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Talk:The Legend of Zelda: Skyward Sword

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Revision as of 08:24, 6 July 2013 by Robotortoise (talk | contribs)
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Test room

More info about the test room can be found here. {EspyoT} 13:56, 30 January 2012 (EST)

Unconfirmed content

There are a few things I'm not sure about, and I'd like some confirmation. First off, I found 2 textures for Groose's crude drawing of Link, used in the former's punching bag. One of the drawings depicts Link with the knight's uniform, and the other without. Does the picture change in-game when you get the uniform? I can't even test if the "uniform version" one happens in my game - my Wii won't even let my controller work. The picture doesn't change - the hood version goes unused. Second thing: there's this drawing of Zelda and her father, used in a painting in her room. The texture for that, however, also has other graphics, like what might be a small painting of Pipit's head with a heart. I believe this might be from Karane's room, but is there anything in the game like that? Karane's has a book with this picture. Finally, does Groose have a painting of himself in his room? Of course he does. Why did I expect him not to have a drawing of himself? Anyway, there are 2 versions of this texture. {EspyoT} 13:56, 30 January 2012 (EST) {EspyoT} 17:32, 31 January 2012 (EST)

Faron Woods E3 textures?

I found some "F100_E303*" pictures in Stage\F100\F100_stg_l0.arc.LZ\g3d\stage.brres\Textures. I know the E3 level was set in the Faron Woods, and I don't remember seeing that texture with floor tiles with engraved leaves anywhere in-game. Can anyone confirm if these are used? {EspyoT} 17:54, 22 February 2012 (EST)

[Japanese] 私はそれをフィローネの森で見ました。たぶんこれだと思います。しかし、F100_E303Stone02以降のテクスチャは確認できませんでした。
[English] I saw that in Faron Woods. It might be this. But I was not able to confirm anything beyond the texture F100_E303Stone02.
ZELDA SS F100 E303Floor01.jpg
--RGBA CRT 08:16, 27 September 2012 (EDT)

"Black Stone"?

Someone uploaded this image and we aren't really sure where it comes from... It might just be Beta leftovers since I don't think it's anywhere in the game, but since I didn't see it on this page, I thought I would bring it up and see if anyone can find some information about it. --Dany36 11:37, 22 April 2012 (EDT)

Don't remember seeing that anywhere. But I also never found it in the game's files. Granted, I only looked at like a third of them... {EspyoT} 19:13, 22 April 2012 (EDT)

Unseen64 stuff

[1] It's a bit hard to know for sure what of that is unused, and what is just content seen in prototypes. But I think there are a few things here that made it in the beta, so let's explore, people! {EspyoT} 11:32, 25 October 2012 (EDT)

One thing someone could possibly dig into is the second bullet on their list -> "an older version of that temple you go into at the beginning of the game (StageF402Bef and StageF402Bef _s)". If SS has a file system similar to WW, it wouldn't be too dificult to dig through the file system and find this said older version of the temple and get a few pictures. The only other thing that we might be able to dig up in the ISO would be the red chuchu although that would be more complex to do. I don't see much else on their page that we could look into. I'll throw this info up onto the forum and someone will look into it. --Cuber456 12:02, 25 October 2012 (EDT)

Unplayable areas

[2] [3]

Do these warrant inclusion in the article? I do not recall off-bound areas to be nearly as huge as these in previous Zelda games... Montas1992 19:28, 12 December 2012 (EST)

Well why exactly should they be included? Do they show off something that is unused in the game? To me, these videos seem to be showing off glitches to get to normally out of bounds areas. That isn't reason enough to include them. If that isn't the case then just be a little more specific about why these videos should be included on the page. --Cuber456 20:23, 12 December 2012 (EST)

Maybe because this specific big out-of-bounds Sand Sea area (It is a first for a Zelda game to have off-bound areas that big, or modeled) are unreachable in-game, and thus qualify as tcrf material, it's not about the glitch itself. That Sand Sea has also loaded some elements that shouldn't be normally visible since they're so far away in the map such as the Ship, and the Pirate Hideout. The Sky Keep one has actually the whole elaborate geometry of the 9 slots in which the rooms are moving, and this is unseen during normal gameplay.

The glitch itself can also warp you to the different alternate low-res versions of Lanayru Desert showing in the title screen, but this glitch makes it playable, and the differences are very interesting: It's not like an unloaded zone, but a whole different map. You can check them in YT as "Wrong Warps". Montas1992 20:48, 12 December 2012 (EST)

If these out-of-bounds areas showcase early level designs that didn't make it into the final versions of these areas, then I say document the differences and put it in the article.

In Borderlands there's a part of the game where there is a East and West division of a level, and you travel between the two with transition points. However, you can jump through clipping and get to the otherside without using these transition. What you find is early level geometry that differs from the actual area you would access if you did use the transition. The differences include not only different land, but also some buildings are arranged differently. Most interesting of all is that there are actually two viable objective items that are not only functional, but complete the mission--and they're placed in specific locations that differ from the actual level if you used the transition.

All of these evidences together suggest that the inaccessible area was at least LOD generated based on early designs, or actual lifts of the early design that was left over, perhaps, from when the area wasn't divided in two parts. I mention all of this because I think it's a good example of how an out-of-bounds area can merit being part of TCRF: if the areas are indicative of old designs, functions, or layouts that were later redesigned, then they are a viable comparison source in the game's development. Kind of like the LOD planets in Super Mario Galaxy (also mentioned on TCRF). --Celice 20:56, 15 December 2012 (EST)

Early Loftwing

I've read on many different Zelda sites that the introduction to the game shows a different version of the Loftwing. Eagus rides it; I don't have access to the game so I can't confirm. Though the same image crops up over and over:

File:LoftwingEagusSS.png

and it does look different than other Loftwings, most noticeably the beak. Can someone confirm this (and possibly rip the model)? WhoIAm 22:42, 14 April 2013 (EDT)

Just a reminder that we try to avoid the terms "alpha" and "beta" on the wiki, as they're frequently misused. See here for more information! :) Cool rumor, though. Wonder if it's true?
--GlitterBerri 22:44, 14 April 2013 (EDT)
I see. And by introduction I think they meant waiting on the title screen. WhoIAm 22:54, 14 April 2013 (EDT)
That just looks like the low-poly version of it Skawo 01:17, 15 April 2013 (EDT)
The main page lists a "low-resolution version of the crimson Loftwing" in the game files, does it look similar to this one? WhoIAm 14:58, 23 April 2013 (EDT)
Skyward Sword LOD Loftwing.png
Oh, didn't think it would be relevant at the time. But yeah, seeing again, I noticed the model's name is "BirdLOD" (LOD being short for Level of Detail). It has 2 animations, one for gliding, and one for flapping its wings to stay in place. And as you can see in the image I uploaded, it looks a lot like Eagus' "different" Loftwing. I guess it's basically confirmed that its model is just erroneously the low-poly version, not a prototype. {EspyoT} 08:27, 24 April 2013 (EDT)
Look at the wings, they're not the same model, the main part before the feathers is actually longer in the one pictured. -- Antidote

Chest out of bounds

Heh, awesome. There's a chest out of bounds near Karane's room, and it looks like it's empty. {EspyoT} 20:00, 22 April 2013 (EDT)

Here is a question, has anyone ever tried opening the chest at the start of a new game or has anyone looked at the game's data to see if the chest is really defined to be empty? --Cuber456 09:07, 24 April 2013 (EDT)
I think the video's uploader is one of those guys that makes codes and doesn't share them. No offense if he isn't, but if he is... {EspyoT} 17:18, 24 April 2013 (EDT)
It appears that the only code he is using is a code to walk through walls. Even if that is the case, is it possible to look at the data for the game? Is it possible to view data in this game using Wind Viewer? --Cuber456 17:38, 24 April 2013 (EDT)
Wind viewer would need to be updated to support SS, as the zev.dat file would probably contain that data, there is a plc file as well but that only handles placement of entities not what is contained in chests. -- Antidote 2:18 July 5 (PST)

Unused Wii Remote model?

[English]Was this Wiimote model data used? (I got an error when I tried to upload it to TCRF. The filename doesn't match with the MIME type.)

[Japanese]このWiiリモコンのモデルデータは使用されていますか?(TCRFではアップロードエラーでした(ファイルの拡張子がMIMEタイプと一致しません。))

Picture

[English]File Path: Disk:\GAME_PARTITION\ObjectPack.arc.LZ\orac\WiiRemocon.arc (Japanese Version)
All the Wiimotes in the game ought to have been icons. Does anyone know the story behind this?

[Japanese]ファイルパスは(略)です。ゲーム内のWiiリモコンはすべてアイコンだったはずですが、誰か知ってる人はいませんか? --RGBA CRT 07:19, 23 April 2013 (EDT)

It looks like the same model used in Wii Sports Resort, I'd have to see the model from WSR to confirm 100%
But it's definitely NOT used in game.
-- Antidote

Really obscure easter egg

Found this while messing around in Blender and using the Triangle to Quad conversion tool, tried several times and got the same result, it really surprised me. Probably wasn't even intentional: http://dl.dropboxusercontent.com/u/21757902/fi_head.png -- Antidote

Uh... what am I looking at here? {EspyoT} 07:06, 5 July 2013 (EDT)
The eyes. -- Antidote
Is this how the model is without editing? Or did you edit it to get this effect? -Gamma 12:49, 5 July 2013 (EDT)
All i did was use the requad tool in Blender, no other editing was done. Feel free to do it for yourself, just load up the model and press alt+j then zoom in on the eyes. I should be clear though, You can already see it without requadding, it's just the quads make it more obvious. -- Antidote
Can you give us a pic that shows it without requadding the model? -Gamma 12:55, 5 July 2013 (EDT)
Why certainly, http://dl.dropboxusercontent.com/u/21757902/fi_head_noquads.png -- Antidote
Alright, alright. I wasn't sure about it because of the requadding business, but since it's there without editing, it would be a nice addition to the page. -Gamma 13:01, 5 July 2013 (EDT)
I'm no math wizard, but here's my two cents: I think when you tile equilateral triangles, you inevitably get a triforce pattern. Here are some triangle grids. As such, I think this is a(n unavoidable) coincidence. -- Pompolic 13:04, 5 July 2013 (EDT)
They would have tried to avoid triangles in the center of such an odd mesh while you ARE correct, this was modeled in Maya which is a quad modeler to begin with and they would have had to cut those triangles in themselves or had some really weird fluke when converting this to G3D. To add to that, these aren't equilateral by any means. -- Antidote
Other round areas of her face (e.g. mouth, chin) also seem to have triangles. I could still be wrong, but it looks like an Occam's razor sort of situation to me. "Turned out that way" sounds like a more plausible explanation than "the artist hid a triforce for someone ripping the assets to find." -- Pompolic 13:29, 5 July 2013 (EDT)
Trust me, as someone who knows topology, you DON'T do something like that if it can be avoided, I can understand areas you can't see like the back of the neck, under her cloak, or under her chin. But for them to have triangles that terminate in such a stupid way there are 3 options, a) The modeler is incompetent, b) It was intended or c) a really odd fluke in conversion, her eyes are not part of the whole mesh, they're separate with the outlying triangles not even merged. -- Antidote
Alright then. Please excuse my naysaying. :v -- Pompolic 13:40, 5 July 2013 (EDT)
I'd rather have naysayers pointing out all the options than have my picture taken for granted, don't worry about it :P -- Antidote
It's just a coincidence. I may not have studied topology, but I've worked with 3D models enough. Can you think of any other way they could have modeled out the eyes there in a way that uses the same or less polygons while still keeping the same contour? I imagine you'll find this coincidental pattern in a lot of the models if you look. --Peardian 21:23, 5 July 2013 (EDT)
Every other model with eyes in Skyward Sword and even Twilight Princess has two rows of triangles that can be easily turned into quads -- Antidote

Something I'm curious about, more than anything.

A while back, a PAL demo version from E3 (Based on the title of the file) was leaked to the internet. Has anyone here bothered to look at the demo for unused content that could answer questions about the final retail builds? --Team Fail 14:00, 5 July 2013 (EDT)

I completely forgot about that, cool, a prototype (if it is actually from E3)--Hiccup 15:02, 5 July 2013 (EDT)
From what I'm able to gather it's pretty identical to the retail version, I'd have to get a copy of it to really know for certain. -- Antidote
If I am allowed to, I can google up a quick link for you. --Team Fail 20:09, 5 July 2013 (EDT)
Send me an email @ antidote.crk@gmail.com rather than distributing a link on the site. -- Antidote
Said and done. Go nuts. c: --Team Fail 22:29, 5 July 2013 (EDT)
FYI, there are codes for the demo as well to enable all items. http://geckocodes.org/index.php?c=DAXP01
I couldn't seem to find a working code for disabling the time limit though. Then again, I really didn't check. :/ Robotortoise 04:24, 6 July 2013 (EDT)