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Proto:The Legend of Zelda: The Wind Waker

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This page details one or more prototype versions of The Legend of Zelda: The Wind Waker.

ProtoZeldaWindWaker title.png
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.

This prototype of The Legend of Zelda: The Wind Waker was discovered on a Japanese GameCube demo disc titled Monthly Nintendo Store Demo 1 December, 2002 (月刊任天堂店頭デモ 2002年12月01), which was displayed in Japanese stores in early December 2002 to give customers a taste of the game before its final release.

Built November 18-19, 2002, just over a week before the Japanese final's November 27 build date, there's quite a few differences in here.

To do:
  • Method to start the game :
File Save 1 Corrupt (Hold D-Pad Left) by Dark Linkaël
04AE9A40 80388C68
0A3E1730 00000001
00AD00A0 00000001
Access Outset Island (Anti-crash code) by Dark Linkaël
0036855C 00000000

Hold "D-Pad Left" between the title screen and the File Selection screen. The code is used to corrupt File 1 and create a new file instead. If possible avoid pressing "D-Pad Left" too much, it can sometimes crash the game.

  • When starting a new save, the intro exposition does not play.
  • Controller rumble doesn't seem to activate when receiving a message through the Pirate's Charm.


Script Differences
Textual differences between the kiosk demo and final game.

Object Differences

To do:
List of files "objects" with differences.

Jalhalla Figurine

Jalhalla the Earth Temple boss is unmasked! This figurine at the Nintendo Gallery reveals Jalhalla with all of his facial beauty.

(Source: Forest of Illusion)
Demo Final
ProtoZeldaWindWaker JalhallaTrophy.png ProtoZeldaWindWakerJayharlaFinal.png

Unused Objects

To do:
Text Box animation in "msgres.arc" : hukidashi_07.bck - hukidashi_07.bdl - hukidashi_07.bmt.

Tower of the Gods Pillars

WindWaker-DecemberDemo-Hseki3.png WindWaker-DecemberDemo-Hseki4.png WindWaker-DecemberDemo-Hseki5.png WindWaker-DecemberDemo-Hseki32.png WindWaker-DecemberDemo-Hseki42.png WindWaker-DecemberDemo-Hseki52.png

Found inside the archive /rel/objects/Hseki/bdl in the demo are six pillars with currently unknown functionality. These are not present in the final game. Below is the object normally found in the archive.


Map Differences

To do:
List of files "maps" with differences.

Ganon's Tower - Earth Temple

Demo Final
TWW GanonE Proto.png TWW GanonE Final.png
(Source: Dark Linkaël)

Ganon's Tower - Wind Temple

Demo Final
TWW GanonC Proto.png TWW GanonC Final.png
(Source: Dark Linkaël)

Outset Island

When the island bridge is destroyed, Keese occupy the area where the bridge once stood. This makes it more difficult to use the Deku Leaf to fly across. In the final version, there are no enemies there.

Demo Final
TWW OutsetIslandKeeses Proto.png TWW OutsetIslandKeeses Final.png

The distant Horseshoe Island model causes a crash on four islands including Outset Island, use this code to delete the model :

0036855C 00000000
(Code: Dark Linkaël)

Forsaken Fortress

At the top of Forsaken Fortress, instead of a hammer switch there is an eye switch used to open the door to the Helmaroc King room. Unlike the hammer switch, the eye switch seems to be present in all versions of the Forsaken Fortress map.

Demo Final
TWW ForsakenFortressEye Proto.png TWW ForsakenFortressEye Final.png

Ganon's Tower

The barrier surrounding the final boss fight at Ganon's Tower can sometimes fail to load. When it does not load it is possible to push both Ganon and Zelda off the edge, and they will continue to fight in the void.

Tower of the Gods

There is an Octorok present in the first floor of Tower of the Gods which is not present in the final game.

Demo Final
ProtoZeldaWindWaker TotG1FProto.png ProtoZeldaWindWaker TotG1FFinal.png

There are two pots next to the boss door in the room before Gohdan instead of four.

Demo Final
ProtoZeldaWindWaker TotGPotsProto.png ProtoZeldaWindWaker TotGPotsFinal.png

Savage Labyrinth

All Poes in the Savage Labyrinth are blue, whereas in the final game they have several different colors.

Demo Final
ProtoZeldaWindWaker SavagePoesProto.png ProtoZeldaWindWaker SavagePoesFinal.png

The electric barriers on floor 48 are glitched, resulting in odd visuals and strange collision.

Demo Final
ProtoZeldaWindWaker SavageBarierProto.png ProtoZeldaWindWaker SavageBarrierFinal.png

There is a fire breathing Moblin statue above the hole on floor 50.
Only dark floors have torches next to the holes to the next floor unlike in the final game.

Demo (note the lack of torches) Final
ProtoZeldaWindWaker SavageMobStatProto.png ProtoZeldaWindWaker SavageMobStatFinal.png

There are 6 pots containing a total of 600 rupees on the last floor, instead of no pots as in the final game.

Demo Final
ProtoZeldaWindWaker Savage51Proto.png ProtoZeldaWindWaker Savage51Final.png

Chart Differences

Sea Chart


Demo Final
R1a b Demo.png R1a b Final.png

The image used to represent the Tower of the Gods is this...blob. Very interesting.

Special Charts

Ghost Ship Chart

To do:
Demo Final
TWWDemo Chart1.png TWWJP Chart1.png

The three skulls in the top-left were replaced with more text.

Sea Hearts Chart

Demo Final
TWWDemo Chart6.png TWWJP Chart6.png

The demo chart is missing the Heart Piece for Seven-Star Isles' square and the second one for Rock Spire Isle's square, likely because...

Island Hearts Chart

Demo Final
TWWDemo Chart7.png TWWJP Chart7.png

The demo chart includes Treasure Charts in the squares for Seven-Star Isles and Tingle Island, plus a second one in Rock Spire Isle's square.

Secret Cave Chart

Demo Final
TWWDemo Chart8.png TWWJP Chart8.png

The demo chart includes secret caves for the Fairy Islands (Northern, Western, Eastern, Thorned, and Southern) and Southern Triangle Isle, plus a second cave for Ice Ring Isle and Outset Island.

Light Ring Chart

Demo Final
TWWDemo Chart9.png TWWJP Chart9.png

The light rings (six of them versus five in the final) are all in different spots on the demo's chart.

Platform Chart

Demo Final
TWWDemo Chart10.png TWWJP Chart10.png

A second platform was added to Thorned Fairy Island's square.

Submarine Chart

Demo Final
TWWDemo Chart12.png TWWJP Chart12.png

A sub was added to Flight Control Platform's square.

(Source: Dark Linkaël)


Hearts Chart

TWWDemo cmap heart.png

Rupees Chart

TWWDemo cmap rupy.png

(Source: Dark Linkaël)

Orientation Text

Demo Final
TWWDemo east.png TWW east2.png
Demo Final
TWWDemo south.png TWW south2.png
Demo Final
TWWDemo west.png TWW west2.png


Demo Final
TWWDemo sea Room01.png TWW sea Room01.png
Demo Final
TWWDemo M NewD2 Room07 1.png TWW M NewD2 Room07 1.png
Demo Final
TWWDemo M NewD2 Room08 1.png TWW M NewD2 Room08 1.png
Demo Final
TWWDemo M NewD2 Room08 2.png TWW M NewD2 Room08 2.png
Demo Final
TWWDemo Siren Room07.png TWW Siren Room07.png
(Source: Dark Linkaël)

Alternate Scene Setups

To do:
Actor Setup Modifier (Hold D-Pad Up O7/Right 08/Down 0A/Left 0B) by Dark Linkaël
0A3E1730 00000008
003BDD27 00000007
0A3E1730 00000002
003BDD27 00000008
0A3E1730 00000004
003BDD27 0000000A
0A3E1730 00000001
003BDD27 0000000B
E2000002 80008000
07 and 0B are often very unused.

Ganon's Tower - Forbidden Woods (ID : OB)

TWW GanonD Act0B 1.png TWW GanonD Act0B 2.png

(Source: Dark Linkaël)

Sea - Three-Eye Isle (ID : OB)

To do:
Before the demo.

TWW sea Act0B.png

(Source: Dark Linkaël)

The Diamond Steppe Island Maze (ID : O8)

TWW WarpD Act0B.png

(Source: Dark Linkaël)


Enemy Mini-Map Markers

To do:
Not used in the final version.

TWW EnemyMap.png

(Source: Dark Linkaël)

Cutscene Differences

Endgame Cutscene - Zelda's Skin-Colored Dress

ZeldaWWproto ZeldaDressCutscene.png

For unknown reasons, Zelda's dress abruptly becomes skin-colored at one point during the final cutscene.

Audio Differences

To do:

Beedle's ship plays a tune when Link is nearby. This was removed in the final game.

Ghost Ship Treasure

Opening the chest in the first ghost ship plays a sound not used in the final game. The sound it plays seems to be a sped-up version of the first of Jabun's unused audio files, while the only ghost ship chest in the final game plays a sped-up version of the second of Jabun's unused audio files.

Debug Functions

Map Select

ProtoZeldaWindWaker MapSelect.png

A map select showing the demo's build date. It can be accessed using the following code:

0A3E1730 00000800
04AE9A24 80388214
0A3E1730 00000400
04AE9A24 80388C68
E2000001 80008000

Pressing Y will cause the menu to load when moving between maps, and pressing X will disable it.

Demo Final
ProtoZeldaWindWaker MapSelect.png FinalZeldaWindWaker MapSelect.png
(Map Select: Gilgamesh)
(Code: Dark Linkaël)


ProtoZeldaWindWaker Console.png

Plug a controller into Slot 3 and press Z to access the game's console. This prints general debugging information, including when errors occur. Hold L or R to scroll up and down the list.

(Source: Forest of Illusion)

Dialogue Test

To do:
Figure out how this works.

"L+Z" to activate and deactivate.

"A" to display a text.

"B" to change text before pressing "A" again for another text.

Plug a controller into Slot 4 and press various button combinations to have dialogue boxes appear at any time.