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Proto:The Legend of Zelda: Ocarina of Time Master Quest/Test Maps

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This is a sub-page of Proto:The Legend of Zelda: Ocarina of Time Master Quest.

Contents

Room 116: Ganondorf Test Room

Description

OoTRoom116.png

This map is known as ベっしつ (たからばこワープ), or "Special Room (Treasure Chest Warp)" in the Map Select menu. The name of its map file is "besitu", which means "special room". Its name and map filename seem to have been mixed up with Room 119, which is called テストルーム, or "Test Room".

The floor, walls, and ceiling of the rooms are patterned in textures that are not used anywhere else. However, there are similarities between the animated blue texture of the walls and the appearance of Ganon's Castle during the cutscene in which it collapses.

It may have been used to test Link's battle with Ganondorf.

Layout

The map consists of an empty, circular room with animated textures on the walls.

It has similar dimensions to Ganondorf's Lair, and adding the boss fight with Ganondorf into the room reveals that it functions perfectly, with the exception of some graphical glitches.

It also shares some similarities with the look and shape of Majora's Lair in Majora's Mask.


(Source: airikitascave - Adding Ganondorf Battle)

Environment Settings

xxx

Actors

None.

Objects

None.

Exits

None.

Room 117: Sasa Test

Description

OoTRoom117.png

This map is known as ささテスト, or "Sasa Test", in the Map Select menu. The name of its map file is "sasatest". It may have been named for an Ocarina of Time cinema scene programmer called Makoto Sasaki.

Unlike the other test maps, Room 117 has four different setups, corresponding to Child (Day), Child (Night), Adult (Day), and Adult (Night).

Layout

ZeldaOOT Room117-Ingame.png

The map consists of a flat plane divided into squares. Viewing the map from above reveals that the ground is textured with the acronym SRD, which stands for "Systems Research and Development", the development team at Nintendo that worked on Ocarina of Time. (These initials are also displayed by the game's crash debugger.)

Various sections of ground are linked to sound effects for different ground types, including water, wood, grass, and magma.

Environment Settings

xxx

Setup 00 - Child (Day)

Actors

Actor Filename ID Object Variable ID Used
01CA ovl_En_Kakasi3 xxx 0154 FFFF xxx
01C9 ovl_En_Kakasi2 xxx 0154 053F xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 003F xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 003F xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 003F xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 003F xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 003F xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 003F xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 003F xxx
01A0 ovl_Obj_Kibako2 Wooden Crate 0170 00FF xxx
0019 ovl_En_Niw Cucco 0013 0004 Flees on Approach
0117 ovl_En_G_Switch Silver Rupee 0001 0140 xxx
0117 ovl_En_G_Switch Silver Rupee 0001 1FFF xxx
0117 ovl_En_G_Switch Silver Rupee 0001 1FFF xxx
0117 ovl_En_G_Switch Silver Rupee 0001 1FFF xxx
0117 ovl_En_G_Switch Silver Rupee 0001 1FFF xxx
0117 ovl_En_G_Switch Silver Rupee 0001 1FFF xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 469D xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 46DD xxx

Objects

Object Filename ID Used
0154 object_ka Pierre & Bonooru
0013 object_niw Cucco
0170 object_kibako2 Wooden Crate

Setup 01 - Child (Night)

Actors

This Gold Skulltula won't appear if Link has already collected every Gold Skulltula token.

Actor Filename ID Object Variable ID Used
0095 ovl_En_Sw Skulltula 0024 FF01 xxx

Objects

Object Filename ID Used
0024 object_st Skulltula

Setup 02 - Adult (Day)

Actors

One of the Flying Pots is suspended in mid-air, and will not engage Link unless the Moon Jump code or Free Movement Mode is used to fly up to it.

Actor Filename ID Object Variable ID Used
01C9 ovl_En_Kakasi2 xxx 0154 02BF xxx
01CA ovl_En_Kakasi3 xxx 0154 FFFF xxx
011D ovl_En_Tubo_Trap Flying Pot 0003 FFFF xxx
011D ovl_En_Tubo_Trap Flying Pot 0003 FFFF xxx
0112 ovl_En_Wonder_Item Invisible Collectable Items 0001 1178 xxx
0185 ovl_En_Wonder_Talk2 Checkable Spot 0001 4178 xxx

Objects

Object Filename ID Used
0154 object_ka Pierre & Bonooru
012C object_tsubo Pot

Setup 03 - Adult (Night)

Actors

The Enemy Spawner is normally used to spawn Leevers and Stalchildren. Variable 0AB2, which is unique to Room 117, causes it to spawn Red Tektites on approach, two at a time. When Link kills them, more appear, up to about 75.

Actor Filename ID Object Variable ID Used
00A7 ovl_En_Encount1 Enemy Spawner 0001 0AB2 xxx
0112 ovl_En_Wonder_Item Invisible Collectable Items 0001 0FFF xxx
0112 ovl_En_Wonder_Item Invisible Collectable Items 0001 0FFF xxx
0112 ovl_En_Wonder_Item Invisible Collectable Items 0001 0FFF xxx
0112 ovl_En_Wonder_Item Invisible Collectable Items 0001 00FF xxx

Objects

Object Filename ID Used
0016 object_tite Tektite

Exits

None.

Room 118: Jungle Gym

Description

OoTRoom118Map.png

This map is known as テストマップ, or "Test Map" in the Map Select menu. The name of its map file is "test01". An identical map exists in the Japanese version of Majora's Mask.

It was likely used to test Link's actions. As such, it is filled with various types of terrain that exploit all of Link's abilities.

The smaller of the two checkerboard textures that span the map's floors and walls is connected to Link's height. Child Link is 1 square tall, while Adult Link reaches 1.5 squares.

Layout

OoTRoom118.png
  • Grey Pool: A simple pool of water. Possibly used to test swimming.
  • Grey Drop-off: A slope leads gradually into the grey pool. Possibly used to test water depth. For example, at which depth does Link begin to swim? At which depth will bombs be extinguished?
  • Grey Ladders: Adjacent to the grey pool are ladders of various heights.
  • Jumping Platforms: Just beyond the ladders are a series of medium-sized platforms, spaced just closely enough that Link can jump between them. Possibly used to test jumping between platforms.
  • Series of Towers: Next to the jumping platforms sits a linked series of tower platforms of ever increasing height. Possibly used to test Link's freefall, or the effect of throwing or using items across long distances.
  • Alcove: Possibly used to test a similar puzzle in the Fire Temple.
  • Steep Slope: In the center of the map sits a multicolored slope that becomes gradually redder as it gets steeper, with the topmost color being plain unclimbable. This slope is set to cause you to slide down should you stand on it.
  • Tunnels: Below the steep slope are two grey monoliths that are penetrated by tunnels through which Child Link should be able to crawl in order to reach the other side. However, the tunnels cannot be interacted with.
  • Rainbow Lake: At the west of the map is a rainbow-colored area with a giant lake. It is much deeper than the grey pool.
  • Rainbow Ladders: On the righthand side of the pond are four ladders of different heights that lead to the top of a platform with a stair-like gradation. However, the ladders cannot be used, as their surface is not set to be climbable.

Environment Settings

Time passes, albeit much slower than it does in Hyrule Field.

Actors

None.

Objects

None.

Exits

None.

Room 119: Treasure Chest Room

Description

This map is known as テストルーム, or "Test Room", in the Map Select menu. The name of its map file is "testroom". Its name and map filename seem to have been mixed up with Room 116, which is called ベっしつ (たからばこワープ), or "Special Room (Treasure Chest Warp)".

Room 0 Room 1 Room 2 Room 3 Room 4
OoT-Room119 0.png OoT-Room119 1.png OoT-Room119 2.png OoT-Room119 3.png OoT-Room119 4.png

It contains five rooms, two of which are filled with treasure chests and other collectibles. It was likely used to test item pickups.

The floors, walls, and ceilings of the rooms are patterned in textures that are not used anywhere else.

The doors between rooms have no collision and can be walked through, but the next room will not load unless Link activates the door normally.

Layout

Room 0 - Treasure Chest Room I

Upon loading Room 119 from the Map Select menu, Link appears in a striped green room with a door in front of him.

Entering the door brings him to a large, square room filled with treasure chests and collectible items.

Overview Entrance Room Main Room
OoT-Room119 0.png OoT-Room119 0 1.png OoTRoom119.png

Room 1 - Treasure Chest Room II

Taking the north exit from Room 0 leads Link through a hallway with four treasure chests. The hall ends in another square room filled with more chests and collectible items.

Overview Hall
OoT-Room119 1.png
OoT-Room119 1 0.png
Main Room Main Room Ceiling
OoT-Room119 1 1.png OoT-Room119 1 2.png

Room 2 - Flying Tile Room

Taking the north exit from Room 1 leads Link through another hallway with four treasure chests. The hall ends in an empty square room with eight depressions in the floor.

Overview Hall Main Room
OoT-Room119 2.png OoT-Room119 2 0.png OoT-Room119 2 1.png

Room 3 - Castle Room

Taking the east exit from Room 0 leads Link through Room 4, a tunnel through which Link must crawl to reach Room 3.

Room 3 is invisible. However, players can use the GameShark code 803CA08A 0000 803CA098 0003 prior to entering the room in order to make it appear.

This room has a sky texture on the walls, and a ground texture on the floor. It is bisected by a brick wall, which has another tunnel through which Link can crawl to reach the other side.

Overview Main Room Looking at Entrance Tunnel
OoT-Room119 3.png OoTRoom119Side.png OoT Room119 3 0.png

Room 4 - Tunnel

This room is a tunnel that connects Room 0 and Room 3.

Overview Main Room
OoT-Room119 4.png OoT-Room119 4 0.png

Environment Settings

xxx

Actors

Room 0 - Treasure Chest Room I

This room has several collectable items on the floor that are not normally found lying around.

  • Empty Bottle:
    • Normally obtained by completing challenges for the Cucco Lady, Talon, and the Poe Collector.
  • Deku Shield:
    • Normally obtained by purchasing one from the Kokiri Shop.
    • Hitting the shield with a projectile will cause it to do a little jump, and then fade away after a few seconds. This item has a similar behaviour to the Ordon Shield in Twilight Princess.
  • Big Quiver:
    • Normally obtained by shooting 10 targets at the Shooting Gallery in Kakariko Village.
    • The quiver was once obtained by shooting it during the target practice game.
  • Silver Scale:
    • Normally obtained by collecting all the rupees in the Diving Game at Zora's Domain.
    • The scale was once a collectable item.
  • Golden Scale:
    • Normally obtained by catching a fish that breaks the Fishing Pond record by at least 4 pounds.
Actor Filename ID Object Variable ID Used
0015 En_Item00 Field & Dungeon Collectable Items 0000 0806 Piece of Heart
010F ovl_Item_Etcetera xxx 0001 0002 Hylian Shield
010F ovl_Item_Etcetera xxx 0001 0005 Golden Scale
010F ovl_Item_Etcetera xxx 0001 0004 Silver Scale
010F ovl_Item_Etcetera xxx 0001 0000 Empty Bottle
00F1 ovl_Item_Ocarina Ocarina of Time 00DE 0003 Ocarina of Time
00EE ovl_Item_Shield Collectable Deku Shield 0015 0000 Collectable Deku Shield
010F ovl_Item_Etcetera xxx 0001 0001 Ruto's Letter
010F ovl_Item_Etcetera xxx 0001 0003 Big Quiver
000A ovl_En_Box Treasure Chest 000E 008D Big Find - Fairy Bow
000A ovl_En_Box Treasure Chest 000E 00A2 Big Find - Fairy Slingshot
000A ovl_En_Box Treasure Chest 000E 00C6 Big Find - Boomerang
000A ovl_En_Box Treasure Chest 000E 0103 Big Find - Hookshot
000A ovl_En_Box Treasure Chest 000E 014C Big Find - Lens of Truth
000A ovl_En_Box Treasure Chest 000E 01A5 Big Find - Megaton Hammer
000A ovl_En_Box Treasure Chest 000E 0568 Big Find - Mirror Shield
000A ovl_En_Box Treasure Chest 000E 05C7 Big Find - Iron Boots
000A ovl_En_Box Treasure Chest 000E 05EB Big Find - Hover Boots
000A ovl_En_Box Treasure Chest 000E 0644 Big Find - Bomb Bag
000A ovl_En_Box Treasure Chest 000E 06A9 Big Find - Silver Gauntlets
000A ovl_En_Box Treasure Chest 000E 06CA Big Find - Golden Gauntlets
000A ovl_En_Box Treasure Chest 000E 07C0 Big Find - Piece of Heart
000A ovl_En_Box Treasure Chest 000E 0801 Big Find - Compass
000A ovl_En_Box Treasure Chest 000E 082E Big Find - Dungeon Map
Room 1 - Treasure Chest Room II

This room contains an early version of the Heart Container, which doesn't appear anywhere else in the game.

Actor Filename ID Object Variable ID Used
000A ovl_En_Box Treasure Chest 000E 0031 Kick Open - Blue Rupee
000A ovl_En_Box Treasure Chest 000E 0050 Kick Open - Deku Nuts (5)
000A ovl_En_Box Treasure Chest 000E 0073 Kick Open - Bombchu (10)
000A ovl_En_Box Treasure Chest 000E 00EF Kick Open - Deku Stick (1)
000A ovl_En_Box Treasure Chest 000E 017A Big Find - Zelda's Letter
000A ovl_En_Box Treasure Chest 000E 0192 Big Find - Ocarina of Time
000A ovl_En_Box Treasure Chest 000E 01D4 Big Find - Cojiro
000A ovl_En_Box Treasure Chest 000E 02D7 Kick Open - Magic Bean (1)
000A ovl_En_Box Treasure Chest 000E 04FB Big Find - Kokiri Sword
000A ovl_En_Box Treasure Chest 000E 051C Big Find - Giant's Knife
000A ovl_En_Box Treasure Chest 000E 0555 Kick Open - Hylian Shield
000A ovl_En_Box Treasure Chest 000E 0596 Big Find - Goron Tunic
000A ovl_En_Box Treasure Chest 000E 05B8 Big Find - Zora Tunic
000A ovl_En_Box Treasure Chest 000E 0739 Big Find - Stone of Agony
0015 En_Item00 Field & Dungeon Collectable Items 0000 0911 Small Key
0015 En_Item00 Field & Dungeon Collectable Items 0000 0A00 Green Rupee
0015 En_Item00 Field & Dungeon Collectable Items 0000 0B01 Blue Rupee
0015 En_Item00 Field & Dungeon Collectable Items 0000 0C02 Red Rupee
0015 En_Item00 Field & Dungeon Collectable Items 0000 0D07 Early Heart Container
0125 ovl_En_Kusa Grass 0001 FF01 Regenerating Grass
Room 2 - Flying Tile Room

This room contains eight unloaded flying floor tiles that fill its depressions. Even if one adds their object to the object list in order to make them load, they are not easily seen. This is because they audibly launch themselves the moment that Link loads the room by entering through the door, which is at the far end of the L-shaped hallway. This means that the tiles will crash before Link ever reaches them.

Actor Filename ID Object Variable ID Used
006B ovl_En_Yukabyun Flying Floor Tile 005F FFFF xxx
006B ovl_En_Yukabyun Flying Floor Tile 005F FFFF xxx
006B ovl_En_Yukabyun Flying Floor Tile 005F FFFF xxx
006B ovl_En_Yukabyun Flying Floor Tile 005F FFFF xxx
006B ovl_En_Yukabyun Flying Floor Tile 005F FFFF xxx
006B ovl_En_Yukabyun Flying Floor Tile 005F FFFF xxx
006B ovl_En_Yukabyun Flying Floor Tile 005F FFFF xxx
006B ovl_En_Yukabyun Flying Floor Tile 005F FFFF xxx
000A ovl_En_Box Treasure Chest 000E 07BD Big Find - Heart Container
000A ovl_En_Box Treasure Chest 000E 08BE Big Find - Adult's Wallet
000A ovl_En_Box Treasure Chest 000E 08DF Big Find - Giant's Wallet
000A ovl_En_Box Treasure Chest 000E 08E0 Big Find - Weird Egg
Room 3 - Castle Room

None.

Room 4 - Tunnel

None.

Objects

Room 0 - Treasure Chest Room I
Actor Filename ID Used
000E object_box Treasure Chest
005F object_yukabyun Flying Floor Tile
0081 object_lightbox Four Grey Rectangular Blocks of Increasing Size
0085 object_trap Sliding Blade Trap
008B object_vm Beamos
00AA object_gi_key Small Key
00BE object_gi_arrowcase Quivers
00C6 object_gi_bottle Empty Bottle
00DB object_gi_scale Scales
00DC object_gi_shield_2 Hylian Shield
00DE object_gi_ocarina Ocarina of Time
010B object_gi_bottle_letter Ruto's Letter in Bottle
010E object_gi_ocarina_0 Fairy Ocarina
Room 1 - Treasure Chest Room II
Actor Filename ID Used
000E object_box Treasure Chest
005F object_yukabyun Flying Floor Tile
0081 object_lightbox Four Grey Rectangular Blocks of Increasing Size
0085 object_trap Sliding Blade Trap
008B object_vm Beamos
0025 object_bw Torch Slug
005D object_Bb Bubble
0056 object_vali Bari
0021 object_bl Biri
0026 object_ei Stinger
00AA object_gi_key Small Key
Room 2 - Flying Tile Room
Actor Filename ID Used
000E object_box Treasure Chest
0081 object_lightbox Four Grey Rectangular Blocks of Increasing Size
0085 object_trap Sliding Blade Trap
008B object_vm Beamos
Room 3 - Castle Room
Actor Filename ID Used
000E object_box Treasure Chest
005F object_yukabyun Flying Floor Tile
0081 object_lightbox Four Grey Rectangular Blocks of Increasing Size
0085 object_trap Sliding Blade Trap
008B object_vm Beamos
Room 4 - Tunnel
Actor Filename ID Used
000E object_box Treasure Chest
005F object_yukabyun Flying Floor Tile
0081 object_lightbox Four Grey Rectangular Blocks of Increasing Size
0085 object_trap Sliding Blade Trap
008B object_vm Beamos

Exits

None.

Room 120: Stalfos Miniboss Room

Description

This map is known as ちゅうスタロフォスベや, or "Stalfos Miniboss Room" in the Map Select menu. The name of its map file is "syotes", which is short for ショーテスト, or "show test". It shares many similarities with Room 121, whose map file is called "syotes2".

Oct. 1996 Debug ROM
OoTStalfosHouse.jpg OoTRoom120.png

Despite being re-added to the Debug ROM, the fact that the map is missing its room header renders it inaccessible without some tinkering to repair the problem. A patched Debug ROM has been released by a hacker named cooliscool to amend the issue.

Layout

The room consists of a large, rectangular hall. One end of the room has a door, while the other has a raised dais. Its floors, walls, and ceiling are patterned in textures that are not used anywhere else, though the blue texture on the back wall and the sides of the dais can be seen in other early pre-release screenshots.

The door is nonfunctional, as it is simply textured into the wall, rather than being an object Link can interact with.

Environment Settings

xxx

Actors

Unknown, missing header.

Objects

Unknown, missing header.

Exits

None.

Room 121: Stalfos Boss Room

Description

This map is known as ボススタロフォスベや, or "Stalfos Boss Room", in the Map Select menu. The name of its map file is "syotes2", which is short for ショーテスト2, or "show test 2".

Oct. 1996 Debug ROM
OoTStalfosHouse2.jpg OoTRoom121.png

Link is seen fighting a Stalfos in this room in early pre-release screenshots dating from 1996.

Layout

The room consists of a large, red-carpeted hallway lined with pillars. Its floors, walls, and ceiling are patterned in textures that are not used anywhere else. One end of the room has a door, while the other has a raised dais.

The door is nonfunctional, as it is simply textured into the wall, rather than being an object Link can interact with.

Environment Settings

The carpet uses the "wet floor" sound effect, which suggests the sound effects were rearranged during development.

Actors

Despite its map select and scene name, as well as pre-release screenshots that depict Link fighting a Stalfos here, the room contains nothing but a warp that brings the player to Hyrule Field, in front of the drawbridge.

Actor Filename ID Object Variable ID Used
005D ovl_Door_Warp1 Blue Warp 0048 0000 Blue Warp - Brings You to Entrance of Map

Objects

Object Filename ID Used
0048 object_warp1 Blue Warp

Exits

None.

Room 122: Sutaru

Description

This map is known as "Sutaru", or "Stal", in the Map Select menu. It is presumably short for "Stalfos". The name of its map file is "sutaru".

Oct. '97 Debug ROM
OoTStalfosBattle2.jpg OoTRoom122.png

Link is seen fighting two Stalfos in this room in pre-release screenshots from October, 1997. The room, with its Stalfos miniboss battle, was featured in the first-ever playable Ocarina of Time demo at Nintendo's trade show, Spaceworld, the following month. To quote a contemporary report from N64.com (a Nintendo 64 coverage site created by IGN):

"You could also try out three different boss battles. The first one pits you against two pretty tall and scary Stalfos skeletons in a round arena that both attack you at the same time. When you kill them, they crumble to a heap of bones."


(Source: "EVERYTHING about Zelda 64" - N64.com, Nov. 24th, 1997)

Layout

The map consists of a large, circular room. The developers added a lower level and doors to this room, incorporating it into the Forest Temple. There, Link must undergo a miniboss fight against two Stalfos in order to escape the room and obtain the Fairy Bow.

Environment Settings

xxx

Actors

Reenable Stalfos: 812B0BD0 0032

Reenable Other Actors: 802B0BC1 0005:

Actor Filename ID Object Variable ID Used
0033 ovl_En_Torch2 Dark Link 0020 FFFF xxx
0069 ovl_En_Bb Bubble 005D 05FB xxx
0002 ovl_En_Test Stalfos 0032 FFFF xxx
0002 ovl_En_Test Stalfos 0032 FFFF xxx
005D ovl_Door_Warp1 Blue Warp 0048 0001 xxx
Hmmm...
To do:
Check if these unused actors are legit.

Objects

Object Filename ID Used
0183 object_wf Wolfos
0020 object_torch2 Dark Link
00A6 object_dh Dead Hand
0098 object_rd Redead
005D object_Bb Bubble
0048 object_warp1 Blue Warp
00B7 object_gi_heart Recovery Heart
00F2 object_gi_clothes Tunics

Exits

None.

Room 123: Shooting Gallery Test

Description

OoTShootingGalleryCutscene.png

This map is known as "jikkenjyou", or "Test Area", in the Map Select menu. In truth, both Room 123 and Room 22 bring the player to the map file "syatekijyou", which means "Shooting Gallery".

It was evidently used as a test area at some point during development.

Layout

xxx

Environment Settings

xxx

Setup 00 - Normal Gameplay

Actors

Actor Filename ID Object Variable ID Used
00C0 ovl_En_Syateki_Itm xxx 0001 0000 xxx
0141 ovl_En_Kanban Square Sign 012F 0329 xxx

Objects

Object Filename ID Used
005B object_ossan Shooting Gallery Owner & Bazaar Owner
00B7 object_gi_heart Recovery Heart
00BB object_gi_nuts Deku Nut
00BD object_gi_hearts Piece of Heart & Heart Container
00BE object_gi_arrowcase Quivers
00CE object_gi_bomb_1 Bomb
00D8 object_gi_arrow Arrow Bundles
0013 object_niw Cucco
0119 object_gi_seed Deku Seeds
012F object_kanban Square Sign
017B object_gi_dekupouch Deku Seed Pouches
017F object_gi_rupy Rupees
016B object_dog Dog

Exits

Exit Appear At From
7FFA xxx Shooting Gallery

Setup 04 - xxx

Actors

None.

Objects

None.

Exits

None.

Setup 05 - xxx

Actors

Actor Filename ID Object Variable ID Used
008C ovl_Demo_Kankyo xxx 0001 0007 xxx (0001)
008C ovl_Demo_Kankyo xxx 0001 0008 xxx (00B6)
008C ovl_Demo_Kankyo xxx 0001 0009 xxx (00B6)
008C ovl_Demo_Kankyo xxx 0001 000A xxx (00B6)
008C ovl_Demo_Kankyo xxx 0001 000B xxx (00B6)
008C ovl_Demo_Kankyo xxx 0001 000C xxx (00B6)

Objects

Object Filename ID Used
00B6 object_gi_melody Music Note

Exits

Setup 00 Setup 06
Exit Appear At From Exit Appear At From
7FFA xxx Shooting Gallery 03BC Market (Child - Day) Bombchu Bowling Alley

Setup 06 - xxx

Actors

Actor Filename ID Object Variable ID Used
005D ovl_Door_Warp1 Blue Warp 0048 0003 Zelda's Pink Rupee Prison

Objects

Object Filename ID Used
00B6 object_gi_melody Music Note
0048 object_warp1 Blue Warp
0075 object_warp2 xxx ?

Exits

Setup 00 Setup 06
Exit Appear At From Exit Appear At From
7FFA xxx Shooting Gallery 03BC Market (Child - Day) Bombchu Bowling Alley

Room 124: Depth Test

Description

This map is known as depthテスト, or "Depth Test", in the Map Select menu. The name of its map file is "depth_test".

Prerendered Background Background Disabled
OoTRoom124.png OOT Room124Under.png
Fog Disabled Room Editor
OOT Room124Under4.png OOT Room124Under1.png

This room may have been used to test at which distances certain polygons start disappearing due to the game's fog effect. Some of the squares (specifically the white, orange and blue ones) show up as grey during normal gameplay. You can only see their true color by disabling the game's fog effect.

Layout

This map has no collision. As a result, Link starts to fall the moment he spawns, eventually reaching the kill plane, which causes him to respawn at the top of the map and fall again. This process continues until he runs out of hearts.

The room has a prerendered 2D background depicting nine blue squares. When this background is removed, nine more quadrilaterals of various colours can be seen. In addition to disabling the background manually, these hidden shapes can also be seen if the player waits for the fade-out animation to kick in when Link dies, as that will disable the background texture for just a bit.

The nine quadrilaterals are each positioned at varying distances. They are listed, in order from the closest to the furthest from the camera: Cyan / Purple / Red / Green / Yellow / White / Blue / Orange / Pink.

The pink square cannot normally be viewed, as it is too far away from the camera.

Environment Settings

The map uses the same music as the last room Link entered.

Actors

None.

Objects

None.

Exits

None.

Room 125: Early Hyrule Garden Game

Description

OoTRoom125.png

This map is known as ハイラルにわゲーム2, or "Hyrule Garden Game 2", in the Map Select menu. The name of its map file is "hairal_niwa2", or "hyrule_garden2". It is an earlier version of the Hyrule Castle Garden Game map.

The map causes severe graphical glitches on certain emulators, and crashes on N64 hardware. One of these graphical glitches prevents the interface from appearing on emulators. The reason for these glitches is that the moat water's display list is trying to execute additional commands, presumably for texture animation, in RAM segments 0x08-0x0B. These segments have not been set up correctly, which results in the game executing garbage instead of correct commands. The following patch will replace Room 23 (the actual Castle Courtyard) with Room 125, fixing these issues:

Download.png Download Early Courtyard Fix
File: OoTDebugROM_EarlyCourtyardFix.zip (296 B) (info)


This patch is intended for the Z64 version of the Debug ROM (non-byteswapped, big endian). If you have a different version of the ROM, you may need to use Tool64 to convert it.

(Source: Zeth Alkar (patch))

Layout

There are several differences between Room 125 and the garden that appears in the final game. For example, the C and B buttons are not disabled. Additionally, the player is able to control the camera freely, rather than being forced to view the scene from predetermined angles depending on their position.

Early Garden Game Final Garden Game
Zelda Ocarina of Time MissingWater 1.png Zelda Ocarina of Time MissingWater 2.png

Room 125 lacks the wooden shutter above the moat entrance through which Link crawls. Absent, too, are the stone pillars which support it. The barrels were originally boxes.

Early Garden Game Final Garden Game
Zelda Ocarina of Time MissingRuppees 1.png Zelda Ocarina of Time MissingRuppees 2.png

As there is no actor list for the map, this area lacks the final version's rupees.

Early Garden Game Final Garden Game
Zelda Ocarina of Time AlteredWindow 1.png Zelda Ocarina of Time AlteredWindow 2.png

The window that Zelda peers through is shaped like a triangle. In the final version, it's rectangular. Naoki Mori, credited as one of Ocarina of Time's cinema scene directors, mentioned the shape of the window in an interview:

"At first, it wasn’t a window Zelda was looking through, but a peephole. But then someone asked 'Why would there be a peephole in a castle courtyard?' Unfortunately, when we asked the mappers to change the peephole to a window, I think we made one cry..."


(Source: 1101 (1-6): Looks Like Ganondorf is Both Good and Evil in This Zelda)

Environment Settings

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Actors

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Objects

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Exits

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