the cutting room mirror

Early File Lists

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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

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#

Watch on YouTube

  • 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

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#

Watch on YouTube

  • 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#

Watch on YouTube

  • 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#

Watch on YouTube

  • 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#

Watch on YouTube

  • shape/zelda_slime/zelda_slime.o

Early Octorok Animations#

Watch on YouTube

  • 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#

Watch on YouTube

  • 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:
These textures are still in gameplay_keep in the final game, so dump them and post here if unused, or identify them and note if they are used.

./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