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Proto:The Legend of Zelda: Ocarina of Time Master Quest

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This page details one or more prototype versions of The Legend of Zelda: Ocarina of Time Master Quest.

Hiddenpalace.org logo.png  This prototype is documented on Hidden Palace.

To do:
Move back to OoT namespace now that non-MQ debug is available.

Known as the Debug ROM, this is a European version of The Legend of Zelda: Ocarina of Time Master Quest that still retains its debug features. It was used by testers at Nintendo of Europe to test the GameCube version prior to its release.

Before the ROM was distributed, the game ID in the header was changed from NZLP to NZLE to have emulators detect the ROM as being American and thus running it at 60Hz speed rather than 50Hz. Its 64 MB size owes to the fact that all of its files are uncompressed.

Several patches are available for the Debug ROM and can be found circulating online. These include a patch that translates the level select into English, and another that repairs a room header, allowing players to access Room 120. Some ROMs available for download may already be pre-patched.


Miscellaneous tidbits that are interesting enough to point out here.
Test Maps
Nine new maps exclusive to the Debug ROM, including several from very early pre-release screenshots.
Console Output Strings
Someone was stuck in their cubicle a little too long.

Debug Functions

General Functions
General button commands.
Map Select
Travel through space and time in an instant, without an ocarina!
Inventory Editor
Instant gratification for when you can't be bothered to get things legitimately.
Actor Debugger
Didn't your mother ever tell you that it's rude to point?
Memory Editor
Really want to get your paws sticky? Try messing with the game's memory.
Camera Editor
Can't stand the view? We have a fix for that.
Audio Editor
Jam along with Kondo to be the next Ocarina Hero!
Event Editor
Accomplish great feats without lifting a finger.

Test Functions

Morpha Sound Test

Boss programmer Kazuaki Morita of Fishing Pond fame put multiple test functions in the actors he worked on, including an intact sound test function that can be found in En_Boss_Mo, the actor file for Morpha. It makes use of the following values in the RB memory register.

  • BREG 32: If this value isn't zero, kill the BGM, decrement this register, and play the sound in BREG 33.
  • BREG 33: Index into the SFX list.
  • BREG 34: If this value isn't zero, play the BGM in BREG 35, then set self back to zero.
  • BREG 35: SeqId of the BGM.

While the BGM side of the test requires the user to input an ID for the music, the SFX side has a pre-made list of sound effects that seems to predate the final sound effect list, judging by the conspicuous absence of many effects, and some differences in the order of SFX IDs.

To do:
Add SFX values.

(Source: Discovery & Documentation - Decompilation Project, SFX Information & Writeup - GlitterBerri & ShimmerFairy)

Unused Text

The Debug ROM contains some unique unused text as well.

All pages are displayed.
       THANK YOU!       
 You are great debugger!

This text (complete with original Engrish) appears in the Majora's Mask crash debugger if you go through each and every page, but does not normally appear in the Ocarina of Time crash debugger.

AUDIO : Ocarina Control Assign Normal
AUDIO : Ocarina Control Assign Custom
Presss NA_KEY_D4 %08x
Presss NA_KEY_F4 %08x
Presss NA_KEY_A4 %08x
Presss NA_KEY_B4 %08x
Presss NA_KEY_D5 %08x

This text appears right before the Audio Debugger text. Apparently, there was supposed to be some kind of Ocarina key editor.


Evidently, the Super Mario Club had their own debug toolkit, and it's not the one documented here. Judging from where it's stored in the ROM, it was intended to appear on the Nintendo 64 logo screen.