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The Legend of Zelda: Ocarina of Time/Unused Actors & Objects
This is a sub-page of The Legend of Zelda: Ocarina of Time.
Unused actors, objects, and variables in Ocarina of Time.
Contents
- 1 Unused Actors
- 1.1 ovl_En_Part
- 1.2 ovl_En_Scene_Change
- 1.3 ovl_Bg_Pushbox
- 1.4 ovl_En_OE2
- 1.5 ovl_Item_B_Heart
- 1.6 ovl_En_Bird
- 1.7 ovl_En_Lightbox
- 1.8 ovl_En_Pu_box
- 1.9 ovl_En_Arow_Trap
- 1.10 ovl_En_Vase
- 1.11 ovl_Demo_Tre_Lgt
- 1.12 ovl_Bg_Mori_Hashigo
- 1.13 ovl_Item_Shield
- 1.14 ovl_En_Dns
- 1.15 ovl_Obj_Ice_Poly
- 1.16 ovl_Obj_Elevator
- 1.17 ovl_En_Ex_Ruppy
- 1.18 ovl_En_Nwc
- 1.19 ovl_Item_Inbox
- 1.20 ovl_En_Sda
- 1.21 ovl_En_Clear_Tag
- 1.22 ovl_En_Bom_Bowl_Pit
- 1.23 ovl_En_Go
- 1.24 ovl_En_Ex_Item
- 1.25 ovl_En_Hintnuts
- 1.26 ovl_En_Dnt_Jiji
- 1.27 ovl_En_Wall_Tubo
- 1.28 ovl_Bg_Spot18_Futa
- 2 Unused Objects
- 2.1 object_human
- 2.2 object_fire
- 2.3 object_oA1
- 2.4 object_oB1
- 2.5 object_oA2
- 2.6 object_oE1
- 2.7 object_oE2
- 2.8 object_oA3
- 2.9 object_oA4
- 2.10 object_oA5
- 2.11 object_oA6
- 2.12 object_oA7
- 2.13 object_oA8
- 2.14 object_oA9
- 2.15 object_oB2
- 2.16 object_oB3
- 2.17 object_oB4
- 2.18 object_b_heart
- 2.19 object_oE3
- 2.20 object_oE4
- 2.21 object_oE5
- 2.22 object_oE6
- 2.23 object_oE7
- 2.24 object_oE8
- 2.25 object_oE9
- 2.26 object_oE10
- 2.27 object_oE11
- 2.28 object_oE12
- 2.29 object_oA10
- 2.30 object_oA11
- 2.31 object_mjin_oka
- 2.32 object_bird
- 2.33 object_lightbox
- 2.34 object_pu_box
- 2.35 object_vase
- 2.36 object_medal
- 2.37 object_gi_melody
- 2.38 object_oE1s
- 2.39 object_oE4s
- 2.40 object_oF1s
- 2.41 object_ny
- 2.42 object_gi_grass
- 2.43 object_md
- 2.44 object_d_elevator
- 2.45 object_nwc
- 2.46 object_gi_coin
- 2.47 object_gi_butterfly
- 2.48 object_gi_ocarina_0
- 3 Unused Variables
- 4 Used Objects With Unused Content
- 5 To Sort
Unused Actors
ovl_En_Part
| Actor | Object |
|---|---|
| 0007 | 0001 |
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Can this be loaded somehow? |
ovl_En_Scene_Change
| Actor | Object |
|---|---|
| 0024 | 0040 |
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Can this be loaded somehow? |
ovl_Bg_Pushbox
| Actor | Object |
|---|---|
| 002C | 0003 |
Trying to load this object in-game results in a freeze.
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Can this be loaded somehow? |
ovl_En_OE2
| Actor | Object |
|---|---|
| 004F | 0035 |
This actor is linked to object_oE2, an unused version of the brown-haired Kokiri girl. However, when loaded in-game, it only appears as a targetable blue spot. Though she helpfully points it out, Navi has nothing to say about it.
ovl_Item_B_Heart
| Actor | Object |
|---|---|
| 005F | 00BD |
Owing to the similarities between their names, it is likely that this actor was originally linked to the unused Heart Container object, object_b_heart.
In the retail game, however, it is linked to the used object, object_gi_hearts, which contains the final Heart Piece and Heart Container.
When loaded in-game, it appears and acts as a regular Heart Container.
ovl_En_Bird
| Actor | Object |
|---|---|
| 0072 | 0077 |
This actor is linked to object_bird, an unused bird that was later repurposed for Majora's Mask.
ovl_En_Lightbox
| Actor | Object |
|---|---|
| 007C | 0081 |
This actor is linked to object_lightbox, a large rectangular block that makes a thrumming noise. The sides will light up (aside from the top or bottom) when struck with the sword or boomerang.
ovl_En_Pu_box
| Actor | Object |
|---|---|
| 007D | 0082 |
This actor is linked to object_pu_box, a small stone cube. It appears to behave similarly to Lightbox in that it will light up when struck by the sword or boomerang, though this is slightly harder to see. Unlike Lightbox, the top will react to being hit.
ovl_En_Arow_Trap
| Actor | Object |
|---|---|
| 0081 | 0001 |
An unused trap that reflects arrows.
ovl_En_Vase
| Actor | Object |
|---|---|
| 0082 | 0086 |
This actor is linked to object_vase, an unfinished, orange-hued pot.
ovl_Demo_Tre_Lgt
| Actor | Object |
|---|---|
| 00AA | 000E |
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Is this actually unused, or just loaded by something else? |
ovl_Bg_Mori_Hashigo
| Actor | Object |
|---|---|
| 00E2 | 0072 |
This actor is linked to object_mori_objects, which contains objects used in the Forest Temple. Trying to load it in-game results in a freeze. Its name translates to "object_Bg_Forest_Ladder".
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Can this be loaded somehow? |
ovl_Item_Shield
| Actor | Object |
|---|---|
| 00EE | 0015 |
This collectable Deku Shield actor is only present in three Kokiri Forest cutscene setups. While it is loaded and visible in-game, one can only view it by using a Walk In Cutscenes code. In addition, because setup 08 and setup 09 aren't used, one must use codes or the Map Select function of the Debug ROM to even view these cutscenes.
| Map | Setup | Room | Setup ID | Used | Quantity |
|---|---|---|---|---|---|
| Kokiri Forest | 07 | 00 | The Deku Tree Speaks With Navi | ✔ | 1 |
| Kokiri Forest | 08 | 01 | Panning Through Kokiri Forest | ✘ | 2 |
| Kokiri Forest | 09 | 01 | Panning Through Kokiri Forest 2 | ✘ | 2 |
Within the cutscenes, the shield exhibits an interesting behaviour similar to the Ordon Shield one must knock down in Twilight Princess. When hit with the Slingshot, the shield will jump, as though knocked off a wall or shelf, then drop to the ground and remain for a few seconds before flickering and disappearing.
ovl_En_Dns
| Actor | Object |
|---|---|
| 011A | 0168 |
While unused, this actor is linked to a used object, object_shopnuts, which contains the Business Scrub. In the retail game, the used Business Scrub actor is known as ovl_En_Shopnuts.
ovl_En_Dns is short for "Deku Nuts Seller". "Deku Nuts" is the Japanese name for Deku Scrubs.
When loaded in-game, it is revealed to be a Business Scrub who has already surrendered, without the player needing to reflect its projectiles, first. It offers to sell Link 5 Deku Nuts for 20 rupees.
ovl_Obj_Ice_Poly
| Actor | Object |
|---|---|
| 011E | 0001 |
This actor's name indicates that it has something to do with ice.
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Is this actor really unused, or just loaded by something else? |
ovl_Obj_Elevator
| Actor | Object |
|---|---|
| 012B | 011B |
This actor is linked to object_d_elevator, an unused stone elevator.
ovl_En_Ex_Ruppy
| Actor | Object |
|---|---|
| 0131 | 0001 |
These rupees explode when you come near them, making for a rather nasty surprise. One variant is a huge purple rupee which explodes in a huge explosion, the other variant is a small red rupee. These objects were most likely supposed to be traps of some sort. ???
ovl_En_Nwc
| Actor | Object |
|---|---|
| 0135 | 0124 |
This actor is linked to object_nwc, the unused baby Cucco object.
ovl_Item_Inbox
| Actor | Object |
|---|---|
| 0137 | 0001 |
This actor's name indicates that it is connected to items found in treasure chests.
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Is this actor really unused, or just loaded by something else? |
ovl_En_Sda
| Actor | Object |
|---|---|
| 013A | 0001 |
There's a dynamic shadow attribute. It is seen in early screenshots and videos and can be seen in the final game utilized by signs that can be cut. It is also used during the final battles with Ganondorf and Ganon, both on the bosses and the Master Sword, when Ganon knocks it out of Link's hands.
ovl_En_Clear_Tag
| Actor | Object |
|---|---|
| 013B | 0001 |
This famous spaceship from the Star Fox series was used by the developers to model Volvagia's flying animations.
When Link enters a map in which an Arwing is loaded, an animation plays depicting it flying around and doing a barrel roll. It acts as an enemy, firing at Link with its laser beams. It can be vanquished with three Slingshot hits, or the Boomerang. Upon defeat, it will crash and explode in a huge mass of flaming debris.
Within ovl_player_actor there is a routine that spawns an Arwing at coordinates (0, 100, 0) relative to Link's position. This routine is located after a sequence of code used to determine whether a chest should award an item, or freeze Link, suggesting that the Arwing may have once spawned when opening a chest at one point.
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Can it really be triggered via a trap chest, as speculated upon in this article? |
ovl_En_Bom_Bowl_Pit
| Actor | Object |
|---|---|
| 014C | 0001 |
This actor's name indicates that it is connected to the Bombchu Bowling minigame.
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Is this actor really unused, or just loaded by something else? |
ovl_En_Go
| Actor | Object |
|---|---|
| 0152 | 00C9 |
While unused, this actor is linked to a used object, object_oF1d_map, which contains the Goron. In the retail game, the used Goron actor is known as ovl_En_Go2.
| To do: Load this actor in-game and see what happens. |
ovl_En_Ex_Item
| Actor | Object |
|---|---|
| 0168 | 0001 |
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Can this be loaded somehow? |
ovl_En_Hintnuts
| Actor | Object |
|---|---|
| 0192 | 0164 |
When loaded in-game, this actor is revealed to be a Deku Scrub who is having an identity crisis. When confronted, it squeaks the following:
"You finally woke up!
I'm Navi the fairy!
The Great Deku Tree asked
me to be your partner from
now on! Nice to meet you!"
It cannot be killed, or spoken to twice. It will stay in place indefinitely once the conversation is over.
ovl_En_Dnt_Jiji
| Actor | Object |
|---|---|
| 01A2 | 0171 |
| This needs some investigation. Discuss ideas and findings on the talk page. Specifically: Is this actually unused, or just loaded by something else? |
ovl_En_Wall_Tubo
| Actor | Object |
|---|---|
| 01BE | 0001 |
| To do: Load this actor in-game and see what happens. |
ovl_Bg_Spot18_Futa
| Actor | Object |
|---|---|
| 01C3 | 00AF |
When loaded in-game, this actor is revealed to be the lid to the large, multifaceted vase statue in Goron City. Its filename translates to "lid".
Link must light all the torches on the first floor of Goron City to make it spin. Throwing a bomb into the spinning pot, and having it stop on the correct face, will reward Link with a Heart Piece. The pot is lidded when stationary, but the lid magically disappears when it begins to move.
Upon load, the unused lid actor drops from the sky, getting smaller and smaller on its descent until it disappears.
| Lid on Stationary Pot | Unused Lid Actor |
|---|---|
![]() |
![]() |
Unused Objects
object_human
| Actor | Object |
|---|---|
| ??? | 0006 |
An NPC that appeared in Ocarina of Time screenshots from 1996. Nicknamed "Aria" by fans. Her model format is more similar to Super Mario 64's NPCs than those in Ocarina of Time.
object_fire
| Actor | Object |
|---|---|
| ??? | 000F |
An early flame animation with eight frames. This was originally used for the torches alongside the drawbridge at Hyrule Castle.
The fire effect used in the final game consists of two overlapping textures, a flame shape and a noise image. The noise image scrolls to create the illusion of flickering. This is less resource-intensive, and uses a longer animation loop.
object_oA1
| Actor | Object |
|---|---|
| ??? | 0023 |
An unused version of the man on the roof in Kakariko Village.
object_oB1
| Actor | Object |
|---|---|
| ??? | 0028 |
An unused version of the Bazaar owner.
object_oA2
| Actor | Object |
|---|---|
| ??? | 00A2 |
An unused, untextured Zora. This object is present in a Chamber of Sages cutscene environment (Link Awakens in the Sacred Realm), but, because it lacks an actor, it isn't loaded by the game.
| To do: Add the information about Sheik's old filename. |
object_oE1
| Actor | Object |
|---|---|
| ??? | 0033 |
An unused version of Mido.
object_oE2
| Actor | Object |
|---|---|
| ??? | 0035 |
An unused version of the brown-haired Kokiri girl.
object_oA3
| Actor | Object |
|---|---|
| ??? | 003B |
An unused version of Impa's masked head, which can be seen in prerelease screenshots.
object_oA4
| Actor | Object |
|---|---|
| ??? | 003C |
An unused Hylian man. He appears in prerelease screenshots from November, 1997.
object_oA5
| Actor | Object |
|---|---|
| ??? | 003D |
An unused Hylian woman.
object_oA6
| Actor | Object |
|---|---|
| ??? | 003E |
An unused Hylian man.
object_oA7
| Actor | Object |
|---|---|
| ??? | 003F |
An unused Hylian woman. She appears in prerelease screenshots from November, 1997.
object_oA8
| Actor | Object |
|---|---|
| ??? | 0041 |
An unused Hylian man.
object_oA9
| Actor | Object |
|---|---|
| ??? | 0042 |
An unused Hylian man's hooded head. Presumably to be used as a head replacement of object_oA8.
object_oB2
| Actor | Object |
|---|---|
| ??? | 0043 |
An unused Hylian man.
object_oB3
| Actor | Object |
|---|---|
| ??? | 0044 |
An unused Hylian woman.
object_oB4
| Actor | Object |
|---|---|
| ??? | 0045 |
An unused Hylian woman, visible in a trailer from 1998. She is seen standing in Kakariko Village in the trailer.
object_b_heart
| Actor | Object |
|---|---|
| ??? | 0049 |
This is a giant kind of Heart Container that should be used by actor ovl_Item_B_Heart, but does not have any connection despite the name. When spawned in the game, its texture emits an interesting motion effect.
object_oE3
| Actor | Object |
|---|---|
| ??? | 004B |
An unused version of Saria, with slightly different sideburns and a shirt that buttons up the back. She can be seen in action performing some early animations, including the gesture depicted in a November, 1997 prerelease screenshot.
| Prerelease Screenshot | Restored Actor |
|---|---|
![]() |
object_oE4
| Actor | Object |
|---|---|
| ??? | 004C |
An unused version of the red-haired Kokiri boy.
| To do: Add image. |
object_oE5
| Actor | Object |
|---|---|
| ??? | 004E |
An unused version of Fado. This character is one of three named Kokiri, along with Mido and Saria. While her name is never mentioned in-game, it was revealed on Ocarina of Time's official website. The site also describes how she and Mido were named after notes in the musical scale. (Do, re, mi, fa, so, la, ti, and do.)
Her original model has dual Kokiri symbols on its breast. It can be seen in prerelease screenshots from November, 1997.
object_oE6
| Actor | Object |
|---|---|
| ??? | 004F |
An unused head for a Kokiri character who never appears in the game.
object_oE7
| Actor | Object |
|---|---|
| ??? | 0050 |
An unused head for a Kokiri character who never appears in the game.
object_oE8
| Actor | Object |
|---|---|
| ??? | 0051 |
An unused head for a Kokiri character who never appears in the game.
object_oE9
| Actor | Object |
|---|---|
| ??? | 0052 |
An unused head for a Kokiri character who never appears in the game.
object_oE10
| Actor | Object |
|---|---|
| ??? | 0053 |
An unused head for the Kokiri shopkeeper.
object_oE11
| Actor | Object |
|---|---|
| ??? | 0054 |
An unused head for a Kokiri character who never appears in the game.
object_oE12
| Actor | Object |
|---|---|
| ??? | 0055 |
An unused version of Fado's head.
object_oA10
| Actor | Object |
|---|---|
| ??? | 0057 |
An unused version of the Hylian soldiers. This object is present in two setups, but isn't loaded in-game.
| Map | Setup | Room | Setup ID | Used |
|---|---|---|---|---|
| Castle Hedge Maze (Day) | 00 | 00 | Normal Gameplay | ✔ |
| Castle Hedge Maze (Night) | 00 | 00 | Normal Gameplay | ✔ |
object_oA11
| Actor | Object |
|---|---|
| ??? | 0058 |
Though the unused soldiers are no longer present in the Castle Courtyard, they can be seen in this map in the screenshot at right, from October, 1998.
| To do: Insert screenshot. |
object_mjin_oka
| Actor | Object |
|---|---|
| ??? | 0068 |
A song pedestal with an ocarina design. The appearance of the ocarina reflects an earlier stage of development when it would have been inlaid with the three Spiritual Stones.
This pedestal is present in several cutscene setups:
| Map | Setup | Room | Setup ID | Used |
|---|---|---|---|---|
| Kokiri Forest | 08 | 00 | Panning Through Kokiri Forest | ✘ |
| Kokiri Forest | 09 | 00 | Panning Through Kokiri Forest 2 | ✘ |
| Kokiri Forest | 07 | 01 | The Deku Tree Speaks With Navi | ✔ |
| Kokiri Forest | 08 | 01 | Panning Through Kokiri Forest | ✘ |
| Kokiri Forest | 09 | 01 | Panning Through Kokiri Forest 2 | ✘ |
| Sacred Forest Meadow | 04 | 00 | Learning the Minuet of Forest | ✔ |
| Sacred Forest Meadow | 05 | 00 | Learning Saria's Song | ✔ |
| Zora's Fountain | 04 | 00 | Receiving Zora's Sapphire | ✔ |
| Zora's Fountain | 05 | 00 | Jabu-Jabu Inhales | ✘ |
| Zora's Fountain | 06 | 00 | Credits in Zora's Fountain | ✘ |
| Desert Colossus | 04 | 00 | Learning the Requiem of Spirit | ✔ |
| Ganon's Castle Exterior | 04 | 00 | Sages Construct the Rainbow Bridge | ✔ |
However, it is only loaded and visible during gameplay in setup 05 and 06 of Zora's Fountain.
A contemporary fan account of playing the 1998 CBS Toy Test demo suggests that these pedestals were once used as song triggers, forcing Link to take out his Ocarina and displaying a musical staff when stepped on.
object_bird
| Actor | Object |
|---|---|
| 0072 | 0077 |
This bird is present in Kokiri Forest setup 05, room 01 (Cutscene - The Deku Tree Tells of Ganondorf's Curse), but it is not loaded in-game. If loaded using GameShark codes, it flaps its wings, but remains stationary. It is also missing transparency.
The bird was repurposed for Majora's Mask, where it flies around the tree on the plains of the moon.
object_lightbox
| Actor | Object |
|---|---|
| 007C | 0081 |
A large rectangular block that makes a thrumming noise.
object_pu_box
| Actor | Object |
|---|---|
| 007D | 0082 |
A small stone cube. It has collision data, but cannot be picked up or Z-targeted. If hit with the sword, it sounds like Link is striking metal.
object_vase
| Actor | Object |
|---|---|
| 0082 | 0086 |
This pot's design is based on the jars in A Link to the Past. Its rim lacks transparency, and it does not have any collision or associated behaviours.
object_medal
| Actor | Object |
|---|---|
| ??? | 009F |
Early versions of the elemental Medallions, reflecting their original colors. In the final game, the Spirit Medallion is orange, the Shadow Medallion is purple, and the Light Medallion is yellow.
- OoTBetaMedallionfo.png
- OoTBetaMedallionfi.png
- OoTBetaMedallionwa.png
- OoTBetaMedallionsp.png
- OoTBetaMedallionsh.png
- OoTBetaMedallionli.png
object_gi_melody
| Actor | Object | Variable |
|---|---|---|
| 008C? | 00B6 | 0008-000C |
This music note was once a "GET" item, displayed when Link learned a new song. It is present in every cutscene setup where Link learns a melody from Sheik, save for the cutscene where Link learns the Nocturne of Shadow. Despite this, it is never visible in-game.
There is evidence that ovl_Demo_Kankyo was used at one point to display this music note. Starting at D45980 in the debug rom, there is a list of object dependencies for the different values of ovl_Demo_Kankyo's variable. At indexes 08-0C, object 00B6 is listed as a dependency. It's not known if the functionality to display the note still exists. The object has 6 color settings intended for warp songs.
| Map | Setup | Room | Setup ID | Used |
|---|---|---|---|---|
| Ice Cavern | 04 | All | Cutscene - Learning the Serenade of Water | ✔ |
| Shooting Gallery | 05 | 00 | xxx | ✘ |
| Shooting Gallery | 06 | 00 | xxx | ✘ |
| Temple of Time | 00 | All | Normal Gameplay | ✔ |
| Temple of Time | 04 | All | Cutscene - First Time Returning From the Chamber of Sages | ✔ |
| Temple of Time | 06 | All | Cutscene - Learning the Prelude of Light | ✔ |
| Sacred Forest Meadow | 04 | 00 | Cutscene - Learning the Minuet of Forest | ✔ |
| Sacred Forest Meadow | 05 | 00 | Cutscene - Learning Saria's Song | ✔ |
| Desert Colossus | 04 | 00 | Cutscene - Learning the Requiem of Spirit | ✔ |
| Death Mountain Crater | 04 | 01 | Cutscene - Learning the Bolero of Fire | ✔ |
| Death Mountain Crater | 05 | 01 | Cutscene - Learning the Bolero of Fire in Opening Demo | ✔ |
object_oE1s
| Actor | Object |
|---|---|
| ??? | 00C3 |
An unused head for Mido.
| To do: Insert screenshot. |
object_oE4s
| Actor | Object |
|---|---|
| ??? | 00C4 |
An unused head for the red-haired Kokiri boy.
| To do: Insert screenshot. |
object_oF1s
| Actor | Object |
|---|---|
| ??? | 00CF |
An unused version of the Goron.
| To do: Insert screenshot. |
object_ny
| Actor | Object |
|---|---|
| ??? | 00E3 |
Oddly, Ocarina of Time appears to contain two Spike Trap objects known as object_ny: 00E3 and 00E5. (00E4 is dummied out.) Only 00E5 is used.
| To do: Load this object in-game and see what happens. Insert screenshot. |
object_gi_grass
| Actor | Object |
|---|---|
| ??? | 00F7 |
Link once used this reed whistle to call Epona, rather than using Epona's Song. This idea was revived in the form of the Horse Call item in Twilight Princess.
Link can be seen using this item in prerelease screenshots from April, 1998.
object_md
| Actor | Object |
|---|---|
| ??? | 00FA |
Equally oddly, Ocarina of Time also appears to contain two Mido objects known as object_md: 00FA and 00FB. Only 00FB is used.
| To do: Load this object in-game and see what happens. Insert screenshot. |
object_d_elevator
| Actor | Object |
|---|---|
| 012B | 011B |
A large, 4-tiered stone elevator. While it went unused in the retail version of Ocarina of Time, it went on to appear in Master Quest.
| To do: Get a better screenshot, investigate variables. |
object_nwc
| Actor | Object |
|---|---|
| 0135 | 0124 |
These primitive-looking baby Cuccos were later revamped and repurposed for Majora's Mask, in which they are known by the filename object_En_Nwc. "nwc" translates to "chick".
The objects lack collision, which causes them to fall through the floor and into the void upon load. The object freeze function in the Debug ROM can be used to prevent this.
| To do: Add info about Grog's shop. |
object_gi_coin
| Actor | Object |
|---|---|
| ??? | 012E |
These mysterious, N-stamped coins come in four colors. The colors match that of the Rupees: green, blue, red, and gold. The "gi" within the file name suggests these coins were "Get Items", part of a specific set of models that appear over Link's head when first obtained.
object_gi_butterfly
| Actor | Object |
|---|---|
| ??? | 0175 |
This object is similar to the container that holds the bugs sold in the Potion Shop. A butterfly is visible inside the cage.
With a little hacking trickery, the cage can be placed in a shop and purchased, but nothing will appear in Link's inventory.
The Butterfly Cage's object number is 0175, while the bottled bug's object number is 0174.
Because number 0068 is missing in the list of purchasable items, and number 0067 corresponds to the bug in a bottle, it's likely that this missing number once corresponded to the Butterfly Cage.
object_gi_ocarina_0
| Actor | Object |
|---|---|
| ??? | 010E |
This object is a "Get Item" for the Fairy Ocarina, part of a set of models that appear over Link's head when he first obtains an item. However, in the final game, Link receives the Fairy Ocarina from Saria, triggering a unique cutscene in which the camera pans around Link holding the item. As a result, the "Get Item" sequence doesn't occur, and this detailed model is never used.
There is still data in Link's actor, ovl_player_actor, that anticipates him obtaining the Fairy Ocarina like a "Get Item". However, the text box displayed upon receiving this ocarina is the "Get" message for the Ocarina of Time.
Unused Variables
ovl_en_item00
| Actor | Object | Variable |
|---|---|---|
| 0015 | 0001 | 0007 |
An early version of the Heart Container. Unlike the final container, it is almost completely opaque and does not have any animations. However, it acts as a normal Heart Container when collected.
This version of the container actually appears in Room 119 of the Debug ROM, but cannot be accessed without a GameShark code in the retail version of the game.
Owing to the similarities between their names, it is likely that the actor for this object was originally ovl_Item_B_Heart. In the retail game, actor ovl_Item_B_Heart goes unused, but it is linked to a used object called object_gi_hearts, which contains the final Heart Piece and Heart Container. There are two copy this model in gameplay_keep file.
ovl_En_Test
0000
| Actor | Object | Variable |
|---|---|---|
| 0002 | 0032 | 0000 |
Variable 0000 is an invisible Stalfos that can only be seen with the Lens of Truth.
| To do: Double check variable number. |
ovl_En_Door
FFFF
| Actor | Object | Variable |
|---|---|---|
| 0009 | 0001 | FFFF |
Double wooden doors exist in the game. They work perfectly fine, but are not used. There are a few variations;
- Double wooden door, but door on left is locked
- Double wooden door, appears only if you face one side of it, crashes when try to open
| To do: Double check variable number. |
xxxx
| Actor | Object | Variable |
|---|---|---|
| 0009 | 0001 | xxxx |
This door is slightly ajar, but slams shut of its own volition when Link approaches it. If Link tries to open it, a message box with blue Navi text appears, reading "It won't open!"
This doors may have been present in the a demo version of the game available in Seattle at an event called the 1998 Toy Test, which took place in July and August 1998. According to a contemporary account of a Zelda fan known as David C., when he visited Kakariko Village as Adult Link, most of the doors in the village were open, but, when Link approached them, they were slammed shut in his face.
ovl_Bg_Dy_Yoseizo
xxxx
| Actor | Object | Variable |
|---|---|---|
| 000B | 000A | xxxx |
An unused version of the Great Fairy. It is stationary and has no animations. Its lack of movement may be linked to its filename, Dy_Yoseizo, which translates to Great Fairy - Fairy Statue.
ovl_En_Dodongo
xxxx
| Actor | Object | Variable |
|---|---|---|
| 0012 | 000C | xxxx |
This alternate version of the adult Dodongo has smoke and fire come from its mouth during the death animation.
| To do: Figure out what variable this is, insert screenshot. |
ovl_En_Goma
0008
| Actor | Object | Variable |
|---|---|---|
| 002B | 001E | 0008 |
This Gohma Larva comes in an invisible egg that cannot be revealed, even with the Lens of Truth.
En_A_Obj
0000
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0000 | 0000 |
Variable 0000 is a rectangular box with no behaviour or collision.
Interestingly, although Link cannot raise or throw it, if it were possible, it would fit perfectly in his hands and on his head.
0001
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0000 | 0001 |
Variable 0001 is a slightly larger rectangular box with an oversized collision radius.
0002
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0000 | 0002 |
It uses the same model of the variable 0000 and 0001. It is larger than the rectangle of the variable 0001, including the collision.
0003
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0000 | 0003 |
Variable 0003 is a rectangular box that lays horizontally on the ground, motionless. Once an object or character is placed upon it, it springs to life, rotating until it is vertical, then switches back to its initial position.
0004
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0000 | 0004 |
Variable 0004 is a larger version of the rectangular box in variable 0003.
0005
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0000 | 0005 |
Variable 0005 is a simple cube. Like variable 0000, it has no collision.
0007
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0000 | 0007 |
This grass has a slightly-oversized collision box. Its appearance is similar to the flora used in the Castle Courtyard moat.
0008
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0001 | 0008 |
Variable 0008 is a tree stump with a collision radius four times its size. When struck, it sounds as though Link has hit a wall with his sword.
0009
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0000 | 0009 |
The regular square signposts around Hyrule change in height depending on whether the player is set to Child or Adult. This sign is Adult Link-sized. It cannot be destroyed. It appears in several prerelease images from xxx.
| To do: Locate the prerelease images on the wiki. |
000B
| Actor | Object | Variable |
|---|---|---|
| 0039 | 0000 | 000B |
Variable 000B is a rock with an incomplete texture. It cannot be picked up and has no collision. It reacts with the gravity and can bounce on the floor for several seconds.
ovl_En_Wood02
xxxx
| Actor | Object | Variable |
|---|---|---|
| 0077 | 007C | xxxx |
Variable xxxx is a huge tree that resemble those seen in the Lost Woods during the opening cutscene of Majora's Mask. Similar trees can be seen in Kakariko Village in prerelease screenshots from February, 1998.
| Prerelease Screenshot | Object Loaded In-Game |
|---|---|
![]() |
x240px |
| To do: Figure out how the using the GameShark code 81241CF2 83F0 81241CFA 0000 (Debug ROM) at Hyrule Castle makes these appear, find variable, insert screenshot. |
ovl_En_Vm
0000
| Actor | Object | Variable |
|---|---|---|
| 008A | 008B | 0000 |
This Beamos does not fire lasers at you.
ovl_En_Rd
0003
| Actor | Object | Variable |
|---|---|---|
| 0090 | 0098 | 0003 |
This Redead is only visible with the Lens of Truth. When it is loaded, it plays an animation that suggests it is rising out of a coffin, like the Redeads in the Bottom of the Well dungeon.
Used Objects With Unused Content
gameplay_keep
Giant Checkerboard
The first model of gameplay_keep, located at 0x3FC8. May have been used for debugging purposes.
Broken Pyramid
Located at 0x39E90, this model uses the unused white rectangles.
Giant Rectangle Stone
Located at 0x03A0C0, this model also uses the unused white rectangles but has a darker shade.
gameplay_dangeon_keep
Huge Switch
| Actor | Object | Variable |
|---|---|---|
| xxx | 0001 | xxx |
This switch has the same texture as regular switches. Because of its large size, and the fact that its colouring is reminiscent of the Fire Temple, it may have been used with the Megaton Hammer. The offset is 0x63F0.
| Object Loaded In-Game | Pressed Down |
|---|---|
| x240px | x240px |
Crystal Switch
| Actor | Object | Variable |
|---|---|---|
| xxx | 0001 | xxx |
This crystal switch has no animations. The offset is 0x77B0.
object_mori_objects
Picture Frame Hook
| Actor | Object | Variable |
|---|---|---|
| xxx | 0072 | xxx |
This hook, contained within the Forest Temple object file, may have once held up the picture frames of the Poe Sisters. It is not connected to an actor.
object_wood02
| Actor | Object | Variable |
|---|---|---|
| xxx | 007C | xxx |
Several unused trees and bushes are contained within the object file that holds Hyrule's plant life. Most are 2D images, but there is also an incomplete, textureless trunk section matching the type of tree that appears in the Adult version of Kakariko Village.
object_trap
| Actor | Object | Variable |
|---|---|---|
| 0080 | 0085 | xxxx |
The object file that contains the Sliding Blade Trap also holds a small, spiky trap that has no linked actor.
object_hs
| Actor | Object | Variable |
|---|---|---|
| xxx | 0128 | xxx |
The object file containing the Carpenter Boss's son, known as Grog in Majora's Mask, is apparently hiding a rockin' mohawk.
object_gi_arrowcase
| Actor | Object | Variable |
|---|---|---|
| xxx | 00BE | xxx |
This object is used when Link gets the Big Quiver or Biggest Quiver. But there is a version for Bronze Quiver it is unused anywhere.
The object needs to recognize the shader 15 that defines the change of colors that is inside the object file.
object_link_child
| Actor | Object | Variable |
|---|---|---|
| xxx | 0015 | xxx |
Early Tunic Color
Inside the object object_link_child there is a unused color registration in each model of the Child Link's tunic. The models in question have a 0xFA header to colors #50BC08. This color is present in several prerelease images.
Unused Shield and Scabbard
Unused Display List for Child Link, this model is located in the offset 0x15010. This could have been for when Link was holding his sword without shield.
object_cow
| Actor | Object | Variable |
|---|---|---|
| xxx | 018B | xxx |
Cow Ring
The cows were initially supposed to, oddly enough, have cow rings. The ring was restored as seen in the video on the right. Interestingly, this made its way into the Japanese version of Majora's Mask and Ocarina of Time 3D. Located at 0x2628 in object_cow file.
To Sort
In setup 00 of Kakariko Village, there is an invisible Cucco near the tree.
Presumably used for sound effects, the Cucco is invisible, indestructible, and begins to smoke when it takes damage.










































