Difference between revisions of "Proto:The Legend of Zelda: Ocarina of Time Master Quest"

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*Whenever a message pops up, its internal number is printed at the bottom.
 
*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.
 
*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. What arrow marks what spot is not yet certain.
+
*Arrows are added at various spots of interest. The arrows seem to be color coded based on certain functions, and change colors when the player walks within a specific range of the arrows.
 +
**'''Red''' - Navi floats over to the actor that is to be spoken to
 +
**'''Green''' - Indicates a puzzle that needs to be solved, or requires a "key" to unlock it
 +
**'''Blue''' - Used for signs?
 +
 
 +
{{todo|there's also pink and I think yellow arrows too? what do they do?}}
 
{{clear}}
 
{{clear}}
  
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The memory editor allows you to change various variables in the memory of the game.
 
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.
+
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:
 
The keyboard combinations are as follows:
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Many values are completely unused and always zero. Some values however are quite interesting, the most interesting ones are listed below:
 
Many values are completely unused and always zero. Some values however are quite interesting, the most interesting ones are listed below:
 
[[File:OoTTimeDisplay.png|right]]
 
[[File:OoTTimeDisplay.png|right]]
 +
*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. Incrementing 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.
 
*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.
+
*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 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 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.
 
*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.
 
*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 3 enables the CPU status meter, which shows various information about CPU usage and such. It is one of the debug options that can also be enabled in the retail game.
 
*Setting RS00 to 3 enables the CPU status meter, which shows various information about CPU usage and such. It is one of the debug options that can also be enabled in the retail game.
 +
*Setting RS20 to 1 causes the sound that is currently playing to repeat.
 +
*Changing RS30 from 3 to 2 drastically improves the framerate, though character animations are animated more slowly. Setting it to 1 seems to make the game very unstable and likely to crash. Setting it to 0 will make the game crash immediately. The higher one sets it the slower the game moves. It also effects the ingame clock by making it go slower the higher one sets RS30 to.
 +
*'''Setting RS36 to 1 enables audio debug mode without the Gameshark code!'''
 +
*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 mini map 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.
 
{{clear}}
 
{{clear}}
  
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== Audio Debug ==
 
== Audio Debug ==
 
[[File:OoTAudioDebug.png|right]]
 
[[File:OoTAudioDebug.png|right]]
The Audio Debugger is a very powerful debugging tool for testing audio-related stuff, like sounds and music. Currently, there's no way to access the Audio Debugger legitimately, however you can use the Gameshark code <code>81210B2F 1111</code> to access it.  
+
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 <code>81210B2F 1111</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:
 
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:
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*(2) Free area displays various audio related data. Its purpose is currently unknown.
 
*(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.
 
*(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.
+
*(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.
 
*(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.
 
*(6) Natural Sound Control is a blank page.
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Regarding the Woman with lips for eyes:
 
Regarding the Woman with lips for eyes:
  
It's quite possible that this actor was simply a test for the animations for 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. The model is clearly and early one for the model isn't fully connected. She could've also been a sort of joke for the developers, supported by the fact that the file name is simply "object_bob", unlike others.
+
It's quite possible that this actor was simply a test for the animations for 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. This 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 some form of developer in-joke.
 
{{clear}}
 
{{clear}}
  
[[File:Womanwithlipeyes.png]]
+
[[File:Womanwithlipeyes.png|DEAR GOD WHAT IS THAT]]
  
 
===Reed Whistle===
 
===Reed Whistle===
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===Musical Note===
 
===Musical Note===
 
[[File:OoTMusicalNote.png|thumb|right]]
 
[[File:OoTMusicalNote.png|thumb|right]]
Maybe this was supposed to hover over your head when you learned a new song, like when you get a new item. In any case, it would look better than the awkward stance Link currently makes when he learns a new song.
+
Judging from one 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 currently makes when he learns a new song.
 
{{clear}}
 
{{clear}}
 +
 
===Coin===
 
===Coin===
 
[[File:OoTCoin.png|right|200px]]
 
[[File:OoTCoin.png|right|200px]]
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===Early Magic Bottle Icon===
 
===Early Magic Bottle Icon===
 
[[File:00FD8CB0.png]] 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.
 
[[File:00FD8CB0.png]] 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==
 +
Unused pre-boss rooms can be viewed by using the Gameshark code:
 +
 +
8115E662 ????
 +
80223E0A 0003
 +
 +
where ???? corresponds to one of the following:
 +
 +
[[File:OOT PreBoss Jabu.png|320px]]
 +
 +
* Jabu-Jabu's Belly: '''0301'''
 +
 +
Interestingly, this room's layout matches up perfectly with [[The_Legend_of_Zelda:_Ocarina_of_Time/Unused_scene_setups#Jabu_Jabu.27s_Belly.2C_scene_00|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.
 +
 +
[[File:OOT PreBoss Forest.png|320px]]
 +
 +
* Forest Temple: '''000C'''
 +
 +
It contains nothing very special, just that 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.
 +
 +
[[File:OOT PreBoss Fire.png|320px]]
 +
 +
* 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.
 +
 +
[[File:OOT PreBoss Water.png|320px]]
 +
 +
* Water Temple: '''0417'''
 +
 +
As for the Forest Temple, it is like the final version, but is not visible because of the door into the boss room that does not open.
 +
 +
[[File:OOT PreBoss Shadow.png|320px]]
 +
 +
* Shadow Temple: '''0413'''
 +
 +
The torches make for a pretty scary pre-boss room. Presumably there would be invisible platforms in-between them.
 +
 +
[[File:OOT PreBoss Spirit.png|320px]]
 +
 +
* Spirit Temple: '''05EC'''
 +
 +
It is visible in the 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 these two small pillars during the scene of the encounter with Koume and Kotake. [http://www.youtube.com/watch?v=xf7E6vPMBeQ]
  
 
==Unused Text==
 
==Unused Text==
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This text appears right before the Audio Debugger text. Apparently, there was supposed to be some kind of Ocarina key editor.
 
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
 +
 +
No idea at all. Judging from where it's stored in the ROM it was intended to appear on the title screen.
  
 
{{zelda series}}
 
{{zelda series}}
 
[[Category:Prototypes]]
 
[[Category:Prototypes]]

Revision as of 10:26, 26 April 2012

Title Screen

The Legend of Zelda: Ocarina of Time (Debug Version)

Developer: Nintendo
Publisher: Nintendo
Platform: Nintendo 64


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.


ProtoIcon.png This game has a prototype article
BugsIcon.png This game has a bugs page

This is a leaked debugging version of The Legend of Zelda: Ocarina of Time that can be found floating around the net. It's based on Master Quest (thus features the harder dungeons), but has all debugging features the developers used built in. It's filled with debug options and test maps and certainly allows for very extensive options. The Debug ROM makes use of all four controllers and on top of that uses the Memory Pak (to store cutscene data).

Several patches are available for the Debug ROM. One patch translates the entire Debug ROM into English. Another patch allows room 120 to be accessed. 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.

Contents

Controller 1

The following functions are used with the first controller.

Map Select

OoTMapSelect.png

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 use the button combination L+R+Z to access it from anywhere within the game.

In the Map Select, the following controls are used:

  • D-Pad up/down is used to select the desired stage.
  • The B button will switch from Child (5) to Adult (17), and vice versa.
  • C-Up/Down increment or decrement the OPT value, whose purpose is unknown.
  • The Z button selects the "stage" of the level. A level has different stages for cutscenes used in that level. These stages usually have objects rearranged and repositioned so they don't interfere and fit nicely. 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.

Levels 1 to 115 all appear in the retail game. Levels from 116 to 125, however, only appear in the debug ROM, and are mostly used for testing. A full list of destinations can be found here.

Room 116 (Strongbox Warp)

OoTRoom116.png

This is just 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. It also looks somehow similar to the Majora's Mask boss chamber in the sequel, which may have been inspired from this. In any case, this room uses quite cool textures which are used nowhere else in the game.

Room 117 (Bamboo Grass Test)

OoTRoom117.png

This is 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) are written on the ground. The area around the letters makes many different ground sounds (water, wood, grass, lava...) which suggests it was used for testing those sounds. The other contents of the map depend on the age and 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), on others messages from the Royal Family's Grave will appear.
  • Child, Night: A golden Skultulla pops 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: There's the scarecrow, and two evil pots. One of them is suspended in mid-air and will not engage you unless you use Moonjump (or the Free Movement mode).
  • Adult, Night: There's 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 (Test Map)

OoTRoom118.png

This is 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 118, as seen from above

Room 119 (Test Room)

OoTRoom119.png

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. The last room is completely empty with several depressions, which has led people to believe something used to be there, like floor tiles (which seems unlikely though due to the nature of this level). 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.

OoTRoom119Side.png

To make the first crawlway and the invisible room visible, use this code:
803CA08A 0000
803CA098 0003

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 developer team intended to do with this.

Room 120 (Medium Stalfos Room)

This level is normally completely inaccessible due to a corrupted header file. However, there's a patch which allows the level to be accessed. It's a room with weird floor tiles and cool light effects which was shown in some of the earliest screenshots for this game. Other than that, though, the room is devoid of content.

In promo footage: Fixed with added Stalfos actor:
OoTStalfosHouse.jpg

Room 121 (Boss Stalfos Room)

OoTRoom121.png OoTStalfosHouse2.jpg

This level is 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, and apparently once contained a Stalfos. However, there's just a warp to the Castle Courtyard in this room. Note also that the carpet uses the "wet floor" sound effect, which suggests the sound effects were rearranged sometime in development.

Room 122 (Old Test)

OoTRoom122.png OoTStalfosBattle2.jpg

This level is 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 802B0BC1 0005:

  • Two stalfos (They will not show up, their model is not loaded. Load their model with code 812B0BD0 0032)
  • One warp (does not go anywhere)
  • One bubble (floating skull enemy)

There are also other models which are loaded, but have no actors:

  • object_wf (Wolf)
  • object_dh (Dead hand)
  • object_rd (Redead)
  • object_gi_heart (collectible heart)
  • object_gi_clothes (collectible clothes)

Which would lead to the conclusion that this room was used for enemy testing.

Room 123 (Proving Area)

This level appears to be just a duplicate of the Shooting Gallery.

OoTShootingGalleryCutscene.png

However, 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 the normal game. It's not known what this would be used for.

Room 124 (Depth Test)

OoTRoom124.png

This is another test room. There are nine squares in the background, and Link just falls. It was likely used to test the prerendered backgrounds.

OOT Room124Under.png

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

Room 125 (Hylian Game 2)

OoTRoom125.png

This appears to be a very unfinished duplicate of the castle courtyard. The level 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

OoTInventoryDebug.png

The Inventory Debug allows you to edit your current inventory, including items, equipment and quest status items. To enable it, go to the pause menu and press the L button. In the inventory debug, use the D-Pad buttons 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, the shield, the tunic and the 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 your 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, that is the Kokiri Emerald, the Goron's Ruby and the Zora's Sapphire.
  • コレクト (collect) sets whether you own the Stone of Agony and the 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, alternatively, L+R+A+B). In this mode, Link will be frozen and won't interact with any objects. Use the D-Pad buttons 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 leave free movement 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

OoTEventEditor.png
Elementary, my dear Cactus.
This needs some investigation. There's something there, we're just not sure how to access it yet.
Discuss ideas and findings on the talk page.

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 (for example 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's buttons.

Actor Debugger

OoTActorDebugger.png

The Actor Debugger is a tool used for debugging actors (any objects that are not part of the map itself). It can only be enabled using the Gameshark code 80211CE4 0001. 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, and change colors when the player walks within a specific range of the arrows.
    • Red - Navi floats over to the actor that is to be spoken to
    • Green - Indicates a puzzle that needs to be solved, or requires a "key" to unlock it
    • Blue - Used for signs?


Hmmm...
To do:
there's also pink and I think yellow arrows too? what do they do?


Controller 2

The following functions are used with the second controller.

Memory Editor

OoTMemoryEditor.png

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:

R L+C-Up RU L+D-Pad Right
RA R+Left RV R+C-Left
RC L+Z RW R+C-Right
RD L+D-Pad Left RX R+B
RG Start+L RY L+R
RH Start+R RZ L+B
RI L+D-Pad Up Rb Start+C-Right
RK R+A Rc R+Z
RM L+C-Right Rd Start+A
RN L+D-Pad Down Ri R+C-Up
RO L+C-Down Rk Start+B
RP L+A Rm R+D-Pad Right
RQ R+C-Down Rn R+D-Pad Up
RS L+C-Left

Many values are completely unused and always zero. Some values however are quite interesting, the most interesting ones are listed below:

OoTTimeDisplay.png
  • 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. Incrementing 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 3 enables the CPU status meter, which shows various information about CPU usage and such. It is one of the debug options that can also be enabled in the retail game.
  • Setting RS20 to 1 causes the sound that is currently playing to repeat.
  • Changing RS30 from 3 to 2 drastically improves the framerate, though character animations are animated more slowly. Setting it to 1 seems to make the game very unstable and likely to crash. Setting it to 0 will make the game crash immediately. The higher one sets it the slower the game moves. It also effects the ingame clock by making it go slower the higher one sets RS30 to.
  • Setting RS36 to 1 enables audio debug mode without the Gameshark code!
  • 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 mini map 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

OoTDebugCamera.png

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

OoTDemoCameraTool.png

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

OoTDemoControl.png

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

OoTAudioDebug.png

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 81210B2F 1111, 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, it 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.).

Unused content

Unused Objects

Hmmm...
To do:
Are they in the final version? If so, move these there.


Characters

Very early character models from around 1996 have 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.

A scary looking woman with lips for eyes (possible error) is in the game as well.

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

Woman With lip eyes

Regarding the Woman with lips for eyes:

It's quite possible that this actor was simply a test for the animations for 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. This 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 some form of developer in-joke.

DEAR GOD WHAT IS THAT

Reed Whistle

OoTReedWhistle.png
ABR HF reedwhistle2.jpg

The Reed Whistle was an item in an early version of Ocarina of Time. It allowed you to call your horse, similar to the Horse Call item in Twilight Princess. It was removed in favor of using Epona's Song.

Early Medallion

OoTBetaMedallion.png

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

OoTMusicalNote.png

Judging from one 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 currently makes when he learns a new song.

Coin

OoTCoin.png

No idea at all. Coins don't normally appear in the Zelda universe. And this one even comes in four possible colors.

Interestingly, the color-coding matches that of Rupees- green, blue, red, and gold/huge Rupees are covered. Perhaps a placeholder graphic?

Butterfly Cage

OoTButterflyCage.png

Now this is quite interesting. Apparently, you were meant to catch the butterflies that roam Hyrule. The question is what purpose they would have served.

Huge Trees

OOT BetaTrees.png

These are huge trees somewhat resembling those found in the forest at the beginning of Majora's Mask, but they are different and much less pretty. Use the Gameshark code 81241CF2 83F0 + 81241CFA 0000 (Debug Rom) at Hyrule Castle.

Unused Blue birds

OOT BlueBall.png

Using the code 8128D8A4 0135 and 8128D7B8 0124 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 ones in Majora's Mask. It is advised that you use the second controller to freeze the screen, because those little blue birds fall into the floor and into the infinite void, and it becomes difficult to find them.

Unused Item Icons

The file "gameplay_dangeon_keep.zdata", located in the Debug ROM data, contains some textures and early icons of some items.

OOTIcons early.png

Early Kokiri Sword Icon

ZeldaOOTdebug-kokiriswordalt.png It's the famous Kokiri Sword Icon, seen on pictures of old Ocarina of Time versions.

Early Slingshot Icon

ZeldaOOTdebug-earlyslingshot.png It's the same icon as the final one, but it has no red color on its two twigs.

Early Wallet Icon

ZeldaOOTdebug-earlyrupeesbag.png It's a Wallet's icon.

Early Magic Bottle Icon

File:00FD8CB0.png 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

Unused pre-boss rooms can be viewed by using the Gameshark code:

8115E662 ????
80223E0A 0003

where ???? corresponds to one of the following:

OOT PreBoss Jabu.png

  • 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.

OOT PreBoss Forest.png

  • Forest Temple: 000C

It contains nothing very special, just that 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.

OOT PreBoss Fire.png

  • 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.

OOT PreBoss Water.png

  • Water Temple: 0417

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

OOT PreBoss Shadow.png

  • Shadow Temple: 0413

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

OOT PreBoss Spirit.png

  • Spirit Temple: 05EC

It is visible in the 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 these two small pillars during the scene of the encounter with Koume and Kotake. [1]

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 Ocarina of Time's 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

No idea at all. Judging from where it's stored in the ROM it was intended to appear on the title screen.