This is a sub-page of Development:The Legend of Zelda: Ocarina of Time.
Unused actors and objects in the Ocarina of Time iQue leak.
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To do: |
Actors
En_Skeleton#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0001 |
0004 |
En_Skeleton |
Skeleton |
This actor and its object were dummied out in z_scene_bank.decl.
This Stalfos first appeared in pre-release footage from October, 1996. It seems to have been replaced with the final Stalfos around September, 1997, when a new design appeared in concept art that wasn't publicly released until 2011's Hyrule Historia.
zelda_skelton#
Obj. |
Filename |
Translation |
|---|---|---|
0004 |
zelda_skelton |
Skeleton |
The folder for this object can be found in data/shape2. It's commented out in data/obj_make.
(Source: Restoration: zel.)
En_Iron#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0003 |
0005 |
En_Iron |
Iron |
This actor and its object were dummied out in z_scene_bank.decl.
The Iron Knuckle first appeared in pre-release footage from January, 1997, battling with Link.
zelda_ironknack#
Obj. |
Filename |
Translation |
|---|---|---|
0005 |
zelda_ironknack |
Iron Knuckle |
The folder for this object can be found in data/shape2. The sword model is missing from the data; to show the movement of the sword bone, the restoration video replaces it with a second shield.
(Source: Restoration: zel.)
En_Slim#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0005 |
0010 |
En_Slim |
Slime |
This actor and its object were dummied out in z_scene_bank.decl.
These Slime enemies first appeared in pre-release footage from May, 1997. They resemble the Gels from earlier Zelda games.
zelda_slime#
Obj. |
Filename |
Translation |
|---|---|---|
0010 |
zelda_slime |
Slime |
The folder for this object can be found in data/shape2.
The texture for their body is the first texture file in gameplay_keep. It's also used for most reflections in the game.
(Source: Restoration: zel.)
En_Bskel#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0006 |
0011 |
En_Bskel |
Baby Skeleton |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_baby_skel#
Obj. |
Filename |
Translation |
|---|---|---|
0011 |
zelda_baby_skel |
Baby Skeleton |
The folder for this object can be found in data/shape2. Judging by its filename, it appears to be an early concept for the Stalchildren.
(Source: Restoration: zel.)
Dummy_player#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0017 |
[?] |
Dummy_player |
Dummy Player |
This actor was dummied out in z_actor_dlftbls.decl. Its object and purpose are unknown.
En_Bee#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
001A |
[?] |
En_Bee |
Bee |
This actor was dummied out in z_actor_dlftbls.decl. Its object is unknown.
Previously encountered in A Link to the Past, bees were later reintroduced in Majora's Mask.
En_F_Obj#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
001F |
0002 |
En_F_Obj |
Field Objects |
This actor was included in z_actor_dlftbls.decl. Its object is 0002, gameplay_field_keep, which is used in the final game.
En_D_Obj#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0022 |
0003 |
En_D_Obj |
Dungeon Objects |
This actor was included in z_actor_dlftbls.decl. Its object is 0003, gameplay_dangeon_keep, which is used in the final game.
Magic#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0031 |
[?] |
Magic |
Magic |
This actor was dummied out in z_actor_dlftbls.decl. Its object is unknown.
En_OA_1#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0036 |
[?] |
En_OA_1 |
OA 1 |
This actor was dummied out in z_actor_dlftbls.decl. Its object is unknown. However, object_oA1 contains an early version of the Kakariko Rooftop Man in the final game, so it may have been linked to that.
En_NPC#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0053 |
[?] |
En_NPC |
NPC |
This actor was dummied out in z_actor_dlftbls.decl. Its object is unknown.
En_Stree#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0073 |
0078 |
En_Stree |
Small Tree |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_stree#
Obj. |
Filename |
Translation |
|---|---|---|
0078 |
zelda_stree |
[?] Tree |
The folder for this object can be found in data/shape2. It also features unused textures.
En_Kui#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0074 |
0079 |
En_Kui |
Stump |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_kui#
Obj. |
Filename |
Translation |
|---|---|---|
0079 |
zelda_kui |
Stump |
The folder for this object can be found in data/shape2.
(Source: Restoration: zel.)
En_Maruta#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0075 |
007A |
En_Maruta |
Log |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_maruta#
Obj. |
Filename |
Translation |
|---|---|---|
007A |
zelda_maruta |
Log |
The folder for this object can be found in data/shape2. Its textures, "jyuhi_txt" (bark) and "kirikabu2_txt", (cut stump) are stored in data/shape2/zelda_stree/zelda_stree.o.
En_Saku#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0076 |
007B |
En_Saku |
Fence |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_saku#
Obj. |
Filename |
Translation |
|---|---|---|
007B |
zelda_saku |
Fence |
The folder for this object can be found in data/shape2.
(Source: Restoration: zel.)
En_Twood_01#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0078 |
007D |
En_Twood_01 |
Tunnel Wood 01 |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_twood01#
Obj. |
Filename |
Translation |
|---|---|---|
007D |
zelda_twood01 |
Tunnel Wood 01 |
The folder for this object can be found in data/shape2, but its textures, c_mokume03_txt (wood grain) and c_kihada03_txt (bark), are stored in spot04_texture.o, which contains textures for Spot 04 - Kokiri Forest, suggesting it may have been used there.
It is preceded in the object list by 007C, zelda_wood02, which contains grass and trees (some used, some not).
En_Kabu02#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0079 |
007E |
En_Kabu02 |
Stump 02 |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_kabu02#
Obj. |
Filename |
Translation |
|---|---|---|
007E |
zelda_kabu02 |
Stump 02 |
The folder for this object can be found in data/shape2.
(Source: Restoration: zel.)
En_Board#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
007A |
007F |
En_Board |
Board |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_board#
Obj. |
Filename |
Translation |
|---|---|---|
007F |
zelda_board |
Board |
The folder for this object can be found in data/shape2. It's present but unused in Ocarina of Time 3D as dk_board.zar.
(Source: Restoration: zel.)
En_Floater#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
007B |
00B0 |
En_Floater |
Floater |
This actor and its object were dummied out in z_scene_bank.decl. Its display list attempts to load two removed textures, hence the bizarre technicolour.
zelda_floater#
Obj. |
Filename |
Translation |
|---|---|---|
0080 |
zelda_floater |
Floater |
The folder for this object can be found in data/shape2. Its collision is present but unused in Ocarina of Time 3D as dk_floater.zar.
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To do: |
(Source: Restoration: zel.)
En_Spia#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
007E |
0083 |
En_Spia |
Spear |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_spira#
Obj. |
Filename |
Translation |
|---|---|---|
0083 |
zelda_spira |
Spear |
The folder for this misspelled object can be found in data/shape2. It's present but unused in Ocarina of Time 3D as dk_spia.zar.
(Source: Restoration: zel.)
En_Stoneb#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
007F |
0084 |
En_Stoneb |
Stone Bridge |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_stoneb#
Obj. |
Filename |
Translation |
|---|---|---|
0084 |
zelda_stoneb |
Stone Bridge |
The folder for this object can be found in data/shape2. It's present but unused in Ocarina of Time 3D as dk_stonebridge.zar.
(Source: Restoration: zel.)
Hidan Pompfly#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0083 |
[?] |
Hidan Pompfly |
Fire Dungeon Pump Fly |
This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.
Magic_Wind#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
009E |
0001 |
Magic_Wind |
Magic: Wind |
This actor was not dummied out in z_actor_dlftbls.decl. While its primary dependency is object 0001, gameplay_keep, it was actually dependent on the object below. It appears to be an early version of the Farore's Wind effect.
zelda_magic_wind#
Obj. |
Filename |
Translation |
|---|---|---|
[?] |
zelda_magic_wind |
Magic - Wind |
The folder for this object can be found in data/shape2. It's commented out in data/obj_make.
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To do: |
Magic_Fire#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
009F |
0001 |
Magic_Fire |
Magic: Fire |
This actor was not dummied out in z_actor_dlftbls.decl. While its primary dependency is object 0001, gameplay_keep, it was actually dependent on the object below. It appears to be an early version of the Din's Fire effect.
zelda_magic_fire#
Obj. |
Filename |
Translation |
|---|---|---|
[?] |
zelda_magic_fire |
Magic - Fire |
The folder for this object can be found in data/shape2. It's commented out in data/obj_make.
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To do: |
Magic_Ice#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
00A0 |
0001 |
Magic_Ice |
Magic - Ice |
This actor was dummied out in z_actor_dlftbls.decl. While its primary dependency is object 0001, gameplay_keep, it was actually dependent on the object below. It appears to be an early version of an effect for an ice spell that was removed from the final game.
zelda_magic_ice#
Obj. |
Filename |
Translation |
|---|---|---|
[?] |
zelda_magic_ice |
Magic - Ice |
The folder for this object can be found in data/shape2. It's commented out in data/obj_make.
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To do: |
Watch on YouTubeA video of these early magic effects in action.
Bg_Haka_Kumo#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
00B2 |
[?] |
Bg_Haka_Kumo |
Background - Grave - Spider |
This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.
En_Npc2#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
00CE |
[?] |
En_Npc2 |
NPC 2 |
This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.
En_Npc3#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
00D8 |
[?] |
En_Npc3 |
NPC 3 |
This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.
Boss_Goma2#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
00EA |
00E3 |
Boss_Goma2 |
Boss - Gohma 2 |
This actor was dummied out in z_actor_dlftbls.decl, but are still declared in z_scene_bank.decl.
As Boss_Fd is the actor for Volvagia's flying form and Boss_Fd2 is the actor for Volvagia's Whack-a-Mole form, there may once have been a second phase to the Gohma boss fight.
zelda_go2#
Obj. |
Filename |
Translation |
|---|---|---|
00E3 |
zelda_go2 |
Gohma 2 |
The folder for this object can be found in data/shape2. Unfortunately, its contents appear to have been dummied out.
As zelda_fd is the object for Volvagia's flying form and zelda_fd2 is the object for Volvagia's Whack-a-Mole form, there may once have been a second phase to the Gohma boss fight. In the final version, object list entry 00E3 is a copy of 00E5, zelda_ny, which contains a spike trap.
En_Stk#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
00EB |
00E4 |
En_Stk |
Stal Kid |
This actor and its object were dummied out in z_scene_bank.decl, in which they are labeled "Skull Kid".
zelda_stk#
Obj. |
Filename |
Translation |
|---|---|---|
00E4 |
zelda_stk |
Stal Kid |
The folder for this object can be found in data/shape2. Unfortunately, its contents appear to have been dummied out.
Magic_Light#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
00F2 |
[?] |
Magic_Light |
Magic - Light |
This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown. However, given that it shares a similar name to the medallions, which at one point in development were all equip-able as elemental spells; along with the apparent placeholder effects above for the fire, wind, and ice magics; it can be reasonably assumed that this was a placeholder object for the light medallion spell.
Magic_Soul#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
00F3 |
[?] |
Magic_Soul |
Magic - Spirit |
This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown. However, given that it shares a similar name to the medallions, which at one point in development were all equip-able as elemental spells; along with the apparent placeholder effects above for the fire, wind, and ice magics; it can be reasonably assumed that this was a placeholder object for the Spirit medallion spell.
Bg_Jya_Sutarukage#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
00FB |
[?] |
Bg_Jya_Sutarukage |
Background - Evil - Stal Shadow |
This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.
Jyasinzou, meaning "evil god statue" is the internal name for the Spirit Temple.
Arrow_Dark#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0109 |
[?] |
Arrow_Dark |
Arrow - Dark |
This actor was dummied out in z_actor_dlftbls.decl.
Arrow_Soul#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
010D |
[?] |
Arrow_Soul |
Arrow - Spirit |
This actor was dummied out in z_actor_dlftbls.decl.
Arrow_Wind#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
010E |
[?] |
Arrow_Wind |
Arrow - Wind |
This actor was dummied out in z_actor_dlftbls.decl.
Obj_Breakbox#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0128 |
xxxx |
Obj_Breakbox |
Object - Breakable Box |
This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.
Obj_Hahen#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0129 |
[?] |
Obj_Hahen |
Object - Fragment |
This actor was dummied out in z_actor_dlftbls.decl. Its purpose and object are unknown.
En_Stopge#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0134 |
0123 |
En_Stopge |
Blocking Gerudo |
This actor and its object were dummied out in z_scene_bank.decl.
zelda_stopge#
Obj. |
Filename |
Translation |
|---|---|---|
0123 |
zelda_stopge |
Blocking Gerudo |
The folder for this object can be found in data/shape2.
(Source: Restoration: zel.)
En_Nc#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0154 |
xxxx |
En_Nc |
[?] |
This actor and its object were dummied out in z_actor_dlftbls.decl.
En_Warp_Box#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
015D |
xxxx |
En_Warp_Box |
Warp Box |
This actor and its object were dummied out in z_actor_dlftbls.decl. The actor was removed on 1998-10-14 by Matsutani.
En_Zl22#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0161 |
xxxx |
En_Zl22 |
Zelda 2 2 |
This actor and its object were dummied out in z_actor_dlftbls.decl.
En_Zl2 is the actor used for Adult Zelda during cutscenes.
En_Mother#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
0180 |
xxxx |
En_Mother |
Mother |
This actor and its object were dummied out in z_actor_dlftbls.decl.
Bg_Mizu_Switch#
Act. |
Obj. |
Filename |
Translation |
|---|---|---|---|
01AA |
xxxx |
Bg_Mizu_Switch |
Background - Water - Switch |
This actor and its object were dummied out in z_actor_dlftbls.decl.
Objects
ID Known#
zelda_oF1#
Obj. |
Filename |
Translation |
|---|---|---|
003A |
zelda_oF1 |
Object oF1 |
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|
To do: |
The folder for this object can be found in data/shape2. It's commented out in data/obj_make.
There are two other similarly-named objects. zelda_oF1d_map contains Goron, Medigoron, and Biggoron, and zelda_oF1s contains an early, unused Goron.
The model itself looks like zelda_oF1s, but is missing the unreferenced display list for the Goron curl and seems to utilize a different animation format.
|
Pre-release |
Final |
|---|---|
|
|
The animation data is stored separately inside zelda_oE_anime, which includes 2 different animations.
Animations#
oFx_konnichiwa_anim
oFx_matsu_anim
zelda_gate#
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|
To do: |
Obj. |
Filename |
Translation |
|---|---|---|
00FA |
zelda_gate |
Gate |
In the final version, this object list entry is a duplicate of 00FB, zelda_md, which contains Mido.
zelda_gi_milk_2#
Obj. |
Filename |
Translation |
|---|---|---|
0120 |
zelda_gi_milk_2 |
Get Item - Milk - 2 |
The folder for this object can be found in data/shape2. It's commented out in data/obj_make.
This unused item is "Ingo Milk". The Hylian text on the label indeed spells "ingo- miruku" i.e. "インゴー ミルク" as opposed to the used Lon Lon Milk's label ("ronron miruku"). It used to be sold in the removed Lon-Lon Ranch store (also present in these files, and referenced in the internal list of shops and items inside ovl_En_Ossan in the final game).
(Source: Restoration: zel.)
zelda_spot01_objects2#
Obj. |
Filename |
Translation |
|---|---|---|
016E |
zelda_spot01_objects2 |
Spot 01 - Objects 2 |
The folder for this object can be found in data/shape2. According to the commit logs, it was added to the game on 1998/08/17. Unfortunately, its contents appear to have been dummied out.
There is a zelda_spot01_objects in the final game, which contains objects for Kakariko Village, such as the windmill blades and the wooden well beam, but no zelda_spot01_objects2.
ID Unknown#
be_old#
This object is mentioned in z_majora/data/shape/a, which, despite its filepath, is actually a list of assets from Ocarina of Time. However, no corresponding folder for it remains. The following references to it are made:
zelda_field_keep/be_old/Nin/be_head.c
zelda_field_keep/be_old/Nin/be_body.c
zelda_field_keep/be_old/Nin/be_Rwing.c
zelda_field_keep/be_old/Nin/be_Lwing.c
zelda_field_keep/be_old/Nin/be_eyes.c
zelda_field_keep/be_old/bee_hovering_mdl.c
zelda_field_keep/be_old/bee_hovering.c
Other source code references to this removed bee indicate that it would have been visible on the overworld and catchable in a bottle. It appears to have been replaced in the final game with the green spidery bug we know and love.
zelda_bombB#
This file is mentioned in keep.objs, but no corresponding folder for it remains.
zelda_dgnd#
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|
To do: |
The folder for this object can be found in data/shape2. It's an early version of Ganondorf for use in cutscenes.
zelda_door#
This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.
zelda_dustA#
This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.
zelda_elf#
This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.
zelda_firecircle#
|
|
To do: |
The folder for this object can be found in data/shape2. It's commented out in data/obj_make. Its model file is referenced to as old_OB_F_firecircle_modelT, but the display lists seem to have been removed.
zelda_hidan_*#
The final game contains a single file called object_hidan_objects, which contains various objects used in the Fire Temple, whose scene name is hidan (Fire Dungeon). The leak, on the other hand, contains six zelda_hidan_objects files, as well as a zelda_hidan_tex file.
zelda_hidan_objects2#
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|
To do: |
The folder for this object can be found in data/shape2.
zelda_hidan_objects3#
|
|
To do: |
The folder for this object can be found in data/shape2.
zelda_hidan_objects4#
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|
To do: |
The folder for this object can be found in data/shape2. It contains earlier versions of objects that are used in the final game.
m_FOtiBFhead_model
This model's filename may translate to "model - Fire Fall: Before Fall head - model". It only contains the head section, whereas the final version of the file in object_hidan_objects displays it with the pillar attached.
|
Pre-release |
Final |
|---|---|
|
|
m_FOtiBFtail_model
This model's filename may translate to "model - Fire Fall: Before Fall tail - model". The pillar is a separate model in the earlier object file and has some minor differences compared to the final version.
m_FOtiAF_model
This model's filename may translate to "model - Fire Fall: After Fall - model". It does not appear in the final object_hidan_objects at all.
zelda_hidan_objects5#
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|
To do: |
The folder for this object can be found in data/shape2.
m_Fdalm_model
This model's filename may translate to "model - Fire daruma - model". It is an earlier version of an object used in the final game.
|
Pre-release |
Final |
|---|---|
|
|
zelda_hidan_objects6#
|
|
To do: |
The folder for this object can be found in data/shape2. It contains two earlier versions of objects that are used in the final game.
m_Fhocklift_model
This model's filename may translate to "model - Fire hook lift - model". It is an earlier version of the Hookshot lift in object_hidan_objects, which is used by the actor Bg_Hidan_Fslift in Room 5 of the Fire Temple.
|
Pre-release |
Final |
|---|---|
|
|
m_Fbmfl_model
This model's filename may translate to "model - Fire breakable metal floor - model". It is a gated floor section, which was replaced with the cracked floor section in object_hidan_objects.
|
Pre-release |
Final |
|---|---|
|
|
zelda_hidan_tex#
|
|
To do: |
The folder for this object can be found in data/shape2. It also features an unused texture.
zelda_lensflare#
This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.
zelda_lightA#
This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.
zelda_moon#
This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.
zelda_oAx#
The folder for this object can be found in data/shape2 and contains a later iteration of the removed object zelda_oA1, although internally it's still labeled as object_oA1.
It's an earlier version of Object_Ani - the Kakariko Village Rooftop Man.
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The animation data for this object is stored separately inside zelda_o_anime and includes 6 different animations.
Animations#
oAx_aruku1_anim
- "aruku" means "walk".
oAx_jijii_anim
- "jijii" means "old man", and depicts a hunched-over pose.
oAx_matsu1_anim
- "matsu" translates to "wait" and depicts an idle pose.
oAx_pose_anim
- This animation file includes 10 different static poses.
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oAx_uku_anim
- A static pose. "uku" means "float".
zelda_oBx#
The folder for this object can be found in data/shape2 and contains a later iteration of zelda_oB1. It is labeled as "fat (1)" inside z_scene_bank.decl.
The animation data for this object is stored separately inside zelda_o_anime and features 2 different animations, whereas the earlier version includes the animation data in its object file.
zelda_oB1#
The folder for this object can be found in data/shape2. It's commented out in data/obj_make, where its data is overwritten by zelda_sh.o (Object_Ossan).
It contains an earlier version of Object_Ossan, the bazaar shopkeeper, and features two animations.
A later iteration of this object can be found in zelda_oBx.
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Final |
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Animations#
ossan_counter_anim
ossan_yamete_anim
- "yamete" translates to "stop"
zelda_sun#
This file is mentioned in keep.objs, but no corresponding folder for it remains. It may have been transferred to gameplay_keep.
zelda_rock#
The folder for this object can be found in data/shape2. It's commented out in data/obj_make. Due to its appearance and because it contains files prefixed with "orock", it can be assumed that this was the rock projectile used by the early Octoroks.
(Source: Restoration: zel.)
zelda_soldier#
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The folder for this object can be found in data/shape2. The model itself looks similar to zelda_th, but seems to use a different format.
zelda_th#
The folder for this object can be found in data/shape2.
It contains an earlier version of object_sd and is visible in screenshots released during Space World 1997.
The model reveals only a minor differences in the appearance itself, but includes 6 unused animations.
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Final |
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Animations#
soldier_kyotuke_anim
- "kyotuke" translates to "At Attention"
soldier_r_slide_anim
soldier_r_stop_anim
soldier_slide_anim
soldier_stop_anim
soldier_supprise_anim
zelda_scale_trans#
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The folder for this object can be found in data/shape2.
zelda_torch2#
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The folder for this object can be found in data/shape2. It's commented out in data/obj_make, where its data is overwritten by zelda_black_link.o (Dark Link).
This object is an early flame animation with eight frames.
The fire effect used in the final game consists of two overlapping textures, a flame shape and a noise image. The noise image scrolls to create the illusion of flickering. This is less resource-intensive, and uses a longer animation loop.
zelda_va#
No corresponding object for this folder remains, but it's commented out in data/obj_make. Volvagia is referred to as z_boss_va.o, so this file may have been related to it.
Early Versions#
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zelda_box#
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zelda_fire#
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zelda_firefly#
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zelda_gi_niwatori#
This object is mentioned in data/obj_make, where its data is overwritten by zelda_gi_chicken.o.
zelda_oc#
These land-based Octoroks first appeared in pre-release footage from April, 1997.
The folder for this object can be found in data/shape2. It's also mentioned in data/obj_make, where its data is overwritten by zelda_oc2.o
(Source: Restoration: zel.)
zelda_okuta#
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zelda_poh#
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zelda_marker#
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According to a file called find_Gfx.tag, which, despite being found in the directory of Majora's Mask, references early Ocarina of Time material, this actor contained the following:
./zelda_marker/Shape/marker_shape.c:19:extern Gfx marker_model[]={
zelda_tg#
The folder for this object can be found in data/shape2. Its filename may translate to "testgirl".
(Source: Restoration: zel.)
zelda_tg2#
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The folder for this object can be found in data/shape2. Its animation files are prefixed with "testgirl2". The model itself looks similar to objects_human, but seems to use a different format.
zelda_wm#
Like the Octorok above, this spooky early Wallmaster also first appeared in pre-release footage from April, 1997.
The folder for this object can be found in data/shape2.
(Source: Restoration: zel.)



