The Legend of Zelda: Ocarina of Time/Unused Content in Used Actors & Objects
This is a sub-page of The Legend of Zelda: Ocarina of Time.
Contents
- 1 Unused Actor Variables
- 2 Unused Actor Data
- 3 Unreferenced Content in Objects
- 4 To Sort
Unused Actor Variables
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.
To do: Does the info 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.
En_Item00
Actor | Object | Variable |
---|---|---|
0015 | 0001 | 0007 |
An early version of the Heart Container. Unlike the used iteration, 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 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 Item_B_Heart. In the retail game, actor 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 copies of this model in the gameplay_keep file.
En_Test
0000
Actor | Object | Variable |
---|---|---|
0002 | 0032 | 0000 |
Variable 0000 is an invisible Stalfos that can only be seen with the Lens of Truth.
To do: Double-check variable number. |
En_Door
FFFF
Actor | Object | Variable |
---|---|---|
0009 | 0001 | FFFF |
Double wooden doors exist in the game and 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.
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.
These doors were used in E3 1998 demo's Market and Kakariko Village.
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.
To do: Figure out what variable this is, insert screenshot. |
En_Goma
0008
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
Actor | Object | Variable |
---|---|---|
0039 | 0000 | 0000 |
Variable 0000 is a rectangular box with no behavior or collision.
Interestingly, although Link cannot raise or throw it, if it were possible, it would fit perfectly in his hands and on his head.
0001
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 |
Uses the same model of variables 0000 and 0001 but is larger than the rectangle of variable 0001, including the collision.
0003
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
Actor | Object | Variable |
---|---|---|
0039 | 0000 | 0005 |
Variable 0005 is a simple cube. Like variable 0000, it has no collision.
0007
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
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
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, but cannot be destroyed. It appears in several pre-release images from xxx.
To do: Locate the pre-release images on the wiki. |
En_Niw
000E
Actor | Object | Variable |
---|---|---|
0019 | xxxx | 000E |
En_Niw is the Cucco entity, and it has an unused behavior: it will check if it is placed in Link's house. If so, it will check the flag that determines if the cow should appear; if the cow shouldn't appear, then the Cucco will not appear either. This suggests that the Cucco could be placed in Link's house instead of (or alongside) the cow.
Psuedocode for the Cucco's behavior:
if (globalCtx->sceneNum == SCENE_LINK_HOME && !(gSaveContext.eventChkInf[1] & 0x4000)) { Actor_Kill(&this->actor); }
Compare with the cow's behavior:
if (globalCtx->sceneNum == SCENE_LINK_HOME) { if (LINK_IS_CHILD) { Actor_Kill(&this->actor); return; } if (!(gSaveContext.eventChkInf[1] & 0x4000)) { Actor_Kill(&this->actor); return; } }
Note that unlike the cow, the Cucco does not care about Link's age.
En_Vm
0000
Actor | Object | Variable |
---|---|---|
008A | 008B | 0000 |
This Beamos does not fire lasers at you.
En_Rd
0003
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 Gibdos in the Bottom of the Well.
En_Encount1
En_Encount1 is the continuous enemy spawner for the Leevers or the Stalchildren appearing during the night as Child Link and includes two unused spawn parameters for Tektites and Wolfos.
0800
Actor | Object | Variable |
---|---|---|
00A7 | 0001 | 0800 |
The Tektite spawn parameter is set up to spawn two Red Tektites at the same time and in particular checks if the height difference to Link is less than 100 units in order to make the Tektites appear. It is used in the SRD test map, but never appears in regular scenes.
1800
Actor | Object | Variable |
---|---|---|
00A7 | 0001 | 1800 |
The Wolfos spawn parameter shares its spawn behavior with the Stalchildren, so it's possible that they were also intended to appear in Hyrule Field. Both use the same spawn function and also share a condition to limit the maximum amount of possible spawns to a predefined value in the spawn parameters if the current scene isn't Hyrule Field, which indicates that it was considered to spawn these enemies in a different location as well.
Obj_Oshihiki
Actor | Object | Variable |
---|---|---|
00FF | 0002 | xxxx |
This actor contains 4 color slots to use in pushable blocks, however some block colors were not used. Others are just black blocks that fill the empty space the developers didn't intend to use, found in Dodongo's Cavern, Forest Temple and Fire Temple.
Location | Color 1 | Color 2 | Color 3 | Color 4 |
---|---|---|---|---|
Deku Tree | #6E5628 | #6E5628 | #6E5628 | #6E5628 |
Dodongo's Cavern | #6A786E | #685014 | #000000 | #000000 |
Forest Temple | #8E6356 | #487660 | #000000 | #000000 |
Fire Temple | #D29650 | #D2AA50 | #000000 | #000000 |
Water Temple | #6690B6 | #B0A764 | #64A764 | #756160 |
Spirit Temple | #E8D2B0 | #E8D2B0 | #E8D2B0 | #E8D2B0 |
Shadow Temple | #877D5F | #877D5F | #877D5F | #877D5F |
Ganon's Tower | #FFFFFF | #FFFFFF | #FFFFFF | #FFFFFF |
Gerudo Training Ground | #E8D2B0 | #E8D2B0 | #E8D2B0 | #E8D2B0 |
Eff_Dust
0001
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.
En_Ex_Ruppy
0001 & 0002
Actor | Object | Variable |
---|---|---|
0131 | 0001 | XXXX |
Variables 0001 and 0002 are the spawn parameters for the unused explosive Rupees. If they are spawned by the actor En_Heishi1, the soldiers in the Castle Courtyard Maze, the detection flag will be set to true when Link causes them to explode.
En_Syateki_Niw
0000
Actor | Object | Variable |
---|---|---|
0143 | 0013 | 0000 |
Variable 0000 is the spawn parameter for the Shooting Gallery Cucco and features some unique behavior: If the Cucco is hit during the game, it will approach Link, end the current round and reload the scene. The Cucco can be also seen in pre-release footage.
Unused Actor Data
En_Horse_Zelda & En_Horse_Ganon
Unused Waypoint Data
Zelda's horse actor still includes waypoint data and associated code for movement behavior, which aligns to an earlier iteration of Hyrule Field. The actor for Ganon's horse does include the same waypoint data in different order as well, but there is no associated code left that would make use of it. Both actors were meant to ride along Hyrule Field during the Spaceworld '97 demo.
En_Horse_Normal
Unused Hyrule Field Waypoint Data
The field horse actor still includes unreferenced waypoint data, which aligns to an earlier iteration of Hyrule Field. This actor was also meant to ride along Hyrule Field during the Spaceworld '97 demo.
Unused Lon-Lon Ranch Waypoint Data
The field horse actor still includes unreferenced waypoint data, which aligns to the outer path in Lon-Lon Ranch. In the final game the actor uses the waypoint data provided by the scene itself, which is slightly different and includes more path entries.
Unreferenced Content in Objects
gameplay_keep
Debug Tetrahedron
Model 0x0035C0. Unknown use.
Debug Arrow
Model 0x0039F0. Used to mark invisible items, wind direction, and Ocarina spots, among others.
Debug Camera
Model 0x003C90. Used in Debug Camera option for free camera function.
Giant Checkerboard
The first model of gameplay_keep, located at 0x3FC8. The squares make a 16×16 pattern, double what most chessboards have. May have been used for debugging purposes.
Broken Pyramid
Located at 0x39E90, this model uses the unused white rectangles.
Giant Rectangle Stone
Located at 0x03A0C0, this model also uses the unused white rectangles but has a darker shade.
Angry Speech Bubble - Angry
- Filename: fukidashi_ikari_model (speech bubble - rage - model)
An untextured black shape located at 0x0547E0. According to its filename sourced from the iQue leak, it was used as a text box.
Cloud Shape
- Filename: fukidashi_kumo_model (speech bubble - cloud - model)
An untextured black shape located at 0x055810. According to its filename sourced from the iQue leak, it was used as a text box.
Rounded Shape
- Filename: fukidashi_maru_model (speech bubble - circle - model)
An untextured black shape located at 0x0567B0. According to its filename sourced from the iQue leak, it was used as a text box.
Beam Blade
In pre-release screenshots like the one at right, Link is seen using a beam blade attack similar to the one he is able to use when his hearts are full in previous games. While this attack never made it into the final version of the game, the model still remains in the gameplay_keep object. The beam blade can be partially restored in the game using these leftovers.
gameplay_field_keep
Huge Ornamental Goldfish
This fish has a body and a tail as separate models. Its fins are not rendered behind, which means that this fish would have been just for decoration.
gameplay_dangeon_keep
Huge Switch
Actor | Object | Variable |
---|---|---|
xxxx | 0001 | xxxx |
This switch has the same texture as regular switches. Because of its large size and the fact that its coloring 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 |
---|---|
Crystal Switch
Actor | Object | Variable |
---|---|---|
xxxx | 0001 | xxxx |
This crystal switch has no animations. The offset is 0x77B0.
object_dy_obj
Early Great Fairy
Actor | Object | Variable |
---|---|---|
000B | 000A | xxxx |
The object includes an unused version of the Great Fairy that 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". There are two displaylists, one for the Great Fairy itself and another one for a flower ornament.
object_mori_objects
Picture Frame Hook
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 |
---|---|---|
xxxx | 007C | xxxx |
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.
Early Tree Without Top
The object includes an unused displaylist for a huge tree without a top that resembles those seen in the Lost Woods during the opening cutscene of Majora's Mask. Similar trees can be seen in Kakariko Village in pre-release screenshots from April, 1998.
Pre-release Screenshot | Object Loaded In-Game |
---|---|
To do: Figure out how using the GameShark code 81241CF2 83F0 81241CFA 0000 (Debug ROM) at Hyrule Castle makes these appear, find variable, insert screenshot. |
object_trap
Actor | Object | Variable |
---|---|---|
0080 | 0085 | xxxx |
The object file that contains the Sliding Blade Trap also holds a small, spiky trap that has no linked actor.
object_hs
Actor | Object | Variable |
---|---|---|
xxxx | 0128 | xxxx |
The object file containing the Carpenter Boss' son, known as Grog in Majora's Mask, is apparently hiding a rockin' mohawk. It appears in Majora's Mask, though his large bangs do not.
object_gi_arrowcase
Actor | Object | Variable |
---|---|---|
xxxx | 00BE | xxxx |
This object is used when Link gets the Big Quiver or Biggest Quiver. There is a version for a 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 |
---|---|---|
xxxx | 0015 | xxxx |
Early Tunic Color
Inside the object object_link_child is an unused color registration in each model of Child Link's tunic. The models in question have a 0xFA header to colors #50BC08. This color is present in several pre-release 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 a shield.
object_cow
Actor | Object | Variable |
---|---|---|
xxxx | 018B | xxxx |
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
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.