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The Legend of Zelda: Majora's Mask

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This page details development materials of The Legend of Zelda: Majora's Mask.

Unused Resources#

Actors & Objects#

Unused Text#

Early English Text#

Unused Objects#

To do:
Currently listed are unused objects that don't appear in the final of Majora's Mask or Ocarina of Time, however there are a number of duplicate objects from Ocarina of Time that may have differences. Load in-game, get screenshots.

Board#

A board whose model and textures don't appear in the final. Located in z_majora/data/Board.o.

Floater#

A tiny unknown object. Located in z_majora/data/Floater.o.

Kabu02#

A tiny unknown object. Located in z_majora/data/Kabu02.o.

Kui#

A tiny unknown object. Located in z_majora/data/Kui.o.

Saku#

An unknown object whose model and textures don't appear in the final. Located in z_majora/data/Saku.o.

Spia#

An unknown object whose model and textures don't appear in the final. Located in z_majora/data/Spia.o.

Stonebridge#

A stone bridge whose model and textures don't appear in the final. Located in z_majora/data/Stonebridge.o.

Stree#

An object with environmentally-friendly textures located in z_majora/data/Stree.o. Some originate from Ocarina of Time, others are new and don't appear in Majora's Mask.

Tg2#

Oh, you thought "Aria" was cool? Object_human is back and better than ever as "testgirl2". Located in z_majora/data/Tg2.o, a sizable portion of this object contains new data that isn't in the original.

Twood01#

Twhat twould you do if you saw the tiny object "Twood01" from z_majora/data/Twood01.o?

Miscellaneous#

Unused Boot Type#

The final boot type is unused. Its name suggests that, originally, Goron Link may not have died instantly upon entering water. The values these boots have are the same as Ocarina of Time's Iron Boots, which would make it impossible for Goron Link to gain faster rolling speed.

Enum

Decomp

PERFO_NORMAL_BOOTS
PERFO_CHILD_BOOTS
PERFO_BIG_CHILD_BOOTS
PERFO_NUTS_BOOTS
PERFO_ZORA_BOOTS
PERFO_HEAVY_BOOTS
PERFO_GORON_BOOTS
PERFO_WATER_GORON_BOOTS
    /* 0 */ PLAYER_BOOTS_FIERCE_DEITY,
    /* 1 */ PLAYER_BOOTS_HYLIAN,
    /* 2 */ PLAYER_BOOTS_GIANT,
    /* 3 */ PLAYER_BOOTS_DEKU,
    /* 4 */ PLAYER_BOOTS_ZORA_LAND,
    /* 5 */ PLAYER_BOOTS_ZORA_UNDERWATER,
    /* 6 */ PLAYER_BOOTS_GORON,
    /* 7 */ PLAYER_BOOTS_7,

Unused Door Types#

Enum

Decomp

DOOR_TYPE_NORMAL
DOOR_TYPE_KEY
DOOR_TYPE_NIGHT_HOME
DOOR_TYPE_HOME
DOOR_TYPE_HALF
DOOR_TYPE_SCHEDULE
DOOR_TYPE_
DOOR_TYPE_WARP
DOOR_TYPE_MAX
    /* 0 */ ENDOOR_TYPE_WHOLE_DAY, // Allows to specify the door may be closed for full specific days.
    /* 1 */ ENDOOR_TYPE_LOCKED,
    /* 2 */ ENDOOR_TYPE_DAY, // Allows to specify the door may be closed for specific dawns.
    /* 3 */ ENDOOR_TYPE_NIGHT, // Allows to specify the door may be closed for specific nights.
    /* 4 */ ENDOOR_TYPE_AJAR, // unused
    /* 5 */ ENDOOR_TYPE_SCHEDULE,
    /* 6 */ ENDOOR_TYPE_6, // unreferenced
    /* 7 */ ENDOOR_TYPE_FRAMED // unused

Textures#

Weekdays#

The game was originally planned to span the course of a week, rather than three days. Accordingly, z_majora/data/shape/TEXTURE/DMA_MAKE/WEEK/data contains the following image files, which contain kanji that correspond to the days of the week in Japanese.

  • sun.rgb
  • mon.rgb
  • tue.rgb
  • wed.rgb
  • thu.rgb
  • fly.rgb
  • sat.rgb

The Environment Editor indicates that the final game takes place on the following days.

ようび

Weekday

Cycle Day

にちようび

Sunday

Opening

げつようび

Monday

First Day

かようび

Tuesday

Second Day

すいようび

Wednesday

Third Day

もくようび

Thursday

New Day

きんようび

Friday

-

どうようび

Saturday

-

Spaceworld#

These textures were used on the course selection screen during Spaceworld '99. See here for more details.

Texture

Translation

using the 3D stick.

Please select a course

Decide With A • Return With B

Speed Tour

Dungeon Tour

Battle Tour

Goron Death Race

Zora Stick Gathering

Epona Track Race

Epona Poe Hunter

Jungle Dungeon

Snow Dungeon

Deku City Infiltration

Battle Floor

Versus Boss!

(Source: GlitterBerri)

Minimaps#

To do:
Upload final textures and compare.

The file z_majora\data\shape\TEXTURE\MAP2\map_grand2.o.bak and the folder z_majora\data\shape\TEXTURE\MAP2\IMAGE\DMA contain some earlier versions of various minimaps.

(Source: GlitterBerri, ShimmerFairy, Ethan)

MAP_DMA_TEST & MAP_ALL#

MAP_DMA_TEST

MAP_ALL

MITURIN - Woodfall Temple#

There is no minimap in this version for room 0B, the Deku Princess's prison.

Room 00 - Pre-Boss Room

Big

Small

Final

Room 01 - Main Room

Big

Small

Final

Room 02 - Entrance Room

Big

Small

Final

Room 03 - Wooden Bridge Room

Big

Small

Final

Room 04 - Compass Room

Big

Small

Final

Room 05 - Room to Bow, Boss Key & Map

Big

Small

Final

Room 06 - Map Room

Big

Small

Final

Room 07 - Bow Room

Big

Small

Final

Room 08 - Gekko Room

Big

Small

Final

Room 09 - Dark Room

Big

Small

Final

Room 0A - Pit Room

Big

Small

Final

Snowhead#

To do:
Add small versions.

This version of Snowhead has 0x16 rooms, while the final game has only 0x0D.

Room 00 - Entrance

Big

Small

Final

LoZMM Development-v2 haku 00 small txt4 0.png

Room 01 - Compass Room

Big

Small

Final

LoZMM Development-v2 haku 01 small txt4 0.png

Room 02 - Bridge Room

Big

Small

Final

LoZMM Development-v2 haku 02 small txt4 0.png

Room 03 - Twin Block Room

Big

Small

Final

LoZMM Development-v2 haku 03 small txt4 0.png

Room 04 - Main Room

Big

Small

Final

LoZMM Development-v2 haku 04 small txt4 0.png

Room 05 - Pre-Main Goron Switch Room

Big

Small

Final

LoZMM Development-v2 haku 05 small txt4 0.png

Room 06 - Fire Arrow Room

Big

Small

Final

LoZMM Development-v2 haku 06 small txt4 0.png

Room 07 - Ice Block Room

Big

Small

Final

LoZMM Development-v2 haku 07 small txt4 0.png

Room 08 - Goron Switch Puzzle

Big

Small

Final

LoZMM Development-v2 haku 08 small txt4 0.png

Room 09 - Map Room

Big

Small

Final

LoZMM Development-v2 haku 09 small txt4 0.png

Room 0A - Eeno Room

Big

Small

Final

LoZMM Development-v2 haku 0A small txt4 0.png

Room 0B - Dinolfos Room

Big

Small

Final

LoZMM Development-v2 haku 0B small txt4 0.png

Room 0C - Boss Key Room

Big

Small

Final

LoZMM Development-v2 haku 0C small txt4 0.png

Room 0D - Boss Transition Room

Big

Small

Final

LoZMM Development-v2 haku 0D small txt4 0.png

Room 0E - Removed

Big

Small

LoZMM Development-v2 haku 0E small txt4 0.png

Room 0F - Removed

Big

Small

LoZMM Development-v2 haku 0F small txt4 0.png

Room 10 - Removed

Big

Small

LoZMM Development-v2 haku 10 small txt4 0.png

Room 11 - Removed

Big

Small

LoZMM Development-v2 haku 11 small txt4 0.png

Room 12 - Removed

Big

Small

LoZMM Development-v2 haku 12 small txt4 0.png

Room 13 - Removed

Big

Small

LoZMM Development-v2 haku 13 small txt4 0.png

Room 14 - Removed

Big

Small

LoZMM Development-v2 haku 14 small txt4 0.png

Room 15 - Removed

Big

Small

LoZMM Development-v2 haku 15 small txt4 0.png

Room 16 - Removed

Big

Small

LoZMM Development-v2 haku 16 small txt4 0.png

v2_machimap_00 - Clock Town#

This early minimap can only be found in map_grand2.o.bak, as only the final version is present in the DMA folder.

Early

Final

This version of Clock Town features several differences from the final.

  • There are only two exits to Termina Field, from North and South Clock Town.
  • East and South Clock Town and the Laundry Pool are one continuous map.
  • The Clock Tower is its own self-contained map.
  • There is no land on the other side of the Laundry Pool pond.
  • There is water at the northeast and southeast of the Clock Tower, instead of to the southwest and southeast.
  • The Ocean Shooting Gallery has not yet been relocated to East Clock Town.
  • The exit to Astral Observatory was missing.

v2_dekucity_map - Deku Palace#

This early minimap is present in both map_grand2.o.bak and the DMA folder. The filename of the final map, which is also contained in the DMA folder, is v2_dekucity.

Early

Final

This early minimap can be seen in screenshots of the Space World '99 demo build.

v2_race_map_01 - Waterfall Rapids#

This early minimap can only be found in map_grand2.o.bak, as only the final version is present in the DMA folder.

The other maps in this group are v2_race_map_00 (the Goron Racetrack), v2_race_map_02 (the Gorman Track), and v2_race_map_03 (an earlier version of Romani Ranch).

Early

Final

This early minimap can be seen in late August 1999 screenshots.

v2_race_map_02 - Gorman Track#

This early minimap is can only be found in the DMA folder. The final map isn't present in the directory.

Early

Final

v2_race_map_03 - Romani Ranch#

This early minimap is present in both map_grand2.o.bak and the DMA folder. Its filename is v2_race_map_03. The filename of the final map, which can also be found in the DMA folder, is v2_romany.

Early

Final

This version of the ranch features several differences from the final. It could also be seen in pre-release screenshots for the game.

  • There are three exits from the east side of the map, rather than one.
  • The barn is missing.

v2_yukiyamanomura - Mountain Village#

This early minimap can only be found in the DMA folder, alongside the final versions of the winter and spring minimaps for the Mountain Village, which are called v2_yamazato_huyu and v2_yamazato_haru. The name of the earlier file translates to "Snow Mountain Village", which matches the scene names of the winter and spring versions of the map: Z2_10YUKIYAMANOMURA and Z2_10YUKIYAMANOMURA2. The names of the final files translate to "Mountain Village - Winter" and "Mountain Village - Spring".

Early

Final (Winter)

Final (Spring)

E3 2000#

Although the screen text wasn't translated by the time of this demo, most of the texture assets were. The E3daytelop.o object file in the leaks has the day changing textures all in capital letters, which was changed for the final localization. The text for "Dawn of a New Day" wasn't yet translated from Japanese.

Early

Final

Early

Final

Early

Final

There's also the textures for how much time you've got left before the moon crashes upon Termina. "left" was changed to "remain".

Early

Final

Early

Final

Early

Final