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The Legend of Zelda: Collector's Edition

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Title Screen

The Legend of Zelda: Collector's Edition

Also known as: The Legend of Zelda Collection (JP)
Developer: Nintendo
Publisher: Nintendo
Platform: GameCube
Released in JP: April 1, 2004
Released in US: November 14, 2003
Released in EU: November 17, 2003
Released in AU: March 19, 2004


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


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. 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 three GameCube games to do so. (The other two being Metroid Prime 2: Echoes and Geist.)

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
Zelda-collection-us-zelda1-tgc.png Zelda-collection-us-zelda2-tgc.png

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.

Zelda-collection-jp-zelda12-tgc.png

If viewed on Dolphin, the description for the Japanese tgc's 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
(Source: Original TCRF research)

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

The Legend of Zelda: 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
Zelda collection jp 480p gc.png Zelda collection us 480p gc.png

Main Menu

The Japanese and international versions have different menu music. Additionally, the Japanese version gives more specific release dates for each game.