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The Legend of Zelda: Majora's Mask 3D/Unused Cutscenes

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This is a sub-page of The Legend of Zelda: Majora's Mask 3D.

Hmmm...
To do:
Add Chamber of Giants cutscenes.

All of the unused cutscenes from the original N64 version of the game have been ported to the remake. While most of them are exact replicas to the original version, others differ slightly.

Unlike in the original version, Majora's Mask 3D now saves the filename of each cutscene in the scene file they're located in.

Codes

Acessing

To access most of these cutscenes, use the following Gateway code, and then press R + X to teleport to it:

EUR v1.0
Gateway Code
DD000000 00000500
6079C6F4 00000000
B079C6F4 00000000
20003E59 00000001
D0000000 00000000
D3000000 00000000
107786F0 0000XXXX
207887F8 000000YY
6836E794 00000000
B836E794 00000000
2000C858 000000ZZ
D2000000 00000000
  • XXXX: Entrance index
  • YY: Scene setup + 1. For example, if one wants to go into "Setup 02", they need to type 03 in the code.
  • ZZ: the "OPT" value from the Map Select in the original game.

The corresponding values to use for this code will be given for each cutscene.

NOTE: When you want to access another area (normally, without using the code), make sure to deactivate the code first, and then go to the area (otherwise you will be warped back to the place that you teleported using the code).

Exploring

While in a cutscene, enable the following code and press D-Pad Right to stop the cutscene in order to play on it:

EUR v1.0
Gateway Code
DD000000 00000010
6836E794 00000000
B836E794 00000000
2000268C 00000003
D2000000 00000000

Romani Ranch

Setup 02

XXXX YY ZZ
6400 03 00
Filename Translation
carnival_romani.jdb Carnival - Romani
Scene RomFS Location Cutscene start address within the (decompressed) scene file
/scenes/z2_f01_info.zsi 0x13264

This was ported straight from the original version. Even the oddity with the Stalfos at night is still present in the remake.

taronbug1

Filename Translation
taronbug1.jdb Talon Bug 1
Scene RomFS Location Cutscene start address within the (decompressed) scene file
/scenes/z2_f01_info.zsi 0xBC00

This cutscene was ported from the original version as well. To access it, the offset reference of one of the used cutscenes within the scene file has to be replaced with the offset for this cutscene. For example, to replace the intro cutscene with this one, open a decompressed scene file for Romani Ranch (/scenes/z2_f01_info.zsi) in an hex editor, go to the address 0xDA00 and replace the 4 bytes there with F0BB0000.

East Clock Town

Setup 01

XXXX YY ZZ
D200 02 00
Filename Translation
test_carnival_town.jdb Test - Carnival - Town
Scene RomFS Location Cutscene start address within the (decompressed) scene file
/scenes/z2_town_info.zsi 0x8A94

This is mostly the same cutscene from the original game. However, Cremia doesn't seem to be present at first, and it seems the camera slides more downwards than originally, allowing the player to see the NPCs a little better compared to before. Some of the actors, such as the Clock Tower, have been repositioned to fit the new redesign of the map. However, the Mayor's Residence door has been left unmoved from its original position from the N64 version, which is why it appears to be mispositioned.

N64 3DS
Cremia's XYZ position (1185, 100, -155) (-18136, 4000, -6200)

It turns out, Cremia is present in the cutscene. However, for some reason, she is positioned very far away out of bounds, so it's impossible to see her. Even then, the rest of her data (rotation values, variable) is the same as on the N64 version, meaning one only has to change her position to be the same as in the N64 version in order to make her appear in the cutscene.

To do so, overwrite the values at address 0xECEE2 in the decompressed room file (/scenes/z2_town_0_info.zsi) with A104640065FF.

Cutscene Map

Setup 05

All of the Great Fairy cutscenes return in the remake, albeit with some differences. These are common to all the cutscenes:

  • The Great Fairy's idle animation is much different to the original N64 version, where she had her arms folded. In the remake, she's just standing in place with her arms stretched while slightly moving her right hand.
  • There's no fog.

Spin Attack (OPT = 01)

XXXX YY ZZ
1C00 06 01
Filename Translation
elf_kaiten.jdb Fairy - Spin
end_elf_kaiten.jdb End - Fairy - Spin
Scene RomFS Location Filename Cutscene start address within the (decompressed) scene file
/scenes/spot00_info.zsi elf_kaiten.jdb 0xA1F4
/scenes/spot00_info.zsi end_elf_kaiten.jdb 0xB514

When the cutscene switches to the part where the Great Fairy grabs Link's hand, the game crashes. This is because the animation where Link stretches his arm was removed in the remake. In order to make it work, the reference to the actor action/animation ID associated with the removed animation must be changed to the ID of a used animation.

For example, to replace the removed animation with Link's idle animation, open a decompressed scene file for the Cutscene Map (/scenes/spot00_info.zsi) in an hex editor, go to the address listed on the left, and then overwrite the value there with the one shown on the right:

Address Value
0xA878 0x13

The text meant for this cutscene was removed, so the textboxes only shows the string "ERROR!****" ("ERROR!エラー!" in the Japanese version) before closing quickly.


(Source: CloudModding - Cutscene Format)

Double Defense (OPT = 03)

XXXX YY ZZ
1C00 06 03
Filename Translation
elf_pow.jdb Fairy - Power
Scene RomFS Location Filename Cutscene start address within the (decompressed) scene file
/scenes/spot00_info.zsi elf_pow.jdb 0xAC78

When loading this cutscene, the game will crash. This is because all of Link's animations intended for this cutscene were removed in the remake. In order to make it work, the reference to the actor action/animation IDs associated with the removed animations must be changed to the ID of a used animation.

For example, to replace all the removed animations with Link's idle animation, open a decompressed scene file for the Cutscene Map (/scenes/spot00_info.zsi) in an hex editor, go to the addresses listed on the left, and then overwrite the values there with the ones shown on the right:

Address Value
0xB178 0x13
0xB1A8 0x13
0xB1D8 0x13
0xB208 0x13


(Source: CloudModding - Cutscene Format)

Double Magic (OPT = 02)

XXXX YY ZZ
1C00 06 02
Filename Translation
elf_mpup.jdb Fairy - Magic Power Up
Scene RomFS Location Filename Cutscene start address within the (decompressed) scene file
/scenes/spot00_info.zsi elf_mpup.jdb 0xAA30

Great Fairy's Sword (OPT = 04)

XXXX YY ZZ
1C00 06 04
Filename Translation
elf_sword.jdb Fairy - Sword
Scene RomFS Location Filename Cutscene start address within the (decompressed) scene file
/scenes/spot00_info.zsi elf_sword.jdb 0xB2CC

Learning Magic (OPT = 00)

XXXX YY ZZ
1C00 06 00
Filename Translation
elf_mp.jdb Fairy - Magic Power
Scene RomFS Location Filename Cutscene start address within the (decompressed) scene file
/scenes/spot00_info.zsi elf_mp.jdb 0x9FAC

Animation Test

Filename Translation
motioncheck_0.jdb Motion Check - 0
Scene RomFS Location Cutscene start address within the (decompressed) scene file
/scenes/spot00_info.zsi 0xDFE8

Much like in the original N64 version, the cutscene map in the remake features an extra unused cutscene that serves as an animation test.

To access this cutscene, the offset reference of one of the used cutscenes within the scene file has to be replaced with the offset for this cutscene. For example, to replace the back in time cutscene with this one, open a decompressed scene file for the Cutscene Map (/scenes/spot00_info.zsi) in an hex editor, go to the address 0xE45C and replace the 4 bytes there with D8DF0000.

Intro Cutscene

Much like with the original N64 version, some hidden camera movements are present in the first part of the intro cutscene, which are covered by the black screen.

This can be seen by manually removing the black overlay from this part of the cutscene. To do so, open a decompressed scene file for the Cutscene Map (/scenes/spot00_info.zsi) in an hex editor, and replace the value at address 0x19D0 with 00. This modifies the "End frame" field of the black overlay used in the cutscene, allowing the player to see the hidden camera movements.

Moon

Intro Cutscene

Filename Translation
sc1st27_104plain.jdb Scene 1st 27 - 104 Plain
Scene RomFS Location Cutscene start address within the (decompressed) scene file
/scenes/z2_sougen_info.zsi 0x9698

The unused moon intro cutscene was ported to the remake. Like in the original version, the map has a total of 12 actor cutscenes, the last of which being unused. In order to play the moon cutscene when loading the map for the first time, the "cutscene index" field for said actor has to be set from 0xFFFF to 0x0000. To do so, open a decompressed scene file for the Moon (/scenes/z2_sougen_info.zsi) in an hex editor, and replace the value at address 0x9ACA with 0000.