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The Legend of Zelda: The Wind Waker
| To do: This page needs to be corrected ! |
| 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. Link must sail between the few remaining masses of land to beat Ganon once again.
Contents
Subpages
| Unused Rooms Rooms, and even islands, that went unused. |
| Map Select A guide through the Debug Menu (see below). |
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, plus the ability to watch any cutscene and see the end of the game. It can be enabled using one of the following codes, depending on the version you have:
| Version | Code |
|---|---|
| NTSC JAP | 04387C38 80387718 |
| NTSC US | 043945B0 8039408C |
| PAL UK | 0439B2B0 8039AD8C |
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 flashes.
| Version | Code |
|---|---|
| NTSC US | 003F60E0 00000001
02000026 00000101 |
| PAL UK | 003FD8E0 00000001
02000026 00000101 |
Unused Music/Sounds
E3 Title Theme
The E3 title theme was found amongst all the other music tracks (or "streams" as we call them) within the ISO.
Makar's Awakening
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 used, 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 can be seen in early screenshots, but it's not used in the final. The Boko Stick icon is used by two other unused items, called longsword and spear internally.
boko_stick.bti
hatchet.bti
iron_club.bti
longsword.bti
spear.bti
Unused Item Icons
The icon spells out the English words "water boots" in hiragana (oddly, since foreign words are almost always written in katakana). Trying to use it makes Link jump as if you were switching his boots.
Wind Waker Stone (baton_stone.bti)
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 supposed to appear in some text in relation to this stone.
Temporary icon (f_item_tkmap.bti)
A dungeon map with Japanese kanji on it - "仮" (kari/ka/ke), which translates to "temporary".
Sign texture
The file wood_piece_01.bti contains an old version of the sign background texture, and 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 the horizon.
Model and old image
229px
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.
The file Title.arc contains 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
244px
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 Room Textures
DmSpot0
Found inside a house and just behind the front door at Orca.
H_test
The textures are quite nice, but don't quite fit with the cartoon style of the game.
I_SubAN
Pretty grotesque, and seem to be pretty old.
kazan
Test textures for water and rocks, respectively. Their file name indicates that they were once used for the volcano (kazan in Japanese).
Msmoke
The textures here are probably really old, too.
Siren
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
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
Some of these 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-maps 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, you can see a very different map where there is also written text.
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: a very old version of Outset Island, much older than that from E3 2002. It is very different from the final version. (DmSpot0 and other)
It's both the map of the unused small round island and the invisible island with Bokoblins and Moblins on it. (VrTest and other)
Outset Island comparison
Unused Models
The Wind Waker also has several unused models...some pretty cool-looking.
Characters and Objects
While Rose herself isn't unused, this particular model is- it's located in the cut scene archive dedicated to the rising of the Tower of the Gods. Therefore, it goes unused.
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 strange model is obviously a Darknut. It seems to be a statue, however, as it lacks normal texturing and bones. It might have been used as a decoration somewhere at some point.
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.
As with the cube, the cylinder is used in the test areas.
This seems to be a very early version of the Poe, and appears to be missing some textures.
This chandelier was used in the scene where several Moblins chased Link in the trailer for SpaceWorld 2001.
A fairly large model of some trees. It seems to have been intended for a forest.
Unused Model Animations
Jabun Dummy Model
The .arc containing the resources for Jabun's cutscene, Demo18, also contains the .bdl file 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 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, since 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.
"Poor" Maggie
The .arc file Pm contains Maggie's "poor" model and some associated animations. One of the animation files, talk01.bck, shows her talking. Normally, you cannot talk to her until after she is rescued from the Forsaken Fortress, at which point she becomes rich; her "rich" model is contained in a different .arc 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 suggests that she wasn't supposed to be kidnapped until sometime before the second Forsaken Fortress trip. It is also possible that there was a time when you could talk to her when she was in the Forsaken Fortress (perhaps you had to free Maggie and Mila individually at some point?), before the only appearances she made were in cutscenes.
Link is fully animated while swimming, but because all water is opaque you cannot normally see anything other than his head. As mentioned above, some test rooms do use transparent water.
Sleeping Zelda
In the cut scene arc that contains the sequence where Ganondorf morphs into Puppet Ganon, there are two animations (one .bck and one .btp) of Zelda sleeping. However, this animation isn't used, as the model of the sheet used on the bed has its own model of Zelda (which is only the head). Moreover, the animation cannot be used with the sheet model, as that model actually has more bones than the standard Zelda model.
Alternate Room Setups
Outset Island - (7)R2c実験 - R2c Test
(Room: sea - Value: 07)
By using the debug menu, it's possible to play on Outset Island with a somewhat unique setup. 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 setup. 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)
Like "(7)R2c実験", the only difference being that the suspension bridge is not present. Otherwise, it's like the final Outset Island.
Debug Room - (テトラデモ)リンク - (Tetra Demo) Link
(Room: I_TestM - Value: 08)
There is another alternate setup in the debug room, I_TestM. Tetra is present, as is a large red flower floating on water.
Odd Decorations
Hyrule Castle
Hyrule Castle has some very low-polygon architecture not seen during typical gameplay. It's possible that these are remnants of a larger Hryule Castle, possibly a full-fledged dungeon for the Master Sword.
Mountain Cave
The surrounding geometry of the top of Ganon's Tower includes 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 may have been that the path to Ganon's Tower was originally longer and, rather than enter directly into the tower, the cave near Hyrule Castle led to another part of Hyrule where the tower was located.
Doorway in Ganon's Tower
This door is where Link would get on top of Ganon's Tower. However, it's completely impossible to see due to the camera angles of the ensuing cutscene. This is also the case during the fight with Ganondorf, where the door seems to have disappeared (possibly because the waterfall graphics cover it up).
The inclusion of the door may have been so that the developers could easily tell which sides of the tower were the top and bottom.
Misplaced Objects
Dragon Roost Cavern - Room 0
The first room of Dragon Roost Cavern has a wooden barrier misplaced in the lower left.
Regional differences
Treasure chest under Grandma's House and Savage Labyrinth
The 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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