Proto talk:The Legend of Zelda: Ocarina of Time Master Quest
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Contents
- 1 "A scary looking woman with lips for eyes (possible error) is in the game as well. "
- 2 Inventory debug
- 3 Text
- 4 Prototype
- 5 Room 119 (Test Room)
- 6 Weird Alpha Blue Balls
- 7 Cutscene 02 "ProvingArea"
- 8 Old Pre-Boss Room
- 9 Memory editor questions.
- 10 Actor Debug
- 11 The Coins
- 12 That Room? It has Eight Insets.
- 13 Texture Problem Fix + Problems With Value Editing
- 14 framerate
- 15 Room 119
- 16 Unable to load besitu_room_0.zmap!
- 17 Patching and the Debug ROM?
- 18 Comparing to Majora debug ROM
- 19 Wrong Rom Name
- 20 object_human
- 21 the move
- 22 Collision Debugger
- 23 Prerelease OoT Maps from the MM Debug ROM (?)
- 24 Undiscovered Unused Cutscenes
- 25 OPT code in Stage Select menu? And other misc questions
- 26 Stage 116 won't load in some copies of the Debug ROM
- 27 Found something interesting using the Wayback Machine
- 28 Room 121
- 29 Test Room 119 and Fire Temple Connection
- 30 Red bar vs. yellow bar
- 31 Room 125 (Important!)
- 32 Room 124
"A scary looking woman with lips for eyes (possible error) is in the game as well. "
I don't see her, and this makes me extremely curious.
I think it has a similar file name to how they categorized the NPCs like object_oA1, object_oB2, she also appears to have an awful lot of animation. ~~---
- Is her image on the page? Lilfut
Nope. Oaa
- Could her image be added to the page? Lilfut
Inventory debug
ルピー (rupee) .... ハート (haato: heart) アイテム (aitemu: item) そうび (soubi: equipment) ... ケン/タテ (ken/tate: sword/shield) ふういん (fuuin: seals [medals]) ... せいれいせき (seireiseki: Spirit Seat?) オカリナ (okarina: Ocarina) コレクト (korekuto: collect) ... キンスタ (kinsuta: Gold Star?) ... カケラ (kakera: fragment)
My best guesses as to the labels. That bizarre J-like shape confounds and confuses me. -- Xkeeper (talk) 08:16, 13 September 2010 (EDT)
- That "bizarre J-like shape" is a ン, which is distinguishable from a ソ by the first stroke's direction... --Tauwasser 09:09, 13 September 2010 (EDT)
- The slope is different too.
- Image:N-so.png
- They are a tricky pair. Those crazy Japanese and their lookalike letters. (Oh wait, I and l...) HyperHacker 09:22, 13 September 2010 (EDT)
- The slope does not usually translate to any difference in handheld fonts. So make the distinction they make the strokes very clear: ン is horizontal while ソ is vertical or almost vertical. --Tauwasser 14:45, 13 September 2010 (EDT)
- I figured it was either n or so but the usual way of checking for correctness (namely, plugging in the finished word into Google) didn't result in any hits.
- Hell, to that end, I actually looked up the Japanese equivalent of the Skulltilla name (スタルウォール) to see if it would have any clues, which didn't help. It did tell me I had the last two letters right, but I already knew that. -- Xkeeper (talk) 16:12, 13 September 2010 (EDT)
- The slope does not usually translate to any difference in handheld fonts. So make the distinction they make the strokes very clear: ン is horizontal while ソ is vertical or almost vertical. --Tauwasser 14:45, 13 September 2010 (EDT)
Text
I don't know why nobody noticed it, but the Debug ROM seems to be not entirely identical to MQ. It features none of the text changes that were done (so you still have to use the blue action icon which does not exist on a Gamecube and are asked to equip a Rumble Pak, which is similarly obsolete on a GC). -- Prince Kassad 13:44, 18 September 2010 (EDT)
Prototype
Should these debug versions be under the Proto: namespace? HyperHacker 21:29, 12 December 2010 (EST)
Room 119 (Test Room)
The empty room with depressions in the floor actually does contain floor tile actors (0x06B) right where you'd expect them, although they don't seem to work "right out of the box". Their corresponding object is loaded (0x05F), so it's probably a matter of the correct variables for them to show up (all are set to 0xFFFF). Also, I believe I have seen them in action before, although I'm not sure of the details anymore. --Xdaniel 12:23, 8 May 2011 (EDT)
Weird Alpha Blue Balls
To add on TCRF!
--Dark Linkaël 07:10, 6 August 2011 (EDT)
- Heh, you said... Heh. Hey, the link leads to the main page, due to the way the Way Back Machine works. You need to copy the link shown on the top WBM bar, not the current URL. {EspyoT} 07:37, 6 August 2011 (EDT)
Indeed! That's the real link:
--Dark Linkaël 07:41, 6 August 2011 (EDT)
- I don't quite get why they're called balls, when one can clearly spot a beak and some eyes. Those are some weird birds, for sure... Well, this does need to be added, verily. I remember seeing this some time back, but not only on that site, IIRC... Those bird creatures might be a bit more infamous, so I'm surprised at how they weren't added yet. {EspyoT} 17:42, 6 August 2011 (EDT)
- I've tried the blue balls, but for some reason the given Gameshark code doesn't work for me. I'm positive it exists, but with no way to take pictures of it, ... -- Liliana 05:25, 8 August 2011 (EDT)
- I tested the other day, I had a little trouble to do so, but I finally succeeded. I'll try to make the images. --Dark Linkaël 05:42, 8 August 2011 (EDT)
- That's one I made a screenshot. Small birds are blue visiblent shortly above the ground near the hut of Mido. Otherwise, they fall in a vacuum and they are complicated to find.
--Dark Linkaël 09:23, 8 August 2011 (EDT)
They are used in Majora's Mask, as the little brown bird. --Dark Linkaël 13:40, 7 August 2011 (EDT)
Cutscene 02 "ProvingArea"
A few days ago, I came across a strange cutscene in "ProvingArea". Use the cutscene 02.
--Dark Linkaël 11:34, 6 August 2011 (EDT)
- Added it. But I think I remember having seen that in some other room too...? -- Liliana 14:03, 7 August 2011 (EDT)
Old Pre-Boss Room
I remember I saw a video showing the previous room before the boss of a temple, but it was a few years ago that. On the video, you could see old versions of certain rooms of temples. The video has not existed for quite some time, but I found the code.
Here is the code and images (except the first two dungeons that are visible):
Beta Pre-Boss Room code: (Cendamos)
80223E0A 0001
It was just Cendamos who found older versions of these two rooms.
I found the code around also with another, but I have not tested it yet.
8115E662 ???? 80223E0A 0003 (Values) 040F Inside the Deku Tree 040B Dodongo Cavern 0301 Jabu Jabu's Belly 000C Forest Temple 0413 Shadow Temple 0305 Fire Temple 0417 Water Temple 05EC Spirit Temple
--Dark Linkaël 14:24, 4 February 2012 (EST)
- Most of them seem to be the same as the final version. From what I can tell, only Jabu Jabu, Fire, and Shadow Temple are different, and I added them to the page. -- Bob Newbie 23:04, 5 February 2012 (EST)
- If the room is visible in the game in Spirit Temple, it contains two small pillars between the throne and they are not so easy to watch. I saw that they were visible in an old trailer to Ocarina of Time.
- Go to 2:08 of the video.
--Dark Linkaël 06:40, 6 February 2012 (EST)
All of these are in the regular OoT v1.0 and should probably be moved there
--Kargaroc 04:11, 12 August 2013 (EDT)
Memory editor questions.
RS94
I saw that RS94 was added to the memory editor part. This is the description: "Changing RS94 generates the pause menu background (may hang a bit on emulators)."
This doesn't appear to work as intended for me. The setting immediately gets set to 3 and the graphics stop rendering and environment sound stop as well. Then I can't set it to a lower value, though setting it to 4 will cause it to go down to 0 again and the game continues. I'm NOT running it in an emulator since I recently bought a 64drive for my N64. So it's running on a real PAL N64, which is what makes me wonder if this one actually works or not. It obviously affects something, that much is sure.
I also found this variable in Majora's Mask debug, but it's the same issue there so I didn't add it to the Wiki. So, is there anything else I should set for it to work or am I doing something wrong?
--Synt4x 11:03, 13 February 2012 (EST)
- I suppose that given that the pause menu background simply shows the area you're currently in, they should look the same. The difference is much more noticable on an emulator. -- Bob Newbie 16:59, 13 February 2012 (EST)
Actor Debug
When using this code- 80211CE4 0001 - arrows appear at locations of interest. I have noticed that at these areas of interest the arrows change color when the player walks within a certain range of the arrow. I checked it out and found out this. The arrows are color coded: Red- The range the player must be within for the Ocarina to solve a puzzle. Green- Spawn locations for actors Blue- Used for signs? Anyhow, these arrows represent the max/min range that Navi will float to an object, or that Link can <Check> an object. I hypothesize that the arrows possibly justify what the action button does at that certain moment. — The preceding unsigned comment was added by ChronosGiegue (talk • contribs) 21:34, 3 March 2012
- Not sure if you've seen this, but this information is already available in this section of the article. 404 User Not Found 19:42, 3 March 2012 (EST)
- Actually, I just noticed that in that section I've linked to, it states that what the arrows are for is not yet known. What you've posted would probably be a good addition to that section. 404 User Not Found 19:43, 3 March 2012 (EST)
- Can you make a video of this? It sounds really interesting. I don't have access to an emulator capable of using cheats right now, unfortunately. Navi's gone through several colour changes. Until fairly late in development, she turned red when she hovered over enemies, yellow when she hovered over NPCs, green when she hovered over treasure chests, and blue when she hovered over signs. The colour of the arrows is probably a leftover from that time.
- Actually, I just noticed that in that section I've linked to, it states that what the arrows are for is not yet known. What you've posted would probably be a good addition to that section. 404 User Not Found 19:43, 3 March 2012 (EST)
- --GlitterBerri 05:10, 4 March 2012 (EST)
- Well I've already added the info about arrow colors to the Actor Debug section of the article, though I basically just copied/pasted the color coding that Chronos posted above and then fancied it up for the article. I'm not exactly sure it's correct, but hopefully someone who knows a bit more about it can correct any mistakes I've made. 404 User Not Found 12:10, 4 March 2012 (EST)
- --GlitterBerri 05:10, 4 March 2012 (EST)
- --ChronosGiegue 22:44, 9 November 2012 (EST)
- These details may be key to our understanding of this!
- --ChronosGiegue 22:44, 9 November 2012 (EST)
[IMG]http://i47.tinypic.com/2i251mc.jpg[/IMG] FLAMES is actually Engrish, it is actually supposed to be FRAMES. This displays the current frame number that is being displayed during a cutscene (starting with 000000 in any cutscene in question). The text below this on the title screen says SKIP=(START) or (Cursole Right), the buttons (with their respective functions) being inside parentheses. Cursole is another case of Engrish- it is actually supposed to be Cursor. And, sure enough, pressing START on the title skips the cutscene (obviously).
The Coins
This is just speculation on what the coins would be used for, but, their colors match the first four medallions. Maybe these were alpha channels? It seems reasonable since the hexagonal shape was chucked out pretty early.
That Room? It has Eight Insets.
If you recall, there has been speculation about there having originally been eight medallions instead of just six. If you go through all the doors to the end of Room 119 (Test Room), you will notice a room with goldenrod-colored tiling and eight inlets. If you remember, the medallions had different purposes (i.e. Wind Medallion= Farore's Wind, Ice Medallion=Ice Arrow Power-up, etc.) and were to be on the regular item screen. The purpose of Room 119 has been established as being an area where all you can do is collect items. This leads me to believe that the final room I speak of has the same purpose- item collection. This would be the room where the testers would have collected the medallions for their testing. Seeing as this functionality of the medallions was removed, the models were removed from that space also. Light, Wind, Forest, Fire, Water, Ice, Shadow, and Spirit were all meant to be used as power-ups.
Texture Problem Fix + Problems With Value Editing
In the debug ROM, if you experience bad textures, you can fix them by changing your graphics plugin to Jabo's Direct3D6 1.5.2, at least that's how I fixed it. You should try changing the plugins if you ever get bad graphics eventually you will probably find the right one. About the value editing and the other things in the debug ROM that require pressing multiple buttons at once like L+C-Up don't seem to be working for me, do you know how I could fix this?
==Edited by ChronosGiegue, 1:03 AM EST on Wednesday, June 27, 2012== To fix this problem you must have multiple controllers activated.
To do this you must edit your controller settings and manually edit the button setup for each seperate controller. You can find data on which controllers hooked into which ports do what in the OoT Debug Version page. Or it could just be your keyboard. I know some keyboards are rather touchy on how many keys of each type may be struck at once. I hope that this helps!
framerate
The framerate was hacked from PAL to NTSC before the ROM was distributed.
That's only half the story. The GameCube emulator that plays the N64 Zeldas always plays at 60 fps, even in case of the PAL games - it completely ignores the region header (which is why Zelda Collector's Edition won't work on many European TVs, including mine). Therefore, this should be called a fix, rather than hack, as the error lies on Nintendo's side. -- Sheeza 07:01, 11 August 2012 (EDT)
- Wait, so this applies to
dde376d47187b931820d5b2957cded14 Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (Debug Edition).n64
- (which does NOT say THE LEGEND OF DEBUG) or are we talking about some hack by cen or someone else? - Andlabs 23:45, 3 January 2013 (EST)
Room 119
From a recent edit: The last room has eight depressions in the floor, but is otherwise completely empty when visited in-game. However, using a map editor one can see that this room actually has eight flying floor tile actors correctly defined and positioned.
...But why would there be enemies at the end of an area that otherwise solely contains items? And why eight, specifically? The only explanation I can think of is that the flying floor tiles were used to replace the eight medallions. -WarioBarker 07:09, 10 October 2012 (EDT)
- The depressions are about the same size as the ones for floor tiles in the Fire Temple, the actors have roughly the same coordinates relative to the depressions (centered on X/Z axis, Fire Temple ones seem to be a bit higher on the Y axis), the Fire Temple has (at least in room 19) also exactly eight floor tiles. That the floor tiles replaced the medallions is pure speculation, and IMO pretty unfounded.
- Why would there be depressions in the floor if none of the other rooms have any? What does the Japanese leftover text for Wind and Ice Medallions on the subscreen have to do with this room? Or the trials in Ganon's Castle for that matter? The text only proves they could be equipped once (and even that depends where exactly the unused text is stored, among the quest status or inventory graphics), as seen in earlier screenshots, and that those specific two existed at one point.
- Sorry if I come across as annoyed here, but I've heard my fair share of baseless OoT rumors and speculation over the years and am quite allergic to them by now. --Xdaniel 07:45, 10 October 2012 (EDT)
- Gotcha. Sorry if I came across as a rabid fanboy; I'm not. I just love video games (including Ocarina of Time; I've played it and Master Quest to 100% completion, although MQ and I engaged in a fierce butt-kicking contest) and trying to do weird stuff in them (protip: don't use Action Replay code "Hold Z To Haul Butt" while swimming, or else the game will crash; learned this the hard way), so I'm not some jerk who walks in and spouts off.
- In regard to my comments, I was using logic based on the purpose of Room 119 (an "item warehouse"), and found it very odd that such a place would have enemies that 1) aren't really a good test of at least some items in the game and 2) don't even load.
- On a side note, I'm reasonably sure the Ganon's Castle trials for the Forest and Water Temples (wind and ice trials) were made while there were still eight medallions/temples, because otherwise they really don't make sense. But, again, just using logic. :) -WarioBarker 08:23, 10 October 2012 (EDT)
- Thinking your comments over again, I guess I can see where you're coming from, with the "item warehouse" and Ganon's Castle. Ganon's Castle with the trials based on wind and ice seems pretty likely, but is technically unproven and isn't something for the wiki (which you never said it was anyway, so all's good there).
- However, as for the warehouse thing, let me also speculate a bit and say that this wasn't originally (purely?) an item testing room - think of the Hyrule Castle-esque room that doesn't load correctly by itself. There's nothing to be found there anymore, and it looks quite different from the other rooms here; less utilitarian I suppose. I'd say they just used this area to test whatever they needed to test at a given point (crawling tunnels, the floor tiles, whatever else), then over time removed what wasn't needed anymore (ex. the floor tile object, access to the inaccessable room, but not the depressions as that would mean remodelling the room as opposed to commenting out some actors/objects), and its final incarnation was that of an "item warehouse". Come to think of it, the situation here seems to be similar to that of 122/Sutaru, which has actors and objects defined that end up being unused.
- Well, in short and in my opinion, there's very little to nothing that suggests that the medallions have ever been in this room, especially not where the floor tile actors now are, ex. considering the depressions apparently specifically made for the tiles. Hope that makes sense. --Xdaniel 08:59, 10 October 2012 (EDT)
Unable to load besitu_room_0.zmap!
I have been attempting to load this room with Utility of Time v0.83.4 and have been unable to as it comes up with a fatal error that states, "Cannot activate the GL rendering context." I load it with the corresponding scene and all, yet it gives that strange error that I have never encountered before! I am baffled by this! Has anyone else encountered this problem? Am I doing something wrong?
Patching and the Debug ROM?
Most of the Debug ROMs I find online are either corrupt or unavailable, so does anyone have a good ROM link? It might be a good idea to link it on the Debug page, like some games have their various beta ROMs listed.
Also, does anyone know how to actually PATCH a ROM? I'm probably bloody retarded for not being able to find this, but can someone link me to a tutorial? Thanks in advanced --The Dragonn 29 23:17, 22 April 2013 (EDT)
Comparing to Majora debug ROM
I can't really test right now, but I noticed a couple things in the Majora's Mask debug ROM that might apply to this one as well:
- A bunch of debug info is shown on the very first screen with the Nintendo 64 logo. This version has that logo disabled, doesn't it? If it were patched to re-enable the logo, there might be some debug info there too.
- Setting OPT=-1 on the map select takes you to a test map. Worth trying here. (Or is it the other way around?) ⬡ 04:21, 9 May 2013 (EDT)
Wrong Rom Name
I don't understand why this rom is named : The Legend of Zelda: Ocarina of Time (Debug version). This is a debug rom based on Master Quest emulated for GameCube, so the right name should be : The Legend of Zelda: Ocarina of Time Master Quest (Debug version). We also should place this page GameCube series next to Master Quest. Zelda series. --Jimmy130 14:09, 16 June 2013 (EDT)
object_human
Kind of a disappointment this isn't mentioned, since that is one of the earliest models in the game and appears in several prerelease screenshots. It's woefully broken but people have managed to fix the model. There's some information here that might be helpful... -- Sheeza 08:45, 28 June 2013 (EDT)
the move
I don't think the move was very optimal. This was released after the main game, and thus, strictly, it cannot be a prototype, which by definition is from an earlier date than the final release. -- Sheeza 16:18, 24 July 2013 (EDT)
- Technically speaking, I guess you are correct to say that the debug ROM is not a prototype to the original N64 game. However, I would argue that the debug ROM is still a prototype to Master Quest on the GC. If anything, this proto page should be moved to represent the Master Quest version of the game, not the N64 version or GC port of the game. That's my 2 cents. --Cuber456 00:03, 25 July 2013 (EDT)
- Well it's done. And I'm replying to an old thread again.--Hiccup 08:19, 12 August 2013 (EDT)
Collision Debugger
punk7890 posted some hacking notes on The GCN forums which included the following info on a collision viewer in the Debug ROM:
- DEBUG (OoT):Enable Collision Data (once in view, anything thats walkable turns blue, anything thats collision turns Green, anything thats damage or makes damage turns Red)
- 81211882 0001
- 50000202 0000
- 81211894 0001
- 81211898 0002
We currently have this info regarding the collision viewer:
- Setting RA15 to 1 enables a collision display. If you swing the sword, hide behind your shield, shoot an arrow or do other stuff, the collision box will be colored red.
- If you set RA15, RA23 and RA25 to 1, the clipping near Link will be color-coded, depending on whether it's solid from above (blue), from the side (green) or from below (red). Additionally, all breakable walls will also be colored red. Changing RA22 while the other three are on will stop the graphics rendering. Setting RA23 to 0 makes RA22 work when setting it to 1. RA26 sets yet another clipping mode. This one has multiple levels, both negative and positive.
Is it worth adding the GC code that enables it as well?
--GlitterBerri (talk) 23:44, 14 November 2013 (EST)
Prerelease OoT Maps from the MM Debug ROM (?)
The Majora's Mask Debug ROM apparently contains an overdump of prerelease Ocarina of Time maps. These may have minor differences in geometry and actor layouts compared to the final version of the game. If you want to examine them, the files can be viewed with Utility of Time.
This page has the unrenamed maps.
This page has the renamed maps.
Enjoy!
--GlitterBerri (talk) 04:06, 1 February 2014 (EST)
- I don't know how many of these maps have been investigated so far, but I'm told there are some differences in the Water Temple. (MM debug ROM map on left, OoT final map on right.) The Kakariko Graveyard map is also missing its graves. However, I'm not sure that this is evidence that these maps are unfinished or prerelease, because prerelease screenshots show that the Kakariko Graveyard was relatively finished with its graves as early as June, 1998. Examples: June 1998, July 1998, July 1998 (2). --GlitterBerri (talk) 18:24, 2 February 2014 (EST)
- I don't really know anything about the Zelda games, but are those graves modeled as a part of the final map or are they objects? I know GoldenEye went through this in a few levels. Early shots had something in place (the ICBMs in the Silo mission, for example) that wasn't present in later shots, but is there in the final game. They were originally modeled as a part of the level geometry, but later stripped out and made into props instead. Could the graveyard be a similar situation? --Dragonsbrethren (talk) 18:55, 2 February 2014 (EST)
- I dunno about those maps being any different from normal OoT, I thought they're identical to vanilla OoT NTSC v1.0. Here's that Water Temple room in MQ Debug - which lines up with the right hand side of GlitterBerri's Water Temple image -, here's the room in OoT NTSC v1.0, and here is the corresponding file from the unrenamed map archive above.
- Note how the actors line up perfectly with NTSC v1.0. Also, the missing textures (displayed in green here) and missing geometry near the top of the image likely come from the fact that the map file is actually cut off - it's just 0x3000 bytes long while there's references to display lists and textures above that offset, while the same file in ex. NTSC v1.0 is (I believe) 0x7000 bytes. So, yeah, I don't think those files are anything special. They might've been part of an OoT Debug ROM, as opposed to MQ Debug, but the "gameplay content" is probably identical to vanilla OoT.
- Also yeah, the graveyard's gravestones aren't part of the map's geometry but are separate actors, which I'm guessing are similar to props in GE. Hope all this is correct, it's kinda late over here... --Xdaniel (talk) 20:01, 2 February 2014 (EST)
- Thanks for the insight, xdaniel. :) It seems that these OoT maps in the MM Debug ROM have the Game Cube Gerudo symbol, so they can't be pre-release.
- I thought I posted about this on the talk page for the Majora's Mask debug rom. But yeah, it's nothing to really write home about. The owner of the original cart for MM dumped the cart with the later part of a OoT development cart as part of an overdump. The files are definitely not related to Master Quest, but as you can see point more toward being related to OoT 1.2 or whatever. If you compare the files that contain map geometry with the files that contain the geometry in 1.2, I believe you'll find it to be a perfect match. At least from what I remember.
More related to the OoT MQ Debug Rom though, this is also an overdump (big hint that the rom came from a cartridge and wasn't compiled) - I believe you can find a bunch of Yaz0 archives from Pokemon Stadium 2. I guess the owner also dumped his copy of Stadium 2 (before?) dumping his MQ debug cart. The owner had a habit of doing this with everything he owned. Evilhamwizard (talk) 20:57, 12 May 2014 (EDT)
Undiscovered Unused Cutscenes
Apparently there are more cutscenes that you can't access with the debug menu. The map select lets you view up to 11 cutscenes for each map by selecting 00 ~ 0A. However, some maps have more than 11 cutscenes that can't be accessed with the menu.
To quote, "170000000200 works like a magic byte for cutscene data. You can find cutscenes by searching for FFFFFFFF00000000 (which indicates the end of a cutscene), then scrolling up to the beginning. The only problem is that this method cuts out the first cutscene and also gets collisions with non-cutscene data. There is also cutscene data that crashes."
Some samples I haven't tested:
80213D88 - Looking at Ganondorf in the window (Unused)
803CABF4 - Link goes up to the window (Unused)
803CC3B4 - Ending
803CCCD4 - Learn Zelda's Lullaby
803CDC60 - Impa
803C58E0 - Farore Creation Scene
803C5D30 - Deku Tree Dialogue A
803C6330 - Deku Tree Dialog B
803C7660 - Navi
803C8210 - ??? (Unused)
803C8790 - ??? (Unused)
803C8AB0 - Credits
803C8C40 - Deku Sprout Rises
803C8940 - Credits
803C9960 - Talking to the Deku Sprout
803BBCB0 - ??? (Unused)
803BED60 - Temple of Time Opens
803BF000 - Goron's Ruby
803BF2F0 - Kokiri Emerald
803BF5E0 - Ending
803C0120 - You're old now!
803C1BF0 - learn the song of pie
803C2750 - you destroyed saria ty
803C3F10 - i have been waiting 4 u rinku
803C45F0 - the one who holds the triforce of courage is u!!!
803C5920 - ???
803C59A0 - Get Light Arrows
803C78C0 - Focuses on Zora's Sapphire
803C8830 - Temple of Time Intro
803B6AD0 - Fire
803B8E70 - sheik checking you out
803BA110 - Windmill
803BA6F0 - Volcano
803BAF60 - Credits
803BC5C0 - Intro
803B8380 - Water Temple Defeated
803B9C30 - Credits
803B9DC0 - Fire Arrows
803BA7D0 - Introduction
803CDE60 - Owl Cutscene
803C68E0 - Forest Sage
803C72E0 - Ice Sage Released
803C7Cb0 - Shadow Sage Released
803C8680 - Fire Sage Released
803C90B0 - Light Sage Released
803C9A70 - Spirit Sage Released
803CA440 - Barrier Destroyed
803CA990 - Light Temple Defeated
803CADD0 - Fire Temple Defeated
803CB190 - Forest Temple Defeated
803CB530 - Spirit Temple Defeated
803CB970 - Ice Temple Defeated
803CDD80 - Shadow Temple Defeated
I didn't create these names, and I don't know what the ones with lower-case letters are referring to. Maybe someone could test and identify the unused cutscenes and search for more?
--GlitterBerri (talk) 19:50, 5 February 2014 (EST)
1. Can someone please tell me what this does? What stages does it effect? I doubt it effects many, because I've never seen it do anything. Is it even active? Or did someone disable its functionality before leaking the ROM?
2. Also, on PJ64 emulator I can't press R+L+Z to access the stage select menu in-game. I have to reboot the ROM. It won't let me press more than 2 letter keys on my keyboard at a time. Is there any way around this? Maybe a shorter button combo than R+L+Z?
3. Also, how do I get out of cutscene and control Link while the cutscene is active? The wiki says press the Right-C button. But when I do that nothing happens, unless I triggered the cutscene from the stage select menu. If I trigger it the normal way, by completing a particular in-game event, I can't break out of it and control my character. Is this what it is supposed to do, or does this indicate my copy of the debug ROM has been tampered with? Animedude5555 (talk) 13:49, 9 February 2014 (EST)
4. Also, in room 119 where there is a cheat for making the secret room after the crawlway appear, there is another invisible room past the second door. There's a second door and it also has an invisible room on the other side. What is the code to fix it? You don't document it. Please post it somewhere. Animedude5555 (talk) 15:47, 9 February 2014 (EST)
- I numbered your questions so they're easier to answer!
- 2. I use Mupen64Plus and don't have an issue with pressing multiple buttons at once. You might try a different emulator, though I can't imagine why PJ64 would have that problem. The wiki does say "The Map Select allows you to go to any area in the game. It automatically appears if you select the first save file, you can also press L + R + Z to access it from anywhere within the game, but note that it won't work unless you boot the ROM with Controller 2 plugged in." Are you sure you have controller 2 enabled?
- 3. I believe you press D-right, the wiki might be incorrect. Please correct it if that works for you!
- As for the other questions, I'm not sure about the answers, but I'll ask someone else. (None of the ROM functionality was tampered with or disabled before it was leaked, for what it's worth.) --GlitterBerri (talk) 02:04, 10 February 2014 (EST)
About the map 119, the secret room I could reach editing the object En_holl order to access this room. You may try using the editors Utility of Time or SayakaGL.--Porcino (talk) 10:07, 10 February 2014 (EST)
Stage 116 won't load in some copies of the Debug ROM
In copies of the Debug ROM, for which the stage select menu and item editor have been translated to English (I assume via an English translation patch which has been applied to these copies of the ROM, and thus is a pre-patched copy of the ROM), selecting stage 116 (aka StrongBox Warp) from the stage select menu causes the game to freeze. On copies of the ROM for which the debug menus' text are not translated into English, selecting stage 116 has no problem. Is this a known bug in the ROM, or a known bug in the English translation patch that was used on the ROM? Or is it a known bug with another patch which is commonly applied along side the translation patch? Is this fixable with another patch or patches?
What website is hosting a KNOWN TO BE UNTAMPERED WITH (absolutely no patches applied) copy of the Debug ROM? If I'm going to figure out what is wrong with level 116, I'm going to need to start with a known clean copy of the ROM.
Animedude5555 (talk) 04:59, 11 February 2014 (EST)
- Do a search for "Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (Debug Edition)" -Einstein95 (talk) 05:03, 11 February 2014 (EST)
- Actually, it is the patch that caused 116 to not load! Fortunately, with a hex editor, if you search ZELDA MAP SELECT in ASCII, you should see the English named levels (the Japanese letters takes up at least double the English letters). You should also see the map number. So this means it IS possible to have the map select translated AND room 116 to work; it just takes a bit of translating with a hex editor.-Hexatendo (talk) 22:36, 16 August 2014 (EDT)
- Nope. That is part of the GoodSet roms. Sadly, the one that GoodSet got their hands on is NOT the original one leaked from Ninendo, but a slightly patched version. Read all about it at http://www.assemblergames.com/forums/showthread.php?23285-Origins-of-Zelda-Master-Quest-Debug-Rom . You'll also find out that the name "Legend of Zelda, The - Ocarina of Time - Master Quest (USA) (Debug Edition)" is very incorrect, as it contains (USA) which is wrong. The leaked Debug ROM was actually a European copy of the ROM. If the header, as with the name indicates a USA version, then the ROM has been tampered with. Usually GoodSet gets its stuff right, but in this case it should have the (E) indicator, not the (U) or (USA) indicator. Further more I'm wondering if the documentation I've read about it being European is mistaken, because the debug menus are written entirely in Japanese. So maybe the initial identification of it being European was also wrong, so it should actually have the (J) indicator. Not sure on the (E) or the (J) with this one actually, but it certainly should not have a (U) or (USA) indicator. Usually GoodSet gets its stuff right, but in this case they got it very wrong. Unfortunately their copy is so widespread, that it would be impossible to fix the name at every site hosting this ROM. Furthermore, their copy is not original (usually theirs are), but rather a slightly modified version. As such, the original Debug ROM that was leaked has been destroyed by the "mists of time". That is, unless someone on this Wiki has a copy that they can send me, that they know to be a copy of the original leaked version. If someone has this, by all means, PLEASE send me a copy, so I can get in contact with a ROMs hosting site (like Emuparadise) and send it to them to post for anyone to download. Normally I don't ask on sites that aren't ROM sites, for people to send me ROMs (cause it usually isn't allowed), but this special case requires it. I'm trying to preserve something for history/archival purposes that if it doesn't get preserved soon, will certainly be lost forever (and in its place will exist a patched copy, which certainly is NOT an original). Animedude5555 (talk) 18:35, 12 February 2014 (EST)
- If you do a search for "Ocarina of Time Debug ROM", you can probably find some other versions. Asking for ROMs on TCRF isn't allowed under any circumstances due to legality issues.
- The OoT Debug ROM was leaked by an employee from Nintendo of Europe. Though the map select and debug functions are in Japanese, the ROM contains three versions of the game text (French, English, and German) because it is European. US OoT contains only English and Japanese. You're right that Goodset's (USA) tag is wrong.
- The only room that should freeze for you when accessing it from map select is 120, because it's missing a header and needs to be patched in order to work. Make sure the stage is set to おひる ジャラ when you try to load room 116. Trying to load scenes in a room that doesn't contain cutscene data will freeze the game.
- --GlitterBerri (talk) 19:05, 12 February 2014 (EST)
- There's another issue with the Goodset version of the ROM, compared to the original leaked copy. It is a slightly altered version of the game. From the research I've done, the original version had this text in the title section of the header "THE LEGEND OF ZELDA" (without the quotes of course). The Goodset version instead has the text "THE LEGEND OF DEBUG" in header. It's likely that whoever made this change before uploading it to Goodset, also made other changes, including changes that alter the functionality of the ROM. Again, it is essential that I not use the Goodset version for my historical/archival purposes, but rather the copy of the ROM that was leaked by the guy at Nintendo. Also from research I've done, I understand that from the guy who originally received the leaked copy, was "cliqueish" (like most game pirates) and made a point of not releasing the original leaked copy (keeping it for himself and his buddies, thus depriving the gaming world of having what should have been archived publicly for historical/archival sake), but by accident he left the original unpatched copy on an unprotected FTP directory on his compute, and thus it leaked to someone else (who by accident stumbled upon this unprotected copy while browsing the guy's public FTP server). This guy who got a leak of the leak (and at this point was still unpatched, and original) then patched this and sent it to Goodset, but from my understanding never released the unpatched copy. All copies that the game community considers original, in fact have a patch applied. All copies that the game community considers patched, have been patched with the patch they known has been applied + the original patch that they aren't aware of. I myself only found this info out by searching deep into the internet to find as much about this game as I could. So when you say "don't ask for ROMs, you can find the original if you look enough" are mistaken. As far as I know, the truly unpatched original has NEVER been redistributed to the general public by the "scene" (that is to say, the pirate gaming scene), but have kept it for themselves. One quick way of identifying the original leaked copy (if it still even exists on anyone's computer) is that the only correct filename for the original leaked copy is "ZELOOTMA.V64". Any other filename (including the similar filename "ZELOOTMA.Z64") is not original, but has had at least that initial patch applied. My only hope is that such a "scene" member who has a copy of the original leaked "ZELOOTMA.V64" ROM will realize that by holding the original hostage, the whole gaming community suffers, and so does good archival of gaming history suffer, and that upon reading this they will change their tune, and finally release it publicly. And to whoever reads this, if you are a "scene" member and have it, and wish to release it (but not take the responsibility of making it public yourself), you can release it to me, and I will make it publicly available on a known ROM site. My email address is animedude5555@gmail.com Animedude5555 (talk) 00:02, 13 February 2014 (EST)
- Okay, to clarify: The ROM that I'm talking about is the one that's in No-Intro's database. In fact, this has the header text of "THE LEGEND OF ZELDA". The ROM that is marked "ZELOOTMA.[whatever]" (the extension is just format it is in, whether n64, v64 or z64) is in fact one that is patched to fix room 120. Please do not give your email address in the hopes of "begging" for ROMs. -Einstein95 (talk) 02:18, 13 February 2014 (EST)
- Read the posts of Knuckles500 in the thread you yourself linked to again. He was there, I was there, and we were both part of that "cliqueish" group as you put it (a small bunch of people from Zelda's Secret Ocarina, ZSO for short, and its Zelda Coalition forums). The original, unaltered ROM WAS released, and the ROM that's called "Zelda no Densetsu - Toki no Ocarina - Master Quest (J) (Debug Version)" in the version of GoodN64 I have appears to be exactly that ROM - header title "THE LEGEND OF ZELDA", untranslated map select, map #120 crashes, #125 has graphic errors/crashes (depends on video plugin; probably will crash on hardware), #116 works fine, etc. It's misnamed, because as you mentioned, this build of the game is based on the European MQ release, but that's about it.
- Well, if you really want this exactly as it was released, get your favorite byteswapping tool out and swap the ROM to V64 format. You'll make the thing incompatible with every tool and patch released for it, but it'll be in the state it was in when it was released some 10 years ago - granted, the Windows timestamp will obviously not say 2003, but getting THAT would mean pestering people to check their backup CDs/DVDs in case they even have backups from back then... I know I have ex. one IRC log from before we even knew that ROM existed - in which we were trying to translate the decompressed text of the map select as it appears in NTSC v1.0, before we could even access it -, and while I might still have the original ROM's archive somewhere, I sure as hell am not gonna look for it because it's for all intents and purposes a waste of time. --Xdaniel (talk) 03:22, 13 February 2014 (EST)
Found something interesting using the Wayback Machine
You might know what the wayback machine does already. I looked at an old page and it shows 'demo' images of 'The legend of zelda 64'. One of the pictures shows that link originally was going to have darker hair. Here's the link: http://web.archive.org/web/19970605014648/http://www.nintendo.co.jp/n01/n64/software/zelda/index.html SamuelEarl666 (talk) 13:40, 7 April 2014 (EDT)
Room 121
Funny thing, on room 121, the page claimed that if the player enters the blue light, Link ends up in Hyrule Field, right next to the drawbridge. When I went into the light, I ended up in the Spirit Temple, in a room where you cannot exit, because one door is barred, while the other won't respond at all. Was this some kind of fluke? PiE (talk) 20:45, 15 April 2014 (EDT)
Test Room 119 and Fire Temple Connection
Debug's Map Select Level 119 appears to be where they developed some of the ideas which would eventually be used the Fire Temple.
Debug's Map Select Level 119 appears to be where they developed some of the ideas which would eventually be used the Fire Temple. The floor, wall and ceiling textures of the first main room are all used in the fire temple. The final room even contains flying floor tiles. The flying floor tiles do not appear because their object file is not loaded.
Rooms with the colored, striped texture appear to what became the inspiration for the treasure chest game.
They room after the crawl space obviously shares textures with hyrule castle.
Only one room, the one with the beta heart container, and the red ruppee don't appear to match anything from the final game.
john_smith_account
- I see no problems in adding this information. Turns out the actor 006B needs the object 005F to be run. This object appears in the room 01, 02, and 04.
Also has other objects for enemies as Beamos and Traps. http://i.imgur.com/tPjL9LP.png --Porcino (talk) 11:03, 17 July 2014 (EDT)
Red bar vs. yellow bar
Can anyone give me a source that you CAN'T activate the crash debugger with the red bar? Are you guys sure that it's NOT a different button combination? Edit: I've found out that there are crash debugger text in the ROM. For more details, look in the hex editor and search ASCII text. I couldn't find the string for I love you, though.
RCP is HUNG UP!! Oh! MY GOD!! STACK TRACE SP CallBack OS_EVENT_CPU_BREAK EVENT_FAULT __osGetCurrFaultedThread FindFaultedThread STACK TRACE CONGRATURATIONS! All Pages are displayed. THANK YOU! You are great debugger! fault HungUp on Thread
So it MIGHT be possible, we just don't know how to activate the crash debugger yet if it is.-Hexatendo (talk) 11:33, 19 August 2014 (EDT)
Room 125 (Important!)
So, this is a interesting room, and I thought that there may be something more than what the wiki describes. I found out I was correct. I used different plugins, captured images using PNG and no filters and I wrote down some differences between the two versions.
Image 1 is Room 125 and Image 2 is Room 23(Final).
- The guards are obviously missing.
1: http://tcrf.net/File:Zelda_Ocarina_of_Time_MissingWater_1.png
2: http://tcrf.net/File:Zelda_Ocarina_of_Time_MissingWater_2.png
- The water that flows out of a wall at the beggining is missing.(Difference or glitch?)
- Said area is also missing the wooden part above the entrance, also is missing the two pillars that support it.
1: http://tcrf.net/File:Zelda_Ocarina_of_Time_MissingFountain_1.png
2: http://tcrf.net/File:Zelda_Ocarina_of_Time_MissingFountain_2.png
- Fountains are missing, although they have a place for them.(Difference or glitch?)
1: http://tcrf.net/File:Zelda_Ocarina_of_Time_MissingRuppees_1.png
2: http://tcrf.net/File:Zelda_Ocarina_of_Time_MissingRuppees_2.png
- The Ruppes are missing.
1: http://tcrf.net/File:Zelda_Ocarina_of_Time_DarkBushes_1.png
2: http://tcrf.net/File:Zelda_Ocarina_of_Time_DarkBushes_2.png
- Are bushes darker?
1: http://tcrf.net/File:Zelda_Ocarina_of_Time_AlteredWindow_1.png
2: http://tcrf.net/File:Zelda_Ocarina_of_Time_AlteredWindow_2.png
- It seems like the window Zelda usually sees through is either a triangle instead of a square or missing altogether.
- Ambient sounds sometimes glitch.
I noticed that after the rupee collecting area, the glitches seem to stop. I'm wary that the beggining of the area is having trouble loading while the end of the area. That could explain the missing objects.
I verified the area that start causing glitches with backwards walking (using Z) and as soon as the "fountains" enter into frame, the glitches start again.
I'm also suspicious that there is more objects than those whe can see. However, i cannot verify that since the beggining area seems to glitch out anyway. Does this are have old coding, perhaps? If so then that could mean the objects could be restored by changing their code. I'm almost positive that this room uses older coding since another room couldn't be loaded for the same reason.
I would edit the wiki but i'm out of time and can only do it at night. I also would like other people's opinion on this subject. --RanAS (talk) 10:45, 6 October 2014 (EDT)
- Does not exist unreferenced actor or objects in hairal_niwa2 (beta castle courtyard), do not know why the water does not appear, I believe has not been correctly configured. The map is empty . I already reported about the night scene not referenced in Castle Courtyard. https://www.youtube.com/watch?v=-6ktGUm1AgY http://i.imgur.com/q7mBKI1.png
--Porcino (talk) 03:51, 7 October 2014 (EDT)
- Thank you, I should have known that there was a program to view rooms in OoT. That image clarifies what is glitching and what is different between both versions (although i do not know what the video has to do with anything), now i should have enough information to update the main page. --RanAS (talk) 09:49, 7 October 2014 (EDT)
Room 124
I noticed that different plugins have different effects in this room.
More specifically, off the main page says that: If Room 124 had no background texture, you could see seven different quadrilaterals of many colors. Each are at different distances. So I thought that they aren't visible normally. However they are actually visible when the room fades out because Link dies.
The main page is correct in the fact that there are seven different quadrilaterals. However that is only when you're using the default plugins. I tested with some other fairly good plugins to see the result and, I found something interesting. I also made sure none of the plugins are outdated. The two quadrilaterals off to the bottom and to the right are quite strange. First, look at these:
gIN64 Video Plugin: http://tcrf.net/File:OOT_Room124Under3.png
Mudlord's Rice Video Plugin: http://tcrf.net/File:OOT_Room124Under2.png
Now what do we have here? The picture on the main page describes two grey squares, but here, we actually see three squares! I know of plugin glitches that cause certain things to disappear, but none that create something new out of nowhere. That missing square is not appearing on the default plugins, but why?
Also, I tried using another plugin, Direct64, which is better at certain games and worse at others. This game works better with this plugin so I tried to see what was happening and, look at this: http://tcrf.net/File:OOT_Room124Under4.png
Yep. That square most likely exists and has a different color than the others. Even the bottom right square has a different color!
Now, i want to know why is that happening. Why does some squares lack color or just go missing from video plugin to another? I think that the bottom quadrilateral is causing the other ones to lose color (How that's possible? I don't know) and the render distance is causing the right one to disappear (Remember, they are at different distances).
Also, something to note is that the fade out effect that causes the quadrilaterals to be visible only works twice, when Link appears to be far away in the room. The third time that Link dies, he was at a different position and will not make the quadrilaterals visible.
Any help would be much appreciated. --RanAS (talk) 14:07, 9 October 2014 (EDT)