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Development:The Legend of Zelda: Ocarina of Time/Early File List

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

This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

icon_item_idx.ccc

The Majora's Mask iQue leak files include two copies of a file called "icon_item_idx.ccc".

  • z_majora/data/shape/cube_MJ_TEXTURE2/JAPAN/ICON_ITEM2/icon_item_idx.ccc
  • z_majora/data/shape/TEXTURE/DMA_MAKE/ICON_ITEM/icon_item_idx.ccc

Despite only being present in the Majora's Mask data, it is actually an early list of graphical assets from Ocarina of Time.

  • If a texture can still be found within the files, it's marked with a ✔.
  • Files that are lost to us are marked with an ✘.

The numbers on the ends of the filenames may indicate that multiple renders were made of them.

Item Icons

Link's Tools

zelda64_item_icon/h_32_Pachinko_5.c
zelda64_item_icon/h_32_Bow_2.c
zelda64_item_icon/h_32_Bow_3.c
zelda64_item_icon/h_32_bomb_2.c
zelda64_item_icon/h_32_bomb_4.c
zelda64_item_icon/h_32_boomerang_1.c
zelda64_item_icon/h_32_hookshot_2.c
zelda64_item_icon/h_32_stick_2.c
zelda64_item_icon/h_32_hammer_1.c
zelda64_item_icon/h_32_okarina_6.c
zelda64_item_icon/h_32_bean_4.c
zelda64_item_icon/h_32_glasses_2.c

Event Items?

zelda64_item_icon/h_32_dammy1.c
zelda64_item_icon/h_32_dammy2.c
zelda64_item_icon/h_32_dammy3.c

Medallions

zelda64_item_icon/h_32_medal_1.c
zelda64_item_icon/h_32_medal_6.c
zelda64_item_icon/h_32_medal_8.c
zelda64_item_icon/h_32_medal_13.c
zelda64_item_icon/h_32_medal_16.c
zelda64_item_icon/h_32_medal_19.c

Bottles

bottles/h_bottle_7.c
bottles/h_bottle_7_r1.c
bottles/h_bottle_7_b1.c
bottles/h_bottle_7_g1.c
bottles/h_bottle_7_h1.c
bottles/h_bottle_8.c
bottles/h_bottle_8_r1.c
bottles/h_bottle_8_r2.c
bottles/h_bottle_8_b1.c
bottles/h_bottle_8_b2.c
bottles/h_bottle_8_g1.c
bottles/h_bottle_8_g2.c
bottles/h_bottle_8_h1.c
bottles/h_bottle_8_h2.c
bottles/h_bottle_9.c
bottles/h_bottle_9_r1.c
bottles/h_bottle_9_r2.c
bottles/h_bottle_9_r3.c
bottles/h_bottle_9_r4.c
bottles/h_bottle_9_b1.c
bottles/h_bottle_9_b2.c
bottles/h_bottle_9_b3.c
bottles/h_bottle_9_b4.c
bottles/h_bottle_9_g1.c
bottles/h_bottle_9_g2.c
bottles/h_bottle_9_g3.c
bottles/h_bottle_9_g4.c
bottles/h_bottle_9_h1.c
bottles/h_bottle_9_h2.c
bottles/h_bottle_9_h3.c
bottles/h_bottle_9_h4.c

Equipment Icons

zelda64_item_icon/h_32_sword_2.c
zelda64_item_icon/h_32_sword_4.c
zelda64_item_icon/h_32_L_sword_2.c
zelda64_item_icon/h_32_shield_2.c
zelda64_item_icon/h_32_shield_3.c
zelda64_item_icon/h_32_shield_7.c
zelda64_item_icon/h_32_clothes_4.c
zelda64_item_icon/h_32_clothes_5.c
zelda64_item_icon/h_32_clothes_6.c
zelda64_item_icon/h_32_boots_3.c
zelda64_item_icon/h_32_boots_5.c
zelda64_item_icon/h_32_boots_8.c
zelda64_item_icon/h_arrowcase_4.c
zelda64_item_icon/h_arrowcase_5.c
zelda64_item_icon/h_arrowcase_6.c
zelda64_item_icon/h_bombpouch_1.c
zelda64_item_icon/h_bombpouch_2.c
zelda64_item_icon/h_bombpouch_3.c
zelda64_item_icon/h_bracelet_2.c
zelda64_item_icon/h_bracelet_3.c
zelda64_item_icon/h_purse_3.c
zelda64_item_icon/h_purse_4.c
zelda64_item_icon/h_purse_5.c

Collection Icons

Keys

With no h_key_7.c, there are 7 key icons.

zelda64_item_icon/h_key_1.c
zelda64_item_icon/h_key_2.c
zelda64_item_icon/h_key_3.c
zelda64_item_icon/h_key_4.c
zelda64_item_icon/h_key_5.c
zelda64_item_icon/h_key_6.c
zelda64_item_icon/h_key_8.c

Pieces of Heart

While script from the Spaceworld build states that 8 Pieces of Heart make up a Heart Container, there are 9 icons here.

✘ zelda64_item_icon/h_heart_00.c
✘ zelda64_item_icon/h_heart_01.c
✘ zelda64_item_icon/h_heart_02.c
✘ zelda64_item_icon/h_heart_03.c
✘ zelda64_item_icon/h_heart_04.c
✘ zelda64_item_icon/h_heart_05.c
✘ zelda64_item_icon/h_heart_06.c
✘ zelda64_item_icon/h_heart_07.c
✘ zelda64_item_icon/h_heart_08.c

The ICON_ITEM folder in which icon_item_idx.ccc is found contains a called collect_item/ia, which contains the following textures for a heart container made up of 4 pieces.

h_heart_01.ia
h_heart_02.ia
h_heart_03.ia

Menu Screen Assets

✘ select_frame/h_t_equipment.c
✘ select_frame/h_t_item_select.c
✘ select_frame/h_t_map.c
✘ select_frame/h_t_save.c
✘ select_frame/h_t_keys.c
✔ select_frame/h_yes.c
✘ select_frame/h_no.c
✘ select_frame/h_cursor.c
✘ select_frame/h_mz.c
✘ select_frame/h_mr.c
✘ select_frame/tex0.c
✘ select_frame/tex1.c

Menu Backgrounds

✘ select_frame/sf_00.c
✘ select_frame/sf_01.c
✘ select_frame/sf_02.c
✘ select_frame/sf_03.c
✘ select_frame/sf_04.c
✘ select_frame/sf_05.c
✘ select_frame/sf_06.c
✘ select_frame/sf_07.c
✘ select_frame/sf_08.c
✘ select_frame/sf_09.c
✘ select_frame/sf_10.c
✘ select_frame/sf_11.c
✘ select_frame/sf_12.c
✘ select_frame/sf_13.c
✘ select_frame/sf_14.c
✘ select_frame/sf_15.c
✘ select_frame/sf_16.c
✘ select_frame/sf_17.c
✘ select_frame/sf_18.c
✘ select_frame/sf_19.c
✘ select_frame/sf_27.c
✘ select_frame/sf_28.c
✘ select_frame/sf_29.c
✘ select_frame/sf_36.c
✘ select_frame/sf_37.c
✘ select_frame/sf_38.c
✘ select_frame/sf_39.c
✘ select_frame/sf_40.c
✘ select_frame/sf_41.c
✘ select_frame/sf_42.c
✘ select_frame/sf_43.c
✘ select_frame/sf_44.c
✘ select_frame/sf_45.c
✘ select_frame/sf_46.c
✘ select_frame/sf_47.c
✘ select_frame/sf_48.c
✘ select_frame/sf_49.c

The ICON_ITEM folder in which icon_item_idx.ccc is found contains subfolders called jpn/sf and nes/sf, which contain the following textures; far fewer than the list itself.

sf_01.ia
sf_03.ia
sf_04.ia
sf_05.ia
sf_07.ia
sf_09.ia
sf_0a.ia
sf_0b.ia
sf_0d.ia

Buttons, Etc.

✔ select_frame/ma_00.c
✔ select_frame/ma_01.c
✔ select_frame/g_button_c.c
✔ select_frame/g_button_a.c
✘ select_frame/g_button_select.c
✘ select_frame/z_kaleido_scope_vtx.c

Menu Headers

Collection Display:

✘ select_frame_rgb/h_cp_00.c
✘ select_frame_rgb/h_cp_10.c

Equipment Display:

✔ select_frame_rgb/h_ep_00.c
✔ select_frame_rgb/h_ep_01.c
✔ select_frame_rgb/h_ep_10.c
✔ select_frame_rgb/h_ep_11.c
✔ select_frame_rgb/h_ep_20.c
✔ select_frame_rgb/h_ep_21.c
✔ select_frame_rgb/h_ep_30.c
✔ select_frame_rgb/h_ep_31.c

Map Display:

(KF likely stands for kaleido_field, used to refer to the kaleidoscope-like menu's map screen.)

✘ select_frame_rgb/h_kf_00.c
✘ select_frame_rgb/h_kf_01.c
✘ select_frame_rgb/h_kf_02.c
✘ select_frame_rgb/h_kf_03.c

Medallion Display:

✔ select_frame_rgb/h_mb_00.c
✔ select_frame_rgb/h_mb_10.c
✔ select_frame_rgb/h_mb_20.c

Unknown

✘ select_frame_i/s_mark_e.c
✘ select_frame_i/s_mark_l.c
✘ select_frame_i/s_mark_r.c
✘ select_frame_i/s_mark_u.c

Sample Map

An index and palette for a sample map.

✘ sample_map/map_idx.c
✘ sample_map/map_pal.c

obj_make.bak

The file obj_make.bak contains the following list of files. Judging by which files are included, it seems to date from around May, 1997, in the A + C era of development.

ITEM/
KALEIDO_SCOPE/
METER/
REMOVE_COMMON_TEXTURE/
REMOVE_FUKIDASI/
REMOVE_SHADOW/
REMOVE_ZELDA_ARROW/
REMOVE_ZELDA_BOM/
REMOVE_ZELDA_BOMBA/
REMOVE_ZELDA_BOMBB/
REMOVE_ZELDA_DOOR/
REMOVE_ZELDA_DUSTA/
REMOVE_ZELDA_ELF/
REMOVE_ZELDA_LENSFLARE/
REMOVE_ZELDA_LIGHTA/
REMOVE_ZELDA_MOON/
REMOVE_ZELDA_SUN/
STATIC_DATA/
SYSTEM/
TEXTURE/
VR_BOX/
VR_BOX0/
VR_BOX1/
anime_model_1/
anime_model_2/
anime_model_3/
anime_model_4/
anime_model_5/
anime_model_6/
anime_texture/
anime_texture_1/
anime_texture_2/
anime_texture_3/
anime_texture_4/
anime_texture_5/
anime_texture_6/
bump_texture/
iwa.txt
iwa.txt.bak
map/
obj_make
rcs.mk
softsprite_matrix/
zelda_baby_skel/
zelda_bee/
zelda_box/
zelda_dangeon_keep/
zelda_dodongo/
zelda_field_keep/
zelda_fire/
zelda_firefly/
zelda_human/
zelda_ironknack/
zelda_keep/
zelda_link/
zelda_link_new/
zelda_map/
zelda_marker/
zelda_niw/
zelda_okuta/
zelda_poh/
zelda_rock/
zelda_scene/
zelda_skelton/
zelda_slime/
zelda_soldier/
zelda_tite/
zelda_title/
zelda_wallmaster/

keep.objs

The file keep.objs contains a list of things the gameplay_keep folder contained at various points during development.

1.1

Assorted Textures

First, we have a medley of textures, including buttons, a font, the game title, item icons, equipment icons, and a sample map. It's unclear what the difference between "heart" and "life" would have been.

  • shape/TEXTURE/button/button.o
  • shape/TEXTURE/font_6/font_6.o
  • shape/TEXTURE/frame.a/frame.a.o
  • shape/TEXTURE/heart/heart.o
  • shape/TEXTURE/life/life.o
  • shape/TEXTURE/title/title.o
  • shape/TEXTURE/polygon/polygon.o
  • shape/TEXTURE/i_icons/i_icons.o
  • shape/TEXTURE/e_icons/e_icons.o
  • shape/TEXTURE/sample_map/sample_map.o

Text Boxes

These can still be found, unused, in gameplay_keep in the final game.

  • shape/zelda_fukidasi/Maru/Maru.o
OoT-Rounded Shape.png
  • shape/zelda_fukidasi/Kumo/Kumo.o
OoT-Cloud Shape.png
  • shape/zelda_fukidasi/Ikari/Ikari.o
OoT-Spiked Shape.png

Door-Opening Animations

  • shape/zelda_door/DoorA/DoorA.o
  • shape/zelda_door/DoorB/DoorB.o

Treasure Chest-Opening Animation

  • shape/zelda_box/Open/Open.o

Early Iron Knuckle Animations

  • shape/zelda_ironknack/B_down/B_down.o
  • shape/zelda_ironknack/Defense_end/Defense_end.o
  • shape/zelda_ironknack/Hineri/Hineri.o
  • shape/zelda_ironknack/Maetuki_dmg/Maetuki_dmg.o
  • shape/zelda_ironknack/B_wait/B_wait.o
  • shape/zelda_ironknack/Defense_start/Defense_start.o
  • shape/zelda_ironknack/Jyodan/Jyodan.o
  • shape/zelda_ironknack/Side_move/Side_move.o
  • shape/zelda_ironknack/Back_move/Back_move.o
  • shape/zelda_ironknack/Front_move/Front_move.o
  • shape/zelda_ironknack/M_down/M_down.o
  • shape/zelda_ironknack/Tuki/Tuki.o
  • shape/zelda_ironknack/Backgiri_dmg/Backgiri_dmg.o
  • shape/zelda_ironknack/Gedan/Gedan.o
  • shape/zelda_ironknack/M_wait/M_wait.o
  • shape/zelda_ironknack/Wait/Wait.o
  • shape/zelda_ironknack/Backtuki_dmg/Backtuki_dmg.o
  • shape/zelda_ironknack/Hasso/Hasso.o
  • shape/zelda_ironknack/Maegiri_dmg/Maegiri_dmg.o

Link Animations

All filenames appear as "shape/zelda_link_new/[Folder]/[Animation Name]/[Animation Name].o". Only the final two parts of this file tree have been preserved for brevity.

As noted below, the z_player_shape.h header file, which includes filenames for animations that were later removed from the final game, features filenames that are similar to some of the following.

Legend:

  • Final: Still present in the final game.
  • ID: Variable in the final game.

Anchor

Filename Translation Final ID Notes
Anchor/Anc2figh Anchor - Anchor 2 Fighter
Anchor/Back_brake Anchor - Back - Brake 24E8
Anchor/Back_hitR Anchor - Back - Hit (Right) 24F0
Anchor/Back_walk Anchor - Back - Walk 24F8
Anchor/BrakeR_end Anchor - Brake (Right) - End
Anchor/Front_hitR Anchor - Front - Hit (Right) 2528
Anchor/LandingR Anchor - Landing (Right) 2538
Anchor/Side_walkL Anchor - Side - Walk (Left) 2568
Anchor/Side_walkR Anchor - Side - Walk (Right) 2570
Anchor/U_turnR Anchor - U-Turn (Right) Mentioned in z_player_shape.h.
Anchor/WaitL Anchor - Wait (Left) 2590
Anchor/WaitR Anchor - Wait (Right) 25D0
Anchor/WaitL_jump Anchor - Wait (Left) - Jump 25A8
Anchor/WaitR_jump Anchor - Wait (Right) - Jump 25E8
Anchor/Nom2figh Anchor - Normal 2 Fighter
Anchor/DefenseR Anchor - Defense (Right) The final game contains "link_normal_defense", but no specific animation for left and right.
Anchor/DefenseR_wait Anchor - Defense (Right) - Wait
Anchor/DefenseL Anchor - Defense (Left)
Anchor/DefenseL_wait Anchor - Defense (Left) - Wait

Bow

Filename Translation Final ID Notes
Bow/Ready Bow - Ready 26A0
Bow/Shoot Bow - Shoot 26A8
Bow/Shoot_end Bow - Shoot - End 26B0
Bow/Shoot_next Bow - Shoot - Next 26B8
Bow/Side_walk Bow - Side - Walk 26E8
Bow/Wait Bow - Wait 26C0
Bow/Walk2ready Bow - Walk 2 Ready 26F0

Child

Filename Translation Final ID Notes
Child/Base Child - Base

Cutscene

Filename Translation Final ID Notes
Demo/DoorA Cutscene - Door A The final game contains the similarly-named "link_demo_doorA_link".
Demo/DoorB Cutscene - Door B The final game contains the similarly-named "link_demo_doorB_link".

Fighter

Filename Translation Final ID Notes
Fighter/Run Fighter - Run 2B38
Fighter/Run_kiru Fighter - Run - Slash z_player_shape.h contains the similarly-named "link_fighter_running_kiru".
Fighter/Side_kiruL Fighter - Side - Slash (Left) 2B48
Fighter/U_turn Fighter - U-Turn Mentioned in z_player_shape.h.
Fighter/U_turn_kiru Fighter - U-Turn - Slash Mentioned in z_player_shape.h.
Fighter/U_turn_kiru_end Fighter - U-Turn - Slash - End Mentioned in z_player_shape.h.
Fighter/Upper_kiruR Fighter - Upper - Slash (Right) 2B90
Fighter/Wait_kiru Fighter - Wait - Slash 2BD8
Fighter/Turn_kiruL Fighter - Turn - Slash (Left) 2B70
Fighter/Turn_kiruR Fighter - Turn - Slash (Right) 2B80
Fighter/Pierce_kiru Fighter - Pierce - Slash 2AA8
Fighter/Pierce_kiruR Fighter - Pierce - Slash (Right)
Fighter/Pierce_kiruL Fighter - Pierce - Slash (Left) The final game contains the similarly-named "link_fighter_Lpierce_kiru".
Fighter/Jump_kiru Fighter - Jump - Slash 2A48
Fighter/Jump_kiru_end Fighter - Jump - Slash - End Mentioned in z_player_shape.h.
Fighter/Jump_kiru_landing Fighter - Jump - Slash - Landing Mentioned in z_player_shape.h.

Normal

Filename Translation Final ID Notes
Normal/Base Normal - Base
Normal/Back_hit Normal - Back - Hit 2DC8
Normal/Back_walk Normal - Back - Walk 2DE8
Normal/Back_run Normal - Back - Run 2DD0
Normal/Side_walk Normal - Side - Walk 3188
Normal/Back_brake Normal - Back - Brake 2DA0
Normal/Back_brake_end Normal - Back - Brake - End 2DA8
Normal/Brake Normal - Brake Mentioned in z_player_shape.h.
Normal/Brake_end Normal - Brake - End Mentioned in z_player_shape.h.
Normal/Check Normal - Check 2E18
Normal/Check_wait Normal - Check - Wait 2E38
Normal/Climb_down Normal - Climb - Down 2E48
Normal/Climb_up Normal - Climb - Up 2E90
Normal/CarryA Normal - Carry A Mentioned in z_player_shape.h.
Normal/CarryA_wait Normal - Carry A - Wait Mentioned in z_player_shape.h.
Normal/CarryB Normal - Carry B 2E00
Normal/CarryB_wait Normal - Carry B - Wait 2E10
Normal/Defense Normal - Defence 2EA0
Normal/Defense_end Normal - Defence - End 2EA8
Normal/Defense_wait Normal - Defence - Wait 2ED0
Normal/Front_hit Normal - Front - Hit 2F70
Normal/Landing Normal - Landing 3020
Normal/Lturn_run Normal - Left Turn - Run z_player_shape.h mentions the similarly-named "link_normal_Lturn_run_Q".
Normal/Rturn_run Normal - Right Turn - Run z_player_shape.h mentions the similarly-named "link_normal_Rturn_run_Q".
Normal/Run Normal - Run 3138
Normal/Throw Normal - Throw 31C0
Normal/Turn_180 Normal - Turn - 180° z_player_shape.h mentions the similarly-named "link_normal_180_turn".
Normal/Turn_45 Normal - Turn - 45°
Normal/Turn_90 Normal - Turn - 90° z_player_shape.h mentions the similarly-named "link_normal_90_turn".
Normal/Turn_m180 Normal - Turn - Forward 180° z_player_shape.h mentions the similarly-named "link_normal_M180_turn".
Normal/Turn_m90 Normal - Turn - Forward 90° z_player_shape.h mentions the similarly-named "link_normal_M90_turn".
Normal/U_turn Normal - U-Turn Mentioned in z_player_shape.h.
Normal/Wait Normal - Wait 3238
Normal/Walk Normal - Walk 3268
Normal/Walk_endL Normal - Walk - End (Left) 3270
Normal/Walk_endR Normal - Walk - End (Right) 3280
Normal/Wait2waitL Normal - Wait 2 Wait (Left) 31F0
Normal/Wait2waitR Normal - Wait 2 Wait (Right) 31F8
Normal/Jump Normal - Jump 2FE0
Normal/Jump2landing Normal - Jump 2 Landing 2FD8
Normal/Stepup100 Normal - Step Up - 100 The final game contains the similarly-named "link_normal_100step_up".
Normal/Stepup150 Normal - Step Up - 150 The final game contains the similarly-named "link_normal_150step_up".
Normal/Pull_start Normal - Pull - Start 30C0
Normal/Pulling Normal - Pulling 30D0
Normal/Pull_end Normal - Pull - End 30B0
Normal/Push_wait Normal - Push - Wait 30F8
Normal/Push_wait_end Normal - Push - Wait - End 3100
Normal/Push_start Normal - Push - Start 30F0
Normal/Pushing Normal - Pushing 3108
Normal/Push_end Normal - Push - End 30E0
Normal/Push_fall Normal - Push - Fall 30E8
Normal/Put Normal - Put 3110
Normal/Fall Normal - Fall 2F10
Normal/Fall_up Normal - Fall - Up 2F18
Normal/Fall_wait Normal - Fall - Wait 2F28
Normal/DieA Normal - Die A Mentioned in z_player_shape.h.
Normal/Wakeup Normal - Wake Up 3260
Normal/Comeback Normal - Come Back Mentioned in z_player_shape.h.
Normal/Goto_heaven Normal - Go to - Heaven z_player_shape.h mentions the similarly-named "link_normal_GoToHeaven". Likely related to Environment sound effect 2086, "NA_SE_EV_GOTO_HEAVEN".
Normal/Short_landing Normal - Short - Landing 3168
Normal/Run_jump Normal - Run - Jump 3148
Normal/Run_jump_end Normal - Run - Jump - End 3150
Normal/WaitL2wait Normal - Wait (Left) 2 Wait 3218
Normal/WaitR2wait Normal - Wait (Right) 2 Wait 3228

Early Stalfos Animations

  • shape/zelda_skelton/Back_damage/Back_damage.o
  • shape/zelda_skelton/Back_down/Back_down.o
  • shape/zelda_skelton/Back_jump/Back_jump.o
  • shape/zelda_skelton/Defend/Defend.o
  • shape/zelda_skelton/Down/Down.o
  • shape/zelda_skelton/Front_damage/Front_damage.o
  • shape/zelda_skelton/Front_down/Front_down.o
  • shape/zelda_skelton/Kiru/Kiru.o
  • shape/zelda_skelton/Landing/Landing.o
  • shape/zelda_skelton/Side_walk/Side_walk.o
  • shape/zelda_skelton/Wait/Wait.o
  • shape/zelda_skelton/Walk/Walk.o

Test Girl Animations

  • shape/zelda_human/Furimukiwait/Furimukiwait.o
  • shape/zelda_human/Furimuku/Furimuku.o
  • shape/zelda_human/Hello/Hello.o
  • shape/zelda_human/Kyorokyoro/Kyorokyoro.o
  • shape/zelda_human/Syoumen/Syoumen.o
  • shape/zelda_human/Tereend/Tereend.o
  • shape/zelda_human/Tereru/Tereru.o
  • shape/zelda_human/Terewait/Terewait.o
  • shape/zelda_human/Wait/Wait.o
  • shape/zelda_human/Walk/Walk.o
  • shape/zelda_human/Walk_end/Walk_end.o
  • shape/zelda_human/Walk_start/Walk_start.o

Stalchild Animations

  • shape/zelda_baby_skel/Wait/Wait.o
  • shape/zelda_baby_skel/Attack/Attack.o
  • shape/zelda_baby_skel/F_dmg/F_dmg.o
  • shape/zelda_baby_skel/B_dmg/B_dmg.o
  • shape/zelda_baby_skel/Walk/Walk.o
  • shape/zelda_baby_skel/Wake/Wake.o

Slime Animations

  • shape/zelda_slime/zelda_slime.o

Early Octorok Animations

  • shape/zelda_okuta/Wait/Wait.o
  • shape/zelda_okuta/Move/Move.o
  • shape/zelda_okuta/Shot/Shot.o
  • shape/zelda_okuta/Damage/Damage.o
  • shape/zelda_okuta/Damage_wait/Damage_wait.o

Early Poe Animations

  • shape/zelda_poh/Move/Move.o
  • shape/zelda_poh/Front_dmg/Front_dmg.o
  • shape/zelda_poh/Front_dmg_wait/Front_dmg_wait.o
  • shape/zelda_poh/Front_dmg_down/Front_dmg_down.o
  • shape/zelda_poh/Back_damage/Back_damage.o
  • shape/zelda_poh/Back_damage_wait/Back_damage_wait.o
  • shape/zelda_poh/Back_damage_down/Back_damage_down.o

Early Wallmaster Animations

  • shape/zelda_wallmaster/B_jump/B_jump.o
  • shape/zelda_wallmaster/Damage/Damage.o
  • shape/zelda_wallmaster/Damage_wait/Damage_wait.o
  • shape/zelda_wallmaster/F_jump/F_jump.o
  • shape/zelda_wallmaster/L_turn/L_turn.o
  • shape/zelda_wallmaster/Link_hangup/Link_hangup.o
  • shape/zelda_wallmaster/Motion/Motion.o
  • shape/zelda_wallmaster/Move/Move.o
  • shape/zelda_wallmaster/Move_wait/Move_wait.o
  • shape/zelda_wallmaster/Miss/Miss.o
  • shape/zelda_wallmaster/Success/Success.o
  • shape/zelda_wallmaster/Wait/Wait.o
  • shape/zelda_wallmaster/Wait_move/Wait_move.o

Early Soldier Animations

  • shape/zelda_soldier/Kyotuke/Kyotuke.o
  • shape/zelda_soldier/R_slide/R_slide.o
  • shape/zelda_soldier/R_stop/R_stop.o
  • shape/zelda_soldier/Slide/Slide.o
  • shape/zelda_soldier/Stop/Stop.o
  • shape/zelda_soldier/Supprise/Supprise.o

Various

  • shape/zelda_bom/Base/Base.o


  • shape/zelda_elf/Fly/Fly.o


  • shape/zelda_firefly/Foot_fly/Foot_fly.o


  • shape/zelda_dodongo/Wait/Wait.o
  • shape/zelda_dodongo/Walk/Walk.o


  • shape/zelda_arrow/Base/Base.o
  • shape/zelda_arrow/Flick/Flick.o
  • shape/zelda_arrow/Hit/Hit.o


  • shape/zelda_fire/zelda_fire.o


  • shape/zelda_rock/zelda_rock.o


  • shape/zelda_marker/Shape/Shape.o


  • shape/zelda_dustA/zelda_dustA.o


  • shape/zelda_lightA/zelda_lightA.o


  • shape/zelda_bombB/zelda_bombB.o


  • shape/zelda_sun/zelda_sun.o


  • shape/zelda_moon/zelda_moon.o


  • shape/zelda_lensflare/zelda_lensflare.o

Animated Textures

The Majora's Mask iQue leak files include a file called "z_majora/data/shape/a", which, despite its file path, is actually a list of assets from Ocarina of Time. Happily, it lists the contents of these .o files.

  • shape/anime_texture/link2/link2.o

Indices for Link's facial textures, as well as a palette.

./anime_texture/REMOVE_LINK2/link_mouth_idx.c
./anime_texture/REMOVE_LINK2/link_eye_idx.c
./anime_texture/REMOVE_LINK2/link_pal.c
  • shape/anime_texture/human3/human3.o
./anime_texture/REMOVE_HUMAN3/girl_Leye_idx.c
./anime_texture/REMOVE_HUMAN3/girl_Reye_idx.c
./anime_texture/REMOVE_HUMAN3/girl_hoho_idx.c
./anime_texture/REMOVE_HUMAN3/girl_pal.c
./anime_texture/REMOVE_HUMAN3/girl_Rmayu_idx.c
./anime_texture/REMOVE_HUMAN3/girl_Lmayu_idx.c
./anime_texture/REMOVE_HUMAN3/girl_mouth_idx.c

shape/anime_texture/torch1/torch1.o

OoT early fire.gif

While removed from gameplay_keep in the final game, these textures are still present, albeit unused, in object_fire.

./anime_texture/REMOVE_TORCH1/torch1_6.c
./anime_texture/REMOVE_TORCH1/torch1_7.c
./anime_texture/REMOVE_TORCH1/torch1_4.c
./anime_texture/REMOVE_TORCH1/torch1_5.c
./anime_texture/REMOVE_TORCH1/torch1_2.c
./anime_texture/REMOVE_TORCH1/torch1_3.c
./anime_texture/REMOVE_TORCH1/torch1_0.c
./anime_texture/REMOVE_TORCH1/torch1_1.c
  • shape/anime_texture/elf/elf.o

These light textures for Navi's body are still contained in gameplay_keep in the final game.

./anime_texture/REMOVE_ELF/elf_layA0.c
./anime_texture/REMOVE_ELF/elf_layA1.c
./anime_texture/REMOVE_ELF/elf_layB0.c
./anime_texture/REMOVE_ELF/elf_layB1.c
  • shape/anime_texture/light/light.o
./anime_texture/REMOVE_LIGHT/light2.c
./anime_texture/REMOVE_LIGHT/light1.c
  • shape/anime_texture/smoke1/smoke1.o
Hmmm...
To do:
These textures are still in gameplay_keep in the final game, so dump them and post here if unused, or identify them and note if they are used.
./anime_texture/REMOVE_SMOKE1/smoke1_8.c
./anime_texture/REMOVE_SMOKE1/smoke1_6.c
./anime_texture/REMOVE_SMOKE1/smoke1_7.c
./anime_texture/REMOVE_SMOKE1/smoke1_4.c
./anime_texture/REMOVE_SMOKE1/smoke1_5.c
./anime_texture/REMOVE_SMOKE1/smoke1_2.c
./anime_texture/REMOVE_SMOKE1/smoke1_3.c
./anime_texture/REMOVE_SMOKE1/smoke1_1.c
  • shape/anime_texture/bomb2/bomb2.o

Despite being named for the Landmine item, which became the Bombchu item, this explosive effect is used for the regular bomb explosions. It's still contained in gameplay_keep in the final game.

./anime_texture/REMOVE_BOMB2/bomb2_6.c
./anime_texture/REMOVE_BOMB2/bomb2_7.c
./anime_texture/REMOVE_BOMB2/bomb2_4.c
./anime_texture/REMOVE_BOMB2/bomb2_5.c
./anime_texture/REMOVE_BOMB2/bomb2_2.c
./anime_texture/REMOVE_BOMB2/bomb2_3.c
./anime_texture/REMOVE_BOMB2/bomb2_0.c
./anime_texture/REMOVE_BOMB2/bomb2_1.c