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Ocarina Of Time 3ds Full Inventory

Title Screen

The Legend of Zelda: Ocarina of Time

Also known as: Zelda no Densetsu: Toki no Ocarina (JP)
Programmer: Nintendo
Publisher: Nintendo
Platforms: Nintendo 64, GameCube, iQue Player
Released in JP: November 21, 1998 (N64), November 28, 2002 (GCN)
Released in The states: Nov 22, 1998 (N64), Feb xviii, 2003 (GCN)
Released in Eu: December 11, 1998 (N64), May 3, 2003 (GCN)
Released in AU: December eighteen, 1998 (N64)
Released in CN: November 17, 2003 (iQue)


AnimationsIcon.png This game has unused animations.
AreasIcon.png This game has unused areas.
CopyrightIcon.png This game has subconscious programmer 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 textile.
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 folio

TcrfStaff.png

Staff Notice!
The below post is a statement by a TCRF staff member. Delight keep this in mind and be respectful.

The contempo Games Washed Quick "The Fable of Zelda: Ocarina of Time - Beta Showcase/Triforce%" ACE run was made for amusement, please do non add content related to this video to the folio.

For information related to this, please refer to their FAQ.

It's a bird... It'due south a obviously... It'south Ocarina of Time !

Contents

  • 1 Sub-Pages
  • 2 Unused Content
    • 2.1 Animations
    • 2.two Temper
    • ii.iii Cutscenes
    • ii.iv Resources
    • 2.five Data
    • 2.half dozen Uncategorized
      • two.6.1 Alternate Elemental Arrows
      • 2.half-dozen.2 Beam Blade Attack
      • 2.6.3 Dark Link Behavior
      • 2.six.four Moblin Behavior
      • 2.half dozen.5 Atomic number 26 Knuckle Head
      • 2.vi.6 Sold Out Item
      • 2.6.seven Triforce Transition
      • 2.6.8 Unused Child Malon Spawn in Talon'southward House
      • 2.6.9 Vocal of Time blocks
  • 3 Development Leftovers
  • 4 Debug Content
    • 4.1 Map Select
    • iv.2 Inventory Editor
    • 4.3 Memory Usage
    • four.four Crash Debugger
    • 4.5 Erase Salve Data Code
    • 4.6 Build Dates
  • 5 Anti-Piracy Features
    • 5.1 en_zl2
    • five.two bg_zg
    • five.3 z_fishing
    • 5.iv Others
  • 6 Ura Zelda Leftovers
    • 6.1 Title Screen Disk Tag
    • half-dozen.ii Save File Disk Tag
    • half dozen.3 Test Maps
      • 6.three.1 64DD Examination n64dd SetDiskVersion
      • 6.three.2 64DD TEST2 n64dd SetDiskVersion
    • 6.4 Error Messages
    • six.5 Function of ovl_64dd
      • six.5.1 Files Replaced
  • seven Miscellaneous Content
    • seven.one Blanked Files
    • 7.2 Subpages
    • vii.3 Alternate Languages
    • 7.iv Title Screen Save File
    • 7.5 Developer Credit
  • 8 Regional Differences
    • 8.1 Title Screen

Sub-Pages

Unused Content

Animations

Temper

Cutscenes

Resources

TextIcon.png

Unused Text
How tin flags be existent if our eyes aren't real?

Information

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 just on the pause screen, but function as normal elemental arrows.

Particular GameShark lawmaking
Ice Arrow 8011A63A 000C
Burn Arrow 8011A63A 0004
Light Arrow 8011A63A 0012
Fairy Bow + Ice Arrow 8011A63A 0039
Fairy Bow + Fire Pointer 8011A63A 0038
Fairy Bow + Calorie-free Arrow 8011A63A 003A

Axle Blade Attack

Hmmm...

To do:
Remnants like what?

OoT-beam blade.jpg

In pre-release screenshots like the one at right, Link is seen using a beam bract attack like to the one he is able to utilise when his hearts are full in previous games. While this assault never fabricated it into the final version of the game, remnants of it still exist in the code. The beam blade can be partially restored in the game using these leftovers.

(Discovery & Restoration: Dark_link-77)

Dark Link Beliefs

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'due south Love, which will cause him to shield a lot and generally go out of the way, even though you cannot normally become that particular before defeating Nighttime Link since information technology's located exterior the Desert Colossus, which requires crossing the Haunted Wasteland, which in turn requires either the Longshot (obtained from chirapsia Nighttime Link) or Hover Boots (obtained in the Shadow Temple, which can only be accessed after beating the H2o Temple). This behavior can, however, be seen in the Main Quest version, since the Longshot is obtained much earlier in the Water Temple, before Night Link is fought.

Seeing every bit the thespian is just a beat out which inputs buttons to the Link role player, Nighttime Link tin likewise swim and swoop in h2o, besides every bit climb ledges. If y'all are Young Link, Dark Link can also utilise crawling holes. However, because Dark Link has no animation for getting striking while swimming, it will instead cause him to slowly bladder to the sky.

Moblin Beliefs

The spear moblins can be stunned with the Boomerang, and one time the stun expires, they will run around and charge in an try to striking Link. This tin can never be seen in normal gameplay because moblins only appear every bit Adult Link, who cannot use the Boomerang, and no other weapon in Adult Link'southward possession tin can stun spear moblins.

Atomic number 26 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 photographic camera so that information technology clips into this Atomic number 26 Knuckle's model, you volition come across Nabooru's head. If you do the same to any other Iron Knuckle in the game, you will also run across a head that looks similar to Nabooru's with the same textures but significantly different structure and blueprint. The head is wrapped in chainmail, which covers almost everything below the olfactory organ. Besides, due to the way the caput 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 decoration is different. This alternate head model is either an earlier version of Nabooru's head, or information technology was meant to be directly revealed in the same mode equally Nabooru'south, showing that all Fe Knuckles are really Gerudos.

Either way, regular Iron Knuckles vanish when defeated, so their true face up is normally never shown. The head itself was removed in the 3DS remake, merely it's still present in the model, just non in-game (with the logical exception of the one that Nabooru actually comes out of). However, when they shed enough armor in gainsay, a distinctly human neckline tin can yet exist seen in all versions (including Majora'due south Mask).

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

Sold Out Particular

"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, besides as the inventory carte du jour subsequently selling a mask. However, if hacked into Link's inventory as an item, it works exactly like the Primary Sword because it's linked to the same action ( 0x03 ). The GameShark code 8011A638 002C (U.s.a. ane.0) adds SOLD OUT to Link's B button.

Triforce Transition

At that place'southward a very absurd Triforce transition in the game, non used anywhere. You can forcefulness the Triforce transition to appear with the GameShark code.

Version GameShark code
NTSC 1.0 8011B9ED 0001
NTSC (GC) 8011C565 0001
NTSC (Chief Quest)(GC) 8011C545 0001
PAL 1.0 801197ED 0001
PAL (GC) 80119D75 0001

Unused Child Malon Spawn in Talon's Business firm

Within Child Malon'south actor file, there are 3 lines of code that spawn her in Talon's Business firm at night after completing the quest to wake Talon in Hyrule Castle. However, Link cannot commonly enter Talon's House at nighttime. Trying to enter the door spawns a dialogue box with Talon saying that Malon is sleeping. Even if the player were able to bypass the dialogue box and enter the house via hacking, Malon would even so not announced because the map does non load an actor or object for her.

However, calculation her actor and object to the map and bypassing the dialogue box shows that Malon exhibits the same behavior as she does when she appears in Lon Lon Ranch during the day, didactics Link Epona's Vocal.

Song of Fourth dimension blocks

Hmmm...

To do:
someone needs to bank 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 Vocal of Time will transfer the Vocal 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 tin 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 example in Goron City, all Song of Time blocks in the game are attainable only as developed considering they're establish either in the adult dungeons or in Dampé'southward Grave, so this mechanic goes unused. On tiptop of that, a handful of dungeons have the Song of Time blocks set as temporary flags that go reset equally shortly every bit y'all leave the dungeon, then the country of the Song of Time block doesn't get saved either way.

The Song of Time blocks in the Water ice Cave (in the room with the block puzzle) defy this logic as they are not present either as child or adult until y'all play the Song of Fourth dimension to make them announced.

Development Leftovers

OoT-FireT prebossearly.png

Early Rooms
Fifty-fifty rooms have to change several times before they're fix to get.

OoT-Market Preview.png

Prerendered Images
Oh, that you would rend the heavens and come downward, that these backgrounds would tremble earlier you!

Debug Content

Almost 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 past default, it had many debug features that weren't present in the retail versions of Ocarina of Time or Primary Quest. These included a retentivity editor, audio debugger, and a number of exam maps.

While the retail version of Ocarina of Time does non incorporate equally many debug features as the image, a few are still nowadays.

Map Select

The Map Select allows y'all to become to any area in the game. See the Map Select section of the Debug ROM commodity 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 2 test maps that aren't in the Debug ROM. View the Test Maps department of this article for more details.

Inventory Editor

OoTInventoryDebug.png

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

To actuate it, use the lawmaking and press Start on Controller 1 to open up the Pause Menu, so L to open the Inventory Editor.

Version Gameshark code
NTSC v1.0 D01C84B5 0020
801D8DD7 0002
NTSC v1.ane D01C8675 0020
801D8F97 0002
NTSC v1.ii D01C8D75 0020
801D9697 0002
USA (GC) D01C9675 0020
801D9F97 0002
Japan (Master Quest)(GC)
Usa (Master Quest)(GC) D01C9635 0020
801D9F57 0002
PAL (Master Quest)(GC) D01C6E35 0020
801D7757 0002
PAL v1.0 D01C64F5 0020
801D6E17 0002
PAL v1.ane D01C6535 0020
801D6E57 0002
PAL (GC) D01C6E75 0020
801D7797 0002
Chinese (iQue) D01D5A35 0020
801E6357 0002
Traditionnal Chinese (iQue) D01D4DF5 0020
801E5717 0002

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

Memory Usage

ZeldaOOT MemoryUsage.png

Version Gameshark lawmaking
NTSC v1.0 801C6F64 0001
NTSC v1.1 801C7124 0001
NTSC v1.two 801C7824 0001
NTSC (GC) 801C8144 0001
NTSC (MQ)(GC) 801C8104 0001
Europe v1.0 801C4FA4 0001
Europe (GC) 801C5944 0001
Chinese (iQue) 801D4504 0001
Traditional Chinese (iQue) 801D38C4 0001

Crash Debugger

ZeldaOoT-CrashDebug-001.png

Crash Debugger
Everything you lot wanted to know about the crash debugger on ane convenient subpage.

Erase Save Data Code

On the championship screen, pressing D-Upwards, D-Down, D-Left, D-Right, Start, B, C-Downward, Fifty, C-Correct, C-Left, A, C-Upward, R, Z on Controller three resets the relieve data. This can be used in case the save data was corrupted, which could crusade a crash on the file select menu. Later on the outset input, in that location 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 appointment can be seen in the crash debugger and tin can be found in memory.

Version RAM Address Build Letters
US Release Candidate 0x80006800
zelda@srd44 98-ten-18 23:05:00
US/JP v1.0 0x80006800
zelda@srd44 98-x-21 04:56:31
Usa/JP v1.1 0x80006800
zelda@srd44 98-10-26 10:58:45
European union v1.0 0x80006D20
zelda@srd44 98-11-10 14:34:22
United states/JP v1.two 0x80006D30
zelda@srd44 98-11-12 18:17:03
European union v1.one 0x80006D20
zelda@srd44 98-11-xviii 17:36:49
JP GameCube 0x80006540
zelda@srd022j 02-ten-29 23:49:53
JP Chief Quest 0x80006540
zelda@srd022j 02-x-30 00:15:15
U.s.a. GameCube 0x80006540
zelda@srd022j 02-12-19 13:28:09
US Main Quest 0x80006540
zelda@srd022j 02-12-19 14:05:42
EU GameCube Debug 1 0x80012340
zelda@srd022j 03-02-13 nineteen:46:49
European union 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

The game checks for the presence of the CIC6105 security scrap and uses countermeasures if information technology is not constitute.

en_zl2

en_zl2 is the actor that controls the adult Zelda seen in most cutscenes. If the CIC6105 is not detected, en_zl2 volition reshape Zelda'south hair into a giant golden pentagon. This tin be first seen during the cutscene in which Sheik'southward identity is revealed.

OoT antipiracy en zl2 headshot.png

bg_zg

bg_zg is the actor that controls the bars in Ganon'south Castle which block the exits during the escape sequence. Normally, Zelda is able to open the confined, but if the CIC6105 is not detected, so the bars volition non open. Zelda will instead run direct through them and exit the actor 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 NTSC 1.0), it tests if the CIC6105 exists. If it doesn't, and then the routine that determines if a fish will stay hooked volition force the fish to always permit go after 51 frames.

Others

Hmmm...

To exercise:
Add info about the remaining files.
audioMgr.o kick.o CIC6105.o master.o sys_ucode.o z_title.o        

Ura Zelda Leftovers

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

Championship Screen Disk Tag

OoT-disktitle.png

It is possible to trick the game into believing you lot 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 some other 64DD disk. The game will and so recognize the 64DD deejay every bit Ura Zelda.

This will crusade the game to display a Deejay 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 deejay.

Alternatively, you can enable the code D00EB36E 0001 801F0ADB 0004 (NTSC 1.0) while on the title screen to brandish the Disk tag.

Save File Disk Tag

OoT-DDSave.png

Past using the codes beneath, information technology is possible to append a Disk tag to your save file.

Version GameShark code
NTSC Release Candidate 801E4CC0 0001
NTSC one.0 801E4EC0 0001
NTSC 1.1 801E5080 0001
NTSC 1.two 801E5780 0001
NTSC (GC) 801E6080 0001
USA (MQ)(GC) 801E6040 0001
Japan (MQ)(GC) 801E6080 0001
Europe v1.0 801E2F08 0001
Europe v1.i 801E2F48 0001
Europe (GC) 801E3888 0001
Europe (MQ)(GC) 801E3848 0001
Chinese (iQue) 801F2440 0001
Traditional Chinese (iQue) 801F1800 0001

The tagged file is greyed out past default and cannot exist 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 ii Map Select entries that were presumably used to exam the 64DD add-on.

64DD Exam n64dd SetDiskVersion

The start entry is 64DD Exam n64dd SetDiskVersion. Selecting this option ordinarily freezes the game. It would've been used to enable the 64DD Mode in the game. Nevertheless, if you have a 64DD attached to your organisation, the following bulletin will be displayed:

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

No Ura Zelda deejay has ever been leaked, so it is incommunicable to exam this option using the right disk. If you insert another 64DD deejay, 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。

Information technology'due south possible that you accept

inserted the wrong disk. Delight
switch information technology for the correct deejay.

Delight remove the disk.

64DD TEST2 n64dd SetDiskVersion

The 2nd entry is 64DD TEST2 n64dd SetDiskVersion. Selecting this selection has no result, even if a 64DD is attached to the arrangement. This would've turned off the 64DD Manner 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 Fourth dimension'due south by. This text tin be institute starting at 0xB9CDF0 in a decompressed 1.0 ROM. The messages were fifty-fifty translated into English.

Check to come across if the proper deejay is inserted. Please insert the disk the correct disk. Practice not remove the disk when the access light is flashing. Please read the instruction manual for details. Please read the didactics transmission for details. Please insert a disk. Please insert the disk again. Delight remove the disk.

These messages tin be viewed on a decompressed US-region Ocarina of Time ROM by attaching a 64DD to your system, so irresolute 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, past necessity, Japanese, every bit the accessory never got an overseas release.

In addition, at that place is also an error message indicating that the Expansion Pak is non inserted. This is due to the fact that the Expansion Pak is required to use the 64DD.

Are y'all certain the Expansion Pak is inserted correctly?

Function of ovl_64dd

Ocarina of Time ane.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 any 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 Outset 0x1060- Retentiveness Patch 0x0 - Source Showtime (Base Offset 0x1DC000) 0x4 - Source End 0x8 - Destination Starting time (Retention Accost) 0xC - Destination End (Retentiveness Address) 0x10 - Arrow to Arrow to routine   800FB4E0 - VROM Replacement Deejay (part of "code" file) nine entries past default (thx Zoinkity)  0x0 - VROM1 Start 0x4 - VROM1 Cease 0x8 - VROM2 Start 0xC - VROM2 Finish 0x10 - unknown 0x11 - unknown 0x12 - >0 = load from disk 0x13 - written, 0 = loaded from cart, i = 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, phone call this office and prepare detection byte to 0  +C	???; called later in 8009CEEC  +x	???; called in 8009A750, about start  +14	???; called at stop of 8009A5C0  +18	???; called at first of 8006C340  	accepts: A0=[8011BF10, which is p->800F72D8]  +1C	???; called in 8006C2CC, 2nd, earlier 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	???; chosen in 80066EC0 with A0 = 8011BF00 before setting 8011BF00 = 0  	accepts: A0=[8011BF00]  +3C	???; chosen at cease 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->tabular array [800FB4E0]  	incoming entries are 0x14 long; if entry[12] > 0, appears to supersede  +54	???; chosen 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]  +threescore	called in 800DC838; if V0, replaces cart load from 0x966000 (staff_message_data_static)  	accepts: A0, ???  +64	chosen in 800DC838; if V0, replaces cart load from 0x8EB000 (jpn_message_data_static)  	accepts: A0, ???  +68	chosen in 800DC838; if V0, replaces cart load from 0x92D000 (nes_message_data_static)  	accepts: A0, ???  +6C	???; called in 80082790  	accepts: A0, A1=[800FBD18, a tabular array of office pointers]  +lxx	???; called in 80000D28  	accepts: A0=, A1, A2, A3, SP+ten, SP+14, SP+18  +74	???; chosen in 800A0BD0  	accepts: A0  +78	V0 = p->data in bank+get-go A1 in table A2  	accepts: A0=p->struct, A1=entry, A2=p->table [800EFE14]

Files Replaced

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

Scene File Title Carte du jour
Image File
Location
ydan_scene g_pn_06 Inside the Deku Tree
ddan_scene g_pn_08 Dodongo'due south Cavern
bdan_scene g_pn_07 Within Jabu-Jabu'southward Belly
Bmori1_scene g_pn_01 Woods Temple
HIDAN_scene g_pn_03 Burn down 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 exist replaced, since most rooms reference textures stored within the scene file.

Miscellaneous Content

Blanked Files

Hmmm...

To exercise:
Sort into proper section, add more detail.

The post-obit files contain no information and were blanked out before the game'south 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 fabricated based on their filenames:

  • gameplay_object_exchange_static was likely an object file that several actors could take depended on. Since files with "static" in their proper noun 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 accept been an object file specific to Kakariko Village (known every bit spot01).
  • elf_message_ydan is 1 of ii "elf_message" files, which contain the information 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 thespian is inside a dungeon and contains data for a single message ("Link, Try to keep moving!!"), there is an pick that loads no "elf_message" for a given scene that still triggers the same message, suggesting that there might have been a more than comprehensive hint system planned for dungeons.
  • The anime_model_* and anime_texture_* files are unique in that at that place are no other files in the game that begin with "anime", so the purpose of these files isn't immediately clear.

Subpages

Alternate Languages

All versions have a byte which stores what language to use during play, merely in the Japanese/Us releases the language cannot be changed. The following GameShark codes will set what language is used.

NTSC Version Japanese English
Release Candidate 8011B7C9 0000 8011B7C9 0001
1.0 8011B9D9 0000 8011B9D9 0001
1.1 8011BB99 0000 8011BB99 0001
i.2 8011C089 0000 8011C089 0001
USA (GC) 8011C551 0000 8011C551 0001
Nippon (Master Quest)(GC)
USA (Chief Quest)(GC) 8011C531 0000 8011C531 0001
Nihon (GC) 8011C571 0000 8011C571 0001

The same thing in the iQue versions.

iQue Actor 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 championship screen is actually using a debug save file. You lot tin can access the save file with the below code. This volition give you all equipment, songs, and most upgrades. The file name will spell リンク (Link in Japanese). Brand a save file in slot 1 with the code on.

Version GameShark Codes
NTSC v1.0 81090C3A 403B
81090C78 1000
81090C7A 000B
NTSC v1.1 81090C56 403B
81090C94 chiliad
81090C96 000B
NTSC v1.2 8109127A 41CF
810912B8 1000
810912BA 000B
Europe 1.0/1.one 8109125A 41AF
81091298 1000
8109129A 000B
USA (GC) 8109099A 3F97
810909D8 1000
810909DA 000B
Nihon (Chief Quest)(GC)
Europe (GC) 810909CA 3F8B
81090A08 one thousand
81090A0A 000B
Japan (GC) 810909BA 3F9F
810909F8 one thousand
810909FA 000B
USA (Principal Quest)(GC) 8109097A 3F8F
810909B8 m
810909BA 000B
Europe (Primary Quest)(GC) 810909AA 3F83
810909E8 g
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 grapheme in item seems to be partially cut off or otherwise incorrect), the Gerudo script at the top of the sign reads "Hiromasa Sikata" [sic]. Hiromasa Shikata is credited in the game for Field Design.

(Source: Original TCRF research)

Regional Differences

Title Screen

Japan US
OoTTitleScreen-JP.png OoTTitleScreen.png

The logo has a Japanese subtitle in the Japanese version.

Source: https://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time

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