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Why does Ocarina of Time for GCN freeze?

loosus

Banned
When you open a the inventory screen, why does it freeze? It feels like it's about to die. Then, it keeps going after the slight pause.

And why does a black screen appear when you save?

And will this happen on the Virtual Console of Wii?
 
I'm assuming it's from it going from a cart to disc medium (load times). Those FF compliations did that horribly on the psx too.
 
On a slightly different note, how come Majora's Mask on the cube SUCKS SO BAD.

the game freezes up alle the time and the framerate is horrible (even worse than on N64)
 
1. Because it's running off an emulator and not from the original cartrige.

2. Because it was a quick job done by Nintendo and given for free.
 
Why would it matter that it's not running off the original cartridge?

The rest of the game runs decently, or at least doesn't freeze like that.
 
RSP said:
On a slightly different note, how come Majora's Mask on the cube SUCKS SO BAD.

the game freezes up alle the time and the framerate is horrible (even worse than on N64)
it never froze for me
 
perplexcity said:
I'm assuming it's from it going from a cart to disc medium (load times). Those FF compliations did that horribly on the psx too.

Wrong. The game rom is entirely loaded in the RAM on start, so that's not the issue.
 
Wii said:
I think it's the frame buffer grab that it puts behind the items and stuff.

Indeed. To avoid taking up too much of the poor N64's ram, instead of just pausing the action and displaying a 3D inventory screen on top of the game (just wouldn't fit in RAM I'm guessing), the game did a frame buffer grab and displayed it as 2D background for the inventory screen. That process made the game pause slightly even on N64. The emulator for GCN seems to have one hell of a hard time with it.
 
You'd think Nintendo would have better programmers for their emulators than independent projects people create on the internet...that Majora's Mask thing irritated me after awhile and when I played the perfect one again I kept waiting for the sound glitch.
 
Biohazard said:
You'd think Nintendo would have better programmers for their emulators than independent projects people create on the internet...that Majora's Mask thing irritated me after awhile and when I played the perfect one again I kept waiting for the sound glitch.

Considering it was something they were giving away for free, I doubt they wanted to put *that* much work into it.
 
RSP said:
On a slightly different note, how come Majora's Mask on the cube SUCKS SO BAD.

the game freezes up alle the time and the framerate is horrible (even worse than on N64)

It hasn't frozen for me (yet) but the framerate is pretty much the same as it was on N64. Maybe you haven't played the game in a while, but it wasn't exactly fast and smooth back then.
 
AtomicShroom said:
Considering it was something they were giving away for free, I doubt they wanted to put *that* much work into it.

This tells of a Different Story:
Original_Nintendo_Seal_of_Quality_(European)_(Custom).JPG
 
Majora's Mask was especially compromised due to the 4MB expansion pack requirement when the game was on the N64 -- IIRC that threw an even bigger wrench in making a good emulator. That's why the beginning cut scene to the game is scaled back on the GC, and why the framerate is even worse than the N64 version (try the Goron race especially...nearly unplayable).

Also, the emulator was made by NST. *COMMENCE NST HATE*
 
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