This is a sub-page of The Legend of Zelda: Majora's Mask 3D.
|
|
To do: |
All of the unused cutscenes from the original N64 version of the game have been ported to the remake. While most of them are exact replicas to the original version, others differ slightly.
Unlike in the original version, Majora's Mask 3D now saves the filename of each cutscene in the scene file they're located in.
Codes#
Accessing#
To access most of these cutscenes, use the following Gateway code, and then press R + X to teleport to it:
EUR v1.0 |
|
|---|---|
Gateway Code |
|
- XXXX: Entrance index
- YY: Scene setup + 1. For example, if one wants to go into "Setup 02", they need to type 03 in the code.
- ZZ: the "OPT" value from the Map Select in the original game.
The corresponding values to use for this code will be given for each cutscene.
NOTE: When you want to access another area (normally, without using the code), make sure to deactivate the code first, and then go to the area (otherwise you will be warped back to the place that you teleported using the code).
Exploring#
While in a cutscene, enable the following code and press D-Pad Right to stop the cutscene in order to play on it:
EUR v1.0 |
|
|---|---|
Gateway Code |
|
Romani Ranch#
Setup 02#
XXXX |
YY |
ZZ |
|---|---|---|
6400 |
03 |
00 |
Filename |
Translation |
|---|---|
carnival_romani.jdb |
Carnival - Romani |
Scene RomFS Location |
Cutscene start address within the (decompressed) scene file |
|---|---|
/scenes/z2_f01_info.zsi |
0x13264 |
This was ported straight from the original version. Even the oddity with the Stalfos at night is still present in the remake.
taronbug1#
Filename |
Translation |
|---|---|
taronbug1.jdb |
Talon Bug 1 |
Scene RomFS Location |
Cutscene start address within the (decompressed) scene file |
|---|---|
/scenes/z2_f01_info.zsi |
0xBC00 |
This cutscene was ported from the original version as well. To access it, the offset reference of one of the used cutscenes within the scene file has to be replaced with the offset for this cutscene. For example, to replace the intro cutscene with this one, open a decompressed scene file for Romani Ranch (/scenes/z2_f01_info.zsi) in an hex editor, go to the address 0xDA00 and replace the 4 bytes there with F0BB0000.
East Clock Town#
Setup 01#
XXXX |
YY |
ZZ |
|---|---|---|
D200 |
02 |
00 |
Filename |
Translation |
|---|---|
test_carnival_town.jdb |
Test - Carnival - Town |
Scene RomFS Location |
Cutscene start address within the (decompressed) scene file |
|---|---|
/scenes/z2_town_info.zsi |
0x8A94 |
This is mostly the same cutscene from the original game. However, Cremia doesn't seem to be present at first, and it seems the camera slides more downwards than originally, allowing the player to see the NPCs a little better compared to before. Some of the actors, such as the Clock Tower, have been repositioned to fit the new redesign of the map. However, the Mayor's Residence door has been left unmoved from its original position from the N64 version, which is why it appears to be mispositioned.
N64 |
3DS |
|
|---|---|---|
Cremia's XYZ position |
(1185, 100, -155) |
(-18136, 4000, -6200) |
It turns out, Cremia is present in the cutscene. However, for some reason, she is positioned very far away out of bounds, so it's impossible to see her. Even then, the rest of her data (rotation values, variable) is the same as on the N64 version, meaning one only has to change her position to be the same as in the N64 version in order to make her appear in the cutscene.
To do so, overwrite the values at address 0xECEE2 in the decompressed room file (/scenes/z2_town_0_info.zsi) with A104640065FF.
Cutscene Map#
Setup 05#
All of the Great Fairy cutscenes return in the remake, albeit with some differences. These are common to all the cutscenes:
- The Great Fairy's idle animation is much different to the original N64 version, where she had her arms folded. In the remake, she's just standing in place with her arms stretched while slightly moving her right hand.
- There's no fog.
==== Spin Attack (OPT = 01) ====
XXXX |
YY |
ZZ |
|---|---|---|
1C00 |
06 |
01 |
Filename |
Translation |
|---|---|
elf_kaiten.jdb |
Fairy - Spin |
end_elf_kaiten.jdb |
End - Fairy - Spin |
Scene RomFS Location |
Filename |
Cutscene start address within the (decompressed) scene file |
|---|---|---|
/scenes/spot00_info.zsi |
elf_kaiten.jdb |
0xA1F4 |
/scenes/spot00_info.zsi |
end_elf_kaiten.jdb |
0xB514 |
When the cutscene switches to the part where the Great Fairy grabs Link's hand, the game crashes. This is because the animation where Link stretches his arm was removed in the remake. In order to make it work, the reference to the actor action/animation ID associated with the removed animation must be changed to the ID of a used animation.
For example, to replace the removed animation with Link's idle animation, open a decompressed scene file for the Cutscene Map (/scenes/spot00_info.zsi) in an hex editor, go to the address listed on the left, and then overwrite the value there with the one shown on the right:
Address |
Value |
|---|---|
0xA878 |
0x13 |
The text meant for this cutscene was removed, so the textboxes only shows the string "ERROR!****" ("ERROR!エラー!" in the Japanese version) before closing quickly.
(Source: CloudModding - Cutscene Format)
==== Double Defense (OPT = 03) ====
XXXX |
YY |
ZZ |
|---|---|---|
1C00 |
06 |
03 |
Filename |
Translation |
|---|---|
elf_pow.jdb |
Fairy - Power |
Scene RomFS Location |
Filename |
Cutscene start address within the (decompressed) scene file |
|---|---|---|
/scenes/spot00_info.zsi |
elf_pow.jdb |
0xAC78 |
When loading this cutscene, the game will crash. This is because all of Link's animations intended for this cutscene were removed in the remake. In order to make it work, the reference to the actor action/animation IDs associated with the removed animations must be changed to the ID of a used animation.
For example, to replace all the removed animations with Link's idle animation, open a decompressed scene file for the Cutscene Map (/scenes/spot00_info.zsi) in an hex editor, go to the addresses listed on the left, and then overwrite the values there with the ones shown on the right:
Address |
Value |
|---|---|
0xB178 |
0x13 |
0xB1A8 |
0x13 |
0xB1D8 |
0x13 |
0xB208 |
0x13 |
(Source: CloudModding - Cutscene Format)
==== Double Magic (OPT = 02) ====
XXXX |
YY |
ZZ |
|---|---|---|
1C00 |
06 |
02 |
Filename |
Translation |
|---|---|
elf_mpup.jdb |
Fairy - Magic Power Up |
Scene RomFS Location |
Filename |
Cutscene start address within the (decompressed) scene file |
|---|---|---|
/scenes/spot00_info.zsi |
elf_mpup.jdb |
0xAA30 |
==== Great Fairy's Sword (OPT = 04) ====
XXXX |
YY |
ZZ |
|---|---|---|
1C00 |
06 |
04 |
Filename |
Translation |
|---|---|
elf_sword.jdb |
Fairy - Sword |
Scene RomFS Location |
Filename |
Cutscene start address within the (decompressed) scene file |
|---|---|---|
/scenes/spot00_info.zsi |
elf_sword.jdb |
0xB2CC |
==== Learning Magic (OPT = 00) ====
XXXX |
YY |
ZZ |
|---|---|---|
1C00 |
06 |
00 |
Filename |
Translation |
|---|---|
elf_mp.jdb |
Fairy - Magic Power |
Scene RomFS Location |
Filename |
Cutscene start address within the (decompressed) scene file |
|---|---|---|
/scenes/spot00_info.zsi |
elf_mp.jdb |
0x9FAC |
Animation Test#
Filename |
Translation |
|---|---|
motioncheck_0.jdb |
Motion Check - 0 |
Scene RomFS Location |
Cutscene start address within the (decompressed) scene file |
|---|---|
/scenes/spot00_info.zsi |
0xDFE8 |
Much like in the original N64 version, the cutscene map in the remake features an extra unused cutscene that serves as an animation test.
To access this cutscene, the offset reference of one of the used cutscenes within the scene file has to be replaced with the offset for this cutscene. For example, to replace the back in time cutscene with this one, open a decompressed scene file for the Cutscene Map (/scenes/spot00_info.zsi) in an hex editor, go to the address 0xE45C and replace the 4 bytes there with D8DF0000.
Intro Cutscene#
Much like with the original N64 version, some hidden camera movements are present in the first part of the intro cutscene, which are covered by the black screen.
This can be seen by manually removing the black overlay from this part of the cutscene. To do so, open a decompressed scene file for the Cutscene Map (/scenes/spot00_info.zsi) in an hex editor, and replace the value at address 0x19D0 with 00. This modifies the "End frame" field of the black overlay used in the cutscene, allowing the player to see the hidden camera movements.
Moon#
Intro Cutscene#
Filename |
Translation |
|---|---|
sc1st27_104plain.jdb |
Scene 1st 27 - 104 Plain |
Scene RomFS Location |
Cutscene start address within the (decompressed) scene file |
|---|---|
/scenes/z2_sougen_info.zsi |
0x9698 |
The unused moon intro cutscene was ported to the remake. Like in the original version, the map has a total of 12 actor cutscenes, the last of which being unused. In order to play the moon cutscene when loading the map for the first time, the "cutscene index" field for said actor has to be set from 0xFFFF to 0x0000. To do so, open a decompressed scene file for the Moon (/scenes/z2_sougen_info.zsi) in an hex editor, and replace the value at address 0x9ACA with 0000.