the cutting room mirror

3D Maps

This article has a talk page!
view on tcrf.net

This is a sub-page of Development:The Legend of Zelda: Ocarina of Time.

To do:

Unused and earlier versions of scene and room files in the Ocarina of Time iQue leak.

Spot04_OLD

This foggy forest is a precursor to the Kokiri Forest that was shown at Spaceworld 1997, and is much more spacious than the cozy village used for release. It uses the same type of room header as the Stalfos Miniboss Room map from the Master Quest debug ROM, and thus must be edited to work with the final version of the game. The scene lacks collision, or at least working collision, causing Link to instantly fall through the ground when the map is loaded. However, it can be viewed with the Camera Editor debug function once it is loaded in-game.

Provided below is a top-down comparison, facing north. Many elements, such as the cliffs and the Kokiri homes, are similar to the ones shown at Spaceworld '97, although a lot of the topography is different.

Pre-release

Final

Kokiri Homes (SW97)

Spot04_OLD Homes

Spot04_Old

Late 1997 Overdump

Final

OoT-Link's_House_Drawings1_Spot04_Old.png
OoT-Link's_House_Drawings1_Late_1997_Overdump.png
OoT-Link's_House_Drawings1_Final.png

Spot04_Old

Late 1997 Overdump

Final

OoT-Link's_House_Drawings2_Spot04_Old.png
OoT-Link's_House_Drawings2_Late_1997_Overdump.png
OoT-Link's_House_Drawings2_Final.png

The drawings engraved on Link's House lost detail between Kokiri Forest's revisions. Could this have been because the texture format changed?

Spawn Points#

00 - Entrance Tunnel#

OoT_Spot04_OLD_spawn_0.png

This spawn point is connected to exit 0185, which corresponds to Hyrule Field.

01 - Deku Tree#

OoT_Spot04_OLD_spawn_1.png

This spawn point is connected to exit 0000, which corresponds to Inside the Deku Tree.

02 - Kokiri Hills#

ZeldaOoT_Spot04_Old_ExitSacredMeadow.png

Below the house on the hill is spawn point 00FC, which corresponds to the Sacred Forest Meadow. At one point during development, there was likely an entrance there from this hill.

(Source: Zel)

OoT_Spot04_OLD_spawn_3.png

This spawn point is connected to exit 00BB, which corresponds to Link's Home from Savewarp, so Link will appear in front of his bed.

04 - Kokiri Shop#

OoT_Spot04_OLD_spawn_4.png

This spawn point is connected to exit 00C1, which corresponds to the Kokiri Shop.

Exits#

Index

Appear At

From

0185

Hyrule Field

Lost Woods

0000

Deku Tree

Kokiri Forest

00FC

Sacred Forest Meadow

Lost Woods

00BB

Links House Bed

Save Warp

00C1

Kokiri Shop

Kokiri Forest

Fstdan

Watch on YouTube

This early dungeon was prominently featured in pre-release materials from April-July 1997.

The filename may translate to "first dungeon". While it's unknown when it was added to the game, it was ultimately removed on 1998/09/01.

Many elements of its overall structure and design, including whole textures, found their way into the final release version of Inside Ganon's Castle. Some of the assets used in this map are borrowed from Mario 64.

Unlike Spot04_OLD, it can be loaded without amending its room header, but it also lacks the collision data and cannot be explored without modifications.
It uses the music sequence NA_BGM_DUNGEON of Dodongo's Cavern / Death Mountain Crater by default.

Layout#

The dungeon consists of 10 rooms spread over multiple floors, with several corridors and stairs connecting the central rooms to a towering structure.
While the inside of the dungeon is only sparingly lit by several torches at the walls, there are also two bright outside areas which utilize the skybox.

Most of the rooms are completely devoid of any actors: The most notable omissions are the flame actors and the Iron Knuckle, which were both featured in early screenshots.

The room files are not numbered in a particular order, so we will follow the layout beginning with Link's starting point.

Room 8#

Upon entering the dungeon, Link appears inside the reddish-hued entrance chamber, which features three torches and two doors to each side.

The left door leads to Room 7, the right door leads to Room 6.

Overview

Entrance Room

Strangely, the transition door actors for the entrance of the dungeon itself are missing. OoT_fstdan_8_1.png

Room 7#

Link enters a dark and slightly bent hallway, which is only lit by a torch with facial features and a tongue.

The door to the right of the torch leads to Room 1.

Overview

Hall

Room 6#

This hallway is an exact mirror of Room 7.

The door to the left of the torch leads to Room 1.

Overview

Hall

Room 1#

Link enters the orange-hued central chamber, where a lonely Stalfos is already waiting to fight him.
The red carpets on the floor lead to the central raised area that holds a famous plaque.
There are the previously seen torch idols in every corner of the chamber, but this time they also feature eyes.

The door preceded by the stairs leads to Room 4.

Overview

Main Room

This room was featured in an early screenshot released in April 1997. OoT-Stalfos_Blood_IGN.jpg

Actor

Filename

ID

Object

Variable

ID

Used

0002

En_Test

Stalfos

0032

FFFF

Rises from Ground, Mini-Boss Theme

✔

Room 4#

A torchlit hallway with a curved staircase.

The door at the end leads to Room 2.

Overview

Staircase

Room 2#

Link enters another central chamber, where a single depression is placed amidst a red carpet. The carpet leads to a balcony, where a treasure chest rests.

The door to the right leads to Room 5, while the door preceded by the stairs leads to Room 0.

Overview

Main Room

This room was featured in an early screenshot released in April 1997. OoT-Castle_Area_NPS.jpg

Actor

Filename

ID

Object

Variable

ID

Used

000A

En_Box

Treasure Chest

000E

007F

Invalid

✔

The treasure chest is set up with an invalid initiation variable, and opening it will softlock the game.

Room 5#

Another torchlit hallway with a curved staircase.

The door at the end leads back to the treasure chest balcony in Room 2.

Overview

Staircase

This room was featured in an early screenshot released in April 1997. OoT-Hallway_NPS.jpg

Room 0#

Link enters the first outside area featuring the skybox.

The door at the end of the curved staircase leads to Room 3.

Overview

Outside Area

Room 3#

A circular room with a red-carpeted area in the center, which emits a strange glow and holds a treasure chest inside of it.

The doors to the right leads to Room 9.

Overview

Shiny Room

There are two transition door actors set up side by side to load Room 9. While the final version still includes an unused double-door setup for en_door, it doesn't seem to have been implemented at this point in development. OoT_fstdan_3_1.png

Actor

Filename

ID

Object

Variable

ID

Used

000A

En_Box

Treasure Chest

000E

0FFF

Invalid

✔

The treasure chest is set up with an invalid initiation variable, so opening it will softlock the game.

Room 9#

The final area is located outside on top of the tower.

After following the staircase to the rooftop area, Link has to battle another Stalfos.

Overview

Outside Area

Actor

Filename

ID

Object

Variable

ID

Used

0002

En_Test

Stalfos

0032

FFFF

Rises from Ground, Mini-Boss Theme

✔

Object

Filename

ID

Used

0029

object_o_anime

Animation File

✘

0034

object_oE_anime

Animation File

✘

000E

object_box

Treasure Chest

✘

0038

object_am

Armos Statue

✘

0032

object_sk2

Stalfos

✔

000B

object_wallmaster

Wallmaster/Floormaster

✘

003B

object_oA3

Impa's Masked Head [Early]

✘

Environment Settings#

To do:
Add info.

Objects#

With the exception of Room 9, each room loads the following objects:

Object

Filename

ID

Used

0029

object_o_anime

Animation File

✘

0034

object_oE_anime

Animation File

✘

000E

object_box

Treasure Chest

✔

0038

object_am

Armos Statue

✘

0032

object_sk2

Stalfos

✔

000B

object_wallmaster

Wallmaster/Floormaster

✘

Spawn Points#

OoT_fstdan_spawn.png

There are two spawn points in Room 8, one connects to exit 0209, which corresponds to Kokiri Forest from the Deku Tree, while the other one connects to exit 0000, which corresponds to Inside the Deku Tree from Kokiri Forest. It's unusual to have two spawn points sitting right next to each other, with both of them pointing to different exits.

Exits#

Index

Appear At

From

0209

Kokiri Forest

Inside the Deku Tree

0000

Inside the Deku Tree

Kokiri Forest

zelda_tool_rom.o

Watch on YouTube

The file zelda_tool_rom.o contains leftover scene data, along with collision to a map that is inaccessible, while other parts of the file seem to be dummied out. If the collision is converted into an object and into a map, it can be injected and viewed in-game. Shown below is the collision-to-map converted and injected without textures applied.

It reveals a huge walled area surrounded by a moat with bridges leading over it to four gates and a castle which is located at the center.
Inside the moat is also an additional layer, which presumably was once used as a water surface.

This area can also be seen in pre-release screenshots:

May 1997

Collision

May 1997

Collision

File Structure#

To do:
What does this mean? This would equal the size of the data starting with the scene header until the end of the texture data.

The first few bytes seem to contain two pointers, with an address start and address end.

00 55 B5 90 00 56 60 00 

Scene Header#

To do:
What could the other bytes inside the header mean? They are not used in final scene headers.

The scene header is located at offset 0xB590, which either seems to use an older format or for some reason is broken.

All offsets now use segment 0x04, which actually is used for gameplay keep, whereas scenes in the final version would use segment 0x02.

04 01 18 14 04 00 B5 D8 03 00 00 08 04 01 3F D4 
06 01 4A B8 04 00 B5 E0 08 00 E3 D0 00 00 00 02 
00 01 E3 D0 04 00 B5 C8 12 00 00 08 01 00 00 00 
15 00 18 14 00 00 00 00 

Command

Description

Variables

Notes

0x04

Room List

04011814 0400B5D8

Offset points to valid entry format at 0xB5D8.

0x03

Collision Header

03000008 04013FD4

Offset points to collision header at 0x13FD4.

0x06

Entrance List

06014AB8 0400B5E0

Offset points to entrance list entry at 0xB5E0.

0x08

(Room Behavior)

0800E3D0 00000002

Only used in room headers.

0x00

Spawn Point List

0001E3D0 0400B5C8

Wrong order, offset points to spawn point entry at 0xB5C8.

0x12

(Skybox Settings)

12000008 01000000

Only used in room headers.

0x15

Sound Settings

15001814 00000000

Wrong order.

0x07

"Special Objects"

Missing, required.

0x11

Skybox Settings

Missing, required.

0x0F

Lighting Settings

Missing, required.

0x14

End marker

Missing, required.

Collision#

The collision data starts at offset 0xB5F0, which includes the collision header at offset 0x13FD4.

Unfortunately, there are no individual polygon types specified, although the collision header points to them at 0xB5F8, nor are any polygon types adressed inside the polygon array, so all surfaces just behave like dirt when the collision is loaded in-game.
The collision header also includes the offset for camera data at 0xB5F0, but it doesn't contain any entries.

Textures#

The texture data starts at offset 0x14000 and includes three textures, see Unused Textures for more information.

Spawn Point#

Spawn Point

In-game

Various In-Game Images#

Know-It-All Brothers' House

K_Home.bak#

To do:
Add more info about the other differences in the scene and room setup.

OoT-Know_It_All_Sep98.jpg

An earlier version of the Know-It-All Brothers' House can be found in data\shape2\zelda_scene\K_Home.bak.

The room_info file with the header information is missing, so the final room_info was used to compile and load the room file, which reveals several differences. The most obvious one is that the whole layout, including the background render, is mirrored. This can be also seen in an earlier screenshot released in September 1998.

Another peculiarity is the missing 0x07 command for "Special Objects" in the scene header.

The image of the earlier background render for the overhead view is also featured in Prerenders.

Pre-release

Final

OoT_K_Home_bak_0.png
OoT_K_Home_bak_1.png

OoT_K_Home_0.png
OoT_K_Home_1.png

Kokiri Shop

Kokiri.bak#

To do:
Add more info about the other differences in the scene and room setup.

This is an earlier version of the Kokiri Shop and features some small differences, like the missing stool, the second wall on the left that hides the shelves behind the wall, an extended counter, and some subtle changes in the lighting.

It uses the music sequence NA_BGM_LINK_HOUSE, instead of NA_BGM_SHOP, which implies that the latter one was not finished during that time in development.

The image of the earlier background render is also featured in Prerenders.

Kokiri.bak

Ocarina of Time

Kokiri.bak

Ocarina of Time

Room 0#

Actors#

Actor

Filename

ID

Object

Variable

ID

Used

003D

En_Ossan

Shop Owner

0001

0000

Kokiri Shop Owner

✔

00C2

En_Tana

Shop Shelves

00B2

0000

✔

Objects#

The compiled room file causes a crash, because the final actor setup for the shop shelves features the Deku Seeds and the object list in the earlier version doesn't include them, instead we can find the object for the potions in it.

Object

Filename

ID

00CB

object_gi_shield_1

Item Model - Deku Shield

00BB

object_gi_nuts

Item Model - Deku Nut

00C7

object_gi_stick

Item Model - Deku Stick

00B2

object_shop_dungen

Shop Shelves

00EB

object_gi_liquid

Item Model - Potions

0101

object_masterkokiri

Kokiri Shop Proprietor Animation

0102

object_masterkokirihead

Kokiri Shop Proprietor's Head

Saria's House

K_House5#

To do:
An old collision of Saria's house can be found in the folder K_House4 (Mido's house) : Old Saria's house collision.

(Source: Dark Linkaël)

Skulltula House

Kinsuta2#

An earlier version of the Skulltula House, located in zelda_scene/Kinsuta2. All related actors and objects are missing in the earlier setup, which also utilizes different lighting settings and completely lacks the haunting atmosphere of the final version.

Kinsuta2

Final

Kinsuta2

Final

The scene header is missing the 0x07 command for "Special Objects". Therefore, the transition door actor uses the gameplay_keep object. The door is also rotated to the other side, while the spawn point is a little bit further away and connects to exit 0242, which corresponds to Death Mountain Trail from Dodongo's Cavern.

Kinsuta2

Final

Exits#

Index

Appear At

From

0242

Death Mountain Trail

Dodongo's Cavern

Bazaar

Shop#

zelda_tool_scene/Shop contains display lists for an earlier version of the Bazaar, located in the file shop1_d.o.
The room mesh is missing the upper section above the counter and contains only one crate to the right.

Shop1_d

Final

The developers later included the upper portion in the mesh, after they added an additional board on top of the shop shelves, which can be seen missing in an earlier screenshot.

Shop1_d

Pre-release Shelves

Malon's Stable

Stable#

zelda_tool_scene/Stable contains display lists for an earlier version of Malon's Stable. The only difference is the darker shading of the vertical poles, everything else seems to be the same.

Stable

Final

Dodongo's Cavern

To do:
Look into the intro cutscenes to see why they cause problems. The Ddanh maps seem to contain only 2 camera entries, whereas the final version features 5. Are there any more differences within the setups? Most of the rooms don't use the lighting settings of the final version. Add references to Ddanh that are still in the final game.

The iQue files include two different versions of Dodongo's Cavern: Ddanh_noanime and Ddanh. Both are work in progress versions of the dungeon, and are different stages of completion, especially regarding the animated textures.
They are also missing actors in nearly every room and only include one spawn point in the entrance room, whereas the other one in Room 7 is missing.

Ddanh_noanime#

Ddanh_noanime is a slightly earlier version of the other Ddanh and features a few differences.
The map files are located in data/shape2/zelda_scene/.GOMI/ddanh_noanime.

"Gomi" translates to "garbage" and implies that these files were meant to be deleted - "noanime" likely refers to the lack of animation features.

Room 0#

The ceiling is misaligned between the mesh and collision model

Ddanh_noanime

Dodongo's Cavern (OoT v1.0)

After Link blows up the bombable wall blocking the entrance, a cutscene starts but ends promptly, often causing the game to crash.

The textures for the platform leading to the lava pit are missing, though the collision is present.

Ddanh_noanime

Main Area

Anime Files#

All versions of Dodongo's Cavern reference the following model and texture files, which are located in their own subdirectories in data/shape2.

These model and texture files are used to address various animation features in the display lists.

Filename

Ddanh_noanime

Ddan OoT v1.0

Notes

anime_1_txt

✘

✔

entrance tunnel

anime_4_model

✘

✔

left Dodongo eye

anime_5_model

✘

✔

right Dodongo eye

anime_2_txt

✘

✔

lava ground

Ddanh_noanime doesn't reference the anime files in Room 0 at all, and several animation features are missing in this version. For instance, it's missing the day to night transition used in the entrance tunnel, defaulting to the daytime version.

The ground surrounding the lava in the central area isn't animated, only using a static texture.

The eyes of the Dodongo skull always glow red, even before Link treats them with some bombs. OoT_ddanh_noanime_sn_3a.png

Actors#

Room 0 only features a few actors, mostly those relevant to gameplay mechanics. The only enemies are two Fire Keeses.

Some of the actors are placed at different locations, like the Dungeon Switch and the Fire Keese. Other actors are at the exact same location, like the elevators and the Dodongo jawbone.

Dungeon Switch

Dodongo's Cavern (OoT v1.0)

Both Bomb Flowers and the spawn point in the entrance room are moved closer to the inner wall:

Bomb Flowers & Spawn Point

Dodongo's Cavern (OoT v1.0)

Actor

Filename

ID

Object

Variable

ID

Used

003F

Bg_Dodoago

Dodongo Skull Jawbone

002B

001A

✔

0058

Bg_Ddan_Jd

Rising stone platform (Dodongo's Cavern)

002B

00FF

✔

0058

Bg_Ddan_Jd

Rising stone platform (Dodongo's Cavern)

002B

000A

✔

0058

Bg_Ddan_Jd

Rising stone platform (Dodongo's Cavern)

002B

00FF

✔

012A

Obj_Switch

Dungeon Switch

0003

0A00

✔

0013

En_Firefly

Keese

000D

0000

✔

0013

En_Firefly

Keese

000D

0000

✔

0059

Bg_Breakwall

Bombable Wall

0001

0007

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

Objects#

Object

Filename

ID

Used

002B

object_ddan_objects

Dodongo's Cavern Objects

✔

018A

object_bwall

Bombable Wall

✔

000D

object_firefly

Keese

✔

0031

object_bombf

Bomb Flower

✔

000E

object_box

Treasure Chest

✘

Room 1#

Actors#

There are no actors in this room.

Objects#

Object

Filename

ID

Used

002B

object_ddan_objects

Dodongo's Cavern Objects

✔

018A

object_bwall

Bombable Wall

✘

000D

object_firefly

Keese

✘

0031

object_bombf

Bomb Flower

✘

000E

object_box

Treasure Chest

✘

Room 2#

Actors#

The Bomb Flowers are at the exact same location, except for a single one in the front and center of the stairs, which was added for the final version.
All the other actors are missing.

Bomb Flowers

Dodongo's Cavern (OoT v1.0)

Actor

Filename

ID

Object

Variable

ID

Used

005C

Bg_Ddan_Kd

Stone Stairs

002B

0023

Falls down when all Bomb Flowers are exploded

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

✔

Objects#

Object

Filename

ID

Used

002B

object_ddan_objects

Dodongo's Cavern Objects

✔

018A

object_bwall

Bombable Wall

✘

000D

object_firefly

Keese

✘

0031

object_bombf

Bomb Flower

✔

000E

object_box

Treasure Chest

✘

Room 3#

Anime Files#

Filename

Ddanh_noanime

Ddan OoT v1.0

Notes

anime_2_txt

✘

✔

lava ground

anime_3_model

✔

✔

?

anime_2_model

✔

✔

?

The Lizalfos room already references the model files, but does not reference the texture file.
The lava ground only uses a static texture, instead of an animated one.

Actors#

This room contains no actors, whereas the other Ddanh already includes both Lizalfos.

Room 9#

Actors#

The only actor in this room is the pushblock, which is fully enclosed by the grotto, instead of jutting slightly out:

Pushblock

Dodongo's Cavern (OoT v1.0)

Pushblock

Dodongo's Cavern (OoT v1.0)

Actor

Filename

ID

Object

Variable

ID

Used

00FF

Obj_Oshihiki

Movable Block

0003

FF00

Nullable Switch Flag

✔

Objects#

Object

Filename

ID

Used

002B

object_ddan_objects

Dodongo's Cavern Objects

✔

All the other rooms contain no actors and just load the object 002B - object_ddan_objects.

Ddanh#

Ddanh is a later version, including preliminary work on the animated features. The map files are located in zelda_scene/ddanh.

It uses the same actor & object setup as Ddanh_noanime, with Room 3 being the exception.

Room 0#

The entrance has matched the left side of the collision mesh with the ceiling, but hasn't fixed the right.

Ddanh

Dodongo's Cavern (OoT v1.0)

After bombing the wall, the intro cutscene starts to play, but just keeps hanging and locking up. The game doesn't hard crash anymore.

The textures for the platform are still missing.

Overview

Dodongo's Cavern (OoT v1.0)

Anime Files#

Filename

Ddanh

Ddan OoT v1.0

Notes

anime_1_txt

✔

✔

entrance tunnel

anime_4_model

✘

✔

left Dodongo eye

anime_5_model

✘

✔

right Dodongo eye

anime_2_txt

✔

✔

lava ground

Ddanh already includes more references, only missing the anime models in Room 0.
The entrance tunnel features a day to night time transition in this version, but it's glitchy and doesn't seem to be properly implemented.

The lava ground around the central area now features an animated texture, although it also doesn't seem to be properly implemented yet.

The eyes of the Dodongo are still glowing, even before bombing.

Room 3#

Anime Files#

Filename

Ddanh_noanime

Ddan OoT v1.0

Notes

anime_2_txt

✔

✔

lava ground

anime_3_model

✔

✔

?

anime_2_model

✔

✔

?

The lava in this room also features an animated texture now, but displays the same visual glitches as Room 0.

Actors#

This version includes the two Lizalfos in the lower floor section, and they spawn on different platforms compared to the final:

Lizalfos

Dodongo's Cavern (OoT v1.0)

Actor

Filename

ID

Object

Variable

ID

Used

0025

En_Zf

Lizalfos & Dinolfos

001B

0500

✔

0025

En_Zf

Lizalfos & Dinolfos

001B

0501

✔

Objects#

Object

Filename

ID

Used

002B

object_ddan_objects

Dodongo's Cavern Objects

✔

001B

object_zf

Lizalfos & Dinolfos

✔

TEST01_BAK

This is an earlier version of the TEST01 map. It's a smaller version of the test map that is found in the Master Quest Debug build and in the Japanese version of Majora's Mask. Like syotes and Spot04_OLD, Test01_BAK is missing the room_info file that contains the room header. Another peculiarity is that the scene header is missing the 0x15 command for "Sound Settings".

This map is also mentioned in the commit logs of z_ocarina2/src/spec. It was added to the game on 1997/05/28 by Makoto Sasaki.

Test01_BAK

Test01

The ladders in this earlier version are completely modeled and functional, whereas Link cannot climb them in the other Test01 map versions.

The collision header doesn't point to any water box entries, but instead features a mesh plane that is placed where the water box would be in the later version. The collision detection flag of this polygon is set up to let Link and the camera pass through it, but not projectiles like arrows. This also seems to point to an earlier method of how water surfaces were set up, similar to the collision layer inside the moat that can be seen in zelda_tool_rom.

Test01_BAK

Test01

Various Images#

Test01

To do:
"forest\data\shape\forest_scene\Test01\test01.c.bak,v" is apparently an old copy in original format dating from January 8, 1998 of the map "Test01" second version. Try converting this map, there seems to be some differences.

(Source: Dark Linkaël)

64DD Test Dungeons

The leaked iQue files include small versions for almost all dungeons in the game. These files are not included in the n64dd_rom.spec file required for building the disk.
While their internal filenames use the suffix "_dd" or "_ddtes"(DD Test), these maps were small test maps created before shipping to retail to ensure all the DD hooks worked properly.
These rooms are miniature versions of their respective, larger dungeons, and hold all dungeons items required for those dungeons, including the Map, Compass, Navi hints, dungeon items, and enemies. Their exits lead to the boss rooms for their respective dungeon.
The leaked files also include all dungeon Minimaps for these versions, see Minimaps for more information.

Ydan_ddtes#

A small mini-dungeon of Inside the Deku Tree, consisting of two rooms. The entrance contains the three Hintnuts and chests with a Dungeon Map and Compass. The door leads to the boss battle against Queen Gohma.

Room 0#

Link's starting point in this map.

Overview

Entrance

Actor

Filename

ID

Object

Variable

ID

Used

000A

En_Box

Treasure Chest

000E

0801

Compass

✔

000A

En_Box

Treasure Chest

000E

0822

Dungeon Map

✔

0192

En_Hintnuts

Deku Scrubs

0164

0001

First scrub to hit

✔

0192

En_Hintnuts

Deku Scrubs

0164

0002

Second scrub to hit

✔

0192

En_Hintnuts

Deku Scrubs

0164

9C03

Third scrub to hit, talks when caught

✔

000A

En_Box

Treasure Chest

000E

10A3

Fairy Slingshot, Clear Flag

✔

011B

Elf_Msg

Navi Message

0001

8401

✔

011B

Elf_Msg

Navi Message

0001

0502

✔

011B

Elf_Msg

Navi Message

0001

0603

✔

0173

Elf_Msg2

Navi Information Spot (Targetable, Green)

0001

3F04

✔

0173

Elf_Msg2

Navi Information Spot (Targetable, Green)

0001

3F06

✔

Object

Filename

ID

Used

0063

object_ydan_objects

Inside the Deku Tree Objects

✔

000E

object_box

Treasure Chest

✔

00B0

object_bdoor

Boss Door

✘

001E

object_gol

Gohma Larva

✔

0164

object_hintnuts

Deku Scrubs

✔

Room 1#

Overview

Object

Filename

ID

Used

0063

object_ydan_objects

Inside the Deku Tree Objects

✔

000E

object_box

Treasure Chest

✘

00B0

object_bdoor

Boss Door

✘

001E

object_gol

Gohma Larva

✘

0164

object_hintnuts

Deku Scrubs

✘

Environment Settings#

To do:
Add info.

Exits#

Index

Appear At

From

0209

Kokiri Forest

Inside the Deku Tree

040F

Deku Tree Boss

Inside the Deku Tree

Ddanh_ddtes#

A small mini-dungeon of Dodongo's Cavern, consisting of four rooms.

Room 0#

Link's starting point in this map.

Overview

Entrance

Actor

Filename

ID

Object

Variable

ID

Used

0130

En_Goroiwa

Rolling Boulder

011F

0C00

Rolling Boulder

✔

000A

En_Box

Treasure Chest

000E

0802

Compass

✔

000A

En_Box

Treasure Chest

000E

0823

Dungeon Map

✔

0059

Bg_Breakwall

Bombable Wall

018A

000F

Dodongo's Cavern Bombable Wall

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

Bomb Flower

✔

004C

En_Bombf

Bomb Flower

0031

FFFF

Bomb Flower

✔

Object

Filename

ID

Used

002B

object_ddan_objects

Dodongo's Cavern Objects

✔

001B

object_zf

Lizalfos & Dinolfos

✘

011F

object_goroiwa

Rolling Boulder

✔

000E

object_box

Treasure Chest

✔

018A

object_bwall

Dodongo’s Cavern Bombable Wall

✔

0031

object_bombf

Bomb Flower

✔

Room 1#

Overview

Lizalfos Battle

Actor

Filename

ID

Object

Variable

ID

Used

0025

En_Zf

Lizalfos & Dinolfos

001B

FF00

Lizalfos

✔

0025

En_Zf

Lizalfos & Dinolfos

001B

FF01

Lizalfos

✔

000A

En_Box

Treasure Chest

000E

1641

Bomb Bag, Clear Flag

✔

Object

Filename

ID

Used

002B

object_ddan_objects

Dodongo's Cavern Objects

✔

001B

object_zf

Lizalfos & Dinolfos

✔

011F

object_goroiwa

Rolling Boulder

✘

000E

object_box

Treasure Chest

✔

018A

object_bwall

Dodongo’s Cavern Bombable Wall

✘

0031

object_bombf

Bomb Flower

✘

Room 2#

Overview

Room

Actor

Filename

ID

Object

Variable

ID

Used

012A

Obj_Switch

Dungeon Switch

0003

0A00

Floor Switch

✔

Object

Filename

ID

Used

002B

object_ddan_objects

Dodongo's Cavern Objects

✔

001B

object_zf

Lizalfos & Dinolfos

✘

011F

object_goroiwa

Rolling Boulder

✘

000E

object_box

Treasure Chest

✘

018A

object_bwall

Dodongo’s Cavern Bombable Wall

✘

0031

object_bombf

Bomb Flower

✘

Room 3#

Overview

Object

Filename

ID

Used

002B

object_ddan_objects

Dodongo's Cavern Objects

✔

Environment Settings#

To do:
Add info.

Exits#

Index

Appear At

From

0242

Death Mountain Trail

Dodongo's Cavern

040B

Dodongo's Cavern Boss

Dodongo's Cavern

Bdan_dd#

A small mini-dungeon of Jabu-Jabu's Belly, but most of its files are nulled. Only the individual files for the display lists remain, located in data/shape2/zelda_tool_scene/Bdan_dd.

The following images show a restoration of the whole scene, so everything is custom made, except for the display lists of the room mesh.

Room 0#

Overview

Entrance

Room 1#

Overview

Room

Room 2#

Overview

Room

Room 3#

Overview

Big Octo Battle

Room 4#

Overview

Mori_dd#

A small mini-dungeon of the Forest Temple, consisting of four rooms. It features a fight with Stalfos, and ends with fighting Phantom Ganon.

Room 0#

Link's starting point in this map.

Overview

Entrance

Actor

Filename

ID

Object

Variable

ID

Used

000A

En_Box

Treasure Chest

000E

0804

Compass

✔

000A

En_Box

Treasure Chest

000E

0823

Dungeon Map

✔

Object

Filename

ID

Used

0073

object_mori_tex

Forest Temple Textures

✔

0072

object_mori_objects

Forest Temple Objects

✔

000E

object_box

Treasure Chest

✔

Room 1#

Overview

Stalfos Battle

Actor

Filename

ID

Object

Variable

ID

Used

0002

En_Test

Stalfos

0032

FFFF

Rises from Ground, Mini-Boss Theme

✔

0002

En_Test

Stalfos

0032

FFFF

Rises from Ground, Mini-Boss Theme

✔

000A

En_Box

Treasure Chest

000E

1082

Fairy Bow, Clear Flag

✔

Object

Filename

ID

Used

0073

object_mori_tex

Forest Temple Textures

✔

0072

object_mori_objects

Forest Temple Objects

✔

000E

object_box

Treasure Chest

✔

0090

object_efc_flash

✘

0032

object_sk2

Stalfos

✔

Room 2#

Overview

Boss-Key Room

Actor

Filename

ID

Object

Variable

ID

Used

000A

En_Box

Boss Key Treasure Chest

000E

27E1

Boss Key

✔

Object

Filename

ID

Used

0073

object_mori_tex

Forest Temple Textures

✔

0072

object_mori_objects

Forest Temple Objects

✔

000E

object_box

Treasure Chest

✔

00B0

object_bdoor

Boss Door

✔

Room 3#

Overview

Object

Filename

ID

Used

0073

object_mori_tex

Forest Temple Textures

✔

0072

object_mori_objects

Forest Temple Objects

✔

000E

object_box

Treasure Chest

✔

00B0

object_bdoor

Boss Door

✔

Environment Settings#

To do:
Add info.

Exits#

Index

Appear At

From

0215

Sacred Forest Meadow

Forest Temple

000C

Forest Temple Boss

Forest Temple

Hidan_dd#

To do:
Add info about the texturing in Room 1.

A small mini-dungeon of the Fire Temple, but most of its files are nulled. Only the individual files for the display lists remain, located in data/shape2/zelda_tool_scene/Hidan_dd.

The following images show a restoration of the whole scene, so everything is custom made, except for the display lists of the room mesh.

Room 0#

Link's starting point in this map.

Overview

Entrance

Room 2#

Overview

Flame Dancer Battle

Room 1#

Overview

Boss-Key Room

Room 3#

Overview

Mizusin_dd#

A small mini-dungeon of the Water Temple, but most of its files are nulled. Only the individual files for the display lists remain, located in data/shape2/zelda_tool_scene/Mizusin_dd.

The following images show a restoration of the whole scene, so everything is custom made, except for the display lists of the room mesh.

Room 2#

Link's starting point in this map.

Overview

Entrance

Room 1#

Dark Link Battle

Room 0#

Overview

Boss-Key Room

Room 3#

Overview

Jyasinzou_dd#

A small mini-dungeon of the Spirit Temple, consisting of four rooms. The entrance contains chests with a Dungeon Map and Compass, and there are three fake doors that attack Link at the top of the entrance. The rightmost door leads to the mini-boss from the final game's Spirit Temple.

Room 0#

Link's starting point in this map.

Overview

Entrance

Actor

Filename

ID

Object

Variable

ID

Used

008A

En_Vm

Beamos

008B

0501

Beamos

✔

008A

En_Vm

Beamos

008B

0501

Beamos

✔

01C1

Door_Killer

Door Mimic

018E

FF00

Door Mimic

✔

01C1

Door_Killer

Door Mimic

018E

FF00

Door Mimic

✔

0002

En_Test

Stalfos

0032

0003

Stalfos, Drops From Sky on Approach

✔

011D

En_Tubo_Trap

Flying Pot

0003

00E3

Flying Pot

✔

011D

En_Tubo_Trap

Flying Pot

0003

00E4

Flying Pot

✔

011D

En_Tubo_Trap

Flying Pot

0003

00E5

Flying Pot

✔

011D

En_Tubo_Trap

Flying Pot

0003

00E6

Flying Pot

✔

000A

En_Box

Treasure Chest

000E

36A1

Silver Gauntlets, Switch Flag

✔

012A

Obj_Switch

Dungeon Switch

0003

0102

Yellow Eye Switch

✔

000A

En_Box

Treasure Chest

000E

0803

Compass

✔

000A

En_Box

Treasure Chest

000E

0824

Dungeon Map

✔

Object

Filename

ID

Used

00F1

object_jya_obj

Spirit Temple Objects

✔

016C

object_jya_iron

Destructable Iron Knuckle Objects

✘

00B0

object_bdoor

Boss Door

✘

016D

object_jya_door

Spirit Temple Door & Shutter

✔

018E

object_door_killer

Door Mimic

✔

008B

object_vm

Beamos

✔

0032

object_sk2

Stalfos

✔

000E

object_box

Treasure Chest

✔

0090

object_efc_flash

Effect - Flash

✘

Room 2#

Overview

Room

Actor

Filename

ID

Object

Variable

ID

Used

0169

Bg_Jya_Ironobj

Iron Knuckle Throne & Columns

016C

0000

Iron Knuckle Column

✔

0169

Bg_Jya_Ironobj

Iron Knuckle Throne & Columns

016C

0000

Iron Knuckle Column

✔

0169

Bg_Jya_Ironobj

Iron Knuckle Throne & Columns

016C

0000

Iron Knuckle Column

✔

0169

Bg_Jya_Ironobj

Iron Knuckle Throne & Columns

016C

0000

Iron Knuckle Column

✔

0169

Bg_Jya_Ironobj

Iron Knuckle Throne & Columns

016C

0000

Iron Knuckle Column

✔

0169

Bg_Jya_Ironobj

Iron Knuckle Throne & Columns

016C

0000

Iron Knuckle Column

✔

0169

Bg_Jya_Ironobj

Iron Knuckle Throne & Columns

016C

0001

Iron Knuckle Throne

✔

0113

En_Ik

Iron Knuckle

0106

FF01

Iron Knuckle ( Field Enemy )

✔

000A

En_Box

Treasure Chest

000E

1562

Mirror Shield, Clear Flag

✔

Object

Filename

ID

Used

00F1

object_jya_obj

Spirit Temple Objects

✔

016C

object_jya_iron

Destructable Iron Knuckle Objects

✘

00B0

object_bdoor

Boss Door

✘

016D

object_jya_door

Spirit Temple Door & Shutter

✔

0106

object_ik

Iron Knuckle

✔

000E

object_box

Treasure Chest

✔

Room 1#

Overview

Room

Actor

Filename

ID

Object

Variable

ID

Used

000A

En_Box

Treasure Chest

000E

27F4

Boss Key

✔

Object

Filename

ID

Used

00F1

object_jya_obj

Spirit Temple Objects

✔

016C

object_jya_iron

Destructable Iron Knuckle Objects

✘

00B0

object_bdoor

Boss Door

✔

016D

object_jya_door

Spirit Temple Door & Shutter

✔

000E

object_box

Treasure Chest

✔

0090

object_efc_flash

Effect - Flash

✘

Room 3#

Overview

Object

Filename

ID

Used

00F1

object_jya_obj

Spirit Temple Objects

✔

016C

object_jya_iron

Destructable Iron Knuckle Objects

✘

00B0

object_bdoor

Boss Door

✔

016D

object_jya_door

Spirit Temple Door & Shutter

✔

Environment Settings#

To do:
Add info.

Exits#

Index

Appear At

From

01E1

Desert Colossus

Spirit Temple

008D

Spirit Temple Boss

Spirit Temple

Hakadan_dd#

A small mini-dungeon of the Shadow Temple, consisting of four rooms.

Room 0#

Link's starting point in this map.

Overview

Entrance

Actor

Filename

ID

Object

Variable

ID

Used

01C1

Door_Killer

Treasure Chest

018E

FF00

Door Mimic

✔

01C1

Door_Killer

Treasure Chest

018E

FF00

Door Mimic

✔

0090

En_Rd

Redead & Gibdo

0098

7F02

Redead

✔

0090

En_Rd

Redead & Gibdo

0098

7F02

Redead

✔

005E

Obj_Syokudai

Torchstand

00A4

2400

Torchstand

✔

012A

Obj_Switch

Dungeon Switch

0003

0102

Eye Switch

✔

012A

Obj_Switch

Dungeon Switch

0003

0202

Eye Switch

✔

012A

Obj_Switch

Dungeon Switch

0003

0382

Frozen Eye Switch

✔

000A

En_Box

Treasure Chest

000E

3802

Compass

✔

000A

En_Box

Treasure Chest

000E

3823

Dungeon Map

✔

Object

Filename

ID

Used

0069

object_haka_objects

Shadow Temple Objects

✔

00B0

object_bdoor

Boss Door

✘

0187

object_haka_door

Shadow Temple Door & Shutter

✔

000E

object_box

Treasure Chest

✔

0090

object_efc_flash

Effect - Flash

✘

0098

object_rd

Redead

✔

018E

object_door_killer

Door Mimic

✔

00A4

object_syokudai

Torchstand

✔

Room 2#

Overview

Dead Hand Battle

Actor

Filename

ID

Object

Variable

ID

Used

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

00A4

En_Dh

Dead Hand

00A6

FFFF

Dead Hand

✔

000A

En_Box

Treasure Chest

000E

15E1

Hover Boots, Clear Flag

✔

Object

Filename

ID

Used

0069

object_haka_objects

Shadow Temple Objects

✔

00B0

object_bdoor

Boss Door

✘

0187

object_haka_door

Shadow Temple Door & Shutter

✔

000E

object_box

Treasure Chest

✔

0090

object_efc_flash

Effect - Flash

✘

00A6

object_dh

Dead Hand & Hands

✔

Room 1#

Overview

Boss-Key Room

Actor

Filename

ID

Object

Variable

ID

Used

01B4

Bg_Gnd_Darkmeiro

Ganondorf Shadow Trial Invisible Path

0179

FF01

✔

01D1

Obj_Timeblock

Time Block

0190

38FF

✔

01D1

Obj_Timeblock

Time Block

0190

38FF

✔

000A

En_Box

Treasure Chest

000E

27E4

Boss Key

✔

Object

Filename

ID

Used

0069

object_haka_objects

Shadow Temple Objects

✔

00B0

object_bdoor

Boss Door

✔

0187

object_haka_door

Shadow Temple Door & Shutter

✔

000E

object_box

Treasure Chest

✔

0090

object_efc_flash

Effect - Flash

✘

0190

object_timeblock

Time Block

✔

00A8

object_efc_tw

Time Block Disappearance Effect

✔

0179

object_demo_kekkai

Inside Ganon's Castle Objects

✔

Room 3#

Overview

Object

Filename

ID

Used

0069

object_haka_objects

Shadow Temple Objects

✔

00B0

object_bdoor

Boss Door

✔

0187

object_haka_door

Shadow Temple Door & Shutter

✘

Environment Settings#

To do:
Add info.

Exits#

Index

Appear At

From

0205

Kakariko Graveyard

Shadow Temple

0413

Shadow Temple Boss

Shadow Temple

Hakadan_ch_dd#

A small mini-dungeon of the Bottom of the Well, consisting of two rooms.

Room 0#

Link's starting point in this map.

Overview

Entrance

Actor

Filename

ID

Object

Variable

ID

Used

0037

En_St

Skulltula

0024

0001

Skulltula

✔

Object

Filename

ID

Used

008D

object_hakach_objects

Bottom of the Well Objects

✔

0187

object_haka_door

Shadow Temple Door & Shutter

✔

0024

object_st

Skulltula

✔

Room 1#

Overview

Room

Actor

Filename

ID

Object

Variable

ID

Used

000A

En_Box

Treasure Chest

000E

1141

Lens of Truth, Clear Flag

✔

00A4

En_Dh

Dead Hand

00A6

FFFF

Dead Hand

✔

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

00A5

En_Dha

Dead Hand's Hands

00A6

FFFF

Dead Hand's Hand

✔

Object

Filename

ID

Used

008D

object_hakach_objects

Bottom of the Well Objects

✔

0187

object_haka_door

Shadow Temple Door & Shutter

✔

0098

object_rd

Redead

✘

00A6

object_dh

Dead Hand & Hands

✔

000E

object_box

Treasure Chest

✔

0090

object_efc_flash

Effect - Flash

✘

Environment Settings#

To do:
Add info.

Exits#

Index

Appear At

From

02A6

Kakariko Village

Bottom of the Well

Other 64DD Maps

To do:
Compare them to the final maps in MM.

Z2_DD_IKE#

This is an early version of the Swamp Spiderhouse from Majora's Mask, consisting of 6 rooms. "IKE" may translate to "pond".

According to commit logs in z_ocarina2/src/n64dd_rom.spec, this map was added to the game on May 22nd, 2000.

It's unknown why it is included as an Ocarina of Time map intended to be loaded with the DD. One thing to note, however, is that it includes "ydan_show.o." Ydan is the name of the Deku Tree. It also uses the Deku Tree's music, the entrance of the map exits out of the Deku Tree into Kokiri Forest, and the very end of the map exits out into Gohma's Lair, implying that it was meant to replace the Deku Tree's dungeon somehow.

In Majora's Mask this map was renamed to Z2_KINSTA1, meaning Gold Skulltula 1.

(Source: Restoration: Zel)

Layout#

Room 0#

Link's starting point in this map.

Overview

Entrance

Room 1#

Overview

Room

Room 2#

Overview

Room

Room 3#

Overview

Room

Room 4#

Overview

Room

Room 5#

Overview

Environment Settings#

To do:
Add info.

Exits#

To do:
Add info.

Z2_ReDead#

This is an early version of Beneath the Well in Ikana from Majora's Mask, consisting of 14 rooms.

According to commit logs in z_ocarina2/src/n64dd_rom.spec, this map was added to the game on May 22nd, 2000.

It's unknown why it is included as an Ocarina of Time map intended to be loaded with the DD. One thing to note, however, is that it includes "bdan_show.o." Bdan is the name of Inside Jabu Jabu's Belly. It also uses Jabu Jabu's music, the entrance of the map exits out of Jabu Jabu into Zora's Fountain, and the very end of the map exits into Barinade's Lair, implying that it was meant to replace Inside Jabu Jabu's Belly somehow. Also, some textures are corrupted, and the lighting is unfinished in this preliminary version of the map.

Majora's Mask retains the same file name as this early version.

(Source: Restoration: Zel)

Layout#

Room 0#

Link's starting point in this map.

Overview

Entrance

Room 1#

Overview

Room

Room 2#

Overview

Room

Room 3#

Overview

Room

Room 4#

Overview

Room

Room 5#

Overview

Room

Room 6#

Overview

Room

Room 7#

Overview

Room

Room 8#

Overview

Room

Room 9#

Overview

Room

Room 10#

Overview

Room

Room 11#

Overview

Room

A Majora's Mask-styled Great Fairy room, showing corruption.
A Majora's Mask-styled Great Fairy room, showing corruption.

Room 12#

Overview

Room

Room 13#

Overview

Room

Environment Settings#

To do:
Add info.

Exits#

To do:
Add info.