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Proto:The Legend of Zelda: Ocarina of Time Master Quest

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This page details one or more prototype versions of The Legend of Zelda: Ocarina of Time Master Quest.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

OoTDebugTitle.png
Hmmm...
To do:
Move back to OoT namespace now that non-MQ debug is available.

Known as the Debug ROM, this is a European version of The Legend of Zelda: Ocarina of Time Master Quest that still retains its debug features. It was used by testers at Nintendo of Europe to test the GameCube version prior to its release.

The original ROM (ZELOOTMA.V64 with a timestamp of March 22, 2003, MD5 DDE376D47187B931820D5B2957CDED14, SHA-1 973BC6FE56010A8D646166A1182A81B4F13B8CF9) was originally distributed privately for about two years. Eventually, it was released as a scene release on various ROM websites at the time (with a header of THE LEGEND OF DEBUG and a game ID of CZLE). The original ROM without these changes was also unceremonically "released" on September 20, 2005, by putting it in the directory of a HTTP server that did not have directory listing disabled.

(Source: ASSEMblergames Forums)

Unlike the retail version, all of its files are uncompressed, resulting in a ROM size of 64 MB, however the actual data is only 54 MB large (up to offset 35FFFFF), after which follows an overdump from Pokémon Stadium 2. Before the ROM was distributed, the game ID in the header was changed from NZLP to NZLE to have emulators detect the ROM as being American and thus running it at 60Hz speed rather than 50Hz.

Shortly after the ROM's release, the vibrant Zelda community developed a fix for the ROM to make Room 120 accessible. This version is now the most common version circulating on the internet (easily identifiable because it has scene credits at offset 3FFFBA6, near the end of the ROM), almost completely supplanting the original, unpatched ROM.

Sub-Pages

Miscellaneous tidbits that are interesting enough to point out here.
Notes
OoTRoom120.png
Test Maps
Nine new maps exclusive to the Debug ROM, including several from very early pre-release screenshots.
ZMMDebugTitle.png
Console Output Strings
Someone was stuck in their cubicle a little too long.

Debug Functions

ZMMDebugTitle.png
General Functions
General button commands.
OoTMapSelect.png
Map Select
Travel through space and time in an instant, without an ocarina!
OoTInventoryDebug.png
Inventory Editor
Instant gratification for when you can't be bothered to get things legitimately.
OoTActorDebugger.png
Actor Debugger
Didn't your mother ever tell you that it's rude to point?
OoTMemoryEditor.png
Memory Editor
Really want to get your paws sticky? Try messing with the game's memory.
OoTDemoCameraTool.png
Camera Editor
Can't stand the view? We have a fix for that.
OoTAudioDebug.png
Audio Editor
Jam along with Kondo to be the next Ocarina Hero!
OoTEventEditor.png
Event Editor
Accomplish great feats without lifting a finger.

Test Functions

Morpha Sound Test

Boss programmer Kazuaki Morita of Fishing Pond fame put multiple test functions in the actors he worked on, including an intact sound test function that can be found in En_Boss_Mo, the actor file for Morpha. It makes use of the following values in the RB memory register.

  • BREG 32: If this value isn't zero, kill the BGM, decrement this register, and play the sound in BREG 33.
  • BREG 33: Index into the SFX list.
  • BREG 34: If this value isn't zero, play the BGM in BREG 35, then set self back to zero.
  • BREG 35: SeqId of the BGM.

While the BGM side of the test requires the user to input an ID for the music, the SFX side has a pre-made list of sound effects that seems to predate the final sound effect list, judging by the conspicuous absence of many effects, and some differences in the order of SFX IDs.

Hmmm...
To do:
Add SFX values.


(Source: Discovery & Documentation - Decompilation Project, SFX Information & Writeup - GlitterBerri & ShimmerFairy)

Unused Text

The Debug ROM contains some unique unused text as well.

    CONGRATURATIONS!    
All pages are displayed.
       THANK YOU!       
 You are great debugger!

This text (complete with original Engrish) appears in the Majora's Mask crash debugger if you go through each and every page, but does not normally appear in the Ocarina of Time crash debugger.

AUDIO : Ocarina Control Assign Normal
AUDIO : Ocarina Control Assign Custom
Presss NA_KEY_D4 %08x
Presss NA_KEY_F4 %08x
Presss NA_KEY_A4 %08x
Presss NA_KEY_B4 %08x
Presss NA_KEY_D5 %08x

This text appears right before the Audio Debugger text. Apparently, there was supposed to be some kind of Ocarina key editor.

NOT MARIO CLUB VERSION

Evidently, the Super Mario Club had their own debug toolkit, and it's not the one documented here. Judging from where it's stored in the ROM, it was intended to appear on the Nintendo 64 logo screen.