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



The debug version of The Legend of Zelda: Ocarina of Time Master Quest (with the harder dungeons and all) is the normal European Master Quest with the debugging features the developers used built in. The framerate was hacked from PAL to NTSC before the ROM was distributed. It's filled with debug options and test maps and certainly allows for very extensive options, making use of all four controllers as well as the Controller Pak (to store cutscene data).

Several patches are available for the Debug ROM: one translates the level select into English, while another allows Room 120 to be accessed (the vanilla room has old formatting). They can be found circulating on the internet; pre-patched ROMs are also occasionally found. In the Debug ROM, all files are uncompressed, which explains its large size (512 MBits, the maximum possible cartridge size) and the easiness to alter it.

Controller 1
The following functions are used with the first controller.

Map Select
The Map Select allows you to go to any area in the game. It automatically appears if you select the first save file, you can also press L + R + Z to access it from anywhere within the game, but note that it won't work unless you boot the ROM with Controller 2 plugged in.

In the Map Select, the following controls are used:
 * D-Pad Up/Down selects the desired stage.
 * B will switch between Child (5) and Adult (17).
 * 'C-Up/Down increase or decrease the OPT value, whose purpose is unknown.
 * Z selects the "stage" of the level. A level has different stages for cutscenes used in that level, which usually have objects rearranged and repositioned so they fit nicely and don't interfere. Valid options are day, night, cutscene 00, cutscene 01, all the way to cutscene 0A. Note that the cutscenes correspond exactly to "beta quest" 00 through 0A.

Note that if you use Map Select to go to a grotto and try to exit, the game will not know where to return you to since you didn't really enter the grotto from anywhere. Instead, it puts you in exit 0 (Deku Tree), where you're stuck.

Rooms 1-115 all appear in the retail game. Rooms 116-125, however, only appear in the Debug ROM and are mostly used for testing. A full list of destinations can be found on the Notes page.

Room 116: ベっしつ (たからばこワープ) - (Treasure Chest Warp)
An empty enclosed room. This seems strange, and there must have been more to this room at some point. The most probable theory is that it used to be some kind of boss chamber, since it would fit that role nicely. Its shape is similar to Ganondorf's boss room, and placing Ganondorf in the room works well gameplay-wise, but has graphical glitches.

In any case, this room uses quite cool textures which are used nowhere else in the game.

Room 117: ささテスト - (Sasa Test)
A very simple test map consisting of only a ground plane. As you can see with the camera debugger, the initials SRD (the programming team's initials, which you can find in other places such as the Ocarina of Time crash debugger) are written on the ground. The area around the letters makes many different ground sounds (water, wood, grass, lava, etc.), which suggests it was used for testing those sounds.

The other contents of the map depend on Link's age and the time of day:
 * Child, Day: There are five silver rupees, a chicken in a box, and a scarecrow. On some locations, a message will pop up saying "Hi! I'm a talking door!" (a test string, obviously), while on others messages from the Royal Family's Grave will appear.
 * Child, Night: A Gold Skultulla pops up out of nowhere. (Note that this won't happen if you play on a save where all the Gold Skultullas are killed already.)
 * Adult, Day: The scarecrow, plus two evil pots. One of them is suspended in mid-air and will not engage you unless you use Moonjump (or Free Movement mode).
 * Adult, Night: A Tektite spawner which is completely unused in the final game. If you go near where it is, it will start spawning Red Tektites two at a time. If you kill them, more will appear, up to around 75.

Room 118: テストマップ - (Test Map)
Another test map which is presumably there to test the game physics. It is filled with all kinds of stuff that lets you interact with the game world in various ways.


 * Right where you start off, there's a series of pillars and an alcove in the wall. This was presumably used to test jumping across platforms, while the alcove is probably there to test a similar puzzle in the Fire Temple.
 * Behind you is a large pool with an island in the middle, to test swimming physics. There's also a slope which leads gradually into the water, and was probably used to test water depth (i.e., what depth will cause Link to start swimming or bombs to go out).
 * Next to the pool is a multicolored slope. It becomes gradually more red as it gets steeper, with the topmost color being plain unclimbable. This slope is set to cause you to slide down should you stand on it.
 * On the opposite side of the multicolored slope are some crawling holes, however they don't work and may be relics of older coding.
 * Next to the slope, there's another rather colorful area with another pool and terrain of various heights, again to test jumping physics. This area contains a set of ladders, but as their surface is not set to be climbable, you cannot use them.
 * Easily visible from anywhere is the insanely high tower. No idea what it's good for, possibly to test free fall, or throwing/using items across long distances.



Room 119: テストルーム - (Test Room)
This level has multiple rooms filled with treasure chests and other collectibles. It was presumably used to test item pickup. In the third room, an early Heart Container can be found on the ground which isn't used anywhere else in the game. Also note, in the first room, to the left on the ground, the Ocarina of Time is there, but picking it up will cause the game to crash after reading the text.

The last room has eight depressions in the floor, but is otherwise completely empty when visited in-game. However, using a map editor one can see that this room actually has eight flying floor tile actors correctly defined and positioned. The actors do not load because their corresponding object isn't loaded by the room, but even when the room is edited to load the object, the floor tiles aren't likely to be seen by the player: they will audibly launch themselves right after the room is loaded by the game, which technically includes the L-shaped corridor leading up to it, and will have crashed before you get the chance to reach them.

In the first treasure chest room, a crawling hole leads to the right into an invisible room. If you can find it, there's another crawling hole within the invisible room right at the opposite side of where you end up.

To make the first crawling hole and the invisible room visible, use the code, then crawl through the hole and the room will appear. It is a room with a sky texture on the walls, a sandy ground, and a brick wall in the middle which you can crawl through using the provided crawling hole. It looks a bit like a Hyrule Castle scene; one wonders what the development team intended to do with this.

Room 120: ちゅうスタロフォスベや - (Stalfos Miniboss Room)
A relic from early in the game's development (back when the HUD was very simple), this room contains weird floor tiles and cool light effects but is otherwise devoid of content. It is also normally completely inaccessible due to a missing room header, but there is a patched ROM which fixes this problem.

Room 121: ボススタロフォスベや - (Stalfos Boss Room)
A large room with a carpet going across it and several pillars at the side. It too was shown in some very early screenshots of the game, when it contained a Stalfos; now, there's just a warp to Hyrule Field, right in front of the drawbridge.

The carpet uses the "wet floor" sound effect, which suggests the sound effects were rearranged during development.

Room 122: Sutaru - (Stal)
A large room with Dark Link inside. It's another room which appears in early screenshots, which show the two Stalfos from the Forest Temple bow room in there (actually, the bow room is just this room with another level underneath and some doors at the sides). The presence of Dark Link in the Debug ROM may be because the developers wanted to test him without going all the way through the Water Temple.

There are unused actors in this map, they can be loaded with the code : There are also other models which are loaded, but have no actors: ...Which would lead to the conclusion that this room was used for enemy testing.
 * Two Stalfos (they will not show up, as their model is not loaded; load their model with code )
 * One warp (does not go anywhere)
 * One bubble (floating skull enemy)
 * object_wf (Wolf)
 * object_dh (Dead hand)
 * object_rd (Redead)
 * object_gi_heart (collectible heart)
 * object_gi_clothes (collectible clothes)

The Stalfos boss battle in the room was playable in the demo version of the game playable at Spaceworld '97 in November of that year. According to N64.com's reporter:

"'You could also try out three different boss battles. The first one pits you against two pretty tall and scary Stalfos skeltons in a round arena that both attack you at the same time. When you kill them, they crumble to a heap of bones.'"

Room 123: jikkenjyou - (Test Area)
Appears to be just a duplicate of the Shooting Gallery, but scene 02 reveals an interesting cutscene: it shows the camera spinning back and forth, after which you gain control of Link. There are no objects, besides the large crystal where Zelda is held captive in-game. It's not known what this would be used for.

Room 124: depthテスト - (Depth Test)
Another test room. There are nine squares in the background, and Link just falls. It was likely used to test the pre-rendered backgrounds.

If Room 124 had no background texture, you can see seven squares of many colors. Each are at different distances.

Room 125: ハイラルにわゲーム2 - (Hyrule Garden Game 2)
A very unfinished duplicate of the Castle Courtyard. The area appears to be completely devoid of objects, and it causes severe graphical glitches with certain emulators. These glitches also cause the interface to not show up.

There are only two notable differences to the normal Castle Courtyard, apart from the usual stuff:
 * At the beginning there are boxes, which were turned into barrels in the final version.
 * At the end, if you look to Zelda's Courtyard, the window Zelda looks through is actually a triangle and looks just like a Triforce piece. In the final game, it's square.

Inventory Debug
This allows you to edit your current inventory, including items, equipment, and Quest Status items. To enable it, go to the pause menu and press L. In the inventory debug, use the D-Pad to select the field you want to change, and use the C-buttons to change the field. The various fields are as follows:


 * ルピー (rupee) sets the amount of rupees. You can set it anywhere from zero to 9999. If you have more than 999 rupees, the rupee count will be garbled but otherwise work fine.
 * ハート (heart) is the life meter. The first value is the amount of total hearts you have, and the second field is the amount of hearts you have remaining. The total amount of hearts can be set from 3 to 20, the amount of remaining hearts can be set from zero (equaling death) to 20, in quarter increments.
 * アイテム (item) controls the item subscreen. For items which have a quantity (like bombs), you can set the quantity using the C buttons. For items which do not have a quantity, you can only set yourself to possess that item or not.
 * KEY allows you to edit the amount of keys you have for every dungeon. Note that there are more values than there are dungeons in the game.
 * そうび (equipment) controls the left-side equipment. The values are, in this order: Quiver, Bomb Bag, Gauntlet, Scale, Wallet, Bullet Bag, Deku Stick capacity, and Deku Nut capacity.
 * ケン/タテ (sword/shield) controls the right-side equipment, specifically the sword, shield, tunic, and boots. The values are octal digits: C-Left enables the first bit, C-Down enables the second bit, and C-Right enables the third bit.
 * MAP controls the dungeon items for every dungeon. Again the numbers are octal digits. C-Left gives you the Map, C-Down the Compass, and C-Right the Big Key.
 * ふういん (seals) controls your medallions. You can use the C-buttons to grant or take away the Forest, Fire, Water, Spirit, Shadow, and Light Medallion (in this order).
 * オカリナ (ocarina) sets the Ocarina songs you have learned. They follow the order they appear on the Quest Status subscreen, from bottom to top.
 * せいれいせき (spiritual stone) controls the three Spiritual Stones: the Kokiri Emerald, Goron's Ruby, and Zora's Sapphire.
 * コレクト (collect) sets whether you own the Stone of Agony and Gerudo's Card.
 * The eleventh field sets the amount of Gold Skultullas you have collected. You can set the number anywhere from 0 to 999.
 * The last field, カケラ (fragment) sets the amount of Heart Pieces you have collected. You can set it from one to five, even though you normally never carry more than three at once.

Free Movement
You can turn Link into free movement mode by pressing L + D-Pad Right or L + R + A + B. In this mode, Link will be frozen and won't interact with any objects. Use the D-Pad to move forward, backward and sideways, B to move up and A to move down. Hold the R button to go faster. Press L + D-Pad Right again to exit the mode.

Fairy Slingshot text
If you press L + D-Pad Down, the Fairy Slingshot text pops up but you will still be able to move (and can cancel the message box by opening another). This was probably used by the developers to quickly test messages.

Event Editor


Pressing L + C-Up stops the game and displays some text on the screen. You can scroll through the values below using the D-Pad and change them using A. They are not yet known to have any effect.

Cutscene Control
You can abort a cutscene anytime by pressing D-Pad Right. You'll then regain control of Link and the cutscene objects will have halted, allowing you to walk around in the cutscene area freely. If you abort a cutscene where Link is not present (such as the Goddess cutscenes) you won't be able to control Link but you can still use the other debugging tools. Pressing D-Pad Left will restart the cutscene while keeping the camera behind Link, while D-Pad Up will restart the cutscene and reset the camera position.

You can also use Start to skip a cutscene completely. This can sometimes interfere with other functions, which is most evident on the title screen, where pressing Start will not take you to the file select screen but instead skip to the next scene.

Input Display
Small squares at the bottom right show you what buttons you're currently pressing. Unlike the rest of the game, they're colored after the N64 controller buttons.

Actor Debugger
The Actor Debugger is a tool used for debugging actors (any objects that are not part of the map itself), although it can only be enabled using GameShark code. It has the following features:


 * Whenever a message pops up, its internal number is printed at the bottom.
 * When a cutscene starts, a frame counter at the bottom right records the duration of the cutscene.
 * Arrows are added at various spots of interest. The arrows seem to be color-coded based on certain functions.
 * Red - Song Trigger (Disappear when song is played.)
 * In front of the Altar of Time
 * The Triforce symbol in front of the Royal Family's Tomb (has a blue arrow also)
 * The inscription of the Sun's Song in the Royal Family's Tomb
 * The carpet in front of Darunia's room Goron City (turns blue when Zelda's Lullaby is played to open door)
 * The inscription in front of the waterfall leading to Zora's Domain
 * The Skull Kid stumps in the Lost Woods
 * The Triforce symbol on the floor in front of the fountain in the Well (has a blue arrow also)
 * Green - Multipurpose (If indicating the location of rupees, disappear when said rupees are collected.)
 * Wherever invisible rupees can be found, such as hidden in the grass, underneath the water, on the corner of the unfinished building in Kakariko, on the stone blocks in the pond in Kokiri Forest, in front of the entrance to the maze that holds the Kokiri Sword, or at the top of the chains on Hyrule Castle's drawbridge
 * The Altar of Time
 * The Royal Family's tombstone
 * The Composer Brothers' tombstones
 * Blue - Certain Checkable Items
 * The eagle clock at Hyrule Castle
 * The stone tablet that hints at how to obtain the Fire Arrows
 * The Triforce symbol in front of the Royal Family's Tomb (has a red arrow also)
 * The skeleton and skull in the first chamber of the Royal Family's Tomb
 * The tombstone nearest the entrance of the graveyard
 * A small block of land in the pond near the entrance to the Deku Tree's grove in Kokiri Forest
 * On the ground in front of the twins' house in Kokiri Forest
 * The entrance to the Kokiri shop
 * The 3 rocks that can be Z-targeted in front of the entrance to the maze that holds the Kokiri Sword
 * The record-keeping sign in Link’s house
 * The pedestal that holds Goron's Ruby
 * The inscription in front of the waterfall leading to Zora's Domain
 * The Triforce symbol on the floor in front of the fountain in the Well (has a red arrow also)
 * The "Giant dead Dodongo..." sign with the Super Mario 64 texture in Dodongo's Cavern
 * Above the white crystal switch that makes the wall of fire go down in one of the back rooms of Dodongo's Cavern
 * White - Purpose Unknown (Disappear when walked on.)
 * The hole in the castle wall leading to the Hyrule Garden minigame
 * Two appear at the entrance to the Ice Cavern
 * At the foot of the bomb-able wall leading from the entryway to the main chamber of Dodongo's Cavern
 * Just inside the room you enter via the door in Dodongo's Mouth
 * Yellow - Purpose Unknown
 * The ground next to the pond in Kokiri Forest
 * The spot where Link shows off his masks to the Deku Scrubs in the Lost Woods grotto
 * Pink - Purpose Unknown
 * In front of the hole that opens up when the Royal Family's tombstone is destroyed
 * A large piece of land in the pond nearest the entrance to the Deku Tree's grove
 * The sign that teaches you how to thrust attack in front of the entrance to the maze that holds the Kokiri Sword
 * The torches in front of the closed drawbridge at Hyrule Castle proper
 * On the spooky face squares inset into the wall on either side of the fountain in the Well
 * On the ground in front of the begging man in Kakariko Village (appears only as Adult Link)


 * The red song trigger arrows were still enabled in the build of the game that was used to construct part 1 of the Ocarina of Time guide found on pages 16 to 25 of Nintendo Power #114, which was published in Dec. 1998. One arrow is pictured on page 22, in the screenshot depicting Link standing on the song spot used to pass through the Sleepless Falls to Zora's Domain. Another is pictured on page 25, in the screenshot depicting Link standing on the carpet in front of the stone altar in the Temple of Time. The caption reads "Stand on the red arrow in front of the altar, then play the Song of Time to unlock the Door of Time."

Controller 2
The following functions are used with the second controller.

Memory Editor
The memory editor allows you to change various variables in the memory of the game.

The various memory areas are grouped in blocks that go from R through Rn (case sensitive, mind you). Each memory group is enabled using its own keyboard combination. The areas do not have all the same size, some are larger and some smaller. Some also span across multiple pages, in which case you need to press the key combination again to go to the next page. Once a memory group is enabled, use the D-Pad Up/Down to select the memory address, and D-Pad Right/Left to change the value. Hold A while pressing D-Pad Right/Left to change the value in steps of 100, hold B to change it in steps of 10.

The keyboard combinations are as follows:

Many values are completely unused and always zero. Some values however are quite interesting, the most interesting ones are listed below:
 * R 00-R 12: Setting R 09 to 1 enables you to change the other setting on the first page for R. 01-08 and 10-12 controls the colors of the lighting and textures.
 * R 13 controls the draw distance. Since the value is already very high (default is 12800), the A Button should be held while changing the value. Requires R 09 to be set to 0 for it to work.
 * R 14 controls the fog and visibility. Setting it to 1000 disables the fog. Lower it to make the fog appear closer. Requires R 09 to be set to 0 for it to work.
 * R 34-38 affect the speed of the walking/running animation, while R37 changes the animation itself (walking/running). All of these values seem to influence each other. If no other values are changed, R 36 only changes the walking animation speed while running up stairs, and R 38 changes the animation speed while running on normal ground.
 * R 45 changes walking speed. Increasing the value only changes the walking speed from standing still to running at normal speed, but once the value is negative, Link runs backwards, and the speed isn't limited.
 * R 68 controls gravity. The default setting is -100. Setting it to 0 makes you weightless. Setting it to 1 or more makes Link float up.
 * Setting RA15 to 1 enables a collision display. If you swing the sword, hide behind your shield, shoot an arrow or do other stuff, the collision box will be colored red.
 * If you set RA15, RA23 and RA25 to 1, the clipping near Link will be color-coded, depending on whether it's solid from above (blue), from the side (green) or from below (red). Additionally, all breakable walls will also be colored red. Changing RA22 while the other three are on will stop the graphics rendering. Setting RA23 to 0 makes RA22 work when setting it to 1. RA26 sets yet another clipping mode. This one has multiple levels, both negative and positive.
 * Setting RC02 to 1 enables a time display. At the top, it shows Hiru if it's day and Yoru if it's night. The T and E values below appear to count the amount of days that have passed since the file was loaded. ZELDATIME and VRBOXTIME below display the current in-game time.
 * Setting RC11 to 1 and RC12 to 1 enables the unused Triforce fadeout in the Debug ROM.
 * Setting RD00 to 1 enables some kind of slow-motion mode.
 * Changing RI72 pauses the animations.
 * Changing Ri67 gives you bombs. It resets itself to 0 automatically. If done during the title screen, the game crashes with the music playing slightly faster.
 * RM 52-54 are the X,Y and Z-coordinates.
 * Setting Rn89 to 1 enables Navi's hint button.
 * Setting RO00 to 1 enables some camera debugging information.
 * RP00 sets the Y-axis of the camera. Default is -20.
 * RP07 sets the zoom level on the camera. Default is 60.
 * Setting RS00 to 1, 2 or 3 enables various status meters, which shows information such as CPU usage and number of active objects. This function remains in the release versions of the game.
 * RS20 is the state of the audio thread (0=running, 1=pause, 2=stop). Setting it to 1 causes the current sound buffer to repeat. 2 stops all sound, which also makes the game run much faster.
 * RS30 seems to be the priority of the main game thread; reducing it will make the game run faster, but make things such as character animations run slower, and have a risk of crashing the game. Increasing it will slow down the game. This also affects the in-game clock.
 * Setting RS36 to 1 enables audio debug mode.
 * Changing RS94 generates the pause menu background (may hang a bit on emulators).
 * RV09 changes the size of the red arrow on the mini map. RV14-RV17 changes the position of the arrows. RV52 also does something.
 * RV18-RV20 changes the color of the mini map.
 * RV65-RV71 changes X and Y position of amount number on C icons. RV76-RV79 changes size of picture in icons. RV80-RV83 changes size of icon.
 * Changing RV94 causes the engine to ignore rendering the geometry. Ri86 also appears to be doing something similar. Ri86 also has multiple levels if entering a higher value.
 * RW29-RW30 sets the X and Y position of the mini map. RW31 toggles the minimap on/off.
 * RX16 sets the Y position of the Action Button on the screen, default is 9. RX17 sets the X position, default is 186.
 * RX19 sets the Y position of the Action Button text. Default is 9. RX20 sets the X position, default is 186.
 * Setting RX22 to a negative number turns the Action Button orange. RX23-RX25 are all related to the color of the Action Button, like hue saturation, etc.
 * RX28 sets the stretch level of the Action Button text. Default is 15.
 * RX49-RX51 sets the position of the Magic Meter.
 * Setting RZ00 to a negative number turns the Magic Meter orange. Setting RZ02 to a negative number turns the Magic Meter blue. RZ01 changes the color brightness.
 * Setting RZ45 to a negative number turns the Sword Button purple.
 * RZ70 and RZ74 sets the X and Y position of the Sword Button. RZ71 and RZ75 sets X and Y position of C-Left. RZ72 and RZ76 sets X and Y position of C-Down. RZ73 and RZ77 sets X and Y position of C-Right. RZ78-RZ81 sets the size of the buttons.
 * RZ82-RZ93 is the same as the one above, except for the icons on the buttons.

Stop Game
The game can be stopped temporarily by pressing R+D-Pad Down. This will halt all objects in the area, though the music and any ambient sounds will still run. Debug options, like the Debug Camera, do work while the game is stopped, but you need to enable them beforehand.

Controller 3
The following functions are used with the third controller.

Camera Debugger
The Camera Debugger gives you full control over the camera. It allows you to watch levels, Link and cutscenes from any position you wish, and it allows you to record small introduction videos (like the ones shown when you enter an area for the first time).

Press Start to enable it. It has three different modes, you can switch between them using the Z button.

Debug Camera
The Debug Camera mode changes the camera behavior around. It has three submodes, you can switch between them using C-Left.


 * In the first mode, the camera will simply stop at Link's position. A red ghost camera will follow Link to show where the camera would be placed. Also, an arrow hovers over Link's head to indicate which way the camera is facing.
 * The second mode is essentially the same as the first, except the camera jumps to coordinates 0,0,0 (usually somewhere near the center of the map).
 * In the third mode, the camera will follow Link but won't rotate.

The first two modes allow you to move the camera, using the D-Pad to move it forward, backward and sideways, B and A to raise or lower the camera, and the analog joystick to turn the camera around. Additionally, the R key will move the camera to the red ghost camera's position.

Demo Camera Tool
The Demo Camera Tool allows you to move the camera completely freely, independent of Link. It is mainly used to create the introduction videos. Again it has three submodes, which you can select with the C-Left button.


 * In the first mode, you can simply move the camera around the map. The controls are the same as in the Debug Camera mode, except you can't use the R button to snap to Link. Instead, R is used to create a point for the introduction movie.
 * The second mode allows for some advanced options. Use the D-Pad to navigate through the options and change the values. The first option simply moves the camera back and forth. The second option sets how many frames there should be between two points. The third option rotates the camera.
 * The third mode allows you to preview your created introduction movie. Use the C-Up and C-Down buttons to go through all the created points, and hold the C-Right button to preview your introduction movie. The beginning of the movie is indicated with a rupee sound, while the end is marked with a recovery heart sound.

Demo Control
The Demo Control allows you to save your newly created movie to the memory pak plugged into the third controller.

You'll be presented with a sequence of question marks. Select any question mark and press A to save the movie. The movie is then given a letter. The B button will delete the movie. You can use C-Right here to view the movie. Pressing C-Left during the movie aborts it. You can also use the L button to move your movie in this sequence. Hold it and use the D-Pad to move the movie to your desired position, then release L.

Press D-Pad Up/Down to go to the next screen, which allows you to save the sequence onto the memory card. The first white letter indicates the action you're performing, press D-Pad Up/Down again to switch (s means save, l means load and c means clear). In save mode, select a question mark and press A to save the sequence, it will then be given a letter like in the previous menu. You can load the sequence the same way if you go into load mode. The values below indicate how many bytes the current sequence uses, how much free space there is on the memory pak, and, if you have selected a saved sequence, the third value shows how many bytes the selected sequence uses.

Language Selector
The Debug ROM can change languages on the fly. Press D-Pad Right to switch to French, D-Pad Up for German, and D-Pad Left for English. Since these buttons are also used to move around the camera in camera debugger mode, this will cause the language setting to jump around in this mode.

Free Camera Movement
A free camera movement function was apparently intended, but it does not appear to work. If you press any of the C buttons (without invoking the camera debugger), the camera will attempt to move and you can hear camera sounds but it will immediately snap back to its original position.

Controller 4
The following functions are used with the fourth controller.

Audio Debug
The Audio Debugger is a very powerful debugging tool for testing audio-related stuff, like sounds and music. To access it, you can use the Gameshark code, or set RS36 to a non-even number in the memory editor.

Use L and R to switch to the previous or next page. You can also use Z to switch the text color. The pages are listed below, and numbered:


 * 1) Non is the page you start on. You can press A here to disable the background music, and B to disable sound effects. This page also lists some data when Link makes sounds.
 * 2) Free area displays various audio related data. Its purpose is currently unknown.
 * 3) Scroll Print controls the debug code log that appears at the right side of the screen. The various options allow you to turn it on or off, set which actions are logged, and set the log length. You can also use the C buttons to move the log around the screen.
 * 4) SE Parameter Change allows you to play any sound effect in the game. The first option selects the sound effect type, the second option the sound effect number. Press the A button to play the sound, press the B button to cancel. Sometimes, setting "SE No" setting to a value that doesn't have any sound can cause the game to crash.
 * 5) Ocarina Test records some Ocarina data. PLAY INFO displays what note you're playing, and how many notes you've already played.
 * 6) Natural Sound Control is a blank page.
 * 7) Block Change BGM allows you to play any music in the game. The first option selects the music, the second option the part for soundtracks with multiple parts (like Hyrule Field).
 * 8) SE Flag Swap's purpose is unknown. You can edit the various fields using the A button and the D-Pad, but it appears to have no effect.
 * 9) Interface Info displays various information about the sound effects currently being played. Be aware that this page will make the console lag quite a lot.
 * 10) Channel Info is another blank page.
 * 11) Sub Track Info displays various information about the current background music.
 * 12) Grp Track Info is another blank page.
 * 13) Heap Info displays unknown information.
 * 14) Spec Info is another blank page.
 * 15) Sound Control allows for some advanced audio options. The first two options both allow you to play any soundtrack in the game (you can use both simultaneously if you wish, and will actually work). The next two options allow you to play any sound effect in the game. The third option selects the sound effect type, the fourth one the sound effect number. S-Out sets the sound type (Stereo, Headphones, 3D, Mono). Na Snd allows you to play various nature sounds (like the sandstorm sound FX, etc.).

Characters
Very early character models from around 1996 managed to make their way into the debug ROM (and possibly the final version). They include a giant carpenter, early Saria, and a very early Zora that only has its model intact.

Several NPCs, especially in Kokiri Village, were redone before the game was released. Some of these models are still in the game.

Saria
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Saria's early model is wearing black shorts and a shirt that buttons up the back. Her sideburns are also a little different. She can be seen in action performing some early animations, including the gesture shown in the early screenshot below.



Regarding the woman with lips for eyes, it's quite possible that this actor was a test for the animations of other actors in the game, as it has most (if not all) of the animations for the other actors. She also appears to have another mouth a little below her nose if you look closely, which would seem to indicate that the "lip" texture is repeated over the entire model.

The model is an earlier version of the Kakariko housewife character, and parts of it aren't fully connected. Unlike the other characters, the actor's name is simply "object_bob", which may be a developer in-joke.

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Reed Whistle
An item in early versions of Ocarina of Time that allowed you to call Epona, similar to the Horse Call item in Twilight Princess. It was removed in favor of using Epona's Song.

Early Medallion
This early medallion is hexagonal, and has a different color choice. It doesn't look very good, so the developers decided to replace it with a better design.

Musical Note
Judging from an early screenshot, this was supposed to hover over Link's head when you learned a new song, much like when you get a new item. It may have been a part of a different melody acquiring system entirely. It was removed in favor of the dorky stance Link makes when he learns a new song.

Coin
Coins don't normally appear in the Zelda universe, and this one even comes in four possible colors that match that of Rupees: green, blue, red, and gold/huge Rupees are covered. Perhaps a placeholder graphic?

Butterfly Cage
This object is similar to the one used to buy bugs in the Potion Shop. It was apparently meant to capture the butterflies that roam Hyrule, and it is possible to see a butterfly inside the cage.

Huge Trees


Filename: object_wood02

Huge trees that somewhat resemble those found in the forest at the beginning of Majora's Mask, though their model is different. To see them, use the GameShark code (Debug ROM) at Hyrule Castle. Similar trees can be seen in Kakariko Village in prerelease footage.

Blue Birds


Using the code in Kokiri Forest will replace one of the Kokiri near Mido's hut with a group of small blue bird chicks, very similar to the baby Cuccos in Majora's Mask. The name of the birds is object_nwc, while the baby Cuccos in the sequel are object_En_Nwc, making the similarity seem like more than coincidence.

It is advised that you use Controller 2 to freeze the screen, because these little birds fall into the floor and into the infinite void, and it becomes difficult to find them.

Trap Chest


Object Number: 000A

Object Variable: 0000

v1.0 Replaces the Kokiri boy near the Mido's house

Works with any chest added by an actor editor. Upon interacting with the chest, Link immediately respawns at the last map entrance. As there is no item assigned to variable 0000, Link defaults to picking up the chest rather than opening it.

Early Sign
Object Number: 0039 Object Variable: 0009

This sign is taller than the regular signs seen around Hyrule and reaches above Child Link's head. It cannot be destroyed. Reading it displays a large X. It appears in several prerelease images, seen below.

Unused Animations
There are certain Link animations coded into this debug version of the game that are never actually used in this version or any retail version of the game, and are likely remnants from an earlier prototype. Using GameShark code, you can modify the jumpslash attack to any animation you wish.

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 * ID is an unused alternate jumpslash attack. In this attack, Link does a forward flip and then slashes with his sword. It looks quite cool, but was likely cut because it looks weird on sloped terrain when Link lands on his head.

Unused Item Icons
The file gameplay_dangeon_keep.zdata, present in the Debug ROM data, contains some textures and early icons of some items:



Early Kokiri Sword Icon
The famous Kokiri Sword Icon, seen on old pictures of OoT.

Early Slingshot Icon
Same icon as the final, but it has no red color on its two twigs.

Early Rupees Bag Icon
An alternate Rupees Bag icon.

Early Magic Bottle Icon
Unlike the three other icons, this one seems to be the same as its final version. The only difference is that it doesn't have a shadow.

Unused Pre-Boss Rooms
These can be viewed by using GameShark code, where "????" corresponds to one of the following. It is very similar to room #4 after the middle boss:




 * Jabu-Jabu's Belly: 0301

Interestingly, this room's layout matches up perfectly with one of the unused scenes! That scene features electric sponges in the pre-boss room, which combined with this layout would have been the way for Link to reach the boss room in this version of the dungeon.




 * Forest Temple: 000C

Contains nothing very special, but the walls seem slightly different. However, it should be visible from the boss room simply by opening the door to return to the previous room, except that it allows more in the final version.




 * Fire Temple: 0305

This layout is much simpler than the one in the final game, featuring just a bunch of blocks you have to jump across to get to the boss door.




 * Water Temple: 0417

As for the Forest Temple, it is like the final version, but is not visible because the door into the boss room does not open.




 * Shadow Temple: 0413

The torches make for a pretty scary pre-boss room. Presumably, there would be invisible platforms between them.




 * Spirit Temple: 05EC

This is visible in-game, but only briefly because of loading the next room. Between the throne is two small pillars that are not used in the final version of the normal room.

In this video, you can see the two small pillars during the scene of the encounter with Koume and Kotake.

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 title screen.

Debug Output
By intercepting the subroutine handling debug output, Kjartan Skjervøy was able to view the game's debug printouts.

Samples of translated debug printouts containing different message strings can be found here (Log.txt) and here (stack3.html). Log.txt may display the wrong variables in comparison to stack3.html due to buggy implementation.

The debug printouts are notable in that they appear to list every object and map in the game. They also contain silly commentary from the developers, such as comments on the weather and emoticons.

Some noteworthy excerpts: ＳＡＶＥ checksum calculation j=0  mmm=0 ＳＡＶＥdata ＯＫ！！！！ ssSRAMReadWrite:08000000 802db700 00008000 0 SAVECT=22, NAME=24, LIFE=2e, ITEM=a4, 64DD=2c,  HEART=cf f_64dd=0, 0, 0 heart_status=0, 0, 0 now_life=224, 0, 0 complete！！！ REGCK_ALL[1]=0,0,0,0,0,0 ６４ＤＤ flag=0 newf=5a,45,4c,44,41,5a

The 64DD flags are hardcoded, meaning that their value was determined at compile time, and there is no change in environment that could influence that printout.

[33m☆☆☆☆☆ （;o;) It’s dark~! ☆☆☆☆☆

[33m☆☆☆☆☆ It’s cloudy… (._.) Ah, how melancholy. ☆☆☆☆☆

[m-191 Ocarina secret origin!!!!!!!!!!!!!

[33mparameter->button_status = 0,10,d5 h_gage=0, b_button=0, a_button=0, c_bottle=0 c_warasibe=0, c_hook=1, c_ocarina=0, c_warp=0 c_sunmoon=3, m_wind=1, m_magic=1, another=1

Misplaced Bushes inside the Deku Tree
There are two grass objects outside the Deku Tree dungeon map: number and variable. They are loaded in map #8, where there is a room with dirty texture.

These are only found in the Master Quest version, not version 1.0.

Giant Orange Rupees in Dodongo's Cave
There are 4 invisible collectible item actors at the entrance to the pre-boss room of Dodongo's Cavern that have been disabled. Their actor number is 0x112, and their variable is 0x3FF0. To activate them, use a map editor to replace 3 with 2 in the variable. The items are 4 giant orange rupees. The reason for existence of these items is unknown.

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

The "Disk" save file is also in version 1.0 of retail ROM, but currently the only known way to create it is slowly pulling out the left side of the cartridge while copying a file.