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The Legend of Zelda: Ocarina of Time/Unused Actors, Objects, & Variables

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

Unused actors, objects, and variables in Ocarina of Time.

Contents

Unused Actors

ovl_En_Scene_Change

Actor Object
0024 0040
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can this be loaded somehow?

ovl_Bg_Pushbox

Actor Object
002C 0003

Trying to load this object in-game results in a freeze.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can this be loaded somehow?


ovl_En_Mb

Zelda 64 - Unused Moblin.png
Actor Object
004B 0030

An unused version of the Moblin enemy type. It is the size of Link. It is Variable FFFF of the actor. Unlike the other variables this one is not constrained to a single patrolling path, or stuck in a single spot. It has an unused Navi message placeholder. This Moblin searches actively for Link and will charge at Link on sight. It has 2 HP and uses the Club Moblin's damage chart. Interestingly, unlike other Moblins you can block it with your shield, this can lead to a softlock if you are close to a corner, as Link will never put his shield down, nor will the Moblin ever stop charging if the shield is up. This may have been part of the reason why this variable goes unused (even though changing it so the shield didn't defend against it isn't difficult).

ovl_En_OE2

OoT-A004F-O0035.png
Actor Object
004F 0035

This actor is linked to object_oE2, an unused version of the brown-haired Kokiri girl. However, when loaded in-game, it only appears as a targetable blue spot. Though she helpfully points it out, Navi has nothing to say about it.

ovl_Item_B_Heart

Actor Object
005F 00BD

Owing to the similarities between their names, it is likely that this actor was originally linked to the unused Heart Container object, object_b_heart.

In the retail game, however, it is linked to the used object, object_gi_hearts, which contains the final Heart Piece and Heart Container.

When loaded in-game, it appears and acts as a regular Heart Container.

ovl_En_Bird

The Bird, as it appears in Majoras Mask
Actor Object
0072 0077

This actor is linked to object_bird, an unused bird NPC that was later repurposed for Majora's Mask.

The bird's textures: Majora's Mask Unused Bird Texture A.png Majora's Mask Unused Bird Texture B.png

ovl_En_Lightbox

Actor Object
007C 0081

This actor is linked to object_lightbox, a large rectangular block that makes a thrumming noise. The sides will light up (aside from the top or bottom) when struck with the sword or boomerang.

ovl_En_Pu_box

Actor Object
007D 0082

This actor is linked to object_pu_box, a small stone cube. It appears to behave similarly to Lightbox in that it will light up when struck by the sword or boomerang, though this is slightly harder to see. Unlike Lightbox, the top will react to being hit.

ovl_En_Arow_Trap

Actor Object
0081 0001

An unused trap that reflects arrows.

ovl_En_Vase

Actor Object
0082 0086

This actor is linked to object_vase, an unfinished, orange-hued pot.

ovl_Bg_Mori_Hashigo

Actor Object
00E2 0072

This actor is linked to object_mori_objects, which contains objects used in the Forest Temple. Trying to load it in-game results in a freeze. Its name translates to "object_Bg_Forest_Ladder".

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can this be loaded somehow?

ovl_Item_Shield

OoT AltSceneSetup-KokiriForest-ovlItemShield.png
Actor Object
00EE 0015

This collectable Deku Shield actor is only present in three Kokiri Forest cutscene setups. While it is loaded and visible in-game, one can only view it by using a Walk In Cutscenes code. In addition, because setup 08 and setup 09 aren't used, one must use codes or the Map Select function of the Debug ROM to even view these cutscenes.

Map Setup Room Setup ID Used Quantity
Kokiri Forest 07 00 The Deku Tree Speaks With Navi 1
Kokiri Forest 08 01 Panning Through Kokiri Forest 2
Kokiri Forest 09 01 Panning Through Kokiri Forest 2 2

Within the cutscenes, the shield exhibits an interesting behaviour similar to the Ordon Shield one must knock down in Twilight Princess. When hit with the Slingshot, the shield will jump, as though knocked off a wall or shelf, then drop to the ground and remain for a few seconds before flickering and disappearing.


(Source: Cutscene Behaviour - PPLToast)

ovl_Obj_Ice_Poly

Actor Object
011E 0001

This actor's name indicates that it has something to do with ice.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Is this actor really unused, or just loaded by something else?

ovl_Obj_Elevator

Actor Object
012B 011B

This actor is linked to object_d_elevator, an unused stone elevator.

ovl_En_Ex_Ruppy

OoTExplosiveRupee.png
Actor Object
0131 0001

These rupees will explode when you come near them, making for a rather nasty surprise. One variant is a huge purple rupee which explodes in a huge explosion, the other variant is a small red rupee. These objects were most likely supposed to be traps of some sort.

ovl_En_Nwc

Actor Object
0135 0124

This actor is linked to object_nwc, the unused, incomplete baby Cucco object.

ovl_Item_Inbox

Actor Object
0137 0001

This actor's name indicates that it is connected to items found in treasure chests.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Is this actor really unused, or just loaded by something else?

ovl_En_Sda

LoZOoT-Prerelease-1996 LinkEnters.jpg
Actor Object
013A 0001

There's a dynamic shadow attribute. It is seen in early screenshots and videos and can be seen in the final game utilized by signs that can be cut. It is also used during the final battles with Ganondorf and Ganon, both on the bosses and the Master Sword, when Ganon knocks it out of Link's hands.

ovl_En_Clear_Tag

Do a barrel roll!
Actor Object
013B 0001

This famous spaceship from the Star Fox series was used by the developers to model Volvagia's flying animations.

When Link enters a map in which an Arwing is loaded, an animation plays depicting it flying around and doing a barrel roll. It acts as an enemy, firing at Link with its laser beams. It can be vanquished with three Slingshot hits, or the Boomerang. Upon defeat, it will crash and explode in a huge mass of flaming red debris.

Within ovl_player_actor there is a routine that spawns an Arwing at coordinates (0, 100, 0) relative to Link's position. This routine is located after a sequence of code used to determine whether a chest should award an item, or freeze Link, suggesting that the Arwing may have once spawned when opening a chest at one point.


(Source: Discovery - Cendamos & jaytheham, Purpose - Iwata Asks: Ocarina of Time 3D 2.3)
Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can it really be triggered via a trap chest, as speculated upon in this article?

ovl_En_Go

Actor Object
0152 00C9

While unused, this actor is linked to a used object, object_oF1d_map, which contains the Goron. In the retail game, the used Goron actor is known as ovl_En_Go2.

Hmmm...
To do:
Load this actor in-game and see what happens.

ovl_En_Hintnuts

You must think I never saw a Deku Scrub before.
Actor Object
0192 0164

When loaded in-game, this actor is revealed to be a Deku Scrub who is having an identity crisis. When confronted, it squeaks the following:

"You finally woke up!

I'm Navi the fairy!
The Great Deku Tree asked
me to be your partner from

now on! Nice to meet you!"

It cannot be killed, or spoken to twice. It will stay in place indefinitely once the conversation is over.

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Is this actor really unused? The 2 of the 3 pre-Gohma Scrubs that aren't normally defeated last behave exactly like this when defeated using glitches.

ovl_En_Wall_Tubo

Actor Object
01BE 0001
Hmmm...
To do:
Load this actor in-game and see what happens.

ovl_Bg_Spot18_Futa

Actor Object
01C3 00AF

When loaded in-game, this actor is revealed to be the lid to the large, multifaceted vase statue in Goron City. Its filename translates to "lid".

Link must light all the torches on the first floor of Goron City to make it spin. Throwing a bomb into the spinning pot, and having it stop on the correct face, will reward Link with a Heart Piece. The pot is lidded when stationary, but the lid magically disappears when it begins to move.

Upon load, the unused lid actor drops from the sky, getting smaller and smaller on its descent until it disappears.

Lid on Stationary Pot Unused Lid Actor
OoT-A10C3-O00AF-2.png OoT-A10C3-O00AF-1.png

Unused Objects

object_oA1

TLOZ-OOT-MQP-Object oA1.png

Object 0023 is an early version of the Kakariko rooftop man.

object_oA2

TLOZ-OOT-MQP-Object oA2.png

Object 002E is an early version of the Zora. It is completely untextured. While it is present in the object list of the cutscene in which Link awakens in the Chamber of Sages after seven years of slumber, it lacks a corresponding actor, meaning that it's never loaded. Debug text found in actor En_Xc suggests that this filename originally belonged to Sheik.

object_oA3

Object 003B is an early version of Impa's masked head. It can be seen in prerelease screenshots of the cutscene in which Zelda and Impa flee from Hyrule Castle.

TLOZ-OOT-MQP-Object oA3.png
OoT-Opening 1 NGO.jpg

object_oA4

Object 003C is a Hylian man in a blue shirt and white pants. He can be seen in a prerelease screenshot of the Market from November, 1997.

OoT-Castle Town IGN.jpg
TLOZ-OOT-MQP-Object oA4.png

object_oA5

TLOZ-OOT-MQP-Object oA5.png

Object 003D is a thin Hylian woman in a purple dress. A similar, more refined version of this model is used in Castle Town's market. Judging from this prerelease screenshot this NPC was at one point found in one of Castle Town's back alley rather than in front of the entrance to the Bombchu Bowling Alley.

object_oA6

TLOZ-OOT-MQP-Object oA6.png

Object 003E is a Hylian man in a blue shirt and orange pants. This object was accidentally given two left arms, causing the view from the right side to look unusual. However, the right arm still exists as unreferenced geometry in the model at offsets 1028 and 10B8. As such, it is possible for the model to be properly restored.

Original Restored
Object oA6 rightSide.PNG
Object oA6 restored 10B8upper 1028lower.PNG

object_oA7

Object 003F is a Hylian woman in a white shirt and orange pants. Like object_oA4, she can be seen in a prerelease screenshot of the Market from November, 1997.

TLOZ-OOT-MQP-Object oA7.png
OoT-Castle Town IGN.jpg

object_oA8

TLOZ-OOT-MQP-Object oA8.png

Object 0041 is an old Hylian man.

object_oA9

TLOZ-OOT-MQP-Object oA9.png

Object 0042 is the hooded head of an old Hylian man.

object_oA10

Object 0057 is an early version of a Hylian soldier. Similarly to object_oA2, it is present in the object lists of the Castle Hedge Maze (Day) and Castle Hedge Maze (Night) maps, but it's never loaded because it lacks a corresponding actor.

OoT-early guard.png
OoT-object oa10.png

object_oA11

OoT-Ganondorf Oct98.jpg

Object 0058 is another early version of a Hylian soldier. It can be seen in this prerelease screenshot from October, 1998.

object_oB1

TLOZ-OOT-MQP-Object oB1.png

Object 0028 is an early version of the Bazaar proprietor.

object_oB2

TLOZ-OOT-MQP-Object oB2.png

Object 0043 is a bearded Hylian man in a purple shirt and green pants.

object_oB3

TLOZ-OOT-MQP-Object oB3.png

Object 0044 is an early version of the carpenter boss's wife.

object_oB4

Object 0045 is a Hylian woman wearing a blue smock and a white dress. A similar, more refined version of this model is used in Castle Town's market but judging from this prerelease trailer from 1998 this NPC was at one point found standing in Kakariko Village.

TLOZ-OOT-MQP-Object oB4.png

object_oE1

TLOZ-OOT-MQP-Object oE1.png

Object 0033 is an early version of Mido.

object_oE1s

Object 00C3 is another early version of Mido.

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

object_oE2

TLOZ-OOT-MQP-Object oE2.png

Object 0035 is an early version of the generic red-haired Kokiri girls.

object_oE3

Object 004B is an early version of Saria. The unused animation file object_oE_anime contains an early animation for her, which she is seen performing in this prerelease screenshot from November, 1997.

Prerelease Screenshot Restored Object
OoT-Text Box ZSO.jpg


(Source: Restoration - Airikita)

object_oE4

Object 004C is an early version of the generic red-haired Kokiri boys.

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

object_oE4s

Object 00C4 is another early version of the generic red-haired Kokiri boys.

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.

object_oE5

Object 004E is an early version of Fado. It can be seen in prerelease screenshots from November, 1997. Her vest features dual Kokiri symbols. This model has dependencies with object_oE2 in order to be loaded properly. 1

Fado is one of three named Kokiri, along with Mido and Saria. While her name is never mentioned in-game, it was revealed on Ocarina of Time's official website, which also describes how she and Mido were named after notes in the musical scale: do, re, mi, fa, so, la, ti, and do.

Fado
OoT-Fado IGN.jpg

object_oE6

Object 004F is the head of a blonde Kokiri girl wearing a brown band.

Front Side Back
OoTMQ-Object0E6.png
OoTMQ-Object0E6a.png
OoTMQ-Object0E6b.png

object_oE7

Object 0050 is the head of an open-mouthed Kokiri boy wearing a green cap.

Front Side Back
WHOOOOOOAAAAAAAA
OoTMQ-Object0E7a.png
OoTMQ-Object0E7b.png

object_oE8

Object 0051 is is the head of a red-haired Kokiri girl wearing a green band.

Front Side Back
OoTMQ-Object0E8.png
OoTMQ-Object0E8a.png
OoTMQ-Object0E8b.png

object_oE9

Object 0052 is the head of a blond Kokiri boy wearing a mint-coloured cap.

Front Side Back
I did not hit her!
I did NAHT!
It's BOWLSHYET!

object_oE10

So manly, his pecs are on his chin.

Object 0053 is an early version of the Kokiri Shop proprietor's head.

object_oE11

Object 0054 is the head of a blonde Kokiri girl wearing a small green beanie.

Front Side Back
OoTMQ-Object0E11.png
OoTMQ-Object0E11a.png
OoTMQ-Object0E11b.png

object_oE12

Object 0055 is an early version of Fado's head.

Front Side Back
OoTMQ-Object0E12.png
OoTMQ-Object0E12a.png
OoTMQ-Object0E12b.png

object_oF1s

Object 00CF is an early version of the Goron. This object contains unreferenced geometry at offset 84E0 displaying an early Goron curl. This curl is recorded as static geometry instead of an animated position as used in the final, and has a head that appears less tucked.

ZeldaOoT earlyGoron object oF1s.PNG
Early Goron Curl Final Goron Curl
ZeldaOoT compareEarlyGoronCurl object oF1s offset84E0.png ZeldaOoT compareFinalGoronCurl.png

object_human

OOT-object human.png
Actor Object
??? 0006

An NPC that appeared in Ocarina of Time screenshots from 1996. Nicknamed "Aria" by fans. Her model format is more similar to Super Mario 64's NPCs than those in Ocarina of Time.

Technical details here.

object_fire

OoT-Opening 2 NGO.jpg
OoT early fire.gif
Actor Object
??? 000F

An early flame animation with eight frames. This was originally used for the torches alongside the drawbridge at Hyrule Castle.

The fire effect used in the final game consists of two overlapping textures, a flame shape and a noise image. The noise image scrolls to create the illusion of flickering. This is less resource-intensive, and uses a longer animation loop.

object_b_heart

OoTUnusedHeartContainer2.png
Actor Object
??? 0049

This is a giant kind of Heart Container that should be used by ovl_Item_B_Heart, but does not have any connection despite the name. When spawned in the game, its texture emits an interesting motion effect.

object_mjin_oka

OoTOcarinaPedestal.png
Actor Object
??? 0068
OoTOcarinaTexture.png

A song pedestal with an ocarina design. The appearance of the ocarina reflects an earlier stage of development when it would have been inlaid with the three Spiritual Stones.

This pedestal is present in several cutscene setups:

Map Setup Room Setup ID Used
Kokiri Forest 08 00 Panning Through Kokiri Forest
Kokiri Forest 09 00 Panning Through Kokiri Forest 2
Kokiri Forest 07 01 The Deku Tree Speaks With Navi
Kokiri Forest 08 01 Panning Through Kokiri Forest
Kokiri Forest 09 01 Panning Through Kokiri Forest 2
Sacred Forest Meadow 04 00 Learning the Minuet of Forest
Sacred Forest Meadow 05 00 Learning Saria's Song
Zora's Fountain 04 00 Receiving Zora's Sapphire
Zora's Fountain 05 00 Jabu-Jabu Inhales
Zora's Fountain 06 00 Credits in Zora's Fountain
Desert Colossus 04 00 Learning the Requiem of Spirit
Ganon's Castle Exterior 04 00 Sages Construct the Rainbow Bridge

However, it is only loaded and visible during gameplay in setup 05 and 06 of Zora's Fountain.

A contemporary fan account of playing the 1998 CBS Toy Test demo suggests that these pedestals were once used as song triggers, forcing Link to take out his Ocarina and displaying a musical staff when stepped on.


(Source: Toy Test Playthrough Account - ZHQ.com)

object_bird

Dad, there's a bird in the house!
Actor Object
0072 0077

This bird is present in Kokiri Forest setup 05, room 01 (Cutscene - The Deku Tree Tells of Ganondorf's Curse), but it is not loaded in-game. If loaded using GameShark codes, it flaps its wings, but remains stationary. It is also missing transparency.

The bird was repurposed for Majora's Mask, where it flies around the tree on the plains of the moon.

object_lightbox

OoTGiganticRectangle.png
Actor Object
007C 0081

A large rectangular block that makes a thrumming noise.

object_pu_box

OoTStoneCube.png
Actor Object
007D 0082

A small stone cube. It has collision data, but cannot be picked up or Z-targeted. If hit with the sword, it sounds like Link is striking metal.

object_vase

"Hey, we've got a million other things to do, so let's reskin the pot for no reason!" And then they got fired.
Actor Object
0082 0086

This pot's design is based on the jars in A Link to the Past. Its rim lacks transparency, and it does not have any collision or associated behaviours.

object_medal

OoT-Light Medallion.jpg
Actor Object
??? 009F

Early versions of the elemental Medallions, reflecting their original colors. In the final game, the Spirit Medallion is orange, the Shadow Medallion is purple, and the Light Medallion is yellow.

object_gi_melody

Actor Object Variable
008C? 00B6 0008-000C
OoTMusicalNote.png

This music note was once a "GET" item, displayed when Link learned a new song. It is present in every cutscene setup where Link learns a melody from Sheik, save for the cutscene where Link learns the Nocturne of Shadow. Despite this, it is never visible in-game.

There is evidence that ovl_Demo_Kankyo was used at one point to display this music note. Starting at D45980 in the debug rom, there is a list of object dependencies for the different values of ovl_Demo_Kankyo's variable. At indexes 08-0C, object 00B6 is listed as a dependency. It's not known if the functionality to display the note still exists. The object has 6 color settings intended for warp songs.

Map Setup Room Setup ID Used
Ice Cavern 04 All Cutscene - Learning the Serenade of Water
Shooting Gallery 05 00 xxx
Shooting Gallery 06 00 xxx
Temple of Time 00 All Normal Gameplay
Temple of Time 04 All Cutscene - First Time Returning From the Chamber of Sages
Temple of Time 06 All Cutscene - Learning the Prelude of Light
Sacred Forest Meadow 04 00 Cutscene - Learning the Minuet of Forest
Sacred Forest Meadow 05 00 Cutscene - Learning Saria's Song
Desert Colossus 04 00 Cutscene - Learning the Requiem of Spirit
Death Mountain Crater 04 01 Cutscene - Learning the Bolero of Fire
Death Mountain Crater 05 01 Cutscene - Learning the Bolero of Fire in Opening Demo

object_ny

Actor Object
??? 00E3

Oddly, Ocarina of Time appears to contain two Spike Trap objects known as object_ny: 00E3 and 00E5. (00E4 is dummied out.) Only 00E5 is used.

Hmmm...
To do:
Load this object in-game and see what happens. Insert screenshot.

object_gi_grass

OoT-Calling Epona NPS.jpg
Actor Object
??? 00F7
OoTReedWhistle.png

Link once used this reed whistle to call Epona, rather than using Epona's Song. This idea was revived in the form of the Horse Call item in Twilight Princess.

Link can be seen using this item in prerelease screenshots from April, 1998.

object_md

Actor Object
??? 00FA

Equally oddly, Ocarina of Time also appears to contain two Mido objects known as object_md: 00FA and 00FB. Only 00FB is used.

Hmmm...
To do:
Load this object in-game and see what happens. Insert screenshot.

object_d_elevator

OoTElevator.png
Actor Object
012B 011B

A large, 4-tiered stone elevator. While it went unused in the retail version of Ocarina of Time, it went on to appear in Master Quest.

When loaded in game and stepped on, it makes a clicking noise as if a switch had been pressed.

Hmmm...
To do:
Get a better screenshot, investigate variables.

object_nwc

OOT BlueBall.png
Actor Object
0135 0124

These primitive-looking baby Cuccos were later revamped and repurposed for Majora's Mask, in which they are known by the filename object_En_Nwc. "nwc" translates to "chick".

The objects lack collision, which causes them to fall through the floor and into the void upon load. The object freeze function in the Debug ROM can be used to prevent this.

Hmmm...
To do:
Add info about Grog's shop.

object_gi_coin

OoTCoin.png
Actor Object
??? 012E

These mysterious, N-stamped coins come in four colors. The colors match that of the Rupees: green, blue, red, and gold. The "gi" within the file name suggests these coins were "Get Items", part of a specific set of models that appear over Link's head when first obtained.

object_gi_butterfly

THE LEGEND OF ZELDA 15 butterflycage.png
Actor Object
??? 0175

This object is similar to the container that holds the bugs sold in the Potion Shop. A butterfly is visible inside the cage.

With a little hacking trickery, the cage can be placed in a shop and purchased, but nothing will appear in Link's inventory.

The Butterfly Cage's object number is 0175, while the bottled bug's object number is 0174.

Because number 0068 is missing in the list of purchasable items, and number 0067 corresponds to the bug in a bottle, it's likely that this missing number once corresponded to the Butterfly Cage.

object_gi_ocarina_0

THE LEGEND OF ZELDA object gi ocarina 0.png
Actor Object
??? 010E

This object is a "Get Item" for the Fairy Ocarina, part of a set of models that appear over Link's head when he first obtains an item. However, in the final game, Link receives the Fairy Ocarina from Saria, triggering a unique cutscene in which the camera pans around Link holding the item. As a result, the "Get Item" sequence doesn't occur, and this detailed model is never used.

There is still data in Link's actor, ovl_player_actor, that anticipates him obtaining the Fairy Ocarina like a "Get Item". However, the text box displayed upon receiving this ocarina is the "Get" message for the Ocarina of Time.

Unused Variables

ovl_player_actor

There are actually reserved data for pointing to display lists for weapons normally not used by both Child and Adult Link. Said variables are nulled by default, but a simple display list port combined with editing the usability table can restore these items to full functionality. This includes using the boomerang as Adult Link or the Megaton Hammer as Child Link.

Hmmm...
To do:
Does the information below belong in this section, or should it be moved somewhere else?

There is also a distinction between the Z/L targeting colors used for boss enemies and normal enemies. However, they are both set to the same color in the final game. The colors are raw RGB hexadecimal values, and can easily be set to any color.

ovl_en_item00

OoTUnusedHeartContainer.png
Actor Object Variable
0015 0001 0007

An early version of the Heart Container. Unlike the final container, it is almost completely opaque and does not have any animations. However, it acts as a normal Heart Container when collected.

This version of the container actually appears in Room 119 of the Debug ROM, but cannot be accessed without a GameShark code in the retail version of the game.

Owing to the similarities between their names, it is likely that the actor for this object was originally ovl_Item_B_Heart. In the retail game, actor ovl_Item_B_Heart goes unused, but it is linked to a used object called object_gi_hearts, which contains the final Heart Piece and Heart Container. There are two copy this model in gameplay_keep file.

ovl_En_Test

0000

Loz oot invis stalfos.png
Actor Object Variable
0002 0032 0000

Variable 0000 is an invisible Stalfos that can only be seen with the Lens of Truth.

Hmmm...
To do:
Double check variable number.

ovl_En_Door

FFFF

Oot double doors.png
Actor Object Variable
0009 0001 FFFF

Double wooden doors exist in the game. They work perfectly fine, but are not used. There are a few variations;

  • Double wooden door, but door on left is locked
  • Double wooden door, appears only if you face one side of it, crashes when try to open
Hmmm...
To do:
Double check variable number.

xxxx

Actor Object Variable
0009 0001 xxxx

This door is slightly ajar, but slams shut of its own volition when Link approaches it. If Link tries to open it, a message box with blue Navi text appears, reading "It won't open!"

These doors may have been present in the demo version of the game available in Seattle at an event called the 1998 Toy Test, which took place in July and August 1998. According to a contemporary account of a Zelda fan known as David C., when he visited Kakariko Village as Adult Link, most of the doors in the village were open, but, when Link approached them, they were slammed shut in his face.

One of these doors was seen on the E3 1998 demo's Kakariko Village as well.

LoZOoT-E3-1998-Kakariko door ajar.png


(Source: Toy Test Info - CBS News, Playthrough Account - ZHQ.com)

ovl_Bg_Dy_Yoseizo

xxxx

OoT Early Great Fairy.png
Actor Object Variable
000B 000A xxxx

An unused version of the Great Fairy. It is stationary and has no animations. Its lack of movement may be linked to its filename, Dy_Yoseizo, which translates to Great Fairy - Fairy Statue.

ovl_En_Dodongo

xxxx

Actor Object Variable
0012 000C xxxx

This alternate version of the adult Dodongo has smoke and fire come from its mouth during the death animation.

Hmmm...
To do:
Figure out what variable this is, insert screenshot.

ovl_En_Goma

0008

Loz oot invis ghoma larva.png
Actor Object Variable
002B 001E 0008

This Gohma Larva comes in an invisible egg that cannot be revealed, even with the Lens of Truth.

En_A_Obj

0000

2001: A Zelda Odyssey
Actor Object Variable
0039 0000 0000

Variable 0000 is a rectangular box with no behaviour or collision.

OoTLargeRectangletest.png

Interestingly, although Link cannot raise or throw it, if it were possible, it would fit perfectly in his hands and on his head.

0001

Still smaller than Xbox!
Actor Object Variable
0039 0000 0001

Variable 0001 is a slightly larger rectangular box with an oversized collision radius.

0002

Actor Object Variable
0039 0000 0002

It uses the same model of the variable 0000 and 0001. It is larger than the rectangle of the variable 0001, including the collision.

0003

OoT-bizarretangle.png
Actor Object Variable
0039 0000 0003

Variable 0003 is a rectangular box that lays horizontally on the ground, motionless. Once an object or character is placed upon it, it springs to life, rotating until it is vertical, then switches back to its initial position.

0004

Actor Object Variable
0039 0000 0004

Variable 0004 is a larger version of the rectangular box in variable 0003.

0005

OoT-unusedcube.png
Actor Object Variable
0039 0000 0005

Variable 0005 is a simple cube. Like variable 0000, it has no collision.

0007

OoTUnusedGrass.png
Actor Object Variable
0039 0000 0007

This grass has a slightly-oversized collision box. Its appearance is similar to the flora used in the Castle Courtyard moat.

0008

OoT-Tree Stump.png
Actor Object Variable
0039 0001 0008

Variable 0008 is a tree stump with a collision radius four times its size. When struck, it sounds as though Link has hit a wall with his sword.

0009

Marks the spot?
Actor Object Variable
0039 0000 0009

The regular square signposts around Hyrule change in height depending on whether the player is set to Child or Adult. This sign is Adult Link-sized. It cannot be destroyed. It appears in several prerelease images from xxx.

Hmmm...
To do:
Locate the prerelease images on the wiki.

ovl_En_Wood02

xxxx

Actor Object Variable
0077 007C xxxx

Variable xxxx is a huge tree that resemble those seen in the Lost Woods during the opening cutscene of Majora's Mask. Similar trees can be seen in Kakariko Village in prerelease screenshots from February, 1998.

Prerelease Screenshot Object Loaded In-Game
OoT-Kakariko Village.jpg OOT UnusedTrees.png
Hmmm...
To do:
Figure out how the using the GameShark code 81241CF2 83F0 81241CFA 0000 (Debug ROM) at Hyrule Castle makes these appear, find variable, insert screenshot.

ovl_En_Vm

0000

Don't blink.
Actor Object Variable
008A 008B 0000

This Beamos does not fire lasers at you.

ovl_En_Rd

0003

OoTInvisibleRedead.png
Actor Object Variable
0090 0098 0003

This Redead is only visible with the Lens of Truth. When it is loaded, it plays an animation that suggests it is rising out of a coffin, like the Redeads in the Bottom of the Well dungeon.

ovl_Eff_Dust

0001

OoT-A0101 O0001 V0001.png
Actor Object Variable
0101 0001 0001

Eff_Dust is used when Link charges up a spin attack, in order to produce the effect of the energy being absorbed by his blade. An unused variable within the actor triggers a sparkle effect which doesn't dissipate, thus causing the game to slow down and eventually freeze.


(Source: Three_Pendants)

Used Objects With Unused Content

gameplay_keep

Debug Tetrahedron

OoT Debug Tetrahedron.png

Model 0x0035C0. Unknown use.

Debug Arrow

OoT Debug Arrow.png

Model 0x0039F0. Used to mark invisible items, wind direction, ocarina spots, among others.

Debug Camera

OoT Debug Camera.png

Model 0x003C90. Used in Debug Camera option for free camera function.

Giant Checkerboard

OoT-ChessPlan.png

The first model of gameplay_keep, located at 0x3FC8. The squares make a 16 x 16 pattern, double what most chessboards have. May have been used for debugging purposes.

Broken Pyramid

OoT-BrokenPyramid.png

Located at 0x39E90, this model uses the unused white rectangles.

Giant Rectangle Stone

OoT-GiantRectangleStone.png

Located at 0x03A0C0, this model also uses the unused white rectangles but has a darker shade.

Spiked Shape

OoT-Spiked Shape.png

An untextured black shape located at 0x0547E0. It may have been used as a text box.

Cloud Shape

OoT-Cloud Shape.png

An untextured black shape located at 0x055810. It may have been used as a text box.

Rounded Shape

OoT-Rounded Shape.png

An untextured black shape located at 0x0567B0. It may have been used as a text box.

gameplay_field_keep

Huge Ornamental Goldfish

This fish has a body and a tail as separate model. Its fins are not rendered behind; this means that this fish would be just for decoration somewhere.

gameplay_dangeon_keep

Huge Switch

Actor Object Variable
xxx 0001 xxx

This switch has the same texture as regular switches. Because of its large size, and the fact that its colouring is reminiscent of the Fire Temple, it may have been used with the Megaton Hammer. The offset is 0x63F0.

Object Loaded In-Game Pressed Down
OoT-unusedSwitch01.png OoT-unusedSwitch02.png

Crystal Switch

Actor Object Variable
xxx 0001 xxx

This crystal switch has no animations. The offset is 0x77B0.

object_mori_objects

Picture Frame Hook

Zelda 64 - Unused Hooks on Ladders.png
Actor Object Variable
00E2 0072 FFFF

This hook, contained within the Forest Temple object file, once held up ladders that could be shot off their hooks like the one in the Deku Tree, without the cutscene.

object_wood02

Actor Object Variable
xxx 007C xxx

Several unused trees and bushes are contained within the object file that holds Hyrule's plant life. Most are 2D images, but there is also an incomplete, textureless trunk section matching the type of tree that appears in the Adult version of Kakariko Village.

object_trap

OoT unusedspikes.png
Actor Object Variable
0080 0085 xxxx
OoT Unused texture222.png

The object file that contains the Sliding Blade Trap also holds a small, spiky trap that has no linked actor.

object_hs

OOT-MQ-carpenters-son-alt-hair.png
Actor Object Variable
xxx 0128 xxx

The object file containing the Carpenter Boss's son, known as Grog in Majora's Mask, is apparently hiding a rockin' mohawk.

object_gi_arrowcase

OOT-bronzequiver.png
Actor Object Variable
xxx 00BE xxx

This object is used when Link gets the Big Quiver or Biggest Quiver. There is a version for Bronze Quiver that is not used anywhere.

The object uses shader number 15 inside Link's file to define its color.

object_link_child

Actor Object Variable
xxx 0015 xxx

Early Tunic Color

This image shows a unused color during the game.

Inside the object object_link_child there is a unused color registration in each model of the Child Link's tunic. The models in question have a 0xFA header to colors #50BC08. This color is present in several prerelease images.

Unused Shield and Scabbard

Unused Display List for Child Link, this model is located in the offset 0x15010. This could have been for when Link was holding his sword without shield.

The Legend of Zelda Ocarina of Time Link Unused Display List.png

object_cow

Actor Object Variable
xxx 018B xxx

Cow Ring

The cows were initially supposed to, oddly enough, have cow rings. The ring was restored as seen in the video on the right. Interestingly, this made its way into the Japanese version of Majora's Mask and Ocarina of Time 3D. Located at 0x2628 in object_cow file.

To Sort

OoT Invisible Cucco.png

In setup 00 of Kakariko Village, there is an invisible Cucco near the tree.

Presumably used for sound effects, the Cucco is invisible, indestructible, and begins to smoke when it takes damage.