the cutting room mirror

Unused Textures

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This is a sub-page of The Legend of Zelda: Ocarina of Time.

jpn_font_static#

This file contains textures for the game's fonts.

Greek Font#

Start

End

Type

Size

Filename

Translation

0x0000C300

0x0000D500

i8

8x16

[Unavailable]

-

OoT_greek_characters.png
A font containing a complete set of Greek characters can be found within the Japanese font file used for dialog boxes. It is possible to hack the game in order to display these symbols.

No characters in Ocarina of Time speak in Greek. However, Greek symbols can be found in certain areas, such as the walls of the first room in the Fire Temple.

Hylian Font#

Start

End

Type

Size

Filename

Translation

0x0000D580

0x0000EC80

i8

8x16

[Unavailable]

-

OoT_hylian_characters.png
A font containing a complete set of Time Hylian characters can be found within the Japanese font file that is used for dialog boxes. It is possible to hack the game in order to display these symbols.

Unlike The Wind Waker, in which the Deku Tree, Jabun, and Valoo speak in Sky Hylian script on the first playthrough, no characters in Ocarina of Time use Hylian. However, Hylian script appears on various signs and items in the game. Translations are available at Zelda Wiki.

icon_item_static#

This file contains textures for the pause menu.

Button Background#

Icon

Start

End

Type

Size

Filename

Translation

0x0005BF80

0x0005C1C0

i8

24x24

[Unavailable]

-

This unused button background was seen in pre-release screenshots.

Note Display Text#

Icon

Start

End

Type

Size

Filename

Translation

0x00087B40

0x00088040

ia16

40x16

[Unavailable]

-

This unused label reads "Display notes with" in Japanese. It would have been used to indicate that you could press a button to display the notes for a song in the Quest Status screen.

icon_item_24_static#

This file contains textures for the item icons used in message boxes.

Magic Jars#

Icon

Start

End

Type

Size

Filename

Translation

0x0000A200

0x0000AB00

rgba32

24×24

[Unavailable]

-

Icon

Start

End

Type

Size

Filename

Translation

0x0000AB00

0x0000B400

i8

24×24

[Unavailable]

-

Generally, when Link obtains an item for the first time, a message box pops up with a description and picture of the item. No such pop-up is displayed for either type of Magic Jar (Small or Large), however, resulting in these icons going unused.

icon_item_dungeon_static#

This file contains textures for the item icons for the dungeon maps in the Map section of the pause screen.

Floor Labels#

Start

End

Type

Size

Filename

Translation

0x00000180

0x00001980

i8

24×24

[Unavailable]

-

Dungeons in Ocarina of Time never extend above the 5th floor (5F), but icons exist for 6F, 7F, and 8F:

OoT_8F.png OoT_7F.png OoT_6F.png

Similarly, dungeons never extend below the 4th basement floor (B4), but icons exist for B5, B6, B7, and B8:

OoT_B5.png OoT_B6.png OoT_B7.png OoT_B8.png

do_action_static#

This file contains textures for the action button labels.

Icon

Start

End

Type

Size

Filename

Translation

0x00000F00

0x00001080

i4

48x16

[Unavailable]

-

0x00003A80

0x00003C00

i4

48x16

[Unavailable]

-

In the final game, when the A button is blank, it can be pressed to summon Navi or return her to her hiding place. During development, the button said "Navi" instead of being blank, to indicate that this action was possible. As such, this unused texture for the "Navi" action shares its value (0A) with the value used by the blank A button.

Pre-release (Japanese)

Pre-release (English)

item_name_static#

This file contains textures for the item names that appear on the inventory and equipment screens.

Wind Medallion Name#

Icon

Start

End

Type

Size

Filename

Translation

0x0000E000

0x0000E400

ia4

128x16

[Unavailable]

-

This unused Wind Medallion name texture appears in the spot that corresponds to the icon for the Fire Arrows equipped to the Fairy Bow. The icon is only displayed on the C buttons when the Fairy Bow is combined with fire magic, and thus does not have a name in the inventory screen.

Unused (Wind)

Used (Forest)

The texture reflects the fact that the Forest Medallion was once a Wind Medallion. It has a thicker shadow than the name texture used by the Forest Medallion.

Fire Medallion Name#

Icon

Start

End

Type

Size

Filename

Translation

0x0000E400

0x0000E800

ia4

128x16

[Unavailable]

-

This unused Fire Medallion name texture appears in the spot that corresponds to the icon for the Ice Arrows equipped to the Fairy Bow. The icon is only displayed on the C buttons when the Fairy Bow is combined with ice magic, and thus does not have a name in the inventory screen.

Unused (Fire)

Used (Fire)

This texture has a thicker shadow than the name texture used by the Fire Medallion.

Ice Medallion Name#

Icon

Start

End

Type

Size

Filename

Translation

0x0000E800

0x0000EC00

ia4

128x16

[Unavailable]

-

This unused Ice Medallion name texture appears in the spot that corresponds to the icon for the Light Arrows equipped to the Fairy Bow. The icon is only displayed on the C buttons when the Fairy Bow is combined with light magic, and thus does not have a name in the inventory screen.

Unused (Ice)

Used (Water)

The texture reflects the fact that the Water Medallion was once an Ice Medallion. It has a thicker shadow than the name texture used by the Water Medallion.

Piece of Heart Name#

Icon

Start

End

Type

Size

Filename

Translation

0x0001CC00

0x0001D000

ia4

128x16

[Unavailable]

-

This unused Piece of Heart name texture is found directly below the used name texture.

Early

Final

This texture has a thicker shadow than the name texture used by the Piece of Heart.

Boss Key Name#

Icon

Start

End

Type

Size

Filename

Translation

0x0001DC00

0x0001E000

ia4

128x16

[Unavailable]

-

0x0001E000

0x0001E400

ia4

128x16

[Unavailable]

-

0x0001E400

0x0001E800

ia4

128x16

[Unavailable]

-

These three unused Boss Key name textures are found in the Dungeon Map name texture.

Early

Final

The textures have a thicker shadow than the name texture used by the Boss Key.

map_i_static#

This file contains textures for the game's minimaps.

Missing Spirit Temple Room#

Start

End

Type

Size

Filename

Translation

0x000A8570

0x000A9560

i4

96x85

[Unavailable]

-

The first floor of the Spirit Temple used to be symmetrical, with a loop on either side. However, the developers ended up deleting the topmost room on the righthand side, breaking the loop. A blank space exists where the texture for this room's minimap would once have been found.

The guidebook map at right shows how 1F looks in the final game.

Overlay Files#

ovl_Effect_Ss_Bomb#

Icon

Start

End

Type

Size

Filename

Translation

0x

0x

xxx

xxx

[Unavailable]

-

This effect uses the same textures as the bomb explosion in gameplay_keep. The difference is the number of frames in comparison with the file ovl_Effect_Ss_Bomb2, which is normally used. ovl_Effect_Ss_Bomb uses only 4 frames instead of 8.

ovl_Effect_Ss_Sibuki2#

Icon

Start

End

Type

Size

Filename

Translation

0x

0x

ia8

32x32

soft_splash.ctxb

-

This object's filename means "splash". Although ovl_Effect_Ss_Sibuki is used when Gohma receives damage, ovl_Effect_Ss_Sibuki2 isn't used anywhere.

gameplay_keep#

This file contains textures that are always loaded into memory during gameplay.

Slime Body#

Icon

Start

End

Type

Size

Filename

Translation

0x00000000

0x00000200

rgb5a1

16x16

silver2_env_txt

-

The first texture in gameplay_keep. This environment map is used for most reflections in Ocarina of Time as well as Super Mario 64. This also has a striking resemblance to the body of a removed enemy that appeared in pre-release footage from May 1997, during the "A + C" period of the game's development. The enemy resembles the Gels from earlier Zelda games. An older, higher-resolution version resides in the unused Great Fairy model.

Icon

Start

End

Type

Size

Filename

Translation

0x00015E08

0x00016E08

rgb5a1

32x64

elf_feather_txt

-

This texture is an earlier version of Navi's wing texture, which can be seen in pre-release footage.

Unused

Used

Bombchu Pickup#

Icon

Start

End

Type

Size

Filename

Translation

0x0003FD80

0x00040580

rgb5a1

32x32

n_bomb2_texture

-

This Bombchu icon would have been used if Bombchus were available as pickups that could be obtained via enemy drops, or by destroying objects such as jars, rocks, crates, and grass clumps. However, Bombchus can only be purchased from vendors or obtained from chests in the final game.

Unused

Used

The icon differs slightly from the 2D Bombchu icon in the icon_item_static file, which contains textures for the item icons that appear on the inventory and equipment screens.

Bomb Bag Pickup#

Icon

Start

End

Type

Size

Filename

Translation

0x00040580

0x00040D80

rgb5a1

32x32

n_bombpouch_texture

-

This Bomb Bag icon may have been used if the Bomb Bag was available as a pickup that could be obtained via enemy drops, or by destroying objects such as jars, rocks, crates, and grass clumps. However, the Bomb Bag cannot be obtained this way in the final game. The unused icon also appears in the gameplay_dangeon_keep file, which contains textures that are always loaded into memory when Link is in a dungeon.

Unused

Used (20)

Used (30)

Used (40)

In addition, the icon itself is an earlier version of the final Bomb Bag icons found in the icon_item_static file, which contains textures for the item icons that appear on the inventory and equipment screens. In the comparison above, the used icons have flipped horizontally, in order to more easily compare the design changes between them and their unused counterpart.

Piece of Heart Pickup#

Icon

Start

End

Type

Size

Filename

Translation

0x00041580

0x00041D80

rgb5a1

32x32

n_heart2_texture

-

This Piece of Heart icon is not used. While Pieces of Heart can be obtained by destroying crates (such as the one in the Graveyard) or simply found out in the open, they use a 3D model that spins around rather than a 2D texture that other collectibles use.

Unused

Used

The icon differs slightly from the 2D Piece of Heart icon in the icon_item_24_static file, which contains textures for the item icons used in message boxes. In the comparison above, the used icon has been sized up from 24×24 to 32×32 and flipped horizontally, in order to more easily compare the design changes between it and its unused counterpart.

Recovery Heart Pickup#

Icon

Start

End

Type

Size

Filename

Translation

0x00045220

0x00045A20

rgb5a1

32x32

h_heart_txt

-

This is an unused, early version of the Recovery Heart pickup icon.

Unused

Used

The icon differs slightly from the used Recovery Heart icon that's found in the same file. For some reason, the used icons are stored upside-down, while the unused icons are stored right-side-up. In the comparison above, the used icon has been flipped vertically in order to more easily compare the design changes between it and its unused counterpart.

Pre-release Screenshot (Apr. '98)

Bomb Pickup#

Icon

Start

End

Type

Size

Filename

Translation

0x00045A20

0x00046220

rgb5a1

32x32

h_bomb_txt

-

This unused icon is the early version of the icon used by the Bomb pickup. A Bomb icon with a similar design can be seen in pre-release screenshots from the "Early Sword on A" period of the game's development, which spanned the months of August and September 1997.

Unused

Used

The icon differs slightly from the used Bomb icon that's found in the same file. For some reason, the used icons are stored upside-down, while the unused icons are stored right-side-up. In the comparison above, the used icon has been flipped vertically in order to more easily compare the design changes between it and its unused counterpart.

Arrow Pickup#

Icon

Start

End

Type

Size

Filename

Translation

0x00046220

0x00046A20

rgb5a1

32x32

h_arrow_txt

-

This unused icon is the early version of the icon used by the Arrow pickup.

Unused

Used

The icon differs slightly from the used Arrow icon that's found in the same file. For some reason, the used icons are stored upside-down, while the unused icons are stored right-side-up. In the comparison above, the used icon has been flipped vertically in order to more easily compare the design changes between it and its unused counterpart.

Heart Container Pickup#

Icon

Start

End

Type

Size

Filename

Translation

0x00046A60

0x00047260

rgb5a1

32x32

life32_txt

-

This Heart Container icon would have been used if Heart Containers were available as pickups that could be obtained via enemy drops, or by destroying objects such as jars, rocks, crates, and grass clumps. However, Heart Containers can only be obtained by collecting four Pieces of Heart or defeating bosses.

Unused

Used

The icon differs greatly from the 2D Heart Container icon in the icon_item_24_static file, which contains textures for the item icons used in message boxes. In the comparison above, the used icon has been sized up from 24×24 to 32×32 and flipped horizontally, in order to more easily compare the design changes between it and its unused counterpart.

Early Heart Container (gameplay_field_keep)

Early Heart Container (object_b_heart)

In addition, the design of the unused icon is similar to the early versions of the Heart Container that can still be found in the game's files.

ADLEZ#

Icon

Start

End

Type

Size

Filename

Translation

0x00056AE0

0x000572E0

i8

64x32

g_bow_test_texture

-

The leaked iQue files revealed the filename of this texture, with the individual file being located in data\shape2\zelda_keep\blure_txt\DELETE, suggesting a possible relation to g_bow_blure_texture.

gameplay_dangeon_keep#

This file contains textures that are always loaded into memory when Link is in a dungeon.

Kokiri Sword Icon#

Icon

Start

End

Type

Size

Filename

Translation

0x000154B0

0x00015CB0

rgb5a1

32x32

n_sword_txt

N - Sword - Texture This early icon for the Kokiri Sword features a green gem, rather than red and also appears more stubby than the final version. It can be seen in pre-release footage. In fact, the sword's color wasn't finalized until Fall 1998, shortly before the game's November 1998 release.

Unused

Overdump

Final

The icon differs from the 2D Kokiri Sword icon in the icon_item_static file, which contains textures for the item icons that appear on the inventory and equipment screens.

Small Magic Jar Icon#

Icon

Start

End

Type

Size

Filename

Translation

0x00015CB0

0x000164B0

rgb5a1

32x32

n_kusuritubo_txt

N - Potion Jar - Texture

For some reason, gameplay_dangeon_keep contains an early icon for the Small Magic Jar, but not for the large one.

Unused

Used

Even though, visually, it's nearly identical, with only slight differences in specular lighting, this icon nonetheless differs from the 2D Small Magic Jar icon in the gameplay_keep file, which contains textures that are always loaded into memory during gameplay. For some reason, the used icons are stored upside-down, while the unused icons are stored right-side-up. In the comparison above, the used icon has been flipped vertically in order to more easily compare the design changes between it and its unused counterpart.

Bomb Bag Icon#

Icon

Start

End

Type

Size

Filename

Translation

0x000164B0

0x00016CB0

rgb5a1

32x32

n_bombpouch_txt

N - Bomb Pouch - Texture

This unused Bomb Bag icon is an earlier version of the final Bomb Bag icons found in the icon_item_static file, which contains textures for the item icons that appear on the inventory and equipment screens. The unused icon also appears in the gameplay_keep file, which contains textures that are always loaded into memory during gameplay. See this section of the article for a comparison.

Fairy Slingshot Icon#

Icon

Start

End

Type

Size

Filename

Translation

0x00016CB0

0x000174B0

rgb5a1

32x32

n_pachinko_txt

N - Pachinko - Texture

This unused Fairy Slingshot icon is skinnier and has white bands, rather than red. It can be seen in pre-release footage. Like the Kokiri Sword, the Slingshot's design wasn't finalized until Fall 1998, shortly before the game's November 1998 release.

Unused

Used

The icon differs from the 2D Fairy Slingshot icon in the icon_item_static file, which contains textures for the item icons that appear on the inventory and equipment screens.

Object Files#

object_fire#

Icon

Start

End

Type

Size

Filename

Translation

0x00000080

0x00004080

i8

32x64

[Unavailable]

-

This fire uses a detailed fire render with eight animation frames. The fire effect used in the game is made by overlapping two textures (a flame shape and a noise image) and scrolling the noise to create a flickering appearance, which uses less resources and has a longer animation loop.

object_yukabyun#

Icon

Start

End

Type

Size

Filename

Translation

0x00000000

0x00000800

rgb5a1

32x32

[Unavailable]

-

The Flying Floor Tile object contains an alternate texture for the surface of the tile. While there is a lighter version of a texture that's most commonly seen on the walls of the Spirit Temple, it also appears on the floor in the room with the Torch Slugs, as well as around the platform that lowers down in front of the statue. Both of these are potential spots where Flying Floor Tiles may once have been intended to appear, as the Torch Slug room is the only chamber in the temple with a tiled floor, and the room with the platform features flying pots.

Unused

Used

object_ma1#

Icon

Start

End

Type

Size

Filename

Translation

0x00002B18

0x00003318

rgba16

32x16

[Unavailable]

-

The Child Malon object contains alternate mouth expressions. These are supposed to be mapped using Segment 9, but the default one is just applied directly, and so they're never seen. The Child Malon actor does have code that sets up Segment 9, but doesn't ever change the assigned mouth texture from the default, either.

Used mouth

Unused mouth 1

Unused mouth 2

title_static#

This file contains textures for the file select and options screens.

Save x#

Icon

Start

End

Type

Size

Filename

Translation

0x00029000

0x00029100

i4

32x16

[Unavailable]

-

0x00038F80

0x00039080

i4

32x16

[Unavailable]

-

These textures read "Save x" in Japanese and English. It's unclear what they might have been used for.

parameter_static#

This file contains textures for the game's HUD, including the rupee, key, and carrot counters.

1/2#

Icon

Start

End

Type

Size

Filename

Translation

0x00003840

0x000038C0

ia8

16x8

[Unavailable]

-

This texture was once used to indicate a broken Deku Stick, back when a single Deku Stick could be used infinitely instead of being consumed upon breakage.

Room Files#

Dodongo's Cavern#

Icon

Start

End

Type

Size

Filename

Translation

0x0003FD80

0x00040580

rgb5a1

32x32

[Unavailable]

-

The Compass room in Dodongo's Cavern still features a texture left over from an earlier design for the area. It was likely overlooked when the rooms were being retextured, as it is only used on the narrow square above the door. It is stretched beyond recognition, and the only way to tell it apart is the narrow band of red pixels facing the player.

bump_texture_static#

To do:
The original file can be found in "forest\data\shape\bump_texture\bump_texture_0_0.c".

Icon

Start

End

Type

Size

Filename

Translation

0x

0x

xxx

xxx

[Unavailable]

-

An unused icon depicting a pre-rendered character. It's never used in-game, but appears to be wearing some kind of beret or poofy hat, and has rounded ears. It's one of the last graphics in the ROM, located just after the data for the Inside Ganon's Castle (Collapsing) map, in the bump_text_static file.

    +--------------------------------+
    |________________________________|
    |________________________________|
    |___________,+++~~+++,___________|
    |_________,+,___,,___,+,_________|
    |________+,_,,,,,,,,,,_,+________|
    |_______+_,,,,,,,,,,,,,,_+_______|
    |______+_,,,,,,,,,,,,,,,,_+______|
    |_____,,,,,,,,~~~~~~~,,,,,_,_____|
    |_____+_,,,,~~~,,,~~~~,,,,_+_____|
    |_____+_,,,~~~~,,,,,~~~,,,,~_____|
    |_____~,,,,~~~~,,,~~~~~,,,,~_____|
    |_____+_,,,~~~~,,,,~~~~,,,,~_____|
    |_____+_,,,,~~~~,~,~~~,,,,_+_____|
    |_____,,,,,,,,,,,,,,,,,,,,,~_____|
    |______+_,,,,,,,~~,,,,,,,,~______|
    |_______~,,,~~+oooo+~~,,,,,______|
    |______,,,~~+oooooooo+~~,+~~_____|
    |_____++o~~+~+oooooo+~+~~+o+,____|
    |____*+oo~~+++~+oo+~+++~~+o+*____|
    |____*ooo~~++oo++++oo++~~+o+*____|
    |____~+oo~~++ooo++ooo++~~oo+,____|
    |_____++o+~++oo++o+o+++~~o++_____|
    |______+++~+++o+oo+oo++~+~,______|
    |________~~++oooooooo+~~~________|
    |_________~~++o+++++++~+_________|
    |_________+~+++oooo+++~+_________|
    |__________~~~+ooooo+~~__________|
    |__________~~~++++++~~,__________|
    |___________~~~~++~~~,___________|
    |____________,+~~~~+,____________|
    |_______________++_______________|
    |________________________________|
    +--------------------------------+

Sort#

Damage Effects#

Actor files reference a numeric value that decides which combination of blood particle and hit spark plays when the actor is damaged. There are 14 entries in total. Nine of them (numbered 0 through 8) define blood/spark combinations and are listed in the table below. The other five are reserved for solid objects — metal, wood, hard surfaces, and tree-like objects — which don't produce blood at all and use a separate piece of code to pick their sound and spark based on how the hit landed, rather than what was hit.

Three of the nine blood/hit combinations below are never assigned to any actor in the shipped game, and can normally only be seen by editing an actor's data to force one of these values.
The ID numbers below come from names used by the decompilation community, and may not reflect Nintendo's original internal terms.

ID

Blood Color

Hit Spark

Used In-Game?

0

Blue

White

Yes

1

None

Dust

Yes

2

Green

Dust

No

3

None

White

Yes

4

(Water burst instead of blood)

None

No

5

None

Red

Yes

6

Green

White

Yes

7

Red

White

No

8

Blue

Red

Yes

ID 02#

Green blood with a dust-type hit spark — the same combination used when Link deflects a Deku Nut off his shield. This specific combination is not assigned to any enemy in the final game.
OoT_Damage_Effect_02.png

ID 04#

Not blood at all: this is a burst of water droplets, with no hit spark accompanying it. No enemy in the final game is assigned this ID.
OoT_Damage_Effect_04.png

ID 07#

Red blood with a white hit spark. The particle isn't a pure red — half of its droplets are a dark wine tone, and the other half are pure orange, which tends to dominate the effect visually. Like ID 02 and ID 04, this combination is unused by every actor in the final game.
OoT_Damage_Effect_07.png

Duplicate Red Blood Effect#

Beyond the 14 IDs above, there's a second, entirely separate copy of the red blood particle function sitting in the game's code, byte-for-byte identical to the one used by ID 7. Unlike the IDs above, this copy isn't wired up to any ID at all — none of the 14 entries point to it, so it can't be reached even by editing an actor's data to a different value. The only way to see it play would be to alter the game's code directly to call it. It was likely left over from some internal refactor, duplicated by a developer and never reconnected to anything.