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The Legend of Zelda: Ocarina of Time/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


Likewise, a font containing a complete set of Greek characters can also be found within the Japanese font file used for dialog boxes. It is also 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.

OoT-Fire Temple Entrance.png

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 play-through, 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

OoT-Desert Leevers May 97.png
Icon Start End Type Size Filename Translation
OoT HUD button.png 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
OoT Display notes with.png 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
OoT unused smallmagicjar.png 0x0000A200 0x0000AB00 rgba32 24×24 [Unavailable] -
Icon Start End Type Size Filename Translation
OoT unused largemagicjar.png 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.

Navi Action

Icon Start End Type Size Filename Translation
Zelda OoT Navi Action.png
0x00000F00 0x00001080 i4 48x16 [Unavailable] -
Zelda OoT Navi Action English.png
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)
OoT-Desert 2 IGN.jpg OoT-Dampes Shack 2 July 98.png

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
OoT-Unused Wind Medallion Name.png 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)
OoT-Unused Wind Medallion Name.png OoT-Forest Medallion Name.png

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
OoT-Unused Fire Medallion Name.png 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)
OoT-Unused Fire Medallion Name.png OoT-Fire Medallion Name.png

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
OoT-Unused Ice Medallion Name.png 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)
OoT-Unused Ice Medallion Name.png OoT-Water Medallion Name.png

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
OoT Unused Heart.png 0x0001CC00 0x0001D000 ia4 128x16 [Unavailable] -

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

Early Final
OoT Unused Heart.png OoT Used Heart.png

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
OoT Unused Big Key.png 0x0001DC00 0x0001E000 ia4 128x16 [Unavailable] -
OoT Unused Big Key.png 0x0001E000 0x0001E400 ia4 128x16 [Unavailable] -
OoT Unused Big Key.png 0x0001E400 0x0001E800 ia4 128x16 [Unavailable] -

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

Early Final
OoT Unused Big Key.png OoT Used Big Key.png

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

OoT-Spirit Temple 1F Map.png
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 the 1F looks in the final game.

Overlay Files

ovl_Effect_Ss_Bomb

Icon Start End Type Size Filename Translation
OoT Bomb Blast Texture.png 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
OoT ovl Effect Ss Sibuki2.png 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

OoT-Unused Jelly Enemy.png
Icon Start End Type Size Filename Translation
OoT Unused Jelly Enemy-Texture.png 0x00000000 0x00000200 rgb5a1 16x16 silver2_env_txt -

The first texture in gameplay_keep. This environment map 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.

Navi Wing

OoT-Child Link.jpg
Icon Start End Type Size Filename Translation
OoT Navi Wings.png 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
OoT Navi Wings.png OoT-Navi Wing.png

Bombchu Pickup

Icon Start End Type Size Filename Translation
ZeldaOOT-earlybombchu.png 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
ZeldaOOT-earlybombchu.png OoT-Bombchu Icon.png

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
ZeldaOOTdebug-earlyrupeesbag.png 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)
ZeldaOOTdebug-earlyrupeesbag.png OoT-Bomb Bag Icon 20.png OoT-Bomb Bag Icon 30.png OoT-Bomb Bag Icon 40.png

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
ZeldaOOT-earlyPoH.png 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
ZeldaOOT-earlyPoH.png OoT-Piece of Heart Icon.png

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 24x24 to 32x32 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
ZeldaOOT-earlyheart.png 0x00045220 0x00045A20 rgb5a1 32x32 h_heart_txt -

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

Unused Used
ZeldaOOT-earlyheart.png OoT-Recovery Heart Icon.png

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.

Bomb Pickup

OoT-Bombs GS.jpg
Icon Start End Type Size Filename Translation
ZeldaOOT-earlybomb.png 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
ZeldaOOT-earlybomb.png OoT-Bomb Icon.png

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
ZeldaOOT-earlyarrow.png 0x00046220 0x00046A20 rgb5a1 32x32 h_arrow_txt -

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

Unused Used
ZeldaOOT-earlyarrow.png OoT-Single Arrow Icon.png

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
ZeldaOOT-earlyHC.png 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
ZeldaOOT-earlyHC.png OoT-Heart Container Icon.png

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 24x24 to 32x32 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)
OoTUnusedHeartContainer.png OoTUnusedHeartContainer2.png

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
OoT g bow test.png 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

OoT-Child Temple of Time IGN.jpg
Icon Start End Type Size Filename Translation
ZeldaOOTdebug-kokiriswordalt.png 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 the fall of 1998, shortly before the game's November 1998 release.

Unused Overdump Final
ZeldaOOTdebug-kokiriswordalt.png OoTOcarinaofTime-earlysword kokiri.png OoT-Kokiri Sword Icon.png

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
OoT-Unused Small Magic Jar Icon.png 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
OoT-Unused Small Magic Jar Icon.png OoT-Small Magic Jar Icon.png

Even though, visually, it's nearly identical, 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
ZeldaOOTdebug-earlyrupeesbag.png 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

OoT-Child Link.jpg
Icon Start End Type Size Filename Translation
ZeldaOOTdebug-earlyslingshot.png 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 the fall of 1998, shortly before the game's November 1998 release.

Unused Used
ZeldaOOTdebug-earlyslingshot.png OoT-Fairy Slingshot Icon.png

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

OoT-Opening 2 NGO.jpg
Icon Start End Type Size Filename Translation
OoT early fire.gif 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
OoT flying tiles texture.png 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
OoT flying tiles texture.png OoT-Used Flying Floor Tile Texture.png

object_ma1

Icon Start End Type Size Filename Translation
Zelda OoT Alt Child Malon Mouth.png 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
The classic. Smiley. Talking.

title_static

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

Save x

Icon Start End Type Size Filename Translation
MM-Texture-Save x.png
0x00029000 0x00029100 i4 32x16 [Unavailable] -
OoT-Texture-Save x EN.png
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
OoT-Counter 1 2.png
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
OoTdodongowall.png 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

Head

Icon Start End Type Size Filename Translation
OoT bump texture Unknown Character.png 0x 0x xxx xxx [Unavailable] -

There is a colorless graphic of some pre-rendered character that does not appear in the game, appearing to wear a beret of some kind and having rounded ears. It is one of the last graphics existing in the ROM, located soon after the data for the map Inside Ganon's Castle (Collapsing) in bump_texture_static file.

Sort

Damage Effects

It contains particle effects and sound effects. Altogether there are 14 IDs. They are found inside the actor files, usually between 00 XX 00.

ID 02

Contains wood dust and green blood effects, identical to the effect used when Link bounces Deku Nuts off his shield.

OoT Damage Effect 02.png

ID 04

Like the effects used when Gohma takes some damage and contains a particle to gray blood. But are using two effects: ovl_Effect_Ss_Sibuki and ID 03. Maybe the ID 04 was designed to be used by Gohmas.

OoT Damage Effect 04.png

ID 07

This effect resembles blood, unlike the colors blue and green as we see during the game, the red color would make the game a little more violent.

OoT Damage Effect 07.png