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Development:The Legend of Zelda: Majora's Mask/Unused Maps

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This is a sub-page of Development:The Legend of Zelda: Majora's Mask.

Hmmm...
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

Existing Maps

Z2_10yukiyamanomura2_GCTEST

Elementary, my dear Cactus.
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.


(Source: zel)

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.

(Source: zel)

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.

MM-North Clock Town1 Mar00.jpg MM-North Clock Town2 Mar00.JPG MM-North Clock Town3 Mar00.JPG


(Source: zel)

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
MM Z2 meganeana 01.png MM Z2 meganeana 02.png

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.


(Source: zel)

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
MM Z2 zolashop 01.png MM Z2 zolashop 02.png

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

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.


(Source: notwa)

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

Hmmm...
To do:
Add display lists; compare room numbers and display lists to the non-Z1 version.

Z1_market_day

Hmmm...
To do:
Add display lists; compare room numbers and display lists to the non-Z1 version.

Z1_Men

Hmmm...
To do:
Add display lists; compare room numbers and display lists to the non-Z1 version.

Z1_men

Hmmm...
To do:
Add display lists; compare room numbers and display lists to the non-Z1 version.

Z1_spot00

Hmmm...
To do:
Add display lists; compare room numbers and display lists to the non-Z1 version.

Z1_test01

Hmmm...
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

Hmmm...
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

Hmmm...
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

Hmmm...
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

Hmmm...
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

Hmmm...
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

Hmmm...
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

Hmmm...
To do:
Compare room numbers and display lists to the non-BAK version.

Market_day

Hmmm...
To do:
Compare room numbers and display lists to the non-BAK version.

Men

Hmmm...
To do:
Compare room numbers and display lists to the non-BAK version.

Spot00

Hmmm...
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

Hmmm...
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