This is a sub-page of Development:The Legend of Zelda: Ocarina of Time.
icon_item_idx.ccc
The Majora's Mask iQue leak files include two copies of a file called "icon_item_idx.ccc".
- z_majora/data/shape/cube_MJ_TEXTURE2/JAPAN/ICON_ITEM2/icon_item_idx.ccc
- z_majora/data/shape/TEXTURE/DMA_MAKE/ICON_ITEM/icon_item_idx.ccc
Despite only being present in the Majora's Mask data, it is actually an early list of textures from Ocarina of Time. Judging by its contents, it may date from September 1997. This is because it lacks the Deku Nut, which was first mentioned in October 1997, but contains the Ocarina of Time, which was shown in a piece of concept art that likely dates from September.
This older list lacks the following items that the Spaceworld '97 prototype, which came out in November, has Get Item text for:
- Deku Nut
- Horse Grass Whistle (unused in the final game)
- Chicken Egg (removed from the final game)
- Zelda's Letter
- Fish
- Lon Lon Milk
- Map
- Compass
- Medallions (called Seals in Space World)
- Spiritual Stones
- Warp Songs
- Stone of Agony
Legend#
- If a texture can still be found within the files, it's marked with a ✔.
- Files that are lost to us are marked with an ✘.
The numbers on the ends of the filenames may indicate that multiple renders were made of them.
Item Icons#
The item textures in the file are listed in an order that matches the Get Item text IDs of the Spaceworld prototype far more closely than it matches the Get Item text IDs of the final game. However, there are still some differences.
Link's Tools
zelda64_item_icon/h_32_Pachinko_5.c
zelda64_item_icon/h_32_Bow_2.c
zelda64_item_icon/h_32_Bow_3.c
zelda64_item_icon/h_32_bomb_2.c
zelda64_item_icon/h_32_bomb_4.c
zelda64_item_icon/h_32_boomerang_1.c
zelda64_item_icon/h_32_hookshot_2.c
zelda64_item_icon/h_32_stick_2.c
zelda64_item_icon/h_32_hammer_1.c
zelda64_item_icon/h_32_okarina_6.c
zelda64_item_icon/h_32_bean_4.c
zelda64_item_icon/h_32_glasses_2.c
Event Items?
zelda64_item_icon/h_32_dammy1.c
zelda64_item_icon/h_32_dammy2.c
zelda64_item_icon/h_32_dammy3.c
Medallions
zelda64_item_icon/h_32_medal_1.c
zelda64_item_icon/h_32_medal_6.c
zelda64_item_icon/h_32_medal_8.c
zelda64_item_icon/h_32_medal_13.c
zelda64_item_icon/h_32_medal_16.c
zelda64_item_icon/h_32_medal_19.c
Bottles
bottles/h_bottle_7.c
bottles/h_bottle_7_r1.c
bottles/h_bottle_7_b1.c
bottles/h_bottle_7_g1.c
bottles/h_bottle_7_h1.c
bottles/h_bottle_8.c
bottles/h_bottle_8_r1.c
bottles/h_bottle_8_r2.c
bottles/h_bottle_8_b1.c
bottles/h_bottle_8_b2.c
bottles/h_bottle_8_g1.c
bottles/h_bottle_8_g2.c
bottles/h_bottle_8_h1.c
bottles/h_bottle_8_h2.c
bottles/h_bottle_9.c
bottles/h_bottle_9_r1.c
bottles/h_bottle_9_r2.c
bottles/h_bottle_9_r3.c
bottles/h_bottle_9_r4.c
bottles/h_bottle_9_b1.c
bottles/h_bottle_9_b2.c
bottles/h_bottle_9_b3.c
bottles/h_bottle_9_b4.c
bottles/h_bottle_9_g1.c
bottles/h_bottle_9_g2.c
bottles/h_bottle_9_g3.c
bottles/h_bottle_9_g4.c
bottles/h_bottle_9_h1.c
bottles/h_bottle_9_h2.c
bottles/h_bottle_9_h3.c
bottles/h_bottle_9_h4.c
Equipment Icons#
zelda64_item_icon/h_32_sword_2.c
zelda64_item_icon/h_32_sword_4.c
zelda64_item_icon/h_32_L_sword_2.c
zelda64_item_icon/h_32_shield_2.c
zelda64_item_icon/h_32_shield_3.c
zelda64_item_icon/h_32_shield_7.c
zelda64_item_icon/h_32_clothes_4.c
zelda64_item_icon/h_32_clothes_5.c
zelda64_item_icon/h_32_clothes_6.c
zelda64_item_icon/h_32_boots_3.c
zelda64_item_icon/h_32_boots_5.c
zelda64_item_icon/h_32_boots_8.c
zelda64_item_icon/h_arrowcase_4.c
zelda64_item_icon/h_arrowcase_5.c
zelda64_item_icon/h_arrowcase_6.c
zelda64_item_icon/h_bombpouch_1.c
zelda64_item_icon/h_bombpouch_2.c
zelda64_item_icon/h_bombpouch_3.c
zelda64_item_icon/h_bracelet_2.c
zelda64_item_icon/h_bracelet_3.c
zelda64_item_icon/h_purse_3.c
zelda64_item_icon/h_purse_4.c
zelda64_item_icon/h_purse_5.c
Collection Icons#
Keys
With no h_key_7.c, there are 7 key icons. The Spaceworld '97 proto only has six, so it seems like they later opted to removed another one.
zelda64_item_icon/h_key_1.c
zelda64_item_icon/h_key_2.c
zelda64_item_icon/h_key_3.c
zelda64_item_icon/h_key_4.c
zelda64_item_icon/h_key_5.c
zelda64_item_icon/h_key_6.c
zelda64_item_icon/h_key_8.c
Pieces of Heart
The script from the Spaceworld proto states that 8 Pieces of Heart make up a Heart Container, and the proto still contains 7 heart textures. However, there are 9 icons in this list.
✘ zelda64_item_icon/h_heart_00.c
✘ zelda64_item_icon/h_heart_01.c
✘ zelda64_item_icon/h_heart_02.c
✘ zelda64_item_icon/h_heart_03.c
✘ zelda64_item_icon/h_heart_04.c
✘ zelda64_item_icon/h_heart_05.c
✘ zelda64_item_icon/h_heart_06.c
✘ zelda64_item_icon/h_heart_07.c
✘ zelda64_item_icon/h_heart_08.c
The ICON_ITEM folder, in which icon_item_idx.ccc is found, has a folder called collect_item/ia, which contains the following textures for a heart container made up of 4 pieces.
h_heart_01.ia
h_heart_02.ia
h_heart_03.ia
Menu Screen Assets#
Files with the h_t_ prefix may indicate which menu screens were present at this time: Equipment, Item Select, Map, Save, and Keys.
✘ select_frame/h_t_equipment.c
✘ select_frame/h_t_item_select.c
✘ select_frame/h_t_map.c
✘ select_frame/h_t_save.c
✘ select_frame/h_t_keys.c
✔ select_frame/h_yes.c
✘ select_frame/h_no.c
✘ select_frame/h_cursor.c
✘ select_frame/h_mz.c
✘ select_frame/h_mr.c
✘ select_frame/tex0.c
✘ select_frame/tex1.c
Menu Backgrounds
✘ select_frame/sf_00.c
✘ select_frame/sf_01.c
✘ select_frame/sf_02.c
✘ select_frame/sf_03.c
✘ select_frame/sf_04.c
✘ select_frame/sf_05.c
✘ select_frame/sf_06.c
✘ select_frame/sf_07.c
✘ select_frame/sf_08.c
✘ select_frame/sf_09.c
✘ select_frame/sf_10.c
✘ select_frame/sf_11.c
✘ select_frame/sf_12.c
✘ select_frame/sf_13.c
✘ select_frame/sf_14.c
✘ select_frame/sf_15.c
✘ select_frame/sf_16.c
✘ select_frame/sf_17.c
✘ select_frame/sf_18.c
✘ select_frame/sf_19.c
✘ select_frame/sf_27.c
✘ select_frame/sf_28.c
✘ select_frame/sf_29.c
✘ select_frame/sf_36.c
✘ select_frame/sf_37.c
✘ select_frame/sf_38.c
✘ select_frame/sf_39.c
✘ select_frame/sf_40.c
✘ select_frame/sf_41.c
✘ select_frame/sf_42.c
✘ select_frame/sf_43.c
✘ select_frame/sf_44.c
✘ select_frame/sf_45.c
✘ select_frame/sf_46.c
✘ select_frame/sf_47.c
✘ select_frame/sf_48.c
✘ select_frame/sf_49.c
The ICON_ITEM folder in which icon_item_idx.ccc is found contains subfolders called jpn/sf and nes/sf (JPN corresponding to the Japanese version of the game, and NES corresponding to the English version), which contain the following textures; far fewer than the list itself.
sf_01.ia
sf_03.ia
sf_04.ia
sf_05.ia
sf_07.ia
sf_09.ia
sf_0a.ia
sf_0b.ia
sf_0d.ia
Buttons, Etc.
✔ select_frame/ma_00.c
✔ select_frame/ma_01.c
✔ select_frame/g_button_c.c
✔ select_frame/g_button_a.c
✘ select_frame/g_button_select.c
✘ select_frame/z_kaleido_scope_vtx.c
Menu Headers
These textures are still present in the Spaceworld '97 prototype.
Collection Display:
✘ select_frame_rgb/h_cp_00.c
✘ select_frame_rgb/h_cp_10.c
Equipment Display:
✔ select_frame_rgb/h_ep_00.c
✔ select_frame_rgb/h_ep_01.c
✔ select_frame_rgb/h_ep_10.c
✔ select_frame_rgb/h_ep_11.c
✔ select_frame_rgb/h_ep_20.c
✔ select_frame_rgb/h_ep_21.c
✔ select_frame_rgb/h_ep_30.c
✔ select_frame_rgb/h_ep_31.c
Map Display:
(KF likely stands for kaleido_field, used to refer to the kaleidoscope-like menu's map screen.)
✘ select_frame_rgb/h_kf_00.c
✘ select_frame_rgb/h_kf_01.c
✘ select_frame_rgb/h_kf_02.c
✘ select_frame_rgb/h_kf_03.c
Medallion Display:
✔ select_frame_rgb/h_mb_00.c
✔ select_frame_rgb/h_mb_10.c
✔ select_frame_rgb/h_mb_20.c
Unknown
✘ select_frame_i/s_mark_e.c
✘ select_frame_i/s_mark_l.c
✘ select_frame_i/s_mark_r.c
✘ select_frame_i/s_mark_u.c
Sample Map
An index and palette for a sample map.
✘ sample_map/map_idx.c
✘ sample_map/map_pal.c
obj_make.bak
The file obj_make.bak contains the following list of files. Judging by which files are included, it seems to date from around May, 1997, in the A + C era of development.
ITEM/
KALEIDO_SCOPE/
METER/
REMOVE_COMMON_TEXTURE/
REMOVE_FUKIDASI/
REMOVE_SHADOW/
REMOVE_ZELDA_ARROW/
REMOVE_ZELDA_BOM/
REMOVE_ZELDA_BOMBA/
REMOVE_ZELDA_BOMBB/
REMOVE_ZELDA_DOOR/
REMOVE_ZELDA_DUSTA/
REMOVE_ZELDA_ELF/
REMOVE_ZELDA_LENSFLARE/
REMOVE_ZELDA_LIGHTA/
REMOVE_ZELDA_MOON/
REMOVE_ZELDA_SUN/
STATIC_DATA/
SYSTEM/
TEXTURE/
VR_BOX/
VR_BOX0/
VR_BOX1/
anime_model_1/
anime_model_2/
anime_model_3/
anime_model_4/
anime_model_5/
anime_model_6/
anime_texture/
anime_texture_1/
anime_texture_2/
anime_texture_3/
anime_texture_4/
anime_texture_5/
anime_texture_6/
bump_texture/
iwa.txt
iwa.txt.bak
map/
obj_make
rcs.mk
softsprite_matrix/
zelda_baby_skel/
zelda_bee/
zelda_box/
zelda_dangeon_keep/
zelda_dodongo/
zelda_field_keep/
zelda_fire/
zelda_firefly/
zelda_human/
zelda_ironknack/
zelda_keep/
zelda_link/
zelda_link_new/
zelda_map/
zelda_marker/
zelda_niw/
zelda_okuta/
zelda_poh/
zelda_rock/
zelda_scene/
zelda_skelton/
zelda_slime/
zelda_soldier/
zelda_tite/
zelda_title/
zelda_wallmaster/
keep.objs
The file keep.objs contains a list of things the gameplay_keep folder contained at various points during development.
1.1#
Assorted Textures#
First, we have a medley of textures, including buttons, a font, the game title, item icons, equipment icons, and a sample map. It's unclear what the difference between "heart" and "life" would have been.
- shape/TEXTURE/button/button.o
- shape/TEXTURE/font_6/font_6.o
- shape/TEXTURE/frame.a/frame.a.o
- shape/TEXTURE/heart/heart.o
- shape/TEXTURE/life/life.o
- shape/TEXTURE/title/title.o
- shape/TEXTURE/polygon/polygon.o
- shape/TEXTURE/i_icons/i_icons.o
- shape/TEXTURE/e_icons/e_icons.o
- shape/TEXTURE/sample_map/sample_map.o
Text Boxes#
These can still be found, unused, in gameplay_keep in the final game.
- shape/zelda_fukidasi/Maru/Maru.o
- shape/zelda_fukidasi/Kumo/Kumo.o
- shape/zelda_fukidasi/Ikari/Ikari.o
Door-Opening Animations#
- shape/zelda_door/DoorA/DoorA.o
- shape/zelda_door/DoorB/DoorB.o
Treasure Chest-Opening Animation#
- shape/zelda_box/Open/Open.o
Early Iron Knuckle Animations#
- shape/zelda_ironknack/B_down/B_down.o
- shape/zelda_ironknack/Defense_end/Defense_end.o
- shape/zelda_ironknack/Hineri/Hineri.o
- shape/zelda_ironknack/Maetuki_dmg/Maetuki_dmg.o
- shape/zelda_ironknack/B_wait/B_wait.o
- shape/zelda_ironknack/Defense_start/Defense_start.o
- shape/zelda_ironknack/Jyodan/Jyodan.o
- shape/zelda_ironknack/Side_move/Side_move.o
- shape/zelda_ironknack/Back_move/Back_move.o
- shape/zelda_ironknack/Front_move/Front_move.o
- shape/zelda_ironknack/M_down/M_down.o
- shape/zelda_ironknack/Tuki/Tuki.o
- shape/zelda_ironknack/Backgiri_dmg/Backgiri_dmg.o
- shape/zelda_ironknack/Gedan/Gedan.o
- shape/zelda_ironknack/M_wait/M_wait.o
- shape/zelda_ironknack/Wait/Wait.o
- shape/zelda_ironknack/Backtuki_dmg/Backtuki_dmg.o
- shape/zelda_ironknack/Hasso/Hasso.o
- shape/zelda_ironknack/Maegiri_dmg/Maegiri_dmg.o
Link Animations#
All filenames appear as "shape/zelda_link_new/[Folder]/[Animation Name]/[Animation Name].o". Only the final two parts of this file tree have been preserved for brevity.
As noted below, the z_player_shape.h header file, which includes filenames for animations that were later removed from the final game, features filenames that are similar to some of the following.
Legend:
- Final: Still present in the final game.
- ID: Variable in the final game.
Anchor#
Filename |
Translation |
Final |
ID |
Notes |
|---|---|---|---|---|
Anchor/Anc2figh |
Anchor - Anchor 2 Fighter |
✘ |
||
Anchor/Back_brake |
Anchor - Back - Brake |
✔ |
24E8 |
|
Anchor/Back_hitR |
Anchor - Back - Hit (Right) |
✔ |
24F0 |
|
Anchor/Back_walk |
Anchor - Back - Walk |
✔ |
24F8 |
|
Anchor/BrakeR_end |
Anchor - Brake (Right) - End |
✘ |
||
Anchor/Front_hitR |
Anchor - Front - Hit (Right) |
✔ |
2528 |
|
Anchor/LandingR |
Anchor - Landing (Right) |
✔ |
2538 |
|
Anchor/Side_walkL |
Anchor - Side - Walk (Left) |
✔ |
2568 |
|
Anchor/Side_walkR |
Anchor - Side - Walk (Right) |
✔ |
2570 |
|
Anchor/U_turnR |
Anchor - U-Turn (Right) |
✘ |
Mentioned in z_player_shape.h. |
|
Anchor/WaitL |
Anchor - Wait (Left) |
✔ |
2590 |
|
Anchor/WaitR |
Anchor - Wait (Right) |
✔ |
25D0 |
|
Anchor/WaitL_jump |
Anchor - Wait (Left) - Jump |
✔ |
25A8 |
|
Anchor/WaitR_jump |
Anchor - Wait (Right) - Jump |
✔ |
25E8 |
|
Anchor/Nom2figh |
Anchor - Normal 2 Fighter |
✘ |
||
Anchor/DefenseR |
Anchor - Defense (Right) |
✘ |
The final game contains "link_normal_defense", but no specific animation for left and right. |
|
Anchor/DefenseR_wait |
Anchor - Defense (Right) - Wait |
✘ |
||
Anchor/DefenseL |
Anchor - Defense (Left) |
✘ |
||
Anchor/DefenseL_wait |
Anchor - Defense (Left) - Wait |
✘ |
Bow#
Filename |
Translation |
Final |
ID |
Notes |
|---|---|---|---|---|
Bow/Ready |
Bow - Ready |
✔ |
26A0 |
|
Bow/Shoot |
Bow - Shoot |
✔ |
26A8 |
|
Bow/Shoot_end |
Bow - Shoot - End |
✔ |
26B0 |
|
Bow/Shoot_next |
Bow - Shoot - Next |
✔ |
26B8 |
|
Bow/Side_walk |
Bow - Side - Walk |
✔ |
26E8 |
|
Bow/Wait |
Bow - Wait |
✔ |
26C0 |
|
Bow/Walk2ready |
Bow - Walk 2 Ready |
✔ |
26F0 |
Child#
Filename |
Translation |
Final |
ID |
Notes |
|---|---|---|---|---|
Child/Base |
Child - Base |
✘ |
Cutscene#
Filename |
Translation |
Final |
ID |
Notes |
|---|---|---|---|---|
Demo/DoorA |
Cutscene - Door A |
✘ |
The final game contains the similarly-named "link_demo_doorA_link". |
|
Demo/DoorB |
Cutscene - Door B |
✘ |
The final game contains the similarly-named "link_demo_doorB_link". |
Fighter#
Filename |
Translation |
Final |
ID |
Notes |
|---|---|---|---|---|
Fighter/Run |
Fighter - Run |
✔ |
2B38 |
|
Fighter/Run_kiru |
Fighter - Run - Slash |
✘ |
z_player_shape.h contains the similarly-named "link_fighter_running_kiru". |
|
Fighter/Side_kiruL |
Fighter - Side - Slash (Left) |
✔ |
2B48 |
|
Fighter/U_turn |
Fighter - U-Turn |
✘ |
Mentioned in z_player_shape.h. |
|
Fighter/U_turn_kiru |
Fighter - U-Turn - Slash |
✘ |
Mentioned in z_player_shape.h. |
|
Fighter/U_turn_kiru_end |
Fighter - U-Turn - Slash - End |
✘ |
Mentioned in z_player_shape.h. |
|
Fighter/Upper_kiruR |
Fighter - Upper - Slash (Right) |
✔ |
2B90 |
|
Fighter/Wait_kiru |
Fighter - Wait - Slash |
✔ |
2BD8 |
|
Fighter/Turn_kiruL |
Fighter - Turn - Slash (Left) |
✔ |
2B70 |
|
Fighter/Turn_kiruR |
Fighter - Turn - Slash (Right) |
✔ |
2B80 |
|
Fighter/Pierce_kiru |
Fighter - Pierce - Slash |
✔ |
2AA8 |
|
Fighter/Pierce_kiruR |
Fighter - Pierce - Slash (Right) |
✘ |
||
Fighter/Pierce_kiruL |
Fighter - Pierce - Slash (Left) |
✘ |
The final game contains the similarly-named "link_fighter_Lpierce_kiru". |
|
Fighter/Jump_kiru |
Fighter - Jump - Slash |
✔ |
2A48 |
|
Fighter/Jump_kiru_end |
Fighter - Jump - Slash - End |
✘ |
Mentioned in z_player_shape.h. |
|
Fighter/Jump_kiru_landing |
Fighter - Jump - Slash - Landing |
✘ |
Mentioned in z_player_shape.h. |
Normal#
Filename |
Translation |
Final |
ID |
Notes |
|---|---|---|---|---|
Normal/Base |
Normal - Base |
✘ |
||
Normal/Back_hit |
Normal - Back - Hit |
✔ |
2DC8 |
|
Normal/Back_walk |
Normal - Back - Walk |
✔ |
2DE8 |
|
Normal/Back_run |
Normal - Back - Run |
✔ |
2DD0 |
|
Normal/Side_walk |
Normal - Side - Walk |
✔ |
3188 |
|
Normal/Back_brake |
Normal - Back - Brake |
✔ |
2DA0 |
|
Normal/Back_brake_end |
Normal - Back - Brake - End |
✔ |
2DA8 |
|
Normal/Brake |
Normal - Brake |
✘ |
Mentioned in z_player_shape.h. |
|
Normal/Brake_end |
Normal - Brake - End |
✘ |
Mentioned in z_player_shape.h. |
|
Normal/Check |
Normal - Check |
✔ |
2E18 |
|
Normal/Check_wait |
Normal - Check - Wait |
✔ |
2E38 |
|
Normal/Climb_down |
Normal - Climb - Down |
✔ |
2E48 |
|
Normal/Climb_up |
Normal - Climb - Up |
✔ |
2E90 |
|
Normal/CarryA |
Normal - Carry A |
✘ |
Mentioned in z_player_shape.h. |
|
Normal/CarryA_wait |
Normal - Carry A - Wait |
✘ |
Mentioned in z_player_shape.h. |
|
Normal/CarryB |
Normal - Carry B |
✔ |
2E00 |
|
Normal/CarryB_wait |
Normal - Carry B - Wait |
✔ |
2E10 |
|
Normal/Defense |
Normal - Defence |
✔ |
2EA0 |
|
Normal/Defense_end |
Normal - Defence - End |
✔ |
2EA8 |
|
Normal/Defense_wait |
Normal - Defence - Wait |
✔ |
2ED0 |
|
Normal/Front_hit |
Normal - Front - Hit |
✔ |
2F70 |
|
Normal/Landing |
Normal - Landing |
✔ |
3020 |
|
Normal/Lturn_run |
Normal - Left Turn - Run |
✘ |
z_player_shape.h mentions the similarly-named "link_normal_Lturn_run_Q". |
|
Normal/Rturn_run |
Normal - Right Turn - Run |
✘ |
z_player_shape.h mentions the similarly-named "link_normal_Rturn_run_Q". |
|
Normal/Run |
Normal - Run |
✔ |
3138 |
|
Normal/Throw |
Normal - Throw |
✔ |
31C0 |
|
Normal/Turn_180 |
Normal - Turn - 180° |
✘ |
z_player_shape.h mentions the similarly-named "link_normal_180_turn". |
|
Normal/Turn_45 |
Normal - Turn - 45° |
✘ |
||
Normal/Turn_90 |
Normal - Turn - 90° |
✘ |
z_player_shape.h mentions the similarly-named "link_normal_90_turn". |
|
Normal/Turn_m180 |
Normal - Turn - Forward 180° |
✘ |
z_player_shape.h mentions the similarly-named "link_normal_M180_turn". |
|
Normal/Turn_m90 |
Normal - Turn - Forward 90° |
✘ |
z_player_shape.h mentions the similarly-named "link_normal_M90_turn". |
|
Normal/U_turn |
Normal - U-Turn |
✘ |
Mentioned in z_player_shape.h. |
|
Normal/Wait |
Normal - Wait |
✔ |
3238 |
|
Normal/Walk |
Normal - Walk |
✔ |
3268 |
|
Normal/Walk_endL |
Normal - Walk - End (Left) |
✔ |
3270 |
|
Normal/Walk_endR |
Normal - Walk - End (Right) |
✔ |
3280 |
|
Normal/Wait2waitL |
Normal - Wait 2 Wait (Left) |
✔ |
31F0 |
|
Normal/Wait2waitR |
Normal - Wait 2 Wait (Right) |
✔ |
31F8 |
|
Normal/Jump |
Normal - Jump |
✔ |
2FE0 |
|
Normal/Jump2landing |
Normal - Jump 2 Landing |
✔ |
2FD8 |
|
Normal/Stepup100 |
Normal - Step Up - 100 |
✘ |
The final game contains the similarly-named "link_normal_100step_up". |
|
Normal/Stepup150 |
Normal - Step Up - 150 |
✘ |
The final game contains the similarly-named "link_normal_150step_up". |
|
Normal/Pull_start |
Normal - Pull - Start |
✔ |
30C0 |
|
Normal/Pulling |
Normal - Pulling |
✔ |
30D0 |
|
Normal/Pull_end |
Normal - Pull - End |
✔ |
30B0 |
|
Normal/Push_wait |
Normal - Push - Wait |
✔ |
30F8 |
|
Normal/Push_wait_end |
Normal - Push - Wait - End |
✔ |
3100 |
|
Normal/Push_start |
Normal - Push - Start |
✔ |
30F0 |
|
Normal/Pushing |
Normal - Pushing |
✔ |
3108 |
|
Normal/Push_end |
Normal - Push - End |
✔ |
30E0 |
|
Normal/Push_fall |
Normal - Push - Fall |
✔ |
30E8 |
|
Normal/Put |
Normal - Put |
✔ |
3110 |
|
Normal/Fall |
Normal - Fall |
✔ |
2F10 |
|
Normal/Fall_up |
Normal - Fall - Up |
✔ |
2F18 |
|
Normal/Fall_wait |
Normal - Fall - Wait |
✔ |
2F28 |
|
Normal/DieA |
Normal - Die A |
✘ |
Mentioned in z_player_shape.h. |
|
Normal/Wakeup |
Normal - Wake Up |
✔ |
3260 |
|
Normal/Comeback |
Normal - Come Back |
✘ |
Mentioned in z_player_shape.h. |
|
Normal/Goto_heaven |
Normal - Go to - Heaven |
✘ |
z_player_shape.h mentions the similarly-named "link_normal_GoToHeaven". Likely related to Environment sound effect 2086, "NA_SE_EV_GOTO_HEAVEN". |
|
Normal/Short_landing |
Normal - Short - Landing |
✔ |
3168 |
|
Normal/Run_jump |
Normal - Run - Jump |
✔ |
3148 |
|
Normal/Run_jump_end |
Normal - Run - Jump - End |
✔ |
3150 |
|
Normal/WaitL2wait |
Normal - Wait (Left) 2 Wait |
✔ |
3218 |
|
Normal/WaitR2wait |
Normal - Wait (Right) 2 Wait |
✔ |
3228 |
Early Stalfos Animations#
- shape/zelda_skelton/Back_damage/Back_damage.o
- shape/zelda_skelton/Back_down/Back_down.o
- shape/zelda_skelton/Back_jump/Back_jump.o
- shape/zelda_skelton/Defend/Defend.o
- shape/zelda_skelton/Down/Down.o
- shape/zelda_skelton/Front_damage/Front_damage.o
- shape/zelda_skelton/Front_down/Front_down.o
- shape/zelda_skelton/Kiru/Kiru.o
- shape/zelda_skelton/Landing/Landing.o
- shape/zelda_skelton/Side_walk/Side_walk.o
- shape/zelda_skelton/Wait/Wait.o
- shape/zelda_skelton/Walk/Walk.o
Test Girl Animations#
- shape/zelda_human/Furimukiwait/Furimukiwait.o
- shape/zelda_human/Furimuku/Furimuku.o
- shape/zelda_human/Hello/Hello.o
- shape/zelda_human/Kyorokyoro/Kyorokyoro.o
- shape/zelda_human/Syoumen/Syoumen.o
- shape/zelda_human/Tereend/Tereend.o
- shape/zelda_human/Tereru/Tereru.o
- shape/zelda_human/Terewait/Terewait.o
- shape/zelda_human/Wait/Wait.o
- shape/zelda_human/Walk/Walk.o
- shape/zelda_human/Walk_end/Walk_end.o
- shape/zelda_human/Walk_start/Walk_start.o
Stalchild Animations#
- shape/zelda_baby_skel/Wait/Wait.o
- shape/zelda_baby_skel/Attack/Attack.o
- shape/zelda_baby_skel/F_dmg/F_dmg.o
- shape/zelda_baby_skel/B_dmg/B_dmg.o
- shape/zelda_baby_skel/Walk/Walk.o
- shape/zelda_baby_skel/Wake/Wake.o
Slime Animations#
- shape/zelda_slime/zelda_slime.o
Early Octorok Animations#
- shape/zelda_okuta/Wait/Wait.o
- shape/zelda_okuta/Move/Move.o
- shape/zelda_okuta/Shot/Shot.o
- shape/zelda_okuta/Damage/Damage.o
- shape/zelda_okuta/Damage_wait/Damage_wait.o
Early Poe Animations#
- shape/zelda_poh/Move/Move.o
- shape/zelda_poh/Front_dmg/Front_dmg.o
- shape/zelda_poh/Front_dmg_wait/Front_dmg_wait.o
- shape/zelda_poh/Front_dmg_down/Front_dmg_down.o
- shape/zelda_poh/Back_damage/Back_damage.o
- shape/zelda_poh/Back_damage_wait/Back_damage_wait.o
- shape/zelda_poh/Back_damage_down/Back_damage_down.o
Early Wallmaster Animations#
- shape/zelda_wallmaster/B_jump/B_jump.o
- shape/zelda_wallmaster/Damage/Damage.o
- shape/zelda_wallmaster/Damage_wait/Damage_wait.o
- shape/zelda_wallmaster/F_jump/F_jump.o
- shape/zelda_wallmaster/L_turn/L_turn.o
- shape/zelda_wallmaster/Link_hangup/Link_hangup.o
- shape/zelda_wallmaster/Motion/Motion.o
- shape/zelda_wallmaster/Move/Move.o
- shape/zelda_wallmaster/Move_wait/Move_wait.o
- shape/zelda_wallmaster/Miss/Miss.o
- shape/zelda_wallmaster/Success/Success.o
- shape/zelda_wallmaster/Wait/Wait.o
- shape/zelda_wallmaster/Wait_move/Wait_move.o
Early Soldier Animations#
- shape/zelda_soldier/Kyotuke/Kyotuke.o
- shape/zelda_soldier/R_slide/R_slide.o
- shape/zelda_soldier/R_stop/R_stop.o
- shape/zelda_soldier/Slide/Slide.o
- shape/zelda_soldier/Stop/Stop.o
- shape/zelda_soldier/Supprise/Supprise.o
Various#
- shape/zelda_bom/Base/Base.o
- shape/zelda_elf/Fly/Fly.o
- shape/zelda_firefly/Foot_fly/Foot_fly.o
- shape/zelda_dodongo/Wait/Wait.o
- shape/zelda_dodongo/Walk/Walk.o
- shape/zelda_arrow/Base/Base.o
- shape/zelda_arrow/Flick/Flick.o
- shape/zelda_arrow/Hit/Hit.o
- shape/zelda_fire/zelda_fire.o
- shape/zelda_rock/zelda_rock.o
- shape/zelda_marker/Shape/Shape.o
- shape/zelda_dustA/zelda_dustA.o
- shape/zelda_lightA/zelda_lightA.o
- shape/zelda_bombB/zelda_bombB.o
- shape/zelda_sun/zelda_sun.o
- shape/zelda_moon/zelda_moon.o
- shape/zelda_lensflare/zelda_lensflare.o
Animated Textures#
The Majora's Mask iQue leak files include a file called "z_majora/data/shape/a", which, despite its file path, is actually a list of assets from Ocarina of Time. Happily, it lists the contents of these .o files.
- shape/anime_texture/link2/link2.o
Indices for Link's facial textures, as well as a palette.
./anime_texture/REMOVE_LINK2/link_mouth_idx.c
./anime_texture/REMOVE_LINK2/link_eye_idx.c
./anime_texture/REMOVE_LINK2/link_pal.c
- shape/anime_texture/human3/human3.o
./anime_texture/REMOVE_HUMAN3/girl_Leye_idx.c
./anime_texture/REMOVE_HUMAN3/girl_Reye_idx.c
./anime_texture/REMOVE_HUMAN3/girl_hoho_idx.c
./anime_texture/REMOVE_HUMAN3/girl_pal.c
./anime_texture/REMOVE_HUMAN3/girl_Rmayu_idx.c
./anime_texture/REMOVE_HUMAN3/girl_Lmayu_idx.c
./anime_texture/REMOVE_HUMAN3/girl_mouth_idx.c
shape/anime_texture/torch1/torch1.o
While removed from gameplay_keep in the final game, these textures are still present, albeit unused, in object_fire.
./anime_texture/REMOVE_TORCH1/torch1_6.c
./anime_texture/REMOVE_TORCH1/torch1_7.c
./anime_texture/REMOVE_TORCH1/torch1_4.c
./anime_texture/REMOVE_TORCH1/torch1_5.c
./anime_texture/REMOVE_TORCH1/torch1_2.c
./anime_texture/REMOVE_TORCH1/torch1_3.c
./anime_texture/REMOVE_TORCH1/torch1_0.c
./anime_texture/REMOVE_TORCH1/torch1_1.c
- shape/anime_texture/elf/elf.o
These light textures for Navi's body are still contained in gameplay_keep in the final game.
./anime_texture/REMOVE_ELF/elf_layA0.c
./anime_texture/REMOVE_ELF/elf_layA1.c
./anime_texture/REMOVE_ELF/elf_layB0.c
./anime_texture/REMOVE_ELF/elf_layB1.c
- shape/anime_texture/light/light.o
./anime_texture/REMOVE_LIGHT/light2.c
./anime_texture/REMOVE_LIGHT/light1.c
- shape/anime_texture/smoke1/smoke1.o
|
|
To do: |
./anime_texture/REMOVE_SMOKE1/smoke1_8.c
./anime_texture/REMOVE_SMOKE1/smoke1_6.c
./anime_texture/REMOVE_SMOKE1/smoke1_7.c
./anime_texture/REMOVE_SMOKE1/smoke1_4.c
./anime_texture/REMOVE_SMOKE1/smoke1_5.c
./anime_texture/REMOVE_SMOKE1/smoke1_2.c
./anime_texture/REMOVE_SMOKE1/smoke1_3.c
./anime_texture/REMOVE_SMOKE1/smoke1_1.c
- shape/anime_texture/bomb2/bomb2.o
Despite being named for the Landmine item, which became the Bombchu item, this explosive effect is used for the regular bomb explosions. It's still contained in gameplay_keep in the final game.
./anime_texture/REMOVE_BOMB2/bomb2_6.c
./anime_texture/REMOVE_BOMB2/bomb2_7.c
./anime_texture/REMOVE_BOMB2/bomb2_4.c
./anime_texture/REMOVE_BOMB2/bomb2_5.c
./anime_texture/REMOVE_BOMB2/bomb2_2.c
./anime_texture/REMOVE_BOMB2/bomb2_3.c
./anime_texture/REMOVE_BOMB2/bomb2_0.c
./anime_texture/REMOVE_BOMB2/bomb2_1.c