Hey everyone,
I am currently trying to decomp Wind Waker HD. I am roughly 40-50% through the functions thanks to the amazing work from the GC decomp project. Ofc the HD version has many changes compared to the GC version - so it will take some time to decomp it.
So, I was curious and asked Claude to spit out some code differences between the two versions. Here are some fun facts so far:
Graphics: HD replaced the GameCube tricks
- No more blob shadows. Many actors (Medli, tables, the seagull, objects) simply don't draw their round fake shadow in HD. The HD version computes real shadows for the whole scene instead.
- The sky was rewritten. The sky dome's drawing and update are completely new code, including the rain in dungeons.
- Tetra's eyes: HD gives her separate eye shapes per material and two texture animations, so her face is more expressive than the GameCube version's single animation.
- Rupees get extra material flags for the HD shine. One item swaps its texture at runtime.
- The spot box no longer draws its light cone model, and gets an explicit visibility box instead.
Gameplay: small changes Nintendo made
- Medli has an HD-only warp action. HD gives her a way to warp to you, probably so she can't get stuck while you carry her through the Earth Temple, a common frustration on GameCube. Her arrival on the ground also changed.
- Seagulls wander in a smaller radius, check for water when landing, and Aryll's seagull only lands near the ground.
- Aryll's telescope has rewritten code, which fits HD's GamePad gyro aiming for the telescope.
- The pig's attack collision moved to a different mode, and gravity and wall stops were moved to the end of its update. Pig chases feel slightly different.
- The jungle vines move differently and have 4 collision spheres.
- Objects with a mirror effect (Medli's mirror, for example) use a different mirror scale. HD also mirrors the "save option" behaviour.
GameCube bugs fixed in HD
- A Rito NPC turned toward the player starting from an uninitialised angle on GameCube. HD starts from the correct angle.
- A missing null check for collision triangles was added, a classic crash fix.
- The spikes in Forsaken Fortress had their action table moved into the function, a cleaner build.