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Talk:The Legend of Zelda: Twilight Princess

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Misc. Comments

So, uh... A few things...

1) What's the best way to go about tagging this game as it's both a Wii and GC release? I put it as Wii for now, but is there any way to tag it for both? The only major difference is that the GC version has the left handed mode locked as default and no of motion controls. That, and it was released and marketed as the same the game anyway. It's a really murky thing I guess. Personally, I think, if it's too complicated, we can leave it as a Wii release.

2) There was a second revision of the game for the US and, I think, Japan. I believe it was as a reaction to the Twilight Hack. If that's the case then I think that would be something worth mentioning. I also distinctly remember a game breaking bug in TP in which people were flooding the internet over. Could the revision have been to fix that? Anyone have a better memory than mine? It may be worth mentioning the revision if that's the case too... I dunno' though. I'll leave it up to you guys.

~Tanks 5/12/11 11:56 PM EST

I recall reading that there were a few other minor differences between the GC and Wii versions, such as a few bugs fixed in the GC version... and apparently, in the Wii version, it's possible to let blue and yellow chuchus merge into a green one, which you can then bottle up and use... for no effect. (Magic potion?) Dunno how true it is, though. -YK YK-sig.png 23:59, 12 May 2011 (EDT)
Game breaking bug? There was the cannon save glitch and the Eldin Bridge save glitch... maybe one of these? -- Prince Kassad 00:05, 13 May 2011 (EDT)
Ahh yeah I remember the cannon bug. Don't know about the Eldin save bug though. As for GC, I have no idea about bug fixes in that... Anyway, unless we can dig up some info on these fixes being major, I don't know if it's worth commenting on. Tanks
The Eldin Bridge glitch is basically... when you cross the Eldin Bridge for the first time, a chunk of it gets warped away (you later find it in the Gerudo Desert), and you're supposed to continue onwards to the Twilight area beyond it. If you save and quit after the bridge segment is warped away, but before you actually enter the Twilight, when you reload the game, you'll be at the bridge entrance... with the chunk of the bridge still missing, leaving you with no way to cross and no way to continue with the game. I don't think it was fixed in the GC release, either. You'd actually have to go out of your way to do this, because the window is so small, but it exists. -YK YK-sig.png 02:13, 13 May 2011 (EDT)
Hm. I recall the Eldin glitch being debunked a while ago, unless it only exists in the initial Wii shipment (which would mean they patched it before the 'cannon' glitch). Some of the videos which claimed to be proof of its existence are thought to be hacked. Not even Zelda Chaos lists it, and they're pretty reliable when it comes to verifying glitches. I believe this is a case of an Urban Legend of Zelda. On another note when it comes to Wii/GCN differences, I added the note about Green Chu and Green Chu Jelly, which is barely used in the Wii version. Supposedly, there's also a completely unused Black Chu Jelly that actually has a description and takes away one heart, though I'm unsure if the enemy itself is in the game data. Does anyone want to find out for sure if that exists?
I'd never expect an "unwinnable game" glitch to be just a busted myth. Well, anyway, there is no such thing as a Black Chu. I'm very sure of that. Unless my memory is really, really hazy. I don't think there even was one in the Wind Waker, which has more Chus. So, if there is Black Chu Jelly, it's gotta be unused. Someone should perform a simple test: get the address that stores what item you have on your bottle, and keep changing values until one comes up with Black Chu Jelly, if it exists. Should be fairly straight forward. {EspyoT} 17:49, 7 February 2012 (EST)
Black Chu Jelly here: http://www.unseen64.net/wp-content/uploads/2008/04/backchujelly.jpg
I've seen a better pic of this, but that's all I can find for the moment.
As for the game-breaking glitch, surely it's easy to find a launch-version TP ROM online? I have a North American launch-version TP cart myself, but my Wii is broken, alas.
GlitterBerri 05:27, 6 March 2012 (EST)
If you can't find a launch copy, drop me a note and I'll get you mine. --Afti 12:06, 3 April 2012 (EDT)

Developer notes

In Sample.arc in the objects folder, there is a few text files as well as a file called "a" that is in the same format as the R_00 "BMD" file in TWW.

The first two text files just contain their names, but the third seems to contain lots of notes from the developers.

http://dl.dropbox.com/u/16672629/file2.7z It's in Japanese so it will have to be translated.

--Kargaroc 06:27, 6 March 2012 (EST)

Really amazing! It helps to know a little more about how how they did the 3D models prior to conversion. A_R00 is no longer the only, although it is not in the same Zelda.

--Dark Linkaël 06:13, 6 March 2012 (EST)

Unused Icons in Twilight Princess

For use on TCRF, but I do not know what I could say about these pictures. I leave here and someone cares.

TP tt item icon letter 00.png TP tt map1 ia4.png TP tt midona 64.png TP tt mirror shield 00.png TP zelda item icon makimono 06.png TP im honny 48.png

--Dark Linkaël 07:39, 6 March 2012 (EST)

Some interesting pictures you have there. I think something could be mentioned about the 3rd, 5th and last(starting from the left). The third looks like tetra, obviously. The fourth looks like the mirror shield from OOT to be honest. The last is the icon for the soup from WW. This site mentions the last two icons I talked about. Seeing the soup icon in this group makes me think that perhaps some of these icons could have been used for which button an item was equipped to(ie soup equipped to button X) but I am only speculating. Perhaps others can give better input.

--Cuber456 08:58, 6 March 2012 (EST)

As Dark Linkaël and I were discussing, because demon Tetra's file name is "midona" it's likely that she was used as a placeholder icon for Midna until she received a design of her own. I was confused about the file name "map" for the net-looking-thing, but according to Dark Linkaël, it's the cage you occasionally see around the top part of some globes. "makimono" means "scroll", and "honny" is a misromanization of "honey", I reckon.

--GlitterBerri 14:38, 6 March 2012 (EST)

As show in the site, there is also a hookshot icon on the game files. I don't remember exactly where was it, but here goes the image: TLoZ TP Hookshot.png

--gabrielwoj

Yes, I saw this icon and I kept it somewhere. Since I do not know much Twilight Princess, especially as there NGC and Wii version, I had a doubt and I was not sure of the origin of the icon.

--Dark Linkaël 04:35, 7 March 2012 (EST)

Most of these seem like placeholders, but that Mirror Shield one is interesting. If I'm not mistaken, it's actually a brand new icon and not just directly taken from Ocarina of Time. That means they considered having another ultimate shield. It's also weird how the old Gerudo Symbol is chosen over the new one. I guess they figured, "It's supposed to be a more realistic Zelda anyway, so the fans can take having the pre-censored version?" LinkTheLefty 10:25, 7 March 2012 (EST)

I swear I saw these icons somewhere on this page a while ago. I'd put them back myself, but I do not know the necessary information to put alongside each one other that basic descriptions I gather from visuals alone. Knowing where they were found would be helpful. --Xwasp (talk) 21:32, 13 April 2021 (UTC)

Discoveries and other in Twilight Princess...

I discovered there are a lot of time in the first part of Hyrule Field is something impossible to see in the game should be that this part of the field or in the twilight, then use the moon jump at a time when the twilight has completely invaded Hyrule.

At the location where you meet the postman for the first time, there is a character only seen with Wolf Link. However, I have not been with Wolf Link and I do not know what there is. I'd like someone to go and see in detail.

--Dark Linkaël 13:18, 6 March 2012 (EST)

I'm not sure I understand your instructions, Dark Linkaël. Can you try explaining one more time? Also, if someone does this, can they take pictures or a video? I'm curious to see the what this is.

--GlitterBerri 22:27, 6 March 2012 (EST)

I think his translator isn't getting French phrases over correctly... it sounds like he's trying to say

"I discovered [long] ago in [that?] in the first part of Hyrule Field [there] is something impossible to see. "

I was going to do more but it would be easier if he posted the French alongside the google translated English. Mon francais n'est pas tres bien, mais nous pouvons essayer a le comprendre, oui?--Celice 03:35, 7 March 2012 (EST)

Oui, s'il te plaît, Dark Linkaël! :)

--GlitterBerri 04:17, 7 March 2012 (EST)

Bon d'accord, je vais essayer en français !

Dans la Plaine d'Hyrule (version crépuscule qui nécessite l'utilisation du code Moon Jump) à l'emplacement où vous trouvez le postier pour la première fois, il y a une personne qui est visible seulement avec Link Loup. Seulement, je n'étais pas en Link Loup à ce moment-là et je n'ai pas pu voir qui c'était. Donc, je demande à quelqu'un de voir précisément qui est cette personne.

Voilà, j'espère que vous avez mieux compris mon message.

--Dark Linkaël 04:27, 7 March 2012 (EST)

English:

Alright, then, I'll try French!

In Hyrule Field (the Twilight version, which requires you to use the Moon Jump code), at the place where you find the Postman for the first time, there's a person who is visible only with Wolf Link. The only thing is that I wasn't Wolf Link at the time and I couldn't see who was there. So, I ask that someone take a look and see who this person is.

There you go, I hope you understood my message better.

--GlitterBerri 16:20, 7 March 2012 (EST)

I actually encountered this a few months ago when I was messing around with TP using cheats. I got Wolf Link and went to that spirit, but there's nothing there when you use Sense. -Gamma 20:09, 15 July 2012 (EDT)

I tested on the Wii version at first, but then I just tested on the GC version and there is nothing... No presence of the strange spirit!

--Dark Linkaël 06:26, 16 July 2012 (EDT)

Files JP/US/EU to "frameworkF.map"

I shall make the file "frameworkF.map" each version of Twilight Princess. I recall that it is through this file that I could discover the Debug Menu in The Wind Waker. It is possible that there are other interesting stuff to discover it.

Demo WII Version

JP GC Version - US GC Version - EU GC Version

EU WII Version

Note : Demo (2.25 MB) and normal version (1.88 MB)

--Dark Linkaël 08:56, 13 March 2012 (EDT)

Just at a quick glance, one interesting thing I notice is that there are two items called S_MAGIC and L_MAGIC in what appears to be an items section. It appears in both the US and E3 versions at least. I'm just guessing but perhaps these items are the magic jars that enemies would drop to replenish magic. Also interesting is the fact that there is something called drawMagic which appears close to something called drawOxygen. I assume that drawOxygen would be the action of displaying the oxygen meter when Link is underwater. In that case, perhaps drawMagic would display the unused magic meter in the game. I'm just guessing here but maybe someone can check out what I just mentioned.

--Cuber456 14:05, 13 March 2012 (EDT)

As we know, the magic was removed very late in the developement of the game. It is possible that two models BMD jars of magic are in the demo "E3 2006". I will watch to see! However, I can not play this version of the game, it does not work for some strange reason...

--Dark Linkaël 14:29, 13 March 2012 (EDT)

I'm just wondering though, are we sure that it was 100% removed from the game? Do we really have evidence to support this claim? Perhaps it is just disabled or maybe drawMagic is never executed so that the magic meter never appears. I think it would be worth while to see what happens when Link drinks a green chu in debug mode. Perhaps the game tries to update a counter for the magic meter we aren't aware of. I'm just throwing ideas out there.

--Cuber456 16:02, 13 March 2012 (EDT)

There are 340 results for "alpha" in the demo, and 302 in the JP version. This suggests that some of these unused entries were deleted from the final game. An example of interest is "00214a94 000414 8021a154 4 setButtonIconMidonaAlpha__13dMeter2Draw_cFUl d_meter2_draw.o", which may correspond to the shadow Tetra icon. I think the alpha entries are worth exploring for unused content.

Searching "item_func" and "item_getcheck" yields interesting results. I don't remember TP very well, so I suggest people check for themselves.

 0008e2b8 000044 80094bd8  4 item_getcheck_func_HOOKSHOT(void) 	d_item.o 
 0008ef00 000034 80095820  4 item_getcheck_func_CHUCHU_BLACK(void) 	d_item.o 
 0008ec08 000034 80095528  4 item_getcheck_func_CHUCHU_GREEN(void) 	d_item.o 
 0008f3ac 000008 80095ccc  4 item_getcheck_func_SURFBOARD(void) 	d_item.o 
 0008f370 000014 80095c90  4 item_getcheck_func_TOMATO_PUREE(void) 	d_item.o 
 0008f2f4 000044 80095c14  4 item_getcheck_func_LV7_DUNGEON_EXIT(void) 	d_item.o 

The Wind Waker (Kaze no Takt) leftovers?

 0028cdd8 000014 802936f8  4 Z2SeqMgr::taktModeMute(void) 	Z2AudioLib.a Z2SeqMgr.o
 0028cdec 000014 8029370c  4 Z2SeqMgr::taktModeMuteOff(void) 	Z2AudioLib.a Z2SeqMgr.o

Navi?

 00286928 000010 8028d248  4 Z2SeMgr::playNaviFlySound(float, float) 	Z2AudioLib.a Z2SeMgr.o

Save the ending?

 001cd36c 0000a8 801d3c8c  4 dMenu_save_c::saveEnd(void) 	d_menu_save.o 
 001cd414 000080 801d3d34  4 dMenu_save_c::endingNoSave(void) 	d_menu_save.o 
 001cd494 000030 801d3db4  4 dMenu_save_c::endingNoSave2(void) 	d_menu_save.o 

Debug camera?

 0017177c 000008 80176e3c  4 test1Camera__9dCamera_cFl 	d_camera.o 
 00171784 000008 80176e44  4 test2Camera__9dCamera_cFl 	d_camera.o
 0017382c 0001e4 8017a14c  4 ShopCam_action_c::_debugSetCamera(void) 	d_shop_camera.o 

Other suggested search terms: TRK_Hollywood_Revolution, midona, arcname, LINK_VOICE, 8Z2MdnPrm, debug, gamecube

--GlitterBerri 19:15, 13 March 2012 (EDT)

This is not Zelda I played most, but the items in this list does not seem really tell me anything.

0017382c 0001e4 8017a14c  4 ShopCam_action_c::_debugSetCamera(void)

I do not know if this is the Debug Camera, but it's interesting...

However, I wish I could run this demo! It does not work either my emulator or on my Wii with NeoGamma. It is really weird this game...

One thing is sure, execute the Map Select that's impossible! Death!

As for the Debug Mode... Hmmm... There may have something to do. But I need to know how to play this demo of Twilight Princess.

--Dark Linkaël 07:10, 14 March 2012 (EDT)

Moo.

 000dce4c 000080 800e376c  4 daAlink_c::checkCowGame(void) 	d_a_alink.o 

--GlitterBerri 08:20, 14 March 2012 (EDT)

I just watched files .Arc models and there is nothing at all. Just over a file in the demo version. However, it is only Navi models and two arrows during a battle with an enemy. In short, nothing! Otherwise, the rest is the same size of all files is such that the final version.

--Dark Linkaël 08:36, 14 March 2012 (EDT)

The "Z2SeMgr::playNaviFlySound(float, float)" symbol is in reference to the pointer, if you move the pointer fast enough she'll make a tingling noise which sounds much like Navi from OoT and MM, The function to import a gamecube save is definitely still within the game, but I'm having trouble remembering what it is at the moment, but I won't know until I can import the symbols into the Wii version, but I've used it before by using a custom gecko code. It doesn't use the strings, and there is no interaction at all, but it does indeed still work. The details are pretty fuzzy though. Also, "checkCowGame" is in reference to the Ordon Goat herding, everything goat related is called "cow" for some unknown reason. Finally, the reason debug mode is so darn easy to access in TP is the fact that it's a DEBUG build, which also explains the performance issues, looks like someone at Nintendo wasn't paying attention and missed a Lot Check step to check for debugging libraries.

I have a few more things I wish to contribute, but I need to confirm them before I feel comfortable sharing them. EDIT: Also: HOOKSHOT = clawshot, SURFBOARD = leaf Antidote (talk)

Some interesting unused text(?)

I found this video on youtube so who knows what the credibility of it is but it lists interesting unused text if this video is credible. What I find the most interesting is the text at 0:10, 0:20 and 1:11.

--Cuber456 01:15, 14 March 2012 (EDT)

I do not know, but I advise you to see this page from the site "Zelda Legends". You'll see if these texts are there.

--Dark Linkaël 07:14, 14 March 2012 (EDT)

They are, yes.

 Please select a stage.
 PAUSE
 SELECT STAGE
 Select
 Back
 OK
 Start
 Thank You for Playing the Demo
 START
 Epona Rodeo strategy (Rescue Epona)
 Flag 56 has been turned ON.
 Saw the demo where Colin is abducted.
 Flag 53 has been turned ON.
 Saw the demo where Colin is saved.
 Flag 85 has been turned ON.
 Saw the demo of Prince Zora being saved.
 (Convory sucessful)
 Flag 68 has been turned ON.
 North south bridge mirror space big small mysterious shield
 test 20060713 22:11pm
 The darkness has been in Kakariko
 Village has been lifted.
 Flag 61 has been turned ON.
 Carriage convoy game start
 Flag 66 has been turned ON.
 Lava fusion event temporary demo 
 Please end the dark cargo (big) event
 (Event flag 84 = please turn it ON)
 After seeing the lava fusion on Death Mountain
 Flag 65 has been turned ON.
 (Condition: Even flag 84 has been turned ON)
 Surf Leaf
 There is a save file for this game on
 the Memory Card in Slot A. Would you
 like to transfer this data to the Wii?
 Unable to find Memory Card in Slot A.
 In order to copy save data from a
 Memory Card, please start over.
 Magic Potion
 You don't have any magic power...
 You know you can't turn into a
 beast without it!

Surf Leaf must be the item used by Link to snowboard down the mountain, also called Ice Leaf in the framework file. However, in the Japanese game, the Surf Leaf's item name is Shield Surfing, meaning Link was likely originally going to snowboard using his shield.

--GlitterBerri 07:54, 14 March 2012 (EDT)

I wonder if that had something to do with the unused (placeholder?) Mirror Shield. On the topic of unused text, I'd like to bring attention to some unused ending dialog after the battle with Ganondorf that possibly alluded to A Link to the Past and was revised for defeating the final boss of Skyward Sword; in the finished game, Ganondorf only says a piece of the full dialog (either because they forgot to program it in, they thought it was too wordy, or maybe due to behind-the-scenes timeline stuff/"upending the tea table"). I think there's also unused dialog for the citizens around the Palace of Twilight. This is present in both Japanese and American versions, and people of the Legends Alliance Forums have translated and compared the two (http://forums.legendsalliance.com/topic/17108-list-of-japanese-translations/). They also uncovered remnants of an earlier storyline of Four Swords Adventures which would have had Sages and the Master Sword and would have likely been a retelling of the Imprisoning War before Miyamoto had the storyline changed (and thus we currently have a third timeline). All of these things are listed as "Removed" in that page I linked to. Think we ought to add them? LinkTheLefty 14:51, 14 March 2012 (EDT)

About the E3 2006 demo of Twilight Princess

I just watched most of the files in the E3 2006 demo of Twilight Princess and its final version. What I can conclude is that these two versions are finally likeness. The differences are not very many, except for files (frameworkF.map) or the presence of two files in the Map Select. Otherwise, a lot like the final version!

As this version is not as interesting as planned, I'd rather not use my free time searching for this game. Sorry to all those who thought that this demo could hold a lot of are older versions of Twilight Princess. If it was a demo from E3 2005, it probably contains some very interesting things.

About this demo from E3 2005, I remember seeing someone do a video on YouTube with a copy of this demo. However, I can not find anymore and I do not know if it was a fake.

--Dark Linkaël 09:09, 14 March 2012 (EDT)

This person apparently owns it.

--GlitterBerri 09:57, 14 March 2012 (EDT)

He said something in particular? I can not quite understand what he says.

--Dark Linkaël 10:11, 14 March 2012 (EDT)

User derekb says he has a demo of Twilight Princess from "the Fusion tour". He think it is the same as the E3 2005 demo. He has thought about accepting people's bids to buy it from him, but says he isn't really interested in selling it. User sondow says he is interested in derekb's demo, but he maybe found another copy somewhere else.

--GlitterBerri 10:13, 14 March 2012 (EDT)

I see... I hope we can see her one day!

However, I think the files are not really the same as the demo is from 2005 and at that time, the game was still in development.

--Dark Linkaël 10:20, 14 March 2012 (EDT)

Another site: http://forum.unseen64.net/viewtopic.php?f=2&t=3124&sid=78287ae8f66b8164a52d27e03a570347 --Hiccup 10:57, 20 July 2013 (EDT)
And here: http://www.zeldacollectorsmuseum.com/2009/12/zelda-tp-wii-disc-demo.html --Hiccup 10:58, 20 July 2013 (EDT)
And another: http://forum.unseen64.net/viewtopic.php?f=2&t=911
Acording to the thread it is supposed to be filenamed "ind-legend-of-zelda-tp-e3-demo". --Hiccup 11:16, 20 July 2013 (EDT)
Another one: http://www.betaarchive.com/forum/viewtopic.php?t=28352
From this video from one of those threads: http://www.youtube.com/watch?v=0UiFU6cyH6Q I do belive it is real. --Hiccup 11:36, 20 July 2013 (EDT)
*Cough* *hint* -- Einstein95 (talk) 11:56, 20 July 2013 (EDT)
So it's not exactly a proto, but a rare version, and it's on a todo list on the forum. --Hiccup 12:37, 20 July 2013 (EDT)
Not a todo list, they're free for anyone to go through and add to the wiki. -- Einstein95 (talk) 19:12, 21 July 2013 (EDT)

Progression of the translation of "file2.txt"

Add here the rest of the English translation of the file file2.txt translation.

--Dark Linkaël 12:12, 16 March 2012 (EDT)

Data for E3 Twilight Princess?

[English (GlitterBerri)] There was what appears to be data for Twilight Princess E3. The file path is [Disc\Game partition\res\Layout\clctresE3.arc]. (Japanese Wii Version) It contains a blo file and bti image file. In the same folder, there's something similar called "clctres.arc", which is included in the unused stuff.

[Japanese] トワイライトプリンセスのE3用データと思われるものがありました。 ファイルパスは、[ディスク\ゲーム用パーティション\res\Layout\clctresE3.arc]です。(バージョンはWiiの日本語版) その中には、bloファイルやbti画像ファイルがありました。 同フォルダに似た名前の[clctres.arc]がありますが、それも未使用のものが含まれていました。 --RGBA CRT 07:08, 3 April 2012 (EDT)

Menu1.dat

In the E3 Version of the game, there is an extra folder in: /res/Menu. This folder contains an "menu1.dat", if you open on a hex editor, it possible to see an kinda of map select with some author notes (kinda likely Wind Waker, as well this game have Wind Waker leftovers). The folder also contains "kanfont_fix16.bfn", which is a font type. I don't know if I can share those files tough. --Gabrielwoj 00:49, 6 May 2012 (EDT)

Oh, there are 2 unused maps in the E3 version, these maps would probably be for testing. The one is the Hyrule Castle (very beginning of the game, with the wolf link), the other one I don't recall it right. One is located at /res/stage/D_MN04A and the other at /res/stageR_SP107. Also, if you replace the Hyrule Field data into some other stage (the one used in intro), you'll be directly to an cutscene, when you complete the quest, the game will crash. As well, the "Thanks you for playing the Demo" can be seen when you stay idle the game (in the E3 version).

--Gabrielwoj 09:43, 6 May 2012 (EDT)

This "Map Select" is completely impossible to execute. Missing this: (dScnMenu_Method) to make it work. Anyway, it was not very interesting, because all locations are removed in the demo.

--Dark Linkaël 10:38, 7 May 2012 (EDT)

There is still those 2 maps I told above... Don't know if there is differences..

Gabrielwoj 19:00, 7 May 2012 (EDT)

I see nothing special in these rooms. One thing is certain, they do not come from the demo from E3 2005.

--Dark Linkaël 06:03, 8 May 2012 (EDT)

Possible full translation for file2.txt

Ran file2.txt through Google Translate. Contains chinglish (engrish), but is the fullest translation we have.

● Information of a switch apparently has not been passed in the unit MOVEBG terrain. Sakai's story. Indeed, I feel that we have become so because information about Te disposable OK during the conversion map data, And so that was it after all の?

● organize for the layer. Day and night and somehow the two sides. • For day and night, to do with the switch? Bassari or slowly ("tact") or ("Majora")? • For inside and outside, or may have added one or two more.

● you want to automate. You can use or can feel like an argument or ObjectSender odemrun. • The output of the memory map. Setting and placement of the memory bank.

● you want to display all the collision polygon. To confirm. But that appears in the | [internal check terrain polygon drawing debug / Node / zelda], ObjectReflector In that case assignment and shame because only by the link polygon.

  1. Come to think of it, or check the operation of integration is not a polygon of Mr. Yoshida how it works.

● 2D map rail ○ implementation of a map that is displayed on the four-way controller Do you have going on? Just check anyway. → keep doing before anyway. Iwawaki's story. → in progress. Mr. Yoshida.

■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ has been addressed ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■ ■

● Check the terrain for the unit. What will happen to semi-transparent polygons? Overlap between terrain unit semi-transparent but becomes a problem, what should otherwise? For example, for the shadow or semi-transparent polygons. Overlap with semi-transparent polygons and effects used in okay? → prohibited. But sometimes that is drawn well, it is a coincidence. In fact should not come out or in and out in relation to the material sort. → were asked to specify the order to be able to draw in material names. This expression of Detail For semi-transparent overlap is available. However, semi-transparent in the true sense of the word, such as water can not be still. Since you do not sort or polygon. In the direction of the true semi-transparent do in MOVEBG. → add a drawing object model as a unit MOVEBG terrain.

● jcc is using a lot of memory. Near 800MB. Do not reduced. → Pre-contact Mr. Iwawaki, Mr. Matsutani. → I got reduced to about half. We want to reduce a little bit more, get one more look. → plummeted. Much faster and different things.

● For a demonstration archive. ○ Is it possible to make with the register of resources? But like the same feeling that I saw, or with the actor. → possible. Exactly the same. ○ What xnim_id_conv.pl? I have plus 0x10000 to the resource ID of the arc file, why? → distinction between resource or resources or for demonstration purposes for the object. In general-purpose actor, whether to interpret the animation mode specified by the demo data → in the direction of the ID bits to divide at a time to allow the specification.

● For information about starting the specified morning scene, you want to specify as an optional layer. → been addressed. Mr. Sasaki.

● For information about starting the specified morning scene, - When you menu = LEVEL2, the stage is not selected. If you do not specify the ish invalid room number. → has been addressed. Mr. Iwawaki.

● Registration of particle.xnim is what to do? Similarly d_particle_name. *, or put the CVS update in Particle / mk_arc.bat also particle.xnim. → has been addressed.

● limit of the archive file name? I feel like I've heard that less than seven characters, but it is Kke object name registration? Characters or less what then? Format DOS8.3? Long file name?

  1. That there is only called "W_motion" Why the format name DOS8.3.

→ name of the archive is 9 characters or less. Mr. Morita.

● For information about starting the specified morning scene, for example, % OdemRun ...-a - noopening - menu = LEVEL3, 0 When you run as, has been selected "(Room7) Fire_Dungeon" room instead of 0 "LEVEL3". Incidentally, this menu item From here -------- (First part omitted) LEVEL3, (0), LEVEL3, 0,0, -1, LEVEL3, (1), LEVEL3, 1,0, -1, LEVEL3, (2), LEVEL3, 2,0, -1, (Omitted) Fire_Dungeon (Room3),, LEVEL3, 3,0, -1, Fire_Dungeon (Room4),, LEVEL3, 4,0, -1, Fire_Dungeon (Room7),, LEVEL3, 7,0, -1, (Koryaku)


So far

Have become, "LEVEL3" directory after most of the menu text in menu.dat. If you have been included in the stage of the title belong to the same directory as the display room is different, after the most What becomes the stage? Incidentally, "LEVEL3" in the menu is already set to <(3)> properly. → has been addressed. Mr. Iwawaki. So that the earliest stage.

● For "registry resources". ○ SRD's PC environment is? Can I use Admin privileges? Installation of ActiveX possible? → possible. ○ If you want to copy to the local PC the resource file and the destination path that is? % ZELDA_JMAP_DIR% \ rom \ DVDRoot? →% in GCZELDA1_ROOT% / GDEVImage / DVDRoot. No GCZELDA1_ROOT%% if undefined.

● Why are you sure you want to process data bmdcuttex3.exe the bdl? I'm now hearing that the non-oriented Thun. Mr. Takizawa said it is a problem. → good. That you do. You might be effective in the reduction or memory. → has been addressed. csv file is empty.

● particles. ○ dolzel smells that remain in the old data. To dispose of? → If you must dispose of. mk_arc.bat from Empty the dolzel / res / Particle directory. Iwawaki's story. → Ito plans to run in the near future. ○ want to organize a group of PScene. Bassari and leaving the 254. Ito story. → do good if it has not been used in the data jmp. Iwawaki's story. → Ito has been performed. ○ I have copied a resource to a / / d / zelda / dolzel / a mk_arc.bat, this is terribly dependent environment. A little worried. → Pre-notification to Ito.

● data like union or can be generated by jcc? If you were not able to, data about the event, but we need when the stb and zev, in the event you do not need camera Because there is a file name information, to one of the union it. → s generated. Then it. → already submitted the specification. Mr. Ogawa.

● 2D map rail ○ If there is a vertex does not belong entirely to the polygon, its vertices is probably incorrect. In an error. → has been addressed. Mr. Iwawaki. ○ also specify line color. But still the corresponding → jcc, Because it is still data specification. In addition, 2D map rail warnings to errors. → has been addressed. Mr. Iwawaki.

Feel free to fix and post!

--DrDoctor 12:49, 14 May 2012 (EDT)

Here's a full, professional translation.

●It seems that the switch1 data is not being passed to MOVEBG geography unit. Discuss with Sakai-san. By and large it did seem like that data can safely be thrown out during map data conversion - so maybe that assumption is correct?

●Organize re: layers. Do something about day/night, front/back. ・For day/night - how should we transition? Slow like "Wind Waker", or quick like "Majora"? ・For front/back (translator note: probabaly light/dark worlds)- might have a few more additions.

●Would like to automate. Seems like it could be done using odemrun args or ObjectSender. ・Memory map output. ・Memory bank address settings.

●Want to display all of the collision polys. For confirmation. Displays with ObjectReflector[/Node/zelda geography check internal|debug polygon draw], but that only displays the polys in Link's vicinity, which is kind of a shame.

  1. Speaking of which - I wonder how Yoshida-san's polygon integration and testing is handling that?

●2D Map Rail ○What's up with the implementation of the keypad up button displaying the map? Just want to confirm. →We'll get that done. Discuss with Iwawaki-san. →In progress. Yoshida-san is handling.

■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■ ■ Completed Items ■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■■

●Confirmation regarding geography units. What's up with the semi-translucent polygons? The semi-translucent geography units overlapping is a problem - but is everything all right barring that constraint? For instance, semi-translucent polys for shadows. Is it all right if they overlap with the semi-translucent polys for effects? →No good. Sometimes they draw correctly, but that's just a coincidence. In reality this phenomenon should be occurring or not occurring based on relation to material sort. →We've had draw order modified so that it can be changed by specifying material names. By doing this we're able to draw overlapping translucent objects for details. However, we still can't do "true" translucency, such as the surface of the water. That's because we don't sort the polygons. We'll plan on handling true translucency with MOVEBG. →Add model draw object as geography unit MOVEBG.

●jcc is using massive amounts of memory. Nearly 800MB. Can't this be reduced? →Iwawaki-san has contacted Matsuya-san. →Was able to reduce by about half. Would still like to have them reduce a bit more so we'll be looking into this continually. →Dramatically reduced. The speed bump is night and day.

●Re: the demo archive. ○Can this be made where the resources are registered? From first glance it seems like it's the same as the actors. →This can be done. They're exactly the same. ○What is xnim_id_conv.pl?0x10000 is being added to the arc file resource ID - why? →This is to differentiate between object resources and demo (translator's note: may refer to in-engine movies) resources. For general purpose actors also to indicate whether there are any animation mode comments from demo data. →Will plan on implementing this by allocating a bit to set so that setting can be done easily.

●In regards to scene specified boot - would also like an option to specify layer. →Done. Handled by Sasaki-san.

●In regards to scene specified boot - setting --menu=LEVEL2 makes it so that stage is not selectable. It seems that you need to specify the room numer or else it's disabled. →Done. Handled by Iwawaki-san.

●How should we register particle.xnim? Similar to d_particle_name.*, CVS update with particle.xnim and Particle/mk_arc.bat? →Done.

●What are the archive file name limits? I think I had heard that it had to be within 7 characters - was that for the object registration name? So how many characters does it need to be within? DOS8.3 format? Long filename?

  1. Since there's W_motion maybe it's DOS8.3 format.

→Archive name should be within 9 characters. From Morita-san.

●In regards to scene specified boot - for instance running % OdemRun ... -a --noopening --menu=LEVEL3,0 Rather than room 0 of LEVEL3, "Fire_Dungeon(Room7)" is selected. And FYI - the menu items are:


From HERE--------

(...) LEVEL3,(0),LEVEL3,0,0,-1, LEVEL3,(1),LEVEL3,1,0,-1, LEVEL3,(2),LEVEL3,2,0,-1, (...) Fire_Dungeon(Room3),,LEVEL3,3,0,-1, Fire_Dungeon(Room4),,LEVEL3,4,0,-1, Fire_Dungeon(Room7),,LEVEL3,7,0,-1, (...)


To HERE--------

even within the menu.dat menu text the LEVEL3 directory is much further down. So if a room residing in the same directory is included in a separately displayed stage's title will the stage end up coming much later? FYI - LEVEL3 in the menu is displayed as <(3)>. →Fixed. Iwawaki-san handled it. Stage comes much earlier now.

●Re: resource repository. ○How are SRD's PCs setup? Do they have access to Admin privelages? Can they install ActiveX? →They can. ○When copying the resource files to their local PC what path is it to? %ZELDA_JMAP_DIR%\rom\DVDRoot? →To %GCZELDA1_ROOT%/GDEVImage/DVDRoot. If they haven't defined %GCZELDA1_ROOT% it's no good.

●Can the bdl date be processed with bmdcuttex3.exe? Talking about from a non-toon perspective. Takizawa-san indicated that it shouldn't be a problem. →Yep. Needs to be done. We might get some nice effects like memory reduction. →Done. csv is empty.

●Particles. ○It seems like the old data is still in dolzel. Pitch it? →If you're gonna pitch it, go ahead. Run mk_arc.bat after clearing the dolzel/res/Particle directory. Discuss with Iwawaki-san. →Will be done by Itou-san in the coming days. ○We'd like to organize the PScene group. Just leave 254 and get it done really quick. Discuss with Itou-san. →As long as you're not using jmp data for it go ahead. Discuss with Iwawaki-san. →Already done by Itou-san. ○Using mk_arc.bat, copying resources to //d/zelda/dolzel/ but it's really environment dependant. A bit worrying. →Relayed to Itou-san.

●Can union like data be generated with jcc? If so, for event data - needs to be done for zev and stb, but camera events have unnecessary file name information. →Can be generated. So go ahead. →Spec has been submitted. To Ogawa-san.

●2D Map Rail ○If there are vertexes not posessed by a polygon that vertex is probabally a mistake. Should be an error. →Done. Handled by Iwawaki-san. ○Specify color for lines as well. →jcc can't handle it yet, but that's because the data spec hasn't been finalized. While we're at it, report the 2D Map Rail Warning as an error. →Done. Handled by Iwawaki-san.

--gypsyOtoko 15:28, 27 August 2012 (JST)

Cheers, you have way more energy than I do. Incidentally, are you a skilled translator interested in working on similar material? For example, retro developer interviews, unused text, debug content, and other game-related stuff? You should join forces with me. --GlitterBerri 02:36, 27 August 2012 (EDT)

(Unused OoT Song)

A note on the song I added to the unused music/sounds section: I am 100% certain I did not hear this song in the game, and I've completed it 100% a couple of times. If anyone does know that this song is in the game, feel free to let me know (and show video of it, or something like that) and feel free to remove this entry. Thanks. PhantomLink29 12:44, 27 August 2012 (EDT)

This music is used during the cutscene of putting to death of Ganondorf by the seven sages. --Dark Linkaël 13:55, 27 August 2012 (EDT)
Thanks, I don't know how I forgot that. Removing it now. PhantomLink29 14:03, 27 August 2012 (EDT)

Possible unused text ?

Hi, I was browsing in the text dump and found this message. What strikes my attention beside me having never seen it before during the whole game, is that it lacks proper punctuation. Here it is:

You cannot use the Gale Boomerang
in this room

Is it unused? I recall the game greying out items you aren't supposed to use.. Montas1992 19:40, 15 November 2012 (EST) Oh, and there are also these strings:

Hiragana
Katakana
English
END (Alternate Naming screen from JPN version?)

Furigana (Obviously unused: And I think this extends also to the JPN version where they are enabled by default, but someone please check just in case)

GOAT IN!
FISH ON! (Note: the ones used in the final are graphics, not in a message box)

Crouch (Only seen in very early pre-release screenshots)

Cover
Push
Resist
Put together
Skip
Slap
Sniff
Bite
Fasten

Please select a stage.
PAUSE
SELECT STAGE
Select
Back
OK
Start
Thank You for Playing the Demo

Hawkeye OFF
You cannot warp now.

Gerudo Mesa (Is this used?)

You don't have any magic power...
You know you can't turn into a
beast without it!

DAT1
 U
DAT1
ホ
DAT1
コタ (Kota??)

And then there is the Wii-specific and GC-specific control instructions, present in both versions with each version omitting the other's.

Would someone please verify if any of those are used?

On a side note, we should really take a look at the HUGE unused text from Four Sword Adventures (and potentially Four Sword +, for Tetra Trackers side, which was completely removed from all other regions). The French text dump has the unused text left in English untranslated in plain sight! Although some lines slipped by and were translated. the Italian dump, on the other hand, blanked all of this text completely. And then there is the empty placeholder file for a Dutch track. There is also the Japanese text, but as I see in this wiki nobody seems to really care about leftover functional Japanese options in games... Montas1992 23:02, 15 November 2012 (EST)

E3 2005 and 2006 Images

In the archive E3_2006.arc located in the US Wii build of TP, there are a bunch of images used in the E3 2005 demo for the Gamecube and in the E3 2006 demo for the Wii. Is this good enough to be added to the main page? --JackWalker 12:18, 25 December 2012 (EST)

That's valid. As long as 1) they aren't used, and 2) they're still in the game, you can put it on the page. WhoIAm 20:17, 25 December 2012 (EST)

Something I've wondered that perhaps the article should clarify...

Were the unused assets in this game also flipped, given that all the models and some icons in the game appear to be mirrored? I'm just curious because the article seems to alternate between showing either of the two, and it's hard to tell which version of the game certain things come from. Or is everything in its GCN orientation when extracted, but there's some sort of algorithm that makes the game look and play reversed? LinkTheLefty 12:14, 6 March 2013 (EST)

Beta forest and an image

So it looks like this got uploaded but not placed:

TP Model2 D MN01B 1.png.

Also I've been reading up on the "beta forest" (the large forested area seen in very early trailers that doesn't resemble much from the final game) and a lot of people seem to think that part of it still exists in the Temple of Time area, behind the walls. I watched a video and there is indeed a large patch of ground with collision and a bunch of trees behind the main area. While it's hard to believe that the forest would be up there, the presence of collision, trees, and textures behind what can be normally seen is suspicious. Is this true... or just a load of bull? WhoIAm 22:51, 14 April 2013 (EDT)

That's just a Frame Buffer marker texture, probably to remind the creator to create the shader, or some kind of indicator further down the line. The texture IS technically unused since you never see it. -- Antidote
Do you have a link to said video? --GlitterBerri 22:55, 14 April 2013 (EDT)
Oh, there are loads. Here's the one that best shows this area (apologies for the atrocious off-screen camera and quality): [[1]].
Oh cut me a break, not this type of crap again. I'm not saying that to be harsh but because I think people are seeing things that aren't actually there. The train of logic people seem to follow is this:
"Hey! There was a beta Forest in TP as seen in early trailers!"
"Hey! There is a random patch of trees behind where you get the Master Sword!"
"This must be the beta forest!"
The logic fallacy is that just because there was some early forest in a prerelease trailer and there is a random patch of trees you can't get to doesn't imply that the last statement is true. No one has even made comparisons of images from prerelease trailers to this "forest". For example, the early forest in TWW as seen in the first TWW trailer still exists as collision data on the ISO and was confirmed by comparing it to the first TWW trailer. What I see here is just a background area to put scenery, such as shrubs up close to the MS and trees farther back. Any of the forests that existed in the prerelease trailers were probably their own maps that Nintendo deleted. --Cuber456 01:10, 18 July 2013 (EDT)
I thought so, sorry if I sounded inane. Thanks for the explanation though! WhoIAm 21:58, 20 July 2013 (EDT)
Its whatever :P. For some reason, I don't know why, I have a serious pet peeve for the so called "beta forest" in TP. I think what gets to me is the fact that people are willing to make the claim that the forest behind where the MS is was the "beta forest" from prerelease trailers but then provide 0 evidence to back up their claim and, of course, they just accept the claim. If people are going to show evidence for it, I am all ears but I have yet to see evidence for it. It reminds me of the crap about how some people thought that the cave of ordeals was going to be in OoT3D. The logic used for that is the same logic I pointed at before:
"Hey! Young Link is in a place like the Forest Temple!"
"He was never seen there in the original OoT!"
"This must be the Cave of Ordeals!!!"
It boggles my mind how they thought it was the Cave of Ordeals with no real evidence to back it up. Honestly, people are too gullible. --Cuber456 22:49, 20 July 2013 (EDT)
A bit off topic, but it's actually the room in Forest Temple where you fight the 2 stalfos, but in Master Quest mode. You can actually access that room as child with the Death Hole glitch, I used to joke about it by saying Grezzo put it in intentionally :p The picture was originally shown in the Japanese trailer and removed from every other one, which I find interesting. But yea...I have no idea why people think its beta forest :/ I'm thinking the E3 2005 demo most likely has something left from it. --PPLToast 05:18, 21 July 2013 (EDT)
You're probably right actually. They did leave glitches intentionally in OOT3D (which would technically make them not glitches as they were programmed on purpose). WhoIAm 17:08, 21 July 2013 (EDT)
Aw man, not this "intentionally" left glitches BS everyone talks about, more like they werent able to fix stuff without breaking it more. You can see evidence of this by looking at some stuff they changed. Also this game is basically a port which is the reason everything works, like ISG. Im 99% the "intentional nostalgia thing" is a cover up story made up by Grezzo in order for them to avoid embrassing themself with their horrible job done with that port. But the most interesting thing is that everyone keeps mentioning it, which makes me believe Grezzos plan worked, which is just sad... I didnt even write this rant intentionally, but it just happened, im sorry. Lets not talk about this anymore in the wrong section. --PPLToast 20:56, 21 July 2013 (EDT)
Heh, you're probably right. Well whatever, I guess. WhoIAm 20:57, 21 July 2013 (EDT)

kyakumachi.ast

kyakumachi.ast is listed in the Streams folder. It's a copy of the same audio the game uses for the demo THP on the title screen. Is there any use of this track ingame? Robotortoise (talk) 05:02, 11 October 2013 (EDT)

客待ち [きゃくまち: KYAKUMACHI] waiting for customers
Could also mean 客町 or "each town".
--GlitterBerri (talk) 05:20, 11 October 2013 (EDT)
Yeah. It's used after the title screen, in the montage. The question is, does the game use this iteration of the clip? Because the audio is embedded in the THP...Robotortoise (talk) 05:22, 11 October 2013 (EDT)

"Unused Dialogue in Twilight Princess (reupload)"

http://www.youtube.com/watch?v=RVgTqccp8Eg --Hiccup (talk) 05:42, 20 October 2013 (EDT)

Verrry interesting. I wonder why no one noticed this before? Transform codes for this game have been around forever. Robotortoise (talk) 17:52, 20 October 2013 (EDT)

Zelda's collision/talking coding

http://www.youtube.com/watch?v=oS7_8qL6os4 Interesting or not? Robotortoise (talk) 21:59, 2 November 2013 (EDT)

Can you be a bit more specific? I can see that you are out of bounds in the video which is cool but is there something you are trying to specifically point out? --Cuber456 (talk)
Sorry. What I meant to say was that is it odd that the area has collision, or Zelda has an "A" prompt? Because it doesn't appear for Midna when she's OOB. Robotortoise (talk) 22:45, 2 November 2013 (EDT)
On one hand, it's short of remarkable. Some OoB areas here and there have collision detection, for one reason or another, and as for Zelda talking, maybe they reused her object from earlier points in the game, like when Midna needs help. But on the other hand, the fact that that zone has collision detection and she can "talk" hints that at one point, you could talk to her in this part of the game... Can't really reach a conclusion over whether it's noteworthy or not, but here's what I think: It's better to have too much than too little. People come here to see stuff that's hidden in normal gameplay, and this counts. It also has its fair share of interestingness. {EspyoT} 08:08, 3 November 2013 (EST)
Just because you can go up to Zelda and try speaking to her doesn't necessarily mean that the developers ever intended for the player to do so. It is something that is inconclusive. I mean, in TWW, you can go up and talk to the King using glitches but there is no reason to support or deny Nintendo actually wanting you to at some point in development. --Cuber456 (talk)
Well. On an entirely different topic, I DO think the King's talking behavior is unused, as you only see him in cutscenes. Now why would they bother coding that in to the object?

But for talking to Zelda here...I'm actually under the theory that it's just leftover. Or I would be, except it seems odd that the barrier extends to the whole room, except for that one little area. Seems kind of shady, don't you think? Were playtesters talking to her too much during the battle or something? If need be, I'll re-record that video. Robotortoise (talk) 12:05, 3 November 2013 (EST)

I'm not convinced about Zelda yet, but for the King, it's similar to those two girls (Mila and Maggie?) that were found in one of WW's test rooms and you can talk to them, but not in the normal game. WhoIAm (talk) 22:03, 4 December 2013 (EST)
While this is interesting to see as a glitch it probably doesn't mean too much. It's not too far fetched to assume you could walk up to and talk to Zelda at some point in the past but a just as reasonable explanation is Zelda's code is simply based on code that's generic to all NPCs. Since modern games are going to be done in object-oriented-programming (besides 3DS mostly) it's likely Zelda's code "inherits" more generic NPC code that will handle talking by default. In something like OoT which is (as far as I know) programmed in a non-object-oriented language having to code Zelda specifically would've been more likely. In this case though her code probably looks something like:
Class Zelda extends NPC{
//Extend from NPC to take all its pre-made functions
//To-Do: Zelda stuff here.
}
Zelda would just extend the basic functions the dev team already coded which they figure most, if not, all NPCs will use. There's very likely a SpeakTo() or similar function built into that NPC class. Anything that extends "NPC" will know how to "Talk". Spex (talk) 08:32, 25 February 2014 (EST)
Thanks Spex. You go into a good detailed explanation as to why this talking behavior is just something inconclusive as I was trying to mention before. The only thing I have to add is that what you said also applies to the King of Hyrule from TWW. Everything here is inconclusive and therefore, until some type of evidence is brought forth to support one particular position, we shouldn't bother mentioning this. --Cuber456 (talk) 13:15, 25 February 2014 (EST)

[2] {EspyoT} 11:21, 16 March 2014 (EDT)

Possible room under fishing house

While messing with AR codes to walk through walls and make a platform to walk on, I stumbled upon what seems to be some kind of room under the fishing area house. I made a video of it and posted it to youtube: . I also did some experimenting with the unlimited bombs out at once code + placed bombs don't explode and filled the floor of that area with bombs to see if any showed up under the Roll Goal table minigame scene, and they don't.

Anyone with model viewers want to check this out? --PhantomLink29 (talk) 00:52, 9 November 2013 (EST)

If you are questioning the collision of the fishing house area, I would just break out Wind Viewer. If you look into the GameCube ISO, it should be easy enough to view that room's collision relative to the room's model. I'm pretty sure that WV can look into the GC version of TP. The only problem is finding that room amongst the other rooms but that is more of an annoyance than a real problem. --Cuber456 (talk)
I just tested this strange discovery, I wanted to know if it looked like something I discovered on Skyward Sword there a few days.
It seems that the collision form a square room, the same that is present in Skyward Sword in the test room "Demo", and in another room "F405"!
Here
--Dark Linkaël (talk) 08:06, 16 November 2013 (EST)

spkwave

Actually, have you listened to those sounds? Mario Galaxy at E3 2006 advertised how the coin sound could be heard from the wiimote. So there is a coin sound. Also there is the old star bit sound, which is sitll in the final's soundfiles. Then there appears to be the star bit shooting sound, which was impossible when Twilight Princess was released, really interesting. Finally, the weird teleport sound and Mario's "Here we go!". For some reason that Mario clip sounds really familiar to me, but I can't remember where have I heard it. [EDIT] The shooting star bits sound might actually be the sound effect for collecting them in the final. Weird even then, since the old sound was used in the GDC 2007 trailer, after Twilight Princess was released. --989Nintendo898 (talk) 05:38, 16 November 2013 (EST)

Sorry, but have you got the wrong article or are there unused mario sounds in TP? --Hiccup (talk) 08:18, 16 November 2013 (EST)
There are few in the "spkwave" folder which includes sfx played from the wiimote speaker. It's on the page. --989Nintendo898 (talk) 01:36, 17 November 2013 (EST)
Are the mario ones all one sound file, or did you join them? --Hiccup (talk) 02:53, 19 November 2013 (EST)
I think they were separate files, I can't remember exactly. I found them earlier but never uploaded them here, so the file here isn't mine. --989Nintendo898 (talk) 09:03, 4 December 2013 (EST)
The Mario files are all one file (spkwave.csw), but are defined as multiple files within spktable.bct (CS_COIN, CS_STARDUST_GET, CS_STARDUST_SHOOT, CS_STARDUST_CHARGE, CS_HERE_WE_GO). The same applies for z2cswave.csw/z2cstable.bct (Z2CS_NAVI_LOOK, Z2CS_NAVI_WATCHOUT). I should know, as I ripped them and shared them on the IRC. I should also note when extracting the .aw files, there's a file list that mentions some interesting names. Pastebin -Einstein95 (talk) 18:07, 4 December 2013 (EST)

I will dump this here, for investigation

https://www.youtube.com/watch?v=7MhZ78mdN40 , http://www.youtube.com/watch?v=XAw1inePaRQ--Hiccup (talk) 16:18, 16 February 2014 (EST)

Link's Crossbow Training: Options of the Map Select of Twilight Princess?

It seems that Link's Crossbow Training contains options of the Map Select of Twilight Princess. [3]

I specify that "NDEBUG" is present at the bottom of these texts. This is not the case of Twilight Princess.

--Dark Linkaël (talk) 12:48, 12 March 2014 (EDT)

"Rupoors"

The "Rupoors" on the page, aren't actually rupoors, they are not even mentioned in the framework map, they're just the rupee texture without the color applied. I suggest it be removed as it's misleading. ---EDIT--- You can think of these as this games Missingno, they perform a very similar function, if you go and modify the save you'll find that these "Rupoors" actually occupy quite a few slots, they're only filler too keep the game from crashing, that's it nothing more. --Antidote (talk) 09:29, 5 May 2014 (PST)

e3Logo.arc

This file contains various .bti images. They are very "random", so I can't specify what is the point of this file. But there're 2 files there with interesting names: "ak_ocarina_fire_00.bti" and "ak_ocarina_fire_01.bti". This is the "ak_ocarina_fire_00.bti" image: http://i1293.photobucket.com/albums/b588/elaaviaports/ak_ocarina_fire_00bti_zpsea81e317.png The other one is similar to this one. Why do you think it has "ocarina" in its name? Oh, and also there's other file in the .arc called "tt_kazari_kani_00.bti", which are just a krab and a fish. --NewSuperMoiWii (talk) 15:28, 2 October 2014 (EDT)


Midna's vocal tracks are actually voiced english dialog when unscrambled

https://www.youtube.com/watch?v=6YLakSs0mlU I'm surprised no one has tried to unscramble the rest. =Linklonk (talk) 15:53, 30 October 2014 (EDT)

The rest? Like what? Also, I plan on unscrambling the files myself and uploading them here. Edit: Shoot, I keep forgetting to leave my signature. --Xwasp (talk) 21:36, 13 April 2021 (UTC)

How to convert BMS to MID

Hey everyone I was searching for some Twilight Princess music and I came up with the field.bms in the page, and I'm pretty sure that's a bms converted to mid, if someone can point me a site or a software to convert them to mid, that'd be great - MetalZelda (talk) 20:36, 4 January 2015 (EDT)

Prerelease Thing

Moved from the main page:

===Moblin===

Moblin TP.jpg

An early trailer for the game showed this model, that of a classic Zelda enemy Moblin. There isn't any particular reason for his removal.

-WarioBarker (talk) 16:01, 24 June 2015 (EDT)

midona_sos.bms

The "Midna's Desperate Hour" track is labeled internally as "midona_sos". Is the fact that it's called "SOS" notable enough to go on the page? I think it's kind of interesting. Robotortoise (talk) 16:15, 24 August 2015 (EDT)

Ehh... not really? It's cool I suppose but probably not enough to go on the main page. --Xwasp (talk) 21:35, 13 April 2021 (UTC)

Field.bms

Hey guys! This video could help you find the right instruments for Field.bms. https://www.youtube.com/watch?v=37jYWiun9oY The preceding unsigned comment was added by [[User:Captain Antonio Falcon�|Captain Antonio Falcon�]] ([[User talk:Captain Antonio Falcon�|talk]] • [[Special:Contributions/Captain Antonio Falcon�|contribs]])

FINALLY! Some progress on field.bms! WOOHOO! I haven't seen progresss for months. Glad someone can finally help out! Anyways, you should pop in the #zelda IRC sometime. Robotortoise (talk) 15:57, 21 September 2015 (EDT)
I was able to (somewhat) load field.bms in game. I think the problems may be caused by the RARC packer I am using. --GANONdork123 (talk) 09:37, 31 October 2016 (EDT)

Odd Final Boss Phase 1 Glitch

Sometimes after defeating phase 1 of the final boss (Where Ganondorf takes control of Zelda) an odd glitch occurs. Normally it would play a custcene of Ganondorf/Zelda being electrocuted but sometimes Ganondorf/Zelda will not appear on-screen. I didn't see any other mention of it here so I decided to post this. I recorded a video once when this happened. I'll link it once I get the chance. It's not an emulation glitch as I've had it happen before on both the Wii and Gamecube versions. However it seems more prevalent in the Wii version. I believe it is caused by "pushing" Ganondorf/Zelda out of the castle windows when he/she takes the final hit. --GANONdork123 11:30, 21 Feb, 2016 (EDT)

Interesting thing

the fireplace of zelda's room looks like something you could crawl into even looks like a tunnel. does this mean fireplace - fire = beta place confirmed? lets find out. The preceding unsigned comment was added by Vw1 (talk • contribs)

E3 2004 Link Model

I was looking for Link's model when I found the one located in Demo01_00.arc. Something about it didn't look right to me so I spent the next few hours looking for Link's in-game model (Kmdl.arc) and decided to compare the 2 only to notice some pretty big differences. I then compared it to a screenshot from E3 2004 and the Demo01_00.arc model looked exactly like the model in the screenshot. Here are some comparison screenshots I took: https://imgur.com/a/xUIG0 Should this be added to the Unused Models section? I also uploaded GIFs of all the unused animations. The preceding unsigned comment was added by GANONdork123 (talk • contribs)

I added this to the Unused Models section. In my opinion, it doesn't really look like the E3 2004 Link.--MKbi (talk) 10:16, 20 August 2017 (EDT)
Really? The only major difference is the fact that the eye effects are working properly (The eye reflection and eye shadow) but that's because the tool I used to preview the models couldn't read the converted DDS files properly. Take a look at the textures on the hair and top half of the tunic and you should be able to see it. Also the animations and the inclusion of the wild boar model lead me to believe this is an early version of the cutscene where the children are kidnapped Ordon Springs. The animations show Link lying down, waking up grabbing the back of his head, Being surprised by something followed by whistling, turning to run off but being stopped presumably by the Light Spirit Ordona and then turning to run away. --GANONdork123 (talk) 11:55, 22 August 2017 (EDT)

PAL Progressive Scan

The European Wii release has some sort of issue, with 480p enabled the graphics are blurrier than other versions. What is the reason for this? It's more than noticeable enough to warrant mention on the game's page. A sample can be seen here: https://www.youtube.com/watch?v=BGur78ahkl4 Theclaw (talk) 05:37, 13 May 2020 (UTC)

Midna's voice unscrambled

Due to recent personal interests, I have decided to look more into Midna's voice in this game, specifically the Easter Egg of it being full English. I have downloaded Midna's voice clips from The Sound Resource and will attempt to recreate all 9 sentences mentioned in Inumarou's video. If possible, I would like to know what the actual clips are named within the game's files as uploads on The Sound Resource will sometimes be renamed for the sake of convenience.

Anyway, I have a theory: since the voice clips are in bits, the game will randomly scramble a select few to form Midna's gibberish. At the moment, I do not have a concrete way of testing this theory, so I have refrained from putting this information on the page as I do not want to pass off my own theories as facts. Speaking of which, I have also yet to confirm if these soundbites are truly English lines chopped up to gibberish or if the gullible nature of the early days of YouTube play a part on this. For all we know, someone could have stitched different clips together to form English phrases. The best way I can prove this is by trying to piece the audio together myself, using every voice clip at least once. As for the other theory, I would appreciate it if someone could help me prove my former theory in some way, whether that be by running tests the old fashion way or checking a memory tracker or something.

Any more information on this topic would be greatly appreciated. --Xwasp (talk) 20:43, 13 April 2021 (UTC)

I am currently in the middle of unscrambling Midnas sound files, and I can tell you that the voice clips are all indeed in there. What's more, it's not only these 9 voice lines, but much more - so far I have found over 50. Basically, you have over 100 soundbanks and each gets loaded depeding on what objects are in the map and which sound files need to be loaded. Which means that there are a ton of duplicates. However, most soundbanks just have general sound effects, but a few actually contain voice clips from Midna.
Each voice clip is just a syllable or even less, but luckily, most sound files there are actually next to each other so you often get an idea what is said for each line. Unfortunately, her accent is sometimes really thick, and the last and sometimes first sound bites of each line are put somewhere randomly, which makes it still sometimes really hard to understand anything. So far there are about 20 lines where I still don't know what she actually says but I'll do a video with the results of my research so far and maybe we'll figure out the rest someday.
The soundbanks which contain midna voice files are (Z2SeWave_x.aw ,x =) 0,63,88,89,103,104,105,107,110,114,116,117,118,119,120,121,123,126,128 and 129, some are duplicates though. Did that with my Gamecube copy. --Myriad 23:22, 15 November 2023 (UTC)


Revising this page

I figured since I was here, I take a look at how some of the subpages, and hoo boy, I need a lot needs to be done here. Lots of missing images, insufficient information, people crediting themselves for some discoveries, etc. I would suggest deleting some of the subpages and moving them to the main pages, especially those that are very short and those that refer to things in other subpages (ex: Unused Models referring to the Zant room in Unused Rooms). There's a lot of fluff here and not a lot of information. This entire page definitely needs to be overhauled, and we can definitely cut down on the amount of subpages here given how little information is in some of them. --Xwasp (talk) 21:29, 13 April 2021 (UTC)

Yeah, I think that them scrambling up the audio makes perfect sense, because if they didn't, they would obviously have to in order to have that "different language gibberish" effect, they couldn't make it sound too much like english, no matter how much they edited it. --MrPugLover77 (talk) 10:40, 7 January 2022 (EST)