DEBATE ABOUT PROGRAMMERS CODE

When it comes to things like decompiling the Zelda 64 ROM information and determining where and what programmers did while developing the game, I am at a loss, and have to leave it up to experts. That is what this page is for, experts to express their knowledge and debate over the issue against claims made by others regarding the issue of the Triforce being "commented out" in the programmers C language code. I do program websites, but not N64 games, so I just can't lend a hand to this without studying. Like I said before, I do not verify any of the claims that were made on the page "Triforce in the Programmers Code" as being real so don't say that I said it worked, because I never really took sides on that one. I just reported it and this is the feedback I received regarding the issue.

Andrew Wilson Said: Hello, Sorry to be bothering you again, but I thought you should know how dodgy the story about reverse compiling the game is. Apart from the encryption issue, games are stored as machine code, which can only really be disassembled to get assembler code. None of the programmers original comments will be there, and code will not be "commented out" although it may never be executed. I'm not an expert on the N64 system, so for example I couldn't comment on whether &H00F1A is likely to be a valid address for code, and I can't say much about the rest other than that it sounds very much like someone spouting all the jargon they can think of. All in all, it's not very convincing. Thanks for your time.

Sledge Comments: Dude, Awesome Zelda page. 10x better than any other on the web. I just wanted to tell you that programmer's code guy gave you a load of BS. I code programs (not N64) and know something about the final games. First, there are no comments or commented out code in compiled code. You would never be able to view commented out code or comments made by the programmers in an executable (which is what the rom is). Second he "quotes" some code saying "Trichk == True". You would only see this in the original source code. Executables are entirely numbers, so no text and no variable names. Third, his OpenGL quote is a load. Even if they did use OpenGL (I highly doubt but don't know for a fact), this guy would not be able to tell things like spotlighting effects and alpha-blending techniques without a very intimate knowledge of OpenGL. Finally, I highly doubt that they encrypted the code. This would slow down the cart immensly and I've never heard of this. You could encrypt text which is displayed during the game, but you would not encrypt instructions.

Hammy Points Out: He wrote "...(trickh == True; ...". That is C++ code, not N64 ROM code. The other thing is that he used, the hexidecimal code. &H00F1A. Hex doesn't use the & character or the H character. And what the hell, the american version is encyrpted. Maybe I am wrong, but from the little that I know from computer programming, that is total BS!! Well I love ur site, I hope you continue it!!

Thanks guys for clarifying this issue. I'm going to hinge my bets on the "Triforce In the Programmers Code" as being yet ANOTHER hoax. That is rather too bad, considering it sounded halfway legitamite. Please, no more of the useless rantings about "I have the Triforce!" and "I know how to get the Triforce," and "My friend got the triforce but won't tell me how!" I'm still going to stick to my guns when I say that at one point during the game's development you COULD get the Triforce (as is seen on an early pre-production promo video), but as the team worked on the game and the plot was developed this element was removed in favor of our current plot OR the Triforce Quest was perhaps part of that elusive and doomed 64DD disk. It's too bad for the 64DD to have flopped before it even got off the ground. Oh well, I guess, we'll just have to wait for the possible Add-on Cart, or the next sequel on Nintendo's next console to see if they address this Triforce issue.

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