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The Legend of Zelda: The Wind Waker
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| The Legend of Zelda: The Wind Waker |
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Developer:
Nintendo
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The Legend of Zelda: The Wind Waker depicts the land of Hyrule after global warming has taken place. Link must sail between the few remaining masses of land to beat Ganon once again.
Contents
Subpages
| Unused Rooms A list of the many unused rooms in The Wind Waker. |
Debugging Features
Debug Menu
The Debug Menu in The Wind Waker is very similar to that of Ocarina of Time and Majora's Mask. It has a large map selection screen. It is also possible to see the end of the game and even all the cutscenes. You can see the full list and all the options here.
It can be enabled using one of the following codes, depending on which version the player has:
| Version | Code |
|---|---|
| NTSC JAP | 04387C38 80387718 |
| NTSC US | 043945B0 8039408C |
| PAL UK | 0439B2B0 8039AD8C |
Debug Console
The Debug Console shows the memory of the game and creates new lines of code as and when changing the measurement room. The most visible is the technical name of the room being played. Note that the black box of Debug Console flashes.
| Version | Code |
|---|---|
| NTSC US | 003F60E0 00000001
02000026 00000101 |
| PAL UK | 003FD8E0 00000001
02000026 00000101 |
Unused Music/Sounds
E3 Title Theme
This E3 title theme was found amongst all the other music tracks, or "streams" as we call them, within the ISO.
Makar's Awakening Cutscene
There are two versions of the Wind God's Aria that play during the cutscene in which Link conducts Makar for the first time. The one that's normally played, d_31_01, has an audience clapping at the end; the duplicate, m_31_01, lacks this clapping.
Unused Graphics
Enemy Weapons Icon
It was originally intended that picking up an enemy weapon switched your sword icon to one of these. This feature can be seen in early screenshots, but it's not in the final version, rendering these icons unused.
The Boko Stick icon is used by two another unused items which is called longsword and spear internally.
boko_stick.bti
hatchet.bti
iron_club.bti
longsword.bti
spear.bti
Unused Items Icon
Water Boots
The icon of this item spells out the English words "water boots" (in the hiragana alphabet, oddly enough -- foreign words are almost always written in katakana). Trying to use the item makes Link jump as if you were switching Link's boots.
boots_01.bti
Wind Waker Stone
Internally, the Wind Waker is called baton, so this is the "Wind Waker Stone." No idea what it was supposed to do.
These three symbols were probably appear in some texts to use this stone.
baton_stone.bti
Temporary icon
A dungeon map with Japanese kanji on it - "仮" (kari/ka/ke), which translates to "temporary."
f_item_tkmap.bti
Sign texture
A file named "wood_piece_01.bti" contains an old version of the Wind Waker sign background texture. It is identical to the one seen in a picture from E3 2002.
Old sky and clouds
The folder "tincle" contains some remains of an older version probably forgotten by Nintendo. In the folder containing usual four files from the horizon with the sky, is a single file named "vr_box.bmd". This is an older version of the sky seen in horzion.
Model and old image
Textures
In the folder "tex" this unused room, there are six files with textures of three clouds from an older version. It is also the case for the room "KATA_HB", but with only three files to another folder "tex" yet strangely stored elsewhere.
In the file "Title.arc" is a slightly different version of the "VrTest" BMD, as well as a test model of the sky that looks pretty old.
Model and old image
Textures
Flags
These flags are all unused. They may have been intended as temporary fillers for whatever purpose.
This flag reads "旗 赤い手旗" (Flag: Red Hand-Flag).
This flag reads "旗 大売り出しの旗" (Flag: Sale Flag).
This flag reads "旗 大漁祈願の旗" (Flag: Prayer For a Big Catch Flag).
This flag reads "旗 勇者の旗" (Flag: Hero Flag).
Unused Rooms Textures
DmSpot0 textures
This texture is found inside a house and just behind the front door at Orca.
H_test textures
The textures in this room are quite nice, but they don't quite fit with the cartoon style of the game.
I_SubAN textures
The textures of this area look pretty grotesque, and seem pretty old.
kazan textures
These were test textures for water and rocks, respectively.
Msmoke textures
The textures here are probably really old, too.
Siren textures
These are textures used in the beta rooms of the Tower of the Gods. Note that H_bz01 and H_mon01 are used at least once- H_bz01 is the ceiling of the room where the three statues activate the teleport up, and H_mon01 is part of the ceiling on the top floor of the Auction House.
tincle textures
This room, probably one of the strangest in the game, has only two textures. The second textures features what seems to be an Ocarina of Time-style fairy.
Unused Mini-Maps
There are some unused mini-maps in The Wind Waker. Some come from older versions of the game, while others are only test maps. The mini-maps below are in a folder named "dat", used to display mini-map on screen.
The mini-map of Outset Island from E3 2002. (DmSpot0)
The mini-map of an old version of the Boating Course Islands. But it seems to be the mini-map of an old version of the forest at Outset Island. Of note is that the space where the Great Fairy is supposed to be is missing. (E3ROOP)
An unused mini-map of Dragon Roost Cavern. (M_NewD2)
A test mini-map of the Tower of the Gods. It looks like its first room. (Siren)
The mini-map of the room of the Darknut mini-boss, without outlines. (Siren)
The mini-map of an old version of the boss room of the Tower of the Gods. (Siren)
The mini-map of an old version of the top of the Tower of the Gods. (Siren)
A mini-map used in the Earth Temple. However, it used to belong to the Dragon Roost Cave. (M_Dai)
A test mini-map of the Wind Temple. There is some Japanese writing saying "工事中 (koujichuu)", which translates to "under construction." (kaze)
With the zoom of the map, you can see a very different map where it is also written texts.
On this test map is written "2D MAP ダミー" ("2D MAP Dummy" in katakana).
Early Maps
The following mini-maps are different from the mini-maps above. Firstly, they are in a folder named "tex" which isn't in every game map/room group, like "dat" is. There are only three mini-maps with two different sizes, small like normal maps and large. They are much older, too.
A large map of one of the game's test areas. (Amos_T and other)
Perhaps the best unused map of Wind Waker! A very old version of Outset Island, much older than the one from E3 2002. It is very different from the final version. (DmSpot0 and other)
As you can see, it's both the map of the unused small round island and the map of the invisible island with Bokoblins and Moblins on it. (VrTest and other)
Outset Island comparison
Unused Models
Unused Characters and Objects
The Wind Waker also has several unused models- some pretty cool-looking.
An early version of Fado. The difference between this model and the final model is that this model has differently designed sleeves, green hair instead of yellow, and open eyes.
This is an older version of an eye platform. It is used in one of the test levels.
It's a small stone with unused textures.
This little bird is not used in-game, but can be found in one of the test levels. [1]
This could be the strangest unused model from The Wind Waker. This is a head with glasses. Delirium, programmers?
This cube is used in the test areas of the game.
As with the cube, the cylinder is used in the test areas.
This seems to be a very early version of the Poe enemy. It appears to be missing some textures.
This chandelier was used in the scene where several Moblins chased Link in the trailer for the SpaceWorld 2001.
A fairly large model of some trees. It seems to have been intended for a forest.
Unused Models Animations
Jabun Dummy Model
In the .arc containing the resources for Jabun's cutscene (Demo18), there is a .bdl file called 'jb_dummy.' As its name implies, it's a very rough version of Jabun's final model, lacking eyes and a proper mouth, as well as just being a bit... plain, texture-wise. One animation exists for this dummy ('jblob_swim.bck'). It's interesting to note that the final Jabun model doesn't have a tail; the reason for this is unknown, but it's possible that it was excluded to reduce the size of the model file. Where a swimming animation would fit (especially one that looks like it's underwater) is unknown. However, the test room Amos_T has translucent water; it's very likely that the dummy was modeled at a time when they expected to use this type of water.
Unused Maggie Animation
There is a .arc file (called Pm) that contains Maggie's 'poor' model and some animations that go with it. One of these animation files, named talk01.bck, contains an animation of her talking, which goes unused. In normal gameplay, there is no way to talk to Maggie when she is poor. The first opportunity the player has to talk to the character is after she gets rescued from the Forsaken Fortress and becomes rich, the model of which is contained in a different .arc altogether, with its own set of animations. Though it is possible to talk to her in one of the character testing maps, she doesn't use the animation. The presence of this animation could suggest that she wasn't supposed to be kidnapped until sometime before the second Forsaken Fortress trip. You could also conclude that there was a time when you could talk to her when she was in the Forsaken Fortress (perhaps you were to free Maggie and Mila individually at some point), before the only appearances she made were in cut scenes. Either way, we'll never know.
Link Swimming
Link is fully animated while swimming, but because all water in The Wind Waker is completely opaque you cannot normally see anything other than Link's head.
Some test rooms, however, feature transparent water, allowing you to actually see Link's swimming movement.
Alternative Room Set-ups
Outset Island - (7)R2c実験 - R2c Test
(Room: sea - Value: 07)
By using the debug menu, it's possible to play Outset Island with a somewhat unique set-up. There is an extra palm tree by Link's house, two mailboxes, a few jars and several Keese flying near the suspension bridge at the top of the island.
It's possible that these objects were used for old cutscenes, or simply older remnants of a different object set-up.
The other islands don't seem to have any changes.
Outset Island - (6)プロロ島負荷チェック用 - Used for Outset Island Load Check
(Room: sea - Value: 06)
It's like "(7)R2c実験" but the only difference is that there just Keeses group instead of the suspension bridge. Otherwise, it's like the final version of Outset Island.
Debug Room - (テトラデモ)リンク - (Tetra Demo) Link
(Room: I_TestM - Value: 08)
There is another alternate set-up in the debug room called 'I_TestM.' Tetra and a big red flower floating on water are present here.
Odd Decorations
Hyrule Castle Decorations
Hyrule Castle has some very low-polygon architecture hidden in it that's not seen during typical gameplay. It's possible that this is a remnant of a larger Hryule Castle.
The castle might have originally been a full-fledged dungeon. Perhaps for the Master Sword?
Cave in the mountains
In the surrounding geometry of the top of Ganon's Tower, there's a small cave nestled in the mountains. This isn't normally seen because the camera angles never allow for it, and the only time you have control of Link is when the tower is surrounded by waterfalls.
It might have been that the way to Ganon's Tower was originally a bit longer. Instead of entering directly into the tower, the cave near Hyrule Castle may have lead to another part of Hyrule where Ganon's Tower was located.
Gateway to the top of Ganon's Tower
Slightly visible in the game, but given the wrong side. This door is obviously where Link would get onto the top of Ganon's Tower. However, it's completely impossible to see due to the camera angles in the ensuing cutscene uses. This is also the case during the fight with Ganondorf, where the door seems non-existent. This might be because the waterfall graphics cover it up. The door itself might've been for the benefit of the developers- being able to easily tell which side of Ganon's Tower was the top and which was the bottom.
Misplaced Objects
Dragon Roost Cavern - Room 0
In the first room of the dungeon "Dragon Roost Cavern" is a wooden barrier misplaced in the lower left.
Regional differences
Treasure chest under Grandma's House and Savage Labyrinth
The treasure chest under Grandma's House contains a Heart Piece in the Japanese version. For the American version, this Heart Piece was moved to the bottom of the Savage Labyrinth, which previously only contained some rupees - the chest under Grandma's House contains an Orange Rupee instead.
| Japanese version | Other versions |
|---|---|
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