramatically increase cooldown on flashbang
  • instant damage effects won't activate at <2 hearts
  • add cooldown to OHKO
  • nerf duration of OHKO
  • nerf duration of Floor is Lava
  • allow hanging from ledges to bypass Floor is Lava

Indigo: Chapter 2 - v0.4.5 - Chaos Edition!

14 Sep 23:25
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v0.4.x CHAOS MODE!

(scroll to the bottom to download the .bps patch file)

This version has NO NEW CONTENT compared to the Chapter 2 demo.

This is just a backport of the new Chaos Mode. Use File 3 in File Select to activate Chaos.

Press D-pad Right in-game to see active Chaos effects!

!!! Due to the nature of Chaos Mode there might be softlocks or - hopefully not - crashes. Save often!

If you haven't played the first demo, play that first if you want! Here

This release should produce a ROM with the following hash after patching: md5: 002fee904f7ab43830b377947ab21b31.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64.

If you are using Project64, be sure to enable the option "Always use interpreter core" in the advanced configuration, otherwise it may not start properly.

interpreter_core

Suggested emulators:

  • Project64 3.0.1 (well tested with GLideN64 rev.c36ffa9 graphics plugin)
  • Dolphin
  • Ares
  • Honestly most emulators should work as long as they're not ancient I think
  • Wii VC compatible
  • N64 compatible with Everdrive. HOWEVER expect lag in some places, and some z-fighting on textures. The game is still completable on console but it is not the best experience. We made a conscious decision to sacrifice performance on N64 in favor of cool vistas and encounters for Wii VC/emulator players. sorry!

MODLOADER64 IS NOT SUPPORTED, and never will be. Sorry!

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

This mod also uses the Dpad and L buttons, so you may want to remap those as well:

# gz standard remapping for NACE and NACJ
0000 00000000 00000001
# apply d-pad remappings
0302 0016BAF0 00000800
0302 0016BAF4 00000400
0302 0016BAF8 00000200
0302 0016BAFC 00000100
# apply c-stick remapping
0302 0016BB04 00000020

(I do not know how these work, if you're playing on Wii VC I assume you know how to do this stuff yourself)

Indigo: Chapter 2 - v0.3.16 (Bugfixes)

10 Jan 21:05
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Join the Hylian Modding discord to talk about Indigo and other romhacks: https://discord.com/invite/nGFZ394

If you haven't played the first demo, play that first if you want! Here

This release should produce a ROM with the following hash after patching: md5: 237425e133a3ef6ea4154cdce275d396.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64.

Version 0.3.16 only has bugfixes, there is no new content compared to 0.3.15.

If you are using Project64, be sure to enable the option "Always use interpreter core" in the advanced configuration, otherwise it may not start properly.

interpreter_core

Suggested emulators:

  • Project64 3.0.1 (well tested with GLideN64 rev.c36ffa9 graphics plugin)
  • Dolphin
  • Ares
  • Honestly most emulators should work as long as they're not ancient I think
  • Wii VC compatible
  • N64 compatible with Everdrive. HOWEVER expect lag in some places, and some z-fighting on textures. The game is still completable on console but it is not the best experience. We made a conscious decision to sacrifice performance on N64 in favor of cool vistas and encounters for Wii VC/emulator players. sorry!

MODLOADER64 IS NOT SUPPORTED, and never will be. Sorry!

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

This mod also uses the Dpad and L buttons, so you may want to remap those as well:

# gz standard remapping for NACE and NACJ
0000 00000000 00000001
# apply d-pad remappings
0302 0016BAF0 00000800
0302 0016BAF4 00000400
0302 0016BAF8 00000200
0302 0016BAFC 00000100
# apply c-stick remapping
0302 0016BB04 00000020

(I do not know how these work, if you're playing on Wii VC I assume you know how to do this stuff yourself)

Indigo: Chapter 2 - v0.3.15

05 May 05:26
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Join the Hylian Modding discord to talk about Indigo and other romhacks: https://discord.com/invite/nGFZ394

If you haven't played the first demo, play that first if you want! Here

This release should produce a ROM with the following hash after patching: md5: 6f8824eda3a52e901a7e6a6abd7e51fa.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64.

This is still an early version and there may be bugs! Please save your game often!

Language support for Spanish, German, French, and Portuguese is coming soon!

Suggested emulators:

  • Project64 3.0.1 (well tested with GLideN64 rev.c36ffa9 graphics plugin)
  • Dolphin
  • Ares
  • Honestly most emulators should work as long as they're not ancient I think
  • Wii VC compatible
  • N64 compatible with Everdrive. HOWEVER expect lag in some places, and some z-fighting on textures. The game is still completable on console but it is not the best experience. We made a conscious decision to sacrifice performance on N64 in favor of cool vistas and encounters for Wii VC/emulator players. sorry!

MODLOADER64 IS NOT SUPPORTED, and never will be. Sorry!

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

This mod also uses the Dpad and L buttons, so you may want to remap those as well:

# gz standard remapping for NACE and NACJ
0000 00000000 00000001
# apply d-pad remappings
0302 0016BAF0 00000800
0302 0016BAF4 00000400
0302 0016BAF8 00000200
0302 0016BAFC 00000100
# apply c-stick remapping
0302 0016BB04 00000020

(I do not know how these work, if you're playing on Wii VC I assume you know how to do this stuff yourself)

Indigo: Chapter 2 - v0.3.14

04 May 23:41
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Join the Hylian Modding discord to talk about Indigo and other romhacks: https://discord.gg/nGFZ394

If you haven't played the first demo, play that first if you want! Here

This release should produce a ROM with the following hash after patching: md5: ee5534b12708e38fa7cd6fe334a6e7e0.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64.

This is still an early version and there may be bugs! Please save your game often!

Language support for Spanish, German, French, and Portuguese is coming soon!

Suggested emulators:

  • Project64 3.0.1 (well tested with GLideN64 rev.c36ffa9 graphics plugin)
  • Dolphin
  • Ares
  • Honestly most emulators should work as long as they're not ancient I think
  • Wii VC compatible
  • N64 compatible with Everdrive. HOWEVER expect lag in some places, and some z-fighting on textures. The game is still completable on console but it is not the best experience. We made a conscious decision to sacrifice performance on N64 in favor of cool vistas and encounters for Wii VC/emulator players. sorry!

MODLOADER64 IS NOT SUPPORTED, and never will be. Sorry!

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

This mod also uses the Dpad and L buttons, so you may want to remap those as well:

# gz standard remapping for NACE and NACJ
0000 00000000 00000001
# apply d-pad remappings
0302 0016BAF0 00000800
0302 0016BAF4 00000400
0302 0016BAF8 00000200
0302 0016BAFC 00000100
# apply c-stick remapping
0302 0016BB04 00000020

(I do not know how these work, if you're playing on Wii VC I assume you know how to do this stuff yourself)

Indigo: Chapter 2 - v0.3.13

04 May 06:51
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Join the Hylian Modding discord to talk about Indigo and other romhacks: https://discord.gg/nGFZ394

If you haven't played the first demo, play that first if you want! Here

This release should produce a ROM with the following hash after patching: md5: f6516b931b322e6a86c827123cd5d87e.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64.

This is still an early version and there may be bugs! Please save your game often!

Language support for Spanish, German, French, and Portuguese is coming soon!

Suggested emulators:

  • Project64 3.0.1 (well tested with GLideN64 rev.c36ffa9 graphics plugin)
  • Dolphin
  • Ares
  • Honestly most emulators should work as long as they're not ancient I think
  • Wii VC compatible
  • N64 compatible with Everdrive. HOWEVER expect lag in some places, and some z-fighting on textures. The game is still completable on console but it is not the best experience. We made a conscious decision to sacrifice performance on N64 in favor of cool vistas and encounters for Wii VC/emulator players. sorry!

MODLOADER64 IS NOT SUPPORTED, and never will be. Sorry!

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

This mod also uses the Dpad and L buttons, so you may want to remap those as well:

# gz standard remapping for NACE and NACJ
0000 00000000 00000001
# apply d-pad remappings
0302 0016BAF0 00000800
0302 0016BAF4 00000400
0302 0016BAF8 00000200
0302 0016BAFC 00000100
# apply c-stick remapping
0302 0016BB04 00000020

(I do not know how these work, if you're playing on Wii VC I assume you know how to do this stuff yourself)

Indigo: Chapter 2 - v0.3.12

03 May 04:51
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If you haven't played the first demo, play that first if you want! Here

This release should produce a ROM with the following hash after patching: md5: 97e85c43cda5e566051a6805e96e3b6d.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64.

This is still an early version and there may be bugs! Please save your game often!

Language support for Spanish, German, French, and Portuguese is coming soon!

Suggested emulators:

  • Project64 3.0.1 (well tested with GLideN64 rev.c36ffa9 graphics plugin)
  • Dolphin
  • Ares
  • Honestly most emulators should work as long as they're not ancient I think
  • Wii VC compatible
  • N64 compatible with Everdrive. HOWEVER expect lag in some places, and some z-fighting on textures. The game is still completable on console but it is not the best experience. We made a conscious decision to sacrifice performance on N64 in favor of cool vistas and encounters for Wii VC/emulator players. sorry!

MODLOADER64 IS NOT SUPPORTED, and never will be. Sorry!

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

This mod also uses the Dpad and L buttons, so you may want to remap those as well:

# gz standard remapping for NACE and NACJ
0000 00000000 00000001
# apply d-pad remappings
0302 0016BAF0 00000800
0302 0016BAF4 00000400
0302 0016BAF8 00000200
0302 0016BAFC 00000100
# apply c-stick remapping
0302 0016BB04 00000020

(I do not know how these work, if you're playing on Wii VC I assume you know how to do this stuff yourself)

v0.1.10

15 Aug 01:59
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Demo Release: Indigo v0.1.10

Public demo version!

Huge thanks to Zel for graciously providing code for the new skybox!

This release should produce a ROM with the following hash after patching: md5: 082b3c371c75a5887eceae27fc97733f.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64 (md5: 5bd1fe107bf8106b2ab6650abecd54d6)

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

This mod also uses the Dpad and L buttons, so you may want to remap those as well:

# gz standard remapping for NACE and NACJ
0000 00000000 00000001
# apply d-pad remappings
0302 0016BAF0 00000800
0302 0016BAF4 00000400
0302 0016BAF8 00000200
0302 0016BAFC 00000100
# apply c-stick remapping
0302 0016BB04 00000020

Changes

  • minor changes to a couple rooms in the second dungeon to make progress more intuitive
  • many changes to a certain new item to finalize its implementation; sound effects, model, etc
  • add sign to an unfinished area identifying it as such so players don't waste time trying to progress through it
  • restored fast crawl speed that was accidentally broken by a previous version
  • restored fast climbing speed that was accidentally broken by a previous version
  • changed Link's hair color
  • fixes to weird behavior when using a certain item while in first person mode from another item (e.g. bow)
  • print mod version on the pause screen
  • getting bomb bag upgrades out of order now behaves properly
  • allow a certain enemy NPC in the kokiri forest to respawn if not defeated, so players can go back to fight it later if they choose to skip it the first time through
  • fixed a bug with the miniboss in second dungeon that could cause the lighting effects to become permanently darkened
  • removed the "far" level-of-detail model on link. no more ugly model when Link is far from the camera
  • fixes for several texture glitches that were exclusive to N64. at least one known issue still remains though with vines
  • new song plays for the Great Plains field area instead of hyrule field music!
  • significant improvements to hit detection for a certain arrow projectile item
  • updates to Tael text on enemies all over
  • new animation for bonking when traveling at very high speeds
  • pause screen is now significantly faster
  • fix issues with ocarina song minigame in the pause menu for learning songs
  • camera fixes for the water areas in the Item Gauntlet

Feedback

You can file issues on this github repo, or reach out to me on discord (kentonm#8877). Bugs, suggestions, comments, complaints all welcome!

v0.1.9

02 Aug 15:59
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Demo Release: Indigo v0.1.9

Public demo version!

Huge thanks to Zel for graciously providing code for the new skybox!

This release should produce a ROM with the following hash after patching: md5: 78036e7d8c9e6b3e91ec65ecbed22d02.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64 (md5: 5bd1fe107bf8106b2ab6650abecd54d6)

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

Changes

  • New major item preview available, spawns in a chest after defeating the final boss of the demo
  • many fixes to said new item
  • Altered some dialogue text based on feedback
  • Tektites can be targeted from farther away, making them a little more fair to fight
  • Skulwalltulas can be targeted from farther away
  • Fix bug with Iron Boots not respecting movement speed restrictions
  • Work-in-progress grotto area added to Mountain Home scene
  • First attempt at SFX replacements! Navi combat alert replaced with Tatl's
  • Collider adjustment for a large enemy to make it more reliable to hit
  • Like-Likes properly return shields when dying if you get eaten by one
  • A certain jump in the 2nd dungeon is a little easier, there was no need for it to be as precise as it was

Feedback

You can file issues on this github repo, or reach out to me on discord (kentonm#8877). Bugs, suggestions, comments, complaints all welcome!

v0.1.7

27 Jul 10:13
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Demo Release: Indigo v0.1.7

Public demo version!

Huge thanks to Zel for graciously providing code for the new skybox!

This release should produce a ROM with the following hash after patching: md5: 47f6907b5cde2bfacf0cf2e046931d31.
If you get a different hash it probably isn't going to work.

Patch file below is for US 1.0 .z64 (md5: 5bd1fe107bf8106b2ab6650abecd54d6)

Wii VC

When injecting with gzinject, be sure to apply the 8MB memory patch:

# default gz memory patch for NACJ and NACE
0000 00000000 00000001
# use 8MB memory
0304 00002EB0 60000000 

Changes

  • dialogue updates for some kokiri children to help make a certain event more clear
  • visual enhancements to an early game unique enemy
  • dying in boss rooms respawns at the start of the dungeon
  • respawns now with full health, magic, and arrows (it's a demo after all)
  • another sign about Dpad C-button flip because tons of players still forget about it
  • stalchildren now explode more violently when killed
  • fix typos on several text boxes
  • fixed culling issues with a certain actor in the second dungeon that caused confusion whether it had activated or not. it should now always activate because it will continue updating even when culled.
  • fix issue with warps/heart pieces disappearing when returning to the boss room of the second dungeon

Feedback

You can file issues on this github repo, or reach out to me on discord (kentonm#8877). Bugs, suggestions, comments, complaints all welcome!