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Talk:The Legend of Zelda: Ocarina of Time/Archive 1
Wind Temple and Ice Temple
"These two read "Wind Medallion" and "Ice Medallion", respectively. This of course suggests that there were two temples corresponding to these medallions, however no traces of these temples are left anymore."
I'm just being really nitpicky, but I recently replayed this game and had been reading up about that. Pretty much everywhere I looked said that the Wind Temple became the Forest Temple and the Ice Temple was cut halfway through and turned into the Ice Cavern in favor of the Water Temple being the full dungeon for that medallion. This seems to be confirmed in the game by the facts that (1) the "Forest Temple" portion of Ganon's Castle uses a wind puzzle based on fans, which was never seen in the actual Forest Temple (and the Forest Medallion's symbol looks like a fan), and (2) the "Water Temple" portion of Ganon's Castle is based on the Ice Cavern instead of the Water Temple.
I also read in various places that the medallions were originally supposed to be equippable and have magical properties that were ultimately given to other items, such as the magic spells that the Great Fairies give you. There is evidence in one particular spot in the game that shows this.
There's a weird symbol engraved on the pedestal outside the Shadow Temple entrance. As you may know, you're supposed to stand on this pedestal and use Din's Fire to light all the torches.
The symbol, however, is the same one that's on the Fire Medallion. It's abundantly clear you were originally supposed to equip and use the Fire Medallion on that pedestal.
Funny thing is, I noticed that odd engraving on the Shadow Temple pedestal a long time ago, but only on this replay did I realize it was the Fire Medallion's symbol. Seems like it's possible the symbol may have been more obvious at one time and recolored to match the brick once the Fire Medallion's powers were transferred to Din's Fire. I'm not sure if that's something you'd want to add to the main page or not, but there it is if you do.--
Flying Omelette 09:54, 7 June 2010 (EDT)
- The internal name of Nayru's Love is ovl_magic_dark. It should be fairly obvious what that means. I've heard there are also two unused damage bits which look like an ice spell and a light spell. And yeah it's probably something we want to have. -- Prince Kassad 17:45, 7 June 2010 (EDT)
Debug
One of the inventory debug fields - either equipment or dungeon items (can't remember) - lets you set the fourth bit (with C-up or D-pad), which is unused. The other does not; this suggests this may be deliberate and that fourth bit may have been used at one point.
There's also a more complex button combo to enable free movement, which had some advantage I don't recall because the common one triggers something else too.
IIRC the T and E on the ZELDATIME are day counters, or at least one of them is. HyperHacker 22:02, 25 June 2010 (EDT)
- The other free movement keyboard combination is, I think, L+R+A+B. It has the advantage that it doesn't interfere with D-Pad Right, which stops cutscenes. The obvious disadvantage is that it doesn't work on cheap keyboards like mine... -- Prince Kassad 06:09, 26 June 2010 (EDT)
Zora's Domain Alcove
I wonder if that tidbit would be interesting to mention.
Essentially it's an alcove deep under the water which you can only see using glitches (because it's deeper than you can dive). It contains nothing at all, and there are loads of rumors suggesting it led to a removed area of the game. -- Prince Kassad 16:21, 26 June 2010 (EDT)
- I could never find that, myself, although I only played the version from the GameCube collection. Was it removed from that? -YK
18:01, 26 June 2010 (EDT)
- It's there in Master Quest, so I assume it exists in the GameCube version, too. If I remember correctly, the easiest way to go down there is to use the diving game glitch - start the diving game, go to the platform, and jump off as the timer reaches zero, you'll drop straight to the ground. -- Prince Kassad 18:05, 26 June 2010 (EDT)
Zora's Fountain, scene 01
It is possible to access this on a real cartridge without the game crashing: http://web.archive.org/web/20071017084002/zso.krahs-emag.com/proc/floating.html - However, the described procedure isn't a real fix in the sense of actually removing the six Jabu-Jabu's or whatever, so I don't know if it should be added here, but... uh, hell, I don't even really know what it does technically, it was just a lucky find.
Anyway, if you follow that procedure, you (and I'm going off 6/7 years old memory here) end up with something like two or three GS codes that allow you to walk around in a very small "safe zone" around Link's spawn point, as long as nothing(?) goes out of this area - I believe not even the camera could leave it. Well, as I said it's been years ago, but this procedure definitely did work, I'm 100% sure that I looked around that area in first-person camera mode back then, on cartridge, and noticing the two Tektites on the water, I think never even having seen them there before.
Again, I don't know if this should be added here, tho, as it's more of a bad hack than a true fix... --Xdaniel 16:46, 12 August 2010 (EDT)
- Oh, that is a horrible hack. You'd be better off putting together a code to disable the exception handler and just letting it proceed on until you manage to corrupt some important memory. I do remember reading that though, and the mention of seeing Octorocks in the water, which would freeze the game as soon as they popped up. (Possibly because of crudely patching the instructions like that? Writing 0x2400 rather than 0x00 might have also worked better.) HyperHacker 16:56, 12 August 2010 (EDT)
- (edit conflict) Hmm interesting. The result sounds like what happens when you enter the area in the ROM without using Specific Things Lean - you can only walk around the initial area around the Ocarina Pedestal, it crashes if you step on the pedestal or go beyond the initial area ("you" also includes arrows, bombs, the camera, and so on). It probably could be mentioned in a small side note, which I'm going to do soon as the page requires major reformatting anyway (walls of text are bad). -- Prince Kassad 16:59, 12 August 2010 (EDT)
- HyperHacker: Yeah, because of what kind of horrible hack this was, and because I basically didn't know what I was doing back then (like, mostly everyone else, I suppose - I didn't even know what PC stood for in this context), I wasn't sure if this was worth mentioning on the page here. I guess what Prince Kassad did - adding the note "unless you use certain Gameshark codes" - is more than enough. --Xdaniel 17:58, 12 August 2010 (EDT)
- What is the "Specific Things Lean" code? For some reason that name has me laughing; I must know the story behind it. --Fry's Dead Dog 02:15, 26 August 2010 (EDT)

