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Prerelease:The Legend of Zelda: Ocarina of Time/iQue
This is a sub-page of Prerelease:The Legend of Zelda: Ocarina of Time.
| To do: Add full file paths for everything (or at least everything that isn't in the standard directories) |
| 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:
- OoT Prerelease screenshot collection
- TCRF OoT page
- Sourced OoT development timeline and info
- Ultimate OoT Spreadsheet with all actors, objects, maps, files, and identifications
- Other OoT spreadsheets
- OoT technical documentation wiki
Contents
- 1 ROM Versions
- 2 Unused Functions
- 3 Unused Resources
- 3.1 Actors
- 3.1.1 Early Actor List
- 3.1.2 Unused Actors
- 3.1.2.1 En_Skeleton
- 3.1.2.2 En_Iron
- 3.1.2.3 En_Slim
- 3.1.2.4 En_Bskel
- 3.1.2.5 Dummy_player
- 3.1.2.6 En_Bee
- 3.1.2.7 En_F_Obj
- 3.1.2.8 En_D_Obj
- 3.1.2.9 Magic
- 3.1.2.10 En_OA_1
- 3.1.2.11 En_NPC
- 3.1.2.12 En_Stree
- 3.1.2.13 En_Kui
- 3.1.2.14 En_Maruta
- 3.1.2.15 En_Saku
- 3.1.2.16 En_Twood_01
- 3.1.2.17 En_Kabu02
- 3.1.2.18 En_Board
- 3.1.2.19 En_Floater
- 3.1.2.20 En_Spia
- 3.1.2.21 En_Stoneb
- 3.1.2.22 Hidan Pompfly
- 3.1.2.23 Magic_Ice
- 3.1.2.24 Bg_Haka_Kumo
- 3.1.2.25 En_Npc2
- 3.1.2.26 En_Npc3
- 3.1.2.27 Boss_Goma2
- 3.1.2.28 En_Stk
- 3.1.2.29 Magic_Light
- 3.1.2.30 Magic_Soul
- 3.1.2.31 Bg_Jya_Sutarukage
- 3.1.2.32 Arrow_Dark
- 3.1.2.33 Arrow_Soul
- 3.1.2.34 Arrow_Wind
- 3.1.2.35 Obj_Breakbox
- 3.1.2.36 Obj_Hahen
- 3.1.2.37 En_Stopge
- 3.1.2.38 En_Nc
- 3.1.2.39 En_Warp_Box
- 3.1.2.40 En_Zl22
- 3.1.2.41 En_Mother
- 3.1.2.42 Bg_Mizu_Switch
- 3.1.3 Uncategorized
- 3.2 Cutscenes
- 3.3 Items
- 3.4 Objects
- 3.4.1 Early Object List
- 3.4.2 Unused Objects
- 3.4.2.1 object_skelton
- 3.4.2.2 object_Ironknack
- 3.4.2.3 object_slime
- 3.4.2.4 object_baby_skel
- 3.4.2.5 Object_oF1
- 3.4.2.6 object_stree
- 3.4.2.7 object_kui
- 3.4.2.8 object_maruta
- 3.4.2.9 object_saku
- 3.4.2.10 object_twood01
- 3.4.2.11 object_kabu02
- 3.4.2.12 object_board
- 3.4.2.13 object_floater
- 3.4.2.14 object_spira
- 3.4.2.15 object_stoneb
- 3.4.2.16 object_go2
- 3.4.2.17 object_stk
- 3.4.2.18 object_gate
- 3.4.2.19 object_gi_milk_2
- 3.4.2.20 object_stopge
- 3.4.2.21 object_spot01_objects02
- 3.4.2.22 Uncategorized
- 3.4.3 Removed Objects
- 3.5 Maps
- 3.6 Textures
- 3.1 Actors
- 4 Unused Text
- 5 Ura Zelda Leftovers
- 6 Uncategorized
- 7 Information to Add
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
Compass Display
| To do: Add more info from the patent and about what functionality remains, and get this working in-game. |
Searching for "compass", "コンパス", and "mark_model" in the file z_actor.c reveals some disabled code for a compass display. Models and textures for this display can still be found in the final game's gameplay_keep:
- compas_model: A single, textureless triangle.
- compas_v
- compass_v
- compass_modelT: A single triangle that uses the texture c_north_txt. When the player was outside of a dungeon, it would have pointed north using the "4" texture in c_north_txt. When the player was inside a dungeon, it would point towards a "home" position, which still exists in the actor struct. In this case, the "home" position would be where Link was a frame earlier.
- mark_v
- mark_model
- mark_env_txt
- tetra_v
- tetra_model: Four triangles with no texture.
- c_north_txt: The texture used by compass_modelT.
While it seems that the developers didn't end up implementing all of its features in the game, the full intended functionality of this scrapped system is actually outlined in an old patent that Nintendo applied for on 1997/11/20, during the middle of development.
According to the patent, the user would have the ability to place a marker from the menu screen.
The game would be able to simultaneously track a target, a marker set by the player, and the cardinal directions of north and south.
To paraphrase the patent, the target could include an article, such as an essential item (e.g., a treasure, weapon, etc.) that the player would be required to obtain; as well as a destination, such as a destination for an article to be delivered, a goal point, an exit, etc., to which where the player has to proceed.
The "marker" could refer to a sign which is to be put at a point, e.g., an entrance, etc., which the player has passed at least once. The player could use the marker to help them easily find their way back.
This system could be used in conjunction with the minimap to help a player used to 2D games to find their way around the 3D environments of the game.
(While the map in this illustration appears to be Room 1 of Fstdan, the mini-map seems to depict an early version of the first floor of Dodongo's Cavern.)
Early Flag List
| Early Flag List Old plot progression and cut events ahoy! |
Early Text Routine
| Early Text Routine A much more cumbersome way of handling dialogue. |
Early Fishing Experiment
| 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
| 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
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
| 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
| Act. | Obj. | Filename | Translation |
|---|---|---|---|
| xxxx | xxxx | Magic_Fire | Magic: Fire |
xxx
Magic_Wind
| Act. | Obj. | Filename | Translation |
|---|---|---|---|
| xxxx | xxxx | Magic_Wind | Magic: Wind |
xxx
Cutscenes
Grab some popcornǃ z_ocarina/data/shape2/zelda_tool_scene contains several early and unused cutscene files that aren't present in the final game. Many of these cutscenes contain outdated music or message IDs from an earlier point of development.
Ice Cavern
Serenade of Water
Link learns the Serenade of Water and holds a music note above his head, which isn't loaded since the object ID is missing from the object list. This scene is from zelda_tool_scene/Ice_doukutu/ice_doukuto_demo00.o.
Temple of Time
Meeting Sheik
The famous 40-second pre-release footage showing Link and Sheik in the Temple of Time can now be seen, with contextǃ This cutscene is in zelda_tool_scene/Tokinoma/tokinoma_dm_siku.o and shows Sheik's first encounter, where Link is bestowed knowledge of his upcoming quest.
| Early Footage | Loaded in Final |
|---|---|
Early Minuet of Forest
Link walks all the way back to the Temple of Time in order to learn the Minuet of Forest, presumably after trying to find his friend Saria. From zelda_tool_scene/Tokinoma/tokinoma_dm_zd.o.
Song of Time
The temple altar taught Link the Song of Time at one point during development. Upon learning it, the Door of Time opens, allowing Link to obtain the Master Sword. As seen in zelda_tool_scene/Tokinoma/tokinoma_dm_tama.o.
Sacred Forest Meadow
Minuet of Forest
An early take on Link learning the Minuet of Forest. Portions of this cutscene can be seen in pre-release footage. Found in zelda_tool_scene/Spot05/spot05_demo00.o.
Zora's Fountain
Zora's Sapphire
Princess Ruto excitedly shouts Link's name after completing Jabu Jabu's Belly. She swims at a lower depth, and the text is missing where Link ponders how he doesn't know what she's talking about with "her most precious possession". Found in zelda_tool_scene/Spot08/spot08_demo00.o.
Lake Hylia
Lake Hylia is Restored
Apparently someone believed in Link before Prince Sidon did in Breath of the Wild. During a touching moment when Lake Hylia is restored, Sheik instills confidence that Link will succeed with his quest. This can be seen in zelda_tool_scene/Spot06/spot06_demo00.o.
Kokiri Forest
Introduction
The introductory cutscene is mostly consistent with the final, but check out Navi's alternate flight path toward the end. She is keenly observing Link's home, and might even be hesitant to meet him. From zelda_tool_scene/Spot04/spot04_demo03.o.
Chamber of Sages
First Visit
Link encounters a denial-of-service attack, as the Sacred Realm is not yet ready to serve him. This is yet another cutscene containing outdated message IDs. From zelda_tool_scene/Kenjyanoma/Kenjyanoma_demo01.o.
Castle Courtyard
Zelda's Lullaby
New angles for learning the song, and Link once again holds a music note above his head (not loaded due to missing object ID). From zelda_tool_scene/Nakaniwa/nakaniwa_demo01.o.
Gerudo Fortress
Ending Credits
Blink and you'll miss it. The ending credit scene in z_ocarina/data/shape2/zelda_scene/Spot12_OLD(ver2)/spot12_demo01.o doesn't pan quite as far as the final version, making the duration slightly shorter. It doesn't show the wall on the far left.
| End-of-pan Early | End-of-pan Final |
|---|---|
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 |
|---|---|
![]() |
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 |
|---|---|
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 |
|---|---|
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 |
|---|---|
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
| 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
| 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
| 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
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 |
|---|---|
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 |
|---|---|
Exits
| Index | Appear At | From |
|---|---|---|
| 0185 | Hyrule Field | Lost Woods |
| 0000 | Deku Tree | Kokiri Forest |
| 00FC | Sacred Forest Meadow | Lost Woods |
| 00BB | Links House Bed | Savewarp |
| 00C1 | Kokiri Shop | Kokiri Forest |
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.
Fstdan
| 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 |
|---|---|
|
Room 7
Leads to Room 1.
| Overview | Hall |
|---|---|
|
Room 6
Leads to Room 1.
| Overview | Hall |
|---|---|
|
Room 1
Link battles a Stalfos here.
Door following the stairs leads to Room 4.
| Overview | Main Room |
|---|---|
|
xxx
| Actor | Filename | ID | Object | Variable | ID | Used |
|---|---|---|---|---|---|---|
| 0002 | En_Test | Stalfos | 0032 | FFFF | Rises from Ground, Mini-Boss Theme | ✔ |
Room 4
Leads to Room 2.
| Overview | Staircase |
|---|---|
|
Room 2
The right door leads to Room 5.
Door following the stairs leads to Room 0.
| Overview | Main Room |
|---|---|
|
xxx
| Actor | Filename | ID | Object | Variable | ID | Used |
|---|---|---|---|---|---|---|
| 000A | En_Box | Treasure Chest | 000E | 007F | Invalid | ✔ |
Room 5
Leads back to the treasure chest area in Room 2.
| Overview | Staircase |
|---|---|
|
xxx
Room 0
Leads to Room 3.
| Overview | Outside Area |
|---|---|
|
Room 3
Leads to Room 9.
| Overview | Shiny Room |
|---|---|
|
| Actor | Filename | ID | Object | Variable | ID | Used |
|---|---|---|---|---|---|---|
| 000A | En_Box | Treasure Chest | 000E | 0FFF | Invalid | ✔ |
Room 9
xxx
| Overview | Outside Area |
|---|---|
|
| Actor | Filename | ID | Object | Variable | ID | Used |
|---|---|---|---|---|---|---|
| 0002 | En_Test | Stalfos | 0032 | FFFF | Rises from Ground, Mini-Boss Theme | ✔ |
Environment Settings
xxx
Objects
Every Room loads the following objects:
| Object | Filename | ID | Used |
|---|---|---|---|
| 0029 | object_o_anime | Animation File | ✘ |
| 0034 | object_oE_anime | Animation File | ✘ |
| 0038 | object_am | Armos Statue | ✘ |
| 0032 | object_sk2 | Stalfos | ✔ |
| 000B | object_wallmaster | Wallmaster/Floormaster | ✘ |
| 000E | object_box | Treasure Chest | ✔ |
Exits
| Index | Appear At | From |
|---|---|---|
| 0209 | Kokiri Forest | Deku Tree |
| 0000 | Deku Tree | Kokiri Forest |
Ddanh
| To do: What is that? Is it just the "_OLD(ver2)" of Dodongo's Cavern? Someone needs to take a look! |
Ddanh_noanime
| To do: This information was seen in Ddanh_noanime, it is necessary to check if the files are different from other folders. |
- Apparently this map is close to the final version.
- Many rooms are empty, only rooms 1, 3, 10 contain actors.
- Room 1: it's the main room, the only place where there are enemies, 2 fire keeses. Puzzle using bombs to open the jaw of the dodongo statue are working, the button to raise the platform to the second floor is also working.
- Room 3: Puzzle room with flower bombs to lower a staircase, apparently the same as the final version. Just the puzzle and nothing else.
- Room 10: Puzzle room where stone blocks are pulled to reach a staircase, only one stone block is present.
- Several doors and transition actors are misconfigured, causing several glitchs.
Ydan_ddtes
| 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 |
|---|---|
|
Room 1
xxx
| Overview |
|---|
Environment Settings
xxx
Actors
xxx
Exits
xxx
Ddanh_ddtes
| 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 |
|---|---|
|
Room 1
xxx
| Overview | Room |
|---|---|
|
Room 2
xxx
| Overview | Room |
|---|---|
|
Room 3
xxx
| Overview |
|---|
Environment Settings
xxx
Actors
xxx
Exits
xxx
Mori_dd
| 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 |
|---|---|
|
Room 1
xxx
| Overview | Stalfos Battle |
|---|---|
|
Room 2
xxx
| Overview | Boss-Key Room |
|---|---|
|
Room 3
xxx
| Overview |
|---|
Environment Settings
xxx
Actors
xxx
Exits
xxx
Jyasinzou_dd
| 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 |
|---|---|
|
Room 2
xxx
| Overview | Room |
|---|---|
|
Room 1
xxx
| Overview | Room |
|---|---|
|
Room 3
xxx
| Overview |
|---|
Environment Settings
xxx
Actors
xxx
Exits
xxx
Hakadan_dd
| To do: Add more information. |
Description
This is a small mini-dungeon of the Shadow Temple.
Hakadan_ch_dd
| 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 |
|---|---|
|
Room 1
xxx
| Overview | Room |
|---|---|
|
Actors
xxx
Exits
xxx
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.
zelda_tool_rom.o
The file zelda_tool_rom.o contains a scene file with various missing headers, along with collision to a map that is inaccessible. If this collision is converted into an object and into a map, it can be injected and viewed in-game. Shown below is the collision-to-map converted and injected without textures applied, along with pre-release image comparisons.
| May 1997 | Collision |
|---|---|
| May 1997 | Collision |
|---|---|
| Overview | Bridge/Wall |
|---|---|
File Select Map
xxx
Prerenders
CHAPEL
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, 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. Note that there is no sign of the Triforce above the entrance.
This version of the background render appeared in an early screenshot.
CHAPEL_NIGHT
CHAPEL_RUINS
FAY
"FAY" is a prerendered background image that may be an early iteration of the Temple of Time interior. The geometry of the columns, torches, and pedestal are similar to an earlier prerender often referred to as the "Hall of Time."
GARDEN
This render is early rendition of the area that would become Zelda's Courtyard.
I_SHOP
KAKARIKO_HOME2
This map is commented out in the "Set Message Test" portion of z_actor.c, indicating that it was removed prior to the removal of K_HOME, K_HOME2, and LONRON, to which this section of code refers as though they were still part of the game.
K_HOME
| Prerelease | Final |
|---|---|
![]() |
![]() |
The "Set Message Test" portion of z_actor.c refers to this map as though it is still part of the game, indicating that this section of code dates from a time before it was removed.
K_HOME2
The "Set Message Test" portion of z_actor.c refers to this map as though it is still part of the game, indicating that this section of code dates from a time before it was removed.
KAKARIKO_SHOP
This map is commented out in the "Set Message Test" portion of z_actor.c, indicating that it was removed prior to the removal of K_HOME, K_HOME2, and LONRON, to which this section of code refers as though they were still part of the game.
LONRON
The "Set Message Test" portion of z_actor.c refers to this map as though it is still part of the game, indicating that this section of code dates from a time before it was removed.
LONRON_SHOP
Removed Maps
The following maps are referred to by text only, and no other leftovers of them are currently known to remain.
MARKET_ALLEY_R
This map is commented out in the "Set Message Test" portion of z_actor.c, indicating that it was removed prior to the removal of K_HOME, K_HOME2, and LONRON, to which this section of code refers as though they were still part of the game.
Based on the naming scheme of the final game, where the suffix-less 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 version of the Back Alley. In the final game, the entrances to the back alley in the Hyrule Castle Town market are blocked off with rubble when the city is in ruins.
TARON_SHOP
This map is commented out in the "Set Message Test" portion of z_actor.c, indicating that it was removed prior to the removal of K_HOME, K_HOME2, and LONRON, to which this section of code refers as though they were still part of the game. It may have been renamed to or replaced by LONRON_SHOP.
SPOT19
This map is commented out in the "Set Message Test" portion of z_actor.c, indicating that it was removed prior to the removal of K_HOME, K_HOME2, and LONRON, to which this section of code refers as though they were still part of the game.
It is listed as being part of the Death Mountain maps and thus using message bank 0x3000.
case SPOT16:
case SPOT17:
case SPOT18:
//////// case SPOT19:
case DDAN_BOSS:
case HIDAN:
case FIRE_BOSS:
mes_b = 0x3000;
break;
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.
zelda_tool_rom.o
The file contains unused textures visible in an old screenshot released in April 1997.
En_Stree
Unused textures that can be found in En_Stree.
64DD Tag
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.
Minimaps
Dungeon Minimaps
| To do: Rip and add the textures from dd_map_48x85 and dd_map_i. |
dd_map_48x85
xxx
Overworld Minimaps
| 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 |
|---|---|
![]() |
|
Kakariko Village
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
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 |
|---|---|
![]() |
Zora's River
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Kokiri Forest
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
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 |
|---|---|
![]() |
The earlier minimap seems to lack the maze and shows a slightly larger entrance area.
Lake Hylia
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
The fishing pond and the place where Link would get the fire arrows are both missing.
Zora's Domain
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Zora's Fountain
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
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 |
|---|---|
![]() |
Gerudo Valley (Adult - Bridge Broken)
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Gerudo Valley (Adult - Bridge Intact)
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Desert Colossus
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Gerudo's Fortress
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Hyrule Castle
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Ganon's Castle (No Bridge)
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Ganon's Castle (Bridge)
| Early Minimap | Final Minimap |
|---|---|
![]() |
Death Mountain Trail
| Early Minimap | Final Minimap |
|---|---|
![]() |
Death Mountain Crater
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Goron City
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
Lon-Lon Ranch
| Early Minimap | Final Minimap |
|---|---|
![]() |
|
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.
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 | 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 | Talon's Shop | Location text for the removed shop at Lon Lon Ranch. | |
| g_pn_24 | 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.
cloud_back.o
fine_back.o
fine9.o
Unused Text
xxx
Ura Zelda Leftovers
xxx
Uncategorized
Lodgenet Gateway Build Information
| 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 and Arrows
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,
Information to Add
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