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The Legend of Zelda: Ocarina of Time

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Title Screen

The Legend of Zelda: Ocarina of Time

Also known as: Zelda no Densetsu: Toki no Ocarina (JP N64), Zelda no Densetsu: Toki no Ocarina GC (JP GCN)
Developer: Nintendo EAD[1]
Publishers: Nintendo (JP/US/EU/AU), Daiwon C&A (KR), iQue (CN)
Platforms: Nintendo 64, GameCube, iQue Player
Released in JP: November 21, 1998[1] (N64), November 28, 2002[2] (GCN)
Released in US: November 23, 1998[1] (N64), February 16, 2003[2] (GCN)
Released in EU: December 11, 1998[1] (N64), May 3, 2003[2] (GCN)
Released in AU: December 18, 1998[1] (N64), May 9, 2003[2] (GCN)
Released in KR: 2003 (GCN)
Released in CN: November 17, 2003[1] (iQue)


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CopyrightIcon.png This game has hidden developer credits.
EnemyIcon.png This game has unused enemies.
ObjectIcon.png This game has unused objects.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MovieIcon.png This game has unused cinematics.
ItemsIcon.png This game has unused items.
Sgf2-unusedicon1.png This game has unused abilities.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.


DevelopmentIcon.png This game has a development article
ProtoIcon.png This game has a prototype article
PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
BugsIcon.png This game has a bugs page
DCIcon.png This game has a Data Crystal page

It's a bird... It's a plain... It's Ocarina of Time!

Hmmm...
To do:

Sub-Pages

Read about development information and materials for this game.
Development Info
Read about prototype versions of this game that have been released or dumped.
Prototype Info
Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes
Read about notable bugs and errors in this game.
Bugs
OoTHyruleFieldAxis.png
Oddities
The Odd-yssey of Hyrule.
OoT ST Hidden HS.png
Curious Collision
The better question is "Where can't you use the Hookshot?"
OOT GerudoSymbol1.png
Version Differences
Blood is thicker than bile.

Unused Content

Animations

OoT-beam blade.jpg
Unused Link Animations
Never forget the jump strike.
OoT-beam blade.jpg
Unused NPC Animations
What do the dolls do when no one is watching?

Atmosphere

Oot-unusedcamera dekutree2Editor.png
Unused Camera Settings
Camera, camera, on the wall, what's the fairest angle of them all?
OoTEnvironment DT Unused2.png
Unused Environment Settings
Through sun and snow we all shall go.

Cutscenes

OoTOcarinaPedestal.png
Alternate Scene Setups
The ghosts of development past.
MovieIcon.png
Unused Cutscenes
I bet you haven't seen these scenes.

Resources

OoTGiganticRectangle.png
Unused Actors & Objects
ALL GLORY TO THE HYPNOSTONE!
OoTMQ-UnusedEarlySwitch.png
Unused Content in Used Actors & Objects
Unseen treasures lurk in familiar files.
SoundIcon.png
Unused Sound Effects
They say Hylians have big ears in order to hear the voices of the gods...
TextIcon.png
Unused Text
How can flags be real if our eyes aren't real?
ZeldaOOTdebug-earlyrupeesbag.png
Unused Textures
Here dwells the lost language of the Hylia.

Data

OoT-A0192-O0164.png
Unused Enemy Damage Variables
Bop those baddies!
OoT-Unused exit Zoras river.png
Unused Spawns
Pull a Pocahontas and jump off the waterfall.
MM-O0113.png
Unused Shop Data
Shop till you drop.

Uncategorized

Alternate Elemental Arrows

Using GameShark codes, you can equip the individual elemental arrow icons to the C buttons, rather than having the magic combine with your Bow. These items are used for display only on the pause screen, but function as normal elemental arrows.

Item GameShark code
Ice Arrow 8011A63A 000C
Fire Arrow 8011A63A 0004
Light Arrow 8011A63A 0012
Fairy Bow + Ice Arrow 8011A63A 0039
Fairy Bow + Fire Arrow 8011A63A 0038
Fairy Bow + Light Arrow 8011A63A 003A

Dark Link Behavior

Dark Link may be the enemy with the most extensive coding in the game, and the programmers certainly considered all options. Notably, he reacts to the player casting Nayru's Love, which will cause him to shield a lot and generally get out of the way, even though you cannot normally get that item before defeating Dark Link since it's located outside the Desert Colossus, which requires crossing the Haunted Wasteland, which in turn requires either the Longshot (obtained from beating Dark Link) or Hover Boots (obtained in the Shadow Temple, which can only be accessed after beating the Water Temple), it can however be crossed in an unintended way such as back walking at one of the sides of the quicksand. This behavior can, however, be seen in the Master Quest version, since the Longshot is obtained much earlier in the Water Temple, before Dark Link is fought.

Dark Link even has collision properties, allowing him to be hit by the Boomerang, which is not usable as an adult without glitches. Doing so stuns Dark Link for quite a long time and he never even attempts to block it, resulting in the fight being far easier.

Seeing as the actor is just a shell which inputs buttons to the Link actor, Dark Link can also swim and dive in water, as well as climb ledges. If you are Young Link, Dark Link can also use crawling holes. However, because Dark Link has no animation for getting hit while swimming, this will instead cause him to slowly float to the sky.

Nayru's Love derived from Shadow Magic and it's very likely this behavior was programmed to Dark Link back then. Internally, Nayru's Love is still called "Ovl_Magic_Dark" and the Late 1997 Overdump also has this text revealing what it used to do:

You got the Shadow Medallion!
Use it with C and everything will become pitch black!
Enemies won't be able to notice you in the dark!

Gerudo Gate

It's impossible without glitching or using a cheating device to access Gerudo's Fortress from the Haunted Wasteland as Young Link: even if you make it through without the Phantom Guide, you can't cross the River of Sand without the Hover Boots or Longshot, which Young Link can't equip. Even if you manage to, the gate to the Haunted Wasteland will be closed and a Gerudo will be guarding it. She says, "The Gerudo's Fortress is located beyond this gate. A kid like you has no business there."

Moblin Behavior

The spear moblins can be stunned with the Boomerang, and once the stun expires, they will run around and charge in an attempt to hit Link. This can never be seen in normal gameplay because moblins only appear as Adult Link, who cannot use the Boomerang, and no other weapon in Adult Link's possession can stun spear moblins.

Iron Knuckle Head

In the pre-boss room before Twinrova in the Spirit Temple, Link fights a brainwashed Nabooru inside an Iron Knuckle's armor. If you position the camera so that it clips into this Iron Knuckle's model, you will see Nabooru's head. If you do the same to any other Iron Knuckle in the game, you will also see a head that looks similar to Nabooru's with the same textures but significantly different structure and design. The head is wrapped in chainmail, which covers almost everything below the nose. Also, due to the way the head is modeled, the head has no eyebrows.

The most interesting differences are that the earrings are texture-less gold hoops and that the design of the head ornament is different. This alternate head model is either an earlier version of Nabooru's head, or it was meant to be directly revealed in the same way as Nabooru's, showing that all Iron Knuckles are actually Gerudos.

Either way, regular Iron Knuckles vanish when defeated, so their true face is normally never shown. The head itself was removed in the 3DS remake, but it's still present in the model, just not in-game (with the logical exception of the one that Nabooru actually comes out of). However, when they shed enough armor in combat, a distinctly human neckline can still be seen in all versions (including Majora's Mask).

Regular Iron Knuckle Pre-Boss Iron Knuckle
OoTheadunused.png OoTheadused.png

Sold Out Item

"SOLD OUT" is an icon that is normally only displayed in the Bombchu Shop in the Back Alley for Bombchus that you have already bought, as well as the inventory menu after selling a mask. However, if hacked into Link's inventory as an item, it works exactly like the Master Sword because it's linked to the same action (0x03). The GameShark code 8011A638 002C (US 1.0) adds SOLD OUT to Link's B button.

Triforce Transition

There's a very cool Triforce transition in the game, not used anywhere. You can force the Triforce transition to appear with the GameShark code.

Version GameShark code
JP/NA 1.0 8011B9ED 0001
JP/NA 1.1 8011BBAD 0001
JP/NA 1.2 8011C09D 0001
NA (GC) 8011C565 0001
NA (Master Quest) (GC) 8011C545 0001
EU 1.0 801197ED 0001
EU (GC) 80119D75 0001

Unused Child Malon Spawn in Talon's House

Inside Child Malon's actor file, there are three lines of code that spawn her in Talon's House at night after completing the quest to wake Talon at Hyrule Castle. While it's not possible to enter the house from outside at night (trying to use the door spawns a dialogue box with Talon saying that Malon is sleeping), you can use the Sun's Song from inside to access the nighttime setup. Even so, Malon does not appear because the map does not load an actor or object for her.

Adding her actor and object to the map reveals that Malon exhibits the same behavior as she does when she appears in Lon Lon Ranch during the day, teaching Link Epona's Song.

(Source: Porcino)

Song of Time blocks

Hmmm...
To do:
someone needs to check MQ Dodongo's Cavern; that has Song of Time blocks accessible as child and adult.

Song of Time blocks in the game are actually programmed to travel through time; that is, they're present on the map either as adult or child, and playing the Song of Time will transfer the Song of Time block from the child to the adult timeline and vice versa. This is actually kind of hinted at in Goron City, in the lava room, where the Song of Time blocks are present as child by default but can be transferred to adult using the Song of Time, which makes it clear that the developers wanted to make use of this mechanic to solve puzzles. Except for the single case in Goron City, all Song of Time blocks in the game are accessible only as adult because they're found either in the adult dungeons or in Dampé's Grave, so this mechanic goes unused. On top of that, a handful of dungeons have the Song of Time blocks set as temporary flags that get reset as soon as you leave the dungeon, so the state of the Song of Time block doesn't get saved either way.

The Song of Time blocks in the Ice Cavern (in the room with the block puzzle) defy this logic as they are not present either as child or adult until you play the Song of Time to make them appear.

Opening Treasure Chests (Big)

Treasure Chests can't be normally found in pre-rendered areas of the game. If the game is modified by placing a chest in such location, the camera zoom in the scene is different. This matches with what's seen in pre-release footage of the game.


(Source: Silverhero Gold Smith)

Development Leftovers

OoT-ganons castle forgotten sun block actor.png
Developer Oversights
They're only human, after all.
OoT-FireT prebossearly.png
Early Rooms
Even rooms have to change several times before they're ready to go.
OoT-Market Preview.png
Prerendered Images
Oh, that you would rend the heavens and come down, that these backgrounds would tremble before you!

Debug Content

Nearly a decade after Ocarina of Time was released, a debug version of the game's Master Quest spinoff was leaked. The ROM was used by testers at Nintendo of Europe to test Master Quest prior to its GameCube release.

Decompressed by default, it had many debug features that weren't present in the retail versions of Ocarina of Time or Master Quest. These included a memory editor, audio debugger, and a number of test maps.

While the retail version of Ocarina of Time does not contain as many debug features as the prototype, a few are still present.

Map Select

The Map Select allows you to go to any area in the game. See the Map Select section of the Debug ROM article for a detailed analysis.

Retail Game Debug ROM
OOT MapSelect1.png OOT MapSelect2.png

The Debug ROM contains nine test maps that aren't in the retail version of the game, while the retail game contains entries for two test maps that aren't in the Debug ROM. View the Test Maps section of this article for more details.

Inventory Editor

OoTInventoryDebug.png

Allows you to manually edit Link's inventory, equipment, and quest items.

To activate it, use the code and press Start on Controller 1 to open the Pause Menu, then L to open the Inventory Editor.

Version Gameshark code
JP/NA v1.0 D01C84B5 0020
801D8DD7 0002
JP/NA v1.1 D01C8675 0020
801D8F97 0002
JP/NA v1.2 D01C8D75 0020
801D9697 0002
NA (GC) D01C9675 0020
801D9F97 0002
JP (Master Quest) (GC)
NA (Master Quest) (GC) D01C9635 0020
801D9F57 0002
EU (Master Quest) (GC) D01C6E35 0020
801D7757 0002
EU v1.0 D01C64F5 0020
801D6E17 0002
EU v1.1 D01C6535 0020
801D6E57 0002
EU (GC) D01C6E75 0020
801D7797 0002
CN (iQue) D01D5A35 0020
801E6357 0002
CN-TR (iQue) D01D4DF5 0020
801E5717 0002

View the Inventory Editor section of the Debug ROM article for more details.

Memory Usage

ZeldaOOT MemoryUsage.png
Version Gameshark code
JP/NA v1.0 801C6F64 0001
JP/NA v1.1 801C7124 0001
JP/NA v1.2 801C7824 0001
JP/NA (GC) 801C8144 0001
JP/NA (MQ) (GC) 801C8104 0001
EU v1.0 801C4FA4 0001
EU (GC) 801C5944 0001
CN (iQue) 801D4504 0001
CN-TR (iQue) 801D38C4 0001

Crash Debugger

ZeldaOoT-CrashDebug-001.png
Crash Debugger
Everything you wanted to know about the crash debugger on one convenient subpage.

Erase Save Data Code

On the title screen, pressing D-Up, D-Down, D-Left, D-Right, Start, B, C-Down, L, C-Right, C-Left, A, C-Up, R, Z on Controller 3 resets the save data. This can be used in case the save data was corrupted, which could cause a crash on the file select menu. After the first input, there is a 16-frame timer for hitting the next input within the sequence (which reverts the timer back to 16 with each correct input).

(Source: mzxrules)

Build Dates

A build date can be seen in the crash debugger and can be found in memory.

Version RAM Address Build Messages
US Release Candidate 0x80006800
zelda@srd44
98-10-18 23:05:00
US/JP v1.0 0x80006800
zelda@srd44
98-10-21 04:56:31
US/JP v1.1 0x80006800
zelda@srd44
98-10-26 10:58:45
EU v1.0 0x80006D20
zelda@srd44
98-11-10 14:34:22
US/JP v1.2 0x80006D30
zelda@srd44
98-11-12 18:17:03
EU v1.1 0x80006D20
zelda@srd44
98-11-18 17:36:49
US Lodgenet 0x80006E10
zelda@srd44
99-01-19 11:37:17
JP GameCube 0x80006540
zelda@srd022j
02-10-29 23:49:53
JP Master Quest 0x80006540
zelda@srd022j
02-10-30 00:15:15
US GameCube 0x80006540
zelda@srd022j
02-12-19 13:28:09
US Master Quest 0x80006540
zelda@srd022j
02-12-19 14:05:42
EU GameCube Debug 1 0x80012340
zelda@srd022j
03-02-13 19:46:49
EU Master Quest Debug 0x80012340
zelda@srd022j
03-02-21 00:16:31
EU GameCube Debug 2 0x80012340
zelda@srd022j
03-02-21 00:49:18
EU GameCube 0x80006540
zelda@srd022j
03-02-21 20:12:23
EU Master Quest 0x80006540
zelda@srd022j
03-02-21 20:37:19
JP Zelda Collection 0x80006540
zelda@srd022j
03-10-08 21:53:00
iQue Chinese 0x8000AB60
build@toad.routefree.com
03-10-22 16:23:19
iQue Traditional Chinese 0x8000A610
tyu@linuxdev3
06-10-13 14:17:43

Anti-Piracy Features

Hmmm...
To do:
Remaining files have been added, but they should be verified and expanded more

This game checks for the correct CIC chip when it is powered on and uses countermeasures if it is not found. JP/NA copies use 6105, while EU copies use a 7105. Old copiers would often not be able to provide the correct CIC chip, which leads to tripping these anti-piracy checks. Most accurate emulators do not trip these anti-piracy checks.

To perform this, at the game's boot, boot_main runs a function in cic6105 to ensure that it can read values from the CIC chip, and stores them at a few flag variables. These values are called later on for certain scripts, where if there is a mismatch, scripts that relies on these flags will perform their countermeasures.

main

main calls two functions in the CIC chip to initialize the fault client and the debug queue. It never gets called if the correct CIC chip isn't implemented. Outside of debug builds, this is harmless.

z_title

z_title is the actor that displays the Nintendo 64 logo at the game's boot. When the logo is removed from memory, it calls a function in the CIC chip which sets the R_AUDIOMGR_DEBUG_LEVEL debug variable in the audio_thread_manager to 0 (none). If the CIC chip is not detected, this value is never initialized. Outside of debug builds, this is harmless.

en_zl2

en_zl2 is the actor that controls the adult Zelda seen in most cutscenes. If the correct CIC chip is not detected, en_zl2 will reshape Zelda's hair into a giant golden pentagon. This can be first seen during the cutscene in which Sheik's identity is revealed.

OoT antipiracy en zl2 headshot.png

bg_zg

bg_zg is the actor that controls the bars in Ganon's Castle which block the exits during the escape sequence. Normally, Zelda is able to open the bars, but if the correct CIC chip is not detected, then the bars will not open. Zelda will instead run straight through them and leave the player behind to die. This makes the game impossible to complete.

z_fishing

z_fishing is the actor that manages the fishing pond minigame. During the actor's initialization routine (80A3514C in JP/NA 1.0), it tests if the correct CIC chip exists. If it doesn't, then the routine that determines if a fish will stay hooked will force the fish to always let go after 51 frames. The flag variable is at 80008EE0.

Others

On boot, the CIC chip sets a variable at 80008EE4, but it does not seem to be used by any of the game's scripts.

(Source: Original TCRF research)

Ura Zelda Leftovers

An add-on was originally planned for Ocarina of Time. Known by the development nickname Ura Zelda, this expansion would make use of the 64DD, a disk drive accessory for the Nintendo 64.

Title Screen Disk Tag

OoT-disktitle.png

It is possible to trick the game into believing you have inserted an Ura Zelda disk. This can be done with a Japanese-region Ocarina of Time ROM by changing the bytes at 0xB9CCD0 from Ocarina of Time's identifier, EZLJ, to the identifier of another 64DD disk. The game will then recognize the 64DD disk as Ura Zelda.

This will cause the game to display a Disk tag on the title screen. In addition, save files with Disk tags appended will no longer be greyed out. However, the game crashes if you try to load them, perhaps because it is trying to access non-existent files on the disk.

Alternatively, you can enable the code D00EB36E 0001 801F0ADB 0004 (JP/NA 1.0) while on the title screen to display the Disk tag.

Save File Disk Tag

OoT-DDSave.png

By using the codes below, it is possible to append a Disk tag to your save file.

Version GameShark code
JP/NA Release Candidate 801E4CC0 0001
JP/NA1.0 801E4EC0 0001
JP/NA1.1 801E5080 0001
JP/NA 1.2 801E5780 0001
NA (GC) 801E6080 0001
NA (MQ) (GC) 801E6040 0001
JP (MQ) (GC) 801E6080 0001
EU v1.0 801E2F08 0001
EU v1.1 801E2F48 0001
EU (GC) 801E3888 0001
EU (MQ) (GC) 801E3848 0001
CN (iQue) 801F2440 0001
CN-TR (iQue) 801F1800 0001

The tagged file is greyed out by default and cannot be opened unless a 64DD is attached to the system, and the game is tricked into thinking you have the correct disk inserted using the method detailed in the section above.

Test Maps

The retail version of the game contains two Map Select entries that were presumably used to test the 64DD add-on.

64DD TEST n64dd SetDiskVersion

The first entry is 64DD TEST n64dd SetDiskVersion. Selecting this option normally freezes the game. It would've been used to enable the 64DD Mode in the game. However, if you have a 64DD attached to your system, the following message will be displayed:

Japanese English
ディスクを差し込んでください。 Please insert a disk.

No Ura Zelda disk has ever been leaked, so it is impossible to test this option using the right disk. If you insert another 64DD disk, the following message appears:

Japanese English
間違ったディスクが差し込まれてい

る可能性があります。正しいディス
クに交換してください。

ディスクを取り出してください。

It's possible that you have

inserted the wrong disk. Please
switch it for the correct disk.

Please remove the disk.

64DD TEST2 n64dd SetDiskVersion

The second entry is 64DD TEST2 n64dd SetDiskVersion. Selecting this option has no effect, even if a 64DD is attached to the system. This would've turned off the 64DD Mode in the game, hence why it does nothing.

Error Messages

Error messages indicating that the wrong 64DD disk is inserted are another relic from Ocarina of Time's past. This text can be found starting at 0xB9CDF0 in a decompressed 1.0 ROM. The messages were even translated into English.

Check to see if the proper disk is inserted.
Please insert the disk the correct disk.
Do not remove the disk when the access light is flashing.
Please read the instruction manual for details.
Please read the instruction manual for details.
Please insert a disk.
Please insert the disk again.
Please remove the disk.

These messages can be viewed on a decompressed US-region Ocarina of Time ROM by attaching a 64DD to your system, then changing the bytes at 0xB96B0A in ROM (or $1D2C5A in RAM) from FF FF to 00 00. If these bytes are not changed, the N64 enters an infinite loop while checking the region of the attached 64DD. This is because the region of the attached 64DD is, by necessity, Japanese, as the accessory never got an overseas release.

In addition, there is also an error message indicating that the Expansion Pak is not inserted. This is due to the fact that the Expansion Pak is required to use the 64DD.

Are you sure the Expansion Pak is inserted correctly?


(Source: Jimmy130)

Function of ovl_64dd

Ocarina of Time 1.0 contains a file called ovl_64dd that performs the following functions:

4D50

Disk 0x785C8 (LBA25)

LBA 25: 1DC000-1E0D17 (Size: 0x4D18)


Copy
1DD060-1DD177 (Offset 0x1060 of LBA 25)
to
1D9C30-1D9D47 (Size: 0x118)

Var0x0 - Var0x4
Var0x8 - Var0xC

801C6F30 - Copy 64DD LBA Block?
Args:
A0 = Destination
S0/A1 = Offset
S1/A2 = Size

801C7E80 - Read whatever 64DD stuff?
A2 = Var0x0 - Var0x4
T1 = Var0x0 + A2
T0 = Var0x8 - Var0xC

SP 8011F0C8
$SP + 0x20 = T0
$SP + 0x18 = T1
$SP + 0x24 = A2

Data:
-LBA 25 Offset 0x1060- Memory Patch
0x0 - Source Start (Base Offset 0x1DC000)
0x4 - Source End
0x8 - Destination Start (Memory Address)
0xC - Destination End (Memory Address)
0x10 - Pointer to Pointer to routine


800FB4E0 - VROM Replacement Disk (part of "code" file)
9 entries by default (thx Zoinkity)

0x0 - VROM1 Start
0x4 - VROM1 End
0x8 - VROM2 Start
0xC - VROM2 End
0x10 - unknown
0x11 - unknown
0x12 - >0 = load from disk
0x13 - written, 0 = loaded from cart, 1 = loaded from disk

80121220 - Pointer to Disk function pointers (Zoinkity)
 +0	in 800AD4C0
 	after calling, sets 80121220 = p->table of these function pointers
 +4	in 800AD51C
 	if 64dd hooked, call this function and set detection byte to 0
 +C	???; called later in 8009CEEC
 +10	???; called in 8009A750, near start
 +14	???; called at end of 8009A5C0
 +18	???; called at start of 8006C340
 	accepts: A0=[8011BF10, which is p->800F72D8]
 +1C	???; called in 8006C2CC, second, before setting 8011BF10 = 0
 	accepts: A0=[8011BF10]
 +20	???; called at end of 8006C340
 +24	???; called in 8006C2CC, first
 +28	at 8006C0D0; replacement for 0x976000 (map_i_static)
 	accepts: A0, ???
 +2C	???; called at end of 80066DF0
 +30	???; called in 80066EC0 with A0 = 8011BF00 before setting 8011BF00 = 0
 	accepts: A0=[8011BF00]
 +3C	???; called at end of 8005BACC
 +40	???; sole purpose of 8005BC44
 +44
 +48	in 8009CEEC
 	V0 = p->entry replacing entry A0 in table A1
 	accepts: A0=index, A1=p->table [800FB4E0]
 	incoming entries are 0x14 long; if entry[12] > 0, appears to replace
 +54	???; called in 8009A750, and if V0 skips calling 80056C70(S1)
 	accepts: A0
 +58	???; called in 800E162C
 	accepts: A0=[80112E34 = 8010A94C], A1=[80112E38 = 8010EA8C], A2=[80112E3C = 80112CAC]
 +60	called in 800DC838; if V0, replaces cart load from 0x966000 (staff_message_data_static)
 	accepts: A0, ???
 +64	called in 800DC838; if V0, replaces cart load from 0x8EB000 (jpn_message_data_static)
 	accepts: A0, ???
 +68	called in 800DC838; if V0, replaces cart load from 0x92D000 (nes_message_data_static)
 	accepts: A0, ???
 +6C	???; called in 80082790
 	accepts: A0, A1=[800FBD18, a table of function pointers]
 +70	???; called in 80000D28
 	accepts: A0=, A1, A2, A3, SP+10, SP+14, SP+18
 +74	???; called in 800A0BD0
 	accepts: A0
 +78	V0 = p->data in bank+offset A1 in table A2
 	accepts: A0=p->struct, A1=entry, A2=p->table [800EFE14]


(Source: LuigiBlood, Zoinkity)

Files Replaced

ovl_64dd would have rewritten the following files with files on the Zelda disk:

Scene File Title Card
Image File
Location
ydan_scene g_pn_06 Inside the Deku Tree
ddan_scene g_pn_08 Dodongo's Cavern
bdan_scene g_pn_07 Inside Jabu-Jabu's Belly
Bmori1_scene g_pn_01 Forest Temple
HIDAN_scene g_pn_03 Fire Temple
MIZUsin_scene g_pn_04 Water Temple
jyasinzou_scene g_pn_05 Spirit Temple
HAKAdan_scene g_pn_02 Shadow Temple
HAKAdanCH_scene g_pn_54 Bottom of the Well

Additionally, the room files for these scenes would likely also be replaced, since most rooms reference textures stored within the scene file.


(Source: LuigiBlood, Zoinkity)

Miscellaneous Content

Blanked Files

Hmmm...
To do:
Sort into proper section, add more detail.

The following files contain no data and were blanked out before the game's release.

01F5	gameplay_object_exchange_static
025F	object_warp2
0270	object_efc_flash
0289	object_demo_tre_lgt
0349	object_spot01_objects2
03EE	elf_message_ydan
05EF	anime_model_1_static
05F0	anime_model_2_static
05F1	anime_model_3_static
05F2	anime_model_4_static
05F3	anime_model_5_static
05F4	anime_model_6_static
05F5	anime_texture_1_static
05F6	anime_texture_2_static
05F7	anime_texture_3_static
05F8	anime_texture_4_static
05F9	anime_texture_5_static
05FA	anime_texture_6_static

Some guesses as to the purposes of each file can be made based on their filenames:

  • gameplay_object_exchange_static was likely an object file that several actors could have depended on. Since files with "static" in their name aren't compressed, it's possible that the bulk of this file might have resided on ROM, with the engine loading select assets on the fly.
  • object_* files are object files. All object_* files listed here are directly referenced by the game's object table.
    • object_spot01_objects2 would have been an object file specific to Kakariko Village (known as spot01).
  • elf_message_ydan is one of two "elf_message" files, which contain the data for Navi's main quest hints, specifically the "spontaneous" C-Up hint Navi gives that can alternatively be brought up when Saria's Song is played. While the file is used and loaded into memory when the player is inside a dungeon and contains data for a single message ("Link, Try to keep moving!!"), there is an option that loads no "elf_message" for a given scene that still triggers the same message, suggesting that there might have been a more comprehensive hint system planned for dungeons.
  • The anime_model_* and anime_texture_* files are unique in that there are no other files in the game that begin with "anime", so the purpose of these files isn't immediately clear.

Alternate Languages

All versions have a byte which stores what language to use during play. The European version of the game will allow you to select a language, but in the Japanese/US releases the language cannot be changed. For those versions, the following GameShark codes will set what language is used.

JP/NA Version Japanese English
Release Candidate 8011B7C9 0000 8011B7C9 0001
1.0 8011B9D9 0000 8011B9D9 0001
1.1 8011BB99 0000 8011BB99 0001
1.2 8011C089 0000 8011C089 0001
USA (GC) 8011C551 0000 8011C551 0001
Japan (Master Quest)(GC)
USA (Master Quest)(GC) 8011C531 0000 8011C531 0001
Japan (GC) 8011C571 0000 8011C571 0001

The same thing in the iQue versions.

iQue Player Japanese Chinese
Chinese 80139349 0000 80139349 0001
Traditional Chinese 80138709 0000 80138709 0001

Title Screen Save File

OoT-Title screen savefile1.png
OoT-Title screen savefile2.png

While technically not unused itself, the title screen is actually using a debug save file. You can access the save file with the below code. This will give you all equipment, songs, and most upgrades. The file name will spell リンク (Link in Japanese). Make a save file in slot 1 with the code on.

Version GameShark Codes
JP/NA v1.0 81090C3A 403B
81090C78 1000
81090C7A 000B
JP/NA v1.1 81090C56 403B
81090C94 1000
81090C96 000B
JP/NA v1.2 8109127A 41CF
810912B8 1000
810912BA 000B
EU 1.0/1.1 8109125A 41AF
81091298 1000
8109129A 000B
NA (GC) 8109099A 3F97
810909D8 1000
810909DA 000B
JP (Master Quest) (GC)
EU (GC) 810909CA 3F8B
81090A08 1000
81090A0A 000B
JP (GC) 810909BA 3F9F
810909F8 1000
810909FA 000B
NA (Master Quest) (GC) 8109097A 3F8F
810909B8 1000
810909BA 000B
EU (Master Quest) (GC) 810909AA 3F83
810909E8 1000
810909EA 000B
(Source: Punk7890)

Developer Credit

LoZOoT-Minigames-DevCreditSign.png

This texture with both Gerudo and Hylian script appears on the wall in all of the minigame areas. Although the low resolution makes it difficult to read (and the first character in particular seems to be partially cut off or otherwise incorrect), the Gerudo script at the top of the sign reads "Hiromasa Sikata". Hiromasa Shikata is credited in the game for Field Design.

The underlined text below the signature reads "51111 511". Add these numbers together, and you get "97", which is likely the year that this texture was created. This explains why the Gerudo alphabet, which was first published in Hyrule Historia, only has characters for the numbers 5 and 1.

(Source: Original TCRF research)

Regional Differences

Title Screen

Japan International
OoTTitleScreen-JP.png OoTTitleScreen.png

The logo has a Japanese subtitle in the Japanese version.

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 MobyGames - N64
  2. 2.0 2.1 2.2 2.3 MobyGames - GCN