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Development:The Legend of Zelda: Ocarina of Time/3D Maps

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

Hmmm...
To do:

Unused and earlier versions of scene and room files in the Ocarina of Time iQue leak.

Contents

Spot04_OLD

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.

OoT spot04 old ov.png

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
ZeldaOoT Spot04 Old prerelease top.png ZeldaOoT Spot04 Old forComparison top.png
Oct '97 screenshot Oct '97 screenshot Map in-game
ZeldaOoT Spot04 Old prerelease.png OoT-Links House Oct97.png ZeldaOoT Spot04 Old forComparison.png
Kokiri Homes (SW97) Spot04_OLD Homes
ZeldaOoT KokiriHome SpaceWorld1997.PNG ZeldaOoT Spot04 OLD KokiriHome.png
Spot04_Old Late 1997 Overdump Final
OoT-Link's House Drawings1 Spot04 Old.png OoT-Link's House Drawings1 Late 1997 Overdump.png OoT-Link's House Drawings1 Final.png
Spot04_Old Late 1997 Overdump Final
OoT-Link's House Drawings2 Spot04 Old.png OoT-Link's House Drawings2 Late 1997 Overdump.png OoT-Link's House Drawings2 Final.png

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

OoT Spot04 OLD spawn 0.png

This spawn point is connected to exit 0185, which corresponds to Hyrule Field.

01 - Deku Tree

OoT Spot04 OLD spawn 1.png

This spawn point is connected to exit 0000, which corresponds to Inside the Deku Tree.

02 - Kokiri Hills

ZeldaOoT Spot04 Old ExitSacredMeadow.png

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.

(Source: Zel)

03 - Link's Home

OoT Spot04 OLD spawn 3.png

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

OoT Spot04 OLD spawn 4.png

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
OoT room 8 ov.png OoT room 8 0.png

Strangely, the transition door actors for the entrance of the dungeon itself are missing.

OoT fstdan 8 1.png

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
OoT room 7 ov.png OoT room 7 0.png

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
OoT room 6 ov.png OoT room 6 0.png

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
OoT room 1 ov.png OoT room 1 0.png

This room was featured in an early screenshot released in April 1997.

OoT-Stalfos Blood IGN.jpg
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
OoT room 4 ov.png OoT room 4 0.png

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
OoT room 2 ov.png OoT room 2 0.png

This room was featured in an early screenshot released in April 1997.

OoT-Castle Area NPS.jpg
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
OoT room 5 ov.png OoT room 5 0.png

This room was featured in an early screenshot released in April 1997.

OoT-Hallway NPS.jpg

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
OoT room 0 ov.png OoT room 0 0.png

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
OoT room 3 ov.png OoT room 3 0.png

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.

OoT fstdan 3 1.png
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
OoT room 9 ov.png OoT room 9 0.png
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

Hmmm...
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

OoT fstdan spawn.png

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.

OoT zelda tool rom view 2.png

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.

OoT zelda tool rom view 3.png

This area can also be seen in pre-release screenshots:

May 1997 Collision
OoT-Unknown Area ZC.jpg
OoT zelda tool rom view 1.png
May 1997 Collision
OoT-Sky Temple.png
OoT zelda tool rom view 0.png

File Structure

Hmmm...
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

Hmmm...
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.

04 01 18 14 04 00 B5 D8 03 00 00 08 04 01 3F D4 
06 01 4A B8 04 00 B5 E0 08 00 E3 D0 00 00 00 02 
00 01 E3 D0 04 00 B5 C8 12 00 00 08 01 00 00 00 
15 00 18 14 00 00 00 00 
Command Description Variables Notes
0x04 Room List 04011814 0400B5D8 Offset points to valid entry format at 0xB5D8.
0x03 Collision Header 03000008 04013FD4 Offset points to collision header at 0x13FD4.
0x06 Entrance List 06014AB8 0400B5E0 Offset points to entrance list entry at 0xB5E0.
0x08 (Room Behavior) 0800E3D0 00000002 Only used in room headers.
0x00 Spawn Point List 0001E3D0 0400B5C8 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
OoT zelda tool rom spawn 0.png OoT zelda tool rom spawn 1.png

Various In-Game Images

Know-It-All Brothers' House

K_Home.bak

Hmmm...
To do:
Add more info about the other differences in the scene and room setup.
OoT-Know It All Aug98.jpg

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
OoT K Home bak 0.png
OoT K Home bak 1.png
OoT K Home 0.png
OoT K Home 1.png

Kokiri Shop

Kokiri.bak

Hmmm...
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
OoT Kokiri bak 0.png OoT Kokiri 0.png
Kokiri.bak Ocarina of Time
OoT Kokiri bak 1.png OoT Kokiri 1.png

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

Hmmm...
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.


(Source: Dark Linkaël)

Skulltula House

Kinsuta2

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
OoT Kinsuta2 0.png OoT Kinsuta 0.png
Kinsuta2 Final
OoT Kinsuta2 ov.png OoT Kinsuta ov.png

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
OoT Kinsuta2 1.png OoT Kinsuta 1.png

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
OoT Shop1 d ov.png OoT Shop1 ov.png

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
OoT Shop1 d 0.png OoT-General Store.jpg

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
OoT Stable 0.png OoT Stable Final 0.png

Dodongo's Cavern

Hmmm...
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)
OoT ddanh noanime dlv 0.png OoT ddan sn 0.png

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
OoT ddanh noanime sn 1.png OoT ddanh noanime 0.png

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.

OoT ddanh noanime sn 3a.png

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)
OoT ddanh sn 8.png OoT ddan sn 8.png

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)
OoT ddanh sn 1.png OoT ddan sn 1.png
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)
OoT ddanh sn 5.png OoT ddan sn 5.png
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)
OoT ddanh sn 6.png OoT ddan sn 6.png
Pushblock Dodongo's Cavern (OoT v1.0)
OoT ddanh sn 7.png OoT ddan sn 7.png
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)
OoT ddanh sn 0.png OoT ddan sn 0.png

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)
OoT ddanh ov.png OoT ddan ov.png

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)
OoT ddanh sn 4.png OoT ddan sn 4.png
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
OoT test01 BAK 0.png OoT test01 0.png

The ladders in this earlier version are completely modeled and functional, whereas Link cannot climb them in the other Test01 map versions.

OoT test01 BAK 2.png

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
OoT test01 BAK c.png OoT test01 c.png

Various Images

Test01

Hmmm...
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.


(Source: Dark Linkaël)

64DD Test Dungeons

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
OoT ydan ddtes 0 ov.png OoT ydan ddtes 0 0.png
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
OoT ydan ddtes 1 ov.png
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

Hmmm...
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
OoT ddan ddtes 0 ov.png OoT ddan ddtes 0 0.png
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
OoT ddan ddtes 1 ov.png OoT ddan ddtes 1 0.png
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
OoT ddan ddtes 2 ov.png OoT ddan ddtes 2 0.png
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
OoT ddan ddtes 3 ov.png
Object Filename ID Used
002B object_ddan_objects Dodongo's Cavern Objects

Environment Settings

Hmmm...
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
OoT Bdan dd 0 ov.png OoT Bdan dd 0.png

Room 1

Overview Room
OoT Bdan dd 1 ov.png OoT Bdan dd 1.png

Room 2

Overview Room
OoT Bdan dd 2 ov.png OoT Bdan dd 2.png

Room 3

Overview Big Octo Battle
OoT Bdan dd 3 ov.png OoT Bdan dd 3.png

Room 4

Overview
OoT Bdan dd 4 ov.png

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
OoT mori dd 0 ov.png ZeldaOoT Mori dd Entrance.png
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
OoT mori dd 1 ov.png OoT mori dd 1 0.png
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
OoT mori dd 2 ov.png ZeldaOoT Mori dd boss.png
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
OoT mori dd 3 ov.png
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

Hmmm...
To do:
Add info.

Exits

Index Appear At From
0215 Sacred Forest Meadow Forest Temple
000C Forest Temple Boss Forest Temple

Hidan_dd

Hmmm...
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
OoT Hidan dd 0 ov.png OoT Hidan dd 0 0.png

Room 2

Overview Flame Dancer Battle
OoT Hidan dd 2 ov.png OoT Hidan dd 2 0.png

Room 1

Overview Boss-Key Room
OoT Hidan dd 1 ov.png OoT Hidan dd 1 0.png

Room 3

Overview
OoT Hidan dd 3 ov.png

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
OoT MIZUsin dd 2 ov.png OoT MIZUsin dd 2 0.png

Room 1

Dark Link Battle
OoT MIZUsin dd 1 0.png

Room 0

Overview Boss-Key Room
OoT MIZUsin dd 0 ov.png OoT MIZUsin dd 0 0.png

Room 3

Overview
OoT MIZUsin dd 3 ov.png

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
OoT jyasinzou dd 0 ov.png ZeldaOoT Jyasinzou dd.png
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
OoT jyasinzou dd 2 ov.png OoT jyasinzou dd 2 0.png
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
OoT jyasinzou dd 1 ov.png OoT jyasinzou dd 1 0.png
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
OoT jyasinzou dd 3 ov.png
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

Hmmm...
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
OoT hakadan dd 0 ov.png OoT hakadan dd 0.png
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
OoT hakadan dd 2 ov.png OoT hakadan dd 2.png
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
OoT hakadan dd 1 ov.png OoT hakadan dd 1.png
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
OoT hakadan dd 3 ov.png
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

Hmmm...
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
OoT hakadan ch dd 0 ov.png OoT hakadan ch dd 0 0.png
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
OoT hakadan ch dd 1 ov.png OoT hakadan ch dd 1 0.png
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

Hmmm...
To do:
Add info.

Exits

Index Appear At From
02A6 Kakariko Village Bottom of the Well

Other 64DD Maps

Hmmm...
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.

(Source: Restoration: Zel)

Layout

Room 0

Link's starting point in this map.

Overview Entrance
OoT Z2 DD IKE 0 ov.png OoT Z2 DD IKE 0.png

Room 1

Overview Room
OoT Z2 DD IKE 1 ov.png OoT Z2 DD IKE 1.png

Room 2

Overview Room
OoT Z2 DD IKE 2 ov.png OoT Z2 DD IKE 2.png

Room 3

Overview Room
OoT Z2 DD IKE 3 ov.png OoT Z2 DD IKE 3.png

Room 4

Overview Room
OoT Z2 DD IKE 4 ov.png OoT Z2 DD IKE 4.png

Room 5

Overview
OoT Z2 DD IKE 5 ov.png

Environment Settings

Hmmm...
To do:
Add info.

Exits

Hmmm...
To do:
Add info.

Z2_ReDead

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.

(Source: Restoration: Zel)

Layout

Room 0

Link's starting point in this map.

Overview Entrance
OoT Z2 ReDead 0 ov.png OoT Z2 ReDead 0.png

Room 1

Overview Room
OoT Z2 ReDead 1 ov.png OoT Z2 ReDead 1.png

Room 2

Overview Room
OoT Z2 ReDead 2 ov.png OoT Z2 ReDead 2.png

Room 3

Overview Room
OoT Z2 ReDead 3 ov.png OoT Z2 ReDead 3.png

Room 4

Overview Room
OoT Z2 ReDead 4 ov.png OoT Z2 ReDead 4.png

Room 5

Overview Room
OoT Z2 ReDead 5 ov.png OoT Z2 ReDead 5.png

Room 6

Overview Room
OoT Z2 ReDead 6 ov.png OoT Z2 ReDead 6.png

Room 7

Overview Room
OoT Z2 ReDead 7 ov.png OoT Z2 ReDead 7.png

Room 8

Overview Room
OoT Z2 ReDead 8 ov.png OoT Z2 ReDead 8.png

Room 9

Overview Room
OoT Z2 ReDead 9 ov.png OoT Z2 ReDead 9.png

Room 10

Overview Room
The OoT Z2 ReDead 10.png

Room 11

Overview Room
A Majora's Mask-styled Great Fairy room, showing corruption. A Majora's Mask-styled Great Fairy room, showing corruption.

Room 12

Overview Room
OoT Z2 ReDead 12 ov.png OoT Z2 ReDead 12.png

Room 13

Overview Room
OoT Z2 ReDead 13 ov.png OoT Z2 ReDead 13.png

Environment Settings

Hmmm...
To do:
Add info.

Exits

Hmmm...
To do:
Add info.