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Development:The Legend of Zelda: Ocarina of Time/Alternate Scene Setups

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

Hmmm...
To do:
Document the other DD.bak maps. Maybe it's better to rename this sub-page into "Early Master Quest" or something like that and put it inside the 3D Maps sub-page.

This section lists all the differences in the scene setups of the regular maps found in the iQue data compared to their final release counterparts.

DD.bak Scene Setups

The DD.bak files found in the iQue data predate the Master Quest release and reveal several differences in their scene setups. All maps feature the old Gerudo symbol.

Another peculiarity is that the room files contain an additional room header, which always follows the initial one and seems to contain the same information. Looking into their respective folders in \data\shape2\zelda_scene, we can find another regular info file inside the individual room folders besides the DD_info ones.

There are no scene files for the DD.bak maps in the data folder, but they can be found in \data\shape2\zelda_scene.

Inside the Deku Tree

This version of Inside the Deku Tree features several small differences in most rooms. Only a few of them are identical to their final counterparts.

The actors related to Navi are completely absent in this dungeon.

Looking at the changes that were made for the final Master Quest release, it seems like the developers aimed for an easier approach to proceed through this dungeon, like the hidden dungeon switches that were altered to make them more noticeable or the different torch stands in the entrance area.

Room 0

Actors

Right after Link enters the Deku Tree, an additional torch stand is placed to the right of the webbing covering the opening on the ground.

DD.bak Master Quest
OoT ydan DD bak 0 0.png OoT ydan MQ 0 0.png

Climbing the vines to the left reveals another torch stand, which is placed at the overhang with the recovery heart.

DD.bak Master Quest
OoT ydan DD bak 0 1.png OoT ydan MQ 0 1.png

Moving further up to the area with the Gohma larva and the treasure chest, which holds the Dungeon Map, reveals two additional large wooden crates on both sides.

The torch stand is set up with variable 10D6, instead of 03E7.

DD.bak Master Quest
OoT ydan DD bak 0 2.png OoT ydan MQ 0 2.png

There is no webbing in front of the door leading to the Compass room, and two large wooden crates are placed in front of the wall to the right.

The transitional door actor is set up by variable 0096 instead of 003F, so in order to open the door Link needs to light up all torch stands spread around the whole area.

DD.bak Master Quest
OoT ydan DD bak 0 4.png OoT ydan MQ 0 4.png

The dungeon switch is covered by three large wooden crates. Both the torch stand and the Keese were moved to another location.

DD.bak Master Quest
OoT ydan DD bak 0 5.png OoT ydan MQ 0 5.png

Objects

Object 012F, the square signpost, is missing. It is included, but unused, in the final setup.

Room 3

Actors

One of the dungeon switches is placed below the water surface, whereas it was moved to a different location in the final version of Master Quest.

DD.bak Master Quest
OoT ydan DD bak 3 0.png OoT ydan MQ 3 0.png

There are two additional large wooden crates behind the webbing near the dungeon switch. Another two small wooden crates are placed in front of the wall to the right side.

DD.bak Master Quest
OoT ydan DD bak 3 1.png OoT ydan MQ 3 1.png

The large area around the crawl spot features a withered Deku Baba and another three large wooden crates that are placed on top of grass clumps.

DD.bak Master Quest
OoT ydan DD bak 3 2.png OoT ydan MQ 3 2.png

Even more large wooden crates can be found in the area where normally a dungeon switch and a withered Deku Baba would be located.

DD.bak Master Quest
OoT ydan DD bak 3 3.png OoT ydan MQ 3 3.png

Objects

Object 012F, the square signpost, is missing. It is again included but unused in the final version.

Room 4

Actors

There are three additional large wooden crates and two small crates located in this room.

DD.bak Master Quest
OoT ydan DD bak 4 0.png OoT ydan MQ 4 0.png

Room 5

Actors

After Link enters the spike roller room, a gravestone can be found to the right.
It hides a dungeon switch, which triggers a falling treasure chest that gives Link a blue rupee.

In the regular Master Quest, this chest doesn't need to be triggered and contains a recovery heart.

We can see that the developers just removed the gravestone and dungeon switch, leaving only the grass clumps behind:

DD.bak Master Quest
OoT ydan DD bak 5 0.png OoT ydan MQ 5 0.png

Three small crates and a large wooden crate can be found in the area around the timeblock:

DD.bak Master Quest
OoT ydan DD bak 5 1.png OoT ydan MQ 5 1.png

Objects

The object list is the same in both versions, so object 0096 for the gravestone is still there, but unused in the final version of Master Quest.

Room 6

Actors

There are four additional wooden crates in the Gohma Larva room. A single Keese changed its location, but everything else is the same.

DD.bak Master Quest
OoT ydan MQ 6 0.png OoT ydan DD bak 6 0.png

Room 7

Actors

A Keese is sitting on the gravestone in the central area, where normally the dungeon switch would be.

There is also another En_Wonder_Item placed here, which triggers a blue rupee after Link hits it with his sword.

DD.bak Master Quest
OoT ydan DD bak 7 0.png OoT ydan MQ 7 0.png

The dungeon switch, which normally would be in the central area, is hidden under a gravestone surrounded by grass clumps:

DD.bak Master Quest
OoT ydan DD bak 7 1.png OoT ydan MQ 7 1.png

Room 10

Actors

The slingshot room features two large wooden crates instead of grass clumps near the door. Two more large wooden crates can be found to the left side of the treasure chest.

DD.bak Master Quest
OoT ydan DD bak 10 0.png OoT ydan MQ 10 0.png

Dodongo's Cavern

This earlier Master Quest setup of Dodongo's Cavern features only minor differences in a few rooms.

The actors related to Navi are completely absent again in this version.

Room 0

Actors

After Link enters the main area, an additional Bomb Flower is located at the platform leading to the central area, whereas the other Bomb Flower is covered by a boulder.

DD.bak Master Quest
OoT ddan DD bak 0 0.png OoT ddan MQ 0 0.png

In the left backside of the room, we can find a blue ground switch, instead of a golden torch stand.

DD.bak Master Quest
OoT ddan DD bak 0 1.png OoT ddan MQ 0 1.png

After crossing the bridge in the upper floor, an Armos Statue sits in the small alcove, where otherwise the ground switch would be that ignites the torch and opens the door in the final version of Master Quest.

In the earlier setup, Link needs to move the Armos Statue and drop it down to the lower floor, in order to activate the blue ground switch which will open the door leading to Room 2.

DD.bak Master Quest
OoT ddan DD bak 0 2.png OoT ddan MQ 0 2.png

Objects

The object list is the same in both versions, so the object 0038 of the Armos Statue is still included, but unused in the final setup.

Room 1

Actors

The breakable pot to the right side of the door leading to Room 3 will drop a different collectible.

Room 2

Actors

The torch stand is using the variable 03C7, instead of 2400.
The Bomb Flower at the wall is positioned slightly lower and the withered Deku Baba is also missing in the earlier setup.

DD.bak Master Quest
OoT ddan DD bak 2 0.png OoT ddan MQ 2 0.png

There are two additional large crates behind the Deku Scrub Salesman.

DD.bak Master Quest
OoT ddan DD bak 2 1.png OoT ddan MQ 2 1.png

The right crate contains a Silver Rupee, which found another place to hide in the final setup.

DD.bak Master Quest
OoT ddan DD bak 2 2.png OoT ddan MQ 2 2.png

Objects

The object 0039 for the withered Deku Baba is missing in the earlier setup.

Room 4

Actors

The right wooden crate hides a Bomb Flower. Both crates were moved to the left to make the Bomb Flower more obvious in the final setup.

DD.bak Master Quest
OoT ddan DD bak 4 0.png OoT ddan MQ 4 0.png

Room 6

Objects

The object 0177 for the Fairy Spirit Item Model is unused in both versions.

Room 7

Actors

One of the breakable pots drops a different collectible and the position of the dungeon switch differs only a little bit from its location in the final setup.

DD.bak Master Quest
OoT ddan DD bak 7 0.png OoT ddan MQ 7 0.png

Room 8

Actors

Two grass patches were replaced by breakable pots in the final version of Master Quest.

DD.bak Master Quest
OoT ddan DD bak 8 0.png OoT ddan MQ 8 0.png

This room also includes a spot for Pierre the scarecrow, right on top of the wall where the Golden Skulltula resides.

DD.bak Master Quest
OoT ddan DD bak 8 1.png OoT ddan MQ 8 1.png

Objects

The object list is the same in both versions, so the object 0154 for Pierre & Bonooru is still included, but unused in the final setup.

Room 9

Actors

The torch stand is using the variable 03C7, instead of 2400.

DD.bak Master Quest
OoT ddan DD bak 9 0.png OoT ddan MQ 9 0.png

In the area below, the torch stands are enveloped by three Blue Flames, using the actor 0008 En_Light and variable 03FF.

DD.bak Master Quest
OoT ddan DD bak 9 1.png OoT ddan MQ 9 1.png

Room 10

Actors

Two breakable pots use different variables for the collectibles they drop.

Room 12

Actors

A breakable pot uses a different variable for the collectibles it drops.

Room 16

Objects

The object list is the same in both versions, which includes object 0059 for Water Temple Objects and 00A4 for the Torches, which implies that both of them were once used in an earlier setup of the preceding rooms.

Inside Jabu-Jabu's Belly

Hmmm...
To do:
Add info.

Room 0

Actors

Hmmm...
To do:
Add info.
DD.bak Master Quest
OoT bdan DD bak 0 0.png OoT bdan MQ 0 0.png

Objects

Hmmm...
To do:
Add info.