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Development:The Legend of Zelda: Majora's Mask/Unused Maps
This is a sub-page of Development:The Legend of Zelda: Majora's Mask.
This page is loooong... Consider grouping related content into additional subpages to ease readability. |
Found inside z_majora/data are several object files containing assets and other elements from the game, including maps, some of which never made it into any of the retail versions of the game.
Contents
- 1 Existing Maps
- 2 Removed Maps
- 2.1 Prerenders
- 2.2 z_scene_table.h
- 2.3 find_Gfx.tag
Existing Maps
Z2_10yukiyamanomura2_GCTEST
This needs some investigation. Discuss ideas and findings on the talk page. Specifically: The following room files are in the z_majora/data folder. Do they differ from the regular room maps? If so, how? |
This map's filename translates to "Zelda 2 - 10 Snowy Mountain Village 2 GC Test", probably referring to the GameCube. The RCS commit logs only go up to May 8, 2002, so they have no mention of these files. The last edit that Nintendo employees appear to have made to the Majora's Mask directory before it was given to the iQue team was on May 26, 2003. The comment for this commit was "GC64EMU VERSION".
Z2_10yukiyamanomura2_GCTEST_ROOM0.o Z2_10yukiyamanomura2_GCTEST_ROOM1.o
Z2_15hanareyama_Ov
This map is an early version of Lone Peak Shrine's exterior. In the final version of Majora's Mask, Lone Peak is located in the same map as Goron Village. It follows the same trend as the Great Bay Archery and North Clock Town maps. These seem to be created with Ocarina of Time in mind as they try to use the skybox format and sequences from that game; in this case, the map tries to load the Ice Cavern theme as well as the foggy skybox. However, these IDs correspond to Mikau's theme and the clear skybox in Majora's Mask. Also, both the spring and winter versions of this map are stored inside the same file, however the map only loads the model and collision for the winter version, but it can be edited to be the spring version. In the final game, the spring and winter versions of Snowhead are separate maps entirely.
Additionally, this map calls for a now-deleted actor known as En_oF1_5 (0x0139). In Ocarina of Time, object_oF1d_map contains the models for Gorons, and an early Goron is located in the file object_oF1s, so it can be assumed that En_oF1_5 was a Goron actor of some kind. Apart from that, there is also a strange giant icicle which has no collision, and cracks in an endless cycle.
Z2_32kamejimamae
This map's file name is Z2_32kamejimamae, "Before the Turtle Island," so perhaps the event with the turtle island would have been different originally. The map itself is an earlier version of Great Bay Coast, due to what seems to be an entrance to the Pirates' Fortress. This entrance to Pirates' Fortress resembles the platforming section found in Zora's Cape in the final game for reaching the Fairy Fountain. There are rocks you would've had to break as Goron Link to gain entry. The Great Bay Temple is found from Great Bay Coast instead inside a tall rock. Later they put the entry to the Pinnacle Rock area here for Lulu's eggs. The houses for the Fisherman, Oceanside Spider House or Marine Research lab are nowhere to be seen. Few Gossip Stones can be found here too, although both give an empty gossip with a message ID 8434. Additionally, there is an archery range identical to the one found in Gerudo's Fortress from Ocarina of Time.
This area can actually be seen from Pinnacle Rock in the final game.
The music sequence used here is Swordman's School, which does not fit at all, however this same sequence ID in Ocarina of Time is actually Zora's Domain. This might imply that this map dates back to before the music was added into Majora's Mask, and it still used all of the music from Ocarina of Time. The map also has a different looking sky than the final game, because it is attempting to use the sky IDs for Ocarina of Time, which are a bit different than in Majora's Mask. This map tries to load the Gerudo from Ocarina of Time presumably who would initiate the archery minigame, however all that is left of its code is a Z target spot.
Z2_backtown_hayakawatest
This scene's file name is Z2_backtown_hayakawatest. North Clock Town is called Z2_backtown, implying that this was a test by Kenzo Hayakawa, the main programmer of the game.
The music sequence used here is the Music Box House theme, which does not fit at all. However, this same sequence ID in Ocarina of Time is actually Kakariko Village, which would fit well. This may suggest that this map dates back to before unique music was added into Majora's Mask, and it still used the previous game's. The map also has a different sky to the final game, because it seems to be attempting to use the sky IDs of Ocarina of Time, which are a bit different to MM.
This version of North Clock Town attempts to load multiple actors that no longer exist in the final game. Luckily, by referencing the removed actor IDs from the leak and the early screenshots below, we can see that 0x01BF would have originally been En_Ton2 (a Bomber cutscene actor), and 0x01C6 would have been En_Ton_bal (the Majora balloon). While not seen in screenshots, we can tell that the actor 0x01B2 would've been En_Ton, another Bomber. These actors were added in September and October 1999, so the map can't predate that.
Z2_meganeana
This is an early interior for the Lone Peak Shrine. It has several changes from the final version. There is only a single chest in this map which is for the Lens of Truth itself. No other chests which contain the 20 rupee and 50 rupee prices are here yet. There are no rocks surronding the walls and there's a lone tree which doesn't exist here in the final version. More grass is spread out in this area than final and the enemy Skulltula is nowhere to be seen. The music sequence used here is File Select/Fairy Fountain, which does not seem correct. When this same sequence ID is compared against Ocarina of Time it actually turns out to be Dodongo's Cavern. Most notable difference here are the ladders which when the Lens of Truth is used will reveal a Piece of Heart. This Piece of Heart is not in this location in the finalized version.
Proto | Final |
---|---|
Z2_shop2_test
This map is a duplicate of the Market Potion Shop scene from Ocarina of Time. Its removed prerender is also mentioned in the files.
Z2_zolashop
While the game does have a Zora Shop, it does not have its own map file. Instead, it is Room 04 of the Z2_BANDROOM map, whose other rooms, unsurprisingly, belong to the rooms of the members of the Indigo-Gos. The existence of this separate file may be connected to the unused location text for the Zora Shop.
The walls in this old version of the Shop are brown instead of using a more Zora suited blue colored texture. There is no tablecloth at the shop counter and coral isn't growing.
Proto | Final |
---|---|
Removed Maps
Prerenders
The following prerenders were commented out of Majora's Mask. Unlike Ocarina of Time, which used prerendered backgrounds for most of its shop and house interiors, developers decided to move away from that trend in the sequel. Interior maps made near the end of the former game's development, such as the guard lookout post at the Market Entrance, the Skulltula House and Granny's Potion Shop in Kakariko Village, and the Bombchu Shop and Happy Mask Shop in the Market, didn't have prerenders. This suggests that the developers were already trending in that direction prior to starting work on MM.
Prerendered Market
According to the RCS commit logs, the following prerender and palette were added on May 12, 1999:
shape/TEXTURE/DMA_MAKE/VR_BOX/MARKET/vr_MARKET_div8_idx.o . shape/TEXTURE/DMA_MAKE/VR_BOX/MARKET/vr_MARKET_pal.o
Their names differ from the Market prerenders and palettes of Ocarina of Time, which come in DAY, NIGHT, and RUINS varieties:
shape/TEXTURE/DMA_MAKE/VR_BOX/MARKET_DAY/vr_MDVR_div8_idx.o . shape/TEXTURE/DMA_MAKE/VR_BOX/MARKET_DAY/vr_MDVR_pal.o . shape/TEXTURE/DMA_MAKE/VR_BOX/MARKET_NIGHT/vr_MNVR_div8_idx.o . shape/TEXTURE/DMA_MAKE/VR_BOX/MARKET_NIGHT/vr_MNVR_pal.o . shape/TEXTURE/DMA_MAKE/VR_BOX/MARKET_RUINS/vr_RUVR_div8_idx.o . shape/TEXTURE/DMA_MAKE/VR_BOX/MARKET_RUINS/vr_RUVR_pal.o .
The singular May 12 prerender and palette were removed on July 13, 1999, and replaced with four prerenders and a palette file.
shape/TEXTURE2/VR_BOX2/MARKET/vr_MARKET_1_div8_idx.o . shape/TEXTURE2/VR_BOX2/MARKET/vr_MARKET_2_div8_idx.o . shape/TEXTURE2/VR_BOX2/MARKET/vr_MARKET_3_div8_idx.o . shape/TEXTURE2/VR_BOX2/MARKET/vr_MARKET_4_div8_idx.o . shape/TEXTURE2/VR_BOX2/MARKET/vr_MARKET_pal.o .
The five files above appear under headers reading "*VR_BOX(512x512)" and "綺麗なテスト" (Pretty Test) in z_majora\src\spec.segment. These maps were subsequently removed on August 31, 1999.
Prerendered Shops
The following prerenders and palettes were added on May 26, 1999:
shape/TEXTURE/DMA_MAKE/VR_BOX/SHOP1/vr_SHOP1_div8_idx.o . shape/TEXTURE/DMA_MAKE/VR_BOX/SHOP1/vr_SHOP1_pal.o . shape/TEXTURE/DMA_MAKE/VR_BOX/SHOP2/vr_SHOP2_div8_idx.o . shape/TEXTURE/DMA_MAKE/VR_BOX/SHOP2/vr_SHOP2_pal.o .
They appear under the heading "*VR_BOX(256x256)" , with SHOP1 being described as "新・道具屋" (New Item Shop) and SHOP2 being described as "新・薬屋" (New Potion Shop). A level model for SHOP2, which is a duplicate of the Potion Shop from Ocarina of Time, was leftover in the leaks and is described elsewhere on this page.
The files were commented out on Nov. 17, 1999, with the following date appended to them:
+##99/08/31# cp shape/TEXTURE/DMA_MAKE/VR_BOX/SHOP1/vr_SHOP1_div8_idx.o . +##99/08/31# cp shape/TEXTURE/DMA_MAKE/VR_BOX/SHOP1/vr_SHOP1_pal.o . +##99/08/31# cp shape/TEXTURE/DMA_MAKE/VR_BOX/SHOP2/vr_SHOP2_div8_idx.o . +##99/08/31# cp shape/TEXTURE/DMA_MAKE/VR_BOX/SHOP2/vr_SHOP2_pal.o .
As the Market prerenders described above and many prerenders left over from Ocarina of Time were commented out August 31, 1999, with the same date appended, perhaps this represents the date that the developers decided to stop using prerenders for anything but skyboxes, even though they didn't actually comment these last two out until November.
z_scene_table.h
The file z_majora/src/z_scene_table.h no longer exists, even in the leak, but is still referenced by debugging information in object files that are present. It contains an early scene list for the game that references some scenes missing from the final scene table.
Maps from Ocarina of Time
- MEN: Gerudo Training Ground.
- MARKET_ALLEY: Back Alley (Day)
- MARKET_ALLEY_N: Back Alley (Night)
- MARKET_DAY: Market (Day)
- MARKET_NIGHT: Market (Night)
- MARKET_RUINS: Market (Ruins)
- SPOT20: Lon Lon Ranch
- SASATEST: Sasaki Test
Maps Exclusive to Majora's Mask
Z2_LAST
The following 6-room map was commented out of z_majora\src\spec.segment:
Z2_LAST_scene GAMEPLAY_SCENE_SEGMENT Z2_LAST_SCENE.o Z2_LAST_room_0 GAMEPLAY_ROOM_SEGMENT Z2_LAST_ROOM0.o Z2_LAST_room_1 GAMEPLAY_ROOM_SEGMENT Z2_LAST_ROOM1.o Z2_LAST_room_2 GAMEPLAY_ROOM_SEGMENT Z2_LAST_ROOM2.o Z2_LAST_room_3 GAMEPLAY_ROOM_SEGMENT Z2_LAST_ROOM3.o Z2_LAST_room_4 GAMEPLAY_ROOM_SEGMENT Z2_LAST_ROOM4.o Z2_LAST_room_5 GAMEPLAY_ROOM_SEGMENT Z2_LAST_ROOM5.o
There are five maps in the final game with "LAST" in the name:
- Z2_LAST_BS - Majora's Lair: 1 Room
- Z2_LAST_DEKU - Deku Moon Trial: 2 Rooms
- Z2_LAST_GORON - Goron Moon Trial: 2 Rooms
- Z2_LAST_ZORA - Zora Moon Trial: 1 Room
- Z2_LAST_LINK - Link Moon Trial: 8 Rooms
However, there is no map called Z2_LAST. The meadow where the masked children play is called Z2_SOUGEN, which translates to "Zelda 2 - Field". Both this and the final LAST maps were created after find_Gfx.tag and aren't reflected in it. Therefore, it's not possible to see which display lists the removed map contained.
find_Gfx.tag
The file z_majora/data/shape/find_Gfx.tag contains references to many files that no longer exist, even among the leaked files, including removed maps.
zelda_scene
It appears that some Majora's Mask scenes started life in the Ocarina of Time scene directory. The final game's scene directory is called zelda2_scene.
Z1_jyasinzou
To do: Add display lists; compare room numbers and display lists to the non-Z1 version. |
Z1_market_day
To do: Add display lists; compare room numbers and display lists to the non-Z1 version. |
Z1_Men
To do: Add display lists; compare room numbers and display lists to the non-Z1 version. |
Z1_men
To do: Add display lists; compare room numbers and display lists to the non-Z1 version. |
Z1_spot00
To do: Add display lists; compare room numbers and display lists to the non-Z1 version. |
Z1_test01
To do: Add display lists; compare room numbers and display lists to the non-Z1 version. |
Z2_DANtes
This map's name means "Dungeon Test".
ROOM00
Display Lists | Translation |
---|---|
Z2_DANtes_grp_R00 Z2_DANtes_grp_DR_00a_2TN15150404_OPA Z2_DANtes_grp_FL_00a_2TN15000304_OPA Z2_DANtes_grp_TN_00a_2TN15000404_OPA Z2_DANtes_grp_WL_00a_2TN15150404_OPA |
Door Floor Ceiling Wall |
ROOM01
Display Lists | Translation |
---|---|
Z2_DANtes_grp_R01 Z2_DANtes_grp_DR_01a_2TN15150404_OPA Z2_DANtes_grp_FL_01a_2TN15000304_OPA Z2_DANtes_grp_Saku01 Z2_DANtes_grp_TN_01a_2TN15000404_OPA Z2_DANtes_grp_WL_01a_2TN00000202_OPA |
Fence 01 |
ROOM02
Display Lists | Translation |
---|---|
Z2_DANtes_grp_R02 Z2_DANtes_grp_DR_02a_2TN15150404_OPA Z2_DANtes_grp_FL_02a_2TN15000304_OPA Z2_DANtes_grp_FL_02b_2TN15000102_OPA Z2_DANtes_grp_FL_02c_2TN01010303_OPA Z2_DANtes_grp_GOROwaku02 Z2_DANtes_grp_HASIGO02 Z2_DANtes_grp_Saku02 Z2_DANtes_grp_TN_02a_2TN15000404_OPA Z2_DANtes_grp_WL_02w_2TN00000001_OPA Z2_DANtes_grp_WL_02x_2TN00000001_OPA Z2_DANtes_grp_WL_02y_2TN00000404_OPA Z2_DANtes_grp_WL_02z_2TN00000001_OPA |
GORO Border 02 Ladder 02 Fence 02 |
ROOM03
Display Lists | Translation |
---|---|
Z2_DANtes_grp_R03 Z2_DANtes_grp_DR_03a_2TN15150404_OPA Z2_DANtes_grp_FL_03a_2TN00000304_OPA Z2_DANtes_grp_FL_03b_2TN00010304_OPA Z2_DANtes_grp_HASIGO03 Z2_DANtes_grp_SAKU03 Z2_DANtes_grp_TAKARAFL03 Z2_DANtes_grp_TAKRAWL03 Z2_DANtes_grp_TN_03a_2TN15000404_OPA Z2_DANtes_grp_WL_03a_2TN00000304_OPA Z2_DANtes_grp_WL_03b_2TN00000101_OPA Z2_DANtes_grp_WL_03c_2TN01000304_OPA Z2_DANtes_grp_WL_03d_2TN01010102_OPA Z2_DANtes_grp_WL_03e_2TN15150404_OPA |
Ladder 03 Fence 03 Treasure Floor 03 Treasure Wall |
ROOM04
Z2_DANtes_grp_R04 Z2_DANtes_grp_DR_04a_2TN15150404_OPA Z2_DANtes_grp_FL_04a_2TN00000304_OPA Z2_DANtes_grp_HASIGO04 Z2_DANtes_grp_SAKU04 Z2_DANtes_grp_TN_04a_2TN15000404_OPA Z2_DANtes_grp_WL_04a_2TN15150101_OPA Z2_DANtes_grp_WL_04b_2TN00150101_OPA
ROOM05
Z2_DANtes_grp_R05 Z2_DANtes_grp_DR_05a_2TN15150404_OPA Z2_DANtes_grp_FL_05a_2TN14151515_OPA Z2_DANtes_grp_TAKARA05 Z2_DANtes_grp_TAKARAfl05 Z2_DANtes_grp_TN_05a_2TN15000404_OPA Z2_DANtes_grp_WL_05a_2TN00000201_OPA
ROOM06
Z2_DANtes_grp_R06 Z2_DANtes_grp_DR_06a_2TN15150404_OPA Z2_DANtes_grp_FL_06a_2TN15000304_OPA Z2_DANtes_grp_TN_06a_2TN15000404_OPA Z2_DANtes_grp_WL_06a_2TN15150404_OPA Z2_DANtes_grp_WL_06b_2TN00000201_OPA
ROOM07
Z2_DANtes_grp_R07 Z2_DANtes_grp_DR_07a_2TN15150404_OPA Z2_DANtes_grp_FL_07a_2TN15000304_OPA Z2_DANtes_grp_TN_07a_2TN15000404_OPA Z2_DANtes_grp_WL_07a_2TN00000201_OPA Z2_DANtes_grp_WL_07b_2TN00000101_OPA
ROOM08
Z2_DANtes_grp_R08 Z2_DANtes_grp_DR_08a_2TN15150404_OPA Z2_DANtes_grp_FL_08a_2TN15000304_OPA Z2_DANtes_grp_HASIGO08 Z2_DANtes_grp_TN_08a_2TN15000404_OPA Z2_DANtes_grp_WL_08a_2TN15150101_OPA Z2_DANtes_grp_WL_08b_2TN00150101_OPA Z2_DANtes_grp_WL_08c_2TN00000101_OPA
ROOM09
Z2_DANtes_grp_R09 Z2_DANtes_grp_DR_09a_2TN15150404_OPA Z2_DANtes_grp_FL_09a_2TN15000304_OPA Z2_DANtes_grp_TN_09a_2TN15000101_OPA Z2_DANtes_grp_WL_09a_2TN15150101_OPA
ROOM10
Z2_DANtes_grp_R10 Z2_DANtes_grp_DR_10a_2TN15150404_OPA Z2_DANtes_grp_FL_10a_2TN00000304_OPA Z2_DANtes_grp_HASIGO10 Z2_DANtes_grp_SAKU10 Z2_DANtes_grp_TN_10a_2TN15000404_OPA Z2_DANtes_grp_WL_10a_2TN00150101_OPA Z2_DANtes_grp_WL_10a_2TN15150101_OPA
ROOM11
Z2_DANtes_grp_R11 Z2_DANtes_grp_DR_11a_2TN15150404_OPA Z2_DANtes_grp_FL_11a_2TN00000304_OPA Z2_DANtes_grp_TN_11a_2TN15000404_OPA Z2_DANtes_grp_WL_11a_2TN15150101_OPA
ROOM12
Z2_DANtes_grp_R12 Z2_DANtes_grp_DR_12a_2TN15150404_OPA Z2_DANtes_grp_FL_12a_2TN15000304_OPA Z2_DANtes_grp_TN_12a_2TN15000101_OPA Z2_DANtes_grp_WL_12a_2TN15150101_OPA
ROOM13
Z2_DANtes_grp_R13 Z2_DANtes_grp_DR_13a_2TN15150404_OPA Z2_DANtes_grp_FL_13a_2TN00000304_OPA Z2_DANtes_grp_HASIGO13 Z2_DANtes_grp_TN_13a_2TN15000404_OPA Z2_DANtes_grp_WL_13a_2TN00000101_OPA Z2_DANtes_grp_WL_13b_2TN15150101_OPA
ROOM14
Z2_DANtes_grp_R14 Z2_DANtes_grp_DR_14a_2TN15150404_OPA Z2_DANtes_grp_FL_14a_2TN00000304_OPA Z2_DANtes_grp_TN_14a_2TN15000101_OPA Z2_DANtes_grp_WL_14a_2TN15150101_OPA
ROOM15
Z2_DANtes_grp_R15 Z2_DANtes_grp_DR_15a_2TN15150404_OPA Z2_DANtes_grp_FL_15a_2TN00000304_OPA Z2_DANtes_grp_HASIGO15 Z2_DANtes_grp_TN_15a_2TN15000404_OPA Z2_DANtes_grp_WL_15a_2TN00000101_OPA Z2_DANtes_grp_WL_15a_2TN00000202_OPA
ROOM16
Z2_DANtes_grp_R16 Z2_DANtes_grp_DR_16a_2TN15150404_OPA Z2_DANtes_grp_FL_16a_2TN00000404_OPA Z2_DANtes_grp_TN_16a_2TN15000404_OPA Z2_DANtes_grp_WL_16a_2TN00000304_OPA Z2_DANtes_grp_WL_16b_2TN15150304_OPA
ROOM17
Z2_DANtes_grp_R17 Z2_DANtes_grp_DR_17a_2TN15150404_OPA Z2_DANtes_grp_FL_17a_2TN15000304_OPA Z2_DANtes_grp_TN_17a_2TN15000101_OPA Z2_DANtes_grp_WL_17a_2TN15150101_OPA
ROOM18
Z2_DANtes_grp_R18 Z2_DANtes_grp_DR_18a Z2_DANtes_grp_FL_18a_2TN00000203_OPA Z2_DANtes_grp_GORO18 Z2_DANtes_grp_TN_18a_2TN15000404_OPA Z2_DANtes_grp_WL_18a_2TN00000101_OPA
ROOM19
Z2_DANtes_grp_R19 Z2_DANtes_grp_DR_19a_2TN15150404_OPA Z2_DANtes_grp_FL_19a_2TN15000304_OPA Z2_DANtes_grp_TN_19a_2TN15000101_OPA Z2_DANtes_grp_WL_19a_2TN15150101_OPA
ROOM20
Z2_DANtes_grp_R20 Z2_DANtes_grp_DR_20a_2TN15150404_OPA Z2_DANtes_grp_FL_20a_2TN00000202_OPA Z2_DANtes_grp_TN_20a_2TN15000101_OPA Z2_DANtes_grp_WL_20a_2TN00000101_OPA Z2_DANtes_grp_R20
Z2_iseki
To do: Compare room numbers and display lists to the final version. |
This map's name means "Ruins".
Display Name | Translation |
---|---|
z2_iseki_grp_iseki z2_iseki_grp_isekiT z2_iseki_grp_anaT z2_iseki_grp_coro_2T00000201_OPA z2_iseki_grp_kabe2_2T01001515 z2_iseki_grp_kabe3_2T00000100_OPA z2_iseki_grp_kabe_2T00000015_OPA z2_iseki_grp_kumo_2T01010000_SCR2T z2_iseki_grp_sinden1_2T00000000_OPA z2_iseki_grp_sinden2_2T00000000_OPA z2_iseki_grp_sinden4_2T15000101_OPA z2_iseki_grp_yuka2_2T01011515 z2_iseki_grp_yuka3 z2_iseki_grp_yuka4_2T00000202_OPA z2_iseki_grp_yuka5_2T02021515_SCR1 z2_iseki_grp_yuka_2T02021515 z2_iseki_grp_zou_2T00000101_OPA |
Ruins Hole T Colo Wall 2 Cloud 2 Temple 1_2 Floor 2 Statue |
Z2_jyoukamati
To do: Compare room numbers and display lists to the OoT version, if applicable. |
This map's name means "Castle Town".
Display Lists | Translation |
---|---|
z2_jyoukamati_grp_g4 z2_jyoukamati_grp_g4T z2_jyoukamati_grp_gate z2_jyoukamati_grp_h1 z2_jyoukamati_grp_h2 z2_jyoukamati_grp_h3 z2_jyoukamati_grp_h4 z2_jyoukamati_grp_h5 z2_jyoukamati_grp_hasi z2_jyoukamati_grp_ido z2_jyoukamati_grp_jimenn z2_jyoukamati_grp_kabe_OPA z2_jyoukamati_grp_kanT z2_jyoukamati_grp_out01_OPA z2_jyoukamati_grp_out02 z2_jyoukamati_grp_saku z2_jyoukamati_grp_water_2T00151500_SCRT z2_jyoukamati_grp_wood z2_jyoukamati_grp_g4 z2_jyoukamati_grp_g4T |
Bridge Well Ground Wall OPA Fence |
Z2_keikoku
To do: Compare room numbers and display lists to the final version. |
This map's name means "Valley". Termina Field's scene name is Z2_00KEIKOKU.
Display Lists | Translation |
---|---|
anime_1_model z2_keikoku_grp_g169T z2_keikoku_grp_g168T z2_keikoku_grp_g167T z2_keikoku_grp_g166T z2_keikoku_grp_g165T z2_keikoku_grp_g160T z2_keikoku_grp_g159T z2_keikoku_grp_g158T z2_keikoku_grp_g157T z2_keikoku_grp_g156T z2_keikoku_grp_g155T z2_keikoku_grp_treeT z2_keikoku_grp_miti01T z2_keikoku_grp_yamaT z2_keikoku_grp_keikokuT z2_keikoku_modelT z2_keikoku_grp_soko02 z2_keikoku_grp_soko01_2T01011515_SCR1 z2_keikoku_grp_sima_2T01011515 z2_keikoku_grp_tou3_OPA z2_keikoku_grp_tou2_OPA z2_keikoku_grp_tou1_OPA z2_keikoku_grp_tou0_OPA z2_keikoku_grp_g169 z2_keikoku_grp_g168 z2_keikoku_grp_g167 z2_keikoku_grp_g166 z2_keikoku_grp_g165 z2_keikoku_grp_g160 z2_keikoku_grp_g159 z2_keikoku_grp_g158 z2_keikoku_grp_g157 z2_keikoku_grp_g156 z2_keikoku_grp_g155 z2_keikoku_grp_tree z2_keikoku_grp_soko00 z2_keikoku_grp_tokeitou_OPA z2_keikoku_grp_ji4_2T00001500_OPA z2_keikoku_grp_ji3_2T00001500_OPA z2_keikoku_grp_ji2_2T00150000_OPA z2_keikoku_grp_ji1_2T01010015_OPA z2_keikoku_grp_green_2T00000404 z2_keikoku_grp_miti02 z2_keikoku_grp_miti01 z2_keikoku_grp_keikoku z2_keikoku_model |
Path 01 Mountain T Valley T Bottom 02 Island Tower 3 OPA Clock Tower OPA Valley |
ROOM00
Display Lists | Translation |
---|---|
z2_keikoku_grp_keikoku z2_keikoku_grp_keikokuT z2_keikoku_grp_green_2T00000404 z2_keikoku_grp_ji1_2T01010015_OPA z2_keikoku_grp_ji2_2T00150000_OPA z2_keikoku_grp_ji3_2T00151500_OPA z2_keikoku_grp_miti01 z2_keikoku_grp_miti02 z2_keikoku_grp_sima z2_keikoku_grp_tokeitou_OPA z2_keikoku_grp_tou0_OPA z2_keikoku_grp_tou1_OPA z2_keikoku_grp_tou2_OPA z2_keikoku_grp_tou3_OPA z2_keikoku_grp_tree z2_keikoku_grp_treeT z2_keikoku_grp_yama z2_keikoku_grp_yamaT |
Valley Path 01 Island Clock Tower Tower 0 Mountain |
These display lists aren't very similar to the final Termina Field map, which only has one room. The final game lacks the four towers mentioned here. Additionally, the Clock Tower is not part of the final map's geography. Because it has moving parts, like the ticking clock face and the light that comes from it at night, it's no longer a static part of the background, but an actor. According to the commit logs, the light that the Clock Tower emits was added on 1999-03-31, so this map, with a stationary tower baked into the level geometry, may predate that.
Z2_numa
To do: Compare room numbers and display lists to the final version. |
This map's name means "Swamp".
Display Name | Translation |
---|---|
z2_numa_grp_ana03 z2_numa_grp_house z2_numa_grp_iseki_OPA z2_numa_grp_ji_2T15150101 z2_numa_grp_kabe_2T000015_OPA z2_numa_grp_numa_2T02020000_SCR1 z2_numa_grp_wood2 z2_numa_grp_wood_OPA z2_numa_grp_wood_under_OPA z2_numa_grp_wood_upper1 z2_numa_grp_wood_upper2 z2_numa_grp_wood_upper3 z2_numa_grp_ana03 |
Hole 03 Ruins OPA Wall Swamp Trees |
Z2_YAMI
To do: Compare room numbers and display lists to the final version. |
This map's name means "Shadow". It seems like it was a dungeon.
ROOM00
Z2_YAMI_grp_YAM_00 Z2_YAMI_grp_YAM_00T Z2_YAMI_grp_g187 Z2_YAMI_grp_g188 Z2_YAMI_grp_g189 Z2_YAMI_grp_g190 Z2_YAMI_grp_g203 Z2_YAMI_grp_g216 Z2_YAMI_grp_g386 Z2_YAMI_grp_g387 Z2_YAMI_grp_g388 Z2_YAMI_grp_g389 Z2_YAMI_grp_g390 Z2_YAMI_grp_g392 Z2_YAMI_grp_g393 Z2_YAMI_grp_grade_DECAL Z2_YAMI_grp_grade_DECALT
ROOM01
Z2_YAMI_grp_YAM_01 Z2_YAMI_grp_g191 Z2_YAMI_grp_g192 Z2_YAMI_grp_g193 Z2_YAMI_grp_g194 Z2_YAMI_grp_g195 Z2_YAMI_grp_g215 Z2_YAMI_grp_g219 Z2_YAMI_grp_g222
ROOM02
Z2_YAMI_grp_YAM_02 Z2_YAMI_grp_g196 Z2_YAMI_grp_g197 Z2_YAMI_grp_g198 Z2_YAMI_grp_g200 Z2_YAMI_grp_g201 Z2_YAMI_grp_g223 Z2_YAMI_grp_g224 Z2_YAMI_grp_g225 Z2_YAMI_grp_g226 Z2_YAMI_grp_g227 Z2_YAMI_grp_g347 Z2_YAMI_grp_g348 Z2_YAMI_grp_g349 Z2_YAMI_grp_g350 Z2_YAMI_grp_g371
ROOM03
Z2_YAMI_grp_YAM_03 Z2_YAMI_grp_g13 Z2_YAMI_grp_g14 Z2_YAMI_grp_g212 Z2_YAMI_grp_g213 Z2_YAMI_grp_g230 Z2_YAMI_grp_g231 Z2_YAMI_grp_g232 Z2_YAMI_grp_g233 Z2_YAMI_grp_g235 Z2_YAMI_grp_g236 Z2_YAMI_grp_g345
ROOM04
Z2_YAMI_grp_YAM_04 Z2_YAMI_grp_g15 Z2_YAMI_grp_g249 Z2_YAMI_grp_g250 Z2_YAMI_grp_g251 Z2_YAMI_grp_g252 Z2_YAMI_grp_g253
ROOM05
Z2_YAMI_grp_YAM_05 Z2_YAMI_grp_g17 Z2_YAMI_grp_g258 Z2_YAMI_grp_g259 Z2_YAMI_grp_g260 Z2_YAMI_grp_g261
ROOM06
Z2_YAMI_grp_YAM_06 Z2_YAMI_grp_g245 Z2_YAMI_grp_g246 Z2_YAMI_grp_g247 Z2_YAMI_grp_g254 Z2_YAMI_grp_g255 Z2_YAMI_grp_g256 Z2_YAMI_grp_g257
ROOM07
Z2_YAMI_grp_YAM_07 Z2_YAMI_grp_g21 Z2_YAMI_grp_g262
ROOM08
Z2_YAMI_grp_YAM_08 Z2_YAMI_grp_g24 Z2_YAMI_grp_g241 Z2_YAMI_grp_g242 Z2_YAMI_grp_g243 Z2_YAMI_grp_g244 Z2_YAMI_grp_g263 Z2_YAMI_grp_g381 Z2_YAMI_grp_g382
ROOM09
Z2_YAMI_grp_YAM_09 Z2_YAMI_grp_g352 Z2_YAMI_grp_g377
ROOM10
Z2_YAMI_grp_YAM_0a Z2_YAMI_grp_g237 Z2_YAMI_grp_g238 Z2_YAMI_grp_g27
ROOM11
Z2_YAMI_grp_YAM_0b Z2_YAMI_grp_g239 Z2_YAMI_grp_g240 Z2_YAMI_grp_g30
ROOM12
Z2_YAMI_grp_YAM_0c Z2_YAMI_grp_g269 Z2_YAMI_grp_g270 Z2_YAMI_grp_g394 Z2_YAMI_grp_g395 Z2_YAMI_grp_g396
ROOM13
Z2_YAMI_grp_YAM_0d Z2_YAMI_grp_g273 Z2_YAMI_grp_g274 Z2_YAMI_grp_g363 Z2_YAMI_grp_g364 Z2_YAMI_grp_g367 Z2_YAMI_grp_g368
ROOM14
Z2_YAMI_grp_YAM_0e Z2_YAMI_grp_g333 Z2_YAMI_grp_g334 Z2_YAMI_grp_g335 Z2_YAMI_grp_g384 Z2_YAMI_grp_g385
ROOM15
Z2_YAMI_grp_YAM_0f Z2_YAMI_grp_g288 Z2_YAMI_grp_g289 Z2_YAMI_grp_g342 Z2_YAMI_grp_g343 Z2_YAMI_grp_g344
ROOM16
Z2_YAMI_grp_YAM_10 Z2_YAMI_grp_g291 Z2_YAMI_grp_g292 Z2_YAMI_grp_g293 Z2_YAMI_grp_g340 Z2_YAMI_grp_g341
ROOM17
Z2_YAMI_grp_YAM_11 Z2_YAMI_grp_g295 Z2_YAMI_grp_g299 Z2_YAMI_grp_g302 Z2_YAMI_grp_g372 Z2_YAMI_grp_g373 Z2_YAMI_grp_g397 Z2_YAMI_grp_g398 Z2_YAMI_grp_g399 Z2_YAMI_grp_g400
ROOM18
Z2_YAMI_grp_YAM_12 Z2_YAMI_grp_g304 Z2_YAMI_grp_g305 Z2_YAMI_grp_g322
ROOM19
Z2_YAMI_grp_YAM_13 Z2_YAMI_grp_g307 Z2_YAMI_grp_g308 Z2_YAMI_grp_g328 Z2_YAMI_grp_g329 Z2_YAMI_grp_g330 Z2_YAMI_grp_g331 Z2_YAMI_grp_g354 Z2_YAMI_grp_g355 Z2_YAMI_grp_g356 Z2_YAMI_grp_g358 Z2_YAMI_grp_g359 Z2_YAMI_grp_g360 Z2_YAMI_grp_g361 Z2_YAMI_grp_g374 Z2_YAMI_grp_g375 Z2_YAMI_grp_g376 Z2_YAMI_grp_g379 Z2_YAMI_grp_g380
ROOM20
Z2_YAMI_grp_YAM_14 Z2_YAMI_grp_g324 Z2_YAMI_grp_g325 Z2_YAMI_grp_g326 Z2_YAMI_grp_g362
ROOM21
Z2_YAMI_grp_YAM_15 Z2_YAMI_grp_g314 Z2_YAMI_grp_g315
ROOM22
Z2_YAMI_grp_YAM_16 Z2_YAMI_grp_g317 Z2_YAMI_grp_g318 Z2_YAMI_grp_g327
ROOM23
Z2_YAMI_grp_YAM_17 Z2_YAMI_grp_g320 Z2_YAMI_grp_g321
ROOM24
Z2_YAMI_grp_YAM_18 Z2_YAMI_grp_g337 Z2_YAMI_grp_g338 Z2_YAMI_grp_g339 Z2_YAMI_grp_YAM_18
Z2umi
To do: Compare room numbers and display lists to the final version. |
This map's name means "Ocean".
Display Lists | Translation |
---|---|
z2_umi_grp_g1 z2_umi_grp_g1T z2_umi_grp_green_2T00001515 z2_umi_grp_haT z2_umi_grp_hasi_2T00000302 z2_umi_grp_ji_2T02021515 z2_umi_grp_kabe_2T00150001_OPA z2_umi_grp_mi z2_umi_grp_miki_OPA z2_umi_grp_sima_OPA z2_umi_grp_tai_OPA z2_umi_grp_umi_2T00000101_SCR1T z2_umi_grp_yane |
Foliage Bridge Wall Fruit Trunk Island Shore Ocean Roof |
Its display lists differ greatly from Z2_30GYOSON (Fishing Village) Z2_31MISAKI (Cape), the final maps for Great Bay and Zora Cape.
zelda_scene/BAK
The zelda_scene folder once, apparently, contained a backup directory with the following maps from Ocarina of Time.
Jyasinzou
To do: Compare room numbers and display lists to the non-BAK version. |
Market_day
To do: Compare room numbers and display lists to the non-BAK version. |
Men
To do: Compare room numbers and display lists to the non-BAK version. |
Spot00
To do: Compare room numbers and display lists to the non-BAK version. |
spot00_grp_spot00 spot00_grp_spot00T spot00_grp_00_road1_DECALT spot00_grp_00_road2_DECALT spot00_grp_00_road3_DECALT spot00_grp_00_taki_WTSCR4T spot00_grp_00_water_WTSCR2T spot00_grp_bokujyou spot00_grp_bokujyouT spot00_grp_deathbordT spot00_grp_g04 spot00_grp_g05 spot00_grp_g06 spot00_grp_g07 spot00_grp_g09 spot00_grp_g10 spot00_grp_g11 spot00_grp_g12 spot00_grp_g13 spot00_grp_g14 spot00_grp_g15 spot00_grp_g16 spot00_grp_g17 spot00_grp_g18 spot00_grp_g19 spot00_grp_g20 spot00_grp_g21 spot00_grp_g22 spot00_grp_g24 spot00_grp_g25 spot00_grp_g26 spot00_grp_g29 spot00_grp_g29_5 spot00_grp_g30 spot00_grp_g31 spot00_grp_kakaricobashi spot00_grp_s00moriboad_OPA spot00_grp_shiromawari spot00_grp_siro spot00_grp_spot00 spot00_grp_spot00T
spot20
This map seems to have been a different version of Lon Lon Ranch from Ocarina of Time. It contains more display lists than the latter.
spot20_grp_s20_green1 spot20_grp_s20kabe1 spot20_grp_s20kabe2 spot20_grp_s20saku1 spot20_grp_s20house1 spot20_grp_s20h1_display_F_TA spot20_grp_s20house2 spot20_grp_s20house3 spot20_grp_s20house4_OPA spot20_grp_s20gate1 spot20_grp_s20gate2 spot20_grp_spot20 spot20_model spot20_grp_s20road1_DECALT spot20_grp_s20house2T spot20_grp_spot20T spot20_modelT spot20_c_grp_s20_green1 spot20_c_grp_s20kabe1 spot20_c_grp_s20kabe2 spot20_c_grp_s20road1_DECAL spot20_c_grp_s20saku1 spot20_c_grp_s20house1 spot20_c_grp_s20house2 spot20_c_grp_s20house3 spot20_c_grp_s20house4_OPA spot20_c_grp_s20gate1 spot20_c_grp_s20gate2 spot20_c_grp_s20atari spot20_c_grp_doorf spot20_c_grp_belcon_l spot20_c_grp_spot20 spot20_c_grp_door spot20_c_model
Test01
To do: Compare room numbers and display lists to the non-BAK version. |
zelda2_tool_scene & zelda2_scene
Maps from Ocarina of Time
The following maps are holdovers from Ocarina of Time.
- Market_alley_n: A copy of the Back Alley (Night) map from Ocarina of Time
- Market_alley: A copy of the Back Alley (Day) map from Ocarina of Time
- Market_day: A copy of the Market (Day) map from Ocarina of Time
- Market_night: A copy of the Market (Night) map from Ocarina of Time
- Market_ruins: A copy of the Market (Ruins) map from Ocarina of Time
- Men: A copy of the Gerudo Training Ground map from Ocarina of Time
- Sasatest: A copy of the Sasaki test map from Ocarina of Time
- Spot00_BAK: A copy of the Hyrule Field map from Ocarina of Time
- Spot20: A copy of the Lon Lon Ranch map from Ocarina of Time
- Test01: A copy of the test map from Ocarina of Time
All of these scenes except for Spot00_BAK were once included in the scene table (map list) of Majora's Mask, but they were commented out of z_majora\src\spec.segment and removed from the table, leaving those table entries blank in the final game.
Maps Exclusive to Majora's Mask
A_gjtest
This map's filename suggests that it may have been related to Ganon's Castle, which is called "ganon jo" in Japanese.
With only one room, and two display lists, there's not much to see here.
ROOM 0
a_gjtest_grp_g596 a_gjtest_grp_g597
Mati_test
This map's filename translates to "Town test." It may have been an early version of West Clock Town, whose final scene name is Z2_ICHIBA, which translates to "Zelda 2 - Market." find_Gfx.tag shows that Z2_ICHIBA had similar display lists to Mati_test at the point in time that the file was created.
ROOM 0
mati_test_grp_mati00 mati_test_grp_mati00T mati_test_grp_market mati_test_grp_marketT mati_test_grp_mati_00 mati_test_grp_mati_00T mati_test_grp_town mati_test_grp_townT
Z2_05parkhenomiti
This map's filename translates to "Zelda 2 - 05 Path to Park". The number in front of its name indicates its former position in the Map Select, as well as that it was considered one of the field-related maps (maps 1 to 9). The filename of the cloud texture that covers the farm area in the final game is called "v2_cloud_park", and an enum in Tingle's actor refers to it as "ROMANY_PARK". This suggests that the "path to the park" may have been an early name for Milk Road.
It consisted of only one room, which contained the following display lists.
ROOM0
z2_05parkhenomiti_grp_green z2_05parkhenomiti_grp_ha z2_05parkhenomiti_grp_haT z2_05parkhenomiti_grp_iwa z2_05parkhenomiti_grp_ji2 z2_05parkhenomiti_grp_ji__DT z2_05parkhenomiti_grp_kirikabu z2_05parkhenomiti_grp_miki z2_05parkhenomiti_grp_mikiT z2_05parkhenomiti_grp_touboku z2_05parkhenomiti_grp_miti00 z2_05parkhenomiti_grp_miti00T
Z2_15hanareyama
There are three maps associated with Z2_15hanareyama, which translates to "Zelda 2 - 15 Lone Peak". The number in front of its name indicates its position in former position in the Map Select, as well as that it was considered one of the mountain-related maps (maps 10 to 19).
The first is Z2_15hanareyama, which consisted of only one room, and whose display lists are identical to those found in Z2_15hanareyama_Ov, the second map, which still exists in the leak.
The third is Z2_15hanareyama2_Iwawaki_Test, which translates to "Zelda 2 - 15 Lone Peak 2 - Iwawaki - Test". Like Iwatest, this scene is named after Toshio Iwawaki, who is credited as the game's Program Director.
It consisted of only one room, which contained the following display lists.
ROOM0
z2_15hanareyama2_grp_grade__DT z2_15hanareyama2_grp_hana1 z2_15hanareyama2_grp_hana1T z2_15hanareyama2_grp_ji01 z2_15hanareyama2_grp_kabe01 z2_15hanareyama2_grp_kabe02 z2_15hanareyama2_grp_kabe03 z2_15hanareyama2_grp_kabe04 z2_15hanareyama2_grp_kabe05 z2_15hanareyama2_grp_kabe06 z2_15hanareyama2_grp_kabe07 z2_15hanareyama2_grp_kumo01 z2_15hanareyama2_grp_kumo03T z2_15hanareyama2_grp_tuta1 z2_15hanareyama2_grp_tuta1T z2_15hanareyama2_grp_spot15_00 z2_15hanareyama2_grp_spot15_00T
It has only 17 display lists, compared to 27 in the other hanareyama maps. Z2_15hanareyama_Ov and Z2_15hanareyama2_Iwawaki_Test seem to contain both winter and spring display lists for this early version of Lone Peak. Perhaps this was an attempt to split the map into two seasonal scenes, without using a different map file entirely.
Z2_22dekucity_queen
This map's filename translates to "Zelda 2 - 22 Deku City - Queen". The number in front of its name indicates its position in former position in the Map Select, as well as that it was considered one of the swamp-related maps (maps 20 to 29).
In the final game, the interior of the Deku Palace is called Z2_DEKU_KING, but there is no chamber for the Deku Queen to go along with it. Indeed, there is no Deku Queen at all, only a princess. However, it seems that this wasn't always so, and the Deku Royal Family got jumbled around a bit in development. The Deku Queen's object filename, Dnq, now belongs to the Deku King, while Dnk contains the guards who stand sentry at and patrol the palace exterior.
It consisted of only one room, which contained the following display lists.
ROOM0
Display Lists | Translation | Deku King's Chamber Comparison | Translation |
---|---|---|---|
z2_22dekucity_queen_grp_ami[] z2_22dekucity_queen_grp_amiT[] z2_22dekucity_queen_grp_dai0[] z2_22dekucity_queen_grp_dai1[] z2_22dekucity_queen_grp_dai2[] z2_22dekucity_queen_grp_dai3[] z2_22dekucity_queen_grp_dai4[] z2_22dekucity_queen_grp_dai5[] z2_22dekucity_queen_grp_dai6[] z2_22dekucity_queen_grp_dai7[] z2_22dekucity_queen_grp_dai8[] z2_22dekucity_queen_grp_dai9[] z2_22dekucity_queen_grp_dan[] z2_22dekucity_queen_grp_gu[] z2_22dekucity_queen_grp_ha1[] z2_22dekucity_queen_grp_ha1T[] z2_22dekucity_queen_grp_ji1[] z2_22dekucity_queen_grp_ji2[] z2_22dekucity_queen_grp_ji3_DECAL__DT[] z2_22dekucity_queen_grp_kabe1[] z2_22dekucity_queen_grp_kabe1_2[] z2_22dekucity_queen_grp_kabe_black[] z2_22dekucity_queen_grp_kugumi[] z2_22dekucity_queen_grp_saku[] z2_22dekucity_queen_grp_sakuT[] z2_22dekucity_queen_grp_siki2__DT[] z2_22dekucity_queen_grp_siki3__DT[] z2_22dekucity_queen_grp_siki4__DT[] z2_22dekucity_queen_grp_siki__DT[] z2_22dekucity_queen_grp_tubo[] z2_22dekucity_queen_grp_tubo2[] z2_22dekucity_queen_grp_r00[] z2_22dekucity_queen_grp_r00T[] |
Mesh Platform 0 Level Foliage 1 Wall 1 Wood Frame Fence Pot |
z2_deku_king_grp_dai1 z2_deku_king_grp_dai2 z2_deku_king_grp_dai3 z2_deku_king_grp_dai4 z2_deku_king_grp_dai5 z2_deku_king_grp_dai6 z2_deku_king_grp_dai7 z2_deku_king_grp_dai8 z2_deku_king_grp_dai9 z2_deku_king_grp_dan z2_deku_king_grp_gu z2_deku_king_grp_ha1 z2_deku_king_grp_ha1T z2_deku_king_grp_ha2 z2_deku_king_grp_ha2T z2_deku_king_grp_ha3 z2_deku_king_grp_ha3T z2_deku_king_grp_ji1 z2_deku_king_grp_ji2 z2_deku_king_grp_ji3_DECAL__DT z2_deku_king_grp_kabe1 z2_deku_king_grp_kabe1_2 z2_deku_king_grp_kabe_black z2_deku_king_grp_kigumi z2_deku_king_grp_kigumi2 z2_deku_king_grp_saku z2_deku_king_grp_sakuT z2_deku_king_grp_sarubo z2_deku_king_grp_siki2__DT z2_deku_king_grp_siki3__DT z2_deku_king_grp_siki4__DT z2_deku_king_grp_siki__DT z2_deku_king_grp_tubo z2_deku_king_grp_tubo2 |
Platform 1 Level Leaf 1 Wall 1 Wood Frame Fence Monkey Pole Pot |
Z2_24kemonomiti2
This map's filename translates to "Zelda 2 - 24 Beast Path 2". Its filename hints that it was variant of the "Road to the Southern Swamp" map, whose scene is Z2_24KEMONOMITI, is also map 24 in the Map Select.
The "purified" version of Southern Swamp is called Z2_20SICHITAI2, suggesting that Z2_24KEMONOMITI2 was a purified version of the Road to Southern Swamp. However, in the final game, said map doesn't contain any poisoned water to begin with.
ROOM0
z2_24kemonomiti2_grp_gradeT z2_24kemonomiti2_grp_green z2_24kemonomiti2_grp_ha z2_24kemonomiti2_grp_haT z2_24kemonomiti2_grp_iwa z2_24kemonomiti2_grp_ji2 z2_24kemonomiti2_grp_ji__DT z2_24kemonomiti2_grp_mikiT z2_24kemonomiti2_grp_miki2 z2_24kemonomiti2_grp_miki2T z2_24kemonomiti2_grp_miki3 z2_24kemonomiti2_grp_miki3T z2_24kemonomiti2_grp_miki4 z2_24kemonomiti2_grp_miki4T z2_24kemonomiti2_grp_miti00[] z2_24kemonomiti2_grp_miti00T[]
Z2_BigS_test
This map's filename translates to "Zelda 2 - Big S - Test", suggesting it was used to test Captain Keeta, who is referred to in the commit logs as "Big Stal".
With only one room, and two display lists, there's not much to see here.
ROOM0
Z2_BigS_test_grp_wall Z2_BigS_test_grp_R00[]
Z2_meganeana
This map's filename translates to "Zelda 2 - Lens Hole". Its name suggests that it was related to a grotto only detectable via the Lens of Truth.
It consisted of only one room, which contained the following display lists.
ROOM0
Display Lists | Translation |
---|---|
z2_meganeana_grp_hikariT z2_meganeana_grp_ji1 z2_meganeana_grp_kabe1 z2_meganeana_grp_kumo1T z2_meganeana_grp_r00[] z2_meganeana_grp_r00T[] |
Light Wall 1 Cloud 1 |
This map is still present in the leaked files.
Z2_MITURIN_SUB
This map's filename translates to "Zelda 2 - Jungle - Sub". In the final game, Z2_MITURIN is the name of the Woodfall Temple map, while Z2_MITURIN_bs is the name for Odolwa's boss room.
It consisted of only one room, which contained the following display lists.
ROOM0
Display Lists | Translation |
---|---|
z2_MITURIN_SUB_grp_Default z2_MITURIN_SUB_grp_FL z2_MITURIN_SUB_grp_MOKU z2_MITURIN_SUB_grp_SEAL00__DT z2_MITURIN_SUB_grp_SOTO z2_MITURIN_SUB_grp_TEN z2_MITURIN_SUB_grp_WAT04 z2_MITURIN_SUB_grp_WL z2_MITURIN_SUB_grp_g1246 z2_MITURIN_SUB_grp_g1297 z2_MITURIN_SUB_grp_S00[] z2_MITURIN_SUB_grp_S00T[] |
Floor Wood Exterior Ceiling Water 04 Wall |
Some of its display lists have names identical to the ones found in the rooms of the final game's Woodfall Temple.
Z2_onpuhouse
This map's filename translates to "Zelda 2 - Music Note House". In the final game, the map name of the Music Box House is Z2_MUSICHOUSE.
It consisted of only one room, which contained the following display lists.
ROOM0
Display Lists | Translation |
---|---|
z2_onpuhouse_grp_dai3 z2_onpuhouse_grp_floor2 z2_onpuhouse_grp_floor_2T00000202 z2_onpuhouse_grp_gakuhu__DT z2_onpuhouse_grp_kabe z2_onpuhouse_grp_kokuban z2_onpuhouse_grp_soto z2_onpuhouse_grp_yane z2_onpuhouse_grp_g1[] z2_onpuhouse_grp_g1T[] |
Platform 3 Sheet Music Wall Blackboard Exterior Roof |
Missing Maps
Z2_BANDROOM Zelda 2 - Band Room Zora Hall Rooms Z2_CASTLE Zelda 2 - Castle Ancient Castle of Ikana Z2_FISHERMAN Zelda 2 - Fisherman Fisherman's Hut Z2_GORONSHOP Zelda 2 - Goron Shop Goron Shop Z2_IKANAMAE Zelda 2 - Before Ikana Road to Ikana Z2_IKNINSIDE Zelda 2 - Ikana Inside Igos du Ikana's Lair Z2_KYOJINNOMA Zelda 2 - Giants' Chamber Giants' Chamber Z2_LAST_DEKU Zelda 2 - Last - Deku The Moon - Deku Trial Z2_LAST_GORON Zelda 2 - Last - Goron The Moon - Goron Trial Z2_LAST_LINK Zelda 2 - Last - Link The Moon - Link Trial Z2_LAST_ZORA Zelda 2 - Last - Zora The Moon - Zora Trial Z2_MUSICHOUSE Zelda 2 - Music House Music Box House Z2_SECOM Zelda 2 - Sakon Sakon's Hideout Z2_SOUGEN Zelda 2 - Field The Moon Z2_TAKARAKUJI Zelda 2 - Lottery Lottery Shop
zelda2_scene Only
Z2_32kamejimamae
This map's filename translates to "Zelda 2 - 32 Turtle Island Exterior." This map still exists in the leak. Hooray!
Z2_53matihenomiti
This map's filename translates to "Zelda 2 - 53 Path to Town". The number in front of its name indicates its position in former position in the Map Select, as well as that it was considered one of the town-related maps (maps 50 to 59).
It consisted of only one room, which contained the following display lists.
ROOM0
z2_53matihenomiti_grp_green z2_53matihenomiti_grp_ha z2_53matihenomiti_grp_haT z2_53matihenomiti_grp_iwa z2_53matihenomiti_grp_ji2 z2_53matihenomiti_grp_ji__DT z2_53matihenomiti_grp_kirikabu z2_53matihenomiti_grp_miki z2_53matihenomiti_grp_mikiT z2_53matihenomiti_grp_touboku z2_53matihenomiti_grp_miti00[] z2_53matihenomiti_grp_miti00T[]
Z2_f55
This map's filename translates to "Zelda 2 - Field 55". The number in its name indicates its position in former position in the Map Select, as well as that it was considered one of the town-related maps (maps 50 to 59). In the final game, map select position 55 is occupied by the Laundry Pool, whose filename is Z2_ALLEY.
It consisted of only one room, which contained the following display lists.
ROOM0
z2_f55_grp_g10 z2_f55_grp_g11 z2_f55_grp_g12 z2_f55_grp_g13 z2_f55_grp_g16T z2_f55_grp_g2 z2_f55_grp_g5 z2_f55_grp_g7 z2_f55_grp_f55_00[] z2_f55_grp_f55_00T[]
Z2_f56
This map's filename translates to "Zelda 2 - Field 56". The number in its name indicates its position in former position in the Map Select, as well as that it was considered one of the town-related maps (maps 50 to 59). In the final game, there is nothing numbered 56 in the map select.
It consisted of only one room, which contained the following display lists.
ROOM0
z2_f56_grp_g19 z2_f56_grp_g19T z2_f56_grp_g2 z2_f56_grp_g20 z2_f56_grp_g22 z2_f56_grp_g23T z2_f56_grp_g26 z2_f56_grp_g27T z2_f56_grp_g4 z2_f56_grp_g7 z2_f56_grp_f56_00[] z2_f56_grp_f56_00T[]
Z2_kakutoujyou
This map's filename translates to "Zelda 2 - Colosseum". It appears to have been an earlier version of the Secret Shrine, whose filename is Z2_RANDOM in the final game. There are three actor files that are connected to this map:
- En_Colociam - A deleted actor, referred to in the commit logs as "Colosseum Guide".
- En_Col_Man - An unused actor, referred to in the commit logs as "Colosseum".
- En_Gb2 - A used actor containing the Secret Shrine proprietor, referred to in the commit logs as the "Colosseum Proprietor".
It consisted of only one room, which contained the following display lists.
ROOM0
Display Lists | Translation |
---|---|
z2_kakutoujyou_grp_brick z2_kakutoujyou_grp_coro_2T00000201 z2_kakutoujyou_grp_ent_kabe2 z2_kakutoujyou_grp_ent_sinden z2_kakutoujyou_grp_ent_yuka z2_kakutoujyou_grp_hasiraT z2_kakutoujyou_grp_hasira2 z2_kakutoujyou_grp_kabe1 z2_kakutoujyou_grp_kabe2 z2_kakutoujyou_grp_kaidan z2_kakutoujyou_grp_sinden4_15000101 z2_kakutoujyou_grp_yuka4_2T00000202 z2_kakutoujyou_grp_iseki[] z2_kakutoujyou_grp_isekiT[] |
Colo 2 Entrance - Wall 2 Entrance - Temple Entrance - Floor Pillar 1 Wall 1 Stairs Temple 4 Floor 4 Ruins |
It shares two display list names with the removed map z2_iseki (Ruins): coro_2 (Colo 2) and sinden4 (Temple 4).
Z2_LIGHT
This map's filename translates to "Zelda 2 - Light".
It consisted of four rooms, which contained the following display lists.
ROOM0
Z2_LIGHT_grp_g1335 Z2_LIGHT_grp_g1337 Z2_LIGHT_grp_g1338 Z2_LIGHT_grp_g1345 Z2_LIGHT_grp_R00[]
ROOM1
Z2_LIGHT_grp_g1356 Z2_LIGHT_grp_g1357 Z2_LIGHT_grp_g1359 Z2_LIGHT_grp_g1360 Z2_LIGHT_grp_g1361T Z2_LIGHT_grp_R01[] Z2_LIGHT_grp_R01T[]
ROOM2
Z2_LIGHT_grp_g1328 Z2_LIGHT_grp_g1339 Z2_LIGHT_grp_g1340 Z2_LIGHT_grp_g1346T Z2_LIGHT_grp_g1347 Z2_LIGHT_grp_g1362 Z2_LIGHT_grp_R02[] Z2_LIGHT_grp_R02T[]
ROOM3
Z2_LIGHT_grp_WAT00T Z2_LIGHT_grp_g1327 Z2_LIGHT_grp_g1336 Z2_LIGHT_grp_g1348 Z2_LIGHT_grp_g1354 Z2_LIGHT_grp_R03[] Z2_LIGHT_grp_R03T[]
Z2_numa
This map's filename filename translates to "Zelda 2 - Swamp". In the final game, the file name for the poisoned version of the Southern Swamp is Z2_20SICHITAI, while the purified version is Z2_20SICHITAI2.
There are actually two versions of this file in different directories. Both consisted of only one room, which contained the display lists below.
zelda_scene's ROOM0
Display Lists | Translation |
---|---|
z2_numa_grp_ana03 z2_numa_grp_ana03T z2_numa_grp_house z2_numa_grp_iseki_OPA z2_numa_grp_ji_2T15150101 z2_numa_grp_kabe_2T000015_OPA z2_numa_grp_numa_2T02020000_SCR1 z2_numa_grp_wood2 z2_numa_grp_wood_OPA z2_numa_grp_wood_under_OPA z2_numa_grp_wood_upper1 z2_numa_grp_wood_upper2 z2_numa_grp_wood_upper3 |
Hole 03 Ruins OPA Wall Swamp Woods 2 |
zelda2_scene's ROOM0
Display Lists | Translation |
---|---|
z2_numa_grp_entrnce z2_numa_grp_flower z2_numa_grp_hasigoT z2_numa_grp_house1 z2_numa_grp_house1T z2_numa_grp_house2 z2_numa_grp_house3 z2_numa_grp_house3T z2_numa_grp_iseki_OPA z2_numa_grp_ji2 z2_numa_grp_ji_2T15150101 z2_numa_grp_kabe2 z2_numa_grp_kabe_2T000015_OPA z2_numa_grp_kabu1 z2_numa_grp_kabu2 z2_numa_grp_kibako z2_numa_grp_numa z2_numa_grp_sida z2_numa_grp_sidaT z2_numa_grp_wood z2_numa_grp_woodT z2_numa_grp_wood2 z2_numa_grp_wood2T z2_numa_grp_wood_OPA z2_numa_grp_wood_OPAT z2_numa_grp_ana03[] z2_numa_grp_ana03T[] |
Ladder T Ruins OPA Wall 2 Stump 1 Wooden Crate Swamp Fern Woods Hole |
Its display list names aren't very similar to the final Southern Swamp's.
Z2_race_test
This map's filename translates to "Zelda 2 - Race Test".
It consisted of only one room, which contained the following display lists.
ROOM0
Display Lists | Translation |
---|---|
z2_race_test_grp_g190T z2_race_test_grp_green z2_race_test_grp_iwa z2_race_test_grp_jiT z2_race_test_grp_ji2 z2_race_test_grp_miti[] z2_race_test_grp_mitiT[] |
Rock Path |
Z2_shop1
This map's filename translates to "Zelda 2 - Shop 1". It was an item shop, and its removed prerender is described elsewhere on the page.
It consisted of only one room, which contained the following display lists.
ROOM0
z2_shop1_model z2_shop1_grp_o2883[] z2_shop1_grp_o2751[] z2_shop1_grp_o2747[] z2_shop1_grp_o2739[] z2_shop1_grp_o2743[] z2_shop1_grp_Default[] z2_shop1_model[] z2_shop1_grp_o2639[] z2_shop1_grp_o2616[] z2_shop1_grp_o3013[] z2_shop1_grp_o3011[] z2_shop1_grp_o2738[] z2_shop1_grp_o2706[] z2_shop1_grp_o2651[] z2_shop1_grp_o2645[] z2_shop1_grp_o3012[]
Z2_shop2
This map's filename translates to "Zelda 2 - Shop 2". It was a potion shop, and its removed prerender is described elsewhere on the page.
It consisted of only one room, which contained the following display lists.
ROOM0
lod_nothing_model z2_shop2_grp_Default[] z2_shop2_model z2_shop2_grp_o2857[] z2_shop2_grp_o2736[] z2_shop2_grp_o2735[] z2_shop2_grp_o2734[] z2_shop2_grp_o2733[] z2_shop2_grp_o2732[] z2_shop2_grp_Default[] z2_shop2_model[]
A test version of this map is still present in the leak.
Z2_shop2_test
This map's filename translates to "Zelda 2 - Shop 2 - Test". It was a potion shop, and its removed prerender is described elsewhere on the page.
It consisted of only one room, which contained the following display lists.
ROOM0
z2_shop2_model z2_shop2_grp_o2857[] z2_shop2_grp_o2736[] z2_shop2_grp_o2735[] z2_shop2_grp_o2734[] z2_shop2_grp_o2733[] z2_shop2_grp_o2732[] z2_shop2_grp_Default[] z2_shop2_model[]
The map itself is still present in the leak.
Z2_turibori
This map's filename translates to "Zelda 2 - Fish Pond".
It consisted of only one room, which contained the following display lists, which are identical to the ones used in the map in Ocarina of Time.
ROOM0
Display Lists | Translation |
---|---|
z2_turibori_grp_ha2 z2_turibori_grp_ha2T z2_turibori_grp_isi z2_turibori_grp_ji_2T02031515 z2_turibori_grp_kabekazari z2_turibori_grp_kabekazariT z2_turibori_grp_ki z2_turibori_grp_kusa z2_turibori_grp_kusaT z2_turibori_grp_lump z2_turibori_grp_lumpT z2_turibori_grp_shop z2_turibori_grp_shop_2T00000202 z2_turibori_grp_soto z2_turibori_grp_sui_WTSCR1T z2_turibori_grp_tutikabe z2_turibori_grp_woods_OPAT lod_nothing_model z2_turibori_grp_g76[] lod_nothing_model z2_turibori_grp_g76T[] |
Leaf 2 Stone Wall Decoration Tree Grass Exterior Earth Wall |
Z2_YAMA
This map's filename translates to "Zelda 2 - Mountain".
It consisted of fourteen rooms, which contained the following display lists. The only mountain-related area with a similar number of rooms in the final game is Snowhead Temple, which has thirteen.
ROOM0
Z2_YAMA_grp_DR00_1 Z2_YAMA_grp_GL00_1 Z2_YAMA_grp_SLOPE00_1 Z2_YAMA_grp_TEN00_1 Z2_YAMA_grp_WL00_1 Z2_YAMA_grp_R00[]
ROOM1
Z2_YAMA_grp_DR01_1 Z2_YAMA_grp_FL01_1 Z2_YAMA_grp_GAKE01_1 Z2_YAMA_grp_SLOPE01_1 Z2_YAMA_grp_WL01_1 Z2_YAMA_grp_WL01_2 Z2_YAMA_grp_WL01_3 Z2_YAMA_grp_WL01_4 Z2_YAMA_grp_R01[]
ROOM2
Z2_YAMA_grp_DR02_1 Z2_YAMA_grp_FL02_2 Z2_YAMA_grp_FL02_3 Z2_YAMA_grp_GAKE02_1 Z2_YAMA_grp_SLOPE02_1 Z2_YAMA_grp_TANA02_1 Z2_YAMA_grp_TEN02_1 Z2_YAMA_grp_WL02_1 Z2_YAMA_grp_R02[]
ROOM3
Z2_YAMA_grp_DR03_1 Z2_YAMA_grp_FL03_2 Z2_YAMA_grp_FL03_3 Z2_YAMA_grp_GAKE03_1 Z2_YAMA_grp_SLOPE03_1 Z2_YAMA_grp_TANA03_1 Z2_YAMA_grp_TEN03_1 Z2_YAMA_grp_WL03_1 Z2_YAMA_grp_R03[]
ROOM4
Z2_YAMA_grp_DR04_1 Z2_YAMA_grp_EDGE04_1 Z2_YAMA_grp_FL04_1 Z2_YAMA_grp_FL04_2 Z2_YAMA_grp_GAKE04_1 Z2_YAMA_grp_SLOPE04_1 Z2_YAMA_grp_TEN04_1 Z2_YAMA_grp_WL04_1 Z2_YAMA_grp_WL04_2 Z2_YAMA_grp_R04[]
ROOM5
Z2_YAMA_grp_DR05_1 Z2_YAMA_grp_EDGE05_1 Z2_YAMA_grp_GAKE05_1 Z2_YAMA_grp_HEKI05_1 Z2_YAMA_grp_HERI05_1 Z2_YAMA_grp_SLOPE05_1 Z2_YAMA_grp_TEN05_1 Z2_YAMA_grp_WL05_1 Z2_YAMA_grp_ZOU05_1 Z2_YAMA_grp_R05[]
ROOM6
Z2_YAMA_grp_DR06_1 Z2_YAMA_grp_EDGE06_1 Z2_YAMA_grp_FL06_1 Z2_YAMA_grp_FL06_3 Z2_YAMA_grp_GAKE06_1 Z2_YAMA_grp_HEKI06_1 Z2_YAMA_grp_SLOPE06_1 Z2_YAMA_grp_TEN06_1 Z2_YAMA_grp_TEN06_2 Z2_YAMA_grp_WL06_1 Z2_YAMA_grp_WL06_2 Z2_YAMA_grp_R06[]
ROOM7
Z2_YAMA_grp_DR07_1 Z2_YAMA_grp_FL07_1 Z2_YAMA_grp_SLOPE07_1 Z2_YAMA_grp_TEN07_1 Z2_YAMA_grp_WL07_1 Z2_YAMA_grp_R07[]
ROOM8
Z2_YAMA_grp_DR08_1 Z2_YAMA_grp_EDGE08_1 Z2_YAMA_grp_FL08_1 Z2_YAMA_grp_FL08_2 Z2_YAMA_grp_SLOPE08_1 Z2_YAMA_grp_TANA08_1 Z2_YAMA_grp_TEN08_1 Z2_YAMA_grp_URA08_1 Z2_YAMA_grp_WL08_1 Z2_YAMA_grp_R08[]
ROOM9
Z2_YAMA_grp_DR09_1 Z2_YAMA_grp_EDGE09_1 Z2_YAMA_grp_FL09_1 Z2_YAMA_grp_FL09_2 Z2_YAMA_grp_SLOPE09_1 Z2_YAMA_grp_TANA09_1 Z2_YAMA_grp_TEN09_1 Z2_YAMA_grp_WL09_1 Z2_YAMA_grp_WL09_2 Z2_YAMA_grp_R09[]
ROOM10
Z2_YAMA_grp_DR0a_1 Z2_YAMA_grp_EDGE0a_1 Z2_YAMA_grp_FL0a_1 Z2_YAMA_grp_FL0a_2 Z2_YAMA_grp_SLOPE0a_1 Z2_YAMA_grp_TANA0a_1 Z2_YAMA_grp_TEN0a_1 Z2_YAMA_grp_URA0a_1 Z2_YAMA_grp_WL0a_1 Z2_YAMA_grp_WL0a_2 Z2_YAMA_grp_R0a[]
ROOM11
Z2_YAMA_grp_DR0b_1 Z2_YAMA_grp_FL0b_1 Z2_YAMA_grp_FL0b_2 Z2_YAMA_grp_GAKE0b_1 Z2_YAMA_grp_SLOPE0b_1 Z2_YAMA_grp_TEN0b_1 Z2_YAMA_grp_WAT0b_1T Z2_YAMA_grp_WL0b_1 Z2_YAMA_grp_R0b[] Z2_YAMA_grp_R0bT[]
ROOM12
Z2_YAMA_grp_DR0c_1 Z2_YAMA_grp_EDGE0c_1 Z2_YAMA_grp_FL0c_1 Z2_YAMA_grp_GAKE0c_1 Z2_YAMA_grp_SLOPE0c_1 Z2_YAMA_grp_TANA0c_1 Z2_YAMA_grp_TEN0c_1 Z2_YAMA_grp_WL0c_1 Z2_YAMA_grp_R0c[]
ROOM13
Z2_YAMA_grp_DR0d_1 Z2_YAMA_grp_EDGE0d_1 Z2_YAMA_grp_FL0d_1 Z2_YAMA_grp_FL0d_2 Z2_YAMA_grp_SLOPE0d_1 Z2_YAMA_grp_TEN0d_1 Z2_YAMA_grp_WL0d_2 Z2_YAMA_grp_R0d[]
ROOM14
Z2_YAMA_grp_DR0e_1 Z2_YAMA_grp_FL0e_1 Z2_YAMA_grp_FL0e_2 Z2_YAMA_grp_HEKI0e_1 Z2_YAMA_grp_SLOPE0e_1 Z2_YAMA_grp_TEN0e_1 Z2_YAMA_grp_WL0e_1 Z2_YAMA_grp_ZOU0e_1 Z2_YAMA_grp_R0e[]
Z2_yousei_yakata
This map's filename translates to "Zelda 2 - Fairy - House". It may be connected to the removed object Yh.o.
It consisted of only one room, which contained the following display lists.
ROOM0
z2_yousei_yakata_grp_p z2_yousei_yakata_grp_pT z2_yousei_yakata_grp_00[] z2_yousei_yakata_grp_00T[]
zelda2_tool_scene Only
Y2_morio
This map's filename may be a joke, as Yoshihisa Morimoto is one of the developers credited with dungeon design. Perhaps he changed Z2 to Y2 to reflect his first name, and Morio (reminiscent of Mario) was a nickname of his.
The map consisted of two rooms:
ROOM0
Display Lists | Translation |
---|---|
Y2_morio_grp_ROOM00[] Y2_morio_grp_ROOM00T[] Y2_morio_grp_AMI00 Y2_morio_grp_AMI00T Y2_morio_grp_KABE00 Y2_morio_grp_TENJO00 Y2_morio_grp_YUKA00 |
Mesh 00 Wall Ceiling Floor |
ROOM1
Y2_morio_grp_ROOM01[] Y2_morio_grp_ROOM01T[] Y2_morio_grp_KABE01 Y2_morio_grp_ROCK01T Y2_morio_grp_ROCK01T1 Y2_morio_grp_TENJO1 Y2_morio_grp_YUKA01
Z2_04umabasi
This map's filename translates to "Zelda 2 - 04 Horse Bridge." The number in front of its name indicates that it was considered one of the field-related maps (maps 1 to 9), as well as its former position in the Map Select. In the retail game, option 4 is occupied by Mama's House.
Z2_04umabasi appears to have been scrapped really early on, as it uses the same map template scene as Z2_05parkhenomiti and Z2_53matihenomiti. As such, there isn't much to talk about. However, judging by the name "Horse Bridge," the map might have been a scenario akin Gerudo Valley in Ocarina of Time, where Epona would jump over a destroyed bridge.
ROOM0
Display Lists | Translation |
---|---|
z2_04umabasi_grp_green z2_04umabasi_grp_ha z2_04umabasi_grp_haT z2_04umabasi_grp_iwa z2_04umabasi_grp_ji2 z2_04umabasi_grp_ji__DT z2_04umabasi_grp_kirikabu z2_04umabasi_grp_miki z2_04umabasi_grp_mikiT z2_04umabasi_grp_touboku z2_04umabasi_grp_miti00 z2_04umabasi_grp_miti00T |
Foliage Stone Stump Trunk Fallen Tree Path |
Z2_22dekucity_ana
This map's filename translates to "Zelda 2 - 22 Deku City - Hole". The number in front of its name indicates its position in former position in the Map Select, as well as that it was considered one of the swamp-related maps (maps 20 to 29).
The name suggests that it was originally the underground portion of the garden at the Deku Palace. In the final game, these correspond to rooms 06, 08, and 0C of the KAKUSIANA (Grotto) map, and their spawns are numbered 22-0 to 22-4 in Map Select, respectively.
It consisted of seven rooms, which contained the following display lists.
ROOM0
Display Lists | Translation |
---|---|
z2_22dekucity_ana_grp_r00_hikari1T z2_22dekucity_ana_grp_r00_hikari2__DT z2_22dekucity_ana_grp_r00_ji1 z2_22dekucity_ana_grp_r00_kabe1 z2_22dekucity_ana_grp_r00_kusa_ue z2_22dekucity_ana_grp_r00_kusa_yoko z2_22dekucity_ana_grp_r00 z2_22dekucity_ana_grp_r00T |
Light 1 Wall 1 Grass - Above Grass - Side |
ROOM1
Display Lists | Translation |
---|---|
z2_22dekucity_ana_grp_r01_hikari1T z2_22dekucity_ana_grp_r01_hikari2__DT z2_22dekucity_ana_grp_r01_ji1 z2_22dekucity_ana_grp_r01_kabe1 z2_22dekucity_ana_grp_r01_kusa_ue z2_22dekucity_ana_grp_r01_kusa_yoko z2_22dekucity_ana_grp_r01_numa z2_22dekucity_ana_grp_r01 z2_22dekucity_ana_grp_r01T |
Light 1 Wall 1 Grass - Upper Grass - Side Swamp |
ROOM2
z2_22dekucity_ana_grp_r02_hikari1T z2_22dekucity_ana_grp_r02_hikari2__DT z2_22dekucity_ana_grp_r02_ji1 z2_22dekucity_ana_grp_r02_kabe1 z2_22dekucity_ana_grp_r02_kusa_ue z2_22dekucity_ana_grp_r02_kusa_yoko z2_22dekucity_ana_grp_r02 z2_22dekucity_ana_grp_r02T
ROOM3
z2_22dekucity_ana_grp_r03_hikari1T z2_22dekucity_ana_grp_r03_hikari2__DT z2_22dekucity_ana_grp_r03_ji1 z2_22dekucity_ana_grp_r03_kabe1 z2_22dekucity_ana_grp_r03_kusa_ue z2_22dekucity_ana_grp_r03_kusa_yoko z2_22dekucity_ana_grp_r03 z2_22dekucity_ana_grp_r03T
ROOM4
Display Lists | Translation |
---|---|
z2_22dekucity_ana_grp_r04_hikari1T z2_22dekucity_ana_grp_r04_hikari2__DT z2_22dekucity_ana_grp_r04_ji1 z2_22dekucity_ana_grp_r04_kabe1 z2_22dekucity_ana_grp_r04_kabe2 z2_22dekucity_ana_grp_r04_kabe_yojinoboriT z2_22dekucity_ana_grp_r04_kusa_ue z2_22dekucity_ana_grp_r04_kusa_yoko z2_22dekucity_ana_grp_r04 z2_22dekucity_ana_grp_r04T |
Light 1 Wall 1 Wall - Scramble Up Grass - Above Grass - Side |
ROOM5
z2_22dekucity_ana_grp_r05_hikari1T z2_22dekucity_ana_grp_r05_hikari2__DT z2_22dekucity_ana_grp_r05_ji1 z2_22dekucity_ana_grp_r05_kabe1 z2_22dekucity_ana_grp_r05_kusa_ue z2_22dekucity_ana_grp_r05_kusa_yoko z2_22dekucity_ana_grp_r05 z2_22dekucity_ana_grp_r05T
ROOM6
z2_22dekucity_ana_grp_r06_hikari1T z2_22dekucity_ana_grp_r06_hikari2__DT z2_22dekucity_ana_grp_r06_ji1 z2_22dekucity_ana_grp_r06_kabe1 z2_22dekucity_ana_grp_r06_kusa_ue z2_22dekucity_ana_grp_r06_kusa_yoko z2_22dekucity_ana_grp_r06 z2_22dekucity_ana_grp_r06T
zelda2_scene_TEST
Iwates
This scene is named after Toshio Iwawaki, who is credited as the game's Program Director.
It consisted of only one room, which contained the following display lists.
ROOM0
test01_grp_test01 test01_grp_test01T test01_grp_display test01_grp_display2 test01_grp_ts1_2x2 test01_grp_ts1_base2 test01_grp_ts1_bunk1 test01_grp_ts1_freecry test01_grp_ts1_kabe2 test01_grp_ts1_mizumawali2 test01_grp_ts1_tunnnel1 test01_grp_ts1water_WTSCR21T test01_grp_twoway test01_grp_test01 test01_grp_test01T
Keikoku
This scene's name is similar to the name of the scene file for Termina Field, Z2_00KEIKOKU, meaning it was likely an earlier version of the latter. "Keikoku" translates to "valley".
It consisted of only one room, which contained the following display lists.
ROOM0
Display Lists | Translation |
---|---|
z2_00keikoku_grp_cube z2_00keikoku_grp_dai z2_00keikoku_grp_hai01T z2_00keikoku_grp_hai02 z2_00keikoku_grp_hai02T z2_00keikoku_grp_hai03 z2_00keikoku_grp_hai03T z2_00keikoku_grp_hana z2_00keikoku_grp_hanaT z2_00keikoku_grp_ji0_2__DT z2_00keikoku_grp_ji0__DT z2_00keikoku_grp_ji1 z2_00keikoku_grp_ji1_2 z2_00keikoku_grp_ji1_3 z2_00keikoku_grp_ji1_4 z2_00keikoku_grp_ji2 z2_00keikoku_grp_ji3 z2_00keikoku_grp_ji4 z2_00keikoku_grp_ji5 z2_00keikoku_grp_kabe01 z2_00keikoku_grp_kabe02 z2_00keikoku_grp_kabe03 z2_00keikoku_grp_kabe04 z2_00keikoku_grp_kabe05 z2_00keikoku_grp_kabe06 z2_00keikoku_grp_kabe07 z2_00keikoku_grp_kabe08 z2_00keikoku_grp_kabe09 z2_00keikoku_grp_kanban z2_00keikoku_grp_kanbanT z2_00keikoku_grp_kanban__edge z2_00keikoku_grp_kareki z2_00keikoku_grp_kusa1 z2_00keikoku_grp_kusa2 z2_00keikoku_grp_po z2_00keikoku_grp_poT z2_00keikoku_grp_ro01__DT z2_00keikoku_grp_ro02__DT z2_00keikoku_grp_ro03__DT z2_00keikoku_grp_ro04__DT z2_00keikoku_grp_ro05__DT z2_00keikoku_grp_tokei_evw z2_00keikoku_grp_tokeitou z2_00keikoku_grp_wood z2_00keikoku_grp_woodT z2_00keikoku_grp_new z2_00keikoku_grp_newT |
Platform Flowers Wall 01 Sign Dead Tree Grass 1 Time EVW Clock Tower |
Z2_NewTOKINOMA
This scene's name indicates that it was an updated version of the Temple of Time from Ocarina of Time, whose scene name is "TOKINOMA", which translates to "Chamber of Time".
It consisted of several rooms, which contained the following display lists.
ROOM0
Z2_NewTOKINOMA_grp_kyr01_00 Z2_NewTOKINOMA_grp_kyr01_00T Z2_NewTOKINOMA_grp_R00 Z2_NewTOKINOMA_grp_R00T
ROOM1
Z2_NewTOKINOMA_grp_col01 Z2_NewTOKINOMA_grp_door01 Z2_NewTOKINOMA_grp_dummy01 Z2_NewTOKINOMA_grp_obj01 Z2_NewTOKINOMA_grp_wall01 Z2_NewTOKINOMA_grp_R01
ROOM2
Z2_NewTOKINOMA_grp_cent02 Z2_NewTOKINOMA_grp_dummy02 Z2_NewTOKINOMA_grp_ent02 Z2_NewTOKINOMA_grp_meiz02 Z2_NewTOKINOMA_grp_R02
ROOM3
Z2_NewTOKINOMA_grp_col03 Z2_NewTOKINOMA_grp_door03 Z2_NewTOKINOMA_grp_dummy03 Z2_NewTOKINOMA_grp_dummy03T Z2_NewTOKINOMA_grp_wall03 Z2_NewTOKINOMA_grp_waterT Z2_NewTOKINOMA_grp_R03 Z2_NewTOKINOMA_grp_R03T
ROOM4
Z2_NewTOKINOMA_grp_col041 Z2_NewTOKINOMA_grp_door04 Z2_NewTOKINOMA_grp_dummy04 Z2_NewTOKINOMA_grp_light04T Z2_NewTOKINOMA_grp_pass04 Z2_NewTOKINOMA_grp_room041 Z2_NewTOKINOMA_grp_room042 Z2_NewTOKINOMA_grp_R04 Z2_NewTOKINOMA_grp_R04T
ROOM5
Z2_NewTOKINOMA_grp_HSG05 Z2_NewTOKINOMA_grp_HSG05T Z2_NewTOKINOMA_grp_door05 Z2_NewTOKINOMA_grp_wall05 Z2_NewTOKINOMA_grp_R05 Z2_NewTOKINOMA_grp_R05T
ROOM6
Z2_NewTOKINOMA_grp_dummy06 Z2_NewTOKINOMA_grp_dummy06T Z2_NewTOKINOMA_grp_step06 Z2_NewTOKINOMA_grp_wall06 Z2_NewTOKINOMA_grp_R06 Z2_NewTOKINOMA_grp_R06T