Ura Zelda Restoration Project!! (ARUZ 2016)

Elmer

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After readings Zeth`s position in this mod revive i am not sure if you should finish it Alex... you only have like 10 - 15% of the files, to make the mod like it was meant to be is not possible... i really dont want to be the 6th person to tell you to stop... i would love if you would finish it, but you have to see it out of the perspective of Zeth.. its like his child, if someone else finishes it, it would never be the same as his "dream" and it would kind of hurt him.


Go Finish it if you want, you would do a lot of the communitiy a favour, even if they maybe are just blind and want a new romhack... but try to see it out of Zeth`s Perspective.
My perspective: i dont give a damn about romhacks anymore, even if URA zelda would have been great, but what it originally should be only nintendo knows...
I know a lot about the beta of Zelda 64, i also have insider infos, but maybe its best to keep it secret.

Sometimes its best to just let it go! Let your dreams just be dreams

(my english isnt great know that)
 
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frizzle101101

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Hey I know assembly and am very curious how it works with gaming, very interesting to see the only Zelda's I love be recreated and I culd try and help.
 
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fihn14

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Actually allow me to correct you, Ura was not a hoax and it was Sakura and myself who did the most work out of the 'team' we had. Most of the Ura team members were unavailable most of the time leaving it to me to have have to pick up the slack. Sanguinetti spent most of his time getting either grounded or had school work. Secant, aka Naxylldritt spent a lot of his time dealing with college courses and was scarcely around, Arcaith and Shadowfire both lived in Australia which made it difficult to communicate with them ontop of their own RL needs. Nitroflasher worked with us despite being from another country however he had to quit the project and basically the internet for a while after dealing with an accident regarding his family. As for Spire, 90% of his work was his wacked out ideas that I either disapproved of because they didn't fit very well into the lore or he would just post without talking to me or the team about it. There was very few concepts that he did that I approved of and half of the time he was sending us finished detailed work instead of sending us several sketches to talk and discuss and refine the concept work.

Sakura and myself were the ones that were around the most and worked the most upon the project out of anyone and we both had discussed it and agreed to make the switch to Majora's Mask. The team that complained that all their work was going to waste, its a laugh. Sakura coded the new wallets and file select as well as our A+B reverse and hardcoded our fairy colours and yet she agreed to the switch for the better of the project. Secant made the lost woods and the earth temple, two maps that weren't even ingame yet and wasn't that hard to import into the MM engine in the first place. Arcaith made one map that I helped designed and created all the textures for, the castle town that everyone has seen. Sanguinetti partially ported over the MM Link which was far from being fully complete in the first place and he ported over a texture over the treasure chest. Those were the only two things he got ingame, the shield I gave him was causing him trouble. Switching over to MM's engine actually made his job easier, it made using our maps easier due to the fact that OOT has huge limitations. We found this out early on in Ura when we tested the castle town and it ran fine without actors but the moment we added npcs, it began to lag on the emulator which gives more leeway then actual hardware. When I ported it to MM, the lag was suddenly gone because it could handle far more due to being on an updated engine.

All the Ura Project videos you saw with levels were all my work, The fixed Prerelease cutscene, Deepwood Shrine, The new great fairy, the Z targeting reticle, the Ice Palace demo, The Pyramid of Power area, the Palace of Wind, the beta medallions restored, the Palace of Time, Fado reworked to be used as a sage, The restored musical note, The cow nose rings restored, writing custom hierarchies for some of the beta models so they could even be used, getting the Honey Darling couple to use a new animation and be still instead of spinning, I helped design the colours for Raze the fairy and the Golden Menu screen using old code work I made back during my real gameshark days that Sakura built off of. And that's not even half of the work I did for that project for two years yet I keep seeing people pissing and moaning about something they barely contributed to or just watched from the sidelines. But please, continue to tell sit there and lie how much of a 'hoax' it was. Shadowfire and myself were the last members who stayed with the project until the very end.</rant>

@Alex S - I understand you want to complete this but I must insist that you please let it go. Ura was a project that I started but by the time it happened, it became something far bigger then it should have. There was far many messy ideas and lack of communication between team members that have lead to a lot of sore feelings regarding it and you cannot hope to create and finish a project following the original creative vision I had for it when I started it or the technical know how to finish it. I've already seen huge conflicting issues with the screenshots of the work you have posted which show you are heading in the wrong direction and just mainly pasting the work Sakura, Secant and myself did and not really your own. I ask you to please, make your own mod, make something of your own ideas that aren't taken from someone else's project. When you do that, it makes the project far more satisfying when you work on it and you don't run into the creative brick wall when you don't know where the original vision for that world/project was going in the first place.

I also must correct you, that castle town you posted was never going to be used in Ura, that was something Secant made just because he was trying to refine his skills and he wanted to see if he could make it. You can see the difference clear as day in my video on my channel.



@Everyone wanting something like Ura - Just be a bit patient, I am actually working on Ura's successor and its turning out far better in design and stability then Ura ever was and it will be completed. Subscribe to my channel and keep an eye on it, when I'm ready, I will announce what it is.

Wow man i had no idea your team communicated like dog shit but im sure that me and alex can finish this project, it will take some time but i want you to see what we are capable of

--------------------- MERGED ---------------------------

We need any more music makers ??? Composer here happy to help



Examples of my work =]

Do you want to join the discord team? If you do pm me
 

JoostinOnline

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Hey I know assembly and am very curious how it works with gaming, very interesting to see the only Zelda's I love be recreated and I culd try and help.
Given that there are who-knows-how-many kinds of assembly language, odds are you can't.
Wow man i had no idea your team communicated like dog shit
Way to stay classy...

Sent from behind you
 
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SV3589BXMK4

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Actually allow me to correct you, Ura was not a hoax and it was Sakura and myself who did the most work out of the 'team' we had. Most of the Ura team members were unavailable most of the time leaving it to me to have have to pick up the slack. Sanguinetti spent most of his time getting either grounded or had school work. Secant, aka Naxylldritt spent a lot of his time dealing with college courses and was scarcely around, Arcaith and Shadowfire both lived in Australia which made it difficult to communicate with them ontop of their own RL needs. Nitroflasher worked with us despite being from another country however he had to quit the project and basically the internet for a while after dealing with an accident regarding his family. As for Spire, 90% of his work was his wacked out ideas that I either disapproved of because they didn't fit very well into the lore or he would just post without talking to me or the team about it. There was very few concepts that he did that I approved of and half of the time he was sending us finished detailed work instead of sending us several sketches to talk and discuss and refine the concept work.

Sakura and myself were the ones that were around the most and worked the most upon the project out of anyone and we both had discussed it and agreed to make the switch to Majora's Mask. The team that complained that all their work was going to waste, its a laugh. Sakura coded the new wallets and file select as well as our A+B reverse and hardcoded our fairy colours and yet she agreed to the switch for the better of the project. Secant made the lost woods and the earth temple, two maps that weren't even ingame yet and wasn't that hard to import into the MM engine in the first place. Arcaith made one map that I helped designed and created all the textures for, the castle town that everyone has seen. Sanguinetti partially ported over the MM Link which was far from being fully complete in the first place and he ported over a texture over the treasure chest. Those were the only two things he got ingame, the shield I gave him was causing him trouble. Switching over to MM's engine actually made his job easier, it made using our maps easier due to the fact that OOT has huge limitations. We found this out early on in Ura when we tested the castle town and it ran fine without actors but the moment we added npcs, it began to lag on the emulator which gives more leeway then actual hardware. When I ported it to MM, the lag was suddenly gone because it could handle far more due to being on an updated engine.

All the Ura Project videos you saw with levels were all my work, The fixed Prerelease cutscene, Deepwood Shrine, The new great fairy, the Z targeting reticle, the Ice Palace demo, The Pyramid of Power area, the Palace of Wind, the beta medallions restored, the Palace of Time, Fado reworked to be used as a sage, The restored musical note, The cow nose rings restored, writing custom hierarchies for some of the beta models so they could even be used, getting the Honey Darling couple to use a new animation and be still instead of spinning, I helped design the colours for Raze the fairy and the Golden Menu screen using old code work I made back during my real gameshark days that Sakura built off of. And that's not even half of the work I did for that project for two years yet I keep seeing people pissing and moaning about something they barely contributed to or just watched from the sidelines. But please, continue to tell sit there and lie how much of a 'hoax' it was. Shadowfire and myself were the last members who stayed with the project until the very end.</rant>

where is my shoutout
 

Sheimi

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Been following this since I first heard about it. It is one of those rom hacks I will wait for. I'd love to see it finished one day. Marsh Palace was a thing, then went to a Thunder Palace.
 
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fihn14

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where is my shoutout
lol

--------------------- MERGED ---------------------------

All your screenshots are from the "Ura Leaks" bro. Why are you claiming to have made those?
no nobody claimed that

--------------------- MERGED ---------------------------

All your screenshots are from the "Ura Leaks" bro. Why are you claiming to have made those?
we are just using that all as place holders to see if our patching method worked, it was to show we at least have somewhere to start in this ambitious project
 

xdaniel

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Leaving aside the, let's call it... politics regarding a project resurrection that (members of) the original team doesn't exactly approve of, on the subject of hardware compatibility: If you're just using SharpOcarina and/or Hylian Toolbox for model importing, it will not work properly on hardware and eventually glitch or crash.

There's AFAIK no full-fledged map or actor importers that produce output that works on an actual N64, only simple display list importers (spinout's old Python scripts, tho I'm not 100% sure if they do work for HW, as well as Model2F3DEX2). So, you'll need to either fix SharpOcarina, adapt Model2F3DEX2 to replace the customized Model2N64 used by Hylian Toolbox (mostly the command-line parameters, I guess), or write a whole new tool to replace all of the existing ones, which I still believe would be in the best interest of the Zelda 64 hacking "community" for someone to do.
 

Mooliecool

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Also, the rom's assets (Link Model, Title, HUD) isn't even Zeth's project, its Sylux102's and you should at least credit him for that.
 

AriaHiro

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I'm going to stay FAR away from this, all I will say is that this is work from more than 7 members of the zelda modding community some more than 5 years ago. Some that was leaked accidentally. This is why people are "assholes" to new members. PS most people saying negative things are well known zelda modders.
 
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AriaHiro

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i meant development wise. And I could pick apart every flaw with this thread and waste a half and hour.
 
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Taven

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Okay So this is my first attempt at an n64 project :P But here it is!!
Welcome to Another Restoration Project For URA Zelda!
(Project ARUZ 2016 for short ^-^)
as this will complete what remains of ZethN64's Project, All credit for the original work done goes to him!!

So recently i was able to acquire all of ZethN64's Project files from before the restoration project was shut down (after a lot of digging around and asking about until we had something beta info to work with and eventually,the files.) So i figured i should assemble a team of talented people to help finish the project and finally release it! if you would like to help in Finally finishing the amazing beta of oot and creating a finished patch file,leave a reply in the thread or just pm me! this time the restoration project will be released as a test rom every time a trailer is put out! I will reassemble as muhc as i can and build off of that until we have a stable rom for everyone to explore :3

Credits Go to ZethN64 for initially starting this project and creating such amazing work :P

Current Development Team Members (And What they do) :
  • ZethN64 (Initial Legacy Restore Project Work/Abandonware)
  • Alex S (Creator of Project ARUZ 2016)
  • Ty Anderson (Creator Of Links Awakening 64,SMS Painted edition)
  • Fihn14 (Music work and sound)
  • Vis3c (ura info provider)

If you would like to join the team, just ask! Any help is welcome,just let us know what you can do and we will add you to the dev team list!!

Heres a Preview of What To Expect with the 1.0 Alpha Release ^-^:

Version Beta Official Screenshots :
pyramid of power :
Graveyard Dungeon:


Goron Shop :


Palace of Wind (WIP) :

and much more coming soon ^-^

Link to Project Development Discord Server :
Click here to enter the Server!


DOWNLOADS:


ZethN64 Legacy Project Remains ModDB page : ModDB Page

Project Official Facebook Page: Facebook Page


Project URAZ 1.0 Preview : coming soon...

TRAILERS,VIDEOS,STREAMS,ETC. :
This isn't Zeth's work this is Sylux's old files that I was mislead to believe it was Zeths hence why H4G uploaded that video claiming it was Zeth's nice try though :)
 

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I don't care cry about it lol he is claiming to have something he doesn't but you care more about grammer? Classic GBATemp lol
It's been discussed at length already. There's not really any sense in bringing it up again. If you're going to anyway, you might as well make your posts legible.
 
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Taven

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It's been discussed at length already. There's not really any sense in bringing it up again. If you're going to anyway, you might as well make your posts legible.
No one has Zeth's files. No way in how he out of anyone got a hold of them. He's just a flat out idiot.

(There typed properly just for you enjoy)
 

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