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The Legend of Zelda: Majora's Mask 3D
The Legend of Zelda: Majora's Mask 3D |
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Also known as: Zelda no Densetsu: Mujura no Kamen 3D (JP) This game has unused areas. This game has a notes page |
When the moon hits your eye like a big pizza pie, that's the end of The Legend of Zelda: Majora's Mask 3D and you shouldn't have done that.
To do:
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Contents
- 1 Sub-Pages
- 2 Unused Graphics
- 2.1 Developer Note
- 2.2 Memory Leak
- 2.3 Placeholder Bomber's Notebook Quest Map
- 2.4 Temporary Icon
- 2.5 Dummy Map
- 2.6 Test Minimaps
- 2.7 Leftover OoT 3D Images
- 2.8 Leftover OoT 3D Menu Icons
- 2.9 Full Heart Piece
- 2.10 Leftover OoT Moon
- 2.11 Anju's Grandmother's Stories
- 2.12 Early OoT icons
- 2.13 Unused Bombers' Notebook icons
- 3 Unused Scenes
- 4 Unused Rooms
- 5 Altered Scene Setup
- 6 Unused Music
- 7 Unused Ocarina Songs
- 8 Unused Instrument Voices
- 9 Unused Models
- 10 Ocarina of Time Actors
- 11 Development Data
- 12 Odd Object Placement
- 13 Revisional Differences
Sub-Pages
Unused Cutscenes |
Unused Actors, Objects, & Variables A plethora of unused content... in 3D! |
Unused Link Animations |
Unused Text Official translations for most of the previously Japanese only text! |
Notes |
Unused Graphics
Developer Note
The texture haka_kabe_02 in hakaana2_0_info.zsi, whose file name suggests that it is used in the Beneath the Graves map, has δΊΊε£ (population) handwritten on its border, which is clearly a misspelling of ε ₯ε£ (entrance).
Memory Leak
Present in os/memory_leak.ctxb is this graphic saying that there is a memory leak.
Placeholder Bomber's Notebook Quest Map
Present in layout\map\genbamap\EU_English\000.ctxb (and all other language folders) is this image. The text translates to:
Investigating a case. There's no map yet. Sorry. ?? of ???
This suggests that the image is a placeholder for a Bomber's Notebook quest map.
Temporary Icon
Present in layout\Joker.gar called multi_dummy_tex.ctxb is this small icon that says KARI, or Temporary.
Dummy Map
For every scene that doesn't have a minimap, this map exists of Great Bay Temple with the floors viewed together. This can be seen, for example, by wrong warping to the giant's cutscene then voiding out.
Test Minimaps
test01_info | test02_info |
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These two minimap test images can be found in the /scenes directory, in the test01_info.ctxb and test02_info.ctxb files respectively.
Leftover OoT 3D Images
Deku Tree | Saria |
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Two unused graphics which were used in the ending of The Legend of Zelda: Ocarina of Time 3D are present in layout\Joker.Main.Ending.gar.
Leftover OoT 3D Menu Icons
Chinese | Korean | Taiwanese |
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Leftover graphics for the Chinese, Korean, and Taiwanese file select screens from Ocarina of Time 3D are present in menu\savadata_maintainer.
Full Heart Piece
In the same way it appeared in Ocarina of Time 3D, Majora's Mask 3D also features a full Piece of Heart stored in the file menu_collect_parts00.ctxb inside Joker.Main.Play.SubMenu.gar. It's obviously impossible to see this in-game.
Leftover OoT Moon
Inside zelda2_keep.gar.lzs is the file moon_model.cmb, which is a square with the moon texture seen in the original Ocarina of Time.
Anju's Grandmother's Stories
The two pieces of art used in Anju's Grandmother's story are in 3D this time around. To accomplish this, rather than use a static 3D picture, the game stores parts of the artwork in pieces and assembles them in-game. Some art pieces are obscured by other pieces as a result of this.
Carnival of Time (in-game) | Carnival of Time (pieces stored separately) |
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Notice how the tower, the man with a red shirt and blue mask, and the built sign are all partially obscured.
Four Giants (in-game) | Four Giants (pieces stored separately) |
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The right giant's left foot is obscured, along with the left giant's left foot, and part of the sun. The background mountains are also hidden from view.
Carnival of Time Background | Four Giants Background |
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The backgrounds for the two pictures are also partially hidden. The Carnival of Time background is just black underneath, but the Four Giants' background has some hidden detail to it.
Early OoT icons
zelda2_dangeon_keep.gar.lzs still contains the models and textures for the early icons of the Kokiri Sword (knife_model.cmb), Slingshot (patinko_model.cmb), Bomb Bag (bombhukuro_mode.cmb), and Small Magic Jar (mahou_bin_model.cmb) that already went unused in the original Ocarina of Time.
Unused Bombers' Notebook icons
Professor Shikashi | Cursed Skulltula |
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Two unused icons for both Professor Shikashi and the cursed Skulltula meant to be used in the Bombers' Notebook can be found in the game.
Unused Scenes
You can use the following code to warp to these maps by pressing R + X. The XXXX values correspond to the entrance index.
NOTE: When you want to access another area (normally, without using the code), make sure you deactivate the code first, and then go to the area (otherwise you just will be warped again to the place that you accessed using the code).
EUR v1.0 | |
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Gateway Code | DD000000 00000500 6079C6F4 00000000 B079C6F4 00000000 20003E59 00000001 D0000000 00000000 D3000000 00000000 107786F0 0000XXXX 207887F8 00000000 6836E794 00000000 B836E794 00000000 2000C858 00000000 D2000000 00000000 |
test01_0_info
Entrance index |
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1000 |
The test map from the Japanese Majora's Mask was ported over. However, a few differences are present:
- Some of the floors are no longer colored, making them look the same as most other floors.
- The ladders as well as the water textures are opaque.
- All textures now have a specular reflection.
- No actors are present. However, there is one unloaded object present: zelda2_sea_railings (ID 0x0284) (a wall model with various blue stripes).
- Leaving the map will return the player to the same map, as opposed of being warped to the uncursed Southern Swamp.
Minimap |
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The test map is supposed to show this image in the bottom screen. However, the "No Map" text is shown instead.
test02_0_info
Entrance index |
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1200 |
It's identical to test01_0_info, except for a few differences:
- Although the model itself seems to be identical, it's subdivided in more meshes.
- There are no textures, except for the water, which now has newer animated, semi-transparent textures, looking similarly to the water in all other used maps.
- An owl statue can be found in the stairs area as the sole object. Saving the game in it works although the name of the place displayed in the save file will be "(?)". However, when going back to the save file, the map loaded will be the one in which the player has saved before saving in said statue from the test map.
- An additional, unloaded object is present: zelda2_and (ID 0x0015) (Anju from her wedding cutscene). In Ocarina of Time, the object ID 0x0015 corresponds to Child Link.
- The bloom effect is present, which becomes very strong from around 10 AM to 2 PM, brightening the scene considerably to the point where it becomes very shiny.
Minimap |
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The test map is supposed to show this image in the bottom screen. However, the "No Map" text is shown instead.
kakusiana_6_info
From the right Inner Palace Garden | From the left Inner Palace Garden | |
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Entrance index | 1480 | 14F0 |
In the Japanese version of the Nintendo 64 Majora's Mask, the path to get to the Magic Bean seller at the Deku Palace was much different: the player had to enter the left garden rather than the right and pass through several enemy-filled grottoes to get to the one with the salesman inside. In the international releases and most later versions of the game (including this one), the path was greatly simplified so that the player only has to sneak through the much smaller right garden and drop into a hole. Despite their removal, map data for the removed grottoes remains in Majora's Mask 3D, although their textures were removed.
This vertically-oriented cave originally contained two climbing walls, a few Skullwalltulas (in one of a whopping two appearances in this game!) and a horde of Black Boes.
This map actually has a single unused texture, named test_water. It is referenced by the model's third material. However, said material is not mapped to any part of the geometry.
kakusiana_8_info
Entrance index |
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14E0 |
This grotto, on the other hand, is much simpler. The circular area cut out of the shrubs in the middle of the area housed a Deku Baba in the original Japanese release.
The unused water texture and material from the other grotto is also present here (but unused) as well.
In-game | Model render |
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Unused Rooms
Much like in the original N64 version, Majora's Mask 3D has some rooms that can never be accessed.
Stone Tower Temple
Rooms 05, 06 and 0B
These are located in /scenes in the RomFS, and named z2_inisie_n_5_info.zsi, z2_inisie_n_6_info.zsi and z2_inisie_n_11_info.zsi respectively. These rooms serve as counterparts to rooms that are only accessible in the Inverted Stone Tower Temple, each corresponding to the room that has the same index within the inverted version of the dungeon.
More specifically, room 05 corresponds to one of the eastern rooms that has a block puzzle, room 06 with the flippable room that has a lava pool, and room 0B with the Gomess miniboss and the dungeon boss key room. Room 05 and 06 are byte-to-byte identical (save for their filenames). Room 0B is almost identical to these as well, with the only difference being that this room contains one actor (an upside-down treasure chest, much like in the original version).
Unlike in the original version, these rooms now have a complete 3D model, which consists of the collision model for the dungeon ported straight from the N64 version, with all the room models being present at once. There are no textures, which makes everything look gray and unshaded, making it difficult to traverse through without the aid of the minimap or a source of light, such as Tatl's. Despite this, if the player gets near places that have different collision types, the color of these parts will change dynamically, such as when getting near lava pools or ladders.
Interestingly, the scattered triangles that appeared in the N64 version of these rooms appear here as well. Now, this is obvious, as the 3D model consists the collision from the original game. What's interesting is that these triangles can still be stepped-on, meaning they are still present the collision model in the remake. This is likely a leftover from the porting process of the assets from the N64 version.
Altered Scene Setup
To do: Some other objects, like a tree, the bushes and the Keaton Fox also have different positions. The camera angle seen when entering this scene setup is very similar to the one from the original N64 version (in the remake, the camera always stays behind Link). |
For some reason, Grezzo altered the position of Tingle's object in an unused scene setup of North Clock Town (setup 01) that was ported from the original version.
Unused Setup | Used Setup |
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You can use the following code to warp here by pressing R + X.
EUR v1.0 | |
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Gateway Code | DD000000 00000500 6079C6F4 00000000 B079C6F4 00000000 20003E59 00000001 D0000000 00000000 D3000000 00000000 107786F0 0000D600 207887F8 00000001 6836E794 00000000 B836E794 00000000 2000C858 00000000 D2000000 00000000 |
Unused Music
To do: Figure out if the streamed versions of the ocarina songs are unused or not. Supposedly, only the sequenced versions are used in most cases. |
Besides from a few select examples, all of the music in Majora's Mask 3D is streamed, meaning it is prerecorded instead of synthesized. All of the songs below can be found in /sound/streaming/stream
Sun's Song
The Sun's Song, which was unused in the original Majora's Mask, returns...to be unused yet again. Well, its audio does, at least. In the N64 game, the Sun's Song could still be activated via cheat codes, making the Moon fall faster. It could also be used on the Final Day, only to make the Moon crash into Termina at an unstoppable speed. Its song ID is 0x33.
It is named 051NA_BGM_OCA_SUN.dspadpcm.bcstm in the files.
Ocarina of Time 3D Credits
The second end credits song from Ocarina of Time 3D returns to Majora's Mask 3D, albeit unused this time around. However, this version of the song is synthesized, compared to the track in Ocarina of Time 3D, which was fully orchestrated.
It is named 130NA_BGM_STAFFROLL2.dspadpcm_1.bcstm in the files.
Stereo Milk Bar Theme
The stereo version of the Milk Bar music that was used in the original game is still left in the game files. It's song ID is 0x56, and its filename is 086NA_BGM_MILK_BAR_DUMMY.dspadpcm.bcstm
Partial Copy of Credits Music
A copy of the second portion of the N64 credits music exists in the game, called 127NA_BGM_OCA_MUS.dspadpcm.bcstm
Unused Ocarina Songs
Enable the code below on an European v1.0 copy of the game, and then play any song in the ocarina to bring up any of the following songs. The XX refers to the ocarina song playback ID.
EUR v1.0 | |
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Gateway Code | 6FFFF004 00000000 BFFFF004 00000000 200078B4 000000XX D2000000 00000000 |
NOTE: All of these songs display the "ERROR!****" ("ERROR!γ¨γ©γΌ!" in the Japanese version) message when attempting to display the "You played the X song!" message (in the 1.0 version of the game), likely due to missing text referring to these songs. Besides, when playing these songs in the ocarina, no music will actually play, probably because its associated music sequences are missing in the ROM.
Sun's Song
Like in the original, the Sun's Song from Ocarina of Time 3D is present in this game and fully working just like in the aforementioned game. The only notable difference is the missing light effect that appears above Link (although the lighting around Link still changes) when playing the song. While a streamed version of the song exists in the game (see the section above), it doesn't actually play when performing the song from the ocarina. Interestingly, playing this song results in the time speed increasing to 0x010B, unlike in Ocarina of Time, Ocarina of Time 3D and even the original Majora's Mask, in which said value is 0x0190. Its ocarina song playback ID is 0x0B.
Saria's Song
Likewise Saria's Song playback data still exists in the game. When playing the song, a green visual effect appears, similar to the one that appears when playing the Elegy of Emptiness. Unlike in the original, the Final Hours music does not start playing when performing the song. Its ocarina song playback ID is 0x05.
Zelda's Lullaby
Playback data also exists for Zelda's Lullaby, although unlike with the songs above, no visual effect can be seen when playing the song. Its ocarina song playback ID is 0x15.
Unused Instrument Voices
EUR v1.0 | |
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Gateway Code | D3000000 00000000 207CB2E8 000000XX D2000000 00000000 |
Much like with the original N64 title, Majora's Mask 3D has unused instrument voices, those that can be heard when playing the ocarina, Deku pipes, Goron drums or the Zora guitar. Use the code above to change the ocarina's voice to one of the following XX values:
- 03 - Impa's Whistling
- 04 - Sheik's Harp
Unused Models
To do: Should all of these be moved to the "Unused Actors, Objects and Variables" subpage? |
Ganondorf and Sheik
fishing_man.cmb | fishing_man2.cmb |
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Object | Actor | Filename |
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0x028F | - | zelda2_fishing_man.gar.lzs |
Present in zelda2_fishing_man.gar.lzs are models for Ganondorf and Sheik (with her harp) from Ocarina of Time 3D (Ganondorf is named "fishing_man.cmb", while Sheik is named "fishing_man2.cmb"). The "zelda2_" file prefix indicates that the model was reworked for Majora's Mask 3D. Another piece of evidence to support this is the fact that its object index goes beyond the last object index in the original N64 version (0x028F > 0x0282), implying it was added for the remake.
Both have an animation from Ocarina of Time:
- g_demo_sakebi_wait.csab (Ganondorf): Screaming when being defeated by Link (first battle).
- xechu_hiku.csab (Sheik): Playing the harp.
Swamp Fishing Pond (/scenes/z2_turibori_0_info.zsi) | Ocean Fishing Pond (/scenes/z2_turibori2_0_info.zsi) | |
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Object Instance Address in Object List (decompressed room file) | 0xF727A | 0xED87A |
Based on the file name, these characters would have been related to the fishing pond. In fact, there's more evidence to support this: the object index for both characters is present in the object list for both fishing ponds rooms (found in the addresses mentioned above). However, they don't show up in-game, as there's no actor associated to said object.
Impa
Model | Animation |
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Object | Actor | Filename |
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0x0290 | - | zelda2_fishing_woman.gar.lzs |
Present in zelda2_fishing_woman.gar.lzs is the model for Impa and her knife from Ocarina of Time 3D. The "zelda2_" file prefix indicates that the model was reworked for Majora's Mask 3D. Another piece of evidence to support this is the fact that its object index goes beyond the last object index in the original N64 version (0x0290 > 0x0282), implying it was added for the remake.
She has one animation from Ocarina of Time, named impa_matsu.csab (idle).
Swamp Fishing Pond (/scenes/z2_turibori_0_info.zsi) | Ocean Fishing Pond (/scenes/z2_turibori2_0_info.zsi) | |
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Object Instance Address in Object List (decompressed room file) | 0xF727C | 0xED87C |
Based on the file name, Impa would have been related to the fishing pond. She has exactly the same bone structure as the fishing man. In fact, there's more evidence to support this: the object index for Impa is present in the object list for both fishing ponds rooms (found in the addresses mentioned above). However, she doesn't show up in-game, as there's no actor associated to her object.
Saria
Object | Actor | Filename |
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0x0291 | - | zelda2_sa.gar.lzs |
Present in zelda2_sa.gar.lzs/saria.cmb is the model for Saria and the Fairy Ocarina. The "zelda2_" file prefix indicates that the model was reworked for Majora's Mask 3D. Another piece of evidence to support this is the fact that its object index goes beyond the last object index in the original N64 version (0x0291 > 0x0282), implying it was added for the remake.
Swamp Fishing Pond (/scenes/z2_turibori_0_info.zsi) | Ocean Fishing Pond (/scenes/z2_turibori2_0_info.zsi) | |
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Object Instance Address in Object List (decompressed room file) | 0xF727E | 0xED87E |
It seems she was intended to appear in both fishing ponds, much like Ganondorf, Sheik and Impa. A piece of evidence is the fact that the object index for Saria is present in the object list for both fishing ponds rooms (found in the addresses mentioned above). However, she doesn't show up in-game, as there's no actor associated to her object. In addition to this, Saria's object ID (0x0291) goes right after Ganondorf/Sheik's and Impa's object IDs (0x028F and 0x0290 respectively).
Animations
Saria retains all the animations from Ocarina of Time 3D, plus 4 new ones introduced in Majora's Mask 3D. Sadly, all the animation files are empty, and all that is left is their filenames and the length of the animation in frames (at offset 0x34 in each CSAB animation file).
The unique animation files introduced in this game are as follows:
Filename | Translation | Length in frames |
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sa_fue_kamae.csab | Saria - Whistle - Prepare | 20 |
sa_fue_niyari.csab | Saria - Whistle - Grin | 15 |
sa_fue_play.csab | Saria - Whistle - Play | 65 |
sa_fue_wait.csab | Saria - Whistle - Wait | 30 |
The "fue" in the filenames indicate the action of playing a flute or a whistle (note that the animations for playing the ocarina have "okarina" in the filename instead).
Curiously, Zelda had unused animations with these filenames in the original N64 version (those also exist in this game, but are empty).
Moon Children's Faces
The Moon children's model has a very disturbing unseen feature: their faces are identical to the Happy Mask Salesman's! This is in contrast to the N64 version, in which their faces were not textured.
Biggoron's Sword
Found in actors/zelda_gi_longsword.gar.lzs, is both the Biggoron's Sword and Giant's Knife "get-item" model from Ocarina of Time 3D. The one pictured below is the Giant's Knife.
Master Craftsman's Son
actors/zelda_hs.gar.lzs/model stores two models: nadekuro.cmb, which is the model used for Grog, and bossheadson.cmb, a leftover model from his previous appearance in Ocarina of Time 3D (known as the Master Craftsman's Son there). They can be differentiated in how the leftover model does not have Grog's hairstyle.
Leftover N64 Moon
eye_newmoonlod_model.cmb | newmoonlod_model.cmb |
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In the RomFS, in /actors/zelda2_keep.gar.lzs/fall, there's a leftover model from the original N64 version of the game, the original moon model.
The eyes are stored in a separate model file from the moon body. Oddly enough, there's no mouth texture.
Ocarina of Time 3D Logo and Copyright
The 3D logo and copyright from Ocarina of Time 3D can be found in zelda_mag.gar.lzs.
Ocarina of Time Actors
Actors brought over from Ocarina of Time 3D have filenames that are prefixed with "zelda" rather than "zelda2", making them easily identifiable.
Filename | Translation | Identity | Used |
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zelda_ahg.gar.lzs | A - Beard | Bearded Man in Green Pants / Back Alley Youth in Green Pants / Thin Man in Green & Black | β |
zelda_bb.gar.lzs | Bubble | Bubbles | β |
zelda_bombf.gar.lzs | Bomb Flower | Bomb Flower | β |
zelda_bubble.gar.lzs | Shabom | β | |
zelda_cne.gar.lzs | C - Young Lady | Thin Woman in Blue & Yellow Dress / Thin Woman in Blue Dress | β |
zelda_cow.gar.lzs | Cow | β | |
zelda_crow.gar.lzs | Guay | β | |
zelda_daiku.gar.lzs | Carpenter | Carpenter | β |
zelda_dekubaba.gar.lzs | Deku Baba | β | |
zelda_dodongo.gar.lzs | Dodongo | β | |
zelda_d_hsblock.gar.lzs | ? - Hookshot Block | Hookshot Target Pillar & Wall Target | β |
zelda_efc_star_field.gar.lzs | Effect - Star Field | ? | ? |
zelda_efc_tw.gar.lzs | Effect - ? | ? | ? |
zelda_ff.gar.lzs | Firefly | Keese | β |
zelda_fishing.gar.lzs | ? | ? | |
zelda_fu.gar.lzs | Windmill | Windmill Man | β |
zelda_fz.gar.lzs | Freezard | Freezard | β |
zelda_gi_arrow.gar.lzs | Get Item - Arrow | Arrow Bundles (GI) | β |
zelda_gi_arrowcase.gar.lzs | Get Item - Quiver | β | |
zelda_gi_bean.gar.lzs | Get Item - Bean | Magic Bean (GI) | β |
zelda_gi_bombpouch.gar.lzs | Get Item - Bomb Bag | Bomb Bags (GI) | β |
zelda_gi_bomb_1.gar.lzs | Get Item - Bomb 1 | Bomb (GI) | β |
zelda_gi_bomb_2.gar.lzs | Get Item - Bomb 2 | Bombchu (GI) | β |
zelda_gi_bosskey.gar.lzs | Get Item - Boss Key | Boss Key (GI) | β |
zelda_gi_bottle.gar.lzs | Get Item - Bottle | Bottle (GI) | β |
zelda_gi_compass.gar.lzs | Get Item - Compass | Compass (GI) | β |
zelda_gi_fish.gar.lzs | Get Item - Fish | Bottled Fish (GI) | β |
zelda_gi_ghost.gar.lzs | Get Item - Ghost | Bottled Poe (GI) | β |
zelda_gi_glasses.gar.lzs | Get Item - Glasses | Lens of Truth (GI) | β |
zelda_gi_heart.gar.lzs | Get Item - Heart | Recovery Heart (GI) | β |
zelda_gi_hearts.gar.lzs | Get Item - Hearts | Heart Container & Piece of Heart (GI) | β |
zelda_gi_insect.gar.lzs | Get Item - Insect | Bottled Insect (GI) | β |
zelda_gi_ki_tan_mask.gar.lzs | Get Item - Keaton Mask | Keaton Mask (GI) | β |
zelda_gi_liquid.gar.lzs | Get Item - Liquid | Bottled Potions (GI) | β |
zelda_gi_longsword.gar.lzs | Get Item - Longsword | Biggoron's Sword (GI) | β |
zelda_gi_magicpot.gar.lzs | Get Item - Magic Pot | Magic Jars (GI) | β |
zelda_gi_map.gar.lzs | Get Item - Map | Dungeon Map & Stone of Agony (GI) | β |
zelda_gi_milk.gar.lzs | Get Item - Milk | Milk (GI) | β |
zelda_gi_m_arrow.gar.lzs | Get Item - Magic Arrow | Magic Arrows (GI) | β |
zelda_gi_nuts.gar.lzs | Get Item - Nuts | Deku Nut (GI) | β |
zelda_gi_ocarina.gar.lzs | Get Item - Ocarina | Ocarina of Time (GI) | β |
zelda_gi_purse.gar.lzs | Get Item - Purse | Wallets (GI) | β |
zelda_gi_rabit_mask.gar.lzs | Get Item - Rabbit Mask | Bunny Hood (GI) | β |
zelda_gi_soul.gar.lzs | Get Item - Soul | Bottled Fairy (GI) | β |
zelda_gi_stick.gar.lzs | Get Item - Stick | Deku Stick (GI) | β |
zelda_gi_truth_mask.gar.lzs | Get Item - Truth Mask | Mask of Truth (GI) | β |
zelda_heavy_object.gar.lzs | Golden Gauntlets Rock | β | |
zelda_hintnuts.gar.lzs | Hint-Giving Deku Scrub | ? | ? |
zelda_hs.gar.lzs | Head's Son | Carpenter Boss's Son | β |
zelda_ka.gar.lzs | Scarecrow | Pierre the Scarecrow | β |
zelda_kanban.gar.lzs | Sign | Square Sign | β |
zelda_key.gar.lzs | ? | ? | |
zelda_kusa.gar.lzs | Grass | Regenerating Grass | β |
zelda_lightswitch.gar.lzs | Sun Switch | β | |
zelda_mag.gar.lzs | ? | Ocarina of Time Title Logo | β |
zelda_mastergolon.gar.lzs | Goron Shopmaster | Goron Shopkeeper | β |
zelda_masterzoora.gar.lzs | Zora Shopmaster | Zora Shopkeeper | β |
zelda_mir_ray.gar.lzs | Mirror Ray | Mirror Shield Light Ray | β |
zelda_ms.gar.lzs | Bean Seller | Bean Seller | β |
zelda_nw.gar.lzs | Chicken | Cucco | β |
zelda_ny.gar.lzs | ? | Spike Trap | ? |
zelda_ph.gar.lzs | ? | ? | ? |
zelda_po.gar.lzs | Poe | ? | ? |
zelda_rr.gar.lzs | Like Like | Like Like | β |
zelda_sb.gar.lzs | Shellblade | Shellblade | β |
zelda_st.gar.lzs | Skulltula | Skulltula / Skullwalltula / Gold Skulltula | β |
zelda_syokudai.gar.lzs | Candlestand | Torch | β |
zelda_tsubo.gar.lzs | Pot | Pot | β |
zelda_tt.gar.lzs | Tektite | Tektites | β |
zelda_vm.gar.lzs | Beamos | Beamos | β |
zelda_wm2.gar.lzs | Wallmaster 2 | Wallmaster / Floormaster | β |
zelda_yabusame_point.gar.lzs | Horseback Archery - Point | ? | ? |
Development Data
Internal Project Name
Majora's Mask 3D is referred to internally as "Joker". The reason for this becomes apparent when looking at the internal names of other Zelda games released in the same timeframe: Ocarina of Time 3D is known as "Queen", The Wind Waker HD is known as "King", and A Link Between Worlds is known as "Jack", while Tri Force Heroes is known as "Alice". The last moniker might seem out of place, until you remember the playing card elements in the classic tale of Alice in Wonderland, which this seems to be a reference to. The internal name may also be reflected by the game's two-letter code "JR".
Unused Language File
In the European version, there's an additional language message file called eud.gmsg and only contains the word "Link". The name suggests that Dutch may have been an additional language.
Odd Object Placement
Door
There's a door out of bounds in South Clock Town, using glitches to go to the Dummy version of East Clock Town and peeking through the wall will let you see it.
This is actually the door that let to the Shooting Gallery in the original N64 version. Its position coordinates were left unchanged in the remake, which causes it to be out of bounds (due to the larger redesign of South Clock Town in the remake).
Revisional Differences
To do: Check out the Korean version when someone gets it. |
A patch was released on February 26, 2015 which updated the game to Version 1.1. The update was also pre-installed later on carts. This update fixed the following bugs:
- It was possible to become swordless and get the Ocarina of Time on the B Button by starting a game in Honey & Darling's and hanging off the edge just before the timer runs out so the game ends while Link is hanging off the edge. This glitch is actually inherited from the N64 versions where it works in all regions.
- The "ESS Bottle Dupe" glitch which lets you overwrite masks into bottles was patched. This glitch was also inherited from the N64 versions.
- The European version contains a small control code error in the English language. Attempting to deposit 0 rupees to the banker locks up the game. This was fixed by removing the control code.
- On Gorman Racetrack, trying to talk to the blue Gorman Brother to start a race without having enough rupees, then talking to the orange Gorman brother would cause the game to print the error message "ERROR!****" ("ERROR!γ¨γ©γΌ!" in the Japanese version). In 1.1, the error message was blanked out which prevents the text box from appearing.
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- Games with unused areas
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- Games with unused graphics
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- To do
- Legend of Zelda series
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Cleanup > Pages missing publisher references
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