This is a sub-page of The Legend of Zelda: Ocarina of Time.
Ocarina of Time has a vast number of unused sound effects. These sounds can be tested by using the Audio Editor in the Debug ROM.
|
|
This page or section needs more audio. |
Player Bank#
PLAYER |
|---|
No. |
0E |
1C |
1E |
2C |
2E |
34 |
37 |
38 |
3B |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
4A |
4B |
4C |
4D |
4E |
4F |
5C |
5D |
5E |
60 |
61 |
62 |
65 |
68 |
6E |
70 |
72 |
73 |
76 |
77 |
7C |
7D |
7E |
7F |
8C |
8D |
8E |
9C |
9D |
9E |
AC |
AD |
AE |
B1 |
B3 |
B4 |
B5 |
B6 |
B7 |
B9 |
BB |
BC |
BD |
BE |
BF |
C0 |
C1 |
C2 |
C3 |
C5 |
C6 |
C7 |
C9 |
CA |
CB |
CC |
CD |
CE |
CF |
D0 |
D1 |
D2 |
D3 |
D4 |
D5 |
D6 |
D7 |
D8 |
D9 |
DA |
DB |
DC |
DD |
DE |
DF |
E0 |
E1 |
E2 |
E3 |
E4 |
E5 |
E6 |
E7 |
E8 |
E9 |
EA |
EB |
EC |
ED |
EE |
EF |
F0 |
Item Bank#
ITEM |
|---|
No. |
00 |
09 |
0B |
0D |
10 |
16 |
17 |
19 |
1C |
22 |
24 |
28 |
2A |
2C |
2D |
31 |
32 |
33 |
34 |
36 |
38 |
3D |
3E |
3F |
43 |
44 |
45 |
46 |
48 |
49 |
4A |
4B |
4D |
4E |
4F |
50 |
51 |
52 |
53 |
54 |
55 |
56 |
57 |
58 |
59 |
5A |
5B |
5C |
5D |
5E |
5F |
60 |
61 |
62 |
63 |
64 |
Environment Bank#
ENVIRONMENT |
|---|
No. |
00 |
02 |
0B |
21 |
27 |
29 |
2A |
2D |
36 |
37 |
3A |
3B |
42 |
43 |
48 |
4D |
50 |
51 |
54 |
55 |
56 |
5A |
5B |
63 |
66 |
73 |
74 |
75 |
79 |
7A |
7E |
81 |
82 |
83 |
86 |
88 |
94 |
96 |
9B |
A1 |
A4 |
A5 |
AD |
AF |
B0 |
B2 |
B4 |
B5 |
B9 |
BD |
BE |
C4 |
C6 |
C8 |
C9 |
CB |
CD |
CE |
CF |
D0 |
D1 |
D2 |
D3 |
D4 |
D5 |
DA |
E0 |
F2 |
F3 |
F4 |
F5 |
F6 |
F7 |
F8 |
F9 |
FA |
FB |
FC |
FD |
FE |
FF |
100 |
101 |
102 |
103 |
104 |
105 |
106 |
107 |
108 |
109 |
10A |
10B |
10C |
10D |
10E |
10F |
110 |
111 |
112 |
113 |
114 |
115 |
116 |
117 |
118 |
Enemy Bank#
ENEMY |
|---|
No. |
28 |
2C |
36 |
5B |
A5 |
A9 |
B3 |
DC |
ED |
FB |
FE |
110 |
11C |
11D |
176 |
1B2 |
1B6 |
1BA |
1BC |
1BD |
1C3 |
1C4 |
1C5 |
1DF |
1E2 |
1EA |
1EB |
1F1 |
1F3 |
1F4 |
1F5 |
1F6 |
1F7 |
1F8 |
1F9 |
1FA |
1FB |
1FC |
1FD |
1FE |
1FF |
System Bank#
SYSTEM |
|---|
No. |
05 |
0A |
0D |
0E |
11 |
12 |
15 |
16 |
17 |
1C |
1D |
1E |
20 |
21 |
22 |
28 |
29 |
2D |
32 |
3D |
44 |
46 |
47 |
48 |
49 |
4A |
4B |
4C |
4D |
4E |
4F |
50 |
51 |
52 |
53 |
54 |
55 |
56 |
57 |
58 |
59 |
5A |
Voice Bank#
OCARINA |
|---|
No. |
12 |
13 |
19 |
1B |
1D |
1E |
1F |
22 |
32 |
33 |
39 |
3B |
3D |
3E |
3F |
45 |
46 |
47 |
48 |
49 |
4A |
4B |
4C |
4D |
4E |
4F |
5D |
5E |
66 |
67 |
68 |
70 |
7B |
7C |
7D |
7E |
7F |
80 |
81 |
82 |
83 |
84 |
85 |
86 |
87 |
88 |
89 |
Sort#
0x03 Warping sound?
0x04 Warping sound?
0x1B Possibly a Dark Link voice grunt.
0x12: Maybe used somewhere in the pause menu, opening something.
0x17: A second sound option used to advance in the message box.
0x1C:Thunder sound, early version that can be found in this video.
0x1E:Sounds of birds
0x28:Increasing sound unknown, this sound appears during the conversation of Koume and Kotake in the early video.
0x29:Decreasing sound unknown.
At 800DA02C in RAM (version 1.0) is code that plays a sound effect every time a character of text is drawn. However, it plays sound effect 0, i.e. no sound. Presumably this was originally intended for an effect similar to that used in A Link to the Past. No sound effect ID that would be appropriate for this has been found.
Enable the code below before the N64 logo appears on 1.0 (J) to enable the text sound.
810D8CF0 2404
810D8CF2 4004
(Source: fkualol)