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The Legend of Zelda: Collector's Edition
| The Legend of Zelda: Collector's Edition |
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Also known as: The Legend of Zelda Collection (JP)
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The Legend of Zelda: Collector's Edition is a collection of the two NES titles (The Legend of Zelda and Zelda II: The Adventure of Link) and the two Nintendo 64 titles (Ocarina of Time and Majora's Mask), as well as a 20-minute demo of The Wind Waker.
Unfortunately, the emulation quality prevents this from being an ideal way to play the games, with Majora's Mask in particular suffering from constant freezing issues that were not present in the original N64 game, sometimes leading to full-on lockups (which, due to the original game's quicksave feature, makes the journey much more difficult). In addition, the ending cutscene for Ocarina of Time was made into a 450 MB pre-recorded video file, perhaps due to issues with emulation.
As an interesting aside, it's also the first game released in a PAL territory to completely ditch 50Hz support, and one of only three GameCube games to do so (the others being Metroid Prime 2: Echoes and Geist).
Contents
Hidden Banner and Text
The tgc "discs" for Zelda 1 and Adventure of Link actually contain their own banners and text for the GameCube menu. The text is rather crude, so they most likely weren't meant to be visible, as the tgc "discs" for Ocarina of Time and Majora's Mask lack any info. The banners themselves are still used on the save files for the respective games. The text for Adventure of Link is actually too long and gets cut off. It should end with "adventure some quest yet..."
| Zelda 1 | Adventure of Link |
|---|---|
The Japanese Zelda Collection still has a banner with text for both games, but for some bizarre reason uses the name and copyright for Adventure of Link and text describing Zelda 1 for both. The banner itself also has a different design, possibly an earlier version. The text is slightly different, written in all-caps English and has less prettier formatting.
If viewed on Dolphin, the description for the Japanese tgc "discs" is actually much longer and contains the text for Adventure of Link! At least what seems to be left of it, anyway.
AFTER GANON WAS DESTROYED, LINK SET OUT ON HIS MOST ADVENTURES
Debug Text
The game has a ludicrous amount of debugging and SDK messages, such as references to N64 accessories. Due to the game's structure, they are duplicated multiple times throughout the filesystem.
Development Text
Ocarina of Time
80137A58 ENTRY-LO0 80137A64 ENTRY-LO1 80137A70 PAGE-MASK 80137A7C (RESERVED-7) 80137A8C BAD-VADDR 80137A98 ENTRY-HI 80137AA4 WATCH-LO 80137AB0 WATCH-HI 80137ABC X-CONTEXT 80137AC8 (RESERVED-21) 80137AD8 (RESERVED-22) 80137AE8 (RESERVED-23) 80137AF8 (RESERVED-24) 80137B08 (RESERVED-25) 80137B18 CACHE-ERROR-EPC 80137B30 (RESERVED-31) 80137BC0 FCR1 (RESERVED) 80137BD0 FCR2 (RESERVED) 80137BE0 FCR3 (RESERVED) 80137BF0 FCR4 (RESERVED) 80137C00 FCR5 (RESERVED) 80137C10 FCR6 (RESERVED) 80137C20 FCR7 (RESERVED) 80137C30 FCR8 (RESERVED) 80137C40 FCR9 (RESERVED) 80137C50 FCR10 (RESERVED) 80137C64 FCR11 (RESERVED) 80137C78 FCR12 (RESERVED) 80137C8C FCR13 (RESERVED) 80137CA0 FCR14 (RESERVED) 80137CB4 FCR15 (RESERVED) 80137CC8 FCR16 (RESERVED) 80137CDC FCR17 (RESERVED) 80137CF0 FCR18 (RESERVED) 80137D04 FCR19 (RESERVED) 80137D18 FCR20 (RESERVED) 80137D2C FCR21 (RESERVED) 80137D40 FCR22 (RESERVED) 80137D54 FCR23 (RESERVED) 80137D68 FCR24 (RESERVED) 80137D7C FCR25 (RESERVED) 80137D90 FCR26 (RESERVED) 80137DA4 FCR27 (RESERVED) 80137DB8 FCR28 (RESERVED) 80137DCC FCR29 (RESERVED) 80137DE8 FCR30 (RESERVED) 80138344 start=%p, end=%p (%d) (size: %d) 80138368 tree range (%p - %p) 80138380 total nodes: %d (tree height: %d %d) 801383A8 total memory: %d 801384D0 _cpuGCN.c 80138C3C ERROR in cpuNextInstruction() with opcode %p at %p 80138C70 CALLED: ceil_w single (%p) 80138C8C CALLED: floor_w single (%p) 80138CAC ERROR: CVT_S_S 80138CBC CALLED: ceil_w double (%p) 80138CD8 CALLED: floor_w double (%p) 80138CF8 ERROR: CVT_S_D 80138D08 ERROR: ADD_W 80138D18 ERROR: SUB_W 80138D28 ERROR: MUL_W 80138D38 ERROR: DIV_W 80138D48 ERROR: SQRT_W 80138D58 ERROR: ABS_W 80138D68 ERROR: MOVE_W 80138D78 ERROR: NEG_W 80138D88 ERROR: ROUND_W_W 80138D9C ERROR: TRUNC_W_W 80138DB0 ERROR: CEIL_W_W 80138DC4 ERROR: FLOOR_W_W 80138DD8 ERROR: CVT_W_W 80138DE8 ERROR: C.F_W 80138DF8 ERROR: C.UN_W 80138E08 ERROR: C.EQ_W 80138E18 ERROR: C.UEQ_W 80138E28 ERROR: C.OLT_W 80138E38 ERROR: C.ULT_W 80138E48 ERROR: C.OLE_W 80138E58 ERROR: C.ULE_W 80138E68 ERROR: C.SF_W 80138E78 ERROR: C.NGLE_W 80138E8C ERROR: C.SEQ_W 80138E9C ERROR: C.NGL_W 80138EAC ERROR: C.LT_W 80138EBC ERROR: C.NGE_W 80138ECC ERROR: C.CLE_W 80138EDC ERROR: C.NGT_W 80138EEC ERROR: ADD_L 80138EFC ERROR: SUB_L 80138F0C ERROR: MUL_L 80138F1C ERROR: DIV_L 80138F2C ERROR: SQRT_L 80138F3C ERROR: ABS_L 80138F4C ERROR: MOVE_L 80138F5C ERROR: NEG_L 80138F6C ERROR: ROUND_W_L 80138F80 ERROR: TRUNC_W_L 80138F94 ERROR: CEIL_W_L 80138FA8 ERROR: FLOOR_W_L 80138FBC ERROR: CVT_W_L 80138FCC ERROR: C.F_L 80138FDC ERROR: C.UN_L 80138FEC ERROR: C.EQ_L 80138FFC ERROR: C.UEQ_L 8013900C ERROR: C.OLT_L 8013901C ERROR: C.ULT_L 8013902C ERROR: C.OLE_L 8013903C ERROR: C.ULE_L 8013904C ERROR: C.SF_L 8013905C ERROR: C.NGLE_L 80139070 ERROR: C.SEQ_L 80139080 ERROR: C.NGL_L 80139090 ERROR: C.LT_L 801390A0 ERROR: C.NGE_L 801390B0 ERROR: C.CLE_L 801390C0 ERROR: C.NGT_L 80139964 Exception:#### INTERNAL ERROR #### Cannot match exception-handler! 8013A218 ROMS.TAG 8013A224 urazle.tpl 8013A230 urazlf.tpl 8013A23C urazlg.tpl 8013A248 urazlj.tpl 8013A254 urazli.tpl 8013A260 urazls.tpl 8013A5AC FrameComplete: Yield task pending... 8013AAB8 Get: DRAM Address: WRITE-ONLY? 8013AAD8 Get: CONTROL: WRITE-ONLY? 8013AE30 OS-LIBRARY 8013AF4C send_mesg 8013AF58 __osEnqueueAndYield 8013AF6C __osEnqueueThread 8013AF80 __osPopThread 8013AF90 __osDispatchThread 8013AFA4 osGetMemSize 8013AFB4 osInvalDCache 8013AFC4 osInvalICache 8013AFD4 osWritebackDCache 8013AFE8 osWritebackDCacheAll 8013B000 __osDisable 8013B020 __osSpSetStatus 8013B030 osVirtualToPhysical 8013B044 osPhysicalToVirtual 8013B058 guMtxF2L 8013B064 guMtxCatF 8013B070 guMtxIdentF 8013B07C guMtxIdent 8013B088 guOrthoF 8013B094 guPerspectiveF 8013B0A4 guPerstective 8013B0B4 guScaleF 8013B0C0 guRotateF 8013B0CC guRotate 8013B0D8 guTranslateF 8013B0E8 guTranslate 8013B0F4 guLookAtF 8013B100 guLookAt 8013B10C guLookAtHiliteF 8013B11C guLookAtHilite 8013B12C guLookAtReflectF 8013B140 guLookAtReflect 8013B150 osAiSetFrequency 8013B164 osAiSetNextBuffer 8013B178 __osEepStatus 8013B188 osEepromRead 8013B198 osEepromWrite 8013B1A8 osEepromLongRead 8013B1BC osEepromLongWrite 8013B1D0 starfoxCopy 8013B1DC GenPerspective 8013B1EC pictureSnap_Zelda2 8013B200 dmaSoundRomHandler_ZELDA1 8013B21C osViSwapBuffer_Entry 8013B234 zeldaLoadSZS_Entry 8013B248 zeldaLoadSZS_Exit 8013B25C 8013AF4C 8013B260 800978BC
Regional Differences
Progressive Scan Screen
In the Japanese version, the progressive scan prompt appears following the Club Nintendo logo sequence. The US version has a darker look consistent with the rest of the game.
| Japan | US |
|---|---|
Main Menu
| Japan | International |
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The Japanese version plays a very cool remix of the classic Zelda theme on the main menu. Apparently this is too much for the overseas audience to handle, so they just get the Hyrule Field theme from the earlier Master Quest disc.
Additionally, the Japanese version gives more specific release dates for each game.
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Games > Games by series > Legend of Zelda series