We just released a Feb. 5 '89 prototype of DuckTales for the NES!
If you'd like to support our preservation efforts (and this wasn't cheap), please consider donating or supporting us on Patreon. Thank you!

The Legend of Zelda: The Wind Waker/Unused Functions

From The Cutting Room Floor
Jump to navigation Jump to search
This page contains changes which are not marked for translation.
Other languages:

This is a sub-page of The Legend of Zelda: The Wind Waker.

Enemy Mini-Map Markers

Early trailers and screenshots for The Wind Waker showed that the mini-map could display the locations of enemies in the form of red dots when zoomed in by pressing D-Pad Right. This feature is mostly missing from the final version (though still used in Forsaken Fortress 1's final indoors room, and post boxes elsewhere), but the code for it still exists within the executable. The following decrypted Action Replay (AR) code will re-enable enemies being marked on the zoomed-in mini-map:

0404C368 60000000
0404C374 60000000
0404C390 60000000

Unused Cutscene Objects

A cutscene object is an entity within a cutscene, such as a character, particle effect, or sound. In the code are three unused object types – ambient lighting, lighting, and fog. These would be represented in a cutscene file by the names JABL, JLIT, and JFOG, respectively. However, none of the cutscenes in the game make use of them, therefore they (and their effects) go unused.

Further investigation has revealed these objects have been dummied out somehow, and aren't functional within the game.

(Source: Discovery of code: Gamma, discovery of ASCII identifiers: Treeki)

Yay0 Compression

The Wind Waker supports decompression of Yay0-compressed files, also known as .szp archives. However, the only compression type found on the disc is the later (and more efficient) Yaz0, also known as .szs, which is used by most Wii games, such as Mario Kart Wii. Yay0 compression has not been used since Luigi's Mansion.