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The Legend of Zelda: Four Swords Adventures

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Title Screen

The Legend of Zelda: Four Swords Adventures

Also known as: Zelda no Densetsu: 4tsu no Tsurugi+ (JP)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: GameCube
Released in JP: March 18, 2004
Released in US: June 7, 2004
Released in EU: January 7, 2005
Released in AU: April 7, 2005
Released in KR: April 15, 2004


AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article

The Legend of Zelda: Four Swords Adventures is essentially Link meets the Marx Brothers. Make sure you have enough peripheral cables and Game Boy Advances for everybody! After all, they'll be around forever...

Hmmm...
To do:


Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
NotesIcon.png
Unused Rooms
Several hundred unused rooms in this Zelda!
NotesIcon.png
Unused Graphics
Including tons of beta and prototype stuff.
NotesIcon.png
Unused Text From French Translation
What? The Master Sword?
NotesIcon.png
Regional Differences
What happened to Navi Trackers?

Marvelous Leftovers

Four Swords Adventures, Navi Trackers, & Marvelous

Marvelous: Mou Hitotsu no Takarajima was the first game designed by Four Swords Adventures producer Eiji Aonuma. He outlines its connection with the latter in a Nintendo Online Magazine interview from March, 2004.

Tsuchiyama: Navi Trackers originated from the desire to make a complete departure from Hyrulean Adventure, and to incorporate a sense of realism produced by having the game talk to the players through the screen.
Aonuma: It all started with an 8 year old game called Marvelous, which made use of the Satellaview satellite transmission system. In that game, players would collect stamps while listening to a radio broadcast. We replaced [the satellite transmission system] with the connectivity function, used Tetra's character as the vocal guide, and incorporated the pirates. Actually, all three of us [producer Eiji Aonuma, director Toshiaki Suzuki, and director Yoshinori Tsuchiyama] worked on the satellite broadcast project. You could say we didn't imagine we'd reunite like this. (He laughs.)

(Translation: GlitterBerri)

Player Badges

FSANT 1p 00.png FSANT 2p 00.png FSANT 3p 00.png FSANT 4p 00.png

(Source: Findings - Dark Linkaël)

Player Text

FSANT 1p 1.png FSANT 2p 1.png FSANT 3p 1.png FSANT 4p 1.png

(Source: Findings - Dark Linkaël)

Player Pointers

May have been used on minimaps.

FSANT r point.png FSANT b point.png FSANT y point.png FSANT g point.png

(Source: Findings - Dark Linkaël)

Player Cursors

May have been used on selection screens.

FSANT yubi 1p.png FSANT yubi 2p.png FSANT yubi 3p.png FSANT yubi 4p.png

(Source: Findings - Dark Linkaël)

Player Icons

FSANT r1.png FSANT r2.png FSANT r3.png FSANT r4.png FSANT r5.png FSANT r6.png

FSANT b1.png FSANT b2.png FSANT b3.png FSANT b4.png FSANT b5.png FSANT b6.png

FSANT y1.png FSANT y2.png FSANT y3.png FSANT y4.png FSANT y5.png FSANT y6.png

FSANT g1.png FSANT g2.png FSANT g3.png FSANT g4.png FSANT g5.png FSANT g6.png

(Source: Findings - Dark Linkaël)

Lottery Game

FSANT bingo 01.png FSANT bingo 02.png FSANT bingo 03.png FSANT bingo 04.png FSANT bingo 05.png FSANT bingo 06.png FSANT bingo 07.png FSANT bingo 08.png FSANT bingo 09.png FSANT bingo 10.png FSANT bingo 11.png FSANT bingo 12.png FSANT bingo 13.png FSANT bingo 14.png FSANT bingo 15.png


FSANT yajirusi.png

Japanese English
景品会場 Prize Hall


(Source: Findings - Dark Linkaël, Translation - GlitterBerri)

Backgrounds

Normal Without Transparency
FSANT gc 1022.png FSANT gc 1022 NoAlpha.png


FSANT back.png

Japanese English
リザルト Results

FSANT weather back.png

Japanese English
週間天気 Weekly Weather
ハレ Sunny
クモリ Cloudy
アメ Rainy
今日の天気 Today's Weather
風速 Wind Speed
の天気予報 Weather Forecast


(Source: Findings - Dark Linkaël, Translation - GlitterBerri)

Models

FSANT haikei 00.png FSANT jina base mode.png FSANT jina eye base model.png

jina_bose_mode is a model of Gina, the teacher character in Marvelous.

FSANT jina base mode 2.png FSANT jina base mode 3.png FSANT jina base mode 4.png

FSANT eye 1.png FSANT eye 2.png FSANT eye 3.png

FSANT kutibiru 1.png FSANT kutibiru 2.png FSANT kutibiru 3.png


(Source: Findings - Dark Linkaël)

Tetra's Trackers E3 2003 demo Leftovers

Title Screen

FSANT tetra logo 01.png

FSANT press start.png

FSANT c2003 nintendo.png


(Source: Findings - Dark Linkaël)

GBA Title Screen

FSANT-AgbTT.png

042BB0DC 00000006
(Source: Findings - $$$Link, Code- Venomalia)


Player Badges

FSANT 1p.png FSANT 2p.png FSANT 3p.png FSANT 4p.png

(Source: Findings - Dark Linkaël)

Bar

FSANT bar.png
FSANT E32003 2.png
(Source: Findings - Dark Linkaël)

Buttons Icons

FSANT ba a.png FSANT ba b.png

FSANT ba base 02.png FSANT ba base 04.png

FSANT ba kettei.png FSANT ba kettei Final.png

FSANT ba modoru.png FSANT ba modoru Final.png


(Source: Findings - Dark Linkaël)

Courses Text

FSANT corse selet moji.png

FSANT corse name.png FSANT corse name2.png FSANT corse name3.png FSANT corse name4.png FSANT corse name5.png FSANT corse name6.png FSANT corse name7.png FSANT corse name8.png FSANT corse name9.png FSANT corse name10.png


(Source: Findings - Dark Linkaël)

Maps Frame

Hmmm...
To do:
Map 2 comes from BS Marvelous: Time Athletic.

FSANT zoom map window.png

FSANT kakudai map.png FSANT kakudai map2.png FSANT kakudai map3.png FSANT kakudai map4.png FSANT kakudai map5.png FSANT kakudai map6.png FSANT kakudai map7.png FSANT kakudai map8.png FSANT kakudai map9.png FSANT kakudai map10.png


(Source: Findings - Dark Linkaël)

Courses Icons

Prototype Final
FSANT map 01.png FSANT map 01 Final.png
Prototype Final
FSANT map 02.png FSANT map 02 Final.png
Prototype Final
FSANT map 03.png FSANT map 03 Final.png
Prototype Final
FSANT map 04.png FSANT map 04 Final.png
Prototype Final
FSANT map 05.png FSANT map 05 Final.png
Prototype Final
FSANT map 06.png FSANT map 06 Final.png
Prototype Final
FSANT map 07.png FSANT map 07 Final.png
Prototype Final
FSANT map 08.png FSANT map 08 Final.png
Prototype Final
FSANT map 09.png FSANT map 09 Final.png
Prototype Final
FSANT map 10.png FSANT map 10 Final.png
Prototype Final
FSANT map 11 Final.png
Prototype Final
FSANT map 12 Final.png


(Source: Findings - Dark Linkaël)

Maps

FSANT s0 bmap 00.pngFSANT s0 bmap 01.png
FSANT s0 bmap 02.pngFSANT s0 bmap 03.png

FSANT E32003 1.png

FSANT E32003 3.png FSANT E32003 4.png


(Source: Findings - Dark Linkaël)

Debug Functions

Debug Mode

FSANT DebugMode.png

002FB700 00000001
002FEAF8 00000001
002FEAF9 00000000
002F870F 00000004


(Source: On Var)

Map Select

FSANT MapSelect1.png

04205820 80283F20
002FB700 00000001


(Source: Skawo)

Sound Test

FSANT MapSelect2.png FSANT MapSelect3.png


(Source: Skawo)

Unused Text

A placeholder Dutch language track is in the game, but it's mostly blanked out, or in English.

Framework.dol

The main program of Navi Trackers has some unused strings that don't seem to be used by any function.

Address Japanese
802263e8
"00:×ダミー"
802263f4
"01:×ダミー"
802265c8
"02:◎ルピー黄"
802265cc
"03:◎ルピー緑"
802265d0
"04:◎ルピー青"
802265d4
"05:◎ルピー赤"
802265d8
"06:◎紫ルピー"
802265dc
"07:◎ペガサスの靴"
802265e0
"08:◎マジックハンマー"
802265e4
"09:◎Sハンマー"
802265e8
"0A:◎壺"
802265e8
"0B:◎ロック鳥の羽"
802265f0
"0C:◎S風船"
802265f4
"0D:◎スコップ"
802265fc
"0F:◎ビンゴカード"
802265fc
"0F:◎ビンゴカード"
80226600
"10:◎オール5"
80226604
"11:×音声ルーレット"
80226608
"12:×スタンパークイズ"
8022660c
"13:◎海賊のお守り"
80226610
"14:◎風船"
80226614
"15:◎ナビカード"
80226618
"16:◎ラッキーカード2"
8022661c
"17:◎ラッキーカード3"
80226620
"18:◎ラッキーカード4"
80226624
"19:◎ラッキーカード5"
80226628
"1A:◎緑大ルピー"

Furthermore, there are hundreds of error code and debug strings that are technically never visible.


(Source: Findings - Venomalia)

Unused Actors

There are a number of actors, some used for debugging purposes, that are still in the game, one example:

Stage情報NPC (Stage information NPC)

Several actors go unused or are used, but don't appear on the GBA or GC screen

gamecube

The whirlpool entrance never appears on the GBA in final release.

gamecube

If you pound the chain chomp's peg with the hammer, it will escape and attack enemies on screen. This is only visible in an unused level..

gamecube

boss072 is a difficult unused level specifically in multiplayer since if one link dies, you have to start the level over which is unused in final release. There is also a house that disappears quickly after a link enters making it a pretty brutal trap considering the harsh winds that damage you.

gamecube

The actor ANHO is an unused but fully functional digging minigame!

gamecube

BRBL, an unused small crate that can be pushed and burned.

gamecube

boss005 and boss006 were playable demo levels at e3 and this banner most likely showed up when starting the level.

gamecube

The actor "DEAL", an unused but fully functional, quite expensive, item shop.

gamecube

"DETH" will spawn Vatti and he'll chase and instantly ko the links if he gets them. In multiplayer, you must be picked up to be revived.

gamecube

WPCN, a large cannon that warps you when fired.

Unused Actor varibles

Actors that are used in the game, but have unused variables

gamecube

TRAP, A purple spiny that acts like a trap. (Set variable 3 to 1

gamecube

FLYO, A red tile that drops 100 force gems when hit. (Set variable 1 to 128).

gamecube gamecube

3 unused NPCs. (Set variable 2 for the crying kid, set to 9 for the kid in blue, and 10 for the adult.

gamecube

Stationary soldiers do not appear yellow in final release. (SLR1, set variable 1 to 1).

gamecube

boss000 contains bombchu that can actually be carried and thrown. (BMTY, set all variables to 0).

gamecube

The same level test many moon gates with the screen shaking at different speeds. One of the gates making the GBA screen go black while warping. (CIRC, Set variable 1 to 1).

gamecube

An unused large green soldier that knocks link back far when hit. (SLR1, set variable 4 to 6)

(Source: User:$$$Link)

Unused Music

Under the Streams folder in the AudioRes directory, there's a single audio steam file named smw.ast. It is the remixed Super Mario Bros. theme used in the Special World in Super Mario World. An identical test stream exists in the Wii version of Donkey Kong Jungle Beat.


Bgm_bingo_sta_L.DSP

Bingo fanfare.

Bgm_hawai_L.DSP

Song for an unused map.

Bgm_introduction_L.dsp

Possibly an early intro theme.


Bgm_pre_opening_game_25s_L.DSP

Bgm_pre_opening_game_26s_L.DSP

Bgm_pre_opening_game_26s500ms_L.DSP

Bgm_pre_opening_game_28s_L.DSP

Bgm_pre_opening_game_29s_L.DSP

Different variations of the loader game theme.


Bgm_quiz_time10_L.DSP

Bgm_quiz_time15_L.DSP

Bgm_quiz_time20.DSP

Bgm_quiz_time30.DSP

Bgm_quiz_time40.DSP

There might have been 1 or 2 longer questions to answer in Salvatore's minigames.

Bgm_test_L.DSP

Sounds identical to course 1's theme

Bgm_title_TT.DSP

Title screen theme that was used for Tetra's trackers.

SFX

Se_buboo.ogg


Se_chinkle_comehere.DSP

Se_chinkle_houbi.ogg

Se_chinkle_playalong.DSP

Se_chinkle_thankyou.DSP

Se_chinkle_vs_aryarya.DSP

Se_chinkle_vs_comehere.DSP

Se chinkle_vs_dash.DSP

Se chinkle_vs_fugyaaa.DSP

Se chinkle_vs_goodsmell.DSP

Se chinkle_vs_hidoi.DSP

Se chinkle_vs_houbi.DSP

Se chinkle_vs_iikagen.DSP

Se_chinkle_vs_kyahahaha.DSP

Se_chinkle_vs_lose.DSP

Se_chinkle_vs_misstake.DSP

Se_chinkle_vs_nigeru.DSP

Se_chinkle_vs_playalong.DSP

Se_chinkle_vs_powerdown.DSP

Se_chinkle_vs_powermax.DSP

Se_chinkle_vs_powerup.DSP

Se_chinkle_vs_thankyou.DSP

Se_chinkle vs_where.DSP

Se_chinkle_vs_win.DSP

Se_chinkle_vs_yheee.DSP

Interestingly enough, there is a full set of unused voice lines for a character named "chinkle" who sounds a lot like tingle; "Chinkle" is Tingle's Japanese name. Maybe this could be an early voice for tingle or even another tingle brother.

Se_cho_lucky6.DSP

The higest amount of tokens you can get at once is 5.

Se_hora_event.DSP

Early version of Salvatore's entrance theme

Se_laugh_small_L.DSP


Se_lucky_stamp_time_end.DSP

Se_lucky_stamp_time_start.DSP

2 leftovers from The Wind Waker

Se_medal_break.DSP

Medals may have been able to break

Se_navi_sel_a_c.DSP

Se_navi_sel_c_a.DSP

Se_navi_sel_c_t.DSP

Se_navi_sel_c_t.DSP


Se_Omamori_TalkEnd.DSP

Se_Omamori_TalkStart.DSP

More Wind Waker leftovers


Se_pause_off.DSP

Se_pause_on.DSP

Sound effects for the unused pause screen


Se_title_start_button.DSP

Title start sound for Tetra's trackers

(Source: User:$$$Link)