This foggy forest is a precursor to the Kokiri Forest that was shown at Spaceworld 1997, and is much more spacious than the cozy village used for release. It uses the same type of room header as the Stalfos Miniboss Room map from the Master Quest debug ROM, and thus must be edited to work with the final version of the game. The scene lacks collision, or at least working collision, causing Link to instantly fall through the ground when the map is loaded. However, it can be viewed with the Camera Editor debug function once it is loaded in-game.
Provided below is a top-down comparison, facing north. Many elements, such as the cliffs and the Kokiri homes, are similar to the ones shown at Spaceworld '97, although a lot of the topography is different.
Pre-release
Final
Oct '97 screenshot
Oct '97 screenshot
Map in-game
Kokiri Homes (SW97)
Spot04_OLD Homes
Spot04_Old
Late 1997 Overdump
Final
Spot04_Old
Late 1997 Overdump
Final
The drawings engraved on Link's House lost detail between Kokiri Forest's revisions. Could this have been because the texture format changed?
Spawn Points
00 - Entrance Tunnel
This spawn point is connected to exit 0185, which corresponds to Hyrule Field.
01 - Deku Tree
This spawn point is connected to exit 0000, which corresponds to Inside the Deku Tree.
02 - Kokiri Hills
Below the house on the hill is spawn point 00FC, which corresponds to the Sacred Forest Meadow. At one point during development, there was likely an entrance there from this hill.
This spawn point is connected to exit 00BB, which corresponds to Link's Home from Savewarp, so Link will appear in front of his bed.
04 - Kokiri Shop
This spawn point is connected to exit 00C1, which corresponds to the Kokiri Shop.
Exits
Index
Appear At
From
0185
Hyrule Field
Lost Woods
0000
Deku Tree
Kokiri Forest
00FC
Sacred Forest Meadow
Lost Woods
00BB
Links House Bed
Save Warp
00C1
Kokiri Shop
Kokiri Forest
Fstdan
This early dungeon was prominently featured in pre-release materials from April-July 1997.
The filename may translate to "first dungeon". While it's unknown when it was added to the game, it was ultimately removed on 1998/09/01.
Many elements of its overall structure and design, including whole textures, found their way into the final release version of Inside Ganon's Castle. Some of the assets used in this map are borrowed from Mario 64.
Unlike Spot04_OLD, it can be loaded without amending its room header, but it also lacks the collision data and cannot be explored without modifications.
It uses the music sequence NA_BGM_DUNGEON of Dodongo's Cavern / Death Mountain Crater by default.
Layout
The dungeon consists of 10 rooms spread over multiple floors, with several corridors and stairs connecting the central rooms to a towering structure.
While the inside of the dungeon is only sparingly lit by several torches at the walls, there are also two bright outside areas which utilize the skybox.
Most of the rooms are completely devoid of any actors: The most notable omissions are the flame actors and the Iron Knuckle, which were both featured in early screenshots.
The room files are not numbered in a particular order, so we will follow the layout beginning with Link's starting point.
Room 8
Upon entering the dungeon, Link appears inside the reddish-hued entrance chamber, which features three torches and two doors to each side.
The left door leads to Room 7, the right door leads to Room 6.
Overview
Entrance Room
Strangely, the transition door actors for the entrance of the dungeon itself are missing.
Room 7
Link enters a dark and slightly bent hallway, which is only lit by a torch with facial features and a tongue.
The door to the right of the torch leads to Room 1.
Overview
Hall
Room 6
This hallway is an exact mirror of Room 7.
The door to the left of the torch leads to Room 1.
Overview
Hall
Room 1
Link enters the orange-hued central chamber, where a lonely Stalfos is already waiting to fight him.
The red carpets on the floor lead to the central raised area that holds a famous plaque.
There are the previously seen torch idols in every corner of the chamber, but this time they also feature eyes.
The door preceded by the stairs leads to Room 4.
Overview
Main Room
This room was featured in an early screenshot released in April 1997.
Actor
Filename
ID
Object
Variable
ID
Used
0002
En_Test
Stalfos
0032
FFFF
Rises from Ground, Mini-Boss Theme
✔
Room 4
A torchlit hallway with a curved staircase.
The door at the end leads to Room 2.
Overview
Staircase
Room 2
Link enters another central chamber, where a single depression is placed amidst the red carpet that points to a balcony with a treasure chest on it.
The door to the right leads to Room 5, while the door preceded by the stairs leads to Room 0.
Overview
Main Room
This room was featured in an early screenshot released in April 1997.
Actor
Filename
ID
Object
Variable
ID
Used
000A
En_Box
Treasure Chest
000E
007F
Invalid
✔
The treasure chest is set up with an invalid initiation variable, so opening it will softlock the game.
Room 5
Another torchlit hallway with a curved staircase.
The door at the end will lead back to the balcony with the treasure chest in Room 2.
Overview
Staircase
This room was featured in an early screenshot released in April 1997.
Room 0
Link enters the first outside area featuring the skybox.
The door at the end of the curved staircase leads to Room 3.
Overview
Outside Area
Room 3
A circular room with a red-carpeted area in the center, which emits a strange glow and holds a treasure chest inside of it.
The doors to the right leads to Room 9.
Overview
Shiny Room
There are two transition door actors set up side by side to load Room 9. While the final version still includes an unused double-door setup for en_door, it doesn't seem to have been implemented at this point in development.
Actor
Filename
ID
Object
Variable
ID
Used
000A
En_Box
Treasure Chest
000E
0FFF
Invalid
✔
The treasure chest is set up with an invalid initiation variable, so opening it will softlock the game.
Room 9
The final area is located outside on top of the tower.
After following the staircase to the rooftop area, Link has to battle another Stalfos.
Overview
Outside Area
Actor
Filename
ID
Object
Variable
ID
Used
0002
En_Test
Stalfos
0032
FFFF
Rises from Ground, Mini-Boss Theme
✔
Object
Filename
ID
Used
0029
object_o_anime
Animation File
✘
0034
object_oE_anime
Animation File
✘
000E
object_box
Treasure Chest
✘
0038
object_am
Armos Statue
✘
0032
object_sk2
Stalfos
✔
000B
object_wallmaster
Wallmaster/Floormaster
✘
003B
object_oA3
Impa's Masked Head [Early]
✘
Environment Settings
To do: Add info.
Objects
With the exception of Room 9, each room loads the following objects:
Object
Filename
ID
Used
0029
object_o_anime
Animation File
✘
0034
object_oE_anime
Animation File
✘
000E
object_box
Treasure Chest
✔
0038
object_am
Armos Statue
✘
0032
object_sk2
Stalfos
✔
000B
object_wallmaster
Wallmaster/Floormaster
✘
Spawn Points
There are two spawn points in Room 8, one connects to exit 0209, which corresponds to Kokiri Forest from the Deku Tree, while the other one connects to exit 0000, which corresponds to Inside the Deku Tree from Kokiri Forest.
It's unusual to have two spawn points sitting right next to each other, with both of them pointing to different exits.
Exits
Index
Appear At
From
0209
Kokiri Forest
Inside the Deku Tree
0000
Inside the Deku Tree
Kokiri Forest
zelda_tool_rom.o
The file zelda_tool_rom.o contains leftover scene data, along with collision to a map that is inaccessible, while other parts of the file seem to be dummied out. If the collision is converted into an object and into a map, it can be injected and viewed in-game. Shown below is the collision-to-map converted and injected without textures applied.
It reveals a huge walled area surrounded by a moat with bridges leading over it to four gates and a castle which is located at the center.
Inside the moat is also an additional layer, which presumably was once used as a water surface.
This area can also be seen in pre-release screenshots:
May 1997
Collision
May 1997
Collision
File Structure
To do: What does this mean? This would equal the size of the data starting with the scene header until the end of the texture data.
The first few bytes seem to contain two pointers, with an address start and address end.
00 55 B5 90 00 56 60 00
Scene Header
To do: What could the other bytes inside the header mean? They are not used in final scene headers.
The scene header is located at offset 0xB590, which either seems to use an older format or for some reason is broken.
All offsets now use segment 0x04, which actually is used for gameplay keep, whereas scenes in the final version would use segment 0x02.
Wrong order, offset points to spawn point entry at 0xB5C8.
0x12
(Skybox Settings)
12000008 01000000
Only used in room headers.
0x15
Sound Settings
15001814 00000000
Wrong order.
0x07
"Special Objects"
Missing, required.
0x11
Skybox Settings
Missing, required.
0x0F
Lighting Settings
Missing, required.
0x14
End marker
Missing, required.
Collision
The collision data starts at offset 0xB5F0, which includes the collision header at offset 0x13FD4.
Unfortunately, there are no individual polygon types specified, although the collision header points to them at 0xB5F8, nor are any polygon types adressed inside the polygon array, so all surfaces just behave like dirt when the collision is loaded in-game.
The collision header also includes the offset for camera data at 0xB5F0, but it doesn't contain any entries.
Textures
The texture data starts at offset 0x14000 and includes three textures, see Unused Textures for more information.
Spawn Point
Spawn Point
In-game
Various In-Game Images
Know-It-All Brothers' House
K_Home.bak
To do: Add more info about the other differences in the scene and room setup.
An earlier version of the Know-It-All Brothers' House can be found in data\shape2\zelda_scene\K_Home.bak.
The room_info file with the header information is missing, so the final room_info was used to compile and load the room file, which reveals several differences. The most obvious one is that the whole layout, including the background render, is mirrored. This can be also seen in an earlier screenshot released in September 1998.
Another peculiarity is the missing 0x07 command for "Special Objects" in the scene header.
The image of the earlier background render for the overhead view is also featured in Prerenders.
Pre-release
Final
Kokiri Shop
Kokiri.bak
To do: Add more info about the other differences in the scene and room setup.
This is an earlier version of the Kokiri Shop and features some small differences, like the missing stool and some subtle changes in the lighting.
It uses the music sequence NA_BGM_LINK_HOUSE, instead of NA_BGM_SHOP, which implies that the latter one was not finished during that time in development.
The image of the earlier background render is also featured in Prerenders.
Kokiri.bak
Ocarina of Time
Kokiri.bak
Ocarina of Time
Room 0
Actors
Actor
Filename
ID
Object
Variable
ID
Used
003D
En_Ossan
Shop Owner
0001
0000
Kokiri Shop Owner
✔
00C2
En_Tana
Shop Shelves
00B2
0000
✔
Objects
The compiled room file causes a crash, because the final actor setup for the shop shelves features the Deku Seeds and the object list in the earlier version doesn't include them, instead we can find the object for the potions in it.
Object
Filename
ID
00CB
object_gi_shield_1
Item Model - Deku Shield
00BB
object_gi_nuts
Item Model - Deku Nut
00C7
object_gi_stick
Item Model - Deku Stick
00B2
object_shop_dungen
Shop Shelves
00EB
object_gi_liquid
Item Model - Potions
0101
object_masterkokiri
Kokiri Shop Proprietor Animation
0102
object_masterkokirihead
Kokiri Shop Proprietor's Head
Saria's House
K_House5
To do: An old collision of Saria's house can be found in the folder K_House4 (Mido's house) : Old Saria's house collision.
An earlier version of the Skulltula House, located in zelda_scene/Kinsuta2. All related actors and objects are missing in the earlier setup, which also utilizes different lighting settings and completely lacks the haunting atmosphere of the final version.
Kinsuta2
Final
Kinsuta2
Final
The scene header is missing the 0x07 command for "Special Objects". Therefore, the transition door actor uses the gameplay_keep object. The door is also rotated to the other side, while the spawn point is a little bit further away and connects to exit 0242, which corresponds to Death Mountain Trail from Dodongo's Cavern.
Kinsuta2
Final
Exits
Index
Appear At
From
0242
Death Mountain Trail
Dodongo's Cavern
Bazaar
Shop
zelda_tool_scene/Shop contains display lists for an earlier version of the Bazaar, located in the file shop1_d.o.
The room mesh is missing the upper section above the counter and contains only one crate to the right.
Shop1_d
Final
The developers later included the upper portion in the mesh, after they added an additional board on top of the shop shelves, which can be seen missing in an earlier screenshot.
Shop1_d
Pre-release Shelves
Malon's Stable
Stable
zelda_tool_scene/Stable contains display lists for an earlier version of Malon's Stable. The only difference is the darker shading of the vertical poles, everything else seems to be the same.
Stable
Final
Dodongo's Cavern
To do: Look into the intro cutscenes to see why they cause problems. The Ddanh maps seem to contain only 2 camera entries, whereas the final version features 5. Are there any more differences within the setups? Most of the rooms don't use the lighting settings of the final version. Add references to Ddanh that are still in the final game.
The iQue files include two different versions of Dodongo's Cavern: Ddanh_noanime and Ddanh. Both are work in progress versions of the final iteration of Dodongo's Cavern and show the dungeon in different states of completion, mostly regarding the implementation of animated texture features.
They are also missing actors in nearly every room and only include one spawn point in the entrance room, whereas the other one in Room 7 is missing.
Ddanh_noanime
Ddanh_noanime is a slightly earlier version of the other Ddanh and features a few differences.
The map files are located in data/shape2/zelda_scene/.GOMI/ddanh_noanime.
"Gomi" translates to "garbage" and implies that these files were meant to be deleted - "noanime" likely refers to missing animation features still to be implemented.
Room 0
The ceiling is misaligned between the mesh and collision model
Ddanh_noanime
Dodongo's Cavern (OoT v1.0)
After Link blows away the bombable wall blocking his way into the main area, a cutscene starts but stops immediately, whereas the final version shows a proper introduction cutscene. This also causes the game to crash most of the time in this version.
The textures for the platform leading to the lava pit are missing.
Ddanh_noanime
Main Area
Anime Files
All versions of Dodongo's Cavern reference the following model and texture files, which are located in their own subdirectories in data/shape2.
These model and texture files are used to address various animation features in the display lists.
Filename
Ddanh_noanime
Ddan OoT v1.0
Notes
anime_1_txt
✘
✔
entrance tunnel
anime_4_model
✘
✔
left dodongo eye
anime_5_model
✘
✔
right dodongo eye
anime_2_txt
✘
✔
lava ground
Ddanh_noanime doesn't reference the anime files in Room 0 at all and several animation features are missing in this version, like the transition between daytime or nighttime in the entrance tunnel, only using the daytime texture in this version.
Another difference is the usage of a static texture for the lava ground surrounding the central area, instead of an animated one.
The eyes of the Dodongo skull are also always glowing red, even before Link treats them with some bombs.
Actors
Room 0 only features a few actors, which are mostly relevant to gameplay mechanics. The only enemies are two Fire Keeses.
Some of the actors are placed at different locations, like the Dungeon Switch and the Fire Keese. Other actors are at the exact same location, like the elevators and the Dodongo jawbone.
Dungeon Switch
Dodongo's Cavern (OoT v1.0)
Both Bomb Flowers and the spawn point in the entrance room are moved slightly towards the inner wall:
Bomb Flowers & Spawn Point
Dodongo's Cavern (OoT v1.0)
Actor
Filename
ID
Object
Variable
ID
Used
003F
Bg_Dodoago
Dodongo Skull Jawbone
002B
001A
✔
0058
Bg_Ddan_Jd
Rising stone platform (Dodongo's Cavern)
002B
00FF
✔
0058
Bg_Ddan_Jd
Rising stone platform (Dodongo's Cavern)
002B
000A
✔
0058
Bg_Ddan_Jd
Rising stone platform (Dodongo's Cavern)
002B
00FF
✔
012A
Obj_Switch
Dungeon Switch
0003
0A00
✔
0013
En_Firefly
Keese
000D
0000
✔
0013
En_Firefly
Keese
000D
0000
✔
0059
Bg_Breakwall
Bombable Wall
0001
0007
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
Objects
Object
Filename
ID
Used
002B
object_ddan_objects
Dodongo's Cavern Objects
✔
018A
object_bwall
Bombable Wall
✔
000D
object_firefly
Keese
✔
0031
object_bombf
Bomb Flower
✔
000E
object_box
Treasure Chest
✘
Room 1
Actors
There are no actors in this room.
Objects
Object
Filename
ID
Used
002B
object_ddan_objects
Dodongo's Cavern Objects
✔
018A
object_bwall
Bombable Wall
✘
000D
object_firefly
Keese
✘
0031
object_bombf
Bomb Flower
✘
000E
object_box
Treasure Chest
✘
Room 2
Actors
The Bomb Flowers are at the exact same location, except for the single one in front of the stairs, which was moved slightly for the final version.
All the other actors are missing.
Bomb Flowers
Dodongo's Cavern (OoT v1.0)
Actor
Filename
ID
Object
Variable
ID
Used
005C
Bg_Ddan_Kd
Stone Stairs
002B
0023
Falls down when all Bomb Flowers exploded
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
✔
Objects
Object
Filename
ID
Used
002B
object_ddan_objects
Dodongo's Cavern Objects
✔
018A
object_bwall
Bombable Wall
✘
000D
object_firefly
Keese
✘
0031
object_bombf
Bomb Flower
✔
000E
object_box
Treasure Chest
✘
Room 3
Anime Files
Filename
Ddanh_noanime
Ddan OoT v1.0
Notes
anime_2_txt
✘
✔
lava ground
anime_3_model
✔
✔
?
anime_2_model
✔
✔
?
The Lizalfos room already references the model files, but does not reference the texture file.
The lava ground only uses a static texture, instead of an animated one.
Actors
This room contains no actors, whereas the other Ddanh already includes both Lizalfos.
Room 9
Actors
The only actor in this room is the pushblock, which is fully enclosed by the grotto, instead of jutting slightly out:
Pushblock
Dodongo's Cavern (OoT v1.0)
Pushblock
Dodongo's Cavern (OoT v1.0)
Actor
Filename
ID
Object
Variable
ID
Used
00FF
Obj_Oshihiki
Movable Block
0003
FF00
Nullable Switch Flag
✔
Objects
Object
Filename
ID
Used
002B
object_ddan_objects
Dodongo's Cavern Objects
✔
All the other rooms contain no actors and just load the object 002B - object_ddan_objects.
Ddanh
Ddanh is the later version and already includes some of the animated features.
The map files are located in zelda_scene/ddanh.
It uses the same actor & object setup as Ddanh_noanime, with the only exception being Room 3.
Room 0
The entrance room features the same misalignment in the collision data, but not in the room mesh anymore.
Ddanh
Dodongo's Cavern (OoT v1.0)
After bombing the wall, the intro cutscene starts to play, but just keeps hanging and locking up Link. The game does not crash in this version.
The textures for the platform are still missing.
Overview
Dodongo's Cavern (OoT v1.0)
Anime Files
Filename
Ddanh
Ddan OoT v1.0
Notes
anime_1_txt
✔
✔
entrance tunnel
anime_4_model
✘
✔
left dodongo eye
anime_5_model
✘
✔
right dodongo eye
anime_2_txt
✔
✔
lava ground
Ddanh already includes more references, only missing the anime models in Room 0.
The entrance tunnel features a day to night time transition in this version, but it's glitchy and doesn't seem to be properly implemented.
The lava ground around the central area now features an animated texture, although it also doesn't seem to be properly implemented yet.
The eyes of the Dodongo are still glowing, even before bombing.
Room 3
Anime Files
Filename
Ddanh_noanime
Ddan OoT v1.0
Notes
anime_2_txt
✔
✔
lava ground
anime_3_model
✔
✔
?
anime_2_model
✔
✔
?
The lava in this room also features an animated texture now, but displays the same visual glitches like Room 0.
Actors
This version already includes the two Lizalfos in the lower floor section and they spawn at a different location compared to the final Dodongo's Cavern:
Lizalfos
Dodongo's Cavern (OoT v1.0)
Actor
Filename
ID
Object
Variable
ID
Used
0025
En_Zf
Lizalfos & Dinolfos
001B
0500
✔
0025
En_Zf
Lizalfos & Dinolfos
001B
0501
✔
Objects
Object
Filename
ID
Used
002B
object_ddan_objects
Dodongo's Cavern Objects
✔
001B
object_zf
Lizalfos & Dinolfos
✔
TEST01_BAK
This is an earlier version of the TEST01 map. It's a smaller version of the test map that is found in the Master Quest Debug build and in the Japanese version of Majora's Mask. Like syotes and Spot04_OLD, Test01_BAK is missing the room_info file that contains the room header. Another peculiarity is that the scene header is missing the 0x15 command for "Sound Settings".
This map is also mentioned in the commit logs of z_ocarina2/src/spec. It was added to the game on 1997/05/28 by Makoto Sasaki.
Test01_BAK
Test01
The ladders in this earlier version are completely modeled and functional, whereas Link cannot climb them in the other Test01 map versions.
The collision header doesn't point to any water box entries, but instead features a mesh plane that is placed where the water box would be in the later version. The collision detection flag of this polygon is set up to let Link and the camera pass through it, but not projectiles like arrows. This also seems to point to an earlier method of how water surfaces were set up, similar to the collision layer inside the moat that can be seen in zelda_tool_rom.
Test01_BAK
Test01
Various Images
Test01
To do: "forest\data\shape\forest_scene\Test01\test01.c.bak,v" is apparently an old copy in original format dating from January 8, 1998 of the map "Test01" second version. Try converting this map, there seems to be some differences.
The leaked iQue files include small versions for almost all dungeons in the game. These files are not included in the n64dd_rom.spec file required for building the disk.
While their internal filenames use the suffix "_dd" or "_ddtes"(DD Test), these maps were small test maps created before shipping to retail to ensure all the DD hooks worked properly.
These rooms are miniature versions of their respective, larger dungeons, and hold all dungeons items required for those dungeons, including the Map, Compass, Navi hints, dungeon items, and enemies. Their exits lead to the boss rooms for their respective dungeon.
The leaked files also include all dungeon Minimaps for these versions, see Minimaps for more information.
Ydan_ddtes
A small mini-dungeon of Inside the Deku Tree, consisting of two rooms. The entrance contains the three Hintnuts and chests with a Dungeon Map and Compass. The door leads to the boss battle against Queen Gohma.
Room 0
Link's starting point in this map.
Overview
Entrance
Actor
Filename
ID
Object
Variable
ID
Used
000A
En_Box
Treasure Chest
000E
0801
Compass
✔
000A
En_Box
Treasure Chest
000E
0822
Dungeon Map
✔
0192
En_Hintnuts
Deku Scrubs
0164
0001
First scrub to hit
✔
0192
En_Hintnuts
Deku Scrubs
0164
0002
Second scrub to hit
✔
0192
En_Hintnuts
Deku Scrubs
0164
9C03
Third scrub to hit, talks when caught
✔
000A
En_Box
Treasure Chest
000E
10A3
Fairy Slingshot, Clear Flag
✔
011B
Elf_Msg
Navi Message
0001
8401
✔
011B
Elf_Msg
Navi Message
0001
0502
✔
011B
Elf_Msg
Navi Message
0001
0603
✔
0173
Elf_Msg2
Navi Information Spot (Targetable, Green)
0001
3F04
✔
0173
Elf_Msg2
Navi Information Spot (Targetable, Green)
0001
3F06
✔
Object
Filename
ID
Used
0063
object_ydan_objects
Inside the Deku Tree Objects
✔
000E
object_box
Treasure Chest
✔
00B0
object_bdoor
Boss Door
✘
001E
object_gol
Gohma Larva
✔
0164
object_hintnuts
Deku Scrubs
✔
Room 1
Overview
Object
Filename
ID
Used
0063
object_ydan_objects
Inside the Deku Tree Objects
✔
000E
object_box
Treasure Chest
✘
00B0
object_bdoor
Boss Door
✘
001E
object_gol
Gohma Larva
✘
0164
object_hintnuts
Deku Scrubs
✘
Environment Settings
To do: Add info.
Exits
Index
Appear At
From
0209
Kokiri Forest
Inside the Deku Tree
040F
Deku Tree Boss
Inside the Deku Tree
Ddanh_ddtes
A small mini-dungeon of Dodongo's Cavern, consisting of four rooms.
Room 0
Link's starting point in this map.
Overview
Entrance
Actor
Filename
ID
Object
Variable
ID
Used
0130
En_Goroiwa
Rolling Boulder
011F
0C00
Rolling Boulder
✔
000A
En_Box
Treasure Chest
000E
0802
Compass
✔
000A
En_Box
Treasure Chest
000E
0823
Dungeon Map
✔
0059
Bg_Breakwall
Bombable Wall
018A
000F
Dodongo's Cavern Bombable Wall
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
Bomb Flower
✔
004C
En_Bombf
Bomb Flower
0031
FFFF
Bomb Flower
✔
Object
Filename
ID
Used
002B
object_ddan_objects
Dodongo's Cavern Objects
✔
001B
object_zf
Lizalfos & Dinolfos
✘
011F
object_goroiwa
Rolling Boulder
✔
000E
object_box
Treasure Chest
✔
018A
object_bwall
Dodongo’s Cavern Bombable Wall
✔
0031
object_bombf
Bomb Flower
✔
Room 1
Overview
Lizalfos Battle
Actor
Filename
ID
Object
Variable
ID
Used
0025
En_Zf
Lizalfos & Dinolfos
001B
FF00
Lizalfos
✔
0025
En_Zf
Lizalfos & Dinolfos
001B
FF01
Lizalfos
✔
000A
En_Box
Treasure Chest
000E
1641
Bomb Bag, Clear Flag
✔
Object
Filename
ID
Used
002B
object_ddan_objects
Dodongo's Cavern Objects
✔
001B
object_zf
Lizalfos & Dinolfos
✔
011F
object_goroiwa
Rolling Boulder
✘
000E
object_box
Treasure Chest
✔
018A
object_bwall
Dodongo’s Cavern Bombable Wall
✘
0031
object_bombf
Bomb Flower
✘
Room 2
Overview
Room
Actor
Filename
ID
Object
Variable
ID
Used
012A
Obj_Switch
Dungeon Switch
0003
0A00
Floor Switch
✔
Object
Filename
ID
Used
002B
object_ddan_objects
Dodongo's Cavern Objects
✔
001B
object_zf
Lizalfos & Dinolfos
✘
011F
object_goroiwa
Rolling Boulder
✘
000E
object_box
Treasure Chest
✘
018A
object_bwall
Dodongo’s Cavern Bombable Wall
✘
0031
object_bombf
Bomb Flower
✘
Room 3
Overview
Object
Filename
ID
Used
002B
object_ddan_objects
Dodongo's Cavern Objects
✔
Environment Settings
To do: Add info.
Exits
Index
Appear At
From
0242
Death Mountain Trail
Dodongo's Cavern
040B
Dodongo's Cavern Boss
Dodongo's Cavern
Bdan_dd
A small mini-dungeon of Jabu-Jabu's Belly, but most of its files are nulled. Only the individual files for the display lists remain, located in data/shape2/zelda_tool_scene/Bdan_dd.
The following images show a restoration of the whole scene, so everything is custom made, except for the display lists of the room mesh.
Room 0
Overview
Entrance
Room 1
Overview
Room
Room 2
Overview
Room
Room 3
Overview
Big Octo Battle
Room 4
Overview
Mori_dd
A small mini-dungeon of the Forest Temple, consisting of four rooms. It features a fight with Stalfos, and ends with fighting Phantom Ganon.
Room 0
Link's starting point in this map.
Overview
Entrance
Actor
Filename
ID
Object
Variable
ID
Used
000A
En_Box
Treasure Chest
000E
0804
Compass
✔
000A
En_Box
Treasure Chest
000E
0823
Dungeon Map
✔
Object
Filename
ID
Used
0073
object_mori_tex
Forest Temple Textures
✔
0072
object_mori_objects
Forest Temple Objects
✔
000E
object_box
Treasure Chest
✔
Room 1
Overview
Stalfos Battle
Actor
Filename
ID
Object
Variable
ID
Used
0002
En_Test
Stalfos
0032
FFFF
Rises from Ground, Mini-Boss Theme
✔
0002
En_Test
Stalfos
0032
FFFF
Rises from Ground, Mini-Boss Theme
✔
000A
En_Box
Treasure Chest
000E
1082
Fairy Bow, Clear Flag
✔
Object
Filename
ID
Used
0073
object_mori_tex
Forest Temple Textures
✔
0072
object_mori_objects
Forest Temple Objects
✔
000E
object_box
Treasure Chest
✔
0090
object_efc_flash
✘
0032
object_sk2
Stalfos
✔
Room 2
Overview
Boss-Key Room
Actor
Filename
ID
Object
Variable
ID
Used
000A
En_Box
Boss Key Treasure Chest
000E
27E1
Boss Key
✔
Object
Filename
ID
Used
0073
object_mori_tex
Forest Temple Textures
✔
0072
object_mori_objects
Forest Temple Objects
✔
000E
object_box
Treasure Chest
✔
00B0
object_bdoor
Boss Door
✔
Room 3
Overview
Object
Filename
ID
Used
0073
object_mori_tex
Forest Temple Textures
✔
0072
object_mori_objects
Forest Temple Objects
✔
000E
object_box
Treasure Chest
✔
00B0
object_bdoor
Boss Door
✔
Environment Settings
To do: Add info.
Exits
Index
Appear At
From
0215
Sacred Forest Meadow
Forest Temple
000C
Forest Temple Boss
Forest Temple
Hidan_dd
To do: Add info about the texturing in Room 1.
A small mini-dungeon of the Fire Temple, but most of its files are nulled. Only the individual files for the display lists remain, located in data/shape2/zelda_tool_scene/Hidan_dd.
The following images show a restoration of the whole scene, so everything is custom made, except for the display lists of the room mesh.
Room 0
Link's starting point in this map.
Overview
Entrance
Room 2
Overview
Flame Dancer Battle
Room 1
Overview
Boss-Key Room
Room 3
Overview
Mizusin_dd
A small mini-dungeon of the Water Temple, but most of its files are nulled. Only the individual files for the display lists remain, located in data/shape2/zelda_tool_scene/Mizusin_dd.
The following images show a restoration of the whole scene, so everything is custom made, except for the display lists of the room mesh.
Room 2
Link's starting point in this map.
Overview
Entrance
Room 1
Dark Link Battle
Room 0
Overview
Boss-Key Room
Room 3
Overview
Jyasinzou_dd
A small mini-dungeon of the Spirit Temple, consisting of four rooms. The entrance contains chests with a Dungeon Map and Compass, and there are three fake doors that attack Link at the top of the entrance. The rightmost door leads to the mini-boss from the final game's Spirit Temple.
Room 0
Link's starting point in this map.
Overview
Entrance
Actor
Filename
ID
Object
Variable
ID
Used
008A
En_Vm
Beamos
008B
0501
Beamos
✔
008A
En_Vm
Beamos
008B
0501
Beamos
✔
01C1
Door_Killer
Door Mimic
018E
FF00
Door Mimic
✔
01C1
Door_Killer
Door Mimic
018E
FF00
Door Mimic
✔
0002
En_Test
Stalfos
0032
0003
Stalfos, Drops From Sky on Approach
✔
011D
En_Tubo_Trap
Flying Pot
0003
00E3
Flying Pot
✔
011D
En_Tubo_Trap
Flying Pot
0003
00E4
Flying Pot
✔
011D
En_Tubo_Trap
Flying Pot
0003
00E5
Flying Pot
✔
011D
En_Tubo_Trap
Flying Pot
0003
00E6
Flying Pot
✔
000A
En_Box
Treasure Chest
000E
36A1
Silver Gauntlets, Switch Flag
✔
012A
Obj_Switch
Dungeon Switch
0003
0102
Yellow Eye Switch
✔
000A
En_Box
Treasure Chest
000E
0803
Compass
✔
000A
En_Box
Treasure Chest
000E
0824
Dungeon Map
✔
Object
Filename
ID
Used
00F1
object_jya_obj
Spirit Temple Objects
✔
016C
object_jya_iron
Destructable Iron Knuckle Objects
✘
00B0
object_bdoor
Boss Door
✘
016D
object_jya_door
Spirit Temple Door & Shutter
✔
018E
object_door_killer
Door Mimic
✔
008B
object_vm
Beamos
✔
0032
object_sk2
Stalfos
✔
000E
object_box
Treasure Chest
✔
0090
object_efc_flash
Effect - Flash
✘
Room 2
Overview
Room
Actor
Filename
ID
Object
Variable
ID
Used
0169
Bg_Jya_Ironobj
Iron Knuckle Throne & Columns
016C
0000
Iron Knuckle Column
✔
0169
Bg_Jya_Ironobj
Iron Knuckle Throne & Columns
016C
0000
Iron Knuckle Column
✔
0169
Bg_Jya_Ironobj
Iron Knuckle Throne & Columns
016C
0000
Iron Knuckle Column
✔
0169
Bg_Jya_Ironobj
Iron Knuckle Throne & Columns
016C
0000
Iron Knuckle Column
✔
0169
Bg_Jya_Ironobj
Iron Knuckle Throne & Columns
016C
0000
Iron Knuckle Column
✔
0169
Bg_Jya_Ironobj
Iron Knuckle Throne & Columns
016C
0000
Iron Knuckle Column
✔
0169
Bg_Jya_Ironobj
Iron Knuckle Throne & Columns
016C
0001
Iron Knuckle Throne
✔
0113
En_Ik
Iron Knuckle
0106
FF01
Iron Knuckle ( Field Enemy )
✔
000A
En_Box
Treasure Chest
000E
1562
Mirror Shield, Clear Flag
✔
Object
Filename
ID
Used
00F1
object_jya_obj
Spirit Temple Objects
✔
016C
object_jya_iron
Destructable Iron Knuckle Objects
✘
00B0
object_bdoor
Boss Door
✘
016D
object_jya_door
Spirit Temple Door & Shutter
✔
0106
object_ik
Iron Knuckle
✔
000E
object_box
Treasure Chest
✔
Room 1
Overview
Room
Actor
Filename
ID
Object
Variable
ID
Used
000A
En_Box
Treasure Chest
000E
27F4
Boss Key
✔
Object
Filename
ID
Used
00F1
object_jya_obj
Spirit Temple Objects
✔
016C
object_jya_iron
Destructable Iron Knuckle Objects
✘
00B0
object_bdoor
Boss Door
✔
016D
object_jya_door
Spirit Temple Door & Shutter
✔
000E
object_box
Treasure Chest
✔
0090
object_efc_flash
Effect - Flash
✘
Room 3
Overview
Object
Filename
ID
Used
00F1
object_jya_obj
Spirit Temple Objects
✔
016C
object_jya_iron
Destructable Iron Knuckle Objects
✘
00B0
object_bdoor
Boss Door
✔
016D
object_jya_door
Spirit Temple Door & Shutter
✔
Environment Settings
To do: Add info.
Exits
Index
Appear At
From
01E1
Desert Colossus
Spirit Temple
008D
Spirit Temple Boss
Spirit Temple
Hakadan_dd
A small mini-dungeon of the Shadow Temple, consisting of four rooms.
Room 0
Link's starting point in this map.
Overview
Entrance
Actor
Filename
ID
Object
Variable
ID
Used
01C1
Door_Killer
Treasure Chest
018E
FF00
Door Mimic
✔
01C1
Door_Killer
Treasure Chest
018E
FF00
Door Mimic
✔
0090
En_Rd
Redead & Gibdo
0098
7F02
Redead
✔
0090
En_Rd
Redead & Gibdo
0098
7F02
Redead
✔
005E
Obj_Syokudai
Torchstand
00A4
2400
Torchstand
✔
012A
Obj_Switch
Dungeon Switch
0003
0102
Eye Switch
✔
012A
Obj_Switch
Dungeon Switch
0003
0202
Eye Switch
✔
012A
Obj_Switch
Dungeon Switch
0003
0382
Frozen Eye Switch
✔
000A
En_Box
Treasure Chest
000E
3802
Compass
✔
000A
En_Box
Treasure Chest
000E
3823
Dungeon Map
✔
Object
Filename
ID
Used
0069
object_haka_objects
Shadow Temple Objects
✔
00B0
object_bdoor
Boss Door
✘
0187
object_haka_door
Shadow Temple Door & Shutter
✔
000E
object_box
Treasure Chest
✔
0090
object_efc_flash
Effect - Flash
✘
0098
object_rd
Redead
✔
018E
object_door_killer
Door Mimic
✔
00A4
object_syokudai
Torchstand
✔
Room 2
Overview
Dead Hand Battle
Actor
Filename
ID
Object
Variable
ID
Used
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
00A4
En_Dh
Dead Hand
00A6
FFFF
Dead Hand
✔
000A
En_Box
Treasure Chest
000E
15E1
Hover Boots, Clear Flag
✔
Object
Filename
ID
Used
0069
object_haka_objects
Shadow Temple Objects
✔
00B0
object_bdoor
Boss Door
✘
0187
object_haka_door
Shadow Temple Door & Shutter
✔
000E
object_box
Treasure Chest
✔
0090
object_efc_flash
Effect - Flash
✘
00A6
object_dh
Dead Hand & Hands
✔
Room 1
Overview
Boss-Key Room
Actor
Filename
ID
Object
Variable
ID
Used
01B4
Bg_Gnd_Darkmeiro
Ganondorf Shadow Trial Invisible Path
0179
FF01
✔
01D1
Obj_Timeblock
Time Block
0190
38FF
✔
01D1
Obj_Timeblock
Time Block
0190
38FF
✔
000A
En_Box
Treasure Chest
000E
27E4
Boss Key
✔
Object
Filename
ID
Used
0069
object_haka_objects
Shadow Temple Objects
✔
00B0
object_bdoor
Boss Door
✔
0187
object_haka_door
Shadow Temple Door & Shutter
✔
000E
object_box
Treasure Chest
✔
0090
object_efc_flash
Effect - Flash
✘
0190
object_timeblock
Time Block
✔
00A8
object_efc_tw
Time Block Disappearance Effect
✔
0179
object_demo_kekkai
Inside Ganon's Castle Objects
✔
Room 3
Overview
Object
Filename
ID
Used
0069
object_haka_objects
Shadow Temple Objects
✔
00B0
object_bdoor
Boss Door
✔
0187
object_haka_door
Shadow Temple Door & Shutter
✘
Environment Settings
To do: Add info.
Exits
Index
Appear At
From
0205
Kakariko Graveyard
Shadow Temple
0413
Shadow Temple Boss
Shadow Temple
Hakadan_ch_dd
A small mini-dungeon of the Bottom of the Well, consisting of two rooms.
Room 0
Link's starting point in this map.
Overview
Entrance
Actor
Filename
ID
Object
Variable
ID
Used
0037
En_St
Skulltula
0024
0001
Skulltula
✔
Object
Filename
ID
Used
008D
object_hakach_objects
Bottom of the Well Objects
✔
0187
object_haka_door
Shadow Temple Door & Shutter
✔
0024
object_st
Skulltula
✔
Room 1
Overview
Room
Actor
Filename
ID
Object
Variable
ID
Used
000A
En_Box
Treasure Chest
000E
1141
Lens of Truth, Clear Flag
✔
00A4
En_Dh
Dead Hand
00A6
FFFF
Dead Hand
✔
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
00A5
En_Dha
Dead Hand's Hands
00A6
FFFF
Dead Hand's Hand
✔
Object
Filename
ID
Used
008D
object_hakach_objects
Bottom of the Well Objects
✔
0187
object_haka_door
Shadow Temple Door & Shutter
✔
0098
object_rd
Redead
✘
00A6
object_dh
Dead Hand & Hands
✔
000E
object_box
Treasure Chest
✔
0090
object_efc_flash
Effect - Flash
✘
Environment Settings
To do: Add info.
Exits
Index
Appear At
From
02A6
Kakariko Village
Bottom of the Well
Other 64DD Maps
To do: Compare them to the final maps in MM.
Z2_DD_IKE
This is an early version of the Swamp Spiderhouse from Majora's Mask, consisting of 6 rooms. "IKE" may translate to "pond".
According to commit logs in z_ocarina2/src/n64dd_rom.spec, this map was added to the game on May 22nd, 2000.
It's unknown why it is included as an Ocarina of Time map intended to be loaded with the DD. One thing to note, however, is that it includes "ydan_show.o." Ydan is the name of the Deku Tree. It also uses the Deku Tree's music, the entrance of the map exits out of the Deku Tree into Kokiri Forest, and the very end of the map exits out into Gohma's Lair, implying that it was meant to replace the Deku Tree's dungeon somehow.
In Majora's Mask this map was renamed to Z2_KINSTA1, meaning Gold Skulltula 1.
This is an early version of Beneath the Well in Ikana from Majora's Mask, consisting of 14 rooms.
According to commit logs in z_ocarina2/src/n64dd_rom.spec, this map was added to the game on May 22nd, 2000.
It's unknown why it is included as an Ocarina of Time map intended to be loaded with the DD. One thing to note, however, is that it includes "bdan_show.o." Bdan is the name of Inside Jabu Jabu's Belly. It also uses Jabu Jabu's music, the entrance of the map exits out of Jabu Jabu into Zora's Fountain, and the very end of the map exits into Barinade's Lair, implying that it was meant to replace Inside Jabu Jabu's Belly somehow. Also, some textures are corrupted, and the lighting is unfinished in this preliminary version of the map.
Majora's Mask retains the same file name as this early version.