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Proto:The Legend of Zelda: Ocarina of Time Master Quest

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This page is a translated version of the page Proto:The Legend of Zelda: Ocarina of Time Master Quest and the translation is 6% complete.
Other languages:
English • ‎français • ‎polski • ‎português do Brasil • ‎русский • ‎日本語 • ‎한국어
Other languages:
English • ‎français • ‎polski • ‎português do Brasil • ‎русский • ‎日本語 • ‎한국어

This page details one or more prototype versions of The Legend of Zelda: Ocarina of Time Master Quest.

OoTDebugTitle.png

Known as the Debug ROM, this is a European version of The Legend of Zelda: Ocarina of Time Master Quest that still retains its debug features. It was used by testers at Nintendo of Europe to test the GameCube title prior to its PAL release.

Its framerate was hacked from PAL's standard 50 FPS (gross numbers) to NTSC's 60 FPS (20 vi/s play, 30 vi/s paused) before the ROM was distributed. Its large size owes to the fact that all of its files are uncompressed. The game is 512 MBits, which represents the maximum possible Nintendo 64 cartridge size.

Several patches are available for the Debug ROM and can be found circulating online. These include a patch that translates the level select into English, and another that repairs a room header, allowing players to access Room 120. Some ROMs available for download may already be pre-patched.

Sub-Pages

OoTRoom120.png
Test Maps
Nine new maps exclusive to the Debug ROM, including several from very early prerelease screenshots.
ZMMDebugTitle.png
Console Output Strings
Someone was stuck in their cubicle a little too long.

Debug Functions

ZMMDebugTitle.png
General Functions
General button commands.
OoTMapSelect.png
Map Select
Travel through space and time in an instant, without an ocarina!
OoTInventoryDebug.png
Inventory Editor
Instant gratification for when you can't be bothered to get things legitimately.
OoTActorDebugger.png
Actor Debugger
Didn't your mother ever tell you that it's rude to point?
OoTMemoryEditor.png
Memory Editor
Really want to get your paws sticky? Try messing with the game's memory.
OoTDemoCameraTool.png
Camera Editor
Can't stand the view? We have a fix for that.
OoTAudioDebug.png
Audio Editor
Jam along with Kondo to be the next Ocarina Hero!
OoTEventEditor.png
Event Editor
Accomplish great feats without lifting a finger.

Unused Text

The Debug ROM contains some unique unused text as well.

    CONGRATURATIONS!    
All pages are displayed.
       THANK YOU!       
 You are great debugger!

This text (complete with original Engrish) appears in the Majora's Mask crash debugger if you go through each and every page, but does not normally appear in the Ocarina of Time crash debugger.

AUDIO : Ocarina Control Assign Normal
AUDIO : Ocarina Control Assign Custom
Presss NA_KEY_D4 %08x
Presss NA_KEY_F4 %08x
Presss NA_KEY_A4 %08x
Presss NA_KEY_B4 %08x
Presss NA_KEY_D5 %08x

This text appears right before the Audio Debugger text. Apparently, there was supposed to be some kind of Ocarina key editor.

NOT MARIO CLUB VERSION

Evidently, the Super Mario Club had their own debug toolkit, and it's not the one documented here. Judging from where it's stored in the ROM, it was intended to appear on the Nintendo 64 logo screen.

Nintendo 64DD Save File

Save Slot Wasted. Have a nice day!

One relic of the planned Nintendo 64DD extension of Ocarina of Time is the existence of N64DD Save Files. GameShark code 8022EA48 0001 will turn the first save file into an N64DD save file. Files created this way have a "Disk" tag attached to them and cannot be opened, as they're grayed out. Trying to copy or delete these files crashes the game. You can restore the file to normal with the code 8022EA48 0000.