The Legend of Zelda: Phantom Hourglass/Map Data/MapObject Rooms
This is a sub-page of The Legend of Zelda: Phantom Hourglass/Map Data.
Contents
Early Level Geometry
While most maps are tile-based, with their model files automatically generated by the map editor, there are some rooms that had custom models made for them, for example boss arenas and interiors, allowing for more immersive camera angles during cutscenes.
Those areas are implemented using separate models, which are loaded into the respective map and are used for the entire geometry of the respective area.
These models are stored in a separate directory, and Nintendo did not remove the original models that are stored natively inside the map files themselves, so we can explore them in their early, unfinished state here!
Of note is that the minimaps shown on the top screen are actually generated from the tilemap by the map editor, just like the unused, native map models. Therefore, they don't actually reflect the models actually used in-game. This is usually not very obvious since the basic layout tends to be similar, but in some areas the mismatch is very clear. However, since many of these rooms are interiors or areas that can only be accessed during cutscenes (or have the camera set up to show the 3D viewport on both screens), these minimaps are usually not seen.
Temple of the Ocean King
Early Model | Final Model |
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Ghost Ship Pre-Dungeon Room
The mismatched minimap is very obvious here.
Early Model | Final Model |
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Bellum Pre-Boss Room
This is the room right before you fight Bellum.
Early Model | Final Model |
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Tetra Cutscene Room
This is the room on the Ghost ship where you find Tetra after fighting the boss.
Early Model | Final Model |
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Spirit Island Shrine
This is the early version of the Shrine Room on Spirit Island.
Early Model | Final Model |
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Golden Frog Room
This is the early version of the Golden Frog Room on "Unknown Island".
Early Model | Final Model |
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Boss Rooms
Early Bellumbeck Arena
Early Model | Final Model |
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boss_flame
Temple of Fire boss arena.
Early Model | Final Model |
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boss_ghost/phantom
Ghost Ship boss arena.
Map name is "boss_ghost", MapObject name is "boss_phantom".
Early Model | Final Model |
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boss_ice/water
Temple of Ice boss arena.
Map name is "boss_water", MapObject name is "boss_ice".
Early Model | Final Model |
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boss_pluck
Temple of Courage boss arena.
Early Model | Final Model |
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boss_power
Goron Temple boss arena.
Early Model | Final Model |
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boss_wind
Temple of Wind boss arena.
This early version of the room can be seen in pre-release material.
Early Model | Final Model |
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boss_wisdom/philos
Mutoh's Temple boss arena.
Map name is "boss_wisdom", MapObject name is "boss_philos".
Early Model | Final Model |
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Early Steel Interiors
After fighting the respective bosses, you enter a room where you get the sacred Metal. In the final game, those are once again handled as MapObjects, including leftover original level geometry.
Goron Temple Metal Room
Early Model | Final Model |
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Ice Temple Metal Room
Early Model | Final Model |
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Mutoh's Temple Metal Room
Early Model | Final Model |
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Early House Interiors
There are a few unused house interiors present. While all final house interiors are properly labeled, these aren't. Some of these were used in the E3 demo map, the others are presumably early versions for other maps.
room_a
room_a_1
room_a_1 was used for the top right house, room_a_1_1 used for the top left house, and room_a_1_3 for the bottom house on the beach section of the E3 demo map. room_a_1_2 was not used.
room_d
Ember Island
Ember Island is a bit of an exception here in the sense that the early non-MapObject house interiors are still present in the map files with their level geometry intact!
room_fire
This is the room of Astrid's assistant.
Early Model | Final Model |
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room_fortune
This is the room of Astrid.
Early Model | Final Model |
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