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Unused Link Animations

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This is a sub-page of The Legend of Zelda: Ocarina of Time 3D.

To do:
Link's unarmed stretching and shield fidget idle animations are disabled.

Inside the files for child and adult Link, there are a couple of unused animations that are leftover from the N64 version of the game. Most of the unused animations from the N64 version have been removed, but the couple that stayed over have actually been remade for Link's new model. All the filenames for both child and adult Link have been shortened compared to the N64 variants.
Filenames such as: "clink_demo_bashi" now being referenced as "cl_dm_bashi".

In addition, the original game's animation file format used to be '.anb', now they have been updated to '.csab'.

A few of these animations can actually be triggered in-game with a certain group of glitches. Aside from those, the remaining animations stay completely unused.

Child#

cl_dm_bashi#

Filename

Translation

Context

cl_dm_bashi.csab

Child Link - Cutscene - ??

Cutscene

cl_dm_get1#

Filename

Translation

Context

cl_dm_get1.csab

Child Link - Cutscene - Get 1

Cutscene

This animation was intended to be used during a cutscene, although it looks similar to the used animation for opening small chests.

Fighter#

bow_defense#

Filename

Translation

Context

bow_defense.csab

Bow - Defense

Gameplay

bow_defense_wait#

Filename

Translation

Context

bow_defense_wait.csab

Bow - Defense - Wait

Gameplay

ft_defense_long_hit#

Filename

Translation

Context

ft_defense_long_hit.csab

Fighter - Defense - Long- Hit

Gameplay

In the N64 version, this unused two-handed shielding variant had 3 animations that functioned as the crouching/defense move. Interestingly, only this one out of the three was remade and promptly leftover.

ft_front_jump#

Filename

Translation

Context

ft_front_jump.csab

Fighter - Front - Jump

Gameplay

Although looking exactly identical to the jumping off the ledge animation, this animation moves faster.

ft_front_jump_end#

Filename

Translation

Context

ft_front_jump_end.csab

Fighter - Front - Jump - End

Gameplay

ft_front_jump_endR#

Filename

Translation

Context

ft_front_jump_endR.csab

Fighter - Front - Jump - End (Right)

Gameplay

Unlike the animation used in-game, this front jump has an animation for landing on the ground, and then assuming a fighting stance.

ft_jump_rollkiru#

Filename

Translation

Context

ft_jump_rollkiru.csab

Fighter - Jump - Roll Slash

Gameplay

ft_jump_kiru#

Filename

Translation

Context

ft_jump_kiru.csab

Fighter - Jump - Slash

Gameplay

ft_jump_kiru_fin#

Filename

Translation

Context

ft_jump_kiru_fin.csab

Fighter - Jump - Slash - Finish

Gameplay

ft_jump_kiru_fin_end#

Filename

Translation

Context

ft_jump_kiru_fin_end.csab

Fighter - Jump - Slash - Finish - End

Gameplay

ft_turn_kiruL#

Filename

Translation

Context

ft_turn_kiruL.csab

Fighter - Turn - Slash (Left)

Gameplay

ft_turn_kiruL_end#

Filename

Translation

Context

ft_turn_kiruL_end.csab

Fighter - Turn - Slash (Left) - End

Gameplay

ft_turn_kiruR#

Filename

Translation

Context

ft_turn_kiruR.csab

Fighter - Turn - Slash (Right)

Gameplay

ft_turn_kiruR_end#

Filename

Translation

Context

ft_turn_kiruR_end.csab

Fighter - Turn - Slash (Right) - End

Gameplay

ft_nml2fighter#

Filename

Translation

Context

ft_nml2fighter.csab

Fighter - Normal to Fighter

Gameplay

mg_tame_kaijyo#

Filename

Translation

Context

mg_tame_kaijyo.csab

Magic - Charge - Cancel

Gameplay

Normal#

nml_carryB#

Filename

Translation

Context

nml_carryB.csab

Normal - Carry (B)

Gameplay

nml_put#

Filename

Translation

Context

nml_put.csab

Normal - Put

Gameplay

nml_jump_up#

Filename

Translation

Context

nml_jump_up.csab

Normal - Jump - Up

Gameplay

This animation appears to be a copy of the used animation "nml_100step_up".

nml_nml2fighter#

Filename

Translation

Context

nml_nml2fighter.csab

Normal - Normal to Fighter

Gameplay

nml_pulling#

Filename

Translation

Context

nml_pulling.csab

Normal - Pulling

Gameplay

A one-handed pulling object animation.

Idle#

wait_itemD2_20f#

Filename

Translation

Context

wait_itemD2_20f.csab

Wait - Item D2 - 20F

Gameplay