Rando: Hidden gauntlet colors not showing properly #3622
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The way the game works is that there is an array of colors that gets used based on your strength value. This array only has two colors, one for silver gauntlets (strength 2), and one for gold gauntlets (strength 3). Indexing outside of that array is considered an Out of Bounds read (OoB) that returns unpredictable garbage data. For consoles, OoB reads just overflow to the next memory in the rom, which just happens to produce those extra "colors" when getting strength 4, 5, 6 and 7. Anything ever experienced in SoH before when using RBA gauntlets is just a coincidence (like the slashing changing colors). This was never anything intentionally done by us. Depending on your OS and the SoH version at the time, either the garbage data just happened to be certain colors, or probably just black (all zeros). To truly restore the colors, this array would need to be expanded to include the exact color values that get used by the rom when doing the OoB reads. I don't know how to get those colors currently, and I wouldn't want to guess them as that would be inaccurate. Someone would probably need to use a memory viewer to inspect what colors the overflowed memory is actually making. And if we did restore the colors, we would only restore what console already does (so no sword slashing changing the color). |
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Normally, Link can only go up to strength values 3 through normal gameplay.
Normal strength values:
0 - No upgrade
1 - Goron's Bracelet
2 - Silver Gauntlet
3 - Gold Gauntlet
Performing RBA with Pocket Egg on D-Pad Right (C-Right before randomizer builds) would add +4 to Link's strength value. Prior to randomizer being added to SoH, each hidden strength value gives the gauntlet hidden colors. Every hidden value has the same properties as Gold Gauntlets.
Hidden strength values:
4 - Black gauntlets
5 - Green gauntlets*
6 - Blue Gauntlets
7 - Red Gauntlets
*Note in SoH, the colors change based on the last weapon Link swung.
Below is a chart showcasing the hidden gauntlet colors.
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Obtaining any hidden strength value with the current rando build now makes them all black. A possible solution is to hard code the colors back into the hidden strength values. The functionality isn't gone, but the drip is.
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