Proto:The Legend of Zelda: Majora's Mask/Debug Version

This is a leaked debugging version of The Legend of Zelda: Majora's Mask which appeared online in 2010. It is based on the European version and has all the debugging features the game developers used built in.

To start the game, it is necessary to have Controller 2 plugged in on power-on. Otherwise, all debugging features will be disabled and the game will run noticeably slower.


 * D-Up puts Link into free movement mode. Use the C-Buttons to move forward, backward and sideways, the A button to move down and the B button to move up. Press D-Up again to exit free movement mode.
 * L + D-Down switches Link's current form, in the order Link > Fierce Deity > Goron > Zora > Deku.

Map Select


Press L + R + Z on Controller 1 to open the Map Select from anywhere in the game. Unlike the Map Select in the Ocarina of Time Master Quest debug ROM, however, there are no debug or test maps.

For a full list of the maps and their destinations, see the Notes page.

Select Map
Use the D-Pad on Controller 1 to select a map. Use the analog stick to quickly scroll through the selection.

Select Stage
Use Z and R to choose a stage. In this case, “stage” is the time of day or a cutscene. ジャラ is a phrase used by the Kokiri to end their sentences with.

Select Day
Use C-Right and C-Left to select a day.

Select Age
This option allows you to choose Link’s form. “Adult” is Fierce Deity Link.

OPT
Use C-Up and C-Down to select OPT. Affects a select few scenes (see the Notes page). Likely stands for OPTion.

Inventory Debug
Press L during the pause menu to open the inventory debugger. It is at first glance much more extensive than the one in Ocarina of Time. Again, use the D-Pad to navigate around, and the C-Buttons to change stuff.


 * Rupees controls the amount of Rupees you currently have, up to 9999.
 * Heart MAX controls the amount of total hearts you have.
 * [Heart] NOW controls how much health you currently have in quarter increments. It goes from zero to twenty.
 * Items controls the item sub-screen. For items which have a quantity, like bombs or arrows, you can set the amount using the C buttons. For items which do not have a quantity, you can only set yourself to possess that item or not. Unlike in OoT, it does not show the items' internal value, but instead only shows 0 or 1 (except for the bottles and the event items, since they change).
 * Masks controls the mask sub-screen. As with the item sub-screen, you can set whether or not you possess a mask.
 * BOSS sets whether or not you obtained the remains of the four bosses.
 * Sword controls what type of sword you have. The swords' value goes from zero (no sword) to four (Fierce Deity Sword). The Fierce Deity sword will display its icon in the sword slot, but appears and acts like the Great Fairy's Sword when used; incidentally, its name in the inventory is given as 「折れた巨人のナイフ」, or "Broken Giant's Knife", a leftover from OoT).
 * Shield controls what type of shield you have. The shield's value goes from zero (no shield) to three, which interestingly displays the first quiver icon in the shield slot. This quiver shield is invisible when used and functions similarly to the Mirror Shield in both Majora's Mask and Ocarina of Time, including breaking Octorok projectiles. In the Japanese version of this game, a Gamecube-based Mirror shield and its icon from Ocarina of Time is present in the game. It's likely that the model was removed and the icon overwritten by the basic quiver.
 * Ocarina controls what songs you have learned. There are thirteen values, even though this game has only eleven songs; the two unused values are the leftover Sun's Song and Saria's Song from Ocarina of Time, and enabling these two values makes two additional musical notes show up below the last musical notes of the respective row, including an unused yellow note (another leftover from OoT). These additional notes cannot be selected.
 * Schedule controls whether you acquired the Bomber's Notebook.
 * Bomb Bag controls what type of bomb bag you have. Values go from 0 (no bomb bag) through 3 (the last upgrade).
 * Quiver controls the quiver, same as the bomb bag.
 * Skulltula controls how many Skulltulas you have collected in the two spider houses.
 * Heart Pieces sets the amount of heart pieces you have collected.
 * Keys controls the amount of small keys you have in the four dungeons.
 * MAP/Compass is four octal values, one per dungeon (left to right in the order temples are visited normally), detailing whether you have (from least to most significant bit) The Big Key, the Compass, and the Map
 * Fairies specifies the number of fairies from each temple you have collected. The value can go far above the 15 for each dungeon, up to 99.
 * Life and Magic presumably control whether or not you have the extra defense (white-outlined hearts) and the extended magic meter upgrades, respectively. However, the two values cannot be changed independent of each other, and when enabled only the white-outlined hearts are shown. The magic meter stays at the original size regardless of modification. This indicates that perhaps the value display for "Magic" is incorrectly mapped to the Life value, and thus not only do both display the value of Life, but both also control the value of Life. This means there is no way to toggle the extended magic meter from this screen.
 * Lottery lists the winning lottery numbers for each day, with Day 1 on top. These numbers cannot be modified.
 * Gold Color denotes the order in which you have to hit the colored masks in the Oceanside Spider House. The numbering is zero-indexed, and numbers the masks as they appear on the wall from left to right ( 0==red, 1==blue , 2==yellow , 3==green ). This value cannot be modified.
 * Bombers is the code required to pass the guard kid in East Clock Town. This value cannot be modified.

Input Display
The small squares at the bottom return to show you what buttons you are pressing. This time, however, the developers removed the transparency, to prevent the buttons from blending in with the background.

Memory Viewer
Like in Ocarina of Time, certain button combinations on the second controller allow you to edit the game's memory. Some settings are the same from OoT, just with a different variable name. Others are unique to Majora's Mask, like the cel-shading rendering mode. Note that the order of the buttons is actually significant in Majora's Mask.


 * Change BAK80-BAK83 to enable and change settings for a weird white pattern that appears... no idea what it's for.
 * CRV11 and CRV12 control the screen transition, as in OoT. The value 1 for both enables the Triforce fade-out.
 * Set CRV64 to 1. When you do that you're able to change CRV65-CRV71. If you set CRV71 to 0, the sky changes. Set it to >1 or <0 and the game crashes. CRV68-CRV70 changes skybox color. Set to negative for negative colors.
 * Set REG09 to 1 to be able to change the options on the first REG page. It's the same as in OoT, REG14 controls the fog distance.
 * REG68 controls gravity. Default: -100. Set to 1 to make Link float.
 * Set HREG16 to -1 to loop animation.
 * Set HREG35 to 1 to enable memory information.
 * Setting HREG39 every two numbers, for two numbers, starting from one causes a white rectangle to be drawn on screen around the HUD.
 * The value of HREG40 changes when you push buttons on the first controller. (A is -32768, B is 16384, Z is 8192, 2x, etc.)
 * Set HREG46 to 1 to turn off rendering completely, along with some sounds.
 * Press right on HREG66 to turn on a lot of the subsequent variables. This disables rendering on all actors. You can also do it manually with HREG67-HREG76.
 * HREG79 controls the Object rendering info screen. Can be set to 0-3. It appears to show the files being rendered by the GPU and how it has rendered them.
 * Set IREG72 to 1 to pause animation.
 * Set MREG68 to -1 to turn off the 3D rendering.
 * Set OREG00 to 1 to display camera info.
 * Set SREG00 to 2 to enable the CPU status meter known from OoT, except this time it has an actual description of what all the bars mean.
 * Set SREG36 to 1 to enable Audio Debug.
 * SREG80 controls various screen filters. Setting it to 1 makes edges have filled in lines. Probably to more easily be able to see where edges meet. Set SREG80 to 7 to enable the black-and-white filter (Just displays normal unfiltered output on real hardware.) Setting SREG88 to 1 disables the filters again.
 * Set SREG91 to a non-zero value enables the motion blur effect.
 * TREG67 gives you various items. The item is controlled by TREG68. 1 = Green rupee, 2 = Blue rupee, etc. Setting TREG68 to -1 and then setting TREG67 to 1 will crash the game. Seems to go up to 84.
 * Changing TREC86 disables world geometry rendering.
 * XREG01 sets the language. 1 = English, 2 = German, 3 = French, 4 = Spanish.
 * XREG02 displays a message. Which message depends on XREG03. There are some weird text boxes displayed here.
 * Pressing left and right on XREG04 switches between small and big Magic Meter.
 * Pressing left or right on XREG07 brings up the learn ocarina song window and plays one of the songs. XREG05 increments each time it's played, and depending on the value of XREG05 it will select a different tune. Sometimes you can get half-stuck in this mode, playing notes when pressing A and the C buttons, yet still able to run around and use items.

Camera Debug
Press Start on Controller 3 to enable camera debug. Using Z you can switch between these three screens.







Main Menu
Press Start on Controller 4 to open the environmental tools menu. You’ll be presented with the following options:



Environmental Settings
This submenu is a gateway into two additional submenus.



VR Box Colour Settings
This menu allows you to change the colour of the sky, as well as switch between skyboxes.



Time Display & Speed Settings


Zelda Time: Indicates the current in-game time. The XXX variable allows you to choose between three different times of day:

Days Passed: You can use this to choose what day it is. What's interesting is that the game also keeps track of the days of the week. If you set Days Passed to 1, the YYY variable will be Monday. Day 2 is Tuesday, Day 3 is Wednesday, and the New Day is Thursday.

You'd expect to be limited to a choice of only 4 days, since these are the only ones that appear in the game, but you can actually set the variable much, much higher. Day 5 and beyond appear to be identical to the New Day on Day 4. The days of the week are tracked all the way through till Sunday. This is probably a remnant of the "cops & robbers" game the time limit concept came from, wherein the goal had to be achieved in 7 days.

Below is a table for the YYY variable that will help you identify which day of the week it is:

How Fast Time Passes: Setting this option to 0 will stop the flow of time, though this will reset itself when you enter another area.