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This is a sub-page of Proto:The Legend of Zelda: Ocarina of Time Master Quest/Test Maps.

Room 116: Ganondorf Test Room#

Description#

This map is known as ベっしつ (たからばこワープ), or "Special Room (Treasure Chest Warp)" in the Map Select menu. The name of its map file is "besitu", which means "special room". Its name and map filename seem to have been mixed up with Room 119, which is called テストルーム, or "Test Room".

The floor, walls, and ceiling of the rooms are patterned in textures that are not used anywhere else. However, there are similarities between the animated blue texture of the walls and the appearance of Ganon's Castle during the cutscene in which it collapses.

It may have been used to test Link's battle with Ganondorf.

Layout#

Watch on YouTube

The map consists of an empty, circular room with animated textures on the walls.

It has similar dimensions to Ganondorf's Lair, and adding the boss fight with Ganondorf into the room reveals that it functions perfectly, with the exception of some graphical glitches.

It also shares some similarities with the look and shape of Majora's Lair in Ocarina of Time's sequel.

(Source: airikitascave - Adding Ganondorf Battle)

Environment Settings#

xxx

Actors#

None.

物品#

None.

出口#

None.

Room 117: Sasa Test#

Description#

This map is known as ささテスト, or "Sasa Test", in the Map Select menu. The name of its map file is "sasatest". It may have been named for an Ocarina of Time cinema scene programmer called Makoto Sasaki.

Unlike the other test maps, Room 117 has four different setups, corresponding to Child (Day), Child (Night), Adult (Day), and Adult (Night).

Layout#

The map consists of a flat plane divided into squares. Viewing the map from above reveals that the ground is textured with the acronym SRD, which stands for "Systems Research and Development", the development team at Nintendo that worked on Ocarina of Time. (These initials are also displayed by the game's crash debugger.)

Various sections of ground are linked to sound effects for different ground types, including water, wood, grass, and magma.

Environment Settings#

xxx

Setup 00 - Child (Day)#

Actors#

Actor

Filename

ID

Object

Variable

ID

Used

01CA

ovl_En_Kakasi3

xxx

0154

FFFF

xxx

✔

01C9

ovl_En_Kakasi2

xxx

0154

053F

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

003F

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

003F

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

003F

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

003F

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

003F

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

003F

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

003F

xxx

✔

01A0

ovl_Obj_Kibako2

Wooden Crate

0170

00FF

xxx

✔

0019

ovl_En_Niw

Cucco

0013

0004

Flees on Approach

✔

0117

ovl_En_G_Switch

Silver Rupee

0001

0140

xxx

✔

0117

ovl_En_G_Switch

Silver Rupee

0001

1FFF

xxx

✔

0117

ovl_En_G_Switch

Silver Rupee

0001

1FFF

xxx

✔

0117

ovl_En_G_Switch

Silver Rupee

0001

1FFF

xxx

✔

0117

ovl_En_G_Switch

Silver Rupee

0001

1FFF

xxx

✔

0117

ovl_En_G_Switch

Silver Rupee

0001

1FFF

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

469D

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

46DD

xxx

✔

物品#

Object

Filename

ID

Used

0154

object_ka

Pierre & Bonooru

✔

0013

object_niw

Cucco

✔

0170

object_kibako2

Wooden Crate

✔

Setup 01 - Child (Night)#

Actors#

This Gold Skulltula won't appear if Link has already collected every Gold Skulltula token.

Actor

Filename

ID

Object

Variable

ID

Used

0095

ovl_En_Sw

Skulltula

0024

FF01

xxx

✔

物品#

物品

文件

ID

使用了

0024

object_st

骷髅蜘蛛

✔

Setup 02 - Adult (Day)#

Actors#

One of the Flying Pots is suspended in mid-air, and will not engage Link unless the Moon Jump code or Free Movement Mode is used to fly up to it.

Actor

Filename

ID

Object

Variable

ID

Used

01C9

ovl_En_Kakasi2

xxx

0154

02BF

xxx

✔

01CA

ovl_En_Kakasi3

xxx

0154

FFFF

xxx

✔

011D

ovl_En_Tubo_Trap

Flying Pot

0003

FFFF

xxx

✔

011D

ovl_En_Tubo_Trap

Flying Pot

0003

FFFF

xxx

✔

0112

ovl_En_Wonder_Item

Invisible Collectable Items

0001

1178

xxx

✔

0185

ovl_En_Wonder_Talk2

Checkable Spot

0001

4178

xxx

✔

物品#

Object

Filename

ID

Used

0154

object_ka

Pierre & Bonooru

✔

012C

object_tsubo

Pot

✔

Setup 03 - Adult (Night)#

Actors#

The Enemy Spawner is normally used to spawn Leevers and Stalchildren. Variable 0AB2, which is unique to Room 117, causes it to spawn Red Tektites on approach, two at a time. When Link kills them, more appear, up to about 75.

Actor

Filename

ID

Object

Variable

ID

Used

00A7

ovl_En_Encount1

Enemy Spawner

0001

0AB2

xxx

✔

0112

ovl_En_Wonder_Item

Invisible Collectable Items

0001

0FFF

xxx

✔

0112

ovl_En_Wonder_Item

Invisible Collectable Items

0001

0FFF

xxx

✔

0112

ovl_En_Wonder_Item

Invisible Collectable Items

0001

0FFF

xxx

✔

0112

ovl_En_Wonder_Item

Invisible Collectable Items

0001

00FF

xxx

✔

物品#

物品

文件

ID

使用了

0016

object_tite

玻石虫

✔

出口#

None.

Room 118: Jungle Gym#

Description#

This map is known as テストマップ, or "Test Map" in the Map Select menu. The name of its map file is "test01". An identical map exists in the Japanese version of Majora's Mask.

It was likely used to test Link's actions. As such, it is filled with various types of terrain that exploit all of Link's abilities.

The smaller of the two checkerboard textures that span the map's floors and walls is connected to Link's height. Child Link is 1 square tall, while Adult Link reaches 1.5 squares.

Layout#

  • Grey Pool: A simple pool of water. Possibly used to test swimming.
  • Grey Drop-off: A slope leads gradually into the grey pool. Possibly used to test water depth. For example, at which depth does Link begin to swim? At which depth will bombs be extinguished?
  • Grey Ladders: Adjacent to the grey pool are ladders of various heights.
  • Jumping Platforms: Just beyond the ladders are a series of medium-sized platforms, spaced just closely enough that Link can jump between them. Possibly used to test jumping between platforms.
  • Series of Towers: Next to the jumping platforms sits a linked series of tower platforms of ever increasing height. Possibly used to test Link's freefall, or the effect of throwing or using items across long distances.
  • Alcove: Possibly used to test a similar puzzle in the Fire Temple.
  • Steep Slope: In the center of the map sits a multicolored slope that becomes gradually redder as it gets steeper. with the topmost color being plain unclimbable. This slope is set to cause you to slide down should you stand on it.
  • Tunnels: Below the steep slope are two grey monoliths that are penetrated by tunnels through which Child Link should be able to crawl in order to reach the other side. However, the tunnels cannot be interacted with.
  • Rainbow Lake: At the west of the map is a rainbow-coloured area with a giant lake. It is much deeper than the grey pool.
  • Rainbow Ladders: On the righthand side of the pond are four ladders of different heights that lead to the top of a platform with a stair-like gradation. However, the ladders cannot be used, as their surface is not set to be climbable.

Environment Settings#

Time passes, albeit much slower than it does in Hyrule Field.

Actors#

None.

物品#

None.

出口#

None.

Room 119: Treasure Chest Room#

Description#

This map is known as テストルーム, or "Test Room", in the Map Select menu. The name of its map file is "testroom". Its name and map filename seem to have been mixed up with Room 116, which is called ベっしつ (たからばこワープ), or "Special Room (Treasure Chest Warp)".

0室

1室

2室

3室

4室

It contains five rooms, two of which are filled with treasure chests and other collectibles. It was likely used to test item pickups.

The floors, walls, and ceilings of the rooms are patterned in textures that are not used anywhere else.

The doors between rooms have no collision and can be walked through, but the next room will not load unless Link activates the door normally.

Layout#

Room 0 - Treasure Chest Room I#

Upon loading Room 119 from the Map Select menu, Link appears in a striped green room with a door in front of him.

Entering the door brings him to a large, square room filled with treasure chests and collectible items.

Overview

Entrance Room

Main Room

Room 1 - Treasure Chest Room II#

Taking the north exit from Room 0 leads Link through a hallway with four treasure chests. The hall ends in another square room filled with more chests and collectible items.

Overview

Hall

Main Room

Main Room Ceiling

Room 2 - Flying Tile Room#

Taking the north exit from Room 1 leads Link through another hallway with four treasure chests. The hall ends in an empty square room with eight depressions in the floor.

Overview

Hall

Main Room

Room 3 - Castle Room#

Taking the east exit from Room 0 leads Link through Room 4, a tunnel through which Link must crawl to reach Room 3.

Room 3 is invisible. However, players can use the code 803CA08A 0000 803CA098 0003 prior to entering the room in order to make it appear.

This room has a sky texture on the walls, and a ground texture on the floor. It is bisected by a brick wall, which has another tunnel through which Link can crawl to reach the other side.

Overview

Main Room

Looking at Entrance Tunnel

4室 - 隧道#

This room is a tunnel that connects Room 0 and Room 3.

Overview

Main Room

Environment Settings#

xxx

Actors#

Room 0 - Treasure Chest Room I

This room has several collectable items on the floor that are not normally found lying around.

  • Empty Bottle:
    • Normally obtained by completing challenges for the Cucco Lady, Talon, and the Poe Collector.
  • Deku Shield:
    • Normally obtained by purchasing one from the Kokiri Shop.
    • Hitting the shield with a projectile will cause it to do a little jump, and then fade away after a few seconds. This item has a similar behaviour to the Ordon Shield in Twilight Princess.
  • Big Quiver:
    • Normally obtained by shooting 10 targets at the Shooting Gallery in Kakariko Village.
    • The quiver was once obtained by shooting it during the target practice game.
  • Silver Scale:
    • Normally obtained by collecting all the rupees in the Diving Game at Zora's Domain.
    • The scale was once a collectable item.
  • Golden Scale:
    • Normally obtained by catching a fish that breaks the Fishing Pond record by at least 4 pounds.

Actor

Filename

ID

Object

Variable

ID

Used

0015

En_Item00

Field & Dungeon Collectable Items

0000

0806

Piece of Heart

✔

010F

ovl_Item_Etcetera

xxx

0001

0002

Hylian Shield

✔

010F

ovl_Item_Etcetera

xxx

0001

0005

Golden Scale

✔

010F

ovl_Item_Etcetera

xxx

0001

0004

Silver Scale

✔

010F

ovl_Item_Etcetera

xxx

0001

0000

Empty Bottle

✔

00F1

ovl_Item_Ocarina

Ocarina of Time

00DE

0003

Ocarina of Time

✔

00EE

ovl_Item_Shield

Collectable Deku Shield

0015

0000

Collectable Deku Shield

✔

010F

ovl_Item_Etcetera

xxx

0001

0001

Ruto's Letter

✔

010F

ovl_Item_Etcetera

xxx

0001

0003

Big Quiver

✔

000A

ovl_En_Box

Treasure Chest

000E

008D

Big Find - Fairy Bow

✔

000A

ovl_En_Box

Treasure Chest

000E

00A2

Big Find - Fairy Slingshot

✔

000A

ovl_En_Box

Treasure Chest

000E

00C6

Big Find - Boomerang

✔

000A

ovl_En_Box

Treasure Chest

000E

0103

Big Find - Hookshot

✔

000A

ovl_En_Box

Treasure Chest

000E

014C

Big Find - Lens of Truth

✔

000A

ovl_En_Box

Treasure Chest

000E

01A5

Big Find - Megaton Hammer

✔

000A

ovl_En_Box

Treasure Chest

000E

0568

Big Find - Mirror Shield

✔

000A

ovl_En_Box

Treasure Chest

000E

05C7

Big Find - Iron Boots

✔

000A

ovl_En_Box

Treasure Chest

000E

05EB

Big Find - Hover Boots

✔

000A

ovl_En_Box

Treasure Chest

000E

0644

Big Find - Bomb Bag

✔

000A

ovl_En_Box

Treasure Chest

000E

06A9

Big Find - Silver Gauntlets

✔

000A

ovl_En_Box

Treasure Chest

000E

06CA

Big Find - Golden Gauntlets

✔

000A

ovl_En_Box

Treasure Chest

000E

07C0

Big Find - Piece of Heart

✔

000A

ovl_En_Box

Treasure Chest

000E

0801

Big Find - Compass

✔

000A

ovl_En_Box

Treasure Chest

000E

082E

Big Find - Dungeon Map

✔

Room 1 - Treasure Chest Room II

This room has contains an early version of the Heart Container, which doesn't appear anywhere else in the game.

Actor

Filename

ID

Object

Variable

ID

Used

000A

ovl_En_Box

Treasure Chest

000E

0031

Kick Open - Blue Rupee

✔

000A

ovl_En_Box

Treasure Chest

000E

0050

Kick Open - Deku Nuts (5)

✔

000A

ovl_En_Box

Treasure Chest

000E

0073

Kick Open - Bombchu (10)

✔

000A

ovl_En_Box

Treasure Chest

000E

00EF

Kick Open - Deku Stick (1)

✔

000A

ovl_En_Box

Treasure Chest

000E

017A

Big Find - Zelda's Letter

✔

000A

ovl_En_Box

Treasure Chest

000E

0192

Big Find - Ocarina of Time

✔

000A

ovl_En_Box

Treasure Chest

000E

01D4

Big Find - Cojiro

✔

000A

ovl_En_Box

Treasure Chest

000E

02D7

Kick Open - Magic Bean (1)

✔

000A

ovl_En_Box

Treasure Chest

000E

04FB

Big Find - Kokiri Sword

✔

000A

ovl_En_Box

Treasure Chest

000E

051C

Big Find - Giant's Knife

✔

000A

ovl_En_Box

Treasure Chest

000E

0555

Kick Open - Hylian Shield

✔

000A

ovl_En_Box

Treasure Chest

000E

0596

Big Find - Goron Tunic

✔

000A

ovl_En_Box

Treasure Chest

000E

05B8

Big Find - Zora Tunic

✔

000A

ovl_En_Box

Treasure Chest

000E

0739

Big Find - Stone of Agony

✔

0015

En_Item00

Field & Dungeon Collectable Items

0000

0911

Small Key

✔

0015

En_Item00

Field & Dungeon Collectable Items

0000

0A00

Green Rupee

✔

0015

En_Item00

Field & Dungeon Collectable Items

0000

0B01

Blue Rupee

✔

0015

En_Item00

Field & Dungeon Collectable Items

0000

0C02

Red Rupee

✔

0015

En_Item00

Field & Dungeon Collectable Items

0000

0D07

Early Heart Container

✔

0125

ovl_En_Kusa

Grass

0001

FF01

Regenerating Grass

✘

Room 2 - Flying Tile Room

This room contains eight unloaded flying floor tiles that fill its depressions. Even if one adds their object to the object list in order to make them load, they are not easily seen. This is because they audibly launch themselves the moment that Link loads the room by entering through the door, which is at the far end of the L-shaped hallway. This means that the tiles will crash before Link ever reaches them.

Actor

Filename

ID

Object

Variable

ID

Used

006B

ovl_En_Yukabyun

Flying Floor Tile

005F

FFFF

xxx

✘

006B

ovl_En_Yukabyun

Flying Floor Tile

005F

FFFF

xxx

✘

006B

ovl_En_Yukabyun

Flying Floor Tile

005F

FFFF

xxx

✘

006B

ovl_En_Yukabyun

Flying Floor Tile

005F

FFFF

xxx

✘

006B

ovl_En_Yukabyun

Flying Floor Tile

005F

FFFF

xxx

✘

006B

ovl_En_Yukabyun

Flying Floor Tile

005F

FFFF

xxx

✘

006B

ovl_En_Yukabyun

Flying Floor Tile

005F

FFFF

xxx

✘

006B

ovl_En_Yukabyun

Flying Floor Tile

005F

FFFF

xxx

✘

000A

ovl_En_Box

Treasure Chest

000E

07BD

Big Find - Heart Container

✔

000A

ovl_En_Box

Treasure Chest

000E

08BE

Big Find - Adult's Wallet

✔

000A

ovl_En_Box

Treasure Chest

000E

08DF

Big Find - Giant's Wallet

✔

000A

ovl_En_Box

Treasure Chest

000E

08E0

Big Find - Weird Egg

✔

Room 3 - Castle Room

None.

4室 - 隧道

None.

物品#

Room 0 - Treasure Chest Room I

Actor

Filename

ID

Used

000E

object_box

Treasure Chest

✔

005F

object_yukabyun

Flying Floor Tile

✘

0081

object_lightbox

Four Grey Rectangular Blocks of Increasing Size

✘

0085

object_trap

Sliding Blade Trap

✘

008B

object_vm

Beamos

✘

00AA

object_gi_key

Small Key

✘

00BE

object_gi_arrowcase

Quivers

✔

00C6

object_gi_bottle

Empty Bottle

✔

00DB

object_gi_scale

Scales

✔

00DC

object_gi_shield_2

Hylian Shield

✔

00DE

object_gi_ocarina

Ocarina of Time

✔

010B

object_gi_bottle_letter

Ruto's Letter in Bottle

✔

010E

object_gi_ocarina_0

Fairy Ocarina

✘

Room 1 - Treasure Chest Room II

Actor

Filename

ID

Used

000E

object_box

Treasure Chest

✔

005F

object_yukabyun

Flying Floor Tile

✘

0081

object_lightbox

Four Grey Rectangular Blocks of Increasing Size

✘

0085

object_trap

Sliding Blade Trap

✘

008B

object_vm

Beamos

✘

0025

object_bw

Torch Slug

✘

005D

object_Bb

Bubble

✘

0056

object_vali

Bari

✘

0021

object_bl

Biri

✘

0026

object_ei

Stinger

✘

00AA

object_gi_key

Small Key

✘

Room 2 - Flying Tile Room

Actor

Filename

ID

Used

000E

object_box

Treasure Chest

✔

0081

object_lightbox

Four Grey Rectangular Blocks of Increasing Size

✘

0085

object_trap

Sliding Blade Trap

✘

008B

object_vm

Beamos

✘

Room 3 - Castle Room

Actor

Filename

ID

Used

000E

object_box

Treasure Chest

✘

005F

object_yukabyun

Flying Floor Tile

✘

0081

object_lightbox

Four Grey Rectangular Blocks of Increasing Size

✘

0085

object_trap

Sliding Blade Trap

✘

008B

object_vm

Beamos

✘

4室 - 隧道

Actor

Filename

ID

Used

000E

object_box

Treasure Chest

✘

005F

object_yukabyun

Flying Floor Tile

✘

0081

object_lightbox

Four Grey Rectangular Blocks of Increasing Size

✘

0085

object_trap

Sliding Blade Trap

✘

008B

object_vm

Beamos

✘

出口#

None.

Room 120: Stalfos Miniboss Room#

Description#

This map is known as ちゅうスタロフォスベや, or "Stalfos Miniboss Room" in the Map Select menu. The name of its map file is "syotes", which may be short for 勝負テスト, or "combat test". It shares many similarities with Room 121, whose map file is called "syotes2".

1996年十月

调试ROM

Despite being re-added to the Debug ROM, the fact that the map is missing its room header renders it inaccessible without some tinkering to repair the problem. A patched Debug ROM has been released by a hacker named cooliscool to amend the issue.

Layout#

The room consists of a large, rectangular hall. One end of the room has a door, while the other has a raised dais. Its floors, walls, and ceiling are patterned in textures that are not used anywhere else, though the blue texture on the back wall and the sides of the dais can be seen in other early prerelease screenshots.

The door is nonfunctional, as it is simply textured into the wall, rather than being an object Link can interact with.

Environment Settings#

xxx

Actors#

Unknown, missing header.

物品#

Unknown, missing header.

出口#

None.

Room 121: Stalfos Boss Room#

Description#

This map is known as ボススタロフォスベや, or "Stalfos Boss Room", in the Map Select menu. The name of its map file is "syotes2", which may be short for 勝負テスト, or "combat test".

1996年十月

调试ROM

OoTStalfosHouse2.jpg

Link is seen fighting a Stalfos in this room in early prerelease screenshots dating from 1996.

Layout#

The room consists of a large, red-carpeted hallway lined with pillars. Its floors, walls, and ceiling are patterned in textures that are not used anywhere else. One end of the room has a door, while the other has a raised dais.

The door is nonfunctional, as it is simply textured into the wall, rather than being an object Link can interact with.

Environment Settings#

The carpet uses the "wet floor" sound effect, which suggests the sound effects were rearranged during development.

Actors#

Despite its map select and scene name, as well as prerelease screenshots that depict Link fighting a Stalfos here, the room contains nothing but a warp that brings the player to Hyrule Field, in front of the drawbridge.

Actor

Filename

ID

Object

Variable

ID

Used

005D

ovl_Door_Warp1

Blue Warp

0048

0000

Blue Warp - Brings You to Entrance of Map

✔

物品#

Object

Filename

ID

Used

0048

object_warp1

Blue Warp

✔

出口#

None.

Room 122: Sutaru#

Description#

This map is known as "Sutaru", or "Stal", in the Map Select menu. It is presumably short for "Stalfos". The name of its map file is "sutaru".

1997年十月

调试ROM

OoTStalfosBattle2.jpg

Link is seen fighting two Stalfos in this room in prerelease screenshots from October, 1997. The room, with its Stalfos miniboss battle, was featured in the first-ever playable Ocarina of Time demo at Nintendo's trade show, Spaceworld, the following month. To quote a contemporary report from N64.com (a Nintendo 64 coverage site created by IGN):

"You could also try out three different boss battles. The first one pits you against two pretty tall and scary Stalfos skeltons in a round arena that both attack you at the same time. When you kill them, they crumble to a heap of bones."

(Source: "EVERYTHING about Zelda 64" - N64.com, Nov. 24th, 1997)

Layout#

The map consists of a large, circular room. The developers added a lower level and doors to this room, incorporating it into the Forest Temple. There, Link must undergo a miniboss fight against two Stalfos in order to escape the room and obtain the Bow.

Environment Settings#

xxx

Actors#

Reenable Stalfos: 812B0BD0 0032

Reenable Other Actors: 802B0BC1 0005:

Actor

Filename

ID

Object

Variable

ID

Used

0033

ovl_En_Torch2

Dark Link

0020

FFFF

xxx

✔

0069

ovl_En_Bb

Bubble

005D

05FB

xxx

✘

0002

ovl_En_Test

Stalfos

0032

FFFF

xxx

✘

0002

ovl_En_Test

Stalfos

0032

FFFF

xxx

✘

005D

ovl_Door_Warp1

Blue Warp

0048

0001

xxx

✘

To do:
Check if these unused actors are legit.

物品#

Object

Filename

ID

Used

0183

object_wf

Wolfos

✘

0020

object_torch2

Dark Link

✔

00A6

object_dh

Dead Hand

✘

0098

object_rd

Redead

✘

005D

object_Bb

Bubble

✘

0048

object_warp1

Blue Warp

✘

00B7

object_gi_heart

Recovery Heart

✘

00F2

object_gi_clothes

Tunics

✘

出口#

None.

Description#

OoTShootingGalleryCutscene.png

This map is known as "jikkenjyou", or "Test Area", in the Map Select menu. In truth, both Room 123 and Room 22 bring the player to the map file "syatekijyou", which means "Shooting Gallery".

It was evidently used as a test area at some point during development.

Layout#

xxx

Environment Settings#

xxx

Setup 00 - Normal Gameplay#

Actors#

Actor

Filename

ID

Object

Variable

ID

Used

00C0

ovl_En_Syateki_Itm

xxx

0001

0000

xxx

✔

0141

ovl_En_Kanban

Square Sign

012F

0329

xxx

✔

物品#

Object

Filename

ID

Used

005B

object_ossan

Shooting Gallery Owner & Bazaar Owner

✔

00B7

object_gi_heart

Recovery Heart

✘

00BB

object_gi_nuts

Deku Nut

✘

00BD

object_gi_hearts

Piece of Heart & Heart Container

✘

00BE

object_gi_arrowcase

Quivers

✔

00CE

object_gi_bomb_1

Bomb

✘

00D8

object_gi_arrow

Arrow Bundles

✘

0013

object_niw

Cucco

✘

0119

object_gi_seed

Deku Seeds

✘

012F

object_kanban

Square Sign

✔

017B

object_gi_dekupouch

Deku Seed Pouches

✔

017F

object_gi_rupy

Rupees

✔

016B

object_dog

Dog

✘

出口#

Exit

Appear At

From

7FFA

xxx

Shooting Gallery

Setup 04 - xxx#

Actors#

None.

物品#

None.

出口#

None.

Setup 05 - xxx#

Actors#

Actor

Filename

ID

Object

Variable

ID

Used

008C

ovl_Demo_Kankyo

xxx

0001

0007

xxx (0001)

✔

008C

ovl_Demo_Kankyo

xxx

0001

0008

xxx (00B6)

✔

008C

ovl_Demo_Kankyo

xxx

0001

0009

xxx (00B6)

✔

008C

ovl_Demo_Kankyo

xxx

0001

000A

xxx (00B6)

✔

008C

ovl_Demo_Kankyo

xxx

0001

000B

xxx (00B6)

✔

008C

ovl_Demo_Kankyo

xxx

0001

000C

xxx (00B6)

✔

物品#

Object

Filename

ID

Used

00B6

object_gi_melody

Music Note

✘

出口#

Setup 00

Exit

Appear At

7FFA

xxx

Setup 06 - xxx#

Actors#

Actor

Filename

ID

Object

Variable

ID

Used

005D

ovl_Door_Warp1

Blue Warp

0048

0003

Zelda's Pink Rupee Prison

✔

物品#

Object

Filename

ID

Used

00B6

object_gi_melody

Music Note

✘

0048

object_warp1

Blue Warp

✔

0075

object_warp2

xxx

?

出口#

Setup 00

Exit

Appear At

7FFA

xxx

Room 124: Depth Test#

Description#

This map is known as depthテスト, or "Depth Test", in the Map Select menu. The name of its map file is "depth_test".

Prerendered Background

Background Disabled

Fog Disabled

Room Editor

It may have been used to test at which distance the quadrilaterals described in the Layout section stop being rendered. The white, orange and blue squares turn grey when the fog effect is enabled in the emulator's video plugin settings. The orange square may even disappear, depending on the video plugin used.

Layout#

This map has no collision. As a result, Link starts to fall the moment he spawns, eventually reaching the kill plane, which causes him to respawn at the top of the map and fall again. This process continues until he runs out of hearts.

The room has a prerendered 2D background depicting nine blue squares. When the background is removed, nine more quadrilaterals of various colours can be seen. In addition to disabling the background manually, these hidden shapes can also be seen if the player waits for the fade-out animation to kick in when Link dies. This animation disables the background texture for a time.

The nine quadrilaterals are each positioned at varying distances. These are the shapes in order, listed from the closest to the furthest from the camera: Cyan / Purple / Red / Green / Yellow / White / Blue / Orange / Pink.

The pink square cannot normally be viewed, as it is too far away from the camera.

Environment Settings#

The map uses the same music as the last room Link entered.

Actors#

None.

物品#

None.

出口#

None.

Room 125: Early Hyrule Garden Game#

Description#

This map is known as ハイラルにわゲーム2, or "Hyrule Garden Game 2", in the Map Select menu. The name of its map file is "hairal_niwa2", or "hyrule_garden2". It is an earlier version of the Hyrule Castle Garden Game map.

The map causes severe graphical glitches on certain emulators, and crashes on N64 hardware. One of these graphical glitches prevents the interface from appearing on emulators. The reason for these glitches is that the moat water's display list is trying to execute additional commands, presumably for texture animation, in RAM segments 0x08-0x0B. These segments have not been set up correctly, which results in the game executing garbage instead of correct commands.

To do:
Locate and reupload the patch that ZethN64 made to make the area accessible and add it to the game.

Layout#

There are several differences between Room 125 and the garden that appears in the final game. For example, the C and B buttons are not disabled. Additionally, the player is able to control the camera freely, rather than being forced to view the scene from predetermined angles depending on their position.

Early Garden Game

Final Garden Game

Room 125 lacks the wooden shutter above the moat entrance through which Link crawls. Absent, too, are the stone pillars which support it. The barrels were originally boxes. However, the missing water is merely the result of the aforementioned graphical glitch.

Early Garden Game

Final Garden Game

As there is no actor list for the map, this area lacks the final version's Rupees.

Early Garden Game

Final Garden Game

The window that Zelda peers through is shaped like a triangle. In the final version, it's rectangular. Naoki Mori, credited as one of Ocarina of Time's cinema scene directors, mentioned the shape of the window in an interview:

"At first, it wasn’t a window Zelda was looking through, but a peephole. But then someone asked 'Why would there be a peephole in a castle courtyard?' Unfortunately, when we asked the the mappers to change the peephole to a window, I think we made one cry..."

(Source: 1101 (1-6): Looks Like Ganondorf is Both Good and Evil in This Zelda)

Environment Settings#

xxx

Actors#

None.

物品#

None.

出口#

None.