Development:The Legend of Zelda: Ocarina of Time/Early File List
This is a sub-page of Development:The Legend of Zelda: Ocarina of Time.
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. |
Contents
- 1 icon_item_idx.ccc
- 2 obj_make.bak
- 3 keep.objs
- 3.1 1.1
- 3.1.1 Assorted Textures
- 3.1.2 Text Boxes
- 3.1.3 Door-Opening Animations
- 3.1.4 Treasure Chest-Opening Animation
- 3.1.5 Early Iron Knuckle Animations
- 3.1.6 Link Animations
- 3.1.7 Early Stalfos Animations
- 3.1.8 Test Girl Animations
- 3.1.9 Stalchild Animations
- 3.1.10 Slime Animations
- 3.1.11 Early Octorok Animations
- 3.1.12 Early Poe Animations
- 3.1.13 Early Wallmaster Animations
- 3.1.14 Early Soldier Animations
- 3.1.15 Various
- 3.1.16 Animated Textures
- 3.1 1.1
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
- shape/zelda_fukidasi/Kumo/Kumo.o
- shape/zelda_fukidasi/Ikari/Ikari.o
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
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
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