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Prerelease:The Legend of Zelda: Ocarina of Time/iQue

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This page details one or more prototype versions of The Legend of Zelda: Ocarina of Time.


Hmmm...
To do:
Add full file paths for everything (or at least everything that isn't in the standard directories)
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

Add a description of what this is and how this got leaked.

Dump all your content here. GlitterBerri will organize. Make more categories if needed.

Useful Links:

Contents

ROM Versions

  • ROM_C: C++ ROM
  • ROM_D: Debug ROM for use on an emulator board
  • ROM_F: Final ROM
  • ROM_S: Show ROM
  • ROM_X: Debug ROM for use on real hardware

Unused Functions

Early Flag List

OoTEventEditor.png
Early Flag List
Old plot progression and cut events ahoy!

Early Text Routine

TextIcon.png
Early Text Routine
A much more cumbersome way of handling dialogue.

Early Fishing Experiment

Hmmm...
To do:
Is it possible to get this working?

A file called z_actor.h in the folder z_ocarina2 contains the following commit log note.

* Revision 1.204  1998-04-09 23:36:13+09  morita
*       For those who want to know the secrets of the secret project I'm
*       working on, put 1 in SEX(69) (using controller 2, hold R and press
*       L 6 times), then select "79: Water Temple Boss"....
*       When you do... there are details on the control scheme in 
*       /home/morita/JOY_FILES/secret.lst

The source code indicates that a memory register called SEX, known as Rs in the Debug ROM, was named by Kazuaki Morita. Morita is credited with the programming the bosses in Ocarina of Time. Additionally, according to an Iwata Asks interview celebrating the release of Ocarina of Time 3D, the Fishing Pond was also his side-project and brain child.

Morita: The Water Temple is in Lake Hylia. Aonuma-san designed that dungeon. The boss that appears there is Morpha. Just when I was making that, there was a landform like a pool.

Iwata: Morpha rises up out of the pool and fights Link.

Morita: Right. When I was making that boss, I casually…

Iwata: "Casually"? (laughs) I doubt you had that kind of time!

Morita: But for some reason I did. (laughs)

Morita: I just happened to have a model of a fish, so…

Iwata: You "just happened" to have it? (laughs)

Morita: Yes! (laughs) A model of a fish for putting in an empty bottle. I borrowed that and had it swim in the pool in the dungeon, and when I saw it swimming around, I thought, "Oh! I can go fishing!"

Iwata: What did you do for a fishing pole?

Morita: I took the model for something and made it a cylinder, and then… (gestures as if casting a fishing pole)

Haruhana: You used the motion for Link swinging his sword.

The aforementioned note seems to be instructions from Morita to the other staff for checking out the in-progress version of the fishing functionality he was working on. Following the instructions in the note verbatim produces no noticeable results upon entering Morpha's boss room from the Map Select screen, regardless of Link's age. Even with SEX69 (Rs69) [no comment...] set to 1, the Morpha battle starts as normal. This may indicate that the "secret" that was accessible via this method may have been removed sometime in the 7 months between the commit log note and the game's release.

However, one additional point to keep in mind is that the Water Temple Boss is now number 80 in the Map Select options, while the Water Temple is number 79. This may indicate that Morita's fishing preview was created at a time before the boss rooms were split off from their temples into separate map files, as they are in the final game. As such, if one were to attempt to enter Room 0x16 of the Water Temple (the boss transition room) without automatically being loaded into the map file for Morpha's boss room in the final game, one could still see the intended effect.

Spawn an Arwing

Hmmm...
To do:
Add the chest spawn stuff from Link's actor, too.

The source code indicates that a memory register called KAZ, known as RK in the Debug ROM, was named after Kazuaki Morita. Morita is credited with the programming the bosses in Ocarina of Time.

A file called z_actor.c in the folder z_ocarina2 contains the following code used for spawning the Arwing.

#ifndef DEBUG_MODE_NOINPUT    
    if(KAZ(0) == -100) { /* Treasure Chest Fail Test */
    Player_actor    *pla = (Player_actor *)get_player_actor(game_play);
    
    KAZ(0) = 0;
    /* Secret Set */
    Actor_info_make_actor(&game_play->actor_info,
                  (Game *)game_play,
                  En_Clear_Tag,
                  pla->actor.world.position.x,
                  pla->actor.world.position.y + 100.0f,
                  pla->actor.world.position.z,
                  0,
                  0,
                  0,
                  1);
    }
#endif    

As it suggests, setting KAZ00 (RK00) to -100 spawns an Arwing above the player, then rolls the value back around to 0.

Unused Resources

Actors

Early Actor List

xxx

Unused Actors

En_Skeleton

xxx Applied in-game
Act. Obj. Filename Translation
0001 xxxx En_Skeleton Skeleton

This Stalfos first appeared in prerelease footage from October, 1996. It seems to have been replaced with the final Stalfos around September, 1997, when a new design appeared in concept art that wasn't publicly released until 2011's Hyrule Historia.

En_Iron

Act. Obj. Filename Translation
0003 xxxx En_Iron Iron

The Iron Knuckle first appeared in prerelease footage from January, 1997.

En_Slim

Act. Obj. Filename Translation
0005 xxxx En_Slim Slime

The Slime first appeared in prerelease footage from May, 1997.

En_Bskel

Act. Obj. Filename Translation
0006 xxxx En_Bskel Baby Skeleton

xxx

Dummy_player

Act. Obj. Filename Translation
0017 xxxx Dummy_player Dummy Player

xxx

En_Bee

Act. Obj. Filename Translation
001A xxxx En_Bee Bee

Previously encountered in A Link to the Past, bees were later reintroduced in Majora's Mask.

En_F_Obj

Act. Obj. Filename Translation
001F xxxx En_F_Obj Field Objects

xxx

En_D_Obj

Act. Obj. Filename Translation
0022 xxxx En_D_Obj Dungeon Objects

xxx

Magic

Act. Obj. Filename Translation
0031 xxxx Magic Magic

xxx

En_OA_1

Act. Obj. Filename Translation
0036 xxxx En_OA_1 OA 1

object_oA1 contains an early version of the Kakariko Rooftop Man in the final game.

En_NPC

Act. Obj. Filename Translation
0053 xxxx En_NPC NPC

xxx

En_Stree

Act. Obj. Filename Translation
0073 xxxx En_Stree Small Tree

xxx

En_Kui

Act. Obj. Filename Translation
0074 xxxx En_Kui Stump

xxx

En_Maruta

Act. Obj. Filename Translation
0075 xxxx En_Maruta Log

xxx

En_Saku

Act. Obj. Filename Translation
0076 xxxx En_Saku Fence

xxx

En_Twood_01

Act. Obj. Filename Translation
0078 xxxx En_Twood_01 Tunnel Wood 01

xxx

En_Kabu02

Act. Obj. Filename Translation
0079 xxxx En_Kabu02 Stump 02

xxx

En_Board

Act. Obj. Filename Translation
007A xxxx En_Board Board

Present, but unused in Ocarina of Time 3D as dk_board.zar.

En_Floater

Act. Obj. Filename Translation
007B xxxx En_Floater Floater

Present, but unused in Ocarina of Time 3D as dk_floater.zar.

En_Spia

Act. Obj. Filename Translation
007E xxxx En_Spia Spear

Present, but unused in Ocarina of Time 3D as dk_spia.zar.

En_Stoneb

Act. Obj. Filename Translation
007F xxxx En_Stoneb Stone Bridge

Present, but unused in Ocarina of Time 3D as dk_stonebridge.zar.

Hidan Pompfly

Act. Obj. Filename Translation
0083 xxxx Hidan Pompfly Fire Dungeon Pump Fly

xxx

Magic_Ice

OoT-zelda magic ice.zobj.PNG
Act. Obj. Filename Translation
00A0 xxxx Magic_Ice Magic - Ice

xxx

Bg_Haka_Kumo

Act. Obj. Filename Translation
00B2 xxxx Bg_Haka_Kumo Background - Grave - Spider

xxx

En_Npc2

Act. Obj. Filename Translation
00CE xxxx En_Npc2 NPC 2

xxx

En_Npc3

Act. Obj. Filename Translation
00D8 xxxx En_Npc3 NPC 3

xxx

Boss_Goma2

Act. Obj. Filename Translation
00EA xxxx Boss_Goma2 Boss - Gohma 2

As Boss_Fd is the actor for Volvagia's flying form and Boss_Fd2 is the actor for Volvagia's Whack-a-Mole form, there may once have been a second phase to the Gohma boss fight.

En_Stk

Act. Obj. Filename Translation
00EB xxxx En_Stk Stal Kid

xxx

Magic_Light

Act. Obj. Filename Translation
00F2 xxxx Magic_Light Magic - Light

xxx

Magic_Soul

Act. Obj. Filename Translation
00F3 xxxx Magic_Soul Magic - Spirit

xxx

Bg_Jya_Sutarukage

Act. Obj. Filename Translation
00FB xxxx Bg_Jya_Sutarukage Background - Evil - Stal Shadow

Jyasinzou, meaning "evil god statue" is the internal name for the Spirit Temple.

Arrow_Dark

Act. Obj. Filename Translation
0109 xxxx Arrow_Dark Arrow - Dark

xxx

Arrow_Soul

Act. Obj. Filename Translation
010D xxxx Arrow_Soul Arrow - Spirit

xxx

Arrow_Wind

Act. Obj. Filename Translation
010E xxxx Arrow_Wind Arrow - Wind

xxx

Obj_Breakbox

Act. Obj. Filename Translation
0128 xxxx Obj_Breakbox Object - Breakable Box

xxx

Obj_Hahen

Act. Obj. Filename Translation
0129 xxxx Obj_Hahen Object - Fragment

xxx

En_Stopge

Act. Obj. Filename Translation
0134 xxxx En_Stopge Blocking Gerudo

xxx

En_Nc

Act. Obj. Filename Translation
0154 xxxx En_Nc [?]

xxx

En_Warp_Box

Act. Obj. Filename Translation
015D xxxx En_Warp_Box Warp Box

xxx

En_Zl22

Act. Obj. Filename Translation
0161 xxxx En_Zl22 Zelda 2 2

En_Zl2 is the actor used for Adult Zelda during cutscenes.

En_Mother

Act. Obj. Filename Translation
0180 xxxx En_Mother Mother

xxx

Bg_Mizu_Switch

Act. Obj. Filename Translation
01AA xxxx Bg_Mizu_Switch Background - Water - Switch

xxx

Uncategorized

Magic_Fire

OoT-zelda magic fire.zobj.PNG
Act. Obj. Filename Translation
xxxx xxxx Magic_Fire Magic: Fire

xxx

Magic_Wind

OoT-zelda magic wind.zobj.PNG
Act. Obj. Filename Translation
xxxx xxxx Magic_Wind Magic: Wind

xxx

Cutscenes

z_ocarina/data/shape2/zelda_tool_scene contains several early and unused cutscene files that aren't present in the final game.


(Source: MudkipLegend)

Ice Cavern

Serenade of Water

ice_dokutu_demo00 xxx.

Temple of Time

Meeting Sheik

dm_siku xxx.

Spot 05 - Sacred Forest Meadow

Minuet of Forest

spot05_demo00 xxx.

Spot 08 - Zora's Fountain

Zora's Sapphire

spot08_demo00 xxx.

Items

z_parameter_h.h

z_parameter_h.h contains early names for some items, as well as identifications for others that were dummied out of the final item list.

z_parameter_h.h
ID Filename Description Translation Final Name
0A H_S_hookshot 10『ショート・フックショット』 10: "Short Hookshot" Hookshot
0B H_L_hookshot 11『ロング・フックショット』 11: "Long Hookshot" Longshot
0F H_magicglass 15『まことの虫メガネ』 15: "Magnifying Glass of Truth" Lens of Truth
1B H_bottle_7 27『ルトの手紙』 27: "Ruto's Letter" Letter
1C H_bottle_8 28『炎』 28: "Fire" Blue Fire
37 H_reserve_30 55 大人『ゴロン刀引換券』 55: Adult "Goron's Sword Claim Check" Claim Check
3B H_sword_0 59『ナイフ』 59: "Knife" Kokiri Sword
50 H_bracelet 80『銅のブレスレット』 80: "Bronze Bracelet" Goron's Bracelet
56 H_purse_2 86『大人のがま口』 86: "Adult's Purse" Adult's Wallet
57 H_purse_3 87『大金持ちがま口』 87: "Wealthy Man's Purse" Giant's Wallet
5A H_melody_1 90『風のメヌエット』 90: "Minuet of Wind" Minuet of Forest
66 H_seal_medal_1 102『サリアの封印』 102: "Saria's Seal" Forest Medallion
67 H_seal_medal_2 103『ダルニアの封印』 103: "Darunia's Seal" Fire Medallion
68 H_seal_medal_3 104『ルトの封印』 104: "Ruto's Seal" Water Medallion
69 H_seal_medal_4 105『ナボールの封印』 105: "Nabooru's Seal" Spirit Medallion
6A H_seal_medal_5 106『インパの封印』 106: "Impa's Seal" Shadow Medallion
6B H_seal_medal_6 107『ラウルの封印』 107: "Rauru's Seal" Light Medallion
71 H_N_coin 113『Nコイン』 113: "N Coin" Gold Skulltula
76 H_map 118『マップ』 118: "Map" Dungeon Map
77 H_key 119『ダンジョンの鍵』*/ 119: "Dungeon Key" Small Key
7A H_heart_1 122『ハートの欠片(1/4)』 122: "Piece of Heart (1/4)" Piece of Heart
7B H_heart_2 123『ハートの欠片(2/4)』 123: "Piece of Heart (2/4)" [Removed]
7C H_heart_3 124『ハートの欠片(3/4)』 124: "Piece of Heart (3/4)" [Removed]
7D H_note_1 125『音符:上』 125: "Note: Up" [Removed]
7E H_note_2 126『音符:下』 126: "Note: Down" [Removed]
7F H_note_3 127『音符:左』 127: "Note: Left" [Removed]
80 H_note_4 128『音符:右』 128: "Note: Right" [Removed]
81 H_note_5 129『音符:A』 129: "Note: A" [Removed]
87 H_rupy03 135『大ルピー(50ルピー)』 135: "Big Rupee (50 Rupees)" Purple Rupee
89 H_rupy05 137『銀のルピー(10ルピー)』 137: "Silver Rupee (10 Rupees)" [Removed]

Additionally, Silver Rupees are worth 5, not 10, in the final game.

Objects

Early Object List

xxx

Unused Objects

object_skelton

Obj. Filename Translation
0004 object_skelton Skeleton

xxx

object_Ironknack

Obj. Filename Translation
0005 object_Ironknack Iron Knuckle

This early Iron Knuckle first appeared in prerelease footage from January, 1997, battling with Link.

Prerelease Loaded in-game
OoT-Iron Knuckle Eyes.png

object_slime

Obj. Filename Translation
0010 object_slime Slime

These Slime enemies first appeared in prerelease footage from May, 1997. They resemble the Gels from earlier Zelda games.

The texture for their body is the first texture file in gameplay_keep, where it's used for most reflections in the game.

Prerelease Loaded in-game
OoT-Unused Jelly Enemy.png

object_baby_skel

Obj. Filename Translation
0011 object_baby_skel Baby Skeleton

xxx

Object_oF1

Obj. Filename Translation
003A Object_oF1 Object oF1

There are two other similarly-named objects. object_oF1d_map contains Goron, Medigoron, and Biggoron, and object_oF1s contains an early, unused Goron.

object_stree

Obj. Filename Translation
0078 object_stree [?] Tree

xxx

object_kui

Obj. Filename Translation
0079 object_kui Stump

xxx

object_maruta

Obj. Filename Translation
007A object_maruta Log

The textures for this object "jyuhi_txt and kirikabu2_txt" can be found in "zelda_stree.o"

Prerelease Loaded in-game
OoT-maruta.PNG

object_saku

Obj. Filename Translation
007B object_saku Fence

xxx

object_twood01

Obj. Filename Translation
007D object_twood01 Tunnel Wood 01

This object is preceded in the object list by 007C, object_wood02, which contains grass and trees (some used, some not).

The textures for this object "c_mokume03_txt and c_kihada03_txt" can be found in "spot04_texture.o".

Prerelease In-game
OoT-twood01.PNG

object_kabu02

Obj. Filename Translation
007E object_kabu02 Stump 02

xxx

object_board

Obj. Filename Translation
007F object_board Board

Present, but unused in Ocarina of Time 3D as dk_board.zar.

object_floater

Obj. Filename Translation
0080 object_floater Floater

Present, but unused in Ocarina of Time 3D as dk_floater.zar.


object_spira

Obj. Filename Translation
0083 object_spira Spear

This misspelled object is present, but unused in Ocarina of Time 3D as dk_spia.zar.


object_stoneb

Obj. Filename Translation
0084 object_stoneb Stone Bridge

Present, but unused in Ocarina of Time 3D as dk_stonebridge.zar.


object_go2

Obj. Filename Translation
00E3 object_go2 Gohma 2

As object_fd is the object for Volvagia's flying form and object_fd2 is the object for Volvagia's Whack-a-Mole form, there may once have been a second phase to the Gohma boss fight. In the final version, object list entry 00E3 is a copy of 00E5, object_ny, which contains a spike trap.


object_stk

Obj. Filename Translation
00E4 object_stk Stal Kid

xxx

object_gate

Obj. Filename Translation
00FA object_gate Gate

In the final version, this object list entry is a duplicate of 00FB, object_md, which contains Mido.

object_gi_milk_2

Obj. Filename Translation
0120 object_gi_milk_2 Get Item - Milk - 2

This unused item is Ingo Milk, which used to be sold in the removed Lon-Lon Ranch store (also present in these files).

object_stopge

Obj. Filename Translation
0123 object_stopge Blocking Gerudo

xxx

object_spot01_objects02

Obj. Filename Translation
016E object_spot01_objects02 Spot 01 - Objects 02

There is an object_spot01_objects in the final game, which contains objects for Kakariko Village, such as the windmill blades and the wooden well beam. According to the noj_makefiles_commit_log, this object was added on 1998/08/17, but no mention is made of when or why it was removed.

Uncategorized

Hmmm...
To do:
Document these. Are there any more in from keep.objs not mentioned here?
  • zelda_box - Check if this is the same as the final treasure chest.
  • zelda_fire
  • zelda_marker
  • zelda_rock
  • zelda_soldier
  • zelda_th

Removed Objects

Hmmm...
To do:
Write a little more about these and maybe create sub-sections for them. Are there any more in from keep.objs not mentioned here?

The following objects are mentioned in source code, but no assets for them remain.

  • zelda_bombB
  • zelda_door - Likely got transferred to gameplay_keep.
  • zelda_dustA
  • zelda_elf - Likely got transferred to gameplay_keep.
  • zelda_firefly
  • zelda_lensflare - Likely got transferred to gameplay_keep.
  • zelda_lightA
  • zelda_moon - Likely got transferred to gameplay_keep.
  • zelda_okuta
  • zelda_poh
  • zelda_sun - Likely got transferred to gameplay_keep.

Bee

The source code mentions a removed bee that would have been visible on the overworld and catchable in a bottle. It appears to have been replaced in the final game with the green spidery bug we know and love.

Despite being found in z_majora/data/shape, a file called a is actually a list of assets from Ocarina of Time. It contains the following references.

zelda_field_keep/be_old/Nin/be_head.c
zelda_field_keep/be_old/Nin/be_body.c
zelda_field_keep/be_old/Nin/be_Rwing.c
zelda_field_keep/be_old/Nin/be_Lwing.c
zelda_field_keep/be_old/Nin/be_eyes.c
zelda_field_keep/be_old/bee_hovering_mdl.c
zelda_field_keep/be_old/bee_hovering.c

Maps

Hmmm...
To do:
Write descriptions, add proper filenames, upload images or add videos.

3D Maps

The Room and Scene files without a suffix and the ones suffixed "DD" use the later revision of the Gerudo symbol, which was introduced with the GameCube release.

Room and Scene files suffixed as "_OLD(ver2)", "DD.bak" and "_dd" use the original Crescent Moon Symbol.

Spot04_OLD

OoT spot04 old ov.png

This foggy forest is a precursor to the Kokiri Forest that was shown at SpaceWorld 1997, and is much more spacious than the cozy village used for release.

It uses the same type of header as the unused Stalfos Miniboss Room map from Master Quest, and thus must be edited to work with the final version of the game. The scene lacks collision, or at least working collision, causing Link to instantly fall through the ground when the map is loaded. However, it can be viewed with the Camera Editor debug function once it is loaded in game.

Prerelease Loaded in-game
ZeldaOoT Spot04 Old prerelease.png ZeldaOoT Spot04 Old forComparison.png

The Kokiri homes in this map are the exact same as the homes seen at SpaceWorld 1997.

Kokiri Homes at SW 1997 Spot04_OLD Homes
ZeldaOoT KokiriHome SpaceWorld1997.PNG ZeldaOoT Spot04 OLD KokiriHome.png
ZeldaOoT Spot04 Old ExitSacredMeadow.png

Below the house on the hill is spawn point 00FC, which corresponds to the Sacred Forest Meadow. At one point during development there was likely an entrance there from this hill.


(Source: Zel)

Fstdan

Hmmm...
To do:
Add more information.

Description

This early dungeon was prominently featured in several pre-release materials from April to July 1997.

Many elements of its overall structure and design, including whole textures found their way into the final release version of Inside Ganon's Castle.

Unlike Spot04_OLD, it can be loaded without amending its header, but it also lacks functioning collision and cannot be explored without modifications.

The map consists of ten rooms and plays the music from Death Mountain Crater by default.

Layout

The room files are not numbered in a particular order, so we will follow the Layout beginning with Link's starting point.

Room 8

Link's starting point in this map.

Left side leads to Room 7.

Right side leads to Room 6.

Overview Entrance Room
OoT room 8 ov.png OoT room 8 0.png

Room 7

Leads to Room 1.

Overview Hall
OoT room 7 ov.png OoT room 7 0.png

Room 6

Leads to Room 1.

Overview Hall
OoT room 6 ov.png OoT room 6 0.png

Room 1

Link battles a Stalfos here.

Door following the stairs leads to Room 4.

Overview Main Room
OoT room 1 ov.png OoT room 1 0.png

xxx

OoT-Stalfos Blood IGN.jpg

Room 4

Leads to Room 2.

Overview Staircase
OoT room 4 ov.png OoT room 4 0.png

Room 2

The right door leads to Room 5.

Door following the stairs leads to Room 0.

Overview Main Room
OoT room 2 ov.png OoT room 2 0.png

xxx

OoT-Castle Area NPS.jpg

Room 5

Leads back to the treasure chest area in Room 2.

Overview Staircase
OoT room 5 ov.png OoT room 5 0.png

xxx

OoT-Hallway NPS.jpg

Room 0

Leads to Room 3.

Overview Outside Area
OoT room 0 ov.png OoT room 0 0.png

Room 3

Leads to Room 9.

Overview Shiny Room
OoT room 3 ov.png OoT room 3 0.png

Room 9

xxx

Overview Outside Area
OoT room 9 ov.png OoT room 9 0.png

Environment Settings

xxx

Actors

xxx

Exits

None.

Ddanh

Hmmm...
To do:
What is that? Is it just the "_OLD(ver2)" of Dodongo's Cavern? Someone needs to take a look!

Ydan_ddtes

Hmmm...
To do:
Add more information.

Description

This is a small mini-dungeon of Inside the Deku Tree.

The map consists of two rooms.

Layout

Room 0

Link's starting point in this map.

Overview Entrance
OoT ydan ddtes 0 ov.png OoT ydan ddtes 0 0.png

Room 1

xxx

Overview
OoT ydan ddtes 1 ov.png

Environment Settings

xxx

Actors

xxx

Exits

xxx

Ddanh_ddtes

Hmmm...
To do:
Add more information.

Description

This is a small mini-dungeon of Dodongo's Cavern.

The map consists of four rooms.

Layout

Room 0

Link's starting point in this map.

Overview Entrance
OoT ddan ddtes 0 ov.png OoT ddan ddtes 0 0.png

Room 1

xxx

Overview Room
OoT ddan ddtes 1 ov.png OoT ddan ddtes 1 0.png

Room 2

xxx

Overview Room
OoT ddan ddtes 2 ov.png OoT ddan ddtes 2 0.png

Room 3

xxx

Overview
OoT ddan ddtes 3 ov.png

Environment Settings

xxx

Actors

xxx

Exits

xxx

Mori_dd

Hmmm...
To do:
Add more information.

Description

This is a small mini-dungeon of the Forest Temple. It features a fight with Stalfos, and ends with fighting Phantom Ganon.

The map consists of four rooms.

Layout

Room 0

Link's starting point in this map.

Overview Entrance
OoT mori dd 0 ov.png ZeldaOoT Mori dd Entrance.png

Room 1

xxx

Overview Stalfos Battle
OoT mori dd 1 ov.png OoT mori dd 1 0.png

Room 2

xxx

Overview Boss-Key Room
OoT mori dd 2 ov.png ZeldaOoT Mori dd boss.png

Room 3

xxx

Overview
OoT mori dd 3 ov.png

Environment Settings

xxx

Actors

xxx

Exits

xxx

Jyasinzou_dd

Hmmm...
To do:
Add more information.

Description

This is a small mini-dungeon of the Spirit Temple. The entrance contains chests with a Dungeon Map and Compass, and there are three fake doors that attack Link at the top of the entrance. When Link takes the door to the right, he is met with the mini-boss from the final game's Spirit Temple.

The map consists of four rooms.

Layout

Room 0

Link's starting point in this map.

Overview Entrance
OoT jyasinzou dd 0 ov.png ZeldaOoT Jyasinzou dd.png

Room 2

xxx

Overview Room
OoT jyasinzou dd 2 ov.png OoT jyasinzou dd 2 0.png

Room 1

xxx

Overview Room
OoT jyasinzou dd 1 ov.png OoT jyasinzou dd 1 0.png

Room 3

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Overview
OoT jyasinzou dd 3 ov.png

Environment Settings

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Actors

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Exits

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Hakadan_dd

Hmmm...
To do:
Add more information.

Description

This is a small mini-dungeon of the Shadow Temple.

Hakadan_ch_dd

Hmmm...
To do:
Add more information.

Description

This is a small mini-dungeon of the Bottom of the Well.

The map consists of two rooms.

Layout

Room 0

Link's starting point in this map.

Overview Entrance
OoT hakadan ch dd 0 ov.png OoT hakadan ch dd 0 0.png

Room 1

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Overview Room
OoT hakadan ch dd 1 ov.png OoT hakadan ch dd 1 0.png

Actors

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Exits

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TEST01_BAK

This is an earlier TEST01 map. It is a smaller enclosure of the test map that can be found in the Master Quest Debug build and in Japanese Majora's Mask. This map shares the same type of header as syotes and Spot04_OLD.

ZeldaOoT TEST01 BAK.png

zelda_tool_rom.o

OoT zelda tool rom view 2.png

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May 1997 Collision
OoT-Unknown Area ZC.jpg
OoT zelda tool rom view 1.png
May 1997 Collision
OoT-Sky Temple.png
OoT zelda tool rom view 0.png

File Select Map

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Prerenders

CHAPEL

OoT-CHAPEL.png

An early background render of the Temple of Time exterior area, which exhibits several differences compared to the final version. The whole area seems to be more open natured, the stairs leading up to the area are oriented sideways and trees are located in front of the building, with dirt paths going around to both sides. Notice that there is no sign of the triforce above the entrance.

This version of the background render appeared in an early screenshot.

OoT-Temple of Time Exterior.jpg

CHAPEL_NIGHT

OoT-CHAPEL NIGHT.png

CHAPEL_RUINS

OoT-CHAPEL RUINS.png

FAY

OoT-FAY.png

"FAY," a prerendered background image most likely of an early iteration of the Temple of Time interior. The geometry of the columns, torches, and pedestal are all neatly identical to another (seemingly earlier dated) prerender often referred to as the "Hall of Time."

OoT-Unused Prerender.jpg

GARDEN

OoT-GARDEN.png

This render might be an early rendition of the area that would become Zelda's Courtyard.

I_SHOP

Oot-I SHOP.png

KAKARIKO_HOME2

OoT KAKARIKO HOME2.png

K_HOME

Prerelease Final
OoT-K HOME-early.png OoT-K HOME-final.jpg

K_HOME2

OoT K HOME2.png

KAKARIKO_SHOP

Oot-KAKARIKO SHOP.png

LONRON

LONRON.png

LONRON_SHOP

OoT-LONRON SHOP.png

MARKET_ALLEY_R

A scene referred to as "MARKET_ALLEY_R" is mentioned in the file z_actor.c, but no other mentions of it or assets related to it exist within the source. Based on the naming scheme of the final game where the suffixless version of a scene (e.g. "MARKET_ALLEY") is the daytime version, the _N suffixed version (e.g. "MARKET_ALLEY_N") is the nighttime version, and the _R suffixed version is the ruined Adult Link version, it can be inferred that the "MARKET_ALLEY_R" scene would have been a ruined market alley map. This map does not exist in the final game, and would otherwise be inaccessible as the alleyway entrances in the market center are blocked by fallen rubble.

Textures

Icons

Early Equipment Screen and Medal Icons

There are some early equipment subscreen icons that were found in the files of Majora's Mask, located in z_majora\data\shape\TEXTURE\DMA_MAKE\ICON_ITEM\others.

We can barely detect them in photographs of Shigeru Miyamoto taken during SpaceWorld 1997.

ZeldaOoT-Prerelease Cart EGMmag.jpg
MM h ep 0.png
MM h ep 1.png
MM h ep 2.png
MM h ep 3.png
MM h mb 0.png

zelda_tool_rom.o

The file contains unused textures visible in an old screenshot released in April 1997.

OoT-April Interface NPS.jpg
OoT zelda tool rom 0.png
OoT zelda tool rom 1.png
OoT zelda tool rom 2.png

En_Stree

Unused textures that can be found in En_Stree.

OoT-stone txt.png
OoT-stree kusa txt.png

64DD Tag

OoT-H file 64dd.png

A Disk Drive icon which would have been part of the file select screen, possibly under File 3.

Fishing Lure

A hard-coded image in unused code within z_fishing.c at line 9327.

Test rua lure txt.png

Minimaps

Dungeon Minimaps

Hmmm...
To do:
Rip and add the textures from dd_map_48x85 and dd_map_i.

dd_map_48x85

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Filename Texture Location Notes
dd_ydan_1_txt4_0 OoT Dd ydan 1 txt4 0.png Inside the Deku Tree xxx
dd_ddan_1_txt4_0 Dd ddan 1 txt4 0.png Dodongo's Cavern xxx
dd_bdan_1_txt4_0 OoT Dd bdan 1 txt4 0.png Inside Jabu-Jabu's Belly xxx
dd_bdan_b1_txt4_0 OoT Dd bdan b1 txt4 0.png Inside Jabu-Jabu's Belly xxx
dd_Bmori_1_txt4_0 OoT Dd Bmori 1 txt4 0.png Forest Temple xxx
dd_HIDAN_1_txt4_0 OoT Dd HIDAN 1 txt4 0.png Fire Temple xxx
dd_MIZUsin_1_txt4_0 OoT Dd MIZUsin 1 txt4 0.png Water Temple xxx
dd_jyasinzou_1_txt4_0 OoT Dd jyasinzou 1 txt4 0.png Spirit Temple xxx
dd_hakadan_b1_txt4_0 OoT Dd hakadan b1 txt4 0.png Shadow Temple xxx
dd_hakadan_ch_b1_txt4_0 Dd hakadan ch b1 txt4 0.png Bottom of the Well xxx
ice_1_txt4_0 OoT Ice 1 txt4 0.png Ice Cavern xxx

Overworld Minimaps

Hmmm...
To do:
Compare differences.

The file map_grand.o contains old versions of the overworld minimaps seen in prerelease screenshots. They seem to be based on renders of the map and drawn over by hand. Playable area appears to be outlined in black.

Hyrule Field

Early Minimap Final Minimap
OoT-Hyrule-OLD-Minimap.png OoT-Hyrule Minimap Final.png

Kakariko Village

Early Minimap Final Minimap
OoT-Kakariko-OLD-Minimap.png OoT-Minimap-Kakariko Village.png

The earlier minimap shows several differences, such as the missing outpost of the soldier and the location of the well besides the potion shop instead in front of the windmill, which itself also shows no playable area behind it. There is no visible fencing where the Cucco Lady would be and in the area between the bazaar and potion shop.

Graveyard

Early Minimap Final Minimap
OoT-Graveyard-OLD-Minimap.png OoT-Minimap-Graveyard (Shadow Temple explored).png

Zora's River

Early Minimap Final Minimap
OoT-River-OLD-Minimap.png OoT-Minimap-Zora's River.png

Kokiri Forest

Early Minimap Final Minimap
OoT-Kokiri-OLD-Minimap.png OoT-Minimap-Kokiri Forest.png

The earlier minimap lacks the maze where you get the Kokiri Sword and also shows another house where the Kokiri Training Area would be.

Sacred Forest Meadow

Early Minimap Final Minimap
OoT-Meadow-OLD-Minimap.png OoT-Minimap-Sacred Forest Meadow.png

The earlier minimap seems to lack the maze and shows a slightly larger entrance area.

Lake Hylia

Early Minimap Final Minimap
OoT-Lake-OLD-Minimap.png OoT-Minimap-Lake Hylia.png

The fishing pond and the place where Link would get the fire arrows are both missing.

Zora's Domain

Early Minimap Final Minimap
OoT-ZoraDomain-OLD-Minimap.png OoT-Minimap-Zora's Domain.png

Zora's Fountain

Early Minimap Final Minimap
OoT-ZoraFountain-OLD-Minimap.png OoT-Minimap-Zora's Fountain.png

There is a longer pathway coming from the entrance which leads to the place where Jabu-Jabu would be on the left side and to a longer passage on the right side. The top of the map shows an larger area where the entrance to the Ice Cavern would be and it looks like the trees in the water are located in front of that area instead at the bottom of the map.

Gerudo Valley (Child)

Early Minimap Final Minimap
OoT-ValleyChild-OLD-Minimap.png

Gerudo Valley (Adult - Bridge Broken)

Early Minimap Final Minimap
OoT-ValleyBridgeless-OLD-Minimap.png OoT-Minimap-Gerudo Valley (broken bridge).png

Gerudo Valley (Adult - Bridge Intact)

Early Minimap Final Minimap
OoT-ValleyAdultBridge-OLD-Minimap.png OoT-Minimap-Gerudo Valley.png

Desert Colossus

Early Minimap Final Minimap
OoT-Colossus-OLD-Minimap.png OoT-Minimap-Desert Colossus.png

Gerudo's Fortress

Early Minimap Final Minimap
OoT-Fortress-OLD-Minimap.png OoT-Minimap-Gerudo's Fortress (Horseback area explored).png

Hyrule Castle

Early Minimap Final Minimap
OoT-CastleOutside-OLD-Minimap.png OoT-Minimap-Hyrule Castle Exterior.png

Ganon's Castle (No Bridge)

Early Minimap Final Minimap
OoT-GanonCastleOutside-OLD-Minimap.png OoT-Minimap-Ganon's Castle Exterior.png

Ganon's Castle (Bridge)

Early Minimap Final Minimap
OoT-GanonCastleOutsideBridge-OLD-Minimap.png

Death Mountain Trail

Early Minimap Final Minimap
OoT-MountainTrail-OLD-Minimap.png OoT-Minimap-Death Mountain Trail.png

Death Mountain Crater

Early Minimap Final Minimap
OoT-Crater-OLD-Minimap.png OoT-Minimap-Death Mountain Crater.png

Goron City

Early Minimap Final Minimap
OoT-GoronCity-OLD-Minimap.png OoT-Minimap-Goron City.png

Lon-Lon Ranch

Early Minimap Final Minimap
OoT-LonLon-OLD-Minimap.png OoT-Minimap-Lon Lon Ranch.png

Place Names

z_ocarina/data/shape2 contains a file called zelda_scene_name, and another called zelda_scene_name2. While both hold location name textures, the former is an earlier version of the latter.

First off, zelda_scene_name contains g_pn_01 to g_pn_45, while zelda_scene_name2 contains g_pn_01 to g_pn_57. The former is missing location text for the following places:

Royal Family's Tomb
Fairy's Fountain
Fishing Pond
Bombchu Bowling Alley
Stable
Thieves' Hideout
Happy Mask Shop
Treasure Box Shop
Sacred Forest Meadow
Gerudo's Fortress
Bottom of the Well
Desert Colossus
Bombchu Shop
?

(The "?" is used in the windmill.)

Because the mini-game locations were some of the last areas added during development, it is not surprising that their names are among the textures missing from the earlier version of the file. However, as spots like the Sacred Forest Meadow, Gerudo's Fortress, and the Desert Colossus existed for a large part of the game's development, their absence is more curious.

In addition to these missing textures, zelda_scene_name features some alternate titles or spellings for location names that exist in zelda_scene_name2.

zelda_scene_name zelda_scene_name2 Notes
Filename Texture Filename Texture
g_pn_15 OoT Leak-zsn g pn 15.png g_pn_15 OoT Leak-zsn2 g pn 15.png The former literally translates to "Target Shooting Place", while the latter literally translates to "Target Hitting Shop".
g_pn_27 OoT Leak-zsn g pn 27.png g_pn_25 OoT Leak-zsn2 g pn 25.png The former leaves off the optional and assumed hiragana character "ri" in the word "hakamori" (gravekeeper).
g_pn_33 OoT Leak-zsn g pn 33.png g_pn_31 OoT Leak-zsn2 g pn 31.png The former translates to "Kokiri Village", while the latter is the familiar "Kokiri Forest".

Finally, and of most interest, zelda_scene_name contains a few location names that aren't in the final game at all.

Filename Texture Translation Notes
g_pn_19 OoT Leak-zsn g pn 19.png My House This texture reads "bokunchi", a cute and childish way of saying "boku no uchi", which translates to "My House".
Link's House has no location text in the final game.
g_pn_23 OoT Leak-zsn g pn 23.png Talon's Shop Location text for the removed shop at Lon Lon Ranch.
g_pn_24 OoT Leak-zsn g pn 24.png Adult Shop Location text which may have been used for the Adult version of the Bazaar once it has relocated from the Market to Kakariko Village,
which uses a separate object set rather than a separate map in the final game.

Skyboxes

woods.o

A skybox presumably to be used within some woods.

OoT-OLD-Wood-Skybox.png

cloud_back.o

fine_back.o

fine9.o

Unused Text

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Ura Zelda Leftovers

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Uncategorized

Lodgenet Gateway Build Information

Hmmm...
To do:
Thoroughly research all references to GATEWAY_VERSION

Lodgenet was a service predominately used in North America that allowed hotel guests to play Nintendo 64 games from their rooms. Each game featured on Lodgenet had to follow a list of guidelines to be published to the service, namely remove the ability to save and remove multiplayer features (as can be seen in a Star Fox 64 video here). The Ocarina of Time Gateway version is technically the only released version of OoT that has yet to be documented and analyzed. Thanks to build information found in the source listed as GATEWAY_VERSION, it offers insight of what was included in this undocumented build.

Here is a function to clear the saves for Lodgenet usersː

# endif    /* GATEWAY_VERSION /
    / ゲーム前CLEAR─RAM /
    ZCommonSet(game_info.restart_flag, 0);
    ZCommonSet(game_info.restart_data[0].scene, -1);
    ZCommonSet(old_bgm, 255);
    ZCommonSet(old_env, 255);
    ZCommonSet(game_info.name_display, ON);
    ZCommonSet(game_info.dog_flag, 0);
    ZCommonSet( event_fg, Event_MD0 );
    ZCommonSet( total_event_fg, TEvent_MD0 );
    ZCommonSet(event_inf[0], 0);
    ZCommonSet(event_inf[1], 0);
    ZCommonSet(event_inf[2], 0);
    ZCommonSet(event_inf[3], 0);
    ZCommonSet(last_time_type, 50);
    ZCommonSet(game_info.shield_magic_timer, 0);
    ZCommonSet(life_mode, 0);
    ZCommonSet(magic_flag, 0);
    ZCommonSet(keep_magic_flag, 0);
    /[ファイル選択時 に お願いしたい物]*/
    ZCommonSet( NottoriBgm,   0 );
    ZCommonSet( kankyo_time,  0 );
    ZCommonSet( next_wipe,    0xff );
    ZCommonSet( next_daytime, 0xffef );
    ZCommonSet( doukidemo,    0 );
    ZCommonSet( Kenjya_no,    0 );
    ZCommonSet( next_zelda_time, 0xffff );
    ZCommonSet( game_info.next_walk, 0 );

According to the section "ロムヘッダ定義(仮)" (ROM Header Definition (Temporary)) in GNUmakefile,v the initialization for the PAL Gateway version is NZLL, while the default Gateway version is CZLG. (In comparison, the codes for the other versions of the final game are CZLJ (Japan), CZLE (North America), and NZLP (PAL).)

Dash Boots

The file z_player.h contains a commented out section called PERFO_DASH_BOOTS

enum {
    PERFO_NORMAL_BOOTS,
    PERFO_HEAVY_BOOTS,
    PERFO_HOBA_BOOTS,
    PERFO_ROOM,
//    PERFO_DASH_BOOTS,
    PERFO_WATER_HEVY_BOOTS,
    PERFO_MAX
};

Magic Medals, Arrows and Grass

The file z_player.h lists the Magic Medals and Arrows in the PLAYER_ABILITY_A_ITEM section.

    PLAYER_ABILITY_A_ITEM_BOW,
    PLAYER_ABILITY_A_ITEM_FIRE_BOW,
    PLAYER_ABILITY_A_ITEM_ICE_BOW,
    PLAYER_ABILITY_A_ITEM_LIGHT_BOW,
    PLAYER_ABILITY_A_ITEM_DARK_BOW,
    PLAYER_ABILITY_A_ITEM_TWISTAR_BOW,
    PLAYER_ABILITY_A_ITEM_SOUL_BOW,
    PLAYER_ABILITY_A_ITEM_ICE_MEDAL,
    PLAYER_ABILITY_A_ITEM_LIGHT_MEDAL,
    PLAYER_ABILITY_A_ITEM_DARK_MEDAL,
    PLAYER_ABILITY_A_ITEM_TWISTAR_MEDAL,
    PLAYER_ABILITY_A_ITEM_SOUL_MEDAL,
    PLAYER_ABILITY_A_ITEM_FIRE_MEDAL,
    PLAYER_ABILITY_A_ITEM_MAGIC_NATSU,
    PLAYER_ABILITY_A_ITEM_MAGIC_GRASS,

Information to Add

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