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Development:The Legend of Zelda: Ocarina of Time/Unused Actors & Objects

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This is a sub-page of Development:The Legend of Zelda: Ocarina of Time.

Unused actors and objects in the Ocarina of Time iQue leak.

Contents

Actors

En_Skeleton

OoT-Early Stalfos Jan 97.png
Act. Obj. Filename Translation
0001 0004 En_Skeleton Skeleton

This actor and its object were dummied out in z_scene_bank.decl.

This Stalfos first appeared in pre-release footage from October, 1996. It seems to have been replaced with the final Stalfos around September, 1997, when a new design appeared in concept art that wasn't publicly released until 2011's Hyrule Historia.

zelda_skelton

Obj. Filename Translation
0004 zelda_skelton Skeleton

The folder for this object can be found in data/shape2. It's commented out in data/obj_make.

(Source: Restoration: zel.)

En_Iron

OoT-Iron Knuckle Eyes Jan 97.png
Act. Obj. Filename Translation
0003 0005 En_Iron Iron

This actor and its object were dummied out in z_scene_bank.decl.

The Iron Knuckle first appeared in pre-release footage from January, 1997, battling with Link.

zelda_ironknack

Obj. Filename Translation
0005 zelda_ironknack Iron Knuckle

The folder for this object can be found in data/shape2.

(Source: Restoration: zel.)

En_Slim

OoT-Unused Jelly Enemy.png
Act. Obj. Filename Translation
0005 0010 En_Slim Slime

This actor and its object were dummied out in z_scene_bank.decl.

These Slime enemies first appeared in pre-release footage from May, 1997. They resemble the Gels from earlier Zelda games.

zelda_slime

Obj. Filename Translation
0010 zelda_slime Slime

The folder for this object can be found in data/shape2.

The texture for their body is the first texture file in gameplay_keep. It's also used for most reflections in the game.

(Source: Restoration: zel.)

En_Bskel

Act. Obj. Filename Translation
0006 0011 En_Bskel Baby Skeleton

This actor and its object were dummied out in z_scene_bank.decl.

zelda_baby_skel

Obj. Filename Translation
0011 zelda_baby_skel Baby Skeleton

The folder for this object can be found in data/shape2. Judging by its filename, it appears to be an early concept for the Stalchildren.

(Source: Restoration: zel.)

Dummy_player

Act. Obj. Filename Translation
0017 [?] Dummy_player Dummy Player

This actor was dummied out in z_actor_dlftbls.decl. Its object and purpose are unknown.

En_Bee

Act. Obj. Filename Translation
001A [?] En_Bee Bee

This actor was dummied out in z_actor_dlftbls.decl. Its object is unknown.

Previously encountered in A Link to the Past, bees were later reintroduced in Majora's Mask.

En_F_Obj

Act. Obj. Filename Translation
001F 0002 En_F_Obj Field Objects

This actor was included in z_actor_dlftbls.decl. Its object is 0002, gameplay_field_keep, which is used in the final game.

En_D_Obj

Act. Obj. Filename Translation
0022 0003 En_D_Obj Dungeon Objects

This actor was included in z_actor_dlftbls.decl. Its object is 0003, gameplay_dangeon_keep, which is used in the final game.

Magic

Act. Obj. Filename Translation
0031 [?] Magic Magic

This actor was dummied out in z_actor_dlftbls.decl. Its object is unknown.

En_OA_1

Act. Obj. Filename Translation
0036 [?] En_OA_1 OA 1

This actor was dummied out in z_actor_dlftbls.decl. Its object is unknown. However, object_oA1 contains an early version of the Kakariko Rooftop Man in the final game, so it may have been linked to that.

En_NPC

Act. Obj. Filename Translation
0053 [?] En_NPC NPC

This actor was dummied out in z_actor_dlftbls.decl. Its object is unknown.

En_Stree

Act. Obj. Filename Translation
0073 0078 En_Stree Small Tree

This actor and its object were dummied out in z_scene_bank.decl.

zelda_stree

Obj. Filename Translation
0078 zelda_stree [?] Tree

The folder for this object can be found in data/shape2. It also features unused textures.

(Source: Restoration: zel., Textures: M-1)

En_Kui

Act. Obj. Filename Translation
0074 0079 En_Kui Stump

This actor and its object were dummied out in z_scene_bank.decl.

zelda_kui

Obj. Filename Translation
0079 zelda_kui Stump

The folder for this object can be found in data/shape2.

(Source: Restoration: zel.)

En_Maruta

OoT-maruta.PNG
Act. Obj. Filename Translation
0075 007A En_Maruta Log

This actor and its object were dummied out in z_scene_bank.decl.

zelda_maruta

Obj. Filename Translation
007A zelda_maruta Log

The folder for this object can be found in data/shape2. Its textures, "jyuhi_txt" (bark) and "kirikabu2_txt", (cut stump) are stored in data/shape2/zelda_stree/zelda_stree.o.

(Source: Restoration: zel., Texture Info: M-1)

En_Saku

Act. Obj. Filename Translation
0076 007B En_Saku Fence

This actor and its object were dummied out in z_scene_bank.decl.

zelda_saku

Obj. Filename Translation
007B zelda_saku Fence

The folder for this object can be found in data/shape2.

(Source: Restoration: zel.)

En_Twood_01

OoT-twood01.PNG
Act. Obj. Filename Translation
0078 007D En_Twood_01 Tunnel Wood 01

This actor and its object were dummied out in z_scene_bank.decl.

zelda_twood01

Obj. Filename Translation
007D zelda_twood01 Tunnel Wood 01

The folder for this object can be found in data/shape2, but its textures, c_mokume03_txt (wood grain) and c_kihada03_txt (bark), are stored in spot04_texture.o, which contains textures for Spot 04 - Kokiri Forest, suggesting it may have been used there.

It is preceded in the object list by 007C, zelda_wood02, which contains grass and trees (some used, some not).

(Source: Restoration: zel., Texture Info: M-1)

En_Kabu02

Act. Obj. Filename Translation
0079 007E En_Kabu02 Stump 02

This actor and its object were dummied out in z_scene_bank.decl.

zelda_kabu02

Obj. Filename Translation
007E zelda_kabu02 Stump 02

The folder for this object can be found in data/shape2.

(Source: Restoration: zel.)

En_Board

Act. Obj. Filename Translation
007A 007F En_Board Board

This actor and its object were dummied out in z_scene_bank.decl.

zelda_board

Obj. Filename Translation
007F zelda_board Board

The folder for this object can be found in data/shape2. It's present but unused in Ocarina of Time 3D as dk_board.zar.

(Source: Restoration: zel.)

En_Floater

Act. Obj. Filename Translation
007B 00B0 En_Floater Floater

This actor and its object were dummied out in z_scene_bank.decl. Its display list attempts to load two removed textures, hence the bizarre technicolour.

zelda_floater

Obj. Filename Translation
0080 zelda_floater Floater

The folder for this object can be found in data/shape2. Its collision is present but unused in Ocarina of Time 3D as dk_floater.zar.

Hmmm...
To do:
Is it possible to fix or remove the erroneous texture?
(Source: Restoration: zel.)

En_Spia

Act. Obj. Filename Translation
007E 0083 En_Spia Spear

This actor and its object were dummied out in z_scene_bank.decl.

zelda_spira

Obj. Filename Translation
0083 zelda_spira Spear

The folder for this misspelled object can be found in data/shape2. It's present but unused in Ocarina of Time 3D as dk_spia.zar.

(Source: Restoration: zel.)

En_Stoneb

Act. Obj. Filename Translation
007F 0084 En_Stoneb Stone Bridge

This actor and its object were dummied out in z_scene_bank.decl.

zelda_stoneb

Obj. Filename Translation
0084 zelda_stoneb Stone Bridge

The folder for this object can be found in data/shape2. It's present but unused in Ocarina of Time 3D as dk_stonebridge.zar.

(Source: Restoration: zel.)

Hidan Pompfly

Act. Obj. Filename Translation
0083 [?] Hidan Pompfly Fire Dungeon Pump Fly

This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.

Magic_Wind

OoT-zelda magic wind.zobj.PNG
Act. Obj. Filename Translation
009E 0001 Magic_Wind Magic: Wind

This actor was not dummied out in z_actor_dlftbls.decl. While its primary dependency is object 0001, gameplay_keep, it was actually dependent on the object below. It appears to be an early version of the Farore's Wind effect.

zelda_magic_wind

Obj. Filename Translation
[?] zelda_magic_wind Magic - Wind

The folder for this object can be found in data/shape2. It's commented out in data/obj_make.

Hmmm...
To do:
Restore with the proper colors.

Magic_Fire

OoT-zelda magic fire.zobj.PNG
Act. Obj. Filename Translation
009F 0001 Magic_Fire Magic: Fire

This actor was not dummied out in z_actor_dlftbls.decl. While its primary dependency is object 0001, gameplay_keep, it was actually dependent on the object below. It appears to be an early version of the Din's Fire effect.

zelda_magic_fire

Obj. Filename Translation
[?] zelda_magic_fire Magic - Fire

The folder for this object can be found in data/shape2. It's commented out in data/obj_make.

Hmmm...
To do:
Restore with the proper colors.

Magic_Ice

OoT-zelda magic ice.zobj.PNG
Act. Obj. Filename Translation
00A0 0001 Magic_Ice Magic - Ice

This actor was dummied out in z_actor_dlftbls.decl. While its primary dependency is object 0001, gameplay_keep, it was actually dependent on the object below. It appears to be an early version of an effect for an ice spell that was removed from the final game.

zelda_magic_ice

Obj. Filename Translation
[?] zelda_magic_ice Magic - Ice

The folder for this object can be found in data/shape2. It's commented out in data/obj_make.

Hmmm...
To do:
Restore with the proper colors.

Bg_Haka_Kumo

Act. Obj. Filename Translation
00B2 [?] Bg_Haka_Kumo Background - Grave - Spider

This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.

En_Npc2

Act. Obj. Filename Translation
00CE [?] En_Npc2 NPC 2

This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.

En_Npc3

Act. Obj. Filename Translation
00D8 [?] En_Npc3 NPC 3

This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.

Boss_Goma2

Act. Obj. Filename Translation
00EA 00E3 Boss_Goma2 Boss - Gohma 2

This actor was dummied out in z_actor_dlftbls.decl, but are still declared in z_scene_bank.decl.

As Boss_Fd is the actor for Volvagia's flying form and Boss_Fd2 is the actor for Volvagia's Whack-a-Mole form, there may once have been a second phase to the Gohma boss fight.

zelda_go2

Obj. Filename Translation
00E3 zelda_go2 Gohma 2

The folder for this object can be found in data/shape2. Unfortunately, its contents appear to have been dummied out.

As zelda_fd is the object for Volvagia's flying form and zelda_fd2 is the object for Volvagia's Whack-a-Mole form, there may once have been a second phase to the Gohma boss fight. In the final version, object list entry 00E3 is a copy of 00E5, zelda_ny, which contains a spike trap.

En_Stk

Act. Obj. Filename Translation
00EB 00E4 En_Stk Stal Kid

This actor and its object were dummied out in z_scene_bank.decl, in which they are labeled "Skull Kid".

zelda_stk

Obj. Filename Translation
00E4 zelda_stk Stal Kid

The folder for this object can be found in data/shape2. Unfortunately, its contents appear to have been dummied out.

Magic_Light

Act. Obj. Filename Translation
00F2 [?] Magic_Light Magic - Light

This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown. However, given that it shares a similar name to the medallions, which at one point in development were all equip-able as elemental spells; along with the apparent placeholder effects above for the fire, wind, and ice magics; it can be reasonably assumed that this was a placeholder object for the light medallion spell.

Magic_Soul

Act. Obj. Filename Translation
00F3 [?] Magic_Soul Magic - Spirit

This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown. However, given that it shares a similar name to the medallions, which at one point in development were all equip-able as elemental spells; along with the apparent placeholder effects above for the fire, wind, and ice magics; it can be reasonably assumed that this was a placeholder object for the Spirit medallion spell.

Bg_Jya_Sutarukage

Act. Obj. Filename Translation
00FB [?] Bg_Jya_Sutarukage Background - Evil - Stal Shadow

This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.

Jyasinzou, meaning "evil god statue" is the internal name for the Spirit Temple.

Arrow_Dark

Act. Obj. Filename Translation
0109 [?] Arrow_Dark Arrow - Dark

This actor was dummied out in z_actor_dlftbls.decl.

Arrow_Soul

Act. Obj. Filename Translation
010D [?] Arrow_Soul Arrow - Spirit

This actor was dummied out in z_actor_dlftbls.decl.

Arrow_Wind

Act. Obj. Filename Translation
010E [?] Arrow_Wind Arrow - Wind

This actor was dummied out in z_actor_dlftbls.decl.

Obj_Breakbox

Act. Obj. Filename Translation
0128 xxxx Obj_Breakbox Object - Breakable Box

This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.

Obj_Hahen

Act. Obj. Filename Translation
0129 [?] Obj_Hahen Object - Fragment

This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.

En_Stopge

Act. Obj. Filename Translation
0134 0123 En_Stopge Blocking Gerudo

This actor and its object were dummied out in z_scene_bank.decl.

zelda_stopge

Obj. Filename Translation
0123 zelda_stopge Blocking Gerudo

The folder for this object can be found in data/shape2.

(Source: Restoration: zel.)

En_Nc

Act. Obj. Filename Translation
0154 xxxx En_Nc [?]

This actor and its object were dummied out in z_actor_dlftbls.decl.

En_Warp_Box

Act. Obj. Filename Translation
015D xxxx En_Warp_Box Warp Box

This actor and its object were dummied out in z_actor_dlftbls.decl.

En_Zl22

Act. Obj. Filename Translation
0161 xxxx En_Zl22 Zelda 2 2

This actor and its object were dummied out in z_actor_dlftbls.decl.

En_Zl2 is the actor used for Adult Zelda during cutscenes.

En_Mother

Act. Obj. Filename Translation
0180 xxxx En_Mother Mother

This actor and its object were dummied out in z_actor_dlftbls.decl.

Bg_Mizu_Switch

Act. Obj. Filename Translation
01AA xxxx Bg_Mizu_Switch Background - Water - Switch

This actor and its object were dummied out in z_actor_dlftbls.decl.

Objects

ID Known

zelda_oF1

Obj. Filename Translation
003A zelda_oF1 Object oF1
Hmmm...
To do:
Add gifs for the animations.

The folder for this object can be found in data/shape2. It's commented out in data/obj_make.

There are two other similarly-named objects. zelda_oF1d_map contains Goron, Medigoron, and Biggoron, and zelda_oF1s contains an early, unused Goron.

The model itself looks like zelda_oF1s, but is missing the unreferenced display list for the Goron curl and seems to utilize a different animation format.

Pre-release Final
OoT oF1.png OoT goro.png

The animation data is stored separately inside zelda_oE_anime, which includes 2 different animations.

Animations

oFx_konnichiwa_anim

110px

oFx_matsu_anim

110px

zelda_gate

Hmmm...
To do:
Restore this.
Obj. Filename Translation
00FA zelda_gate Gate

In the final version, this object list entry is a duplicate of 00FB, zelda_md, which contains Mido.

zelda_gi_milk_2

Obj. Filename Translation
0120 zelda_gi_milk_2 Get Item - Milk - 2

The folder for this object can be found in data/shape2. It's commented out in data/obj_make.

This unused item is Ingo Milk, which used to be sold in the removed Lon-Lon Ranch store (also present in these files).

(Source: Restoration: zel.)

zelda_spot01_objects2

Obj. Filename Translation
016E zelda_spot01_objects2 Spot 01 - Objects 2

The folder for this object can be found in data/shape2. According to the commit logs, it was added to the game on 1998/08/17. Unfortunately, its contents appear to have been dummied out.

There is an zelda_spot01_objects in the final game, which contains objects for Kakariko Village, such as the windmill blades and the wooden well beam, but no zelda_spot01_objects2.

ID Unknown

be_old

This object is mentioned in z_majora/data/shape/a, which, despite its filepath, is actually a list of assets from Ocarina of Time. However, no corresponding folder for it remains. The following references to it are made:

zelda_field_keep/be_old/Nin/be_head.c
zelda_field_keep/be_old/Nin/be_body.c
zelda_field_keep/be_old/Nin/be_Rwing.c
zelda_field_keep/be_old/Nin/be_Lwing.c
zelda_field_keep/be_old/Nin/be_eyes.c
zelda_field_keep/be_old/bee_hovering_mdl.c
zelda_field_keep/be_old/bee_hovering.c

Other source code references to this removed bee indicate that it would have been visible on the overworld and catchable in a bottle. It appears to have been replaced in the final game with the green spidery bug we know and love.

zelda_bombB

This file is mentioned in keep.objs, but no corresponding folder for it remains.

zelda_dgnd

Hmmm...
To do:
Restore this.

The folder for this object can be found in data/shape2. It's an early version of Ganondorf for use in cutscenes.

zelda_door

This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.

zelda_dustA

This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.

zelda_elf

This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.

zelda_firecircle

Hmmm...
To do:
Restore this.

The folder for this object can be found in data/shape2. It's commented out in data/obj_make. Its model file is referenced to as old_OB_F_firecircle_modelT, but the display lists seem to have been removed.

zelda_hidan_*

The final game contains a single file called object_hidan_objects, which contains various objects used in the Fire Temple, whose scene name is hidan (Fire Dungeon). The leak, on the other hand, contains six zelda_hidan_objects files, as well as a zelda_hidan_tex file.

zelda_hidan_objects2

Hmmm...
To do:
Restore this.

The folder for this object can be found in data/shape2.

zelda_hidan_objects3

Hmmm...
To do:
Restore this.

The folder for this object can be found in data/shape2.

zelda_hidan_objects4

Hmmm...
To do:
Restore this and add more information.

The folder for this object can be found in data/shape2. It contains earlier versions of objects that are used in the final game.

m_FOtiBFhead_model

This model's filename may translate to "model - Fire Fall: Before Fall head - model". It only contains the head section, whereas the final version of the file in object_hidan_objects displays it with the pillar attached.

Pre-release Final
OoT zelda hidan objects4 m FOtiBFhead model 0.png OoT hidan objects m FOtiBFhead model 0.png

m_FOtiBFtail_model

This model's filename may translate to "model - Fire Fall: Before Fall tail - model". The pillar is a separate model in the earlier object file and has some minor differences compared to the final version.

OoT zelda hidan objects4 m FOtiBFtail model 0.png

m_FOtiAF_model

This model's filename may translate to "model - Fire Fall: After Fall - model". It does not appear in the final object_hidan_objects at all.

OoT zelda hidan objects4 m FOtiAF model 0.png

zelda_hidan_objects5

Hmmm...
To do:
Restore this and add more information.

The folder for this object can be found in data/shape2.

OoT hidan objects m Fdalm model 1.png

m_Fdalm_model

This model's filename may translate to "model - Fire daruma - model". It is an earlier version of an object used in the final game.

Pre-release Final
OoT zelda hidan objects5 m Fdalm model 0.png OoT hidan objects m Fdalm model 0.png

zelda_hidan_objects6

Hmmm...
To do:
Restore this.

The folder for this object can be found in data/shape2. It contains two earlier versions of objects that are used in the final game.

m_Fhocklift_model

This model's filename may translate to "model - Fire hook lift - model". It is an earlier version of the Hookshot lift in object_hidan_objects, which is used by the actor Bg_Hidan_Fslift in Room 5 of the Fire Temple.

Pre-release Final
OoT zelda hidan objects6 0.png OoT hidan objects 0.png

m_Fbmfl_model

This model's filename may translate to "model - Fire breakable metal floor - model". It is a gated floor section, which was replaced with the cracked floor section in object_hidan_objects.

Pre-release Final
OoT zelda hidan objects6 1.png OoT hidan objects 1.png

zelda_hidan_tex

Hmmm...
To do:
Restore this.

The folder for this object can be found in data/shape2. It also features an unused texture.

zelda_lensflare

This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.

zelda_lightA

This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.

zelda_moon

This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.

zelda_oAx

The folder for this object can be found in data/shape2 and contains a later iteration of the removed object zelda_oA1, although internally it's still labeled as object_oA1.

It's an earlier version of Object_Ani - the Kakariko Village Rooftop Man.

Pre-release Final
OoT oax 0.png OoT ani 0.png

The animation data for this object is stored separately inside zelda_o_anime and includes 6 different animations.

Animations

oAx_aruku1_anim
  • "aruku" means "walk".

OoT oax aruku1.gif

oAx_jijii_anim
  • "jijii" means "old man", and depicts a hunched-over pose.

OoT oax jijii.gif

oAx_matsu1_anim
  • "matsu" translates to "wait" and depicts an idle pose.

OoT oax matsu1.gif

oAx_pose_anim
  • This animation file includes 10 different static poses.
OoT oax pose 0.png OoT oax pose 1.png
OoT oax pose 2.png OoT oax pose 3.png
OoT oax pose 4.png OoT oax pose 5.png
OoT oax pose 6.png OoT oax pose 7.png
OoT oax pose 8.png OoT oax pose 9.png
oAx_uku_anim
  • A static pose. "uku" means "float".

OoT oax uku.png

zelda_oBx

The folder for this object can be found in data/shape2 and contains a later iteration of zelda_oB1. It is labeled as "fat (1)" inside z_scene_bank.decl.

The animation data for this object is stored separately inside zelda_o_anime and features 2 different animations, whereas the earlier version includes the animation data in its object file.

zelda_oB1

The folder for this object can be found in data/shape2. It's commented out in data/obj_make, where its data is overwritten by zelda_sh.o (Object_Ossan).

It contains an earlier version of Object_Ossan, the bazaar shopkeeper, and features two animations.

A later iteration of this object can be found in zelda_oBx.

Pre-release Final
OoT zelda oB1 0.png OoT object ossan 0.png

Animations

ossan_counter_anim

OoT oB1 counter.gif

ossan_yamete_anim
  • "yamete" translates to "stop"

OoT oB1 yamete.gif

zelda_sun

This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.

zelda_rock

The folder for this object can be found in data/shape2. It's commented out in data/obj_make. Due to its appearance and because it contains files prefixed with "orock", it can be assumed that this was the rock projectile used by the early Octoroks.

(Source: Restoration: zel.)

zelda_soldier

Hmmm...
To do:
Restore and compare with zelda_th.

The folder for this object can be found in data/shape2. The model itself looks similar to zelda_th, but seems to use a different format.

zelda_th

OoT-Hyrule Castle 2.jpg

The folder for this object can be found in data/shape2.
It contains an earlier version of object_sd and is visible in screenshots released during Space World 1997.
The model reveals only a minor differences in the appearance itself, but includes 6 unused animations.

Pre-release Final
OoT zelda th 0.png OoT object sd 1.png

Animations

soldier_kyotuke_anim
  • "kyotuke" translates to "At Attention"

OoT th kyotuke.gif

soldier_r_slide_anim

OoT th r slide.gif

soldier_r_stop_anim

OoT th r stop.gif

soldier_slide_anim

OoT th slide.gif

soldier_stop_anim

OoT th stop.gif

soldier_supprise_anim

OoT th supprise.gif

zelda_scale_trans

Hmmm...
To do:
Restore this.
OoT zelda scale trans 0.png

The folder for this object can be found in data/shape2.

zelda_torch2

Hmmm...
To do:
Restore this.
OoT zelda torch2 0.gif

The folder for this object can be found in data/shape2. It's commented out in data/obj_make, where its data is overwritten by zelda_black_link.o (Dark Link).

This object is an early flame animation with eight frames.

The fire effect used in the final game consists of two overlapping textures, a flame shape and a noise image. The noise image scrolls to create the illusion of flickering. This is less resource-intensive, and uses a longer animation loop.

zelda_va

No corresponding object for this folder remains, but it's commented out in data/obj_make. Volvagia is referred to as z_boss_va.o, so this file may have been related to it.

Early Versions

Hmmm...
To do:
Document these. Are there any more in from keep.objs not mentioned here?

zelda_box

Hmmm...
To do:
Check if this is the same as the final zelda_box.

zelda_fire

Hmmm...
To do:
Check if this is the same as the final zelda_fire.

zelda_firefly

Hmmm...
To do:
Check if this is the same as the final zelda_ff.

zelda_gi_niwatori

OoT zelda gi niwatori 0.png

This object is mentioned in data/obj_make, where its data is overwritten by zelda_gi_chicken.o.

zelda_oc

OoT-Ground Octos NPS.jpg

These land-based Octoroks first appeared in pre-release footage from April, 1997.

The folder for this object can be found in data/shape2. It's also mentioned in data/obj_make, where its data is overwritten by zelda_oc2.o

(Source: Restoration: zel.)

zelda_okuta

Hmmm...
To do:
Check if this is the same as the final zelda_okuta.

zelda_poh

Hmmm...
To do:
Check if this is the same as the final zelda_poh.

zelda_marker

Hmmm...
To do:
Investigate this in conjunction with the unused marker function. Did this just get moved to gameplay_keep in the final?

zelda_tg

The folder for this object can be found in data/shape2. Its filename may translate to "testgirl".

(Source: Restoration: zel.)

zelda_tg2

Hmmm...
To do:
Restore this and compare with zelda_human.

The folder for this object can be found in data/shape2. Its animation files are prefixed with "testgirl2". The model itself looks similar to objects_human, but seems to use a different format.

zelda_wm

OoT-Wall Master NPS.jpg

Like the Octorok above, this spooky early Wallmaster also first appeared in pre-release footage from April, 1997.

The folder for this object can be found in data/shape2.

(Source: Restoration: zel.)