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User:GlitterBerri/Notes/Ultimate Zelda Notes

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This is a sub-page of User:GlitterBerri/Notes.

Ridiculously disorganized notes and IRC convos on various games. Mostly Zelda. If you add info from here to a main page, please delete it from this one. Click "Edit Source" to make this text more readable. And please, god, if you're reading these, at least help by trying to organize them by game or topic or something.

[10:28pm] <mzxrules> if you look at RomLocations.xml there's a line that's like [10:28pm] <mzxrules> <string v="N0"></string> [10:29pm] <mzxrules> if you select a garbage file first so that it's [10:29pm] <mzxrules>

 <string v="N0">Some garbage file</string>

[10:29pm] <mzxrules> you just need to delete the text inbetween so that it's just <string v="N0"></string> again [10:29pm] <mzxrules> if you delete the entire file though, use gonna need to make a new one

Chain door lock Iron chain Bomb bag Wooden platform Small wooden box piece of wood 2D Beta Kokiri Sword Magic jar Beta white slingshot Red rusty switch Brown square rusty switch Brown diamond “ Pot Brown projectile? Plain brown box Silver Majora switch

http://www.knightsofhyrule.org/wp-content/gallery/majoras-mask-perfect-guide/17.jpg

Directions to the Shooting Gallery chest are there, despite not being there in the map

0x01 Defines the actor list 01xx0000 yyyy yyyy

 x is the number of actors


---

You're an unusual sight to see in this neck of the water... You came to see the Zora band, The Indigo-Go's, didn't you?

8159123D 0000 815912A4 0000 815912B2 0000

81591240 0000 815912E4 0000 815912F2 0000

---

81589CF2 OOOO 81589D18 AAAA 81589D26 VVVV

---

The order WAS red, blue, yellow, blank, black, green, orange, purple/black

---


[8:56am] <GlitterBerri> shot a bow in the air / fell to earth, don't know where / holy shit it's a bear / and now it's in my way [8:58am] <GlitterBerri> i'd trade a soul for a shout / open my mouth, what comes out / fus ro dah removes all doubt / but now you're in my way [8:58am] petrie911 left the chat room. (Ping timeout: 121 seconds) [8:59am] <GlitterBerri> your glare was molten / hate for khajit was showin' / cold night, wind was blowin' / where'd you think you're going, baby [9:00am] <GlitterBerri> hey, i just met you / and this is crazy / but here's a dragon / so fight him maybe [9:01am] <GlitterBerri> it's hard to look right / at him, baby / but he's your problem / so fight him, maybe [9:02am] <GlitterBerri> hey, i just met you / and this is crazy / but here's a dragon / so fight him maybe [9:02am] <GlitterBerri> all the other guards / try and chase me / but here's a dragon / so fight him maybe

80223CE8

WRITE MOM AN EMAIL

Lots o' Pots 802A8720 + 54 = Obj List / 802a8774 802A8720 + 60 = Act List / 802a8780

802a8780 + 10 (16 Dec) = Variable Number

802a8774 OOOO 802a8780 AAAA 802a8790 VVVV

8124851C OOOO 81248564 AAAA 81248572 VVVV

8126097C OOOO 81260A38 AAAA 81260A46 VVVV

81247260 OOOO 8124732C AAAA 8124733A VVVV

81259F3A OOOO 81259F50 AAAA 81259F5E VVVV


00F0 0107 0000

---

Map header command - 80223CE8

---

Garden Game - Map Header: 8029CD50

Objects: 8029CD90 Actors: 8029CD98

Milk Crate Object - 00F0 Milk Crate Actor - 0107 Milk Crate Variable - 00FF

Replace Garden Game Soldier

8129CD97 8129CDA8 8129CDB6

---

Zelda's Courtyard - Map Header: 8029D0E0

                 8029D0E8

18000000 03000048 16000000 0000000A 08000000 00000004 12000000 00010000 10000000 FFFF0000 0A000000 03000100 0B080000 03000060 01090000 03000070 14000000 00000000 00000000 00000000

Other header list at 130 beyond room header? (E8 + 48)

00000000 03000120 030001B0 03000240

E0 + 120 = 200 E0 + 1B0 = 290 E0 + 240 = 320

8029D200

16000000 0000000A 08000000 00000000 00000000 01010000 10000000 FFFF0000 0A000000 03000100 0B020000 03000160 01040000 03000164 14000000 00000000

Replace Zelda:

8129D14E OOOO 8129D1B0 AAAA 8129D1BE VVVV

8029D290

16000000 0000000A 08000000 00000000 12000000 00010000 10000000 FFFF0000 0A000000 03000100 0B020000 030001F0 01040000 030001F4 14000000 00000000

Replace Impa (Scene 02):

8129D312 VVVV

8029D320

16000000 0000000A 08000000 00000000 12000000 00010000 10000000 FFFF0000 0A000000 03000100 0B020000 03000280 01040000 03000284 14000000 00000000

---

Temple of Time - Map Header: 80287FD0

18000000 03000048 14000000 0000000A

Headers At: 80288020

00000000 03000150 03000240 03000370 03000460 03000520 030005D0 03000680 03000730 030007F0 03000890 030002B0

---

Replace Warp Platform in Scene 08:

802887C0

81288803 00F0 81288810 0107 8128881E 00FF

81288805 00F0 81288810 0107 8128881E 00FF

---

802A7120

Replace Saria in Chamber of Sages CD

812A7180 OOOO 812A71F0 AAAA 812A71FE VVVV

Replace Blue Warp in Chamber of Sages CD 802A718C OOOO 802A71A0 AAAA 802A71AE VVVV

Saria:

00C9 FF9F 0006 FF58 0000 1555 0000 0000

---

>

Hello
[10:54pm] <GlitterBerri> Hello hello :)
[10:54pm] <sakura> So, you were saying that you wouldn't mind if I showed you how to make them youself?
[10:54pm] <sakura> *yourself
[10:56pm] <GlitterBerri> Indeed!
[10:56pm] <GlitterBerri> Teach me to fish, so I may eat for the rest of my life :3
[10:56pm] <sakura> If you're comfortable going into Nemu's memory editor, I can show you how to replace any actor/object at all
[10:57pm] <GlitterBerri> It's not something I've done before, but I can give it a shot.
[10:57pm] <sakura> Well, except the ones that are dynamically spawned
[10:57pm] <sakura> You do have Nemu though right?
[10:58pm] <GlitterBerri> I may actually have jettisoned it in my recent round of computer cleaning
[10:58pm] <GlitterBerri> Checking now
[11:00pm] <GlitterBerri> Which version am I using? Does it matter?
[11:00pm] <GlitterBerri> of OoT, that is
[11:00pm] <sakura> Debug
[11:00pm] <sakura> It's by far the easiest for what you want to do
[11:00pm] <GlitterBerri> OK
[11:01pm] <GlitterBerri> Alrighty
[11:01pm] <GlitterBerri> Opened
[11:02pm] <GlitterBerri> What graphic plugin are you using, by the way?
[11:02pm] <GlitterBerri> I get errors with mine
[11:02pm] <sakura> I use rice video
[11:03pm] <sakura> I still get some graphical hangups occasionally, but if I need to test for accurate graphics I pull up Project 64
[11:03pm] <GlitterBerri> ic ic
[11:05pm] <sakura> So the fastest way to explain it is if you start out as young link and go into the house that has the six treasure chests (Mido's house I think)
[11:05pm] <GlitterBerri> OK, yep
[11:05pm] <GlitterBerri> Here I am
[11:06pm] <sakura> Basically, what we're doing is going to plugins->Debugger:Memory in Nemu to open up the memory editor, and then going to 80223CE8
[11:06pm] <sakura> This is an address you should keep handy, because when you go there it tells you the address for your map
[11:07pm] <GlitterBerri> OK
[11:07pm] <sakura> No matter where you are in the game, if you go to 80223CE8, when you go there you'll get an address. When you're in Mido's house, the address should be 80262880
[11:07pm] <GlitterBerri> So it is
[11:07pm] <sakura> At 80262880 is the map for Mido's house in memory
[11:07pm] <GlitterBerri> OK
[11:08pm] <sakura> If you go there, you'll see the map data and it should start off with 16000000 00000003 08020000 00000005
[11:08pm] <GlitterBerri> Indeed
[11:10pm] <sakura> Okay, so what you're looking at is the map header. Every 8 bytes is one command that tells the map how to load, and the first byte in that is the command number (for example, the 01 command that loads actors which you'll be interested in)
[11:11pm] <sakura> So scanning this header, I see the two things you're interested in: 0B050000 03000040 and 01070000 0300004C
[11:12pm] <sakura> All you're basically doing is grouping them into 8 bytes, and looking for the one that starts with 0B for your objects, and 01 for your actors. You go until you run into a 14 command, because that ends the header
[11:12pm] <GlitterBerri> Sorry, what do bytes look like again? how many digits?
[11:12pm] <sakura> Ah sorry. A byte is two hex digits
[11:13pm] <GlitterBerri> OK
[11:13pm] <sakura> Basically, you know how Nemu splits it up into four columns?
[11:13pm] <sakura> The width of two columns is 8 bytes
[11:14pm] <GlitterBerri> Okay, got it.. Where's this 01 command?
[11:14pm] <sakura> So something like 0B050000 03000040
[11:14pm] <sakura> It's four lines down from the top
[11:15pm] <GlitterBerri> Ah, OK
[11:15pm] <sakura> Oh actually here's an even better way to put it: you want to find where a column starts with 01
[11:15pm] <GlitterBerri> a
[11:15pm] <GlitterBerri> Got it, for actors
[11:15pm] <GlitterBerri> And for objects, it's 0A?
[11:15pm] <sakura> 0B
[11:15pm] <GlitterBerri> Ah
[11:15pm] <GlitterBerri> Alright.
[11:15pm] <sakura> So the way this works is that the 01 command tells you how many actors there are, and where they are
[11:16pm] <GlitterBerri> OK
[11:16pm] <sakura> 01070000 0300004C means "There are 07 actors, and they're at the address you get by adding 4C to 80262880"
[11:16pm] <GlitterBerri> Okey dokey
[11:16pm] <GlitterBerri> Hex addition, yay >_<
[11:17pm] <sakura> The two hex digits exactly after your 01 tell you how many actors there are, and then the digits after that 03 tell you how much to add to the start of your map to get there
[11:17pm] <sakura> Heh, just pull out windows calc
[11:17pm] <sakura> ezpz
[11:17pm] <sakura> If you change it to "programmer" mode, you can pick the hex button and it'll let you add 80262880 and 4C no problem
[11:18pm] <GlitterBerri> 802628cc
[11:18pm] <sakura> That's exactly right
[11:18pm] <sakura> Now the fun part
[11:18pm] <sakura> That's all the actors in this map
[11:18pm] <sakura> Each line is a single actor
[11:19pm] <sakura> The part you're interested in is the first four digits that tell you the actor number, and the last four digits that tell you the variable
[11:19pm] <GlitterBerri> Ah, got it got it.
[11:19pm] <sakura> We have actor 163 with a variable of FF04, actor 16D with a variable of FF00, 163 with a variable of FF00 and so on
[11:19pm] <GlitterBerri> So I should change one of the 000As
[11:19pm] <GlitterBerri> Since Mido and the other Kokiri aren't around right now
[11:19pm] <sakura> 7 actors, so it'll be 7 entire lines
[11:20pm] <sakura> Once you have this list, you can do whatever you want though
[11:20pm] <sakura> If you want to change that first 163 actor, the code is just 812628CC AAAA
[11:21pm] <sakura> because I don't know if you know, but all a GS code does is specify which value to write at which address
[11:21pm] <GlitterBerri> Why 812628CC? Isn't it 802628CC?
[11:21pm] <GlitterBerri> Since tha'ts the map address?
[11:21pm] <GlitterBerri> or rather address for the actors in the map?
[11:22pm] <sakura> Right, I was just about to explain that
[11:22pm] <GlitterBerri> 0163 is a Kokiri, so there aren't any Kokiri in this map right now
[11:22pm] <GlitterBerri> Just treasure chests
[11:22pm] <sakura> There are just a few different types of GS codes. If it starts with 80, it only write one byte. If it starts with 81, it writes two bytes
[11:22pm] <GlitterBerri> ic ic, interesting
[11:22pm] <sakura> So 812628CC AAAA just means "write the two bytes AAAA to memory at 802628CC
[11:23pm] <GlitterBerri> So if I want to overwrite one of the chests, I should go 812628FC AAAA, for instance?
[11:23pm] <GlitterBerri> As the 000A at 812628CC is a chest
[11:23pm] <sakura> Exactly!
[11:24pm] <GlitterBerri> And the variable that actor is using is the 003A beside it?
[11:24pm] <sakura> No sorry, by last four digits, I mean the last four digits in the entire line
[11:24pm] <sakura> That 59A0 over to the right
[11:24pm] <GlitterBerri> Oh, you're right, sorry
[11:24pm] <sakura> That's the variable
[11:24pm] <sakura> No worries
[11:24pm] <GlitterBerri> So how do I direct to the varaible?
[11:25pm] <sakura> If you care to know, the next part after the actor number is the x/y/z coordinates, two bytes for each
[11:25pm] <GlitterBerri> Oh, tha'ts useful to know
[11:25pm] <GlitterBerri> I do indeed care :)
[11:27pm] <sakura> Also the addresses go in order. If you notice, the next line is 8026290C. You can either count up from 812628FC, or go back two bytes from 8026290C to get the address 8026290A where your variable is in this case
[11:27pm] <GlitterBerri> Makes sense. Thank you!
[11:28pm] <GlitterBerri> And the object number, I guess I'll need to find where that's located too?
[11:28pm] <sakura> Oh right
[11:29pm] <sakura> Just to make sure I've explained this well enough, why don't you go back to 80262880 and see if you can find the 0B command?
[11:29pm] <sakura> It'll be at the start of a column, and if you go past a column that starts with 14 you've gone too far
[11:29pm] <GlitterBerri> 5 objects at +40, right?
[11:30pm] <sakura> Beautiful, it's honestly pretty refreshing to teach someone who's sharp ^^;
[11:30pm] <sakura> That's exactly right
[11:30pm] <GlitterBerri> Heh, thanks. :)
[11:30pm] <GlitterBerri> 802628C0 <-- So, it's this, then...
[11:30pm] <sakura> Each object is just a 4 digit number, and they're immediately one after another
[11:31pm] <sakura> So we have objects C5, FC, FD, FB and E0
[11:32pm] <GlitterBerri> That doesn't fully line up with the generated list I have for Mido's House
[11:32pm] <sakura> You can do the exact same thing to make an object code, if you wanted to replace the C5 object with something you would just use 812628C0 OOOO
[11:32pm] <GlitterBerri> 0000
[11:32pm] <GlitterBerri> 0001
[11:32pm] <GlitterBerri> 00FB
[11:32pm] <GlitterBerri> 0001
[11:32pm] <GlitterBerri> 000E
[11:32pm] <GlitterBerri> 000E
[11:32pm] <GlitterBerri> 000E
[11:32pm] <GlitterBerri> 000E
[11:32pm] <sakura> Interesting, because you can see it right there
[11:32pm] <sakura> Oh
[11:32pm] <GlitterBerri> No C5, FC, or FD
[11:32pm] <sakura> That generated list is taking into account which objects the specified actors actually use
[11:33pm] <sakura> Instead of the entire object set of the map
[11:33pm] <sakura> Looks like nothing actually uses C5, FC or FD and you'll find that in quite a few places
[11:33pm] <GlitterBerri> Ah, right, I forgot.
[11:34pm] <GlitterBerri> My list only includes used actors.
[11:34pm] <GlitterBerri> Thanks! :)
[11:34pm] <sakura> No problem at all
[11:34pm] <GlitterBerri> Perfect! Well, thank you very much, sakura
[11:34pm] <sakura> So with this knowledge you can go into any map, go to 80223CE8 to find where the map is in memory and grab the entire actor and object lists from it
[11:34pm] <GlitterBerri> I'll definitely be using this knowledge a lot. I'll write up a nice little tutorial for myself and others and put it on the OoT wiki as well.
[11:35pm] <sakura> There's one last thing to mention though
[11:35pm] <GlitterBerri> What's up?
[11:35pm] <sakura> If your map starts with 18 instead of 16, it means the map actually has multiple headers

[5:29pm] <Playtendo> D177A38C 1E1F [5:29pm] <Playtendo> 8177A38C 0000 [5:29pm] <Playtendo> replaces Link's spin attack in MM (J)


[11:45pm] <sakura> 813D7756 AAAA 813D7740 2409 813D7742 VVVV

81244096 yyyy <— Object // 81244124 xxxx <— Actor 81244132 zzzz <— Variable D01C84B4 0001 <— Button Code for D-right

Check if the actors/objects in unused cutscenes are used elsewhere Try loading Darunia cutscene version with variable 0001, see how it differs from 0000


Search till 30 to find ones you’ve missed See how the unused objects match up to the unused actors That’s why there’s a stupid horse fence on the bridge of Child Gerudo Valley…

Lots of unused actor variables, I think

Hi awesome mods. I have a question for anyone out there. I have a paper from an academic journal that talks about the sexual violence inherent in the "great medieval romances" by Chretien de Troyes. It is an interesting paper and provides an enlightening - if also extremely sad - view of medieval rape. I posted a bit by Andreas Capellanus and his view of sexual violence, but this would be too long to post. Understanding the culture from which we came, and how they viewed women and sex, can help us understand the influences we have today regarding those same topics. This paper makes brief mention of the patriarchy that was built in such a way as to barely mention sexual violence against the unmarried woman. Also, the references in this paper will take you all over and give you a great summary of this topic in medieval europe. So. If anyone wants the paper, give me a throwaway email, and I will email it off to ya. Ta

81032488 2406 8103248A AAAA 81032470 2419 81032472 VVVV


[9:16pm] <mzxrules> this specific cutscene appears to start with 0000001C 00000BB8 [9:17pm] <mzxrules> cutscene data looks distinct because it's one of the few spots that uses 32 bits [9:17pm] <mzxrules>

  • 32 bit values

[9:18pm] lue left the chat room. (Connection closed) [9:20pm] <mzxrules> 1A70 = code block... [9:21pm] <mzxrules> 2150 = data block

event flags for spawning actors after certain points (i.e.: Talon in Talons’ House) abbreviated object/actor names came first or second? (i.e.: object_ds)

Running Man must use os_anime

If there’s no scene setup for scene 03, for example, does it default to the last valid setup?

Remove & from object list

Do Pierre and Bonooru have a spawn spot in their object?

kikori = lumberjack koru = old word for “to cut”?

Mori objects:

Platforms in Lava - https://www.dropbox.com/s/y1de2v975geafea/Screenshot%202014-08-11%2016.03.56.png Circular platform - https://www.dropbox.com/s/ovpsntikqu3x1nj/Screenshot%202014-08-11%2016.04.16.png Sun elevator? https://www.dropbox.com/s/20r5z49g3ljo1kb/Screenshot%202014-08-11%2016.04.34.png Iron Hook - https://www.dropbox.com/s/2qnlxtbns70jj12/Screenshot%202014-08-11%2016.04.51.png Rotating Room - https://www.dropbox.com/s/60ewnjn40pz0zyr/Screenshot%202014-08-11%2016.05.11.png Checkered Floor - https://www.dropbox.com/s/b9a7u8oscrxp4mu/Screenshot%202014-08-11%2016.05.30.png

Mizu objects:

Square stone block - https://www.dropbox.com/s/uxbscg9zyfgsaz0/Screenshot%202014-08-11%2016.07.24.png Square stone block 2 - https://www.dropbox.com/s/ks4kls86yh1ncbn/Screenshot%202014-08-11%2016.07.41.png Pointy square stone block - https://www.dropbox.com/s/e7gdylynhw46yfn/Screenshot%202014-08-11%2016.07.58.png Hookshot stone elevator - https://www.dropbox.com/s/nj0qa8eu5ktlofc/Screenshot%202014-08-11%2016.08.16.png Hole in wall - https://www.dropbox.com/s/3cxwlo2e5ctog5r/Screenshot%202014-08-11%2016.08.35.png Hole in floor - https://www.dropbox.com/s/yhqa85g76ezebyv/Screenshot%202014-08-11%2016.08.53.png Random stone wall - https://www.dropbox.com/s/csis7gd19c0f23u/Screenshot%202014-08-11%2016.09.23.png Random stone wall 2 - https://www.dropbox.com/s/q9s79pyyx8gk2v3/Screenshot%202014-08-11%2016.09.44.png Hole in wall horseshoe - https://www.dropbox.com/s/wnt8oaon0339eua/Screenshot%202014-08-11%2016.10.05.png Gargoyle statue - https://www.dropbox.com/s/tl88h4ndjt8wonr/Screenshot%202014-08-11%2016.10.31.png Water temple door frame? Water Temple Door with handle Water Temple door without handle Water square - https://www.dropbox.com/s/e8gjwrmlgvfnxb1/Screenshot%202014-08-11%2016.12.21.png Green door - https://www.dropbox.com/s/ly9sldsof4yhbpm/Screenshot%202014-08-11%2016.12.35.png Gold door - https://www.dropbox.com/s/00o858u0sxye184/Screenshot%202014-08-11%2016.12.47.png Gold grate - https://www.dropbox.com/s/ritwdvzwaq82l0t/Screenshot%202014-08-11%2016.13.17.png Gold grate 2 - https://www.dropbox.com/s/yvbvb7p4ixazlwl/Screenshot%202014-08-11%2016.13.39.png

hakachi objects

Grey stone wall part - https://www.dropbox.com/s/wnrxazv2t1rcrw7/Screenshot%202014-08-11%2016.14.37.png Triangular wall part - https://www.dropbox.com/s/ib9odrjp07m1qoj/Screenshot%202014-08-11%2016.15.08.png Coffin lid - https://www.dropbox.com/s/n8mrc9g2by20x50/Screenshot%202014-08-11%2016.15.27.png Skullish dirt pile - https://www.dropbox.com/s/ocx28i0lll729zy/Screenshot%202014-08-11%2016.15.43.png Invisible floors? Stone/dirt textures - https://www.dropbox.com/s/wf047taxbep2iai/Screenshot%202014-08-11%2016.16.11.png Fog effect - https://www.dropbox.com/s/bk23pckebw4bryj/Screenshot%202014-08-11%2016.16.36.png Grey stone floor - https://www.dropbox.com/s/78jwp7xgs555arq/Screenshot%202014-08-11%2016.16.48.png Whispy fog trail texture - https://www.dropbox.com/s/fqfzinum1cncz6u/Screenshot%202014-08-11%2016.17.23.png Whispy waterfall? - https://www.dropbox.com/s/kuuy8ycwxcxuzhb/Screenshot%202014-08-11%2016.17.52.png

haka objects

Gold grill - https://www.dropbox.com/s/q3f0g7eh3oi2ud9/Screenshot%202014-08-11%2016.18.43.png Invisible platforms - https://www.dropbox.com/s/i9jsqb0vp3h4y9c/Screenshot%202014-08-11%2016.19.09.png Two square platforms - https://www.dropbox.com/s/rsuq1nhl2o2fknx/Screenshot%202014-08-11%2016.19.49.png Spikes & hookshot targets - https://www.dropbox.com/s/mg5p94d7ckaichd/Screenshot%202014-08-11%2016.20.22.png narrow walls - https://www.dropbox.com/s/5x92krtz22rthbq/Screenshot%202014-08-11%2016.21.24.png talking skull walls? - https://www.dropbox.com/s/fbp0hfszpzc0k3p/Screenshot%202014-08-11%2016.21.47.png Creepy wall face - https://www.dropbox.com/s/3jkcia7mqaxjaow/Screenshot%202014-08-11%2016.22.01.png invisible skull wall - https://www.dropbox.com/s/zlqj6iuk86l8di9/Screenshot%202014-08-11%2016.22.17.png Random floor patch - https://www.dropbox.com/s/mthko5xmf280pmb/Screenshot%202014-08-11%2016.22.31.png Random wall patch (two of them) - https://www.dropbox.com/s/64mul85teqmsxtg/Screenshot%202014-08-11%2016.22.59.png Metal top - https://www.dropbox.com/s/int5j4fs0cv5815/Screenshot%202014-08-11%2016.23.54.png Bell - https://www.dropbox.com/s/a24h9281qdzu6qq/Screenshot%202014-08-11%2016.24.07.png More invisible skull wall? Bird is the word statue - https://www.dropbox.com/s/rjucnxmdhe4lmda/Screenshot%202014-08-11%2016.24.45.png Propeller - https://www.dropbox.com/s/asuu1xp8laoq0ei/Screenshot%202014-08-11%2016.24.55.png Guillotine - https://www.dropbox.com/s/vuy3m39lez852x3/Screenshot%202014-08-11%2016.25.11.png Spike wall - https://www.dropbox.com/s/pmw1s17qbyoxlb6/Screenshot%202014-08-11%2016.25.25.png Non-spike wall - https://www.dropbox.com/s/n6q1gkgb1kln6ol/Screenshot%202014-08-11%2016.25.38.png Square rock platform - https://www.dropbox.com/s/qwobjj70a90a2ax/Screenshot%202014-08-11%2016.25.54.png Spikey chandelier - https://www.dropbox.com/s/ns2re7og5w03q5q/Screenshot%202014-08-11%2016.26.12.png Chain elevator - https://www.dropbox.com/s/0xsx9uzm1g8m3r8/Screenshot%202014-08-11%2016.26.44.png Metal grate again - https://www.dropbox.com/s/jqts3tcflkdgi6l/Screenshot%202014-08-11%2016.26.57.png Swirling scythe statues - https://www.dropbox.com/s/hzt6twyuk0fsqp2/Screenshot%202014-08-11%2016.27.14.png Boat - https://www.dropbox.com/s/k2l29n46ty8g3l3/Screenshot%202014-08-11%2016.27.35.png Boat wheels - https://www.dropbox.com/s/04ha7vw4ar2g0ym/Screenshot%202014-08-11%2016.27.54.png Skull lamp - https://www.dropbox.com/s/ugxycurt3jk441l/Screenshot%202014-08-11%2016.28.05.png Big skull lamp - https://www.dropbox.com/s/uzu79oogo8wfpsy/Screenshot%202014-08-11%2016.28.27.png Half-circle floor - https://www.dropbox.com/s/jayzkx219zlg49p/Screenshot%202014-08-11%2016.28.42.png Other half-circle Bird statue with Gerudo square - https://www.dropbox.com/s/5wd35m5h4hq11og/Screenshot%202014-08-11%2016.29.04.png

-Are day and night settings faster in some maps? -wtf is the point of that stupid fence? Does Hyrule Field have loading problems?

---

15 00 00 00 00 00 00 2D 04 01 00 00 02 00 31 60 19 00 00 00 00 00 00 00 03 00 00 00 02 00 30 B0 06 00 00 00 02 00 31 68 07 01 00 00 00 00 00 02 0D 00 00 00 02 00 33 48 00 02 00 00 02 00 31 40 11 00 00 00 00 00 01 00 13 00 00 00 02 00 31 6C 0F 04 00 00 02 00 31 70 14 00 00 00 00 00 00 00

03 00 0C 50 03 00 07 70 00 00 00 00 03 00 11 20 03 00 11 F0 03 00 12 C0 03 00 13 60 03 00 15 70 03 00 18 D0 03 00 19 20 03 00 1C 80 03 00 1C F0

150000000000002D0401000002003160190000000000000003000000020030B0060000000200316807010000000000020D0000000200334800020000020031401100000000000100130000000200316C0F040000020031701400000000000000

03000C50 - Child 03000770 - Child Ocarina 00000000 03001120 - Adult 030011F0 030012C0 03001360 03001570 030018D0 03001920 03001C80 03001CF0

---

Rearranged:

03000770 - Child Ocarina 03000C50 - Child 03001120 - Adult 030011F0 030012C0 03001360 03001570 030018D0 03001920 03001C80 03001CF0

01FE0

---

15 02 00 00 00 00 13 68 04 01 00 00 02 00 7D F0 19 00 00 00 00 00 00 10 03 00 00 00 02 00 3D 10 06 00 00 00 02 00 7D F8 07 01 00 00 00 00 00 00 00 01 00 00 02 00 7D E0 11 00 00 00 01 00 01 00 13 00 00 00 02 00 7D FC 0F 07 00 00 02 00 7E 04 17 00 00 00 02 00 66 E0 14 00 00 00 00 00 00 00


[9:19pm] <jrra> think it was 80090cd7 00c1, for oot v1.0 [9:19pm] <jrra> for file 1 <jrra> ok, here's a nonshit code: ntsc 1.0, 80090cd7 00c1 [9:41pm] <jrra> [Thursday, September 18, 2014] [10:16:25 PM] <jrra> will cause the menu to create disk files by default [9:41pm] <jrra> [Thursday, September 18, 2014] [10:17:29 PM] <jrra> when creating a new file, the game looks up a bunch of default values from a table, including link's starting area and some other stuff [9:41pm] <jrra> [Thursday, September 18, 2014] [10:17:44 PM] <jrra> one of those things is the default disk flag byte [9:41pm] <jrra> [Thursday, September 18, 2014] [10:18:28 PM] <jrra> normally it'll retrieve a 0 byte from a table, then store that as the disk flag byte in the new file. this code changes the index into the table that it uses, so that it reads a 1 byte instead

[9:42pm] <Lazengann> Oh it worked this time [9:42pm] <Lazengann> But this won't let me access it like Zeth's crazy code did. [9:42pm] <jrra> "access it" what do you mean [9:43pm] <Lazengann> He made a code that turns it blue, and also forces the game to bypass the INSERT URA ZELDA screen [9:43pm] <jrra> i do not believe there is a "insert ura zelda" screen [9:43pm] <einstein95> If the game plays normally after that, it's a shit code [9:44pm] <Lazengann> I was pretty sure there was if you used a different code to make it playable japanese comes up and says INSERT URA ZELDA [9:44pm] <jrra> as far as it being blue, the last code i looked at, all it did was put the badge next to the file, cosmetically. it didn't actually changed the file, just flipped a bit in the menu to make it show the badge [9:44pm] <einstein95> Yeah, the game hangs even on real console with 64DD and modified disk id [9:44pm] <PPLToast> yeah i think it had that "insert ura disk" [9:44pm] <PPLToast> someone tried on console with 64DD [9:44pm] <Lazengann> Yeah and that code that Zeth made legitly bypassed it. [9:45pm] <jrra> if you have a disk inserted, (that is not a zelda expansion), it will ask you to remove it [9:45pm] <jrra> it does this before the menu though [9:45pm] <PPLToast> the biggest question is if MQ is ura zelda [9:45pm] <einstein95> http://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time#Error_Messages [9:45pm] <Lazengann> Ah well it's been a while since I was researching on Ura, all I remember was someone making a code to make the file accessible, but it still wouldn't work. [9:45pm] <PPLToast> all the nintendo guys say it is [9:46pm] <einstein95> There's no "INSERT URA ZELDA" text [9:46pm] <jrra> it's not a big question. yes, mq is the supposed ura zelda [9:46pm] <Lazengann> Bullshit [9:46pm] <Lazengann> Anyone who thinks that doesn't know shit [9:46pm] <Lazengann> If anything Master Quest was like, a fraction of Ura [9:46pm] <PPLToast> "Please insert a disk." [9:46pm] <PPLToast> its close [9:46pm] <Lazengann> With just the remixed dungeon [9:46pm] <Lazengann> Dungeons* [9:46pm] <PPLToast> "Please insert the disk the correct disk." [9:47pm] <Lazengann> Miyamoto himself actually said a bit about Ura [9:47pm] <Lazengann> And one of the things he said was there was going to be new dungeons [9:47pm] <Lazengann> No new dungeons in MQ so it can't be Ura as they envisioned it. [9:47pm] <Lazengann> There's just no way in hell. [9:47pm] <PPLToast> URA was supposed to be an expansion according to them [9:48pm] <Lazengann> MQ was just made to shut people up from asking about Ura Zelda. [9:48pm] <PPLToast> a shitty rom hack isnt an expansion [9:48pm] <Lazengann> Exactly.

811E4EC0 0022


[9:56pm] <jrra> when you start the game, before you even get to link and epona galloping across the screen, oot has already checked the disk and tried to chainload whatever is on it [9:56pm] <GlitterBerri> You can assume 1.0 for every code I post unless i mention otherwise ^^ [9:56pm] <einstein95> Then if it stals but never crashes, why does the game crash when starting a non-hacked disk save [9:56pm] <jrra> if you have an expansion disk in, it will take over before you even see a zeldo

[9:57pm] <jrra> einstein95: the stalled thread is a "crash" for that thread, it actually does have some problems, for example you can lose input. as far as loading a disk file without a disk inserted, i don't know what happens, i only investigated the case where you do indeed have the disk

http://imgur.com/a/gxO4U

---

Actor List

spo04 contains fairy animations, but misnamed and labeled as models

0xB6C, 0x289C, 0x35C8, 0x4570, 0x177F8(I don't remember this one used) shiek songs

zelda_fa.zar <— Fado’s name

zelda_mastergolon and zelda_masterzoora are present, but zelda_masterkokiri has disappeared

zl3 missing

[9:21pm] <Porcino> hi [9:21pm] <GlitterBerri> Welcome back :) [9:22pm] <Porcino> the game crashed when I approached the first chest the Deku Tree [9:23pm] <GlitterBerri> It crashed for me on the 2nd floor in the Deku Tree too [9:24pm] <GlitterBerri> Zeth gave me some pictures of differences, do you want to see? [9:29pm] <Porcino> crashed in the room where Link needs to go crawl. [9:30pm] <GlitterBerri> Do you have a save file for 1.0? [9:30pm] <GlitterBerri> Or are you playing from the beginning? [9:30pm] <Porcino> I'm playing from the beginning. [9:31pm] <Porcino> in the Japanese version [9:31pm] <GlitterBerri> OK [9:34pm] <Porcino> crashed when I defeated Queen Gohma [9:34pm] <GlitterBerri> Nice [9:34pm] <Porcino> go to Dodongo's cave now: ( [9:35pm] <GlitterBerri> I will test other places [9:38pm] <Porcino> crashed when I finished talking with owl [9:38pm] <Porcino>

-/

[9:39pm] <GlitterBerri> That happened to me at Hyrule Castle too. It crashes when he opens his wings to fly away. [9:39pm] <GlitterBerri> Did it crash at the same place for you? [9:40pm] <Porcino> crashed near Kakariko village [9:41pm] <GlitterBerri> But did it crash when he opened his wings to fly away? [9:41pm] <GlitterBerri> If you go to Hyrule Castle, the NPCs are all strange [9:41pm] <GlitterBerri> The blue astronomer from Majora's Mask is moving... [9:41pm] <GlitterBerri> He's walking to the back alley... [9:42pm] <Porcino> crashed when I entered the Death mountain [9:42pm] <GlitterBerri> Zeth thinks it maybe crashes when the game tries to use data from the 64DD [9:43pm] <GlitterBerri> Zeth also says the NPCs wear different coloured clothes [9:43pm] <Porcino> hmmm [9:44pm] <Porcino> I see the NPCs [9:44pm] <GlitterBerri> The blue Astronomer is moving, do you see? [9:44pm] <GlitterBerri> He moves to the back alley and disappears into the wall [9:45pm] <GlitterBerri> http://static3.wikia.nocookie.net/__cb20100125040248/zelda/images/9/94/Back_Alley.png [9:45pm] <GlitterBerri> This person has black pants in 64DD [9:45pm] <GlitterBerri> http://31.media.tumblr.com/tumblr_m3cnu9CZEg1rtlrt2o1_500.jpg [9:46pm] <GlitterBerri> This person is wearing green [9:46pm] <Porcino> Hyrule Market crashed [9:46pm] <GlitterBerri> http://i.imgur.com/46nKzl.jpg [9:46pm] <GlitterBerri> This person dies with his head turned away from you [9:47pm] <GlitterBerri> Sakon runs around quickly... [9:48pm] <GlitterBerri> Maybe that's normal, though ^^ [9:48pm] <Porcino> o.o [9:48pm] <GlitterBerri> http://www.zeldauniverse.net/wp-content/uploads/2010/09/Ootmarket.jpg [9:48pm] <GlitterBerri> He is running here also [9:49pm] <Porcino> lol [9:49pm] <Porcino> I found something [9:50pm] <GlitterBerri> What did you find? [9:51pm] <Porcino> http://s29.postimg.org/wycwxahnr/Zelda_no_Densetsu_Toki_no_Ocarina_J_V1_0_s.jpg [9:51pm] <Porcino> http://s22.postimg.org/57axz0va9/Zelda_no_Densetsu_Toki_no_Ocarina_J_V1_0_s.jpg [9:51pm] <GlitterBerri> Green clothes, right? [9:51pm] <GlitterBerri> [9:45pm] <GlitterBerri> [9:51pm] <GlitterBerri> http://31.media.tumblr.com/tumblr_m3cnu9CZEg1rtlrt2o1_500.jpg [9:51pm] <GlitterBerri> [9:46pm] <GlitterBerri> [9:51pm] <GlitterBerri> This person is wearing green [9:51pm] <GlitterBerri>

)

[9:52pm] <Porcino> http://s30.postimg.org/a6lvhsvht/Zelda_no_Densetsu_Toki_no_Ocarina_J_V1_0_s.jpg [9:52pm] <GlitterBerri> Different clothes also! [9:52pm] <GlitterBerri> Good find :) [9:53pm] <GlitterBerri> I will check Kakariko [9:53pm] <GlitterBerri> I have a complete save file, so I can go anywhere [9:54pm] <GlitterBerri> It's raining in Kakariko Graveyard, is that normal? [9:54pm] <GlitterBerri> I warped there with the Nocture of Shadow [9:58pm] <Porcino> hmmm normal [9:58pm] <GlitterBerri> OK [10:00pm] <GlitterBerri> I can't see anything interesting Kakariko so far [10:00pm] <GlitterBerri> +in [10:00pm] <GlitterBerri> I will go to the Forest TEmple [10:03pm] <GlitterBerri> Crash~ [10:03pm] <Porcino> is difficult to find something I did not see anything in Goron City, is only crashing in Darunia's room. [10:03pm] <GlitterBerri> Zeth said Death Mountain is cloudy, not clear [10:04pm] <GlitterBerri> http://i.imgur.com/F3IBgUk.png [10:04pm] <GlitterBerri> Here is my Deku Tree crash [10:04pm] <Porcino> same [10:04pm] <GlitterBerri> http://i.imgur.com/sc9WGMN.png [10:04pm] <GlitterBerri> Forest Temple crash [10:06pm] <GlitterBerri> http://i.imgur.com/YuCUHcw.png [10:06pm] <GlitterBerri> Cloudy Death Mountain [10:08pm] <GlitterBerri> Nooo owl [10:08pm] <Porcino> lol [10:08pm] <Porcino> testing dodongo's cave [10:08pm] <GlitterBerri> Now I will crash :D [10:09pm] <GlitterBerri> it didn't crash... [10:09pm] <GlitterBerri> Lost Woods owl doesn't crash [10:09pm] <GlitterBerri> Strange [10:09pm] <GlitterBerri> owl again.... [10:09pm] <GlitterBerri> i haaate yoooouuu [10:10pm] <GlitterBerri> no crash, though [10:13pm] <Porcino> King Dodongo crash [10:13pm] <GlitterBerri> When? [10:14pm] <Porcino> at the beginning [10:14pm] <GlitterBerri> When the cutscene ends? [10:14pm] <GlitterBerri> I'm in the Forest Temple again [10:15pm] <GlitterBerri> Nothing interesting in the Lost Woods, it seems, but I didn't explore everything [10:15pm] <Porcino> when I approach [10:15pm] <GlitterBerri> In the middle of the fight? Or when you approach his room? [10:17pm] <GlitterBerri> Freeze when I beat a Wallmaster (Floormaster?) [10:17pm] <Porcino> when I approach [10:17pm] <Porcino> him during the fight [10:18pm] <GlitterBerri> Ah, OK [10:22pm] <Porcino> Haunted Wasteland crash [10:22pm] <GlitterBerri> where at? [10:23pm] <Porcino> leaving Gerudo's fortress [10:24pm] <GlitterBerri> OK [10:30pm] <GlitterBerri> I will try Lake Hylia [10:43pm] <GlitterBerri> Nothing too interesting there [10:43pm] <Porcino>

/

[10:43pm] <GlitterBerri> It freezes if you get a spell from the Great Fairy Fountain in Hyrule Caslte [10:44pm] <Porcino> tries with adult Link in Kakariko Village [10:44pm] <GlitterBerri> I haven't used Adult Link for anything yet [10:44pm] <GlitterBerri> Good luck!

---


[11:10pm] <GlitterBerri> Good ol’ OoT, the gift that keeps on giving and giving and giving and giving and... [11:10pm] <GlitterBerri> srsly OoT stop I don’t have this much free time [11:10pm] <JSA> it's a trap! [11:10pm] <GlitterBerri> The pre-draw processing mode is weird!!!! [11:10pm] <JSA> OMG [11:10pm] <JSA> it's been a trap this entire time! [11:10pm] <JSA> LOL [11:11pm] <einstein95> The whole game is the Water Temple [11:11pm] <GlitterBerri> FFFFFFF- [11:11pm] <JSA> japan has kept the the greast minds of our country busy hacking this evil puzzle box!!! [11:11pm] <JSA> nooooo [11:11pm] <JSA> my mis spent youth!

http://s27.postimg.org/vt0snpn1f/The_Legend_of_Zelda_Ocarina_of_Time_U_V1_0.jpg http://s28.postimg.org/eummaiup9/The_Legend_of_Zelda_Ocarina_of_Time_U_V1_0.jpg http://s10.postimg.org/729uauszt/The_Legend_of_Zelda_Ocarina_of_Time_U_V1_0.jpg http://s7.postimg.org/3k83iy72z/The_Legend_of_Zelda_Ocarina_of_Time_U_V1_0.jpg

http://ftplike.com/browser/ftp.futurenet.co.uk/pub/dailyradar/nintendo/ http://ftplike.com/browser/lan.oxfordinspire.co.uk/ - old magazines and amiga stuff? spectrum?

---

Club_N_Magazin_10-98,_Zelda_Story,_OoT,_Zelda_Comic_Das_Tor_zur_Zeit,_Teil_2

Zelda - Geschichten und Realität

Rollenspiele im Allgemeinen und die Spiele der Zelda-Serie im Besonderen sind sehr stark von der durch die Programmierer erzeugten Atmosphäre abhängig. Dabei reicht es keinesfalls, hübsche Grafiken und coole Gegner zu zeigen, sondern das Zusammenspiel der verschiedenen Elemente muß perfekt sein. Die Handlung der Geschichte muß sich wie ein roter Faden durchs gesamte Spiel ziehen, die Begleitmusik sollte den Spielsituationen entsprechen, und die Anforderungen an den Spieler sollten zusammen mit seinen Fähigkeiten stetig wachsen. Shigeru Miyamoto zeichnete für die Einhaltung des oben genannten Zusammenspiels verantwortlich. Er trug Sorge dafür, daß die von Kensuke Tanabe verfaßte Story um Zelda und Link peinlichst genau eingehalten wurde und jederzeit logisch nachvollziehbar war. Die grafische Umsetzung realer Objekte, wie z. B. die Burg in The Legend of Zelda - A Link to the Past, die dem Nijo Castle im Herzen Kyotos nachempfunden ist, war ein weiterer Baustein des Erfolgs der Abenteuerserie.

Club_N_Magazin_10-98,_Zelda_Story,_OoT,_Zelda_Comic_Das_Tor_zur_Zeit,_Teil_3

Chronologisch gesehen ist The Legend of Zelda - Ocarina of Time der erste Teil der Zelda-Saga. Die Handlung spielt vor der des dritten Teils (A Link to the Past). Damals lebte Link noch nicht in der Nähe der Stadt Hyrule, sondern im nicht weit davon entfernten Kokiri-Wald. Dorthin hatte ihn seine Mutter gebracht, nachdem in Hyrule der Krieg angebrochen war.

(Mehr zu dieser Vorgeschichte im demnächst erscheinenden Club Nintendo-Special.)

Links Mutter ließ Ihr Leben, als sie ihren Sprößling zu den Kokiri brachte, denn keinem Wesen einer anderen Rasse war es vergönnt, in den Kokiri-Wäldern zu überleben. Link jedoch überlebte, da der Deku-Baum, ein Vertreter der Götter auf Erden, in ihm einen Jüngling sah, dem große Aufgaben bevorstanden. Aus diesem Grund ermöglichte er dem jungen Hylianer das Leben in Kokiri. Link selbst bekam von all dem nichts mit, daß er noch zu jung war, um die Geschehnisse zu begreifen… Erst Jahre später fiel Link auf, daß er anders war als die anderen Bewohner des Dorfes. Er besaß nämlich als Einziger beine Fee! Jeder andere Kokiri wurde bereits seit seiner Geburt von einem der kleinen Zauberwesen begleitet. Nur Link nicht, was ihm im Dorf einigen Spott einbrachte…

Gleichzeitig witterte der Deku-Baum eine Bedrohung, die sich unaufhaltsam näherte. Dies war für das alte Geäst das Zeichen, daß nun die Zeit gekommen war, um Link mit seiner Bestimmung vertraut zu machen. Aus diesem Grund schichte er die Fee Naiv ans, die fortan Links Beschützerin sein sollte… Die Bedrohung, die der Deku-Baum prophezeite, ging hauptsächlich von einer Person aus, von Ganondorf, dem Herrn der Diebe, der mit bösen Mächten einen Pakt eingegangen war und nun als Dämon Ganon sein Unwesen trieb. Der Untergang des Hylianischen Reiches schien vorbestimmt. Nur ein einziger Streiter des Guten war in der Lage, das drohende Schicksal abzuwenden… Link!

(Not Done)

64_Power_9-99_Zelda_Story

Ist das nicht goldig?

In Amerika wird es eine Vorbestallaktion geben Jeder, der Zelda 64 vorbestellt, erhält ein goldenes Modul, die normale Verkaufsversion soll in herkömmlichem Grau erscheinen. Gerüchten zufolge, könnte es jedoch passieren, daß Nintendo letztendlich doch alle USA-Module in Gold ausliefert, da es technisch kaum umsetzbar ist, unterschiedliche Varianten für den gleichen Markt herzustellen.

Ob das Spiel in Europa in einer goldenen Cartridge stecken wird oder nicht, ist derzeit noch völlig unklar. Letztendlich ist die Entscheidung davon abhängig, ob Nintendo of Europe der Meinung ist, daß diese Sonderanfertigung finanziell tragbar ist oder nicht. Eine Vorbestallaktion wird es hierzulande aber definitiv nicht geben.

???

64 Power Zelda OoT Preview, Ausgabe 9 (2-98) Teil 1

64 Zoom Draußen von Japan, da kommen sie her, und ich muß Euch sagen, es gefällt mir sehr.

Zelda 64: The Ocarina of Time

Nintendo • April (Japan), Dezember (D)

Vielleicht sollten wir diese Rubrik in Zelda Zoom umbenennen, denn jeden Monat veröffentlicht Nintendo ein Bündel neuer Screenshots von seinem neuen Baby! Es bleiben jetzt nur noch zwei Monate bis zur Veröffentlichung von Zelda 64 in Japan (theoretisch natürlich); es wäre nicht das erste Mal, wo der Verôffentlichungstermin verschoben wird.

Diesen Monat können wir Link dabei beobachten, wie er eine der Bomben aufhebt und durch die Gegend wirft; dem Echsenmenschen scheint diese Aktion nicht gerade sehr zu gefallen. Aber was ist das für ein Vieh dort oben? Oh nein, ?tte laß es kein Pikachu-Monster ?ein!

Aber selbst in diesem Stadium ?rft Zelda 64 mit Tricks nur so um ?ch. Da die Cartridge fast vier Mal ?o groß wie die von Mario 64 ist, ?ann man schließlich einiges ?rwarten. Scheinbar leidet Zelda 64 ?urch nicht am “Trailer-Syndrom” (wo ?an schon die Hauptattraktionen ?om Spiel gesehen hat, bevor das ?ertige Produkt auf den Markt ?ommt). Das war bestimmt längst ?och nicht alles!

(Everything but captions.)

Maybe we should rename this column in Zelda zoom, because every month Nintendo released a bundle of new screenshots of his new baby ! It now remain only two months until the release of Zelda 64 in Japan (theoretically of course) ; it would not be the first time where the Verôffentlichungstermin is moved.

This month we can link observe how he picks up one of the bombs and throws through the area ; the Lizardmen does not seem very pleasing this action. But what kind of a beast up there? Oh no, ? Tte let it no Pikachu monster ? A !

But even at this stage ? Rft Zelda 64 with tricks only way to ? Ch . Since the cartridge is nearly four times ? O great as that of Mario 64 ? Ann finally some rwarten ? . Apparently suffering from Zelda 64 ? Hrough not on "Trailer syndrome " (where? Already at the main attractions? Has seen om game before that? READY-TO-U SE ommt product on the market? ) . It was determined long ago ? Och not all!

1997, Fun Vision, Ausgabe 1

Abenteuer ihres größten Helden. Feiert mit uns die Rückkehr von Link!

Für die meisten Besucher der Shoshinkai gab es zwei grosse Enttäuschungen: Es wurde kein Spiel für das 64 DD live gezeigt, und Legend of Zelda 64 war nicht spielbar. Wieder mußte man sich mit einem Video zufrieden geben. Aber wer genau hinsah, konnte die Gewissheit mitnehmen, daß hier etwas ganz Besonderes entsteht: Ein Abenteuer, das (Videospiel-) Geschichte machen wird.

Noch schweigt sich NCL über Story, Erscheinungstermin und Umfang des Spiels aus, erzählt aber in 20 Sekunden auf dem Video folgende Geschichte: Link erkundet ein ein unterirdisches, gefährliches Labyrinth, das mit einer Weiterentwicklung der Super Mario 64 Programm-Routinen präsentier wird. Der spitzohrige Held durchreitet ein Portal, vernimmt von hinten verdächtige Geräusche und zieht sein Schwert. Dann greifen zwei große Skelette an. Souverän besiegt Link sie un kommt in einen weiteren Raum, in der eine große Schatzkiste steht. Er öffnet sie vorsichtig, und die Triforce erscheint.

Tolle Animation

Das alles präsentiert sich in fliesender 3-D-Grafik mit zahlreichen Effekten und gut erkennbaren Charakteren. Legend of Zelda 64 ist vielleicht nicht das erste RPG/Abenteuer-Spiel, das f¨r das Nintendo 64 erscheinen wird. (Mit etwas Glück bekommen wir vorher noch Imagineers Mahô Seiki Eruteiru.) Aber mit Sicherheit ist Zelda ein Titel, auf den sich alle Nintendo-Abenteurer freuen können.

Adventure of their greatest heroes . Celebrate with us the return of Link !

For most visitors, the Shoshinkai there were two major disappointments : There was no match for the 64 DD shown live , and Legend of Zelda 64 was not playable. Again, had to be content with a video . But who looked closely, you could take the certainty that something very special occurs : An adventure ( video game ) will make history.

Even NCL silent about story , release date and scope of the game , but told in 20 seconds on the video following story : Link explores a subterranean , dangerous maze that is Präsentier with a further development of Super Mario 64 program routines. The pointy-eared hero rides through a portal , hears suspicious noises from behind and draws his sword . Then grab two large skeletons. Sovereign defeated it comes un link to another room , where a large treasure chest is . He opens it carefully , and the Triforce appears.

Great entertainment

All this is presented in flowing forming 3 -D graphics with numerous effects and easily recognizable characters . Legend of Zelda 64 is perhaps not the first RPG / adventure game that f ¨ r the Nintendo 64 will appear . ( With a little luck we will get before that Imagineers Mahô Seiki Eruteiru . ) But surely Zelda is a title to which all Nintendo adventurers can look forward to.

Pg. 14, Total!, Jan. 97

http://www.zeldaeurope.de/galerie/displayimage.php?album=407&pos=0

Nintendo 64DD - Die beschreibbare Zukunft

Revolution oder Debakel? Nie zuvor hatte ein Zusatzlaufwerk für eine Videospielkonsole großen Erfolg. Doch Nintendos Hiroshi Yamauchi fordert die Götter des Marktes heraus und setzt Shigeru Miyamotos zweite Wunderwaffe, The Legend of Zelda 64, ein.

Nintendo 64DD - The recordable future

Revolution or debacle? Never before had an extra drive for a video game console great success. But Nintendo's Hiroshi Yamauchi challenges the gods of the market and is Shigeru Miyamoto's second miracle weapon, The Legend of Zelda 64, a.

Einsatzfähig und produktionfertig, aber noch ohne Preis, Verôffentlichungsdatum und Spiele: das 64DD

Der 64-Bit-Link wirkt wesentlich ernster als bei früheren Aufritten

Suitable for use and production-ready, but still without a price, and games Date published: the 64DD

The 64-bit link looks much more serious than in previous Aufritten

Kaum jemand hatte erwartet, daß der alte Mann Wort halten w¨rde. Fast genau vor einem Jahr kündigte Hiroshi Yamauchi in seiner Shoshinkai-Debüt-Rede das 64DD an, ein als Zubehör erscheinendes Massenspeichermedium ohne kleine Silberscheibe, das schon 1996 vorgestellt werden sollte.

Er hielt Wort, und kaum, daß sich die Pforten der Shoshinkai geöffnet hatten, entdeckten auch schon Neugierige das erste 64DD samt Disk unter einer Glasvitrine. Damit gar nicht erst die Möglichkeit eines großen Betrugs in Erwägung gezogen werden konnte, standen etwas an die Wand gedrängt weitere 64DD-bestückte N64 nur mit hektisch blinkenden Lichtern an dem im dunklen N64-Grau gehaltenen Disk-Drive. Geboten wurde nicht etwa Zelda 64, dessen einzige Einblicke Schnipsel aus dem Messe-Video gewährten, überzeugt wurden skeptische Zuschauer durch Fotos von sich selbst, die schnell digitalisiert auf de Disks geschrieben und in minutenschnelle auf Projektionsbildschirmen vom N64/64DD dargestellt wurden. Soviel also zur Beschreibbarkeit, oder?

Das 64DD ist im Prinzip nicht anderes als ein aus der Computerweltbekanntes ZIP-Drive, ein mit magnetischen Disks arbeitender Massenspeicher. Die Disks wurden aus Kosten- und Datensicher-heits-gründen auf maximal 64 Megabyte (das entspricht achtmal Super Mario 64) beschränkt. Doch davon können bis zu 32 Megabyte beschreibbar sein. Schneidet das DD im Vergleich mit den Datenmengen einer CD (640 MByte) kläglich ab, übertrifft es die herkömmlichen Videospiel-CD-ROMs ansonsten um Längen: Vor allem der langsame Transfer von Daten quält beim CD-ROM - das 64DD schafft Raten von einem 5,7fach-Speed CD-ROM-Laufwrk oder auch ca. 750 Kbyte pro Sekunde. Das diese Geschwindigkeit reichen kann, demonstrierte Nintendo auf der Shoshikai mit einer Super Mario 64-Version auf Disk: Zwar waren geringe Ladezeiten merklich, jedoch deutlich kürzere als bei den üblichen Ladeorgien der 32-Bitter.

Doch die wahre Stärke wird wohl erst das hoffentlich auf DD erscheinende Zelda 64 zeigen. Schlichte Gemüter und einfallslose Entwickler sehen den Platz als Möglichkeit, große Spielstände zu speichern. Shigeru Miyamoto beschreibt dagegen komplexe Spielwelten, in denen jede Handlung und Veränderung durch den Spieler auch dauerhaft die Welt verändert. Link pflückt z. B. eine Blume, und an dieser Stelle beginnt sich, während das Spiel weiterläuft, neue Vegetation zu bilden. Vorausgesetzt Entwickler scheuen den Aufwand nicht (denn der ist immens), könnte das 64DD den Spieler der virtuellen Realität noch ein ganzes Stück näher als Mario 64 bringen, und diese Revolution braucht das 64DD, um zum Erflog zu werden.

Intern weiß aber selbst Nintendo noch nicht, wann das große Risiko gewagt werden soll, denn erst muß in Japan das N64 so stark sein, daß die Einführung des 64DD überhaupt Sinn machen könnte. Und selbst dann muß Nintendo viel Glück, tolerante Kunden und neben Zelda 64 mindestens noch Titel wie Mother 3 oder Super Mario RPG 2 haben, die das Vertrauen in das System von Anfang an stärken. Wohl nicht ganz ohne Hintergedanken sprach Miyamoto davon, daß zur Sicherheit eine leicht andere Zelda 64-Variante auf Modul in Arbeit ist. So mancheiner erinnert sich vielleicht heute noch an das SNES-CD-ROM und sein plötzliches Verschwinden im Schlund der Videospiel-Gescheichte…

Hardly anyone had expected , that the old man would keep his word w ¨ . Almost exactly a year ago, Hiroshi Yamauchi announced in his Shoshinkai debut speech to the 64DD , one appearing as an accessory storage medium without small silver disc , which should be introduced as early as 1996 .

He kept his word , and barely , that the gates of Shoshinkai itself had opened , discovered already curious the first 64DD including disk under a glass case . This could only be considered the possibility of a major fraud did not , were a bit on the wall pushed further 64DD -tipped N64 only with hectic flashing lights on the disk drive held in the dark N64 gray. Offered was not about Zelda 64 , granted its only insight snippet from the Messe- Video , skeptical audience were convinced by photos of yourself , digitized quickly written on de discs and were presented in a matter of minutes on projection screens from N64/64DD . So much for writability , right?

The 64DD is basically nothing more than a computer from the World famous ZIP drive , a working with magnetic disc storage . The disks were made ​​of costs and data security ty - based on a maximum of 64 megabytes ( equivalent to eight times the Super Mario 64 ) is limited . But it can be up to 32 megabytes writable. Cuts the DD compared with the amount of data a CD ( 640 MB ) from miserably , it outperforms the conventional video game CD -ROMs or opt for lengths : Especially the slow transfer of data torments the CD-ROM - the 64DD creates rates from a 5 , 7x -speed CD -ROM Laufwrk or about 750 Kbytes per second. This can range this rate , Nintendo demonstrated on the Shoshikai with a Super Mario 64 version on disk : Although low loading times were significantly , but significantly shorter than the usual loading orgies of the 32- bitters.

But the strength is probably only the hopefully show on DD appearing Zelda 64 . Simple minds and unimaginative developers see the place as a way to save big Scores . Shigeru Miyamoto contrast, describes complex game worlds in which every action and change by the player permanently changed the world. Link picks such as a flower, and at this point begins to move, while the game continues to form new vegetation. Provided developers shy away from the effort not ( because that is immensely ) , the 64DD would force the players to the virtual reality quite a bit closer than Mario 64 , and this revolution needs the 64DD to be flown to the .

But internally knows himself Nintendo not know when the big risk is to be dared , because only in Japan, the N64 has to be so strong that the introduction of 64DD might make sense at all. And even then, Nintendo has a lot of luck , tolerant customers and next Zelda for at least 64 titles like Mother 3 or Super Mario RPG have 2, strengthen the confidence in the system from the beginning. Probably not without ulterior motives Miyamoto spoke of the fact that the security is a slightly different version on Zelda 64 module in the works. Quite a few people may remember today on the SNES CD -ROM and its sudden disappearance in the throat of the video game gift gel density ...

???

Miyamoto stellt Zelda vor

[caption: Die Herren Minagawa, Miyamoto und Tezuka auf der Pressekonferenz.]

Nintendo. Kurz nach der grossen Eröffnungs-Pressekonferenz von Nintendo lud Shigeru Miyamoto 50 westliche Journalisten zu einer privaten Vorführung von "Legend of Zelda - The Ocarina of Time" ein. Fun Vision war für Euch dabei und bekam sogar noch eine Privataudienz!

Shigeru Miyamoto, der Erfinder von Super Mario, Link, Yoshi und unzähligen weiteren Gestalten, begann seine Rede mit folgenden Worten:

"Es tut mir sehr leid, daß wir mit Zelda so spät sind. Diesmal werden wir es wirklich (fertig) machen. Aber bis zu dem Tag, an dem wir wirklich das Master-ROM fertig haben, kann ich nicht sagen, wann wir es genau auf den Markt bringen können, Wir versuchen immer, ein realistisches Spiel zu machen."

Bislang wurde oft beklagt, daß das Nintendo 64 keine gerenderten Videosequenzen schafft. Videoszenen sind jedoch möglich, das beweist "Mystical Ninja". Und "'Zelda' läßt einen fühlen", daß "wir irgendwann in (nicht allzu ferner) Zukunft Real Time Movies (Filme in Echtzeit) so stark werden nutzen können, wie wir das wünschen."

[caption: Haben allen Grund zum Strahlen: Miyamoto-san und Tezuka-san freuen sich über ihr neues Meisterwerk.]

Effekte in Echtzeit haben die Programmierer bei "Zelda 64" bereits umgesetzt: Das Licht ändert sich, je nach Wetterlage und Tageszeit. Überhaupt fanden die Entwickler um Shigeru Miyamoto das Spiel mit der vierten Dimension offensichtlich faszinierend. Link, der Held der Geschichte, ist in der Lage, mit seiner magischen Ocarina (eine Flöte) durch die Zeiten zu wandern. Einmal ist er ein kleiner Junge, im nächsten (Spiel-)Moment bereits ein erwachsener Mann.

Und das Theme "Zeit" war es auch, das zu der Frage Anlaß gab, wie lange die Entwicklung des Spiels denn nun eigentlich gedauert habe? "Mehr als drei Jahre sind vergangen, seit wir angefangen haben!", antwortete Miyamoto. Zu Beginn sei "Zelda 64" nur ein kleiner Teil seiner Arbeit gewesen, doch inzwischen beanspruche das Spiel hundert Prozent seiner Zeit!

"Ich glaube, ich muß mich wieder einmal zu Hause sehen lassen", schmunzelte Nintendos populärster Entwickler. Seinen Kollegen geht es allerdings nicht besser: "Viele unserer Mitarbeiter widmen ihre Zeit komplett 'Zelda'; deshalb ist es heute meine wichtigste Aufgabe, sie an gewissen Punkten zu stoppen, damit sie heimgehen können..." Eines steht also bereits fest: An Zeit haben die Entwickler nicht gespart!

Ob sich das alles gelohnt hat, wollten die anwesenden Journalisten natürlich wissen. Miyamoto selbst ist - niemand hatte etwas anderes erwartet - von seinem Werk überzeugt. "Ich bin sehr zufrieden mit 'The Legend of Zelda'. Derzeit bin ich aber dabei, an den Feinheiten des Spiels zu arbeiten und aus 'The Ocarina of Time' ein echtes, typisches 'Zelda'-Spiel zu machen." Dann war genug geredet, die Vorführung des neuen Kultmoduls konnte beginnen!

Eines stand bei der Vorführung sehr schnell fest: Grafisch überzeugt das Spiel auf jeden Fall! Der Held Link lebt in der Welt Hyrule. Es ist ein Planet voller dunkler Wälder, tiefer Verliese ("Dungeons") und weiter Landschaften - und all das ist in ansprechender 3-D-Grafik dargestellt. Eine gute Fee verrät dem mutigen Link, daß er Gannon besiegen muß. (Ja eben jenen Gannon, der später zu Gannondorf mutieren und die Prinzessin Zelda entführen wird.) Dazu muß der Junge jedoch erst drei magische Steine finden: Das Abenteuer kann beginnen! Die vorgeführten Sequenzen des Spiels zeigten Link vor allem in Kampfszenen. Dabei fiel auf, daß die Gegner in der Regel wirklich gigantisch sind. Die Explosion, als der Held eine Bombe im Maul eines drachenmäßigen Monsters versenkte, war nicht von schlechten Eltern... Und der Feuerdrache ist ein wirklich ekliges Vieh, das einem See aus Lava entsteigt, durch die Lüfte fliegt und Würmer über die Welt verteilt.

Über die Animation ließ sich aber nicht klagen: Selten wurden Bewegungen (wie etwa das Besteigen eines Pferderückens) so lebensecht umgesetzt. "Zelda 64" ist das vom Umfang her (256 Megabit!) größte Spiel, das Nintendo bislang entwickelt hat. Und das Unternehmen, allen voran der Entwickler, hatte sich große Ziele gesetzt. Miyamoto verriet: "Ich wollte ein Spiel machen, das sich von allen anderen, die es bereits gibt, unterscheidet. Ich hoffe, daß die Kombination von Fantasy-Adventure, spannender Action und magisch-mystischer Umgebung ungeahnte Gefühle in den Spielern wecken wird!" Wer wirklich ein Profi ist, der schafft das Spiel wahrscheinlich etwas schneller: Aber wer alles genau erkunden will, dem garantiert "Ocarina" mindestens vierzig Stunden Spannung. Außerdem ist die Steuerung anfängerfreundlich belegt: Link springt zum Beispiel automatisch, ohne daß man sich um seine Landung sorgen muß.

Nach dieser Vorführung sind wir fast bis zum Zerreißen gespannt: Welche Abenteuer warten wohl im fertigen Modul auf uns? Noch vor Weinachten werden wir es wissen!

[caption: Herr Tezuka zeigte spannende Stellen aus "Ocarina of Time".]

[bottom left inset] Ruhm und Ehre

Nintendo. Shigeru Miyamoto war während der Messe in Atlanta mehr als einmal der Mann des Tages. "Legend of Zelda - The Ocarina of Time" hatte die anwesende Presse bei der Vorführung mehr als überzeugt. Aber der Japaner stand auch danach im Rampenlicht: Er erhielt als erster Mensch den Hall of Fame-Award der Academy of Interactive Arts & Sciences (AIAS)! Die Vereinigung, die seit diesem Jahr besteht, möchte von nun an jährlich einen verdienten elektronischen Künstler in ihre Ruhmeshalle aufnehmen. Was Ihr tun müßt, um den Preis zu bekommen? Macht Euch in besonderem Maße um die Welt der elektronischen Spiele verdient.

Miyamoto shows off Zelda

[caption: Minagawa (PR for Nintendo), Miyamoto and Tezuka at the press conference.]

Nintendo. Shortly after Nintendo's big opening press conference, Shigeru Miyamoto invited 50 Western journalists to a private screening of "Legend of Zelda: The Ocarina of Time". Fun Vision was there for you and even got a private audience!

Shigeru Miyamoto, the creator of Super Mario, Link, Yoshi, and countless other figures, began his speech with the following words:

"I'm very sorry that we are so late with Zelda. This time we will really make it. But until the day we really have the master ROM, I cannot say exactly when we can bring it on the market. We are always trying to make a realistic game."

Until now, people have often lamented that the Nintendo 64 cannot create pre-rendered video sequences. However, video scenes are possible, as proven by "Mystical Ninja". And "'Zelda' gives the feeling" that "in the (not-too-distant) future, we will eventually be able to use real-time movies as much as we wish."

[caption: Having every reason to smile: Miyamoto-san and Tezuka-san are happy about their new masterpiece.]

The programmers of "Zelda 64" have already implemented real-time effects: the light changes depending on the weather and time of day. In general, Shigeru Miyamoto found the development of the game with the fourth dimension to be obviously fascinating [note: I'm a bit unsure of this sentence -D]. Link, the hero of the story, is able to travel through the ages with his magical ocarina. One minute he is a little boy, and a moment later he is already a grown man.

And the theme of "time" gave rise to the question: how long has the development of the game now taken? "More than three years have passed since we first started!" Miyamoto answered. At the beginning "Zelda 64" was only a small part of his work, but he now claims the game occupies one hundred percent of his time!

"I think I must be proud to be at home again", chuckled Nintendo's most popular developers. For their colleagues, however, it's a different story: "Many of our employees fully devote their time to Zelda, so now my most important task is to stop them at certain points so they can go home..." One thing is certain: right now, the developers aren't sparing themselves any time!

Of course, the journalists in attendance wanted to know if this was all worth it. Miyamoto himself is - as expected - convinced of his work. "I am very pleased with 'The Legend of Zelda'. Currently, I'm working on the finer points that make 'The Ocarina of Time' a true Zelda game." Enough said - now the screening could begin!

The people watching the screening quickly realized: graphically, the game was definitely convincing! The hero Link lives in the world of Hyrule. It is a planet [?!? - D] full of dark forests, deep dungeons, and further landscapes - and this is all presented in attractive 3D graphics.

A good fairy tells the courageous Link that he must defeat Gannon [sic]. (Yes, the same Gannon who later mutates into Gannondorf [sic] and kidnaps Princess Zelda.) To do that, however, the boy must find three magic stones. Let the adventure begin! Scenes from the game show off Link, particularly in battle. Noticeably, Link's opponents are generally huge. The explosion as the hero buries a bomb in a dragon-like monster's mouth wasn't bad... And the fire dragon is a really nasty beast that rises from a lake of lava, flies through the air, and spreads worms across the world [note: what? -D]

There were no complaints about the animation: Seldom were movements (such as climbing onto a horse's back) implemented so lifelike. "Zelda 64" is the largest game (256 megabits!) that Nintendo has developed.

And the company, especially the developers, had set big goals. Miyamoto revealed: "I wanted to make a game that is different from all the others. I hope that the combination of fantasy adventure, exciting action, and magical, mystical surroundings will awaken unexpected feelings in the players!"

A real professional player could probably finish the game a little faster, but for those who want to explore everything, "Ocarina" guarantees at least forty hours of thrills. In addition, the controls are friendly to beginners: for example, Link jumps automatically, without having to worry about the landing.

After this demonstration, we are excited almost to the breaking point: what adventures may await us in the finished product? Before Christmas, we will find out!

[caption: Mr. Tezuka showed exciting selections from "Ocarina of Time".]

[bottom left inset] Glory and honor

Shigeru Miyamoto was the man of the hour more than once during the fair in Atlanta. "Legend of Zelda - The Ocarina of Time" had more than convinced the press who were present at the screening. But the man himself also stood in the spotlight: he was the first to receive the Hall of Fame Award from the Academy of Interactive Arts & Sciences (AIAS)! The association, established this year, aims to honor one worthy electronic artist every year in their Hall of Fame. What must one do to win the prize? Provide an outstanding service to the world of electronic games.

1997, N-Zone, Ausgabe 8 - August, 1997

http://www.zeldaeurope.de/galerie/displayimage.php?album=409&pos=0

Eigentlich schade! Wir hatten uns schon so auf die erste spielbare Version des fünften Zelda-Spiels gefreut - gezeigt wurde dann “nur” ein ausführliches Video, in dem aber immerhin die wichtigsten Spielelemente und Vorzüge erkennbar waren.

Mit dem klassischen 2D-Zeldas hat dieses Spiel etwa so viel zu tun wie Super Mario 64 mit Super Mario World - nämlich wenig! Das Grundspielprinzip ist zwar noch das gleiche, doch dank der kompletten dreidimensionalen Gestaltung und den dementsprechenden spielerischen Änderungen hat man vom Spiel einen völlig anderen Eindruck. Wenn man nun mit den Helden Link durch das Land Hyrule marschiert, mit Leuten spricht, fiese Monster bekämpft oder Rätsel löst, dann erinnert dies viel mehr an Super Mario 64 als an die direkten Vorgänger.

Ein Nachfolger für Super Mario 64?

Dieser Eindruck liegt zum Großteil sicherlich an der schnuckeligen Grafik, die mit einer weiteren-wickelten 3D-Engine von Super Mario 64 dargestellt wird. Bei weiterhin absoluter Bewegungsfreiheit bekommt man diesmal jedoch weitaus detailliertere und realistischere Texturen zu sehen, was durch das 128 MBit-Modul möglich wird. Es ist übrigens zu erwarten, daß die Gespräche mit den Charakteren zum größten Teil per Sprachausgabe abgehalten werden. Ob diese eingedeutscht wird, ist noch nicht entschieden.

In einem Punkt entschiedet sich Zelda deutlich von der Jump&Run-Konkurrenz: Es hat sowohl wesentlich mehr knifflige Rätsel als auch Kampfeinlagen zu bieten. Abgesehen davon, daß Link nun wie Mario durch einen Sprung die Gegner besiegen kann, ist er zu Beginn lediglich mit einem kurzen und einem langen Schwert bewaffnet, die ausschließlich im Nahkampf verwendet werden können. Im Laufe des Spiels bekommt man allerdings auch explosive Granaten sowie Pfeil und Bogen präsentiert. Mit ersterem hat man es besonders eifach, denn die Bomben wirft Link automatisch an die richtige Stelle. Anders verhält es sich mit Pfeil und Bogen, hier kann man die Monster zwar auch aus sichrer Enterbung erledigen, allerdings nur sofern man gut genug zielt. Man sollte mit den Pfeilen sparsam umgehen, denn sonst ist der Köcher schneller leer als einem lieb ist, und die Monster zapfen einem jede Menge Lebensenergie ab. In diesem Fall empfiehlt es sich, zum Baum der Fee zu gehen, da man dort ein entsprechendes Wesen antrifft, das einem Lebensenergie zurückgibt.

Alles neu?

Man darf davon ausgehen, daß ein Großteil der Spielelemente aus Zelda 4 übernommen wird, allerdings nicht unverändert. Beispielsweise kommen auch die Hühner wieder vor, diesmal sind sie jedoch weder Feinde noch Verbündete. Daß man durch den Einsatz von Bomben oder Pfeilen auch Wege freilegt, indem man einen Schalter von weitem betätigt oder Mauern sprengt, kennt man auch schon.

Erster Eindruck

Titel: Zelda 64 Genre: Action Adventure Spieler: 1 Levels: tba. Hersteller: Nintendo Preis: tba. Release: Anfang 1998 Einschätzung: Super

Beurteilung: Das Messevideo Matche die Stärke von Zelda 64 deutlich: Nicht die Grafik, sondern das unglaublich faszinierende Gameplay verleihen diesem Game eine Ausnahme-Status.

Mit dem Schild kann man unliebsame Flugobjekte abwehren.

???euartige dreidimensionale Rätsel müssen gelöst werden.

What a pity ! We had been so looking forward to the first playable version of the fifth Zelda game - it has been shown "only " a detailed video where after all, the most important game elements and benefits were still recognizable .

With the classic 2D Zelda , this game has about as much to do as Super Mario 64 Super Mario World - namely little! Although the basic gameplay is still the same , but thanks to the complete three-dimensional design and the corresponding thereto playful changes you from the game a completely different impression. If one now with the hero Link marched through the land of Hyrule , talking to people , fight nasty monsters or solving puzzles , then this reminds a lot more to Super Mario 64 as the direct predecessor .

A successor to Super Mario 64 ?

This impression is mostly certainly on the dinky graphic that is displayed with a further -developed 3D engine from Super Mario 64 . Assuming the total freedom of movement but this time you get to see much more detailed and realistic textures , which is made possible by the 128 Mbit module. It is to be expected , moreover, that the talks will be held with the characters for the most part by the voice synthesizer . Whether this is Germanized , is not yet decided.

On another point, Zelda entschiedet significantly from the Jump & Run competition : it has to offer both a lot more tricky puzzles and fight deposits. Besides the fact that Link can now defeat as Mario by jumping the opponent, he is armed to the beginning only a short and a long sword , which can only be used in close combat. As the game progresses , however, you also get explosive grenades as well as bows and arrows presented . With the former one has particularly eifach because the bomb automatically raises the link into place . The situation is different with bow and arrow , here you can see the monster even safer from disinheritance do , but only as long as you aim well enough. One should use the arrows sparingly , otherwise the quiver is empty faster than one would like , and the monsters tap into a lot of life energy. In this case it is advisable to go to the tree of the fairy , as it there encounters a corresponding entity that returns a life energy.

Everything is new ?

It may be assumed that a large part of the gameplay elements from Zelda 4 is accepted, but not unchanged. For example, even the chickens come forward again , but this time they are neither enemies nor allies. That one uncovered by the use of bombs or arrows also ways by pressing a switch from a distance or walls blasts , one already knows .

first impression

Title: Zelda 64 Genre: Action Adventure Players: 1 Levels: tba . Manufacturer: Nintendo Price: tba . Release : early 1998 Assessment : Super

Evaluation: The fair video Matche the strength of Zelda 64 clearly not the graphics but the incredibly fascinating gameplay give this game an exception status.

With the shield can ward off unwanted flying objects .

? euartige three-dimensional puzzle to be solved.

1997, N-Zone, Ausgabe 8 - August, 1997=

http://www.zeldaeurope.de/galerie/displayimage.php?album=409&pos=1

Beim Betreten eines Raumes wird ab und zu - wie gehabt - auf die Vogelperspektive umgeschaltet.

Die Hühner sind diesmal weder Freunde noch Feinde, doch einmal muß man sie fast angreifen.

Besonderen Wert legten die Designer auf viele Szenarien.

Diese Riesenechsen greifen Link gemeinsam an.

Die Bomben sind im Nahkampf besonders gut geeignet, denn Link muß damit nicht einmal zielen.

When entering a room will from time to time - as usual - switched to the bird's eye view.

The chickens are this time neither friends nor enemies, but once you have to attack them almost.

Attached great importance to the designer many scenarios.

These giant lizards grab link together.

The bombs are particularly well suited in close combat, because the link does not even have to aim.

1998, 64 Power, January - Yellow Section

http://www.zeldaeurope.de/galerie/thumbnails.php?album=410

Ohne Zweifel das beeindruckendste Spiel auf der Messe. Auch wenn die gezeigte Version auf der Messe nur ein gekürztes Demo war, konnte deutlich erkannt werden, dass es sich um das spektakulärste N64-Game überhaupt handelt! Links Kumpel ist eine Fee namens Naive, die auf seinen Reisen über seinem Kopf schwebt und ihn mit einer schrecklich hohen japanischen Stimme vor Gefahren warnt. Sie kann auch bestimmte Gegenstände tragen, so dass Link seine Hände für wichtige Waffen frei hat.

Kämpfe wurden geschickt im Spiel integriert. So kann Link mit der Standard-Einstellung in einem Sekundenbruchteil zwischen Angriff und Verteidigung wechseln. Trägt er jedoch ein Breitschwert, muss er dieses mit beiden Händen halten und kann den Schild nicht wehr verwenden!

Die schlechte Nachricht ist, dass Zelda 64 mal wieder verschoben wurde. Zur Zeit wird der April angestrebt. Leider müssen wir uns noch etwas gedulden…

Without a doubt the most impressive game at the fair. Even though the version shown only a shortened demo was at the show, could be clearly recognized that it is the most spectacular N64 game ever! Links buddy is a fairy named Naive, which floats on his trips over his head and warns him with a terribly high Japanese voice from danger. You can also carry certain items, so that link his hands for important weapons has off.

Fights were cleverly integrated in the game. So the link may change with the default setting in a fraction of a second between attack and defense. However, he wears a broadsword, he shall keep it with both hands and can not use the defense shield!

The bad news is that Zelda was moved 64 times again. The time of April is intended. Unfortunately we have to wait a bit ...

1998, 64 Power, January

http://www.zeldaeurope.de/galerie/thumbnails.php?album=410

Nintendo

Wenn man bedenkt, daß es sich um die Nintendos Show handelt, war das eigene Lineup ziemlich enttäuschend. Ja, sie zeigten solche mit Spannung erwarteten Titel wie Zelda 64, Yoshi’s Story, und F-Zero X in spielbarer Form. Ja, sie versprachen mehr 64DD-Titel und neue Zusatzhardware für unsere Konsole. Aber das 64DD war immer noch nur auf einem Bildschirm und unter Glas zu sehen.

Zelda 64

Aber laßt uns mit den guten Neuigkeiten beginnen. Der große Titel der Show, sowohl in Hinsicht der Erwartungen als auch bei der Anzahl der Display-Bildschirme auf der Show, war Zelda 64: The Ocarina of Time (auch TOOT gennant). Die Version auf der Messe war zu 70% fertiggestellt und durfte zum Teil gespielt werden. Lediglich einige Kampfszenen, simple Puzzles, Ausritte auf dem Pferd und Endgegner im frühen Stadium durften Die Eröffnungsszene des Spiels zeigt Junior-Link (von Link gibt es im Spiel zwei Versionen - das Kind in der Vergangenheit und der junge Mann in der Gegenwart) während einer Konfrontation mit dem bedrohlichen, dösen Ganondorf - ein wunderbares stück Technik, das zeigt, daß keine FMV-Sequenzen von der CD umgespielt werden hüssen, um eine Geschichte zu ?zählen. Goemon und Diddy Kong Racing deuteten die Möglichkeiten an, über Zelda 64 geht loch einige Schritte ?eiter. Bis jetzt ist nur Schwer zu erkennen, ob das Spiel als solches auch wirklich grandiosen Spielspaß ?etet, da fast nur Action-?eladene Szenen und keine ?dungen, größere Puzzles der Interaktionen mit harakteren zu ?em waren. Mal ?z abgesehen ? der ?espache, daß mich die japanischen Schriftzeichen vollends irritierten. Jetzt ist uns auch endlich betußt geworden, wofür die farbigen Kreise hinter den Icons auf dem Bildschirm sind. Sie deuten einfach nur auf die Controller-Knöpfe hin. B (grün) ist ein Aktions-Knopf, mit dem beispielsweise Schatztruhen geöffnet oder mit Personen gesprochen wird, A (blau) aktiviert die momentan angewählte Waffe, und die unteren drei C-Knöpfe (gelb) können mit Objekten belegt werden (Bomben oder Bumerangs werfen). Auf Druck des R-Knopfes hebt Link seinen Schild, und der Z-Knopf fixier den Blickwinkel, was in heißen Kämpfen durchaus sinnvoll ist. Wann auch immer der Blickwinkel fixiert wird oder Link in Action ist, werden Randbalken für einen Breitbild-Effekt auf das Bild gelegt, was zwar nicht notwendig gewesen wäre, aber cool aussieht! Im Demo auf der Show gab es einige Monster zu sehen: Killer-Planzen (große Ähnlichkeit mit denen in Mario 64), Riesen-Echsen, Skelette, Dinosaurier und eine Art von einem Piranha-Fisch, der aber durch Sand schwimmt und nicht durch Wasser! Link kann zu jederzeit seinen Schild erheben und sich verteidigen, eine interessante Funktion, um nicht das ganze Spiel in wildes Herumgehackt ausarten zu lassen.

Gerüchte darüber, daß sich Zelda 64 als Tomb Raider-Klon entpuppt, sind völlig grundlos. Klar kann Link durch die Gegend hoppeln und klettern, aber das tut er bei Bedarf automatisch. Kein Ausrutscher ins Wasser oder in die Lava, nur weil man ?eite Millisekunde zu spät den Sprung-Knopf gedrückt hat! Spieler müssen ? allem herausfinden, wo Link etwas ?machen soll, da Zelda 64 die ???fähigkeiten des N64 in ‘realistischer’ Manier ausnutzt, sind die Tage des leichten Aufspürens geheimer Orte vorbei. Alles muß wie ? nichtigen Leben mit viel Mühe ?scht werden. Ein Beispiel wurde mir gezeigt: Eine geheime Passage in einer Höhle kann mit einer Bombe geöffnet werden - wer von geheimen Durchgängen nichts ahnt und auch leichte Farbabweichungen in Wänden nicht erkennt, wird Problem bekommen. Es bedarf aber nur kurzer Gewöhnungszeit, und die elementaren Dinge in Zelda 64 liegen auf dem Silbertablett. Kampfaktionen bilden

Nintendo

When you consider that this is the Nintendo show, one's own lineup was pretty disappointing. Yes , they showed such highly anticipated titles such as Zelda 64 , Yoshi 's Story , and F- Zero X in playable form. Yes , they promised more 64DD title and new additional hardware for our console. But the 64DD was still only be seen on a screen and under glass.

Zelda 64

But let 's start with the good news. The big title of the show , both in terms of expectations as well as in the number of display screens on the show, Zelda 64 was : The Ocarina of Time (also TOOT gennant ) . The version at the show was completed to 70% and could be played in part . Only a few fight scenes , simple puzzles, rides on horseback and bosses in the early stage were The opening scene of the game shows Junior -Link (from the link there in game two versions - the child in the past, and the young man in the present) during a confrontation with the threatening , dozing Ganondorf - a wonderful piece of art that shows that no FMV sequences are translated plays from the CD Hüssen to include a story ? . Goemon and Diddy Kong Racing hinted at the possibilities of Zelda 64 hole goes some steps ? Pus . Until now only focus is to identify whether the game as such, is also really terrific fun ? Etet , since almost only action ? Eladene scenes and no connections ? , Larger puzzle of interactions with harakteren to ? Em were . Time? Z apart ? the espache ? , that the Japanese characters irritated me completely . Now we are also finally become betußt what the colored circles behind the icons on the screen . Simply indicate only the controller knobs . B ( green) is an action button that is used to open , for example, treasure chests or talked to people , A (blue ) activates the currently selected weapon , and the lower three C- buttons (yellow) can be assigned to objects ( bombs or boomerangs throw ) . Under pressure from the R- button link raises his shield, and the Z Button fixable the viewing angle , which is quite useful in hot battles . Whenever the angle is fixed or is Link in Action , edge beams are placed on a widescreen effect to the image , which indeed would not have been necessary, but it looks cool ! In the demo on the show , there were some monsters to see : Killer Planzen ( very similar to those in Mario 64) , giant lizards, skeletons , dinosaur and a kind of a piranha fish that swims through sand but not by water ! Link may at any time raise his shield and defend itself, an interesting feature to not let it degenerate the whole game around in wild Chopped .

Rumors that Zelda 64 emerges as Tomb Raider clone , are totally groundless. Sure you can link hopping and climbing through the area, but he does it automatically when needed. No slip into the water or into the lava just because you ? Has pressed eite millisecond too late the jump button ! Players need ? find out everything, where Link should do something ? because Zelda 64 ? capabilities of the N64 in ' realistic ' style exploits , the days of easy tracing of secret places are over. Everything must be like ? void life be deleted with much trouble? . An example was shown to me : A secret passage in a cave can be opened with a bomb - who suspects nothing of secret passageways and slight color variations in walls not knowing this, will get problem. It only takes a short time to get used , and the elementary things are in Zelda 64 on a silver platter . Make martial actions

???

ZELDA 64 - allein dieser Name scheint die Videospielfans bis unter die Haarspitzen zu elektrisieren. Wo immer wir von Nintendo auftauchen - zum Beispiel auf der Internationalen Funkausstellung in Berlin - werden wir mit Fragen όber dieses Spiel όberhδuft. Auch durch Eure Briefe ziehen sich die Fragen nach ZELDA 64 wie ein roter Faden. Und die Jungs aus unserer Spieleberatung werden am Telefon ebenfalls angebettelt, Zelda-News preiszugeben. Wir haben fόr dieses Preview die wichtigsten Informationen όber ZELDA 64 zusammengetragen. Auf diese Weise kφnnen wir zumindest die Wartezeit auf das Spiel des Jahrhunderts etwas verkόrzen. (mp)

Die Legende lebt!

Egal, ob auf dem Nintendo Entertainment System, dem Super Nintendo oder dem Game Boy, die Spiele aus der Zelda-Serie haben fόr jedes System ein neues Rollenspiel-Zeitalter eingelδutet. Und so wird es auch sein, wenn Zelda 64 im kommenden Jahr in Deutschland eintreffen wird. Zelda - dieser Name steht fόr hφchste Qualitδt. Die Spiele dieser Reihe sind an Einfallsreichtum, Kreativitδt und Langzeitfaszination nicht zu όberbieten. Wenn es um Zelda geht, ist fόr Shigeru Miyamoto das Beste gerade mal gut genug. Und so ist es auch zu erklδren, daί sich der Verφffentlichungstermin von ZELDA 64 etwas hinausgezφgert hat. Links neues Abenteuer muί den allerhφchsten Ansprόchen genόgen. Nintendo will mit ZELDA 64 erneut ein Zeichen setzen. Wir zweifeln beim Anblick der ersten Videosequenzen keine Sekunde daran, daί dies gelingt. Das Team um Miyamoto wird im kommenden Frόhjahr ein Spiel verφffentlichen, das die Konkurrenz das Fόrchten lehren wird. Verlaίt Euch drauf!

Ganons dδmonische Rόckkehr

Wo ein Held wie Link sein Schwert schwingt, darf auch ein waschechter Bφsewicht nicht fehlen. Wer sich mit Ganon in der Vergangenheit schon die wildesten Schlachten geliefert hat, darf sich auf ein Wiedersehen freuen. Im Mittelpunkt steht natόrlich erneut die schφne Prinzessin Zelda, die mehr denn je auf Links Heldenmut angewiesen ist. Auch in der neuen Folge des Abenteuers wird ihr das Amulett Triforce zum Verhδngnis. Um an dieses kostbare Mysterium heranzukommen, sind Ganon alle Mittel recht. So gerδt die Prinzessin schnell in die Fδnge des bestialischen Despoten. ZELDA 64 wird όbrigens auch erklδren, wie sich Ganon von einem kleinen Tagedieb zu diesem beinahe όbermδchtigen Dδmon entwickeln konnte.

Grφίer, bunter, abenteuerlicher - das Land Hyrule

Nie war Hyrule so realistisch wie heute! Dank der ungebremsten Nintendo 64-Power werdet ihr die Landschaft des Landes Hyrule in nie gekannter Schφnheit erleben. Leichte Nebelschwaden liegen όber den Seen und die Flora und Fauna erstrahlt in unglaublich brillanten Farben. Eine Welt, die so groί ist, daί sie Link an einem Tag des Spiels zu Fuί niemals durchqueren kφnnte. Deshalb haben ihm die Programmierer ein ganz besonderes Fortbewegungsmittel mit auf seine lange Reise gegeben. Welches, das wollen wir Euch aber noch nicht verraten.

Hyrule wird so abwechslungsreich wie nie zuvor sein. Endlose Gebirgszόge, tiefe Tδler, ein fast undurchdringlicher Zauberwald und der mystische Zola-See sind nur einige der eindrucksvollen Schauplδtze. Das Schloί Hyrule ist von einer Stadt umbegen, in der das Leben nur so pulsiert. Freut Euch auf die Erkundung der schφnsten Cyberwelt aller Zeiten!

Link - ein Held zwischen Vergangenheit und Zukunft

Von drei Zeichnungen, die uns Nintendo-Fans schicken, ist auf mindestens zweien Link abgebildet. Der grόn gekleidete Held scheint auf Eurer Beliebtheitsskala also ganz oben zu stehen (Anm. der Red.: Nicht nur bei Krissi Schόtz...) Das hat Link so angespornt, daί er in der Zwischenzeit mδchtig trainiert hat. Seine Schwertkόnste sind kaum noch vergleichbar mit seinen frόheren Angriffs-und-Verteidigungsvarianten. Er verfόgt jetzt όber zehn verschiedene Mφglichkeiten, sein Schwert auf unerbittliche Widersacher niedersausen zu lassen. Auch mit Pfeil und Bogen ist er kaum noch zu schlagen. Ihm stehen unterschiedliche Pfeile zur Verfόgung, die er auch noch auf verschiedene Art und Weise abschieίen kann. Natόrlich haben es sich die Programmierer auch nicht nehmen lassen, die Kampfszenen mit der Motion Capture-Technik so realistisch wie nur irgendwie mφglich zu gestalten. Was wir gesehen haben, war unglaublich schnell und absolut ruckelfrei.

Die Zahl des Jahres: 256 Megabit!!!

Ist das nicht der absolute Hammer? Mit exakt 256 stolzen Megabit wird das ZELDA 64-Modul daherkommen und damit alles in den Schatten stellen, was sich sonst noch so Videospiel nennt. Eine Zahl, die uns alle elektrisiert hat. Stellt Euch nur vor, was man in 256 Megabit alles an Rδtseln, aufregenden Puzzles, genialen Kampfszenen, fantastschen Hintergrόnden, dδmonischen Gegnern, hόbschen Prinzessinnen, einmaligen Landschaften usw. hineinpacken kann! Noch haben wir das komplette Spiel nicht gesehen. Doch bald schon werden wir fόr Euch auch einen deutschen Bildschirmtext zaubern, der die mystische Wirkung dieses Rollenspiels noch verstδrken wird. Zδhlt die Tage bis zum Frόhjahr, ZELDA 64 kommt jede Stunde ein kleines Stόckchen nδher!

Zelda 64 - this name seems to make video game fans' hair stand on end. Wherever we show up - for example, at the International Consumer Electronics Fair in Berlin - we are inundated with questions about this game. Questions about Zelda 64 are a common theme in your letters, and the guys on the phone with our game consulting line have been begging to reveal Zelda news. We have compiled the most important information about Zelda 64 for this preview. This way, we can at least make the wait for the game of the century a little shorter.

The legend lives on!

Whether on the Nintendo Entertainment System, the Super Nintendo, or the Game Boy, the games from the Zelda series ushered in a new era of role-playing on each system, and will do it once again when Zelda 64 arrives in Germany next year. Zelda - this name stands for the highest quality. The games in this series are unsurpassed in ingenuity, creativity, and long-term fascination.

When it comes to Zelda, only the best is good enough for Shigeru Miyamoto, and that is why the release date of Zelda 64 has been slightly delayed. Link's new adventure must satisfy the highest demands. Nintendo will set a new example with Zelda 64. After seeing the first video clips, we have no doubt that it'll succeed. The team led by Miyamoto will publish a game next spring that will give the competition something to be afraid of. Bet on it!

Ganon's demonic return

Wherever a hero like Link swings his sword, a true villain can never be far. Those who fought fiercely against Ganon in the past can look forward to seeing him again. [note: this sentence was awkward for me to translate -D] The beautiful Princess Zelda naturally takes center stage once again, and she's depending on Link's heroism more than ever. In the latest chapter of the adventure, the Triforce is once again in peril. Ganon will get his hands on this precious mystery by any means necessary, and the Princess is soon caught in the clutches of evil. Zelda 64 will incidentally also explain how Ganon could turn from a little good-for-nothing into this nearly overpowering demon.

Bigger, more colorful, more adventurous - the land of Hyrule

Hyrule has never looked so realistic before! Thanks to the unbridled power of the Nintendo 64, you will experience the unprecedented beauty of Hyrule's landscape. Light fog floats above the lakes, and the flora and fauna shine with incredibly brilliant colors. The world is so big, Link could never cross it on foot in a single day of game time. Therefore, the programmers have given him a very special means of traveling long distances on his journey. We won't give away too much just yet.

Hyrule will be as diverse as ever. Endless mountain ranges, deep valleys, an almost impenetrable magical forest, and the mystical Zola [sic] Lake are just some of the impressive locales. Hyrule Castle is surrounded by a scenic city pulsing with life. Look forward to visiting the most beautiful cyber world of all time!

Link - a hero between past and future

Out of every three drawings that Nintendo fans send us, at least two of them are of Link. The green-clad hero is at the top of the popularity scale (editor's note: Not just to Krissi Schütz...) This has inspired Link so much that he has been training vigorously in the meantime. His sword skills are hardly comparable to his past attack and defense techniques. He now has ten different ways to let his sword rain down on unrelenting foes. Even with a bow and arrow, he is hard to beat. He is assisted by various arrows that he can also shoot in different ways.

Naturally, the programmers also took the opportunity to use motion-capture technology to make the fight scenes as realistic as humanly possible. What we saw was incredibly fast and totally smooth.

The number of the year: 256 megabits!!!

Is that not absolutely incredible? With exactly 256 mighty megabits, the Zelda 64 cartridge will come along and eclipse every other so-called video game. The number has electrified us all. Imagine all the exciting puzzles, brilliant battles, fantastic backgrounds, demonic enemies, pretty princesses, unique landscapes, etc., that can be crammed into 256 megabits!

We still haven't seen the whole game, but soon we will conjure up a German screen text [see note -D] that will add to the mystical effect of this RPG. Count the days until spring, Zelda 64 is getting closer by the hour!

[note: "screen text" was "Bildschirmtext", possibly something involving a now defunct German network service of the same name - see http://en.wikipedia.org/wiki/Bildschirmtext.

Or, it could just refer to some other thing Club Nintendo was doing, I have no idea]


TOTAL! 7/98, page 11, Zelda: Ocarina of Time E3 coverage

The Story


A long time ago, before Ganon stole the Triforce and kidnapped Zelda, a fearless warrior named Link began his initiation ceremony in the Maze Forest [lit. "Maze-Wälder", maybe they took "Maze" to be a name?]. It was the custom of his tribe, the Kokiri family, that young men were assigned a guardian spirit or fairy, that'll be by their side and guide them through life.

But as Link was roaming through the forest, he saw that a monster had kidnapped one of the fairies. Chivalrously he rushed to her help and fend off the monster, but the fairy was already fatally wounded. With her dying breath she asked Link to prevent the King of the Thieves, Ganon, from taking the Triforce, and to find a wise man with a spirit stone, and warned him from this danger [TBH unclear to me who's meant by what]. At the same time, Ganon reached the Maze Forest and closed in on the secret place, where the Triforce was preserved. Princess Zelda knew about this place, but to save the Triforce, three magical stones had to be found.

And with that begins the adventure, and Shigeru Miyamoto only tells little more: "There are three special gemstones called "Spiritual Stones". Three of the races of Hyrule view these stones as sacred objects. The Ocarina is the most well-kept treasure of the royal family. These stones and the Ocarina are the keys to a secret, sacred place that the player may only reach once they're acquired all four items, which they have to find in Hyrule. The world is immensely big. I won't yet say how many towns and dungeons there are. Only so much beforehand: There's six races in Hyrule, and they all have their own territory."


[1:42am] <Gamma> I've got a spec in the works of the archive containing the sound effects and BGM [1:42am] <PPLToast> Btw Gammas file names [1:43am] <PPLToast> Were they changed from OoT [1:43am] <einstein95> Gamma: Sweet! [1:43am] <einstein95> According to Team Fail, they are "incomplete" :) [1:43am] <Gamma> So far I've got the file's header and the header of the first section [1:43am] <GlitterBerri> PPLToast: It seems so.. I don't think they are in OoT [1:43am] <Gamma> Lots of unknowns, though. That's what I get for trying to RE something I can't test [1:44am] <Gamma> I've gotta run, though. I'll work on it later. Maybe we'll be able to extract files out of it later so we can RE the music itself [1:45am] <Gamma> https://www.dropbox.com/sh/voux85adwrns9qj/g87b6I-D5l

http://wiki.spinout182.com/w/Zelda_Microcodes

http://imgur.com/7NEi0oJ

http://pastebin.com/LxNWXXS2

https://anonfiles.com/file/029b11b4c32d446bcdd738c4dca0d743 pw:3dshaxx

[10:56am] <Zeth> Fado: Her model is actually finished, she's a torso up, her heirarchy points to object_oe2's waist and below. The actor put the pieces together properly. [10:57am] <Zeth> Same thing with early bearded man, his hiearachy points to the early bazaar shopkeepers legs [10:57am] <Zeth> Also early impa head is used ingame, its only seen during the fleeing the castle town on horse back cutscene

[10:20pm] <xdaniel> btw, speaking of objects and OoT3D... remember object_gi_melody, the musical note? OoT3D has that still, but it's dummied out - the model is just a triangle, just like several other unused GI models... [10:20pm] <Gamma> Weird! [10:20pm] <GlitterBerri> Oh, neat ^^ [10:20pm] <Gamma> Why not just take them out? [10:21pm] <xdaniel> ...but the filenames inside the zelda_gi_melody ZAR archive... [10:21pm] <Gamma> ? [10:21pm] <xdaniel> Model/zelda_gi_melody_wind.cmb, Model/zelda_gi_melody_fire.cmb, Model/zelda_gi_melody_ice.cmb, Model/zelda_gi_melody_soul.cmb, Model/zelda_gi_melody_dark.cmb, Model/zelda_gi_melody_light.cmb [10:21pm] <xdaniel> wind, fire, etc

When Kotake and Koume rise out of the ground in the boss chamber, the fire and ice medallion symbols appear below them, respectively


[4:36pm] <GlitterBerri> Porcino: Various information is preserved in cutscenes. For example: Which items can Link use? Where can he use them? Can he hold his sword while swimming? Where do the exits go? Which objects are on the map? Does time pass? Is it raining? [4:36pm] <Porcino> OZMAV2 is so complicated : ( [4:36pm] <TempTina> Super Mario Bros. Deluxe edited by Hiccup (/* Unused Graphics */ (m +793)): http://tcrf.net/r.php?a=184749,184743 [4:37pm] <Porcino> must learn to use this to test the animations [4:37pm] einstein|sleep left the chat room. (Client closed the connection) [4:37pm] einstein95 joined the chat room. [4:37pm] einstein95 left the chat room. (Changing hosts) [4:37pm] einstein95 joined the chat room. [4:37pm] einstein95 was promoted to operator by CopyX. [4:37pm] <GlitterBerri> In Scene 00 of Hyrule Field, Link can use Farore's Wind, he can use items on Epona, he can hold his sword while swimming, the exits are crazy, there are no trees or bushes or rocks or signs in Hyrule field, time does not pass, it is raining [4:37pm] <GlitterBerri> I wonder if there is other information that is preserved by cutscenes. [4:38pm] <GlitterBerri> I want to find more old scene settings. [4:38pm] <DigiDuncan> I'm back. What game we cracking? [4:38pm] <GlitterBerri> You understand? [4:38pm] <GlitterBerri> Porcino, Gamma, and I are digging around in OOT [4:38pm] <DigiDuncan> What version? [4:38pm] <GlitterBerri> Debug ROM at the moment [4:39pm] <Porcino> is, no trees, the first images of hyrule field also had no trees, there was nothing. [4:39pm] <DigiDuncan> What program do you use to do that? I want to get into this stuff. [4:40pm] <GlitterBerri> I'm using PJ64 as an emulator [4:41pm] <GlitterBerri> I'm trying to find remnants of old scene settings [4:41pm] <GlitterBerri> Porcino: You should try xdaniel's model viewer [4:41pm] <GlitterBerri> You can view animations easily [4:41pm] <DigiDuncan> How do you use an emulator to view hidden graphics, etc? I have ZSNES, so maybe I could help with SNES stuff too. [4:41pm] <Porcino> there is only one object called En_River_Sound that appears in every scene. [4:42pm] <GlitterBerri> I'm not the person to be asking, DigiDuncan. I'm not much of a hacker myself, to be honest. You can dump textures from a ROM, though, if that's what you're asking [4:42pm] <DigiDuncan> Do they load that sound even if the scene has no river? That's odd, Porcino. [4:42pm] Gamma left the chat room. (Ping timeout: 121 seconds) [4:42pm] <GlitterBerri> Porcino: Oh yes, the cutscene also preserves music data, and sound effect data [4:43pm] <GlitterBerri> Hyrule Field Scene 00 has no music and no sound effects for nighttime or daytime or the sound of the river... [4:44pm] <TempTina> The Cutting Room Floor:Content to expand edited by DigiDuncan (/* DS(i) */ Added Rhythm Heaven to list of need articles. (+171)): http://tcrf.net/r.php?a=184750,184737 [4:44pm] <Porcino> but this was edited for cutscene. [4:44pm] <TempTina> User:Nensondubois edited by Nensondubois (Thinking about removing most of my sources from the pages. Returning on 4/01/2014. (-93)): http://tcrf.net/r.php?a=184751,184668 [4:44pm] <GlitterBerri> Porcino: And it saves enemy data

https://www.youtube.com/watch?v=7MhZ78mdN40

http://tcrf.net/Dr._Mario_%26_Puzzle_League

https://www.dropbox.com/s/5m2ytow9k6zt0oq/NA_BGM_Saria.mid https://www.dropbox.com/s/mk4gjkdmnyhdb3y/NA_BGM_ADULT_LINK.mid

http://www.youtube.com/watch?v=4pDhKPwWFnE https://www.the-gcn.com/topic/2859-oot-3d-model-format-cracked/#entry45443

TOTAL 7/98 8 9 10 11

I'd prefer to keep it on TCRF so it all gets archived there, since The GCN is behind a registration wall and the stuff from there doesn't usually make it over to TCRF unless I try to track it down and document it It's just going to be a chore for me to try and document all the findings on TCRF myself when the people on The GCN inevitably don't It would be nice if more of the talented people from The GCN started participating at TCRF I was happy to see these guys show up

It's just good to have a centralized location to log findings for future addition to an article and just for general knowledge purposes So a forum thread or wiki page would be good for that, with the IRC channel as an added bonus, since it's impermanent


[3:12am] <m64m> I read a tutorial a little while back on dumping 3DS audio [3:12am] <GlitterBerri>

O

[3:12am] <m64m> http://gbatemp.net/threads/3ds-cwav-dumper.361437/ [3:12am] <m64m> I couldn't get it working myself. [3:13am] <m64m> You need a flashcart and 4.3 or lower firmware 3DS.

http://www.brawlcustommusic.com/crap2keep/cseq2midi.zip

http://www.hcs64.com/mboard/forum.php?showthread=22904&showpage=8

https://www.dropbox.com/s/nh51pqrq3qqntpx/cseq2midi.zip

---

Club_N_Magazin_10-98,_Zelda_Story,_OoT,_Zelda_Comic_Das_Tor_zur_Zeit,_Teil_2

Zelda - stories and reality

Role-playing games in general, and games in the Zelda series in particular, are very much dependent on the atmosphere created by the programmer . It does not suffice to show pretty graphics and cool enemies , but the interplay of the different elements must be perfect. The plot of the story must be like a red thread through the entire game , the background music should correspond to game situations , and the demands on the players should grow steadily along with its capabilities. Shigeru Miyamoto was responsible for compliance with the above-mentioned interaction . He took care to ensure that the story written by Kensuke Tanabe to Zelda and Link was meticulously observed and each time was logically comprehensible . The graphical implementation of real objects , such as the castle in The Legend of Zelda - A Link to the Past , which is the Nijo Castle modeled in the heart of Kyoto , was another component of the success of the adventure series .

Club_N_Magazin_10-98,_Zelda_Story,_OoT,_Zelda_Comic_Das_Tor_zur_Zeit,_Teil_3

Chronologically, is The Legend of Zelda - Ocarina of Time , the first part of the Zelda saga. The action takes place in front of the third part (A Link to the Past ) . At that time, Link lived not in the vicinity of the town of Hyrule , but im not far away Kokiri Forest . Thither he had brought his mother after the war had begun in Hyrule .

(For more on this history in the forthcoming Club Nintendo Special. )

Links mother let your life when she gave birth to her offspring to the Kokiri , because no being of a different race I was fortunate to survive in the Kokiri forest. Link , however, survived , as the Deku Tree , a representative of the gods on earth , saw him as a young man before were the great tasks. For this reason, he allowed the young Hylian life in Kokiri . Link got himself from all that with nothing , that he was too young to understand what happened ... It was not until years later, Link noticed that he was different from the other inhabitants of the village. He possessed namely the only one leg Fairy! Any other Kokiri was accompanied by a small magical creatures since its birth. Only link does not , which earned him some derision in the village ...

Simultaneously, the Deku Tree sensed a threat that approached unstoppable. This was the sign that the time had come to make the link familiar with his determination for the old branches. For this reason he story the fairy Naive ans, which should be left protector from now on ... The threat that predicted the Great Deku Tree , mainly went from a person , from Ganondorf , the Lord of thieves who had entered into a pact with evil forces and now as the demon Ganon caused mischief . The Fall of the Empire Hygienic seemed predetermined. Only one soldier of the Good was able to avert the impending fate ... Link !

(Not Done)

---

you could try looking around for workarounds for Parallels with OpenGL, GLSL, or shaders in general GlitterBerri, ahhh, your hardware and/or drivers don't seem to support shaders or at least not correctly... had a lot of problems with Intel chips before http://forum.parallels.com/showthread.php?264756-OpenGL-Shaders-not-supported-error

  • The filename for the Water Medallion warp platform texture is object_mjin_ice.
  • Filename for Forest Medallion warp platform textures is object_mjin_wind

http://www.youtube.com/watch?v=RzQW7DiUe-Y - MM Revision Differences


[12:17pm] <Zeth> first off, NPCs change clothing colour [12:17pm] <GlitterBerri> Really? Do they in Ura? [12:17pm] <GlitterBerri> I mean, Master Quest? [12:17pm] <Zeth> nope [12:17pm] <Zeth> http://i477.photobucket.com/albums/rr132/Riggy23/64DD%20REfs/THELEGENDOFZELDA-63_zpsbb4edc0d.png [12:17pm] <Zeth> http://i477.photobucket.com/albums/rr132/Riggy23/64DD%20REfs/THELEGENDOFZELDA-64_zpsf198f40e.png [12:18pm] <Zeth> http://i477.photobucket.com/albums/rr132/Riggy23/64DD%20REfs/THELEGENDOFZELDA-67_zps9b950a08.png [12:18pm] <Zeth> ^Soldier are missing [12:18pm] <Zeth> http://i477.photobucket.com/albums/rr132/Riggy23/64DD%20REfs/snap0000.jpg [12:18pm] <Zeth> http://i477.photobucket.com/albums/rr132/Riggy23/64DD%20REfs/snap0001.jpg [12:18pm] <Zeth> http://i477.photobucket.com/albums/rr132/Riggy23/64DD%20REfs/snap0002.jpg [12:19pm] <Zeth> All the NPCs in the main market are in the default hierarchy no animation position [12:19pm] <Zeth> Meaning, Ura had also a new animation file, possibly ones where the NPCs actually could walk around [12:20pm] <Zeth> Ganon's castle flames change colour to an unused and undocumented flame colour [12:20pm] <Zeth> http://i477.photobucket.com/albums/rr132/Riggy23/64DD%20REfs/THELEGENDOFZELDA-30_zps651889cf.png [12:21pm] <Zeth> Zelda behaves weirdly because I'm guessing her model was to get an update/new animations so she spazzes outside and inside the crystal [12:21pm] <Zeth> http://i477.photobucket.com/albums/rr132/Riggy23/64DD%20REfs/THELEGENDOFZELDA-38_zps9b8f92ba.png

[12:22pm] <Zeth> I don't have a pic or video of it anymore, but in the Shadow Temple, the room you get the map in, the one with redead, its INVISIBLE and can only be seen with the Lens of Truth [12:22pm] <GlitterBerri> Right, that one that's unused [12:22pm] <GlitterBerri> It's documented on TCRf, I believe [12:22pm] <Zeth> yep [12:22pm] <Zeth> 64DD flag enables it in the shadow temple [12:23pm] <Zeth> It was also using the gibdo floating out of the coffin animation x.x; [12:23pm] <GlitterBerri> http://tcrf.net/The_Legend_of_Zelda:_Ocarina_of_Time/Unused_objects#Invisible_ReDead [12:23pm] <Zeth> http://i477.photobucket.com/albums/rr132/Riggy23/64DD%20REfs/THELEGENDOFZELDA-50_zps963bdbbd.png [12:23pm] <Zeth> Death mountain with the 64DD flag enabled ^ [12:24pm] <GlitterBerri> What's different about it? [12:24pm] <Zeth> Look at the skybox [12:24pm] <Zeth> Its cloudy [12:24pm] <Zeth> not blue sky

https://mega.co.nz/#F!YQR2FLxB!o8cMEY1fSRKVjacAG5QAqw This has some [11:29am] <einstein|sleep> Games World 05 has zelda

[11:36am] <einstein|sleep> Anyway, Games World 01 was meantioning the Dolphin [11:37am] <einstein|sleep> Huh, they show that scrapped Resident Evil for GBC [11:40am] <einstein|sleep> Games World 02 may have MM stuff [11:42am] <einstein|sleep> Yeah, 5 has a preview of Zelda Gaiden [11:43am] <einstein|sleep> and "Zelda: Fruit of the Mysterious Tree" [11:43am] <GlitterBerri> Nice, nice nice :D [11:43am] <einstein|sleep> (OoS)


[11:48am] <einstein|sleep> Forget what Isaid about the Club Nintendo. [11:48am] <einstein|sleep> The "Folleto Club Nintendo 1998" has early screenshots [11:49am] <einstein|sleep> Read: Early, but known


[2:46am] <GlitterBerri> [2:16am] <GlitterBerri> [2:46am] <GlitterBerri> "you know, god forbid these have a watermark on them and the guy who leaked the encryption key and tools gets fired and sued by nintendo" [2:46am] <GlitterBerri> [2:17am] <GlitterBerri> [2:46am] <GlitterBerri> "in modern game development all devkits and files get a digital watermark to trace back who leaked what" [2:46am] <GlitterBerri> is dis troo [2:47am] <zer0jay> Eh.. generally speaking, I don't think so. The most I've seen anywhere was a very visible watermark of a specific number in the background of a PDF on some Sony docs, but it's always possible. [2:48am] <zer0jay> It's possible. Is it done? Not to my knowledge. [2:48am] <einstein95> zer0jay: Is it possible for a working decryption key to be watermarked like that? [2:48am] <inductor> o_o [2:49am] <zer0jay> einstein95: Developers don't ever receive decryption keys to begin with. [2:49am] <einstein95> GlitterBerri: ^^^ [2:49am] <zer0jay> Someone would leak the key and everything would be over in an instant. [2:50am] <zer0jay> Only the people at the publisher would have something like that. [2:50am] <zer0jay> Er. [2:50am] <GlitterBerri> So it was reversed-hacked by a fan, likely, and not leaked from someone inside? [2:50am] <zer0jay> At the console manufacturer would have it. [2:50am] <GlitterBerri> I feel better about that, if that's the case, because I wouldn't want to get anyone in trouble [2:50am] <einstein95> GlitterBerri: +1 against cen [2:51am] <zer0jay> It's far more likely for it to have been cracked by someone outside than someone leaking a key inside. Very very few people would have something like that or even would know what it is they have if they did. [2:52am] <zer0jay> You have to understand that most of the tools we use either don't encrypt anything as there's no need to do so with devkits. [2:52am] <zer0jay> Or they are but we don't have decryption. [2:53am] <zer0jay> For instance, creating a patch package... the software likely encrypts it before being sent off, but likely goes through a second round on the manufacturer's side. [2:53am] <zer0jay> But never ever have I seen any sort of encryption/decryption key simply handed out. It makes no sense. [2:54am] <GlitterBerri> Thanks for your insight! [2:54am] <GlitterBerri> Good to know :) [2:54am] <BMF[Mobile]> actual game developer: 1 [2:54am] <Ninjifox> or take the Wii as an example [2:54am] <BMF[Mobile]> cen: 0 [2:54am] <Ninjifox> everything on the Wii is encrypted with the common key [2:54am] <GlitterBerri> cen: -23678437 [2:54am] <Ninjifox> debug consoles use a different common key [2:54am] <zer0jay> Truth is that yes, if someone were to get fired, yes, that's bad, but they took that risk to begin with. If you're being stupid, you will suffer for your choices. [2:55am] <zer0jay> Ninjifox: But neither key is actually known. [2:55am] <Ninjifox> so developers can create code that runs on dev Wiis, but this cannot run on retail consoles [2:55am] <Ninjifox> oh? [2:55am] <GlitterBerri> Certainly, but as someone who personally benefits from a leaker's actions, I wouldn't want to inadvertently cause them to be punished for helping me [2:55am] <zer0jay> Ninjifox: Everything's done by proprietary programs written by Nintendo/Sony/etc... [2:56am] <zer0jay> Anything like keys aren't known by developers directly unless they went hacking around on the programs or something. [2:56am] <zer0jay> It's not handed to you. [2:56am] <einstein95> "Dear diary, today has been a good day..." [2:57am] <zer0jay> I'll give you an example. [2:57am] <zer0jay> I jumped in to take a task from a developer's hands just because I like fucking with devkits and learning about them. [2:57am] <zer0jay> So I had to take some of Sony's sample source code and create an installable pkg file for PS4. [2:58am] <zer0jay> You run a program (orbis-pkg-gen.exe) to create the package, give it a package name, Content ID, set up some parameters and then pass it the required files. [2:58am] <zer0jay> eboot.bin, etc... [2:58am] » Ninjifox nods [2:58am] <zer0jay> If everything's cool, the package is created. [2:58am] <zer0jay> Boom, you're done. [2:59am] <zer0jay> You know nothing about what sort of encryption is used or anything like that. [2:59am] <zer0jay> It's all done without you seeing it. [2:59am] <einstein95> Magic! [2:59am] <zer0jay> You verify the package with another program... again, all happens behind the scenes. [2:59am] <Ninjifox> but still.. like you say, this could be reverse-engineered from the tools-- the point I was trying to make is that Nintendo (and likely others) split things apart, so that while developers are able to write code that runs on dev consoles, everything that runs on a retail console has to be encrypted/signed/approved by Nintendo themselves [3:00am] <zer0jay> Yes, absolutely. [3:00am] <Ninjifox> and there's no way that people could actually get the required keys even by hacking around with the SDK tools [3:00am] <Ninjifox> otherwise the Wii would have been cracked wide open with a single SDK leak :V [3:00am] <zer0jay> You don't hand the keys to the kingdom to the peasants. [3:01am] <zer0jay> No one outside of the big three have those keys and only a few engineers at best. [3:01am] <zer0jay> You send them your shit, they do their thing, you're approved for manufacturing and away you go. [3:02am] <Ninjifox> yep, that's how I understood it

---


[12:39am] <GlitterBerri> Interesting little differences on their drawn map on page 123 is seemingly prerelease Happy Mask Shop, different ToT yard, no well in Kakariko... [12:40am] <GlitterBerri> Different Shooting Gallery design (or is that just the unfinished one?) [12:40am] <GlitterBerri> Land spit in front of the Ice Cavern [12:41am] <Takuhi> There is a bigger version of the map [12:41am] <GlitterBerri> No objects in Hyrule Caslte or Hyrule Field [12:41am] <GlitterBerri> Or Zora’s River [12:41am] <GlitterBerri> Slightly different Forest Temple entrance, mb [12:42am] <GlitterBerri> Fairy Fountains at Death Mountain and Zora’s Fountain uncovered No Warp Pad in front of the Shadow Temple

Arrow 4:

04 dam. against Guay 04 dam. against Floormaster 04 dam. against Wallmaster 04 dam. against Dry Stinger 04 dam. against Bubble1 04 dam. against Shell Blade 04 dam. against Like Like 04 dam. against Spike 04 dam. against Moblin 04 dam. against Moblin2 04 dam. against Bongo Bongo

6 eff. against Bubble1 D eff. against Lizalfos D eff. against Like Like E eff. against Shell Blade E eff. against Iron Knuckle E eff. against Spike F eff. against Freezard F eff. against Torch Slug F eff. against Anubis F eff. against Moblin F eff. against Moblin2

Gives magic jar when Like Like killed.

Arrow 5:

C eff. against Like Like D eff. against Lizalfos E eff. against Iron Knuckle F eff. against Shell Blade F eff. against Freezard F eff. against Torch Slug F eff. against Anubis F eff. against Moblin F eff. against Moblin2

16 dam. against Like Like

Gives arrow when Like Like killed.

Arrow 6:

D eff. against Lizalfos E eff. against Iron Knuckle E eff. against Like Like F eff. against Shell Blade F eff. against Freezard F. eff. against Torch Slug F. eff. against Anubis F. eff. against Moblin F. eff. against Moblin2

16 dam. against Like Like 16 dam. against Iron Knuckle

Gives fairy when Like Like killed.

Light Magic:

4 eff. against Floormasters 4 eff. against Wallmasters 4 eff. against Dry Stingers 4 eff. against Like Like 4 eff. against Bongo Bongo 5 eff. against Moblin 5 eff. against Moblin2 6 eff. against Dodongos 6 eff. against Peahat 6 eff. against Iron Knuckle 6 eff. against Lizalfos 8 eff. against Bubble1 D eff. against Gerudo Fighter D eff. against Wolfos D eff. against Barinade D eff. against Redead D eff. against Dark Link E eff. against Tektites E eff. against Stalfos E eff. against Armos

03 dam. against Gerudo Fighter 03 dam. against Wolfos 03 dam. against Dark Link 03 dam. against Bubble1 03 dam. against Redead 04 dam. against Diving Stingers 04 dam. against Floormasters 04 dam. against Wall masters 04 dam. against Dry Stingers 04 dam. against Bongo Bongo 11 dam. against Like Like

Magic 4:

6 eff. against Blocking Tentacle A eff. against Bubble1

4 dam. against Blocking Tentacle

Magic 5:

A eff. against Bubble1

okarina tohirahiraki masutasoto - tokinoyuushya kourin

toki_glass ?nasashimanohisokisukamasoshikiteto

carpet: ka ta ha yo ra a chi he yu wa to na sa mo ke ma / ma ke mo sa na to wa yu he chi a ra yo ha ta ka

lake hylia stone: harishinonan ha?chitomanomatsu? shitsu??ki

forest temple boss: to?hamakunochishi?samachino

0x3F48A0 - Magic Actor Spawn in RAM.

There are the three normal spells. Then a word of some instruction (I forget off the top of my head) a four 00's and one 08. There may have been only seven spells, not eight. My mistake.


[3:47pm] <Three_Pendants> Here's a possible neat little tidbit. Did you know the Alpha Jump Strike isn't just in the game, but is still considered as a valid animation pointer? [3:48pm] <Three_Pendants> It is right after the normal Jump Strike and also has it's x2 Damage still coded into it.

0xC23130 - 04002A60 - Alpha Jump Strike (No way to access this line of code that I know of, but you can easily copy and move it) 0xC23134 - 04002A50 - End Animation 0xC23138 - 04002A50 - Exactly as above. 0xC2313C - 010A0000 - Hit Detection (NOTE: Seeing the Alpha Jump Strike in full with its actions makes it clear why it was dropped all together. It is less effective than the Jump Strike in every way, When you attack from the air the blade is behind Link rather than in front of him so until he lands he is vulnerable. It would actually make the game a little more difficult.) 0xC23140 - 04002900 - Jump Strike 0xC23144 - 04002910 - End Animation 0xC23148 - 04002910 - Exactly as above. 0xC2314C - 010B0000 - Hit Detection 0xC23150 - 04022A50 - End Animation for Alpha Jump Strike (Cannot Access) 0xC23154 - 04022A58 - End Animation 0xC23158 - 04022A58 - Exactly as above. 0xC2315C - 00050000 - Hit Detection 0xC23160 - 04002910 - Jump Strike End Animation 0xC23164 - 04002908 - End Animation 0xC23168 - 04002908 - Exactly as above. 0xC2316C - 01020000 - Hit Detection -----------------------------------------------

Also you can enter Dampe's house normally too :o I think you can in every Graveyard cutscene. he doesn't yell at you I forget if those time activated doors are dynamic or not... also soft patch of dirt is more in the corner in the cutscene and in the final its more to the left near the ledge's middle section There is also no windmill propellers o3o Also bugs don't work on the soft patch of dirt in the graveyard in that cutscene they refuse to go in it

[5:52pm] <Three_Pendants> Did you know that the Silver Block that is present in the Spirit Temple as Young Link is completely unmovable? I found the Silver Gauntlets code a while back and thought that maybe Link could now finally push that block (since it is age based and vanishes as an adult) alas, he cannot. It is neat though to see that they included the animation to scale properly when Young Link picks up a Golden Gauntlets tower.

[7:29pm] <Three_Pendants> 009E00F4 009F0000 304C01F4 00000000 00080000 304C01F4 is some kind of instruction, it is in the middle of all that though.

[7:15pm] <Three_Pendants> There's room for 08 spells actually and this aligns well with the idea of 5 Damaging +3 Non-damaging spells. [7:15pm] <Three_Pendants> That said there's only MP entries for six and animation specifics for 3.


[8:21pm] <Three_Pendants> As in the sequence of bytes for the first two lines are exact at both separate value of Slingshot and Sword. [8:21pm] <Three_Pendants> Despite them being seperated by a fair amount. [8:21pm] <Three_Pendants> 232528 - Slingshot 23AE28 - Sword Attack [8:22pm] <Three_Pendants> There may be a pattern here... that they're both 23XX28 is likely not a coincidence.


[12:13pm] <Airikita> I found the values for what items link uses. [12:13pm] <GlitterBerri> Sweet, where at? [12:13pm] <Airikita> A table of arrow types and sword types, etc... [12:13pm] <GlitterBerri> Nice! I’d lvoe to see it [12:13pm] <Airikita> Starts at 803F403C in RAM. [12:13pm] <Airikita> While not paused.

Fire is good against Deku Babas, Guays, Deku Scrubs, Floormasters, Wallmasters, Wolfos, Biris, Shell Blades, Like Likes, Freezards, Spike Enemies Ice is good against Dodongos, Fire Keese, Tektites, Stalfos, Bongo Bongo, Bubbles, Biris, Octoroks, Lizalfos, Armos, Like Likes, Torch Slugs, Spike Enemies, Moblins, and Baris Light is good against Floormasters, Wallmasters, Bubbles, Iron Knuckles 4 is good against Guays, Floormasters, Wallmasters, Bongo Bongo, Shell Blades, Moblins 5 is good against Like Likes, Spike Enemies 6 doesn’t seem to do damage against anything so far

-Fire is strong against Dekubabas -Fire and 4 are strong against Guay -Fire is strong against Deku Scrubs -Ice is strong against Dodongos -Ice is strong against Fire Keese -Fire, Light, and 4 are strong against Floormasters -Ice is strong against Tektites -Fire, Light, and 4 are strong against Floormasters -5 and 6 have no effect on Stingers out of water -Fire is strong against Wolfos -Ice is strong against Stalfos -Ice and 4 are strong against Bongo Bongo -Ice and Light are strong against Bubble All ineffectual against Taliparisans All ineffectual against Dead Hand All ineffectual against Dead Hand’s Hands -Fire and Ice are strong against Biri -Ice is strong against Octorok -Fire is strong against Peahat -All ineffectual against Stalchild -Ice is strong against Lizalfos (Fire/Light/4/5/6 all do D effect) -All ineffectual against Big Octo -All ineffectual against Taliparasan -Ice is strong against Armos -All ineffectual against Redead -Fire and 4 are strong against Shell Blades (Ice/Light/4/6 all do F effect) -Fire, Ice, and 5 are strong against Like Likes (All arrows have different effects?) -Fire is strong against Freezard (Ice/Light/4/5/6 all do F effect) -Light is strong against Iron Knuckle (Fire/IceLight do F effect, 4/5/6 do E effect) -Ice is strong against Torch Slug (Fire/Light/4/5/6 all do F effect) -Ice/Light/4/5/6 all do 0 damage against Anubis and have F effect -Fire, Ice, and 5 are strong against Spike Enemy (6 is not effective, Fire/Light/4 do F effect) -Ice and 4 are strong against Moblins (Fire/Light/4/5/6 all do F effect) -All ineffectual against Skullkid

6 extremely powerful against Iron Knuckle (All have E effect) Fire/Ice effective, Light powerful against Iron Knuckle (



D0 F2 E1 F2 D0 E2 F2 D0 F1 F2 F4 E2 E2 E2 E2 E2 EF 60 60 60 00 00 F1 F4 F2 F2 F8 F4 FA 00 F4 00

— .byte 0x10 .byte 0x02

Can’t Find:

Skulltula: http://spinout182.com/mqd/En_Sw.S Leever: http://spinout182.com/mqd/En_Reeba.S Flare Dancer: http://spinout182.com/mqd/En_Fd.S Shabom: http://spinout182.com/mqd/En_Bubble.S Beamos: http://spinout182.com/mqd/En_Vm.S <— Only damaged by bombs?

Gohma: http://spinout182.com/mqd/Boss_Goma.S King Dodongo: http://spinout182.com/mqd/Boss_Dodongo.S Phantom Ganon: http://spinout182.com/mqd/Boss_Ganondrof.S Volvagia: http://spinout182.com/mqd/Boss_Fd.S / http://spinout182.com/mqd/Boss_Fd2.S Morpha: http://spinout182.com/mqd/Boss_Mo.S Bongo Bongo: http://spinout182.com/mqd/Boss_Sst.S Twinrova: http://spinout182.com/mqd/Boss_Tw.S Ganondorf: http://spinout182.com/mqd/Boss_Ganon.S Ganon: http://spinout182.com/mqd/Boss_Ganon2.S

Skullkid - Skj - 80B016A4

.byte 0x00 - Deku Nuts / No effect, 0 damage .byte 0x00 - Deku Stick / No effect, 0 damage .byte 0x00 - Slingshot / No effect, 0 damage .byte 0x00 - Explosions / No effect, 0 damage .byte 0x00 - Boomerang / No effect, 0 damage .byte 0x00 - Arrow / No effect, 0 damage .byte 0x02 - Hammer (Swing) / No effect, 2 damage .byte 0x00 - Hookshot / No effect, 0 damage .byte 0xF1 - Kokiri Sword (Swing) / ? effect, 1 damage .byte 0xF2 - Kokiri Sword (Spin/Jump), Master Sword (Swing) / ? effect, 2 damage .byte 0xF4 - Biggoron Sword (Swing) / ? effect, 4 damage .byte 0x00 - Fire Arrows / No effect, 0 damage .byte 0x00 - Ice Arrows / No effect, 0 damage .byte 0x00 - Light Arrows / No effect, 0 damage .byte 0x00 - 4 Arrows / No effect, 0 damage .byte 0x00 - 5 Arrows / No effect, 0 damage .byte 0x00 - 6 Arrows / No effect, 0 damage .byte 0x00 - Din’s Fire / No effect, 0 damage .byte 0x00 - Ice Magic / No effect, 0 damage .byte 0x00 - Light Magic / No effect, 0 damage .byte 0x00 - 4 Magic / No effect, 0 damage .byte 0x00 - 5 Magic / No effect, 0 damage .byte 0x01 - Kokiri Sword (Blue Spin) / No effect, 1 damage .byte 0x04 - Giant’s Knife (Blue Spin) / No effect, 4 damage .byte 0x02 - Master Sword (Blue Spin) / No effect, 2 damage .byte 0x02 - Broken Giant’s Knife (Jump) / No effect, 2 damage .byte 0x08 - Giant’s Knife (Jump/Red Spin) / No effect, 8 damage .byte 0x04 - Master Sword (Jump/Red Spin) / No effect, 4 damage .byte 0x00 - ? / No effect, 0 damage .byte 0x00 - ? / No effect, 0 damage .byte 0x00 - Hammer (Jump) / No effect, 0 damage .byte 0x00 - ? / No effect, 0 damage

Bari - Vali - 80B28924

.byte 0x10 - Deku Nuts / Stun effect, 0 damage .byte 0x02 - Deku Stick / No effect, 2 damage .byte 0xE0 - Slingshot / ? effect, 0 damage .byte 0x02 - Explosions / No effect, 2 damage .byte 0x10 - Boomerang / Stun? effect, 0 damage .byte 0x02 - Arrow / No effect, 2 damage .byte 0x02 - Hammer (Swing) / No effect, 2 damage .byte 0x02 - Hookshot / No effect, 2 damage .byte 0xF1 - Kokiri Sword (Swing) / ? effect, 1 damage .byte 0xF2 - Kokiri Sword (Spin/Jump), Master Sword (Swing) / ? effect, 2 damage .byte 0xF4 - Biggoron Sword (Swing) / ? effect, 4 damage .byte 0x24 - Fire Arrows / ? effect, 2 damage .byte 0x34 - Ice Arrows / Freeze effect, 4 damage .byte 0x02 - Light Arrows / No effect, 2 damage .byte 0x02 - 4 Arrows / No effect, 2 damage .byte 0x02 - 5 Arrows / No effect, 2 damage .byte 0x02 - 6 Arrows / No effect, 2 damage .byte 0x24 - Din’s Fire / Burn effect, 4 damage .byte 0x34 - Ice Magic / Freeze effect, 4 damage .byte 0x00 - Light Magic / No effect, 0 damage .byte 0x00 - 4 Magic / No effect, 0 damage .byte 0x00 - 5 Magic / No effect, 0 damage .byte 0x01 - Kokiri Sword (Blue Spin) / No effect, 1 damage .byte 0x04 - Giant’s Knife (Blue Spin) / No effect, 4 damage .byte 0x02 - Master Sword (Blue Spin) / No effect, 2 damage .byte 0x02 - Broken Giant’s Knife (Jump) / No effect, 2 damage .byte 0x08 - Giant’s Knife (Jump/Red Spin) / No effect, 8 damage .byte 0x04 - Master Sword (Jump/Red Spin) / No effect, 4 damage .byte 0x00 - ? / No effect, 0 damage .byte 0x00 - ? / No effect, 0 damage .byte 0x04 - Hammer (Jump) / No effect, 4 damage .byte 0x00 - ? / No effect, 0 damage

10 02 01 02 10 02 02 10 01 02 04 02 02 02 02 02 02 E0 60 D0 00 00 01 04 02 02 08 04 00 00 04 00


Keese - Firefly - 80A14F6C

.byte 0x10 - Deku Nuts / Stun effect, 0 damage .byte 0x02 - Deku Stick / No effect, 2 damage .byte 0x01 - Slingshot / No effect, 1 damage .byte 0x02 - Explosions / No effect, 2 damage .byte 0x01 - Boomerang / No effect, 1 damage .byte 0x02 - Arrow / No effect, 2 damage .byte 0x02 - Hammer (Swing) / No effect, 2 damage .byte 0x02 - Hookshot / No effect, 2 damage .byte 0x01 - Kokiri Sword (Swing) / No effect, 1 damage .byte 0x02 - Kokiri Sword (Spin/Jump), Master Sword (Swing) / No effect, 2 damage .byte 0x04 - Biggoron Sword (Swing) / No effect, 4 damage .byte 0xF2 - Fire Arrows / ? effect, 2 damage .byte 0x34 - Ice Arrows / Freeze effect, 4 damage .byte 0x02 - Light Arrows / No effect, 2 damage .byte 0x02 - 4 Arrows / No effect, 2 damage .byte 0x02 - 5 Arrows / No effect, 2 damage .byte 0x02 - 6 Arrows / No effect, 2 damage .byte 0x20 - Din’s Fire / Burn effect, 0 damage .byte 0x34 - Ice Magic / Freeze effect, 4 damage .byte 0x00 - Light Magic / No effect, 0 damage .byte 0x00 - 4 Magic / No effect, 0 damage .byte 0x00 - 5 Magic / No effect, 0 damage .byte 0x01 - Kokiri Sword (Blue Spin) / No effect, 1 damage .byte 0x04 - Giant’s Knife (Blue Spin) / No effect, 4 damage .byte 0x02 - Master Sword (Blue Spin) / No effect, 2 damage .byte 0x02 - Broken Giant’s Knife (Jump) / No effect, 2 damage .byte 0x08 - Giant’s Knife (Jump/Red Spin) / No effect, 8 damage .byte 0x04 - Master Sword (Jump/Red Spin) / No effect, 4 damage .byte 0x00 - ? / No effect, 0 damage .byte 0x00 - ? / No effect, 0 damage .byte 0x04 - Hammer (Jump) / No effect, 4 damage .byte 0x00 - ? / No effect, 0 damage

Baby Dodongo, Big Skulltula, Blade Trap, Bubbles?, Blue/Red Tektites?, Business Scrub?, Dinolfos, Fire Eye, Flying Pot?, Gerudo Thief (Fighter), Gibdo, Gohma Larva, Ice Keese, Keese, Leever, Mad Scrub?, Peahat Larva, Shabom, Skulltula, Skullwalltula, White Wolfos, Meg, Gohma, King Dodongo, Phantom Ganon, Volvagia, Morpha, Twinrova, Twinrova x2, Ganondorf, Ganon

0= Deku Nuts 1= Deku Stick 2= Slingshot 3= Explosions 4= Boomerang 5= Arrow 6= Hammer normal swing 7= Hookshot 8= Kokiri Sword Attack 9= Kokiri Spin/Jump Attack * Master Sword Swing A= Biggoron's Sword Standard Attack B= Fire Arrows C= Ice Arrows D= Light Arrows E= ? F= ? 10= ? 11= Din's Fire 12= Ice Magic!!! 13= Light Magic!!! 14= ? 15= ? 16= Kokiri Sword Blue Spin Attack 17= Giant's Knife Blue Spin Attack 18= Master Sword Blue Spin Attack 19= Broken Giant's Knife Jump Attack 1A= Giant's Knife Jump Attack/Fully Charged Spin 1B= Master Sword Jump Attack/Fully Charged Spin 1C= ? 1D= ? 1E= Hammer Jump Attack 1F= ?

https://www.youtube.com/watch?v=bjW74ZA0BNohttps://www.youtube.com/watch?v=9B-h1EEsKDA&feature=kphttp://www.youtube.com/watch?v=y7C8tOGk15E

• • Kouhei Otomo • • FC2 chat • • Nico nama

---

tell him - the exciters

[9:27pm] <sakura> That 2D effect actually gets used, it loads two meshes for the spin attack [9:27pm] <sakura> When the outer one is disabled, you can see the inner one properly [9:28pm] <sakura> It looks like the beta spin attack, I'd guess that they just added to it

[1:34am] <GlitterBerri> http://s477.photobucket.com/user/Riggy23/media/EVERYTHING%20ZELDA/Triforce_room.png.html?sort=3&o=101 [1:34am] <GlitterBerri> aa it’s perfect [1:36am] <Takuhi> Yep [1:36am] <Takuhi> made that forever ago [1:36am] <Takuhi> It using the correct textures too [1:36am] <Takuhi> THE ACTUAL TEXTURES from that time [1:37am] <GlitterBerri> what? Where did you find those? [1:37am] <GlitterBerri> Are they still in the game? [1:38am] <Takuhi> The black texture, is just peach's castle texture colours inverted and bowser boss 1's floor [1:38am] <GlitterBerri>

O :O :O

[1:38am] <Takuhi> Super Mario 64 [1:38am] <GlitterBerri> Wow, I’ll have to note that in my prerelease article [1:38am] <GlitterBerri> Too cool! [1:38am] <Takuhi> Stalfos boss room, its textures also come from Super Mario 64 [1:38am] <GlitterBerri> Really? Where in SM64? [1:39am] <GlitterBerri> http://s477.photobucket.com/user/Riggy23/media/EVERYTHING%20ZELDA/hyrule0000-4.jpg.html?sort=3&o=168 [1:39am] <GlitterBerri> hrrrrnnnghhhhh [1:39am] <Takuhi> The castle pillars, boo's mansion [1:39am] <Takuhi> and somewhere else [1:39am] <GlitterBerri> Thats’ so neat. Do you know anything else like that? [1:40am] <Takuhi> King Dodongo's boss room wall is the beta texture from Dodongo's cavern, it just has a redish part added to it, A while ago I just change the colour to match the rest and it fits perfectly from the beta screenshots [1:41am] <Takuhi> You know the big giant maze with the dodognos who didn't open their mouths to blow fire and the fire was like a ring? [1:41am] <Takuhi> yeah that wall texture


[9:24pm] <GlitterBerri> Can you tell me how you proved the identity of the beta arrows and spells? [9:24pm] <GlitterBerri> I’m uncertain how you ascertained what was what [9:24pm] <JSA> simple [9:25pm] <JSA> i modified tired the other arrow values [9:25pm] <JSA> i noticed they didn't have any "magic" around them [9:25pm] <JSA> and did reduce the amount of magic when fired [9:26pm] <JSA> so, i went through the enemies [9:26pm] <JSA> to see if any retained mappings for the additions arrows [9:26pm] <JSA> i found 1 [9:26pm] <JSA> when you used the beta arrows to kill them [9:27pm] <JSA> you got the same item 100% of the time [9:27pm] <JSA> just like LoZ or lttp [9:27pm] <JSA> i should have a copy of that over at glitchkill if you want to see [9:32pm] <GlitterBerri> Please! [9:39pm] <JSA> glitchkill seems to have killed all the zelda content [9:39pm] <JSA> i'm gonna have to use the wayback machine, or google cache [9:41pm] <GlitterBerri> How annoying x_X [9:41pm] <JSA> http://glitchkill.proboards.com/thread/4729/beta-magic-arrows [9:41pm] <JSA> found it [9:42pm] <JSA> the magics are more intresting [9:43pm] <JSA> i got freeze to work on a bubble (floating skull) [9:43pm] <JSA> the ice arrow doesn't have the same effect [9:43pm] <GlitterBerri> Really? Wow, what happens? [9:44pm] <JSA> you can freeze the bubble when you change the damage [9:44pm] <JSA> you change the the fire spell to inflict the unknown(ice spell) damage [9:45pm] <JSA> and the bubble(flying skull) freezes [9:46pm] <JSA> The redeads also seemed to be hit by "light magic" but it was changed to sun song [9:46pm] <JSA> it's obvious they had 6 arrows, and 6 magics in mind [9:47pm] <JSA> 3 offensive magics, 3 defensive magics [9:48pm] <GlitterBerri> So, what does the other stuff do? [9:49pm] <JSA> the unknown entires? [9:50pm] <JSA> still unknown [9:50pm] <JSA> only one of them are even used any more [9:50pm] <JSA> and i couldn't figure out what it did [9:52pm] <JSA> AHh I found another thing! 0001 is the arrow without the green thing 0000 arrow on fire when it goes through a torch. Oh and hey I found another cool thing! [9:52pm] <JSA> that might be the answer right there [9:52pm] <JSA> and might finally close this table up for good [9:52pm] <GlitterBerri> Arrow without the green thing? Eh? [9:53pm] <JSA> it says it's the arrow passing though a torch [9:53pm] <JSA> i forgot that you could do that in OoT [9:53pm] <GlitterBerri> I forgot too [9:53pm] <GlitterBerri> But what’s the green thing? [9:54pm] <JSA> it might account for the final damage mapping [9:54pm] <JSA> the green thing appears on emulators [9:54pm] <GlitterBerri> I don’t know what green thing you’re talking about [9:54pm] <GlitterBerri> Can you describe? [9:54pm] <JSA> i don't recall if it appears on real hard ware [9:54pm] <JSA> yeah [9:54pm] <JSA> it's a line that follows the arrow when you shoot it [9:55pm] <JSA> it could be the wind arrow effect [9:55pm] <JSA> but they added it to the normal arrow [9:55pm] <JSA> so you can see it better [9:55pm] <JSA> when you shoot it [10:00pm] <GlitterBerri> Really? I didn’t notice that ever [10:02pm] <GlitterBerri> You should write down as much information as you have about the arrows and what they affect, then add it to the wiki D: [10:02pm] <GlitterBerri> Or give it to me and I will, and credit you [10:03pm] <JSA> I can do that [10:03pm] <JSA> but it's been a long time ago now [10:04pm] <JSA> i've forgotten as much as i knew i'll bet [10:04pm] <JSA> but i did keep tons of txt files [10:04pm] <JSA> i can dig those up [10:05pm] <JSA> i kinda want to try that arrow through the torch now [10:05pm] <JSA> see if it's the miss entry [10:05pm] <JSA> if it is [10:05pm] <JSA> we're finally done [10:06pm] <GlitterBerri> Please please please! I’d be super interested [10:06pm] <GlitterBerri> Plus, the spells, I’m interested in too [10:06pm] <GlitterBerri> Anything that remains about the arrows and the spells and what they might have done and what they affect [10:06pm] <GlitterBerri> oboy oboy [10:06pm] <JSA> well, i mean [10:07pm] <JSA> you read the glitch kill piece [10:07pm] <JSA> most of it is just plain unmapped [10:07pm] <JSA> unused [10:07pm] <JSA> i do remeber the spells have x2 the damage effect of the arrows [10:08pm] <GlitterBerri> How neat [10:08pm] <JSA> also, i was trying to get torches to light [10:08pm] <GlitterBerri> I guess my main question is [10:08pm] <GlitterBerri> "Wind" Arrow : Magic Jar [10:08pm] <GlitterBerri> "Spirit" Arrow : Arrow [10:08pm] <GlitterBerri> "Shadow" Arrow : Fairy [10:08pm] <JSA> by seeing if they have a simlar mapping to enemies [10:08pm] <GlitterBerri> What make syou think that particular arrow is the Wind arrow, while the other is the Spirit, while the other is the Shadow? [10:09pm] <JSA> it's the order they come in [10:10pm] <JSA> plus... [10:10pm] <JSA> the first one [10:10pm] <JSA> the wind arrow [10:10pm] <JSA> when used on a bubble... [10:10pm] <JSA> this time, the type in jabu jabu [10:11pm] <JSA> when you used the arrow on then, they "bleed" green when hit [10:15pm] <GlitterBerri> How do you know it’s the order they come in, though? [10:24pm] <john_smith_account> it's just a guess

---

Mirror Shield, Five Deku Sticks, Fish in Bottle, Bug in Bottle, Blue Fire in Bottle, Big Poe in Bottle, Fairy in Bottle, Big Quiver, Silver Scale, Golden Scale,

boy/anim/link_fighter_upper_kiruR.anb http://tcrf.net/images/8/8b/OoT-Sword_Action.png http://i.gyazo.com/61287168d760d245f18261ae44abe9dd.png

2FD8 http://tcrf.net/images/f/f5/OoT-Link_Jump_Mountain_Area.jpg

2C60 http://tcrf.net/images/c/c8/OoT-April_Link_IGN.jpg

0xE5585C 27290002 (Light Effect of Spin Attack? (Possibly a beta remnant?) (01 is the light show)

Deku Tree (Gohma/?) -> Slingshot/? -> Cavern (Lizalfos/King Dodongo) -> Bombs/? -> Belly (Big Octo/Barinade) -> Boomerang/? -> Forest Temple (Meg/?) -> Bow/Iron Boots -> Fire Temple (Volvagia/Flare Dancer) -> Megaton Hammer/Red Tunic -> Ice Temple (Morpha?/White Wolfos?) -> Hookshot/Blue Tunic -> Spirit Temple (Iron Knuckle/Gerudo Thief) -> Bombchu/Hover -> Shadow Temple (Bongo Bongo/Dead Hand) -> Lens of Truth/? -> Light Temple (Twinrova/Dark Link) -> Mirror Shield/? -> Ganon’s Tower (Ganondorf/Ganon)

Did the Deku Stick used to function like the Giant’s Knife/Biggoron Sword? Do Fire Arrows work on ice?

[9:56pm] <Airikita> Three, what was the address of the mp costs for arrows again? [9:56pm] <Three_Pendants> 3F4540


[9:13pm] <Three_Pendants> As far as we are aware the other three spells are Completely Gone and their MP Costs now serve no purpose. If we switch what the game looks for in terms of data to cast the spells or shoot the arrows we have the perfect line up. [9:13pm] <Three_Pendants> That way the arrows would have all six slots they need and magic would have their required three.

[9:15pm] <Three_Pendants> It amuses me though that Nintendo was stingy with space with something they Left In the Game! But was completely fine with the magic taking up an extra word it no longer needed to.


[9:16pm] <Three_Pendants> Alright, at 3F4530 are the MP costs of the Six Spells, the game only uses the last three in this final version.


[9:17pm] <Three_Pendants> At 3F4540 are the MP costs of the Three Arrows,.


[9:18pm] <Three_Pendants> If we switch them then that will give each the required space they need for proper functioning.


[9:19pm] <Three_Pendants> Thanks, I was looking for the MP Cost to the Elemental Arrows for a very long time... and they're one line underneat the Spells, oy...


[9:10pm] <Three_Pendants> The bad news is that they only have four MP support slots. [9:11pm] <GlitterBerri> Hm. So 2 arrows don’t use magic (anymore, at least) [9:11pm] <Three_Pendants> Well if one of those arrows did use magic they drained the whole bar! (00 as an MP cost is All Magic) [9:11pm] <Three_Pendants> I imagine it was just a placeholder and they never got around to implementing their magic.

So... you go to 3F3730 in the Debug Rom and change the 04002318 to 04002310 and there you go!

It's covered by the meshes of the used Spin Attacks.

[12:31am] <CDi-Fails> It's Nintendo Power 112 [12:31am] <CDi-Fails> which I have the PDF for here [12:32am] <CDi-Fails> Also, it takes about two seconds to charge up a small spin attack, so I bet the beam attack would likely have taken its place as first charged attack [12:32am] <CDi-Fails> and also, I doubt you were gifted it by a fairy [12:32am] <CDi-Fails> It's likely that as soon as you got magic you got the attack [12:33am] <CDi-Fails> Anyway, the order of it implies that beam attack was first in the charged attacks [12:33am] <CDi-Fails> and the time it takes to get to the small spin shows that the beam attack would be easy to execute in a short time [12:34am] <CDi-Fails> and if it IS the first in the list of charged attacks, it'd be odd to get it after the other spins


[12:35am] <CDi-Fails> http://i.gyazo.com/a508afb70b1b11e844b5bfc396a12002.png [12:35am] <CDi-Fails> Hold up WHAT [12:35am] <CDi-Fails> Bottom left image [12:36am] <CDi-Fails> Either that poe is emitting light beams [12:36am] <CDi-Fails> or that sword has the beam blade thing around it after spinning [12:36am] <CloudMax-Mobile_> Get magic (sword beam) in a cave in the mountains. similar to zelda 1, I guess. [12:37am] <CDi-Fails> Don't you get it in Hyrule Castle outside Fairy Fountain [12:37am] <CDi-Fails> cuz that's a cave in a hill [12:38am] <CloudMax-Mobile_> dins fire :o [12:38am] <CDi-Fails> you get that second time though don't you [12:38am] <CDi-Fails> I guess not [12:38am] <CDi-Fails> Death Mountain Great Fairy then [12:38am] <CDi-Fails> seriously though [12:38am] <CDi-Fails> http://i.gyazo.com/a508afb70b1b11e844b5bfc396a12002.png [12:39am] <CDi-Fails> bottom left pic [12:39am] <CDi-Fails> gonna replicate that

[9:12pm] <CDi-Fails> I don't have 04002318 there [9:12pm] <Three_Pendants> It's technically at 3F3734 [9:12pm] <CDi-Fails> ah [9:13pm] <CDi-Fails> wait...how the hell do I change an offset [9:13pm] <Three_Pendants> In Nemu? [9:13pm] <CDi-Fails> damn it [9:13pm] <Three_Pendants> If you want a simple GS code it would be... [9:13pm] <Three_Pendants> 813F3736 0010


[12:58pm] <CloudMax> So you mean that the ABAB may have been for a 4th file? [12:58pm] <Airikita> Nothing reads from it [12:58pm] <Airikita> Yes [12:58pm] <Airikita> ABAB indicates unused data

559 animation filenames, 573 animations, apparently

Animations missing filenames: 24C0, 24C8, 24D0, 24D8, 25E8, 25F8, 2838, 2AE8, 2B48, 2B50, 2BD8, 2E90, 3460, 34E8

---

http://s22.postimg.org/bi82ihd9t/snap0014.jpg http://s10.postimg.org/l5nchq6p5/snap0001.jpg


Lake Hylia: the entry is different, the game exists 2 pillars and floating


Spirit Temple: No entrance to Iron Knuckle room Freezes in cutscenes

Zora’s Fountain: Torches Sign Rocks No Ice Cavern


Dodongo’s Cavern: It seems that the doors had as where is the Deku scrub and gossip Stone.

[11:43am] <Three_Pendants> This one is a little trickier because Every projectile knocks her down, even the Shadow Arrows, even though they technically should be beyond the two-byte requirement. [11:43am] <Three_Pendants> Which tells me I'm likely not looking for a similar set up.


[7:32pm] <Porcino> I believe the sign was in place was where the magic bean spot. [8:12pm] <Porcino> There is a sign in early screenshots showing a sign on the market, it was probably the temple of time.


[8:14pm] <Porcino> I need a theory for the ocarina pedestal. [8:14pm] <JSA> what kinda theory... [8:15pm] <Porcino> I found it objects in various places. [8:15pm] <JSA> we found it's object in the forest temple entrance

[8:17pm] <Porcino> is, Sacred Forest Meadow, at the entrance to the Deku Tree in Zora's Fountain and Castle Ganon. [8:17pm] <JSA> the extra object to load the ocarina pedistal is there [8:17pm] <JSA> yeah what he said [8:17pm] <JSA> and the Spirit Temple too

The symbol on the Light Medallion (and to a lesser extent, the Shadow Medallion) is extremely similar to the pattern of rocks on the ground surrounding the Magical Warp Tile leading to the Dark World on the top of Death Mountain in A Link to the Past.

http://zeldawiki.org/File:DeathMountainWarpTile.png

The Fire Medallion and Water Medallion are displayed in the center of the symbols out of which Koume and Kotake rise just prior to engaging Link in battle. However, the fire symbol faces to the left rather than the right and the water symbol has eight points rather than six.

---

https://www.youtube.com/watch?v=Z_sQ8ewRJVg, https://www.youtube.com/watch?v=vC4uJRMKU1M, https://www.youtube.com/watch?v=FFFg-hnTUi4, https://www.youtube.com/watch?v=hXLhQWqj4Y8, https://www.youtube.com/watch?v=UgVbb4U7pdU, https://www.youtube.com/watch?v=xf7E6vPMBeQ, https://www.youtube.com/watch?v=Ru-UFzkahf0, https://www.youtube.com/watch?v=DGdnvtojwxw, https://www.youtube.

[11:34am] <einstein95> com/watch?v=uGQULYh2VIg, https://www.youtube.com/watch?v=seu4_FdfVSI, https://www.youtube.com/watch?v=aQzKJpH1WHM, https://www.youtube.com/watch?v=08aQ_QiXpdE

このロムをいつか流出するつもりですか。ゲームの初期バージョンは珍しいなので、このロムは壊れたら、ゲーム歴史の一部がなくなるリスクがあります。

https://twitter.com/Abingdoni_Nari/status/74089176345231360

In Ocarina of Time you first fight Gohma in a forest, then explore the insides of a volcano, before eventually battling Barinade inside the depths of a whale. In The Wind Waker you wage against a magmatic creature named Gohma within a volcano, and next battle a floral-themed parasytic creature that suspends itself from the ceiling inside a woodsy grove. You're realizing the canned third dungeon would feature Link battle amphibious Dodongos inside Jabun.

[12:44am] <Gamma> It *is* used on globes, too, and there are differences between the cabin and globe [12:45am] <GlitterBerri> Those differences should be noted too [12:45am] <GlitterBerri> Not sure if I saw them [12:45am] <Gamma> oh [12:45am] <Gamma> oh [12:45am] <Gamma> also notice [12:46am] <Gamma> On the globe, it's easier to see, but both of the maps seem to have the underlying topology of Hyrule in them! [12:46am] <Gamma> Notice that in the globe image, there's a patch of higher land where Gale Isle should be [12:47am] <Gamma> In the concept art, wasn't is suggested that you could warp between Hyrule and the Great Sea? [12:49am] <GlitterBerri> with that fishing hook, yeah [12:49am] <Gamma> Less islands + Hyrule geography = ? [12:49am] <GlitterBerri> That's an interesting point! [12:50am] <GlitterBerri> http://i.imgur.com/jBCsBMN.png [12:50am] <GlitterBerri> Tetra's map has that darker area as well [12:50am] <GlitterBerri> Seems about the same [12:51am] <GlitterBerri> Less pronounced than on the globe [12:51am] <GlitterBerri> But the patterns seem to match up [12:51am] <Gamma> Yeah [12:52am] <Gamma> The grid and more pronounced geography in the globe could suggest that the globe is closer to the original map design than the cabin map [12:55am] <GlitterBerri>

  • nod nod*

[12:56am] <GlitterBerri> Interesting that the globe map has the sun design on the bottom left, like Tetra's map, but in a different place [12:57am] <GlitterBerri> While Tetra's has a half sun at the top right as well [12:57am] <GlitterBerri> What do those things mean?

Forsaken Fortress: majiyuutou/Demon Beast Tower :O

[1:19am] <Gamma> the island is Tingle's [1:19am] <Gamma> Not in the right place, though


[3:29am] <GlitterBerri> http://farm8.staticflickr.com/7191/6855248191_6b1ab146af_o.jpg [3:29am] <GlitterBerri> Does this look like a Goron to you? Or some new creature? [3:30am] <GlitterBerri> It's got smoke coming out of a blowhole in its head [3:31am] <Gamma> It's a Goron [3:31am] <Gamma> Also, unrelated Japanese question. Sorta unrelated, anyway [3:31am] <Gamma> If we had something in English like "Zelda Data," could that become "Data Zelda" in Japanese somehow? [3:32am] <GlitterBerri> The reason I ask is because they said in that interview that Gorons were an afterthought... but if this is a Goron, then how can that be true? [3:32am] <GlitterBerri> >Haruhana: We didn’t originally intend to include the Travelling Merchants in the game. Once development reached its peak, and plans materialized for the inclusion of the merchants, someone said “The Zora and Kokiri are in the game, so why not the Gorons?” And so, it was decided. There are a lot of Koroks, and they all take their names from trees, like Oakin and Rown. [3:32am] <GlitterBerri> Usually it would be "Zelda Data", so I'd say that would be unusual [3:33am] <Gamma> A friend and I are trying to divine the meaning of the names of this file format [3:33am] <Gamma> DZS, DZR and DZB [3:34am] <GlitterBerri> Ah [3:34am] <Gamma> S and R stand for Stage and Room, and we thing B might stand for "ぶつかる," since the DZB files are collision meshes [3:34am] <GlitterBerri> Well, I guess it could be, like, Data: Zelda? [3:34am] <Gamma> Possibly [3:35am] <Gamma> Then again, TWw apparently doesn't make much sense from a programmer standpoint, so... XD [3:35am] <Gamma> Anyway, back to work. [3:37am] <Gamma> So that's not a Goron/ [3:37am] <Gamma> ? [3:40am] <Gamma> http://zeldawiki.org/Gor_Amoto [3:40am] <Gamma> Yes, that drawing is a Goron [3:40am] <Gamma> They used that kind of design for a special Goron in TP

Restored stone cube model http://www.youtube.com/watch?v=U--dVgNpj4k Object that reflects back arrows http://www.youtube.com/watch?v=Jss07grDy2c http://www.youtube.com/watch?v=a7r0ruHmVxs Unused entrances http://www.youtube.com/watch?v=rPtcpEuU1A0 Gohma ira Zelda death sequence? http://www.youtube.com/watch?v=CBvrlpNK-rY Beshitsu is Ganondorf boss room http://www.youtube.com/watch?v=-6j8fZoh3ho

TP glitch fixes Zelda TP (Wii) - 3 Things Fixed on Version 2 for the Wii

Gale Isle: MIA

<img src="http://www.glitterberri.com/content/zelda_series/tww/mysteries/gale_isle.jpg" class="aligncenter">

Though the home of the Earth Temple, Headstone Island, is prominent, the island of the Wind Temple is nowhere to be seen.

A Song of Ice & Fire

<img src="http://www.glitterberri.com/content/zelda_series/tww/mysteries/ice_ring_isle.jpg" class="aligncenter">

The sub-dungeons known as Ice Ring Isle and Fire Mountain are also missing from Tetra's chart entirely. TCRF speculation...

If that's true, however, then it seems that the geography of the Great Sea went through a number of changes during development. It's no wonder that Tetra and her pirates were unsuccessful with their quest for a legendary treasure when they had nothing to go on but an old map!


Mother & Child Isles

<img src="http://www.glitterberri.com/content/zelda_series/tww/mysteries/mother_child_isles.jpg" class="aligncenter">

Meanwhile, the Mother & Child islands are featured prominently.

春花 僕らもその、新しいところで 欲張るんですけど。 で、区切りのいいところで 宮本に見せたときに、 「これは64のときにできてるものやから、  わざわざ外さんでいいやん」って。 僕ら新しいこととか、 できるだけ盛り込みたいから、 欲張るんですけども。

青沼 そう、逆に、それが入っちゃうと、 「前と同じじゃない」って 言われそうな気がして、 外したいと思ったりするけども、 それは別にいいじゃない、っていうふうになる。

春花 「64のときにできてるのに、何でなくなんの?」 とか。難しいなー、って。

高野 だから、スタッフ的にはもう、 とにかく新しいもんにしなきゃいけないから、 全てを新しく変えようとするわけですよ(笑)。 それをいきなりガーッと変えてしまうと、 「なんでー?」みたいな。 ま、だから、そこでストッパーの役目が 宮本なんです。

高野 ストーリー関係ないよ、って、 ゲームが面白かったらいいんだよー、 とか言うわりには、 開発者レベルの考え方でやってしまってると、 「ここ、ちょっとおかしいんじゃないの?」 って、もうグサリとやりますよね。 あの、望遠鏡の話とかね。

ーーー

ほぼ日 宮本さんはたしか、 「ストーリーは最重要ではない」 とおっしゃっていましたよね? それはやっぱり変わらないですか?

高野 僕らの中でもやっぱり、それはすごくあります。 ストーリーにがんじがらめになったからといって、 ゲームの根本的な面白い部分が もっと面白くなるわけでは、ないです。 そういうのは、うちの青沼も同じでね、 ぼくらに指示をするとき、 骨格みたいな、ポイントポイントみたいなのを、 落語みたいに、言うんですよ。

---

Page 28, Nintendo Power 80

The video demo of The Legend of Zelda 64 surprised everyone at Shoshinkai. The surprise came not from the quality of the animation, which was excellent, but from the announcement that The Legend of Zelda 64 would be one of the first disk-based games for the Nintendo 64.

No release date was given for Zelda 64, but the game will be shown at next year’s Shoshinkai along with the 64DD disk drive accessory.

At this point, Zelda exists only as a few animation files, but all of that will change once development on Super Mario 64 is completed. At that time, Shigeru Miyamoto, the creator of previous Zelda games, and Takashi Tezuka (of Yoshi’s Island fame) will step into the director’s and producer’s chairs.

Nintendo’s creative giants wouldn’t comment specifically on how the 64DD would be used in Zelda, but they mentioned several disk uses in general terms, including the ability to save many games and customize many game elements.

For now, all we can do is admire the graphics of the demo. In the ten seconds or so of video footage, Link battles a knight in a shiny, metal suit of armour. Both Link and the knight slash at each other with their swords, and the camera moves around the fuelers. In the end, Link follows a feint with a roundhouse swing of his mighty, shining sword.

NP 89 - Oct. 1996

SM: I was also developing Zelda 64 while I was working on Super Mario 64, and I had lots of ideas for Zelda. Since Mario was going to be released earlier, I used some of those ideas in it. […]

Ed.: Is Zelda 64 going to be similar to Super Mario 64?

SM: They resemble one another in some parts. Of course, about half of Zelda will be completely different.

Ed.: Are the characters in Zelda 64 going to move around in 3-D fields like the ones in Mario do?

SM: Yes, in some places.

Ed.: So, will Zelda 64 be like an RPG of Mario with a sword?

SM: No. I’m sure everyone would complain if we did that. They’d think that Zelda 64 looked too much like Super Mario 64.

Ed.: Then what makes Zelda 64 different from Mario 64?

SM: I can’t say anything yet. Well, the camera system…

Ed.: We saw the video of Zelda 64. Have you made any chances since that video?

SM: Yes, scenes in the final version will be quite different from those in the video, but you will still see some scenes from the same angles that you saw in the video. We aren’t sure if it’s the best angle for actually playing. It’s possible to make demo scenes from that angle - they aren’t difficult to create. By the way, some people thought that the demo scenes at Shoshinkai were playing on development equipment, but they were actually playing on the N64.

Ed.: We were shocked when we saw that demonstration video.

SM: What parts of that video were most amazing to you? Were you surprised by the shining, metallic-looking soldiers?

Ed.: I couldn’t believe that those amazing characters were in the actual game. I thought images like those were possible only with development equipment.

SM: But you saw them actually move in the video. You might have noticed the soldiers stop for a moment just before making a move, such as just before swinging a sword. Their action didn’t look natural because of those brief breaks. We need to adjust this problem in the final version.

What about 64DD?

You will see it at Shoshinkai in November. I can’t say anything else right now.

Ed.: I heard that the 64DD uses a writable disk. If that’s true, how will you use it for the upcoming Zelda game?

SM: That’s top secret.

(Shoshinkai featured Wave Race)

——

NP 94 - March, 1997

Golden Knight named Iron Knuckle

The Zelda development team at EAD also sent wireframes of the Stalfos and Link in battle positions.

As for the story, Mr. Miyamoto’s team isn’t saying much at this time, but the action takes place in Hyrule and the Triforce and Ganon also will play roles.

NP 97 - June, 1997

We’ve also noticed more familiar foes from the original NES Zelda games, enemies such as the bomb-eating Dodongo, Wallmasters with grasping hands, Iron Knuckle the knight, and rock-splitting Octoroks.

MIyamoto has suggested that the game will first appear in a 128 Megabit Game Pak form instead of on the 64DD. Later, a 64DD Zelda game would be released that would expand your Game Pak adventure even further.

We expect Zelda to appear in Japan by the end of the year and in North America early in 1998.

NP 98 - July, 1997

Zelda, Yoshi, and F-Zero will appear in demo form only at E3.

Completion: 50%~70%

Size: 128 Megabits

Release: Early 1998

NP 100 - August, 1997

When completed next year, it should be a record-breaking 256 megabits.

So who is the little fairy that flies everywhere with Link? As it turns out, everyone in Link’s clan has a fairy helper. These fairies aren’t just the healers form previous Zelda games. They can help in many ways, including in battle.

Finally, Miyamoto spoke to us about the story and setting of the most anticipated of upcoming N64 games. The biggest news is that Ganon will return as the bad boy of Hyrule. As Zelda fans know, Ganon has a thing for the Triforce and Princess Zelda. In the new adventure, Zelda will once again fall into the villain’s clutches. Part of the game will explain why Ganon, once a lowly thief, became such a twisted despot.

As for the setting, Miyamoto told us that the world “is a size that would be difficult to cross in an entire game day. That’s why Link will be able to drive a vehicle.” He didn’t tell us exactly what sort of vehicle - A Linkoln, perhaps.

Miyamoto also described several areas, mentioning mountains, valleys, a deep “fairy” forest, and the mythical Zola Lake.

NP101 - August, 1997

Zelda 64 and Yoshi’s Story are both set for release by the end of the year in Japan.

In Zelda 64, Link is given a mission to find the Triforce, but Ganondorf, king of the thieves, is also hunting the powerful artifact. With the help of Zelda, three magic Ocarina Stones, and Navie the wood fairie, Link sets off on his greatest quest ever.

Release Forecast - Zelda 64: Spring ’98

NP103 - October, 1997

The outline of the story for Zelda 64 comes straight from EAD, the chief game development department at Nintendo Company Ltd. in Kyoto, Japan. Although EAD considers everything “tentative” until the final version of a game is completed, much of what you read here will be a part of Mr. Miyamoto’s greatest epic. Long ago, before Gannon stole the Triforce and kidnapped Zelda, Link set out to his coming-of-age ceremony in the Maze Woods. It was the custom of his tribe, the Kokiri Family, that a young man would receive a guardian spirit or fairy who would stay beside him and guide him throughout his life. But as Link walked through the woods, he discovered that a monster had captured one such fairy. Gallantly, Link came to the rescue and defeated the monster, but the fairy was mortally wounded. In her dying breath, she warned Link not to allow Gannondorf to possess the Triforce and to seek out a wise man and his spiritual stone. At the same time, Gannondorf, the king of thieves, was searching for the legendary Triforce so that he could steal its power. In time, Gannondorf stumbled into the Maze Woods and neared the secret place where the Triforce was kept. Link went to Hyrule Castle for help. Princess Zelda knew of the Triforce’s hiding place, but to reach it they would have to find three magical stones to unlock the secret. Thus begins the adventure.

We know that settings include at least one substantial town, a forest maze, a desert, a swamp, a canyon, a farm, building interiors, and dungeons.

Swords, bows and arrows, bombs, shields, and special items will be activated using various Controller buttons and using combinations of weapons will also be possible.

We also know that Navie, Link’s fairy helper, will warn you of impending attacks from enemies, and she will take an active role in defending and healing her young ward.

There’s also a suggestion that the horse may not always be your trusted steed. Perhaps you have to capture it and train it before you can ride it.

While you’re moving about, you’ll also feel the motion since Zelda 64 will make use of the rumble pack.

In addition to Link’s steed, you’ll also find warps that transport Link instantly across the world.

At a reported 256 megabits, Zelda 64 will be the largest game for the N64, doubling the current game on the market.

One of the central themes of the game has to do with time. In fact, you will move backward and forward in time at different stages of the game.

During earlier times, Link will appear as a boy of about ten years of age, while in the later stages he is a heroic youth in his teens. Kid Link, as the EAD team calls him, will have special abilities and will be able to use certain items that Teen Link won’t be able to use.

Oct. 23rd, 1997:

http://ca.ign.com/articles/1997/10/24/a-link-through-time

  • only the adult link can handle the heavy bow and the sword whereas young Link uses the sling shot, wooden stick and the dagger.
  • all the landmarks of Hyrule seem to have made the jump from 16 to 64-bit, including Turtle Rock, Hyrule Castle, and even Death Mountain.
  • Zelda 64 introduces the "Tower of Time" and the "Ocarina of Time."
  • Link receives the ocarina fairly early in the game, but needs to find four magic stones before he can use it.
  • Dagger, Ink Stone, Whip

NP104 - Nov. 1997

(Space World account)

The biggest surprise in Zelda 64 was the presence of a targeting system for battles. By pressing the Z button, a targeting box appears on the enemy, sort of like the lock-on target in StarFox 64.

When we weren’t fighting, we explored a village and a dungeon and learned to ride the horse in a practice field with jumps.

As a pedestrian in town, Link is greeted by Hyrulians everywhere he goes. The good citizens actually call out, “Konnichiwa!” or “hello” in Japanese. (We expect the English version to have a different greeting.)

The analog Control Stick is used for walking or running while the A Button and right, left, and bottom C buttons are for weapons and items. The Button operates your shield and the B button activates special actions such as climbing and jumping.

At the very beginning of the game, a dramatic sequence plays out in a pounding thunder storm. Link, outside the gate of Hyrule Castle, witnesses Zelda fleeing on horseback, followed a short while later by an evil figure that can only be Gannondorf, the king of thieves.

Nov. 24th, 1997:

http://ca.ign.com/articles/1997/11/25/everything-about-zelda-64

  • In Zelda 64, you can open drawers
  • If you carry your sword in your hand (the left one, of coursE), Link will swim with only one hand, or struggle a bit to climb up a ledge. (HF vid)
  • Unfortunately, the typical Zelda theme music wasn't in yet, but if it's as good as the ambient soundtrack, you're in for a treat.
  • Link encounters several strange creatures in the fields, among them stones that come to life
  • You could also try out three different boss battles. The first one pits you against two pretty tall and scary Stalfos skeltons in a round arena that both attack you at the same time. When you kill them, they crumble to a heap of bones.
  • Link's fairy hovers over his head and greets non-player characters with a friendly "konnichi-wa" (Good Day).
  • When locking on to an enemy with Z, Navie flies over to the target and points out its location while assuming a red colour.
  • Navie is so far the only "speaking" character seen in the game, and she often shouts advice as to what to do while battling.
  • When you press the A-Button, Link draws his sword and carries it in his left hand. Press the button again and he swings the blade horizontally. Pressing the button three times performs two swings and one downward slash.
  • Press B (when it is in the jump-mode) and A and Link lurches foward and attack with his sword.
  • But be careful, if he's in the middle of a jump and not ready to catch the boomerang, it may actually hurt him.
  • Note that the demo Nintendo showed off at the Space World was a collection of test levels, put together just for the show.

NP106 - Jan. 1998

The tentative sub-title for Zelda 64 is Ocarina of Time.

In the case of Zelda 64, the Ocarina is a magical instrument, as well. The price of getting the Ocarina is three spiritual stones that Link must find along the way.

In other Zelda 64 related news, it has been decided that the Game Pak itself will be gold just like the first NES Legend of Zelda.

Although an official date hasn’t been announced, Nintendo chairman Howard Lincoln says it will definitely be out some time in the second half of 1998.

Link seems to be able to do just about everything, from throwing a boomerang to reading road signs to Mt. Goron.

Release Forecast - Zelda 64: Fall ’98

http://www.flyingomelette.com/oddities/z64theories.html

Zora's fountain could be accessed without going through the Zora's River Entrance to Lost Wood is well diversified. The first scenes take directly to the Kokiri Forest Others take to the well of the Lost Woods, Maybe has been planned entry there.

Kakariko Village Zora's Fountain Kokiri Forest Gerudo Valley , it seems that these maps are quite old

780 322 2882

Darren Roshuk

  Box 577
  Nampa, Alberta t0h 2r0
  Canada

http://yuzuru.2ch.net/test/read.cgi/retro/1298412130/736-737 http://kohada.2ch.net/test/read.cgi/retro/1222201593/ http://ca.sakura.ne.jp/~sakura/babobi/msx/yami/kakushi.html 

http://zs.ffshrine.org/album/ocarina-of-time/inst-us/34-35.jpg

80231930 / 003B0BEC 803B0870 803Af2c0 0200BB80 0200BF40 803AFEF0 803B25A0 00213D88

according to this the temple of time has 12 cutscenes there are beta cutscenes of the stones it only goes up to 0a in the cutscene selector there should be an 0b

http://yuzuru.2ch.net/test/read.cgi/retro/1298412130/736-737 http://ca.sakura.ne.jp/~sakura/babobi/msx/yami/kakushi.html

Apr. '97 May '97
OoT-April Interface NPS.jpg OoT-Stalfos Black Dagger May 97.png
Dec. '95 Concept Art Jan. '96
OoT-Early Link.gif OoT-Adult Link.jpg OoT-Early Link 2 NPS.jpg

OoTStalfosHouse.jpg, , OoT-LoZ_Dungeon_IGN.jpg


http://i.imgur.com/7X1LzXQ.png Water Temple diffs

some are unfinished graveyards also unfinished has no graves


http://s167.photobucket.com/user/mestredosporcos/library/?sort=3&page=1

Spawn point lon Lon

http://www.youtube.com/watch?v=7XvdywPUv_E

Unused exit Zora’s Fountain Apparently, a long time ago, a hacker made a code that enables exit data on certain polygons. The hacker says these polygons were created to be exits, because they have their own polygons defined. He also says there is an exit defined in the game for the exit in Zora's River where you fall down the waterfall. Also, an exit in the weird cave in Zora's Domain. Unfortunately, he doesn't have the code anymore... but maybe that YouTube user or someone else does .

GlitterBerri: The Hyrule Market with adult is a old model, that this was still used the sword with A Button [9:39pm] <GlitterBerri> Oh, interesting. How do you know? [9:39pm] <GlitterBerri> Does it match the prerelease screenshots? [9:39pm] <Porcino> while the market with child link was a bit different [9:41pm] <Porcino> looked at an old image and it seems that nothing has changed

Apr. '97 May '97
OoT-April Interface NPS.jpg OoT-Stalfos Black Dagger May 97.png

Every day at 11 am/pm. Lay back for a with your hands folded over your stomach and follow the steps I told you about before. Three deep breaths through right nostril, exhale out mouth. Three deep breaths left nostril, exhale out right nostril. Then sit back. Relax. And try to focus on your breathing. Miracles will begin to happen. 2 am in the morning is also good. And yes, it was a while ago. A girl I used to have a crush on is all. I gave it to her for him as a b-day present. So it wasn't that nice after all. She turned out to be the worst person I've ever met.

"i must accelerate" fast the porcupine

[3:16am] <Gamma> I'm looking at the list of files on the disc by address again [3:17am] <Gamma> If this is representative of when files were added... [3:17am] <GlitterBerri>

  • nod nod*

[3:17am] <Gamma> there's a sort of "base" build, it seems. [3:17am] <GlitterBerri> See if it matches ups ith the beta shots [3:17am] <GlitterBerri> That's how i figured it out for OoT [3:17am] <Gamma> There's a huge dump of a bunch of stuff at the beginning [3:17am] <Gamma> probably files that weren't touched at all [3:18am] <GlitterBerri> Touched by? [3:18am] <GlitterBerri> Or when? [3:18am] <Gamma> The devs [3:19am] <GlitterBerri> Meaning they made it onto the initial build and haven't been touched since? [3:19am] <Gamma> Yeah [3:19am] <Gamma> I'm trying to get the logic straight [3:19am] <Gamma> In the "initial build" [3:20am] <Gamma> there are a ton of maps [3:20am] <Gamma> but interestingly, the only rooms that are present for Dragon Roost Cavern and the Tower of the Gods in this "initial build" are the unused ones!

TWW HC? http://i.imgur.com/WjnpaJ5.png

An academic advisor spoke to Nancy Chan

The trap chest is a bug, it crushes Link because of collision and is not intentional

Sign: number0039 variable0009

Chest: object n000A v0000

[1:11am] Xenesis was granted voice by CopyX. [1:11am] <Shard_> http://tcrf.net/File:OoT-Stalfos_Wireframe_NP.png [1:11am] <Shard_> you claim this is the only place this guy is seen [1:11am] <Shard_> but [1:12am] <Shard_> he's seen in [1:12am] <Shard_> http://tcrf.net/File:OoT-Stalfos_Blood_IGN.jpg [1:12am] <GlitterBerri> Oh? The shield is the one defining feature of that model, though, I think [1:12am] <TempTina> Talk:The Legend of Zelda: Majora's Mask edited by Peardian (/* Duplicate sand animation? */ (+262)): http://tcrf.net/r.php?a=179181,179171 [1:12am] <GlitterBerri> Which yyou can't see in this shot [1:12am] <Shard_> well [1:12am] <GlitterBerri> Are there other differences you see? [1:12am] <Shard_> also, i don't think it looks entirely the same [1:12am] <Shard_> the ribcage has more detail in the latter [1:13am] <Shard_> i suspect that latter shot is a more advanced version of that march model [1:14am] <KeLopez> hmm [1:15am] <KeLopez> good night [1:15am] <TempTina> Crash 'n the Boys: Street Challenge edited by Rabidabid (bob edit (m +116)): http://tcrf.net/r.php?a=179184,155950 [1:15am] <GlitterBerri>

  • takes a look*

[1:15am] KeLopez is now known as AFKeLopez. [1:15am] <BMF[Mobile]> I wonder how long the game had a non-functional HUD [1:15am] <TempTina> Downtown Nekketsu Koushin Kyoku edited by Rabidabid (Technos Japan (m +12)): http://tcrf.net/r.php?a=179185,141200 [1:15am] <BMF[Mobile]> 123 rupees [1:16am] GerbilSoft joined the chat room. [1:16am] GerbilSoft was granted voice by CopyX. [1:16am] <TempTina> Downtown Special edited by Rabidabid (Technos Japan (m +12)): http://tcrf.net/r.php?a=179186,141460 [1:16am] <Shard_> wonder if that heart meter actually works [1:16am] <Shard_> then there's shit like this [1:16am] <Shard_> http://tcrf.net/File:OoT-April_Link_IGN.jpg [1:17am] <Shard_> although with that shot it's possible they just hacked the HUD to look that way. [1:17am] Pompolic joined the chat room. [1:17am] Pompolic was granted voice by CopyX. [1:17am] <Shard_> though there's probably some sort of basic functionality [1:18am] <Shard_> you're probably right though, a month later they have the fucking C-button setup [1:19am] <einstein95> BMF[Mobile]: 123 rupees is all you need [1:19am] <TempTina> Super Spike V'Ball edited by Rabidabid (bob update (m +134)): http://tcrf.net/r.php?a=179188,35027 [1:19am] <GlitterBerri> Shard_: The Link wireframe is seen in action in another screenshot I have yet to upload [1:20am] <GlitterBerri> http://www.glitterberri.com/content/zelda_series/oot/prerelease_shots/interface1BA/1996_deathmountain8zc.jpg [1:20am] <TempTina> Category:Games developed by Technos edited by Rabidabid (delete (m +3)): http://tcrf.net/r.php?a=179189,177661 [1:20am] <Shard_> that thing. [1:20am] <Shard_> i wonder if they'd seriously considered using that silly thing [1:21am] <GlitterBerri> Which thing? [1:21am] <TempTina> Category:Games published by American Technos created by Rabidabid (Technos Japan sub-category (+45)): http://tcrf.net/r.php?w=Category%3AGames_published_by_American_Technos [1:21am] <Shard_> was probably some first person combat thing like the "shield" wireframe in Star Fox 1 [1:21am] <GlitterBerri> What's that about again? [1:21am] <Shard_> the shield powerup makes the Arwing display as a glowing wireframe [1:21am] <devin> @#427160317441757184 [1:21am] <Rakka> BadSonicFanArt » Discovered by @TailsChannel, submitted by @TheMTwinny: http://t.co/hOd7FPuIxI (at Jan 25 2014, 8:25 PM CET · via Twitter for Android) https://twitter.com/BadSonicFanArt/status/427160317441757184 incompatible encoding [1:21am] <devin> this is me [1:22am] <Shard_> i'm guessing they'd use the wireframe link model in a first person battle mode [1:22am] <Shard_> which is what this looks like [1:22am] null left the chat room. (Ping timeout: 121 seconds) [1:22am] <Shard_> i'd guess it would be optional [1:22am] <GlitterBerri> So, Shard_, do you think http://www.glitterberri.com/content/zelda_series/oot/prerelease_shots/interface1BA/97%204%2021/8ign.jpg is the same as http://www.glitterberri.com/content/zelda_series/oot/prerelease_shots/interface1BA/97%201%2027/zelda1ogr.jpg ? [1:22am] <TempTina> Pokémon Puzzle Challenge edited by LinkTheLefty (As can be seen here - http://www.youtube.com/watch?v=PguSaK44pYE (odd because this version looks like it would have reused the Super Famicom version's cast of characters, when the GCN version replaced everyone with similar ones except Sanatos & Corderia). (+164)): http://tcrf.net/r.php?a=179191,179169 [1:22am] <Rakka> YouTube » Nintendo Puzzle Collection - Panel de Pon: Story Mode Part 4 (08:59) · by mistoroboto on 2009-03-15 · ☝8 ☟0 · 1,769 views [1:22am] <GlitterBerri> 'cause the models seem the same and the 2nd (earlier) one has the triangle shield [1:23am] <einstein95> GlitterBerri: Do you know what the katamari has written on it in this shot? http://i.imgur.com/ZENqq2g.png [1:23am] <Shard_> yeah you're probably right [1:24am] <GlitterBerri> 塊 [1:24am] <GlitterBerri> Katamari [1:24am] <GlitterBerri> Exciting, hey? [1:24am] <einstein95> Ah, thanks [1:24am] <einstein95> Heh [1:25am] <GlitterBerri> Shard_: I appreciate your insight, though! I never thought about the first-person view implications of the wireframe screenshot [1:25am] <einstein95> Odd that it appears when the camera cuts through another object [1:25am] <Shard_> i'm not entirely sure if they fully intended it as that or they just set it up as a really cool screenshot [1:25am] <GlitterBerri> It's hard to decide what information like that to include because I'm really trying to avoid speculation, but some things I want to say seem really likely but aren't 100% confirmed [1:25am] <Shard_> seems like a lot of work for the latter though [1:25am] <Shard_> http://tcrf.net/File:OoT-Gels_ND.jpg [1:26am] <Shard_> oh hey his health went down [1:26am] <GlitterBerri> Like http://tcrf.net/images/9/91/OoT-Turtle_Rock_NPS.jpg probably being the entrance to Dodongo's Cavern [1:26am] <GlitterBerri> Seeing as it appears in the same batch as a number of other DC shots [1:26am] null joined the chat room. [1:26am] null was granted voice by CopyX. [1:26am] <einstein95> GlitterBerri: If it seems extremely likely, then I think you're welcome to point it out. [1:26am] <einstein95> I think it's extrme speculation that is to be avoided [1:26am] <TempTina> Tetris Attack (SNES) edited by LinkTheLefty (/* Main Menu */ (m +4)): http://tcrf.net/r.php?a=179192,179170 [1:26am] <GlitterBerri> And interior DC doesn't have the Dodongo head in these early shots, so they probably moved it from outside -> inside for the final game [1:27am] <GlitterBerri> einstein95: It's not wiki policy so much as a personal desire to create a comprehensive overview of OoT's development history that's free of so much of the speculation and misinformation that's usually found in these things [1:27am] <Shard_> http://tcrf.net/File:OoT-Cucoos_%2B_Pink_Navi_NPS.jpg [1:27am] <TempTina> Dragon's Fury edited by Rabidabid (Technosoft -> Tecnosoft (even though the title screen uses Technosoft...?) (m -2)): http://tcrf.net/r.php?a=179193,175773 [1:27am] <Shard_> this lon lon field thing was used in several prerelease shots spanning two versions of the game [1:28am] <einstein95> Ah, fair enough. [1:28am] <GlitterBerri> Yes, it's really interesting [1:28am] <einstein95> You could always blackmail a developer [1:28am] dev_null joined the chat room. [1:28am] dev_null was granted voice by CopyX. [1:28am] <Shard_> i'd say it's just lon lon ranch but there are no field limits

Red Tektites first to be added

[10:12pm] <GlitterBerri> I think it's interesting that "fairy" (Navi?) is called ovl_En_Elf, and Dark Link is called ovl_En_Torch2 I also want to know if ovl_En_Holl is a misspelling of Hole or Hall [10:15pm] <Porcino> for all I know, ovl_En_GirlA uses object_human model, but it is corrupt.

ovl_En_Viewer Ganon Chasing Impa and Zelda <-- I'm also very curious about this. It appears very early... does that mean Ganondorf chasing IMpa and Zelda is the first cutscene?

many ganondorf and ganon actors, som enot used?

[10:39pm] <GlitterBerri> ovl_Bg_Spot05_Soko Sacred Forest Meadow Water & Gate was added late in development, that's why there is no gate when you go there in early cutscenes, I think [10:40pm] <GlitterBerri> Stalchildren were also added late in development, so that may be why Hyrule Field has no enemies in early cutscenes [10:40pm] <GlitterBerri> Bonooru was added very late in development, so if you go to early cutscenes in Lake Hylia, he is probably missing [10:42pm] <GlitterBerri> ovl_Bg_Spot17_Bakudankabe Death Mountain Crater Bombable Wall was added very late too, that's why it's missing in early Death Mountain cutscenes. You can go directly into the fairy fountain. [10:43pm] <GlitterBerri> Cows were added late, so that's probably why they were added to the farm tower that was also added late... [10:43pm] <GlitterBerri> Epona's Song was added fairly late (because before, you used the reed whistle to call Epona)

Shadow Temple actor

Scene settings for early Hyrule Filed

HF 00 takes you to Link’s house


?アナタ・・・ ?だれ?

カギが ちがうみたい… 開かないヨ!

わたしは… こわいのです。  あの男が ハイラルを ほろぼす…   そんな気が するのです。   それだけの 恐ろしい力を    持った男なのです。     でも よかった。    あなたが 来てくれて…

 あかないヨ?

ダメ… オトナのくせに。

リンク…   なに ジロジロ 見てるの?!

ここから下が のぞけるよ!

 たしか… ダルニアさんがいた    部屋じゃないのかな?

見て! 見て!

ただいま改装中  この台に なにかが   はめられていたようだ…

Clipping out of Morpha’s room with no scene sends you to the WT entrance. Falling out respawns you in the room. Scenes 00 ~ 04-ish take you to a ? area of Ganon’s Castle.

Scene 00 of the FT boss room takes you to the Water Temple entrance, with my weird objectless water temple adventure.

Scene 00 of Ganon’s Tower takes you to the objectless water temple.

Scene 08, 09, and 0A of the Deku Tree has the Forest Temple music in the background. Starts at x -6535, y - 0, z -4724. Respawns at same position.

Scene 04~09 of Deku Tree Boss has the Water Temple music in the background. Starts at x -6535, y - 0, z -4724. Respawns at same position.

Scene 0A of Deku Tree Boss has the Ganon’s Castle music in the background. Starts at x -6535, y - 0, z -4724. Respawns at same position. Takes you to GT entrance room with 5 keese instead of 6?

Scene 00 of In Front of the Temple of Time takes you to Fire Temple main room, Darunia says “No matter how many times I hear that song, it doesn’t get old!” What??

Scene 00~03 of Dodongo’s Cavern has the Dodongo’s Cavern music in the background. Starts at x -6535, y - 0, z -4724. Respawns at same position. Scene 04~07 of Dodongo’s Cavern has the Forest Temple music in the background. Starts at x -6535, y - 0, z -4724. Respawns at same position. Scene 08~ of Dodongo’s Cavern has the Water Temple music in the background (and a purple background instead of black). Starts at x -6535, y - 0, z -4724. Respawns at same position.

Scene 00 of Gerudo Training Ground has the Forest Temple music in the background. Starts at x -6535, y - 0, z -4724. Respawns at same position.

Scene 00 of Takara Bako. Starts at x -472, y 4102, z -130, drops you at x -472, y 2543, z 106.

There are suns in the Spirit Temple to use with the Mirror Shield Compass rose with sun in the middle on Twinrova’s floor Snitch Triforce icon

zelda_mori_objects.zar contains lots of models called l_whatever zelda_ganon2.zar’s animations include Lmahi and Lhit

キミは いずれ ここへ 戻らなければならない時がくる。

その時のために キミに伝えよう。 時の神殿への 帰還のメロディ…

光のプレリュードを…

The time will come when you will have to return here quickly... I will teach this to you for when that time comes...

The song to return you to the Temple of Time... The Prelude of Light...

Sooner or later, a time will come when you shall have to return here.

I will pass this to you for that time: the melody to return to the Temple of Time…

The Prelude of Light…

我に 光を!

Show me the light!

�時のオカリナを みつけた! ゼルダが残した 王家の秘宝。 神秘的な光を 放っている…

You found the Ocarina of Time! This is the Royal Family's hidden treasure which Zelda left behind. It glows with a mystical light...

生ける屍に光を…

Shine light on the living dead...

ワシの名は ラウル。   その昔 時の神殿を つくり…  聖地との 道をつなぎし者じゃ…

   ここは 賢者の間。

  聖地の要である 光の神殿に    残された 最後の砦…

 お前が 時の台座から 抜きとった 退魔の剣 マスターソード… それが 聖地への 最後のカギだったのじゃ。

 リンクよ… 落ち着いて  おのれの姿… 見るがよい!

I am Rauru, one of the ancient Sages...

Ages ago, we ancient Sages built the Temple of Time to protect the entrance to the Sacred Realm...

This is the Chamber of Sages, inside the Temple of Light...

The Temple of Light, situated in the very center of the Sacred Realm, is the last stronghold against Ganondorf's evil forces.

The Master Sword--the evil- destroying sword that you pulled out of the Pedestal of Time--was the final key to the Sacred Realm.

Link... Don't be alarmed... Look at yourself...!

FT statues and doors are modified GC statues

Wind Temple mini dungeon uses GC textures WT entrance used to be on ground

Unused:

大魔王 ガノンドロフ 弱点なんてわからないよ!

Ganondorf the Evil King I have no idea what his weak point is!

---

7:16 PM Red arrows show places to play songs http://zeldapower.com/images/oot/np/Page10.jpg The Temple of Time image says "stand on the red arrow in front of the alter and play the Song of Time" http://zeldapower.com/images/oot/np/Page08.jpg You can see the red arrow in front of the screenshot of Zora's waterfall too

Dr. James Chin 1 pack psychiatric


The old Hyrule Castle map is from Nov. 1997 http://tcrf.net/User:GlitterBerri/Prerelease:The_Legend_of_Zelda:_Ocarina_of_Time/Sword_on_A_(Part_1)#Hyrule_Castle Ganon's Castle map is also based on that map.. (but maybe an earlier version, because the entrance is a little different, the stairs to the castle are in a different place) So we know that Ganon's Castle and the Fairy Fountain existed since at least Nov. 1997 A horse at Ganon's Castle? Very odd



[2:50am] <ZethN64> Just a guess, I would imagine thats why the door closes. Similar to how ALTTP when the Npcs would run into the house, you couldn't open the door afterwards. [2:53am] <ZethN64> Also dk_pu_box.zar is not dummied out btw, dk_stonebridge is beta most likely predating OOT64 and dk_lightbox is another leftover from OOT64 that was unused but still in the cart. [2:54am] <nensondubois> https://www.youtube.com/watch?v=BF8Zeu9QEAA [2:55am] <ZethN64> dk_pu_box [2:55am] <ZethN64> http://i477.photobucket.com/albums/rr132/Riggy23/pu_box01_zps85d37fd3.png [2:55am] <ZethN64> http://i477.photobucket.com/albums/rr132/Riggy23/pu_box02_zpsc264efb7.png [2:55am] <ZethN64> http://i477.photobucket.com/albums/rr132/Riggy23/pu_box04_zps95ea18bc.png [2:55am] <ZethN64> dk_lightbox [2:55am] <ZethN64> http://i477.photobucket.com/albums/rr132/Riggy23/dk_lightbox_zps0c7b536c.png [2:55am] <ZethN64> dk_stonebridge [2:55am] <ZethN64> http://i477.photobucket.com/albums/rr132/Riggy23/dk_Stonebridge_zps18e45dbd.png [2:57am] <ZethN64> Have these been mentioned before Glitterberri? [2:57am] <einstein95> That first one looks like that pushblock...

[4:52am] <ZethN64> even though they show up in the object list and are unused, there is a reason they are there xD I just remembered To load up an actor, it must load -all- objects it needs for one actor to show up ex: Loading the doggy laddy, you must have all the objects of the market npcs loaded in the list just to spawn her That's why Km1 and kw1 show up in all of the lists Its hard coded in the actors, they have a specified object list in each of the actors. If that object list isn't all loaded in the map, the actor refuses to spawn or crashes the game. I know from putting the market actors in Ura's castle town.

To load an actor, you must have all objects connected to that actor, or the actor won’t appear. For example, to load the dog woman, you must have all the Market NPCs, or she won’t appear. Each actor has an object list. If not all objects are present, the actor does not appear, or the game crashes.

To find an actor’s object list, search for the actor in a hex editor. Look up the actor’s number. The objects necessary to make the actor appear are close to the actor number.

[7:02am] <ZethN64> I usually find them by searching the actor in a hexeditor, looking up the actor's number, not too far from the actual actor number is the corresponding objects needed to run the actor [7:02am] <ZethN64> and I also compare with the object list in the zmaps

[4:56am] <ZethN64> Like the market npcs only use one actor file, just different variables

http://i477.photobucket.com/albums/rr132/Riggy23/MUSICALNOTES_zps0985fcd2.jpg

[4:21am] <ZethN64> you are still in the beta object set [4:22am] <ZethN64> the checkspot near the sign of records isn't available at all til after you leave the house

1 more question, sorry.

Stage 00 = Child Link Day Stage 01 = Child Link Night Stage 02 = Adult Link Day Stage 03 = Adult Link Night

Right?

_sd tot

Back Alley House

bji os_anime boj ahg dog tsubo

Link’s House - Meeting Navi/Link’s Nightmare - Room 1: Treasure Chest 000E object_o_anime object_oE_anime object_oE3

Stage 0 Final Battle Against Ganon - Room 1: object_gi_soul???


[9:43pm] <MathOnNapkins> There's other indices you could look at, like game submodes, but I'd be getting a bit ahead of myself. One thing suggested by my perusings for a long time is that the Tower of Hera was added much later, because its 'palace index' is much higher than most dungeons, even though it's the 4th dungeon [9:43pm] <MathOnNapkins> So, stuff like that [9:43pm] <PPLToast> ToH is 3rd [9:44pm] <MathOnNapkins> I'm counting HC / sewers at the beginning as the first


open scene navi select a room go to objects me 1:59 PM OK Gil 2:00 PM will show a list of objects that are loaded

for the object appears, need to have an actor.

[9:39pm] <MathOnNapkins> You were asking about the ordering of game objects a while back. I think if you look at variables $0C4A, $0E20, and $7FF800 you can begin to get an appreciation for how they might have been added [9:39pm] <Airikita> JAL 80AF8C70... [9:39pm] <Airikita> Woah, ok... [9:40pm] <Airikita> It's storing a value to it's function index/status. [9:40pm] <MathOnNapkins> Those are all sprite classes, $0E20 being the main sprite class, $0C4A generally being sprites that are tools and other things related to Link, and $7FF800 being 'garnish' or sprites that are there for graphical flair but not much else


[7:31am] <Oprah> It is very simple. [7:31am] <Oprah> Use HxD for this. [7:31am] <GlitterBerri> HxD? [7:31am] <Oprah> Look in .zmap files. [7:31am] <Oprah> A hex editor. [7:32am] <Oprah> There are multiple headers per .zmap file. [7:32am] <Oprah> Usually, anyway. [7:32am] <Oprah> The 18 Command in the header points to the list of the other headers. [7:32am] <Oprah> In each header, the 0B Command says the number of objects and it points to them. [7:32am] <Oprah> Here is an example. [7:33am] <Oprah> 18 Command: 18 00 00 00 03 00 02 80 [7:33am] <Oprah> So you go to Search > Go To > 280. [7:33am] <Oprah> The data there points to other headers. [7:33am] <Oprah> It can look like this: 03 00 00 90 03 00 01 A0 [7:33am] <Oprah> And so on. [7:34am] <Oprah> Each one points to another header. [7:34am] <Oprah> So to go to the first one, Search > Go To > 90. [7:34am] <Oprah> For the second, Search > Go To > 1A0. [7:34am] <Oprah> Basically, everything beyond the 03. [7:34am] <Oprah> When you get to one of those offsets, you are at a map header. [7:34am] <Oprah> The 14 Command is the end of the header. [7:34am] <Oprah> 14 00 00 00 00 00 00 00 [7:35am] <Oprah> 0B Commands point to groups. [7:35am] <Oprah> 0B XX 00 00 03 ZZ ZZ ZZ [7:35am] <Oprah> XX is the number of groups/objects. [7:35am] <GlitterBerri> There's some way to do this in the editor programs, though, rather than manually deciphering all the hex. Holy shit, you know a lot, though. [7:35am] <Oprah> ZZZZZZ is their offset.

[7:35am] <Oprah> ZZZZZZ is their offset. [7:35am] <Oprah> Thanks. B-) [7:35am] <Oprah> Each group/object is two bytes.


[7:36am] <Oprah> You can always use Hylian Toolbox. [7:36am] <Oprah> You can switch to various headers. [7:36am] <Oprah> Click "Edit Groups". [7:36am] <Oprah> It opens a list of the groups/objects in Notepad.


[7:37am] <Oprah> Anyway, the objects/groups listed in Notepad from Hylian Toolbox correspond to the second value of each actor on that page.


[7:37am] <Oprah> 0072 0077 Brown bird (Alpha!) [7:37am] <Oprah> 0077, for example. [7:37am] <Oprah> Would be listed as a group/object.


[7:38am] <Oprah> What makes it unused, however, is that no actor uses 0072.

Yeah, you need their object, their animation object file, and an actor to load any beta npc model

Again, it will require hacking an actor to get the beta model to load up or writing a custom actor as most of the beta models do not have their own actor

You could load a treasure chest up easily, only problem is if the actor/variable information isn't in the scene, we have no clue what it contained

Fire temple stautes are similar to Ganon’s Castle Statues

Shop banners weren’t present in prerelease market

Find Forest Temple skybox

Ruined market is based on prerelease market

Different pre rendered graphic for castle view in Hyrule Castle Town market

Weird misplaced door behind Barinade boss door

Child Link sprite changed

わからない! What's that?

-Japanese (Darunia) オレが ここで 封印をすることで オメエの 役に立つなら これほど うれしいこたぁねぇ! Nothing has made me happier than helping you seal the evil here!

-Japanese (Sheik): だが、魔物の力が 強まったため、 井戸の封印が 破れ、 地上へ 現れたんだ!! Link.... -English: But the force of the evil spirit got so strong, the seal of the well broke, and it escaped into the world!!

-Japanese (Impa?): その時こそ、 我ら六賢者が 魔王を 封印し、 ハイラルに 平和が 戻る時なのだ! -English: That is when we, the six Wise Ones, will seal up the Evil King and return peace to Hyrule.

-Japanese (Sheik): インパは 再び 封印をするために 闇の神殿へ 向かったはずだが… このままでは… 彼女が キケンだ! -English: I believe Impa has gone to the Shadow Temple to seal it again, but...she will be in danger without any help!

-Japanese (Saria?): アタシたち 賢者は 六人そろえば 魔王ガノンドロフを 封印することが できるの。 でも その封印を 完全にするには 七人目の賢者が 必要なの。 -English: If all six Sages come together, we can imprison Ganondorf, the King of Evil, in the Sacred Realm. But, in order to make a perfect seal, we need the seventh Sage.

賢者の封印は すべての 悪しき力を その彼方に 閉じこめる… The Sages' Seals will contain all the evil power in the void of the Realm...

Bottle in Deku Tree / Wall at HC? 12:31 / 12:58 for more Hyrule Field questions / 13:01 / 13:20

14:25 - Deku Tree

14:32 - Gohma

14:41 - Hyrule Field

14:45 - Deku Tree

14:48 - Hyrule Field

14:56 - DT / Link has 5 hearts and a bottle.

15:09 - DT

15:30 - HF

16:24 - HF, Map

16:28 - Deku Tree Request & lots of gameplay

19:07 - Gohma, plus old Link pose?

20:45 - DT death

20:48 - Saria on bridge

21:36 - Zelda’s Lullaby / Link has red gem sword, despite icon?

21:39 - Epona’s Song

21:47 - Sun’s Song

21:53 - Saria’s Song

22:00 - Song of Time w/OoT

22:10 - Song of Storms

22:14 - Minuet of Forest

22:17 - Bolero of Fire

22:22 - Serenade of Water

22:26 - Prelude of Light

22:29 - Prelude of Shadow

22:34 - Requiem of Spirit

22:38 - Map Again

22:41 - HC intro cutscene

22:49 - Castle moat & garden mini game

23:19 - Zelda’s courtyard

23:35 - Goddess scene

23:53 - Look at GD / Ganon walks in and bows

24:08 - Map again

24:11 - Death Mountain Trail

24:37 - Darunia’s Room

25:05 - Breaking open Dodongo’s Cavern

25:50 - Dodongo’s Cavern entrance

25:34 - Eternal Star

26:15 - DC pre boss room

26:26 - KD cutscene

27:41 - Darunia gives you his treasure

27:53 - Map again

27:56 - Zora’s Domain

28:13 - Diving game

29:00 - Catching chickens

29:29 - Bombchu Bowling

29:58 - Shooting Gallery

30:24 - Fishing

30:45 - Ingo Race / Old bow?

31:14 - Chicken catching for Anju

31:50 - Lake Hylia, finding Ruto’s letter

32:20 - Zora’s Fountain

32:41 - Inside JB’s belly

33:55 - Barinade

35:00 - Ganondorf oh noes

35:33 - Hyrule moat

35:55 - Temple of Time

36:40 - Chamber of Sages

37:54 - Forest Temple

38:42 - Phantom Ganon

39:29 - Fire Temple

40:16 - Volvagia

40:50 - Water Temple

41:00 - Morpha

http://web.archive.org/web/19990921031359/http://www.zhq.com/entry/news/e3/events.htm

http://s1.postimg.org/rwastajzx/gerudo.png


[10:38pm] <Porcino> I wonder if the exit 0130 leads to Haunted Wasteland. [10:38pm] <Porcino> it is crashing the game.

ask xdaniel

Ah, you do this: [1], then add

  1. Whatever, eg. GlitterBerri's website

into a new section at the bottom of the page (how Wikipedia does it) or whatever

[11:00pm] <Twili> 8128D7AC 00C9 8128D844 01AE 8128D852 FF04 [11:00pm] <Twili> "Talk to the goron, and ask about bomb flower, and then, watch. He'll walk away."

Oh sealed door opened by the Sages... Close forever with the Evil Incarnation of Darkness within!!

http://www.zeldalegends.net/files/text/nintendomaterial/nintendocom/nintendo.com-zelda64-story.txt http://www.zeldalegends.net/files/text/nintendomaterial/zeldacom/story/storyline-old.txt

Now I promised that I would talk about fishing. Like I said before, I loved fishing as a kid and it remains my favorite hobby today. It’s no coincidence that fishing has become a big part of Zelda games. Recall the fishing zone in Ocarina? That was a programming project that I worked on secretly behind the scenes and surprised the development team with. Fortunately, they really liked it, so the fishing zone made it into the game! - Programmer Kazuaki Morita

http://www.zeldalegends.net/index.php?n=interviews&id=2006-NP-Morita&m=html Feb. 1st, 2006

My first character design assignment for Nintendo was the wise, old owl in Ocarina of Time, Kaepora Gaebora. Mr. Miyamoto left me a yellow sticky note with a few pointers for the owl’s design and turned me loose to explore his look on my own. So casual! - Character Designer Satomi Asakawa

http://www.zeldalegends.net/index.php?n=interviews&id=2005-NP-asakawa&m=html The Lead Story on Bit Parts] - Oct. 1st, 2005

I remember when I was illustrating the grown-up Link for Ocarina of Time, I was very carefully about his look: basically, he’s a handsome guy. Broad-chested – that’s important. If his body were too slender with his handsome facial features, he’d end up looking more effete and aristocratic. I think that Link looks authentic – the Link we’ve all come to know in the Legend of Zelda world – when he has a fair amount of muscle and a physically conditioned body, since he needs to look impressive when he’s taking action, like when he’s riding a horse.

When I first heard about the Ocarina of Time project, and the need to create a new Link, I knew the job was for me. I put my name out there for the project by creating some sample illustrations of my ideas. Fortunately, Yoshiaki Koizumi, one of the game’s art directors, like the drawings, so I was put in charge of the illustrations. I loved the project and drew constantly; it was almost like I was giving vent to all of my passions through those drawings. And I’ll tell you one thing: drawing bad guys is worthwhile work. It felt great to draw characters like Ganondorf, exaggerating his fearsome, powerful presence. But my favorite Ocarina of Time illustration was of Impa, Zelda’s Royal Protector: It was extremely rare that Nintendo had such a muscular woman in one of it’s games. She was a natural fit for my preferred art style. - Illustrator Yusuke Nakano

http://www.zeldalegends.net/index.php?n=interviews&id=2005-NP-Nakano&m=html Portrait of Nintendo’s Illustrator] - Aug. 1st, 2005

The Zelda presale was actually kind of a unique case in the sense that we had gone through the trouble of developing Master Quest/Ura Zelda in Japan and we ultimately never released it primarily because the contents of the game had not changed enough from Ocarina of Time to provide enough value in the product. But the people who worked on it really wanted to get the game out there and we did too, and we actually looked at many possible ways to do that including tying up with magazines trying to sell it with magazines. But ultimately we never really found a way of providing that game to the consumer.

This time around, with the release of Wind Waker -- the fact that we'd gone from a cartridge-based media on the N64 to a disc-based media -- caused a [production cost] drop so significantly that we found we could take this N64 game, put it on a GameCube disc, run it in high-resolution, and follow it up with the Master Quest at a relatively low cost. - Miyamoto

http://www.zeldalegends.net/index.php?n=interviews&id=2003-03-02-dice-miya-aonu&m=html DICE Summit, Miyamoto and Aonuma (Gamers.com)] - Mar. 2nd, 2003

Q: Regarding Ura Zelda, is there any different between the 64DD version that was in development and the GameCube version? Did it use any functionality with the 64DD? And, is it coming to the U.S.? Miyamoto-san: Although we did develop Ura for the 64DD, it didn't use many of the special features. So it was very easy to port over to the GameCube without cutting any features. Why we did it, well that was because the 64DD was only released in Japan and it was only sold to subscribers of the RandNet system. For a long time we wanted to make it available for play and find a way to do that. It was expensive to make cartridges, so we had through about different ways. One thing we thought about was tie-ups with magazines. Once GameCube moved to disc media, though, it became much more feasible to make it available. In terms of how we've done it, we didn't want to make it limited edition. So we've tried to make it available to as many people as possible.

Also, I'm not sure if you're aware but Ura Zelda isn't very different from the Ocarina of Time; it's more of a second quest. People who played through Ocarina of Time would be able to play through Ura Zelda and get a few laughs at some things, find some things more difficult, and take a few varied paths. However, even if you do play all the way through the end it will not unlock anything special. We hope to be making an announcement sometime soon, so please wait until then.

Q: Was it very difficult to do those ports from the N64, and might you be considering doing it again with other N64 titles?

Miyamoto-san: When we switched from the cartridge to disc media, we did it in a way that would make it very similar. In terms of the actual port, it was quite simple. Technically, it's easy to port N64 games, but what types of games would people really want to play and would there be a value there?

http://www.zeldalegends.net/index.php?n=interviews&id=2002-12-04-ign-miya-aonu-twwsummit-2&m=html Wind Waker Summit (GamePro Uncut Version)] - Dec. 4th, 2002

Q: After hearing rumors of Ura Zelda for Nintendo 64 Disk Drive, Zelda Gaiden for the Nintendo 64 cartridge format was a pleasant surprise. Can you tell me how these two games came to be developed?

A: We are working on two follow-ups to The Legend of Zelda: Ocarina of Time. "Ura Zelda" uses the same system as Ocarina of Time but uses the 64DD to add game data. The story in "Ura Zelda" will be similar to Ocarina of Time but with new maps and scenarios. Zelda Gaiden, on the other hand, is a completely different game, although it too uses essentially the same game system as Ocarina of Time. Everyone has enjoyed the Zelda series but there's typically at least a 3 year wait between sequels! People who are in Junior High School when they play one Zelda game would be in High School by time the next game comes out, and those in High School will graduate before the next game came out! So, we wanted to make a new game in the series sooner. "Ura Zelda" will use the existing Ocarina of Time cartridge but with different dungeons, and new locations for the treasures. Since the 64DD media is cheaper than a new cartridge, this is an inexpensive way to make a sequel. We may also consider using network technology for "Ura Zelda." Right now, most of the staff is concentrating on Zelda Gaiden. - Miyamoto

http://www.zeldalegends.net/index.php?n=interviews&id=1999-nintendocom-sw-miya&m=html Spaceworld '99 Talkin' with Miyamoto] - ?, 1999

Ocarina of Time was originally designed with the N64 Disk Drive in mind, and in the future, we'd like to make use of some of those unrealized ideas intended for the N64 DD.

NP: Who's your favorite new character in the game?

Miyamoto: (Looking to the ceiling as he grapples for an answer) Sheik. . .(laughing) the cows. . .I like the Deku Scrubs. Sometimes they attack you. Sometimes they talk to you. Sometimes they sell things to you. And if you're wearing one of the different masks you can get in the game, the Deku Scrubs will react to your appearance depending on the disguise you're wearing. I like them because you can't tell if they're an enemy or an ally. I wanted to put more characters like them in the game, but the Deku Scrubs ended up being the only ones we included.

NP: Will you be making other games using the Zelda engine?

Miyamoto: We were using the Super Mario 64 engine for Zelda, but we had to make so many modifications to it that it's a different engine now. What we have now is a very good engine, and I think we can use it for future games if we can come up with a very good concept. It took three or so years to make Zelda, and about half the time was spent on making the engine. We definitely want to make use of this engine again.


(Source: source needed)

Miyamoto: Of course, but from the depths of our imagination (grin)! The designers kept this in mind, and tried to create scenery that looked like it really existed. There is no particular model used. However, we did use data material from all around the world, such as a photo collection of German castles. There may be parts that reflect the real world.

Kushida: Now then, what changes this from previous Zelda games is the change to 3D from the traditional top view.

Miyamoto: And let me tell you that it was hard work. Now, if you think about how easy it is to play the game, then the traditional top view is still number one. But our priority was to give the gamer the feeling that he was actually there in the game. Like just being able to see the horizon. For example: going into a cave. From a top view you can already see well into the cave. You just wont get the same presence. Players want the experience of gradually exploring their way inside, and using their own feet to traverse new ground. Enemy positions are obvious from a single glance in top view, while in reality you couldn’t see enemies that are above or behind you. We wanted to emphasize this.

Kushida: Even with the change in perspective, the game seems to flow into the World of Zelda without a hitch? Is this the power of Miyamoto?

Miyamoto: But there are those who do say “it isn’t very Zelda-like”. And in that sense, we adopted the method where in mini-games, or in dwellings or streets the camera, perspective would change. What do you think?

http://www.zeldalegends.net/index.php?n=interviews&id=1998-11-nom-miya-oot&m=html

www.ign.com/articles/2011/06/17/the-legend-of-zelda-ocarina-of-time-10-things-you-didnt-know

  • The team was initially calling her Ao, but Koizumi insisted they go with Epona. "Epona is the goddess of horses and fertility in Celtic mythology, so I used that," Koizumi-san said. "When you name something, it increases your affection for it, so I worked hard to make her a good horse."
  • Link is known for his sharp, elflike features, but Koizumi-san revealed that his design went through many changes. At first the Hylian hero actually sported a button nose and more rounded features.
  • you could jump when you pleased
  • Navi was a triangle shaped cursor, her name is derived from navigate

-He had mentioned that it has to feel amazing, riding a horse. In the beginning we put in so many trees, but they were becoming obstacles so we gradually removed them and in the end the wilderness disappeared. It feels good to grow up and ride a horse through the wide world you discovered as a child. (source)


この牧場で働いてずいぶんになるが 牧場主のタロンは グータラでな。

この牧場で働いてずいぶんになるが  牧場主のタロンは グータラでな。

オレは、リッパな馬を 育てて ガノン様に みとめてもらうんだ!

オレは、リッパな馬を 育てて   大魔王 ガノンドロフ様に  みとめてもらって 出世するんだ!

ずいぶん 腕をあげたじゃねーか。 オレと 一発、レースしようぜ! その馬で コース一周の勝負だ!

ずいぶん 腕を 上げたじゃねーか。  オレと 一発、レースしようゼ!  その馬で コース一周の 勝負だ!

その 熱き友精は やがて 正しき者の力となり、 進むべき道を 照らすであろう…

    その 熱い心は   やがて 正しき者の力となり、  進むべき道を 照らすであろう…

リンク… また会おう!

また会ったな、リンク…

また会ったな、 リンク…

https://web.archive.org/web/20000819150334/http://ign64.ign.com/news/1023.html

a + c house scenes? first person bow?

https://web.archive.org/web/20000819150339/http://ign64.ign.com/news/927.html

three new screenshots you should find?

https://web.archive.org/web/20000819150324/http://ign64.ign.com/news/1176.html

Link leads a horse around a mountain landscape, and explores a volcano land? wat

https://web.archive.org/web/20000817175749/http://ign64.ign.com/news/1336.html

boomerang in Oct. 1997

https://web.archive.org/web/20000815080728/http://ign64.ign.com/reviews/437.html

The attack system is equally impressive. Pressing B will make Link draw his sword. Press it again to slash at your enemy once. Press it three times to swing the blade from the bottom to the top. Press forward and B to slash downward.

Add to that an interesting quest, tons of mini-games, hidden items (how about a two-fisted sword that doesn't break?)

zeldasummit screenshots are from Jan. 30th, 1998 - https://web.archive.org/web/20000901041704/http://ign64.ign.com/news/1748.html - https://web.archive.org/web/20000819150210/http://ign64.ign.com/news/1749.html

[9:57am] <MathOnNapkins> Anyways, you can search for \wtf and \bug in files matchin *.asm

Finding Unused Objects - moribossroom_room1.zmap

1. Download map at http://spinout182.com/mqd/f.html.

2. Look for 0Bxx 0000 0300 yyyy. • 0B = object pointer • xx = number of objects that display in SceneNavi (06) • yyyy = where to find objects (0040)

3. Go to line yyyy. (0040) 0037 = 005A = 0075 = 00BD = 0048 = 00B0 = 0052 = object_oE9 000F = object_fire

How to tell when the object list ends:

1) There is a number that is too high to be an object. 2) 0000 3) The actor list will begin.

<Jimmy130> because if we use a gameshark for ZElda OOT, we must activate "code generator" <Jimmy130> so code generator use Expansion pak <Jimmy130> when zelda oot read ram available, it sees 4MB <einstein95> Then what happens? <Jimmy130> 4MB with 64DD = error 44

[2:19am] <Porcino> http://s28.postimg.org/6gyysh6bv/Untitled_2.png [2:20am] <Porcino> 4 collectible objects exist in the pre boss room. [2:20am] <Porcino> in MQ [2:20am] <GlitterBerri> Which objects, do you know? [2:20am] <Porcino> do not work [2:21am] <GlitterBerri> I see I see [2:21am] <Porcino> variable 3FF0 [2:23am] <Porcino> I do not know what is [2:23am] <GlitterBerri> Ok ^^ [2:23am] <Porcino> 0112 0001 Invisible collectible - 0xxx = Collect as soon as you enter area - 1xxx = Collect as you pass over it - x000 = Deku nut - x100 = Heart - x200 = Green rupee - x300 = Green rupee - x400 = Bomb - x500 = Arrow - x600 = ??? - x700 = Deku Seeds [2:26am] <Porcino> replace the number 3 for 2, got a sound of Rupees

[7:33pm] <einstein95> <Jimmy130> about that http://pastebin.com/AvL0crq3 [7:33pm] <einstein95> <Jimmy130> questions 1, 2, 3 are impossible to do [7:33pm] <einstein95> <einstein95> Why is that? [7:33pm] <einstein95> <Jimmy130> because if we use a gameshark for ZElda OOT, we must activate "code generator" [7:33pm] <einstein95> <Jimmy130> so code generator use Expansion pak [7:33pm] <einstein95> <Jimmy130> when zelda oot read ram available, it sees 4MB [7:33pm] <einstein95> <einstein95> Then what happens? [7:33pm] <einstein95> <Jimmy130> 4MB with 64DD = error 44 [7:33pm] <einstein95> <einstein95> Ah [7:33pm] <einstein95> <Jimmy130> here http://jimmy130.free.fr/IMG/jpg/czdj_erreur_44.jpg [7:33pm] <einstein95> <Jimmy130> i can test but without 64DD

http://s29.postimg.org/wtu8lfgpj/Untitled_1.png

http://s11.postimg.org/tzjsrbv5f/Untitled_1.png

Back Alley Night - File #838, #632

承知致しました。 は以上でしょうか。 ご失礼致します。 お気になさらないでください 何の御用でしょうか おっしゃった通り

Final Battle Against Ganon Stage 01 object_zl2 object_gt object_zl2_anime1 object_geff object_efc_doughnut

Action Testing Room Stage 03 object_tite


Mido’s House: 0x00C5 File #677 0x00FC File #729 0x00FD File #730 0x00FB File #728 0x000E Treasure chest

ToT S11 R1

0x005E File #586 0x008E File #648 0x0092 File #626 0x00A8 File #648

N64.com has recorded three Zelda movies off the Nintendo Space World demo tape. The quicktimes show Link riding a horse and doing battle with two of the bosses in the game. The movies also show off Link's locking system and 3D (ala Quake) view, in which he draws his bow and shoots an enemy.[1]


It's confirmed, Zelda 64 will finally be shown to spectators in playable form beginning tomorrow at Nintendo's Space World. The game, which has been hyped endlessly all year, will no doubt be the highlight of the show. N64.com's Space World correspondents have reported that at least 20 demos of the game are currently running and possibly more still being setup.[2]

Nintendo has released a small, but revealing quicktime of Link mounting the now infamous horse and riding along the hillsides. It also shows some of the new fighting scenes in the game.[3]

Note: The video, which was obtained from Nintendo of Japan, has an unsteady framerate which should not be confused with how the actual game runs. [3]

Camera The camera follows Link, in a style similar to Tomb Raider. When you see an enemy or an object that interests you (or you1re being attacked by an enemy), you press and hold the Z-Button. This will bring up a cursor that locks on to your target. Now, as long as you hold down the Z-Button, the camera will stay on your target, retaining its over the shoulder position. This allows you to circle your enemies and slash at them while side-stepping, back-flipping and shielding yourself from the onslaught (R-Button). While you are locking on to a target, the screen will become slightly letterboxed to let you know that the target mode is active. To help you keep track of your attackers, Navie, your fairy will hover over the target1s head. Release the Z-Button at any time to break the target lock. The upper C-Button will let you either switch to an alternate camera angle (inside houses or cities), or zooms in to let you look around.[4]

Attack System The attack system is equally impressive. Pressing A will make Link draw his sword. Press it again to slash at your enemy once. Press it three times to swing the blade from the bottom to the top. Press jump and A to slash downward. Turn the 3D Stick in a circle to swing your sword over your head once. Press and hold A to charge your sword and make it glow, then unleash a nice helicopter slash that1s sure to turn any stinking skeleton into a heap of bones. Similar controls are available for the other items, which can be distributed over any of the lower three C-Buttons. Press the corresponding key once to draw the weapon or item, then press it again to use it.[4]

Action Button But the crowning feature is the context sensitive B-Button. If you stand close to a ladder, the B-Button display at the top of the screen will change to climb or descend, if you run around freely, it will change to jump, stand next to a sign and it turns into read, and so on. Simply pressing the button will activate the function. Some of the available functions include open, pull, push, check, talk and crawl. There is also a nice auto-jump feature that prevents you from falling from platforms when attempting to jump across a crevice.[4]

---

  • Holding the R button causes Link to raise his shield.[5]
  • The shield is used as a normal shield during battle.[5]
  • There is also a secret, special use.[5]
  • The Z button causes Link to lock onto something.[5]
  • If you press it while moving, the scenery will rotate.[5]
  • When you fight with a sword, pressing the Z button will allow you to hit an enemy.[5]
  • You can view anything.[5]
  • The B button is the action button.[5]
  • It contains the name of something.[5]
  • The button lets you use that item.[5]
  • If it says dash, press it to dash.[5]
  • The A button unsheathes your sword.[5]
  • It plays a low note on the Ocarina.[5]
  • You can charge your power by holding down the A button.[5]
  • If you let the A button go, the power will be cut off.[5]
  • There is a two-handed sword.[5]
  • The way Link slashes is different than when he holds a single sword.[5]
  • You can’t use the shield with the two-handed sword.[5]
  • You can use magic or items to attack.[5]
  • There are projectile weapons like arrows and pachinko balls.[5]
  • There is a hammer and a stick.[5]
  • There is a hook shot.[5]
  • The game has an auto-jump function.[5]
  • Even if the player doesn’t press the jump button, they can still jump.[5]
  • The jump depends on the character’s speed and topographical features.[5]
  • If you want to jump, press the action button.[5]
  • When your hit points go down, your speed slows.[5]
  • It is easier to be defeated.[5]
  • If Link approaches the horse, the button will say “ride”.[5]
  • Press B and you will mount the horse.[5]
  • If you bring out the whip, the horse will start to run.[5]
  • The horse is controlled by whips and carrots.[5]
  • Every time you use the whip, you have to give the horse a carrot.[5]
  • Otherwise, the developers would feel sorry for the horse.[5]
  • Zelda is slightly Rumble Pak compatible.[5]
  • Navi guides Link and shows him the correct paths.[5]
  • Press the B button to speak with Navi.[5]
  • She can carry things for Link.[5]
  • Navi changes colours depending on the object.[5]
  • She will turn red if there is something dangerous.[5]
  • The red reticule is displayed when you can use the Z button.[5]
  • The stick can be broken.[5]
  • The strength of the bow does not change.[5]
  • The hammer in Zelda 64 can do various things.[5]
  • It is a little different from ALttP.[5]
  • It is heavier, so it makes a good weapon.[5]
  • There are three soul stones.[5]
  • The soul stones are inserted into the empty holes of the Ocarina.[5]
  • Playing the Ocarina is important for going to the “Tower of Time”.[5]
  • To enter, the Ocarina must have the three soul stones inserted.[5]
  • The ocarina can play a melody.[5]
  • The shield is made of wood.[5]
  • In the centre is Link’s family crest.[5]
  • The rooster can’t be used like an item.[5]
  • It has secret uses.[5]
  • The rooster follows along like a stalker.[5]
  • It would be bad if you bullied it.[5]
  • The items Link can equip depend on his age.[5]
  • This was a purposeful decision by the developers.[5]
  • Child Link uses pachinko balls and a slingshot, and a boomerang.[5]
  • Adult Link uses a bow.[5]
  • The swirly item in the corner is a wind magic medallion.[5]
  • There are six types of magic, including fire, wind, darkness, and light.[5]
  • Miyamoto is thinking about mixing the different types of magic.[5]
  • You can use magic in conjunction with the bow.[5]
  • You can use magic missiles, so it is important that you can use magic on arrows.[5]
  • The C buttons are used for magic.[5]
  • The six types of magic are divided by colour.[5]
  • The wind magic is green.[5]
  • There are about 16 items you can use.[5]
  • There are also medicinal items.[5]
  • Occasionally, medicinal herb-like things appear.[5]
  • Medicines in bottles are the only replenishing items.[5]
  • There are empty bottles.[5]
  • Sometimes they contain something.[5]
  • There are some bottles whose contents are not medicine.[5]
  • Child Link is around 6~8.[5]
  • He is a second grader.[5]
  • Adult Link is younger than 20.[5]
  • Maybe 15.[5]
  • When he is killed, he will say "Ahhh!" or "Ooooh!"[5]
  • When he rides a horse, he'll shout "Yaaa!"[5]
  • Link’s face can move a little bit.[5]
  • It’s difficult to see his expression unless he looks up.[5]
  • You can see his expressions change in the cutscenes.[5]
  • Link is a child of a race of elves called Kokiri.[5]
  • There are no parents in this race.[5]
  • There are only many children of the same age.[5]
  • They grow until they reach a certain age, then they disappear.[5]
  • The next generation is born equally abruptly.[5]
  • Link will disappear someday.[5]
  • Link will grow stronger with strength items.[5]
  • Miyamoto didn’t want to remove Link’s abilities.[5]
  • There are no techniques you must know to become an adult.[5]
  • There will be changes depending on items.[5]
  • Size is a big difference between Child and Adult Link.[5]
  • Link’s height affects what he can climb.[5]
  • Sword fighting with Adult Link is more fun because he’s had more practice.[5]
  • Magic is the main difference.[5]
  • Magic can only be used with Adult Link.[5]
  • Link is not romantic in this game.[5]
  • The connection between Link and Zelda relates to the Triforce.[5]
  • Link’s lineage is also connected.[5]
  • The Triforce plays the role of the ultimate item in the game.[5]
  • There is no special ceremony to officially become part of the Kokiri.[5]
  • Only the “guardian elf bequeathal”.[5]
  • Gohma’s design had to be changed from ALttP because of the 3D environment.[5]
  • Its design combines a crab and a bear.[5]
  • Miyamoto: Ummm, he's changed a bit. Since he wouldn't look the same if we put him in 3D, the design had to change. He's certainly unpleasant, isn't he? We combined a crab with a bear to make him. It delivers alien-like eggs. It's gross.[5]
  • The strength of the enemy characters depends on the extent of the weaponry.[5]
  • King Dodongo is around 65 feet long.[5]
  • He can see, even though it looks like he has no eyes.[5]
  • There was a limit to how many boss characters the developers could make.[5]
  • Miyamoto wanted to make over 10, maybe 15 or 16.[5]
  • Dekubaba’s name is revealed.[5]
  • Miyamoto crossed a dog with the snapping clam from Mario to make it.[5]
  • If you attack Dekubaba's head while it is writhing on the ground, it can be severed at the joint.[5]
  • Miyamoto compares this to harvesting rice.[5]
  • The Lens of Truth lets you see things that are normally unseen.[5]
  • In response to a question about invisible enemies.[5]
  • There are enemies that can’t be cut with a sword.[5]
  • “I think it would be fun if small enemies would come out of the wound of a larger enemy.”[5]
  • “I'm thinking about small enemies.”[5]
  • “The human form that Ganon is in before he transforms into a monster gradually changes.”[5]
  • There won’t be blood in the game.[5]
  • There might be something else, like green body fluids.[5]
  • There might be a few enemies that ride on horses.[5]
  • The idea for Dark Link was last minute when I made it.[5]
  • It won’t be in this scenario.[5]
  • There are inns and tool stores.[5]
  • There is only one town.[5]
  • Link is not human.[5]
  • He is an elf.[5]
  • Link’s outfit is a Kokiri outfit.[5]
  • The Kokiri all wear similar costumes.[5]
  • The title has been decided.[5]
  • It is “The Legend of Zelda: The Ocarina of Time”.[5]
  • The 64DD version hasn’t been scheduled yet.[5]
  • Miyamoto wants to make a 64DD version in addition to the cartridge.[5]
  • “We could make the 64DD version from what we have now.”[5]
  • “It's undecided, but if we can do it right, I think I'd like use the Zelda cartridge with the 64DD offering backup data.”[5]
  • “I don't want to have a game solely for the 64DD that you can't enjoy on a cartridge.”[5]
  • “We're investigating it right now.”[5]
  • There is just the horse as a means of movement for now.[5]
  • There will be other ways of moving like warping or through magic.[5]
  • Link’s ears are long because he is an elf.[5]
  • This was decided from the beginning.[5]
  • Link’s girlfriend is not Princess Zelda.[5]
  • In this game, Navi is jealous of Zelda.[5]
  • Navi feels something for Link in the story.[5]
  • 90% of the game system is complete.[5]
  • That is the only thing almost done.[5]
  • After that, you've got to create the data and put on the finishing touches.[5]
  • Altogether, I'd say it's 70-80% complete.[5]
  • I’d love to have the development finished within the year, and to start debugging the game by New Year's.[5]
  • Debugging is quite laborious, so there's no telling how long that will take. Maybe 1 or 2 months.[5]
  • It will definitely not be done by December.[5]

---

There was an unused setup for Hyrule Castle, Death Mountain, 3 for the Cutscene Map, and one for the Great Fairy Fountain. Everything else was a false positive.

The ones that are unused are Empty Bottle, Big Quiver, Silver Scale, Golden, Possible Small Key.

[9:33pm] <Playtendo> 07 BOSS_GOMA [9:33pm] <Playtendo> 08 BOSS_DODO [9:33pm] <Playtendo> 09 BOSS_BARI [9:33pm] <Playtendo> 0A BOSS_FGANON [9:33pm] <Playtendo> 0B BOSS_BAL [9:33pm] <Playtendo> 0C BOSS_SHADES [9:33pm] <Playtendo> 0D BOSS_MOF [9:33pm] <Playtendo> 0E BOSS_TWIN0 [9:33pm] <Playtendo> 0F BOSS_TWIN1 [9:33pm] <Playtendo> 10 BOSS_GANON1 [9:33pm] <Playtendo> 11 BOSS_GANON2 [9:33pm] <Playtendo> original order do not object [9:35pm] <Three_Pendants> Interesting... [9:35pm] <Playtendo> these are just camera types of course


[9:41pm] <Playtendo> 33 BOSS_SHIGE [9:41pm] <Playtendo> 44 BOSS_LAST [9:41pm] <Playtendo> 45 BOSS_INI [9:41pm] <Playtendo> 46 BOSS_HAK [9:41pm] <Playtendo> 47 BOSS_KON

MM

[8:48pm] <Playtendo> ovl_Effect_Ss_KiraKira

[3:10pm] <Three_Pendants> || |- | || || Wow. || |- | || || [3:10pm] <Three_Pendants> || |- | || || Three scenes of a night blue sky... || |}


| || || || |- | || || [3:59pm] <mzxrules> || |- | || || the cutscene setups have dynamic exits || |- | || || [3:59pm] <mzxrules> || |- | || || so this setup predates this || |}

check spot 04 objects for Great Fairy

[12:14am] <Playtendo> yeah [12:15am] <Playtendo> spin attack three times [12:15am] <Playtendo> the third one will play a longer animation [12:15am] <Three_Pendants> You mean if you were to do three Spin Attacks in a row? [12:15am] <Playtendo> yes [12:15am] <GlitterBerri> At what point in OoT would something not be dead after 2 spin attacks? [12:15am] <Three_Pendants> Really? Does it actually happen? [12:15am] <GlitterBerri> I wonder if Link gets dizzy [12:15am] <Playtendo> yeah it's the animation that people labelled as the "ssb spin attack" animation [12:16am] <GlitterBerri> Was it disabled, or does it erroneously not display? [12:16am] <Playtendo> the animation is longer than the time is to continue your "combo" so you can't actually do it unless you modify the asm

0x3F4530 - 0C18180C - Unused Spell 1's MP Cost is 30 (0C), Unused Spell 2's MP Cost is 31 (18), Unused Spell's MP Cost is 33 (18) Farore's Wind MP Cost is 33 (0C) [5:59pm] <Three_Pendants> 0x3F4534 - 180C0000 - Nayru's Love MP Cost is 34 (18) / Din's Fire MP Cost is 35 (0C) [5:59pm] <Three_Pendants> So there were supposed to be Three Spells that cost 12 and 24 MP respectively.

[6:01pm] <Three_Pendants> The first unused spell was 12, second was 24, third was 24, Farore's Wind is 12, Nayru's Love is 24, and Din's Fire is 12.


[6:03pm] <Three_Pendants> Six MP Costs, Eight Spell Slots, and Two unused magics according to the Damage Table, and Three Animation Sets still in the game.


[6:05pm] <Three_Pendants> If we assume that the other two damage tables refer to spells. That likely means the other 0C was the Ice Spell, the 18 was the Light Magic, and another utility spell was 18 as well.


[6:06pm] <Three_Pendants> It does likely mean that Nayru's Love was more "shadow" based at one time considering it's File name is Literally Magic_Dark.


[6:07pm] <Three_Pendants> I feel 8 might have been their "max", rather than what they actually used. [6:07pm] <PPLToast> Kinda like the Hearts? [6:08pm] <PPLToast> The counter is insanely huge [6:08pm] <Three_Pendants> Yes, but it goes to the left showing that they didn't include actual coding for more.


[6:10pm] <Three_Pendants> Light Magic - Light Damage Table - Would have cost 24 MP., Wind Magic - Farore's Wind - 12 MP, Fire Magic - Din's Fire - 12 MP, Ice Magic - Ice Damage Table - Would have cost 12 MP, Spirit Magic - ??? (Another utility quite likely) would have cost 24 MP. Shadow Magic - Nayru's Love - 24 MP. [6:11pm] <Three_Pendants> So with all of the data in the game it is pretty clear that they had the idea of the Six Medallion Magics all but implemented. [6:11pm] <Three_Pendants> Only one I can't place is Spirit Magic... [6:12pm] <Three_Pendants> It would have cost 24 like Nayru's Love... but what could it have done?


[6:14pm] <PPLToast> Alttp had three medallions [6:14pm] <PPLToast> Quake? [6:14pm] <PPLToast> Kappa [6:14pm] <Three_Pendants> Stun all enemies? Hmm... [6:15pm] <Three_Pendants> If we assume Ice Magic was like Ether, that's not a bad guess! [6:15pm] <Three_Pendants> And stunning all foes in a room does sound useful at times.


[6:18pm] <Three_Pendants> Speaking of the Deku Nut... [6:18pm] <Three_Pendants> It's file is called M_Fire1. [6:18pm] <Robotortoise> but no one uses the fucking deku nut [6:18pm] <Three_Pendants> It is located Right Above the Spin Attack. [6:18pm] <PPLToast>

o

[6:18pm] <Three_Pendants> Which is called M_Thunder


[6:26pm] <Playtendo> the deku nut has a visible actor if you can get the bow to fire them [6:26pm] <Three_Pendants> Completely from Link, the actor doesn't spawn it. [6:26pm] <Three_Pendants> Are you referring to the black orb? [6:26pm] <Playtendo> it's the same object as what the dekus shoot out of their mouths

[6:03pm] <Three_Pendants> They really didn't know what they were doing with magic until the final hour it seems. [6:04pm] <Three_Pendants> Then again...

[12:18am] <Playtendo> 803D7B14 asm set how long it takes to keep swinging sword 240E0008 [12:18am] <Playtendo> change the 08 to something larger

https://dl.dropboxusercontent.com/u/6440063/OoT/modding/uknown_texture_3.png

https://dl.dropboxusercontent.com/u/6440063/OoT/modding/Unknown.png

https://www.youtube.com/watch?v=gY4I31YpVqk

[7:07pm] <Porcino> the textures object_zl1 and object_zl4 has some changes [7:07pm] <Porcino> Also several different animations. [7:07pm] <Three_Pendants> Ah? [7:07pm] <Three_Pendants> You're sure Zl1 isn't the Temple of Time Zelda, right? [7:08pm] <Porcino> ZL1 is the cutscene of Impa in Countyards. [7:08pm] <Three_Pendants> Zl4* rather [7:08pm] <Three_Pendants> Wait no... bah, now I'm mixed up. [7:09pm] <Porcino> zl1 is an earlier model. [7:10pm] <Three_Pendants> Yes, that's it... [7:19pm] <Porcino> http://s11.postimg.org/3l9fwmxvz/zeldag.png [7:20pm] <Porcino> zl1 and zl4 [7:20pm] <Porcino> is not much difference, just a little darkened skin and polished the symbol of the Triforce. [7:22pm] sairugoth joined the chat room. [7:23pm] sairugoth left the chat room. (Quit: http://www.mibbit.com ajax IRC Client) [7:24pm] <Porcino> https://www.youtube.com/watch?v=MEC_8bs_HE4 http://s11.postimg.org/3l9fwmxvz/zeldag.png

Apparently Volvagia is weak to Ice Arrows, when in his ground form they do 4 damage to him after he's stunned when all other non-swung weapons deal 2, not that great, normal Jump Swing. However in the air Ice Arrows also deal 4 damage to him compared to the 2 that everything else does.

[1:04pm] <Three_Pendants> He ignores Din's Fire completely. I can't get any damage identifier to break on it, at all. But Fire Arrows act just like any other non-swung weapon.

https://dl.dropboxusercontent.com/u/6440063/OoT/modding/7_medallion_file_select.png The medallion grahics are here: 0x7D5D60 to 0x7E205F So black with the Light Medallion texture by default? Yeah The medallion object is created and everything, but they added in a conditional check to only display the first 9 (spiritual stones included) well.. If current loop is less than 9, starting from 0. The texture fallback is graphic plug in related. It didn't show up for three without setting it's texture to a proper one


[11:24am] <andlabs> GlitterBerri: 0..8 instead of 1..9 [11:24am] <andlabs> there are technical reasons for doing things this way Most languages use 0 indexing basically when creating the stones/medallion objects for the file select, it loops 10 times. But the loop that decides if they should be shown/hidden only loop 9 times. it skip the last unused medallion. [11:25am] <CloudMax> why create it to begin with?

[1:37pm] <Three_Pendants> It was thought originally that it may have been a placeholder of a "shadow" of medallions before you get them... [1:37pm] <Three_Pendants> But this medallion is received when you pick up the Forest Medallion at a default value.

[11:26am] <CloudMax> 0x803FB4A8 ;Number of stones/medallions that are stones [11:26am] <CloudMax> 0x803FB688 ;Number of stones/medallions that should be displayed

[11:26am] <CloudMax> 0x803FAA04 ;Number of objects that are stones/medallions may also prove useful

[12:27pm] <Three_Pendants> So I've been doing some research with CloudMax on this seventh medallion and it does seem legitimate. There is an empty space for a seventh medallion symbol. right after the Light Medallion. [12:29pm] <Three_Pendants> However it has a default requirement which is the Forest Medallion so whenever you acquire the Forest Medallion you also acquire this medallion though that might be chalked up to a default value of something that was never really changed. [11:03am] <CloudMax> Indeed. there is a 7th unused medallion [11:03am] <GlitterBerri> waaaaaaaat [11:03am] <CloudMax> the tint color is not set, so it's black Okey, so I looked back at the medallion. It has an entry in the medallion tint color table. However, it does not have an entry in the texture table. so it tries to read texture "00FF00FF" (start of the tint color table). and for some reason it fallback on the light medallion texture.

http://s18.postimg.org/obpcopkft/snap0051.png Zl4 and Zl1, Zl1 is unused, has goddess cutscene inside her [12:46pm] <Porcino> zl1 appears in the cutscene where Link learns Zelda's lullaby [12:46pm] <Porcino> but the camera never shows the model zl1

OoT SS inset is blue green red? unlike older games?

[5:21pm] <lue> the variable # you get from adding up all the "field values", so for a Boss Key Chest with a megaton hammer, the variable would be 2000 + 1A0 + (a chest group number, any from 00..1F) [5:22pm] <GlitterBerri> Now you’ve lost me :/ [5:23pm] <lue> For actor 000A, the treasure chest? [5:25pm] <GlitterBerri> How do you add up field values? [5:25pm] <lue> If you wanted a boss key chest with the hammer, then XXXX = 000A, YYYY = 000E, and ZZZZ = 21A0 = 2000 (boss key chest) + 1A0 (megaton hammer) + 0 (group number; doesn't matter that much)

[1:47pm] <CDi-Fails> Open your hex editor, grab your scene file (http://www.spinout182.com/mqd/s.html spot 15) [1:47pm] <CDi-Fails> Open up your ZELOOTMA rom, your scene file, and then your list of headers [1:47pm] <CDi-Fails> lemme give you link to headers [1:48pm] <CDi-Fails> https://dl.dropboxusercontent.com/content_link/kifIn3mIW37DbFgDdc7uI11lAoTqH1fV5ObgUpwQEwVyajZWh4BkJdjwvs9eEw31?dl=1 [1:48pm] andlabs left the chat room. (Ping timeout: 121 seconds) [1:49pm] <Chpexo> Not Found [1:49pm] <Chpexo> The resource could not be found. [1:49pm] <CDi-Fails> https://www.dropbox.com/s/cvx22cl9f7kqxzp/debug.zip

[1:50pm] <CDi-Fails> Anyway, once you've opened the ZELOOTMA ROM and scene file in the hex editor, open the text file containing the scene 15 headers [1:50pm] <CDi-Fails> Select the second header's offset: 3D80 [1:50pm] <CDi-Fails> The ones on the left are decimal, right is hex [1:50pm] <CDi-Fails> Once you got all that set let me know [1:54pm] <Chpexo> done [1:54pm] <CDi-Fails> Alright [1:54pm] <CDi-Fails> Now, copy that 3D80 and head over to your hex editor [1:55pm] <CDi-Fails> Select your scene file and hit CTRL + G (goto offset) and paste 3D80 [1:55pm] <CDi-Fails> You should end up with 14 as the first byte you see

[1:57pm] <Chpexo> I have the files open in the hex editor but what do I copy? [1:57pm] <CDi-Fails> The debug.zip you downloaded should have text files in it [1:57pm] <CDi-Fails> Find the spot_15 text file [1:58pm] <CDi-Fails> Don't open that in the hex editor [1:58pm] <CDi-Fails> Just open it in notepad [1:58pm] <Chpexo> oh [1:58pm] <CDi-Fails> there will be two entries, go to the second [1:58pm] <CDi-Fails> and then choose the value on the right: 3D80 [1:58pm] <CDi-Fails> Then follow the steps I said above [1:58pm] <CDi-Fails> tell me when [1:59pm] <Chpexo> I'm at the offest now [1:59pm] <CDi-Fails> Alright, do you see 14 as the first byte [1:59pm] <CDi-Fails> wait [1:59pm] <CDi-Fails> am I using the terms right [1:59pm] <CDi-Fails> ...like, 02 = one byte? [1:59pm] <CDi-Fails> in hex [1:59pm] <CDi-Fails> no, it can't be right [1:59pm] <CDi-Fails> eight bit...something [1:59pm] <Chpexo> 0C 00 23 F0 02 [1:59pm] <CDi-Fails> sixteen bits = byte? [2:00pm] <CDi-Fails> Uh [2:00pm] <CDi-Fails> Search the offset in the scene file [2:00pm] <CDi-Fails> not the rom [2:00pm] <CDi-Fails> spot15_scene.zscene [2:00pm] <CDi-Fails> search there [2:00pm] <CDi-Fails> "14 00 00 00 00 00 00 00 00 00 FF 02 04 3E 0E D8"

[2:03pm] <CDi-Fails> Now, go to the line right above that 14 00 00 stuff [2:03pm] gilgamesh left the chat room. [2:03pm] <CDi-Fails> anytime you see that near the offset, that's the end of the scene header [2:03pm] <CDi-Fails> Now, drag the line above 14 00 00 to "15 02" [2:04pm] <CDi-Fails> that'll be the start of the headers [2:04pm] <CDi-Fails> it won't always be in the same position, but it will always be that [2:04pm] <Chpexo> done [2:05pm] <Chpexo> Do I overwite or just paste? [2:05pm] <CDi-Fails> what? [2:05pm] <CDi-Fails> let me explain lol [2:05pm] <CDi-Fails> copy that little bit [2:05pm] <CDi-Fails> or at least, just keep it selected [2:05pm] <CDi-Fails> http://wiki.spinout182.com/w/Zelda_64_Scene_Listings:_Debug_ROM [2:05pm] <CDi-Fails> now go here and find hyrule Castle's offset

[2:06pm] <CDi-Fails> should be 02A14000 [2:06pm] <Three_Pendants> Any more interesting news since last night? Or rather earlier today? [2:06pm] <CDi-Fails> Then, go to ZELOOTMA and find that offset

[2:07pm] <CDi-Fails> Anyway, once you find the header in ZELOOTMA, drag down until you find the 14 00 00 stuff again [2:07pm] <Three_Pendants> Oh? Those are unused? [2:07pm] <CDi-Fails> select the line just above it and paste [2:07pm] <CDi-Fails> It should overwrite the data, but the size SHOULD NOT CHANGE

[2:07pm] <CDi-Fails> Anyway, the size should not change-- the data will look as if it has swapped, but nothing should be added or subtracted

https://www.youtube.com/watch?v=AMCpNUn8ruY&feature=youtu.be&t=6m45s ordon shield

[2:12pm] <CDi-Fails> Anyway, Chpexo, the main differences are fairy fountain, courtyard kicked out, and sneaking in kicked out

http://i.imgur.com/paxrXQm.png http://i.imgur.com/xXNPWRH.png

Wallmaster http://i.imgur.com/lPKL20z.png

Hylia Lakeside

ousei in Deku Tree?

CDi-Fails: three items, three spells link climbs Ganon

"Dan Owsen: I have to admit I haven't played through the game start to finish. However, I've played all the areas, beaten all the bosses, and seen the ending. A lot of the scenes weren't connected yet when I was translating the text. That's why I'm playing through it again now, to see everything as it was meant to be."

[2:47am] <GlitterBerri> mzxrules: Idea - download all .zscene files, automate a process where your computer searches for instances of 1400 0000 0000 0000, output the tallies of the instances of 1400 0000 0000 0000 in each file to a text document [2:48am] <GlitterBerri> iirc, 1400 0000 0000 0000 0000 indicates the end of a cutscene header, so you can sometimes find cutscenes that don’t have starting headers, like the Spirit Temple ones [2:48am] <GlitterBerri> So maybe we’d find unexpected cutscenes in scenes we didn’t anticipate [2:48am] <GlitterBerri> Or more cutscenes than we thought in scene files that already have them

[6:40pm] <mzxrules> glitterberri, because there are no object file commands, yet there are actors in the scenes [6:41pm] <mzxrules> er, the object list command found in scenes is absent [6:42pm] <mzxrules> command numbering to me suggests that it's possible that at one point the components to object files were simply part of the actors [6:42pm] <mzxrules> command numbering + the missing command [6:42pm] <mzxrules> object list is denoted by 0x0E

http://i.imgur.com/wLEw4SF.png http://s14.postimg.org/k3yw2ihgx/Untitled_2.png http://s11.postimg.org/aqmqukz3n/Untitled_2.png


[6:43pm] <mzxrules> https://www.mediafire.com/?ooyy96lx5imt0s5 [6:44pm] <mzxrules> this is v1.0 so any v1.0 codes work normally http://imgur.com/MlvlAws,6hcIqvw,9dBG7Ql,Gu9HBIa,Mip52Hq,26PNMCa,91sU4GI#6 Kokiri Forest cutscene in Spirit Temple?

[7:00pm] <mzxrules> the scene header has an 01 command for loading it's own actors (hope that's the right number), which is never done in any other normally playable scenes


[7:02pm] <mzxrules> in image 1 you see that door right? [7:03pm] <mzxrules> but in the other images with the blocks it's not there [7:03pm] <mzxrules> i don't think this is intended behavior. probably just a side effect of my hack? [7:04pm] <mzxrules> but when you fall in the void in that room, the door is overwritten by the blocks and I think there's a torch or two there as well

[7:07pm] <mzxrules> oh another thing, the block in image 3 spawns super high up

1600 0000 0000

http://s28.postimg.org/79ml8ykrh/snap0024.png http://s28.postimg.org/ylhuaapi5/snap0025.png http://s28.postimg.org/id1m0tgnx/snap0026.png http://s28.postimg.org/sbmknaq3h/snap0027.png http://s28.postimg.org/ibro7eeu5/snap0028.png http://s28.postimg.org/uk5cidml9/snap0029.png http://s28.postimg.org/e7vasn89p/snap0030.png http://s28.postimg.org/613b12i71/snap0031.png <- extra door to left? http://s28.postimg.org/uhq29a8bh/snap0032.png http://s28.postimg.org/8z09urpul/snap0033.png http://s28.postimg.org/ojc8z1pct/snap0034.png http://s28.postimg.org/s97ae7btp/snap0035.png http://s28.postimg.org/3ozwh7uzh/snap0036.png http://s28.postimg.org/qmmo6pp5p/snap0037.png http://s28.postimg.org/dc3eqxnz1/snap0038.png http://s28.postimg.org/l640cbvrx/snap0039.png http://s28.postimg.org/ypkui19r1/snap0041.png http://s28.postimg.org/sdaalxw2l/snap0042.png http://s28.postimg.org/fdupdp76l/snap0043.png http://postimg.org/gallery/2fltnz16/36e10c56/

Deku Tree slingshot text: [9:17pm] <Porcino> It is usually used in OoT, but MQ works. [9:17pm] <Porcino> It is not usually used in OoT, but MQ works.

http://s30.postimg.org/x6cjh30o1/snap0044.jpg http://smg.photobucket.com/user/airikita/media/unused_object_trap2_zps15318ca4.png.html

http://www.mediafire.com/download/ooyy96lx5imt0s5/Unstable+Spirit+Beta.zip http://tcrf.net/Talk:The_Legend_of_Zelda:_Ocarina_of_Time/Unused_scene_setups

http://tcrf.net/images/9/9d/OoT-Zoras_Domain2_Sep98.jpg Zora in spot of Torch

[9:25pm] <Playtendo> there are two diffrerent bug actors [9:25pm] <Playtendo> I forget the values

[6]

Iwata The first problem that all kinds of people involved in making games in 3D encountered and had lots of trouble with is the axex not aligning when two characters go to face each other. But the two of you found a solution when you went to Toei Kyoto Studio Park.[6]

- 0005 = Invisible object hovering with shadow for a second, then bursts into purple flames / Shadow that goes Whack!

Tailparasan in the Deku Tree

Dinolfos in Dodongo’s Cavern Lizalfos in Dodongo’s Cavern

Skullwalltula in Forest Temple (not before) Gold Skulltula “

00007150 to 00007400 - ROM related text

Painting Phantom Ganon in the Shadow Temple? Or underneath it with something removed?

Stalkid and Like Like under Spirit Temple enemies, with something removed

Two versions of Deku Tree intro speech?

あのヒト、もう いないヨ。    森に 入ったヒトは   みぃ~んな いなくなる。   みぃ~んな スタルフォス。   だから いないの、あのヒト。

リンク… きこえますか? わたしです、ゼルダです!

リンク!?

このインゴー様が こんな  シケた牧場の 馬の世話係なんて    なっとくできねー!   グータラ牧場主の おかげで    ここの仕事は いっつも  ぜ~んぶ オレが やってんだぜ! dup?

   時のオカリナです!

とにかく  ガノンドロフに トライフォースを    渡しては なりません!     時のオカリナは   なんとかして あの男の手に   渡らぬように 守ります。   あなたは のこる ふたつの   精霊石を 見つけてください。   ガノンドロフよりも 先に  トライフォースを 手にいれて   あの男を たおしましょう!

砂漠の邪神像を 魂の神殿として   再生させるには、時の流れを   さかのぼらねば ならない…   幼き者を 砂漠へ誘う 調べ  魂のレクイエムを 聞くがいい…

封じる 神サマ トライフォース 代名

待っていたよ、

/z_en_choo.c /z_en_dy_extra.c /z_en_oA2_inSpot05.c /z_en_oA2_inMetamol.c /z_en_oA2_inStalker.c

There's six races in Hyrule, and they all have their own territory.

-Forest (Kokiri) / Forest - Warp Magic -Fire (Gorons) / Mountain - Din’s Fire Magic -Water (Zora) / Lake -Spirit (Gerudo) / Valley -Shadow (Sheikah) - Kakariko - Defense Magic -Light (Hylia) - Hyrule Castle Town - Unused Light Spell

-Seals (debug screen dates from FFWSSL layout)

-Check what the unused keys on the debug screen connect to - -Check what the beta quest frozen exits try to connect to - -Check what the heart pieces on the debug screen connect to -

But not to divert too far from the main point, there's also the idea that Deku Sticks create fairies by touching butterflies, I feel is meaningful.

-Ganondorf becomes Ganon after touching the Triforce in original OoT -Master Sword is made during the game? -Greedy people disappear/are transformed into monsters?

-Flute boy/Skullkid and Grog?

-In OoT, the Dark World is already dark when Ganondorf is sealed in there… -The sealed gate to the “depths of hell” was already opened by the sages

-Kenja no Ma Scene 2 seems important?

神々の子孫が住むと言われる地、 ハイラル。そこには多くの民族 がそれぞれの土地を守りながら 独自の文化を築いていた。

Hyrule: A land said to be inhabited by the descendants of the gods. Its myriad denizens have forged unique, individual cultures, while safeguarding their respective domains.

そのハイラルにある『迷い の森』の住人、コキリ族の少 年・リンク[=プレイヤー]は “守護霊獲り”の儀式の時を迎えて いた。

The time had come for Link (the player), a boy of the Kokiri tribe dwelling in Hyrule’s Lost Woods, to welcome his “Guardian Spirit Bequeathal” ceremony.

“守護霊獲り”とはコキリ族の少年が妖精 の木からパートナーとなる妖精を受け取 り、森を自由に歩けるようになる一村の 巣立ちの儀式である。ところが妖精の木 は、怪しげな魔物によって乗っ取られ ていた。リンクは途中で遭遇した 妖精ナビィと協力して魔物を 倒すが、妖精の木はリンク に遺言を残し朽ち果ててい く。「ガノンドロフに トライフォースを渡して はならぬ…

The “Guardian Spirit Bequeathal” is a village ceremony marking the day when boys of the Kokiri tribe receive, from the Fairy Tree, a fairy that will act as their companion, and gain the ability to wander the forest freely. The Fairy Tree, however, had been overtaken by a suspicious influx of demons. Link joined forces with Navi, a fairy he’d chanced to encounter enroute, to defeat the monsters, but the Fairy Tree withered away, leaving behind one last request. “Ganondorf must not be allowed to claim the Triforce…”

勇気ある者よ、この 精霊石とともに… ハイリアの知恵ある者を 探せ…

“Oh, brave one, take this Spiritual Stone, and seek out the one with the wisdom of the Hylia…”

― 『ゼルダの伝説』に、また新たな1ベージが書き加えられた。

『ゼルダ』の魅力といえば、??なア クションとアイテム。そしてその?? 貸してのなぞ解き。64で生まれ?? った『ゼルダ』は、これらの??はも ちろん、?と?を感じさせる?しいビジュアル???


神々の子孫が住むと言われる地、ハイラル。そこには多くの民族がそれぞれの土地を守りながら独自の文化を築いていた。

そのハイラルの中にある、コキリの森に住むコキリ族の少年リンク(=プレイヤー)は、ある朝、ナビィと名乗る妖精に眠りからさまされる。リンクは遂に自分にも妖精がやって来たと喜んだ。コキリ族なら誰でも相棒となる妖精がいるはずなのだが、なぜかリンクにだけはいなかったのだ。だがしかし、ナビィは大変な話をリンクを告げた。コキリ族の守護神『デクの樹』が、怪しげな魔物たちによってひん死の状態にさらされているというのだ。リンクはナビイと協力して魔物を倒すが、『デクの樹』は遺言を残して朽ち果てる。

「ガノンドロフにトライフォースを渡してはならぬ… 勇気ある者よ、この精霊石とともにハイリアの知恵ある者を探せ…。」

当時、ハイラルでは一つの伝説が信じられていた。神々の『トライフォース』についての伝説である。

誰も知らない聖地にあると言われる、神の力の宿る聖なる三角『トライフォース』。それに触れし者は、無限の力を手にする事ができると言う。

その力を我が手にせんと企む者がいた。 その名は魔盗賊ガノンドロフ。ガノンドロフは邪悪な魔物を使い、ハイラル各地を蹂躙しつつ、聖地への入り口を探し続けていた。そしてその魔手は、コキリの森にも伸びていたのである。その事を知ったリンクは、『デクの樹』が残した『森の精霊石』を手に、ハイリア族の都・ハイラル城へと旅立っていった。

ハイラル城に着いたリンクは、同じ年頃の王女・ゼルダ姫と出会う。やはりハイラルの危機を察知していた彼女は、聖地への入り口を知っていると言う。 しかしそこへ入るには、神殿の石盤に三つの精霊石をはめ込み、王家の秘宝『時のオカリナ』によってあるメロディーを奏でなければならないのだ。リンクは残る二つの精霊石を探しに、さらなる冒険の旅へとその第一歩を踏み出したのである…。

[4:53pm] <Playtendo> 008EB000 00925350 japanese text [4:53pm] <Playtendo> 008E6000 008EA180 file before it

http://wiki.spinout182.com/w/Zelda_64:_OoT_Action_Parameters beta?

  • Month/Year

•Overview -Background -Specifications -Release Date -64DD

•Appearance -Interface -Link’s Model

•Gameplay -Camera -Actions -Items

•Plot -Concept Art -Story -Characters

•Game World -Environments -Enemies

[7]

“testing 132”

-Gohma bow link

-Dodongo’s Cavern was an adult dungeon

http://www.geocities.jp/bgrtype/gsl/words2/zeldatwilight/twilightprincess.html

SPLIT TIMELINE CONFIRMED in 2007!!!

 トワイライトプリンセスの時代は、時のオカリナから百数年後の世界です。風のタクトはパラレルなんですよ。 時のオカリナでリンクが7年後の世界に飛んでガノンを倒すと、子供時代に戻るじゃないですか。トワイライト プリンセスは、平和になった子供時代から百数年後の世界なんです。『時のオカリナ』のラストシーンで、 子供になって戻ってきたリンクとゼルダ姫が会話をしますよね。その話の結果によって、●●●を加えた3者の 関係が異なる方向に向かうということをちょっと引きずっているのが今回の物語なんです。  今作の中盤では、●●●が△△されるシーンが出てきますよね。彼を放っておくと、後にとんでもないことを しでかす奴なんだということで、処刑することになったわけです。だから、あのシーンは『時のオカリナ』から 数年後の話です。それで、△△された●●●はある世界に送り込まれて、今回はその力を手に入れようと…

前回にできなかった事を今回やろう

http://www.geocities.jp/bgrtype/gsl/words/n64/nintendo64.html

宮本: 64DD版『ゼルダの伝説』の開発は順調に進んでいます。次の『ゼルダの伝説』は、もの凄くインタラク     ティブで情緒的なゲームになる予定です。

http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/2/0

Morita I'm Morita from SRD. As Takizawa-san mentioned, I was mainly in charge of programming the bosses. I also worked on the fishing minigame. IwataYou are quite the fisherman! Morita No, no… (laughs) Aonuma You didn't just do the programming, but you also wrote the script for the Pond Owner who appears at the Fishing Pond. Morita Oh, that's right! He speaks in the Osaka dialect, so I wrote sample dialogue and gave it to (Toru) Osawa-san, the script director, to brush up. Haruhana In addition to the dialogue, Morita-san made lots of requests regarding that character's face and movements. He requested specific movements like this one (gesturing as if scratching his side) and even drew a rough sketch of how his face should look. Morita Yeah. (laughs) Haruhana Earlier, I said that it was fun having complete control over the characters, but when it came to that character, I had no control! (laughs) Everyone (laughs) Iwata Morita-san, did you make so many requests because that character was modeled after someone real? Morita Yes, that's right! (laughs) I like fishing and I'm from an area near Neyagawa in Osaka, and there's a fishing store I used to go to in that neighborhood. My model was the shopkeeper there. Iwata I knew it. Morita You caught me. (laughs) Haruhana Morita-san made so many requests that we had to redo the character at least two or three times. (laughs)

Iwata According to the "class reunion" we had earlier, no one could see the goal toward which they were headed, despite running full steam ahead. Haruhana We might chalk that up to youth. (laughs) Iwata (Takumi) Kawagoe-san, who was in charge of the cinematics, said the same thing!

http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/2/1

Deets about general character design stuff

Iwata So the extremely distinctive characters aren't merely the result of your own output, but the result of everyone throwing in their ideas. Haruhana Right. My job is to give the characters shape at the start, but Osawa-san's script has something like the unformed material in it. Iwata The script contains in words a kind of function required of that character. Haruhana Right. I interpret for myself how I should design a character based on what kind of role that character plays. For example, I drew the Gorons who live on Death Mountain in the way that seemed best to me. Iwata When you first gave them shape, I bet you wanted, somewhat mischievously, to get an exclamation from everyone. Haruhana Yes, that's right. (laughs) First, I wanted the staff to love the design. Seeing whether I can put smiles on the faces of the people around me when I show them something I have innocently drawn is one filter I have. And if it feels right, then I play around with it along those lines and polish it up. I do that over and over. Iwata A lot of distinctive characters have been born that way. Haruhana That's right. But thinking back, I may not have been very hungry for that acceptance back then. What I mean is, I may have been a little weird back then, like I was on automatic drawing or something. Iwata Huh? You mean you were cranking out one character after the other? Haruhana I'm embarrassed to admit it, but yes. I just drew whatever popped into my head one after the other. Iwata You've mentioned several times how you were "innocently" drawing, and I guess that's what you meant. Haruhana Yes. I was just naturally scribbling away. I couldn't see the goal because I was immersed in the world of The Legend of Zelda: Ocarina of Time and drawing with fervor. Iwata I see. Haruhana But The Legend of Zelda: Ocarina of Time has lots of big fields with lots of characters, so I figured in my own youthful way that there was a need to create a strong impression of which people were where. Iwata There was a need to create characters that you would never forget once you saw them. Haruhana Right. For example, I made a considerable conscious effort to make sure players would remember who they would run into if they went around a particular corner.

Since characters are essentially people, there's a tendency to think that their faces are important, but I pay more attention to their figures. Sometimes I shape the figure first and then think about the face. Games can't do much with just close-ups of the characters' faces, so I think that what grabs people more than this or that facial characteristic is a memorable overall shape. Aonuma The Great Fairy is one character you never forget. Iwata The Great Fairy is extremely flamboyant! Aonuma The first time I saw her, rather than smile, I drew back! (laughs) Everyone (laughs) Aonuma She comes out with a laugh, so I thought she might show up in my dreams. (laughs) No one but Haruhana-san could draw a character like that! Haruhana Thanks. (laughs) Aonuma And it's not like someone asked you up front to create an extremely garish fairy, right? Haruhana Right. If I drew a typical fairy, it would be boring. Like what I said earlier about figure, I think it's important to have a gap between what you do and what everyone expects. So at the very least, I wanted to take a half-step in another direction.

http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/2/2

Iwata How do you begin making the bosses for a Zelda game? Takizawa In general, I start by receiving the enemy specs from Aonuma-san and considering the designs and functions there. Then, once the specs have come together somewhat, I go to Morita-san at SRD and have him make them move. Aonuma What I gave him was just the basic character arc. Iwata So how the boss appears is the beginning, how the boss attacks is the development, how you beat it is the turn, and how that boss ends up is the conclusion. Aonuma Right. I just provided a framework and Morita-san and Takizawa-san fleshed it out while I waited and looked forward to seeing how it would turn out. But early on in development, I was groping around and drew some of my own sketches. Iwata Huh? You did? Aonuma Yeah. I was once a designer myself. (laughs) But one day, I showed Takizawa-san a sketch I had drawn and said, "I want you to make an enemy like this." He cut me down, saying, "Aonuma-san, could you please stop drawing your own sketches?" Iwata Why was that? Aonuma I thought, "Huh? Why?" and asked if my drawing was really that bad. He said it solidified the appearance, whereas he would rather be free to draw what he wants. Iwata Takizawa-san wanted to start with a blank slate when he drew the bosses. Takizawa Yeah. (laughs) I explained the enemies to Morita-san and he put the programming together right away. I'd look at it and say, "Could you make this a little more…" and about 15 minutes later, he'd show me the new movement. We did that over and over. I think that substantive back-and-forth time was a great learning experience. I learned how to do things as if you're playing catch. Takizawa An example from The Legend of Zelda: Ocarina of Time is the boss Volvagia, which looks like a dragon. Iwata Yes. The boss in the Fire Temple. Takizawa Volvagia is a dragon, so it wriggles and undulates. I only gave Morita-san the dragon model parts, but he set it in motion immediately. It was mysterious how he could do that. Iwata You were impressed―like, "I don't get it, but wow!" Takizawa Yeah. I couldn't help but ask how he did it. He said it was the same as the programming for Star Fox 64. There's this scene when another fighter aircraft is tailing Arwing and… Iwata (jumping in) Oh, that? That's right! It's the same!

http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/2/3

Iwata The Fishing Pond in Ocarina of Time is so complete that it's practically a whole fishing video game. That is a part of the Zelda tradition that continues to this day. How did you come to make something on such an impressive scale? Morita The Water Temple is in Lake Hylia. Aonuma-san designed that dungeon. The boss that appears there is Morpha. Just when I was making that, there was a landform like a pool. Iwata Morpha rises up out of the pool and fights Link. Morita Right. When I was making that boss, I casually… Iwata "Casually"? (laughs) I doubt you had that kind of time! Morita But for some reason I did. (laughs) Everyone (laughs) Morita I just happened to have a model of a fish, so… Iwata You "just happened" to have it? (laughs) Morita Yes! (laughs) A model of a fish for putting in an empty bottle. I borrowed that and had it swim in the pool in the dungeon, and when I saw it swimming around, I thought, "Oh! I can go fishing!" Iwata What did you do for a fishing pole? Morita I took the model for something and made it a cylinder, and then… (gestures as if casting a fishing pole) Haruhana You used the motion for Link swinging his sword. Morita Yep. But at that time, it was just for my own enjoyment. You know, for when I needed to take a breather. Iwata How long did it take before the other project members discovered this? Morita Hmm, not long. Aonuma At first, I didn't have any idea he was doing that. Morita Oh, that's right. Aonuma-san came over and I was like, "Uh-oh!" and immediately closed the screen. Everyone (laughs) Aonuma Well, you were supposed to be making a boss! Iwata We had pushed back the project several times, so making a boss was pressing business. You should have been doing that! (laughs) Morita Nonetheless, for some reason, it just kept coming together and… Iwata "For some reason"?! Yeah, because you were pouring your energy into it! (laughs) Is it really that easy to make a fishing game? Morita Yeah. I didn't have to put much effort into it. Aonuma Really…? Morita No, it's true. And it turned out just as I imagined. Aonuma Oh, so you had a complete idea of it before you made it? Morita Yeah. Miyanaga We didn't have to rework it much. Iwata I see. From the start, you had a clear image in your head of what you wanted to make. Morita Yes. If I had the materials and the right place, I knew we could throw it together in to time. Aonuma So, Miyanaga-san, you had to make the landform. Miyanaga Yes. One day, all of a sudden, the field team came and said, "We need a place to go fishing!" But we didn't know where we should make it. Iwata The fishing game actually doesn't have anything to do with Link's adventure. Miyanaga Yeah! (laughs) But if we could create such realistic fishing, everyone wanted to put it in, even if it increased our work. Aonuma Everyone was actually quite excited, saying, "We gotta put that in!" Miyanaga We thought a fishing hole should be near water and decided to put it at Lake Hylia. But we hadn't originally planned on that, so we slapped doors onto a bare stretch of cliff at the edge of the lake. (laughs) Aonuma Yeah! We forced it in! (laughs) Morita It's considered a minigame, but it actually isn't all that small. We had to make a different room to read that data. Iwata So you decided on a place for the Fishing Pond and had to make the contents. Did you make lots of requests, like for the Pond Owner we discussed earlier? Morita Instead of putting in requests, I had them put me in charge of the design! I was like, "Put piles here," and "Put floating weeds here…" Miyanaga We created a foundation and then Morita-san designed everything, even the placement of floating weeds. Iwata When a programmer gets ambitious, he is truly forceful! (laughs) Aonuma The Fishing Pond uses sound from fighting enemies, doesn't it? Morita That was to create tension. Miyanaga Was that song at your request? Morita Uh…yeah. Iwata You even decided the sound? Morita I requested it and put it in myself, and it got left that way. Aonuma When you say "request," you mean you took it without permission and put it in yourself! (laughs) Morita Yeah…that's about right. (laughs) Everyone (laughs) Morita I'd get in trouble if I did that today! The sound staff would be like, "You can't just use that!"

http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/2/4

Iwata Morita-san, you were the one who introduced cutting the signs with the sword, weren't you? Why did you do that? Morita No, (Shigeru) Miyamoto-san suggested that. Iwata Oh, is that so? So as usual, Miyamoto-san just strolled in, dropped an idea, and left? Morita Yeah. He was like, "You can slice through the sign, right?" (laughs) Miyanaga If you swing the sword at an angle, the sign splits diagonally. Who made it so you can cut the signs different ways like that? Morita I think I designed that. I thought of it like a little wheel of cheese cut into six pieces. Iwata Like cheese, huh? (laughs) Aonuma In addition to cutting it, a piece will float in the pond. Was that you, Morita-san? Morita Yeah, that was me. Aonuma Morita-san is strong on the waterfront. (laughs) Everyone (laughs) Iwata I laughed when I first saw that. (laughs) Haruhana We saw that at night. Miyamoto-san whispered, "That's cool…" Iwata He said, "Now that's The Legend of Zelda!" Haruhana It isn't much at a glance, but when we put effort into making it float and drift smoothly, Miyamoto-san was really impressed. Morita I'm happy about that. When we made it so a piece would float in the water, they put a sign at the waterside. Iwata They changed the position of the sign because they wanted people to see a piece of it floating in the water. Miyanaga Right. Iwata It doesn't have anything to do with the original function of the signs, though. (laughs) Aonuma Yeah. If you cut the sign, you can't read what's on it! (laughs) Everyone (laughs) Aonuma So we made it so that if you go out once and play "Zelda's Lullaby" on the ocarina, it repairs the sign. Iwata So you also had to add a way to return the sign to normal. Aonuma Right. Development was in its final stages, and we were really busy, but we were like, "It'll be cool, so let's do it!" (laughs) Iwata So it was part of Miyanaga's work and of the others working on the landforms to put a sign by the water and make the Fishing Pond a special landform. Miyanaga Yeah.

Iwata How did you make the landforms? Miyanaga I don't remember exactly, but when I joined the project, the town stage was done. Link was just walking around an empty town. I remember we were talking and started wondering what we could do with the world. Iwata You were still experimenting. Miyanaga Yeah. What I do remember well is how we wanted a village, so we decided to make Kakariko Village at the foot of Death Mountain.

So I drew some rough sketches and talked them over with Haruhana-san, who was in charge of the characters, and Osawa-san, who was in charge of the script. We said, "If we have this kind of resident, they would live in this kind of house," and "Supposing we made this kind of house, this kind of person would live here," and expanded the world of the village. Iwata So instead of having a blueprint for the village from the start, everyone threw out ideas, and little-by-little the residents and houses increased in number, and in the end, the village was done. Miyanaga Yeah, it was like that. Iwata You were also in charge of Hyrule Field. The reason you made such a vast world was so Link could gallop around on a horse, right? Miyanaga Right. It created quite a fuss when I first made that field. People were like, "You can't make it that big!" (laughs) Even riding a horse, it was so big that you would get bored riding around it, so we had to add something. Then lots of people took a hand in it, having enemies appear and putting holes here and there. Aonuma We went around the field looking for places where there wasn't anything and put something at each one. Miyanaga We'd be like, "This area's a bit empty, so I'll make a hole and put something in it." (laughs) Iwata In other words, you made Hyrule Field as a basis for everyone to build their ideas upon, and that's how it turned out to be that kind of space. Miyanaga Right. We made Kakariko Village that way, too. Takizawa We've never really had a perfect blueprint when making a Zelda game. Basically, there's a basis and everyone tosses ideas back and forth and puts them all together. Haruhana That's right. Everyone was always talking things over, putting their ideas together, and making things. For example, instead of telling the director to make a decision, we decided things together. Iwata In other words, you weren't divided into people who gave orders and people who took them. Haruhana Right. Regardless of position or career, we said, "I like it this way better," and naturally shared opinions. That was especially marked toward the end of development. Miyanaga Toward the end, we were like, "I'll take care of that." Haruhana Right. If you noticed something, you just went ahead and did something about it. Iwata The release date got pushed back several times. Aonuma Yeah. Iwata In general, when a release date gets pushed back and the due date for development is extended, hard days lie ahead, so the atmosphere gets heavy. Takizawa But that didn't happen at all with this project. Aonuma Why was that? Takizawa Instead, we were like, "All right!" Iwata Huh? All right? (laughs) Takizawa Yeah. We thought, "Now we can fix that one spot!" Haruhana "We can polish that up more!" Miyanaga "I can put a hole at that one empty spot!" Aonuma Usually shouting "We got an extension! All right!" is unimaginable, but on this project, if I said, "Just let that go," to someone, they would reply, "Huh? Why would I do that?" (laughs) Takizawa At that time, all we could think was, "That was bothering me, so now I've got time to fix it!" We felt very sorry that the fans had to wait even longer when the release got pushed back, but I remember that we ourselves were overjoyed!

http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/2/5

Hospitality on the Attack

Iwata Right up until the end, as you were making The Legend of Zelda: Ocarina of Time, you were putting your ideas together, saying, "Let's put that in!" and "And that, too!" and "We can fix this!" When it finally went on sale, it touched the hearts of people all over the world. Why do you think that is? Aonuma A lot of people say they like the epic story. But on the level of the script, the story isn't actually that epic. Haruhana There aren't a ton of lines of dialogue like in an RPG. Aonuma Right. I think the reason the players sense an epic story and drama is that everything you experience within the game is added to the story. Iwata Your memories of solving a puzzle and thinking, "I'm so smart," pile up as such experiences. Aonuma Right. Iwata And that makes it epic. Haruhana I felt that way, too. In making The Legend of Zelda: Ocarina of Time 3D for the Nintendo 3DS system, I played the original Nintendo 64 version again for the first time in a long while and sensed an immense amount of hospitality. Iwata Hospitality? Haruhana In the dungeons, for example, I felt as if someone were saying, "Welcome!" each time I entered a room. And when players go into a room, there's a roughness in the way it attacks with its full strength. After 13 years, it still has that impact. Iwata Um, the words "hospitality" and "attack" don't usually come up together. Haruhana Hmm. I suppose not. (laughs) Iwata I mean, what kind of hospitality is hospitality that attacks? (laughs) Haruhana Well, when I say hospitality, I don't mean waiting on you hand and foot, I mean that when you go somewhere, all kinds of play await for your enjoyment. Iwata Oh, that is true. Wherever you go, there's a new experience. Haruhana That concentration is amazing. And it isn't a highly organized kind of hospitality like today's games exhibit. Ocarina of Time has a certain bumpiness, irregularity or roughness. Iwata And that's what you mean by attack? (laughs) Haruhana Yes…right. (laughs) Many players who grappled head-on with its imperfectly organized hospitality at the time still talk about it. Aonuma Actually, a lot of places turn away the player. Haruhana That's roughness, too. Aonuma It isn't perfectly organized, so sometimes you end up wandering aimlessly. Iwata Yeah. There are a few places where you get lost. Morita Like in the Water Temple. Aonuma Man, don't go into that! (laughs) Everyone (laughs) Morita But the people who got lost there can refresh at the Fishing Pond. Aonuma Oh, I see. So that's how you set it up! (laughs) Morita Oh right, of course. (firmly) Miyanaga They are right next to each other… Morita It's the perfect placement. Iwata Miyanaga-san, did you hear that? (laughs) Miyanaga Yes. Thank you very much. (laughs) Iwata Last, I'd like each of you to say a few words about how you would like people to play Ocarina of Time now that it has returned 13 years after its original release. We'll start with you, Haruhana-san. Haruhana When I first heard about the remake, I was really happy because people who hadn't experienced the Nintendo 64 version would have a chance to play the game. But I was also worried that since we were faithfully remaking the original, people might think it was old. Iwata After all, it is 13 years old. Haruhana But when I played the Nintendo 3DS version, I realized that it hadn't faded. There are new elements this time, including the stereoscopic 3D, so I hope people who played it before will play it again without saying, "Why now?"

I also hope people who haven't experienced Ocarina of Time before will experience its "rough hospitality." I'm also looking forward to hearing what people think of it. Takizawa I was involved with the remake, too. With regard to game operation, people who played the Nintendo 64 version say it was really comfortable and idealize it. Iwata It is a good memory to them. Takizawa Yes. So I thought the work this time involved turning minuses to zeroes. Iwata What do you mean? Takizawa With regard to the things everyone has idealized, we gave high priority to raising everything to the same level. Iwata If players think, "It wasn't like this," that's a minus, so you have to make them think, "Yes, yes. That's how it was." Takizawa Right. It was rewarding, though, to see how what we had made surpassed the Nintendo 64 version. Neither people who experienced the Nintendo 64 version nor new players will think of it as an old game. I think they will be able to play it as a new game, so I hope they enjoy it. Miyanaga I hardly touched development of the Nintendo 3DS version at all. I was uneasy before I played it. But when I did, the next thing I knew, I was totally immersed in it. Iwata What did you think when you saw Hyrule Field―which you had designed―in 3D? Miyanaga The hills looked like hills! Iwata I see. (laughs) Miyanaga On the Nintendo 64 version, they didn't feel much like hills. But in 3D imaging, you can really tell how the hills rise up. I thought, "Oh, so this is what the landforms were like!" Iwata Even though you made the original landforms (laughs), you rediscovered them! Miyanaga Yeah. It's more realistic. And you can really feel that special atmosphere that The Legend of Zelda: Ocarina of Time has―which was very important. So I hope people who play it for the first time and people who played it before will both experience a world slightly different from that of the Nintendo 64 version. Morita To put it a different way, suppose a ramen shop I used to love closed 13 years ago. Iwata Ok. (laughs) Morita And all this time I've been thinking, "Man, I would love to eat that ramen again!" Then that shop opens again! The Legend of Zelda: Ocarina of Time 3D is like that. Iwata And when you go in that shop, you think, "Oh, this is the taste!" Morita No, "It tastes even better!" (laughs) Everyone (laughs) Morita Rather than just look back fondly, I want everyone to experience the best possible taste that is only possible now, 13 years later. Aonuma It recreates that familiar taste, but as a new game. Haruhana However, having something I made 13 years ago reappear is a little embarrassing, like looking at essays I wrote in junior high. (laughs) Iwata In the last "Iwata Asks," Koizumi-san said he was scared to play it. (laughs) Next time, I will be talking to everyone who, 13 years after the original game, breathed new life into The Legend of Zelda: Ocarina of Time. Thank you for your time today.

http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/3/1

Aonuma Yes. It was hard enough just dealing with the Nintendo 3DS system's increased frame rate.

Moriya Yeah. That was the hardest this time. The trouble that the original staff had experienced was visible in the program source code. For example, there were remains of frantic calculations written in it, like 10 + 1 + 2 – 5. It must have been really tight.

Iwata It was not easy to change the frame rate of the software created in the past. Especially considering that the original game included different frame rates between the heavier and lighter processing parts. Moriya That's right. When there was a number assuming a processing delay, we held our heads in dismay! Aonuma Back then, we might assume a processing delay would occur, but we would work hard to find a way so that players wouldn't pick up on it. In particular, the battle against Ganon7 was sluggish. Iwata But that slightly heavy feeling made Ganon seem large and heavy. Aonuma That's right! If his movements were swift and sharp, it would be weird. Tonooka With regard to collision detection8 between Link and monsters, the original was 20 times in 1 second, but this time it's 30 times and the movement is smoother. But Ikuta-san said, "Isn't it more difficult than before?" I had tried to program it so the difficulty wouldn't change, but the more precise collision detection had changed the way it feels. So I was careful about such things to make sure it felt as similar to the original as possible.

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Iwata Aonuma-san, what was your motivation for making The Legend of Zelda: Ocarina of Time 3D? Aonuma As I alluded to when I introduced myself earlier, I wanted to do something about the Water Temple. Everyone talks about it, so it's been a longstanding wish of mine these 13 years! Iwata No matter how much praise The Legend of Zelda: Ocarina of Time has garnered, the Water Temple has always been an issue―like a bone caught in your throat for 13 years. Aonuma Yeah. The worst thing was thinking about how many people may have given up there. So this time, if we used the Nintendo 3DS system's two screens, I thought, "Link can put on and take off his Iron Boots in a flash!" So we were like, "Let's do it!"

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Tonooka Well, when I received the old program, I thought that all of the creators must have been in high spirits. In the comments box of the source program, someone had written something like, "We got an extension. I'm worried about my bonus. But at least now we can make this." (laughs)

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Moriya The last year has been one mad scramble. I think the staff did a great job and I think the enthusiasm of the original developers came across through the old source code.

There were about seven programs for one boss. With regard to incomplete portions, someone had written a note saying, "I'm relying on…whoever's next." I wonder who that meant? (laughs)

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Iwata Today I'd like to look back with you at The Legend of Zelda: Ocarina of Time. The development period for it was far longer than for other games at the time and the release date got pushed back more than once. Miyamoto The original plan was to release Super Mario 642 simultaneously with the Nintendo 64 system and to bring out The Legend of Zelda: Ocarina of Time3 the following year for Christmas. Iwata It was scheduled to go on sale at the end of 1997. Miyamoto Yes. So it was almost one year late. Iwata Development took about two and a half years. It must have been terribly hard on the developers, but they all said it was fun! Miyamoto That's right. Back then, no one knew which direction the overall game industry was heading. Iwata That's true now, too. (laughs) Miyamoto I suppose so. (laughs) But back then, for example, if you had a big three-billion-yen project, no one knew if it would end up costing five billion, or two billion. Iwata Yes, you couldn't see ahead back then. I wonder how we ever managed! (laughs) Miyamoto No kidding! (laughs) The only person who knew was the person who budgets the scheduled projects. But that person can't guarantee anything when it comes to how fun the game is. Iwata Uh-huh. Miyamoto So Ocarina of Time was one of the very first of such games, I mean, it was a huge project of making game in 3D polygon without knowing the final outcome from the beginning. Iwata It was bigger in scale than anything you had previously experienced. Miyamoto I did, though, have experience building up games one by one. Iwata You had made game after game since even before the Famicom system. Miyamoto And aside from me, (Toshio) Iwawaki-san and (Kazuaki) Morita-san at SRD4 had built up programming experience making 3D graphics for Super Mario 64 and other games. And I think (Yoshiaki) Koizumi-san and those guys had a rough idea of how they wanted to make The Legend of Zelda in 3D based on their experience developing Super Mario 64. Iwata Yes, that's right. 4. SRD Co., Ltd.: A company established in 1979 that contracts to develop video game software programs and develops and sells CAD packages. The head office is in Osaka, and their Kyoto office is inside the Nintendo head office. Miyamoto But no one knew how big in scale it would become. Iwata Even you didn't know how big it would be, but began working on it. Miyamoto Yes. And I am not talking about budget or development period that I just touched on, but because the memory size we could use with the Nintendo 64 system was fixed, I was not able to tell how vast a game could be developed within that capacity. Iwata Back then, the limits of the hardware weren't that high, so you could only do so much. Miyamoto Right. So rather than start by determining a story, we started by making the system. Iwata That's how you always do things. I remember you saying you couldn't make a Zelda game until you had become familiar with the new hardware. Miyamoto Yes, I said that. I had already made Super Mario 64 and Star Fox 645 for the Nintendo 64 system, so I had built up a certain degree of know-how. 5. Star Fox 64™: A 3D shooting game released for the Nintendo 64 system in April 1997. Iwata Like the proprietary camera system and real-time movies. Miyamoto Right. And we had to make something big, but with limited memory. So, for example, suppose certain data were structured into an "ABC" set, "ACD" set and "ADF" set. When each set exists independently, you can read them all at once, but... Iwata With each of them independent, they take up a lot of memory space. Miyamoto Right. So I would have "A" stay there all the time and the other data switch in and out. If you only change what you have to, the memory is more efficient and the data reads more quickly. In other words, you make good use of the characteristics of the ROM.

We put constructing the system first, and since we were going to determine the story in line with the system's capacity, at first I thought only having Ganon's Castle might be enough. Iwata Huh? At first you imagined Ganon's Castle as the only setting? Miyamoto Yes. I thought about putting in all kinds of adventures into the different rooms, like making a dark meadow or an ocean―like in Princess Peach's Castle in Super Mario 64. Iwata You imagined lots of rooms in Ganon's Castle, with various worlds all connected. Miyamoto Yes. In the worst case, Link wouldn't have been able to go outside the castle! (laughs)

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Iwata Hearing that Link may not have been able to leave the castle is quite surprising. Was one reason you thought about making Ganon's Castle the only setting because early on in development you didn't think you would be able to create a huge area like Hyrule Field? Miyamoto Yes. I thought so from the perspective of the hardware's processing abilities while making Super Mario 64. At first, I didn't mind making the game complete within a single building as long as I got to make Link in 3D. In other words, it might have turned out like Zelda II: The Adventure of Link.6 6. Zelda II™: The Adventure of Link™: An action-adventure game released for the Family Computer Disk System in January 1987. Iwata Koizumi-san did say that you were experimenting with a polygon version of Zelda II: The Adventure of Link for the Super Famicom system. Miyamoto That's right. Partially because of that, I started making it with the idea that Ganon's Castle might be enough. For example, there's a room in which you fight Phantom Ganon after he rides a horse out of a picture. Iwata Yeah. The boss battle in the Forest Temple. Miyamoto That's a glimpse of an idea that I had started making during the time that I was saying to the others, "At the very least, it'll be like this." Iwata Oh, okay. Now that you mention it, I can see that. Because the fight against Phantom Ganon unfolds inside a room. By the way, one early task was chanbara-style (theatrical Japanese style) sword-fighting. (Toru) Osawa-san told me that. Miyamoto That's right. I wondered if we could have one-on-one battles and started thinking up fragments like the battle against Phantom Ganon early on in development, and I tested controls for having Link swing his sword in different directions. Iwata You were making the game as if putting together a puzzle. Miyamoto Yeah. And as we were making it, we were able to have Link walk across a broad landform like grassland. Iwata Did you make that broad landform because you wanted Link to ride a horse? Miyamoto Yeah. Koizumi-san made the horse. But making a broad landform that you could ride a horse across weighed down the processing, so we took it out for a while. And after awhile I returned to work with the production team and launched a huge campaign to regain the grassland! (laughs) Iwata Right. (laughs) Miyamoto We started by testing whether we could have two horses out at once. We thought if we could do that, then we could make other forms of play for that grassland. It went well, so we made a demo video with two horses. We showed that at Nintendo Space World7, and I was like, "Now that we've shown this, there's no backing out!" (laughs) Iwata You forced your own hand! (laughs) Miyamoto Yeah. (laughs) 7. Nintendo Space World: A video game trade show (in Japan) once held by Nintendo. The demo video with two horses for The Legend of Zelda: Ocarina of Time was shown at Nintendo Space World 1997. Iwata Also, you were the one who really wanted to show Young Link, right? Miyamoto Yes. The work was really piling up, but I said I wanted to show Young Link. I think that caused the other developers a bit of a trouble. (laughs) Iwata Yes, it seems that it did! (laughs) Miyamoto But when I saw Adult Link that Koizumi-san had made, it was cool, but I said, "I don't want to make this without Young Link!" Then we tested whether we could use both Adult and Young Link. Iwata Koizumi-san tinkered with the system and you were able to use Adult Link's motions for Young Link as well. Miyamoto Right. Thanks to that, we could also have Young Link. Iwata Why were you so persistent on Young Link? Miyamoto Link is a boy. In the first game, The Legend of Zelda8, he was about 12 years old. In Zelda II: The Adventure of Link, he was about 16, but I never wanted to make him just another cool hero. Until The Legend of Zelda: Ocarina of Time, Link was a playful and childish character. 8. The Legend of Zelda™: An action-adventure game released simultaneously with the Family Computer Disk System in February 1986. Iwata But it seems that when you were making The Legend of Zelda: Ocarina of Time, Koizumi-san's wife asked him why Nintendo didn't have any handsome characters, so he made Link good-looking. I heard that from Koizumi-san himself. (laughs) Miyamoto That's right. (laughs) But I had worked on all the games since the first one, and I thought that if we made him too cool, he wouldn't be Link anymore.

On the other hand, I did want Link to be somewhat cool, so we decided to have both Adult and Young Link. He doesn't just grow from the point of view of stats―as in an RPG―but actually grows up in appearance. When we did that, then all sorts of ideas bubbled up. Iwata More ideas sprang up than when you had just been basing the game around Adult Link. Miyamoto Yes. When we decided to handle Link growing up from a 9-year-old child to a more mature 16-year-old, I wanted lots of characters to fulfill various roles. For example, Kaepora Gaebora is a grandfather figure who gives Link all kinds of advice and looks out for him. And since Link is a boy, I wanted girls besides Princess Zelda to show up. Iwata And that's why Saria and Malon are there. Miyamoto Right. Also, Link's archenemy is Ganon, so I thought they should meet once when he's a child. Iwata So there's that scene at the beginning where Link has a nightmare. Miyamoto Yes. That connects to the courtyard scene. The innocent eyes of a child are able to see through to the truth, so Young Link knows instinctively that Ganon is a bad guy. When Adult Link meets him again, and Ganon says he's that boy from years before, it really hits you. Iwata It sure does. (laughs) Miyamoto You think to yourself, "That's right. I'm that child from before." Putting in that scene was really fun for me. Iwata You make games based around functions, so you don't often talk about story or dramatic interpretation, but I feel like The Legend of Zelda: Ocarina of Time may have been an exception. Miyamoto But while making it, I noticed that I didn't want to tell a story so much as I wanted to have a lot of people appear around the main character and portray their relationships. Some years back, a television show called Twin Peaks9 was popular. When I saw that, the most interesting thing wasn't the ins and outs of the story, but what kinds of characters appeared. Iwata Oh, (Takashi) Tezuka-san said the same thing in our session of "Iwata Asks" over The Legend of Zelda: Spirit Tracks.10 Miyamoto Oh, he did? Iwata Tezuka-san told the staff of The Legend of Zelda: Link's Awakening11 that he wanted them to have a bunch of suspicious characters appear like in Twin Peaks. 9. Twin Peaks: A television series broadcast in America from 1990 to 1991. It was broadcast in Japan in 1991.

10. The Legend of Zelda™: Spirit Tracks: An action-adventure game released for the Nintendo DS system in December 2009.

11. The Legend of Zelda™: Link's Awakening™: The first game in The Legend of Zelda series for the Game Boy™ system released in June 1993. In December 1998, the remake The Legend of Zelda: Link's Awakening DX was released for the Game Boy Color system. The Legend of Zelda: Link's Awakening DX became available for download from the Nintendo eShop application on June 8, 2011. Miyamoto That's right. I think those suspicious and odd characters alone are interesting. I'm more interested in their presence than who is whose cousin and whose parents were sworn enemies way back when. Iwata You're not too interested in the characters' backgrounds. (laughs) Miyamoto Right. What's important is what role that person plays and how they contribute to portraying the main character. Iwata Yes. You don't want to tell a story so much as you have an interest in how the characters in their roles function to present the main character. It's like you to think about a game from the point of view of how things function. Miyamoto Osawa-san, the script director, made lots of suggestions to me saying, "How about a character that functions like this?" Koizumi-san and (Yoshiki) Haruhana-san quickly designed those characters' visible forms, and I helped make them, too. So even when it comes to the Ocarina of Time, I hardly ever talked about the story. Iwata (Eiji) Aonuma-san said the same thing. He said that while a lot of people say they like the epic story, on the level of the script, the story isn't actually that epic. It feels epic because everything you experience within the game is added to the story. Miyamoto That's right. The experience players have encountering people in the gameworld builds up and comes to feels like a story. Iwata Grappling with the puzzles is another kind of experience. Miyamoto Yes, I think so.

http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/4/2

Everyone Loves Horses

Iwata When you make a Zelda game, how do you think about the story? Miyamoto The stories in The Legend of Zelda may not match up as the series progresses. We actually expend a lot of time trying to make them match up, though. It would make things a lot easier if the players said, "Oh, that doesn't really matter." (laughs) Iwata (laughs) You would rather spend your energy making game elements rather than the story. Miyamoto That's right. Sometimes people ask whether Yoshi is a boy or a girl. If I answer, "Probably a boy," then they say, "So a boy is laying eggs?" (laughs) Iwata (laughs) Miyamoto But the moment I say Yoshi lays eggs so Yoshi must be a girl, they'll say, "Then Yoshi's voice needs to sound more like a girl's!" But I want to make video games without having to worry about such background info. Take the animated series Popeye12, for example. In old cartoons like those, the roles of the characters were different every time. Iwata The setting changed every time. 12. Popeye: An American animated television series. The story was a comedy based around the main character Popeye, his girlfriend Olive, and his rival Bluto. The series was broadcast in Japan from 1959 to 1965. Miyamoto Even though the setting was different each time, the characters you knew and loved would come out and perform. Well, the Mario games are set up like that. It would be much easier if we could use any setting in The Legend of Zelda while preserving the essential relationship between Link, Ganon and Zelda. Iwata But when a series builds up for as long as it has, that isn't easy. Miyamoto Right. Especially when it comes to a story of the Zelda games, we can't do anything disappointing, so with the Ocarina of Time, we worked on the story with reference to the past games in the series. Iwata With regard to using character function to portray the main character, which was something you paid great attention to, cut scenes also played an important role. Miyamoto That's right. Processing them in real time was a new challenge that began with Star Fox 64. Iwata I hear you tell people that making cut scenes is all right, but you have to be able to fix them right up through the day before game completion. (laughs) Miyamoto Yes. (laughs) It's a characteristic of mine to change the game right before final delivery. Iwata Is that a characteristic? (laughs) Miyamoto Of course! (laughs) Pre-rendered movies and the way I make games just don't mix. Iwata Back then, it was popular to use pre-rendered movies―videos prepared ahead of time for play at determined spots in the game―but once you made them, you couldn't easily correct them later. Miyamoto If I wanted to fix something, they might tell me, "We'll need at least a month to fix that." In the worst case, they might say, "The movie's done, so it can't be changed." Iwata Yeah. (laughs) Miyamoto I'd be like, "Huh? This would make it more fun, so why can't we fix it?" And they'd say, "Because you can't change the movies." I'd think, "But what's more important to fans, the movies or how fun it is?" That's why I adopted a method of processing the movies in real time. Iwata (Takumi) Kawagoe-san was in charge of the real-time movies, right? Miyamoto Kawagoe-san was a programmer, but he's a big movie fan, so he was really interested in film editing and dramatic scenes. I asked him to make some full-blown video cuts like for theatrical movies. I suppose that was about when we made storyboard paper just for Nintendo. Iwata Did you draw storyboards yourself? Miyamoto Not much. I can draw simple thumbnails, but for the most part I reviewed the actual thing and said, "It should be more like this," and "Show me that." Take for example, that first boss battle, against Gohma. Iwata That's in the dungeon called Inside the Deku Tree. Miyamoto Yes. When you go in the room with that boss, Gohma is hanging from the ceiling, so you wouldn't usually notice, even if there was a rustling sound. So first we position the camera from the viewpoint of Gohma looking down at Link, then we have the camera close in on Link showing fear, then we change the viewpoint so it is from Link looking up toward Gohma. Iwata That way you learn where Gohma is. Miyamoto We used cut scenes like that to explain things like where bosses were positioned, adopting methods only possible in video games. Using movies was incredibly new and very fun. Iwata I heard from Osawa-san that you put a lot of effort into the cut scene when the horse jumps over the fence at Lon Lon Ranch. Miyamoto Well, rather than putting in lots of effort, I'd say we were pushing the new hardware, the Nintendo 64 system, as far as it would go. I wanted to make it look a little cool without looking strange. If you can leave the ranch wherever you want, rough parts of the ranch may stand out, so we thought of forcing in a special event. Iwata You forced that in? (laughs) Miyamoto Yes. You know that guy Ingo who's at the ranch? Iwata Yes. He doesn't have a very nice personality and looks a bit like Luigi. (laughs) Miyamoto That's right. (laughs) Ingo and Link have a horse race. If Link wins, he can get the horse named Epona, but Ingo closes the entrance gate to the ranch. Iwata Then you jump over the fence on Epona and escape. Miyamoto That's right. At first, I imagined a scene in which Ingo, in a frenzy, sets the ranch on fire, so Epona jumps against a backdrop of flames, but then someone said, "What about when Link comes back to the ranch later?" So I gave that up. (laughs) Iwata (laughs) Earlier, I asked about why you were so intent on showing Young Link. Why did you focus so much on having a horse in the game? Miyamoto I suppose because we grew up with (cowboy) Westerns. Iwata Westerns used to be quite popular on television. Miyamoto They had a big influence over me. And the drinking spouts at elementary school always had aluminum cups. We used to flip those over and knock them against the concrete in rhythm so it sounded like a horse galloping. (laughs) Iwata That's right. We did. (laughs) Miyamoto That's how much we all loved horses when we were kids. That rhythm is ingrained into us. That's why I really wanted to make it so you can ride a horse in the Ocarina of Time.

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Miyamoto When you change something from 2D to 3D, though, you discover a lot of things, like certain things become no fun anymore. For example, cutting the grass was something that first appeared in The Legend of Zelda series with The Legend of Zelda: A Link to the Past.13 When we made it, it was surprisingly fun. Some people started talking about how this was a video game that you cut grass using Spin Attack! (laughs) Iwata (laughs) 13. The Legend of Zelda™: A Link to the Past™: An action-adventure game released for the Super Famicom system in November 1991. Miyamoto But when we went to bring that element of cutting grass into The Legend of Zelda: Ocarina of Time 3D, it was like we were under orders to do so. Iwata It's not like you could be certain that when you changed cutting grass into 3D it would be even more fun. Miyamoto Right. Just when we were saying that simply remaking that old topic in a prettier way wasn't particularly impressive, we started talking about how it was weird that you could cut the grass but couldn't cut the signs. Iwata So you asked SRD's Morita-san to take care of that. He told me about it. (laughs) Miyamoto You heard? (laughs) We became able to cut the signs, but then we knew people would cut them in different directions. When I said that the signs should cut diagonally when Link swings diagonally, everyone froze up and said, "We can't check exactly where they cut it!" Iwata You wanted the signs to cut exactly where you struck them? Miyamoto Even with the Nintendo 64 system, that would be impossible. So I said, "No, we just have to make several different cut patterns." Iwata Then you made it cut into six pieces like a wheel of cheese. Miyamoto Right. Then you could cut the signs from different directions, but then when a piece flew off and landed in the pond, since we hadn't taken care of collision detection when it hit against water, it would just fall to the bottom with a clack. Iwata It would be weird if it clacked against water. Miyamoto Generally, you would just decide not to put a sign by the water, but Morita-san made it so the piece would float on the water. Iwata And it drifts away. Miyamoto Yeah. Morita-san made that because he was certain the players would love it. Then we just wanted to put more signs by the water! Iwata Haruhana-san described that as hospitality that attacks. Miyamoto Oh… Iwata In other words, the game is very hospitable, but with a certain roughness. That hospitality is everywhere, waiting anxiously for someone to enter so it can pounce! Miyamoto Like in a haunted mansion. Iwata Right. It attacks like in a haunted mansion. (laughs) Miyamoto I think "hospitality" is the right word, too. For example, we had used the idea of grabbing onto a chicken and flying with the game on the Super Famicom system. I thought it would be weird if the graphics were more realistic, but when we made it, I was happy to see that it fit perfectly. I realized that that kind of things are more fun in 3D space, so all of a sudden I said, "Let's make the landforms more three-dimensional." Iwata You changed the landforms for chicken-flying. Miyamoto Then about that time, whichever village I saw, I thought it was rather bleak and boring. I started referencing villages in mountainous districts in China such as you might see in a documentary television show. I was saying, "See? There are all kinds of villages!" and "Can't we make a more distinctive village?" And just then, it connected perfectly to the chickens. Iwata You changed the villages to have more slopes so it would feel better to fly with the chickens. Miyamoto Yes. That too was a kind of hospitality. After changing the villages, we kept on in that spirit and reworked Zora's River so it would have more rise and fall. Iwata Once you took care of one thing, you found something else to do. Miyamoto Right. Originally, the only thing written in the specifications about Zora's River was "Make it a landform like you don't usually see." (laughs) Iwata That's pretty vague! (laughs) Miyamoto But that was enough for (Makoto) Miyanaga-san and others, who were in charge of landforms. You can just say, "Let's make a distinctive village," or "Let's make a really castley castle." (laughs) Iwata (laughs) Miyamoto For Zora's River, it was "Make it a landform like you don't usually see." But real nature is pretty spectacular. Lots of real landforms far surpass human imagination, so ours can't really compete. Iwata I suppose not. Miyamoto When you fly up north in an airplane… Iwata Like when going to Europe. Miyamoto Like maybe from Europe to America? When you look down from a point near the Arctic Circle, you see lots of strange landforms that make you want to go down and take a look around. Iwata But if you did, it would probably be a really harsh place. (laughs) Miyamoto Yeah. Once you went there, you'd never come back! (laughs) When I see places like that, I realize how limited human thought is. Even if we made something way far out with polygons, for some reason it would still look like landscape scenery that you would see in real life. Making stuff like that each day was incredibly enjoyable. Iwata More concentrated discoveries. Miyamoto That's right. When we were making The Legend of Zelda: Ocarina of Time, we poured our energy into new things. Iwata It is moving when you see someone put forth so much effort. Miyamoto Yes. But to those of us making the game, we kept thinking right up to the very end how this, that and the other thing weren't good enough yet. For example, there's the Gossip Stone where you can hear hints and rumors. If you put a bomb next to it… Iwata It flies off like a rocket. When I first saw that, I was stunned. (laughs) Miyamoto We put that in toward the end. We put so many Gossip Stones around here and there that we began running out of lines for them to say, so I said, "Just have them tell the time." (laughs) Iwata (laughs) Miyamoto It was sort of like saying, "Wrong stone. Better luck next time." (laughs) Iwata Yeah, like "Try again." (laughs) Miyamoto Like that, right up until the very end, we were saying, "It's missing something," and "Is this really good enough?" Iwata I suppose that's how all that hospitality on the attack entered the game. Miyamoto I think so!

http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/4/4

Miyamoto This is something I used to talk about in interviews back then, but I had a solid feeling that we were able to portray something like warmth, scent and humidity in this game. Iwata You're able to sense a certain atmosphere. Something that I said in "Asking Mr. Miyamoto Right Before Release"―one of our sessions of "Iwata Asks" about the Nintendo 3DS system―was how this was the first video game that could make you feel weak in the knees when looking down from a high place, like when you jump into the waterfall. Miyamoto That effect was born once we incorporated autojump. You go in headfirst like you're diving in the Caribbean, so it feels like you're swiftly plummeting, but if you raised your arms high and jumped feet first… Iwata You're just a falling person. (laughs) Miyamoto Right. (laughs) I thought of autojump on one of my days off. I couldn't wait to get to work on Monday! Iwata You couldn't wait to tell everyone. (laughs) Miyamoto Right! (laughs) I gathered everyone on Monday morning and said, "We're gonna do something called autojump!" Everyone's response was, "Say what?!" The team that had made Mario games was going to give up the jump button. Iwata Then you were able to automatically jump over a hole in the road without even pressing a button. Miyamoto Right. An added benefit was that we could program the pose Link would assume after jumping. Iwata Ah, I see. Miyamoto We could look at the landform ahead and determine how Link would jump. Iwata That way we could show Link diving headfirst in front of a high waterfall. A Caribbean diving position! (laughs) Miyamoto Right. I thought, "If we use autojump, then we can do all kinds of things." Thinking of so many new things after that was fun. Iwata It really was a game with a high concentration of new discoveries. Miyamoto Z-targetting15 is another example. Iwata Osawa-san and Koizumi-san said they made all kinds of discoveries related to Z-targeting when they went to Toei Kyoto Studio Park.16 Miyamoto Oh, they talked about that, too? I didn't go, though. 15. Z-targeting: When the player presses the Z Button, not only does the viewpoint shift to a view from directly behind Link™, but Link can also talk with characters at a distance and gain an advantage in battle by locking on to enemies. In The Legend of Zelda: Ocarina of Time 3D, players press the L Button.

16. Toei Kyoto Studio Park: Part of Toei's film studios in Kyoto open to the public as a theme park where visitors can see period drama sets and shows. Iwata What I thought was interesting about that was how Koizumi-san and Osawa-san had each watched the same show, but they noticed different things! (laughs) Miyamoto Which were? Iwata They saw a sword-fighting show, and Koizumi-san noticed how even when one person was fighting against many, his opponents would attack in order, and that proved useful in making battles against multiple opponents. Miyamoto Oh, all right. Iwata And Osawa-san was watching a show with a kusarigama (sickle-and-chain) and came up with the idea of establishing an invisible kusarigama in between Link and opponents. Miyamoto In other words, you move in an arc with reference to your opponent, swing around behind and attack. Iwata That's right. Miyamoto But…that's a little weird. Iwata What is? Miyamoto Going to the studio park to see a historical drama because they were going to make a (Midevil) sword-and-sorcery tale… (laughs) Iwata (laughs) But the idea was to make a chanbara-style The Legend of Zelda game. Miyamoto But in chanbara, you grip the katana with both hands, but Link holds his sword with one hand. (laughs) Iwata Oh, I suppose you're right. (laughs) Miyamoto But they hit on some good ideas there, so in the end it's all right! (laughs) Iwata Yeah. (laughs) How did you feel when Ocarina of Time was done? Miyamoto In terms of having done new things with this game, I felt a very strong feeling that I only feel on a certain number of games that I'm involved in. And I was really happy that we here in Japan could make a medieval tale of sword and sorcery liked by the people of the world. Despite using a historical drama at Toei Kyoto Studio Park as reference! (laughs) It was received well overseas. Iwata Was it at the E3 1999 that Ocarina of Time won so many awards?17 You were going up and down the stairs to the stage accepting awards in all sorts of categories. 17. So many awards: At the Interactive Achievement Awards held the same time as E3 in 1999, The Legend of Zelda: Ocarina of Time won in six categories, including Game of the Year. Miyamoto Oh, that's right. I was a little embarrassed. Iwata Why do you think the game was evaluated so highly? Miyamoto At that time, the marketing team in America called it "epic adventure." Iwata Epic, as in old epic poems. Miyamoto Of course, the system was new, but they liked the story element placed on top of it. And how the name of the game doesn't include the name of the main character. (laughs) Iwata A lot of people around the world think Zelda is that guy in the green outfit! (laughs) Miyamoto That has continued for 25 years since the first Zelda game. (laughs) Iwata That, too, is characteristic of the Zelda series. Miyamoto Yeah. By the way, Princess Zelda in the next one is pretty good! (laughs) Iwata You mean in The Legend of Zelda: Skyward Sword?18 Miyamoto Yes. 18. The Legend of Zelda™: Skyward Sword: An action-adventure game scheduled for released for the Wii™ console sometime in 2011. Iwata I'll be sure to ask about that when the time comes. Miyamoto Yes, absolutely!

http://www.nintendo.co.jp/nom/9811/p06/

櫛田: グラフィックとならんで、『時のオカリナ』の重要なキーとなっているのが、サウンドですよね。オカリナがサブタイトルになっているだけあって、音楽がストーリーと密接に結びついていますが? 宮本: オカリナを登場させよう、と決めた時点で、今回のゲームのキーは音楽だねってことになりました。イベントを起こす鍵や、事件を解決する鍵。従来では魔法が果たしていたような役割を、音楽に託そうと思ったんです。 サウンドチームのディレクターが『スーパーマリオブラザーズ』からずっと一緒にやっている近藤浩治ということもあり、音と物語が結びつくアイデアもいろいろ出してもらいました。

櫛田: オカリナ以外のサウンドも、ハイラルの雰囲気にピッタリですね。 宮本: 今回はハイラルの自然を描きたかったので、それをサウンドにも反映させたい、ということになりました。そこで、近藤と一緒に環境音楽のCD、たとえば海の音とか、小川のせせらぎとか、そういうのを一生懸命聞きましたね。 また、ハイラルの神秘的な面を表現するために、宗教音楽のような雰囲気のサウンドや、メロディーラインのない音楽を採用したり、いろいろやりました。

“ “dff” ―

http://www.nindori.com/interview/159newmario/159int_02.html

─ 付せんをマップの上にペタペタはるという作り方は、『時のオカリナ』の開発のときに聞いたことがあります。 手塚 そうですね。プロジェクトによっては、時々そんな作り方をしてるんですね。デジタルだけではなく、アナログ的な手法を取り入れながら開発を進めたほうが、わかりやすいときがあるんです。一度にたくさんのメンバーに状況を伝えることができますしね。

---


Majora’s Mask Clocktower/Tower of Time?

[8]

Stopped New Technologies at End of 1997

デザイナーの努力があったり技術革新があったり。ただ、新しい技術は今年に入ってからストップ をかけました。なので、今度ゼルダを作るとしたら別の技術で違ったものが作れると思いますよ。[8]

Iwata Partway through development, one and a half years before release, you had to do modeling and motions not just for Adult Link but for Young Link, too. Koizumi-san, how did you solve that?[9]

—-

mjin_flash_mode_0 in ToT is Forest Temple medallion, wat toki_dai_03 is the altar of time

dg01, dg_dod, jab frs, dg05, wtr (arrow lots), dg06 (spirit)/dg_soul, d08 (shadow) dg_ice, ido, dg_g gnn / dg_gnn

Deku Tree, Dodongo’s Cavern, Jabu Jabu’s Belly Forest Temple, Fire Temple (05), Spirit Temple (06), Water Temple, Shadow Temple (08), Light Temple Ice Cavern, Well, Gerudo’s Way Ganon’s Castle

Deku Tree: Slingshot / Farore’s Wind Dodongo’s Cavern: Bomb / Din’s Fire Jabu Jabu’s Belly: Boomerang / Nayru’s Love

Wind Temple: Hover Boots / Wind Arrows / Green Tunic Fire Temple: Megaton Hammer / Fire Arrows / Red Tunic Ice Temple: Bombchu / Ice Arrows / Blue Tunic Spirit Temple: Hookshot / Spirit Arrows Shadow Temple: Lens of Truth / Shadow Arrows Light Temple: Mirror Shield / Light Arrows

Sword, Bomb, Bow, Stick, Nut, Slingshot, Boomerang, Ocarina, Bombchu, Hookshot, Lens of Truth, Megaton Hammer

Green Red Blue Yellow Black White


3.3 Saria's Song

3.5 Song of Time

3.1 Zelda's Lullaby 3.2 Epona's Song

3.4 Sun's Song 3.6 Song of Storms 3.7 Minuet of Forest 3.8 Bolero of Fire 3.9 Serenade of Water 3.10 Requiem of Spirit 3.11 Nocturne of Shadow 3.12 Prelude of Light

dg_gnn_mark_hik dg_gnn_mark_hon dg_gnn_mark_lt0 � dg_gnn_mark_lt0 dg_gnn_mark_lt0 dg_gnn_mark_lt0 dg_gnn_mark_lt0 dg_gnn_mark_miz � dg_gnn_mark_tam �

tar_rm_toudai_0 in souko

spot 14 is missing D: spot 19 is missing D:

Ocarina, Clothes - tex01 - tex01 Boomerang, Clothes - tex02 Sword 1, Clothes, Hookshot - tex03 Sword 2, Hookshot - tex04 Hammer - tex05 Pachinko - tex06 Deku Stick - tex07 Bomb 1, Shield 1 - tex09 Shield 2 - tex10 Bomb 2, Shield 3 - tex11 Bow, Fire Arrow, Ice Arrow, Light Arrow - tex12 Boots 2 - tex13 Hover Boots - tex14 Purse - tex16, 17 Goddess - tex16, 17, 18 Magic Arrow - tex19 Magic Arrow - tex20 Bomb Pouch, Magic Arrow - tex21 Megane - tex22 Deku Pouch - tex24

Ruby - tex34 Sapphire - tex35 Medals - tex36 ~ 41 —

Everyone thinks that the medallions were connected to the spells

Because of that screenshot where Link has the Wind Medallion equipped

However, that screenshot seems to predates the medallion/sage/etc. storyline, as it is from Aug. 1997, and the medallion/sage/time travel/etc. storyline doesn’t appear till Oct. 1997 and beyond.

Also, the Wind Medallion has an almost identical design to the Bombos medallion in ALttP, indicating that it might have been repurposed as a quest item later in development.

In Oct. 1997, the Spiritual Stones, which had just been introduced in Sept., are called “magic Ocarina stones”.

http://tcrf.net/User:GlitterBerri/Prerelease:The_Legend_of_Zelda:_Ocarina_of_Time/Sword_on_A_(Part_1)#Spiritual_Stones

This terminology is reflected in the Debug ROM’s map select, where one of the fairy fountain maps is called “Magic Stone Fairy”.

The cutscenes connected to that map are Link receiving the three spells: Farore’s Wind, Din’s Fire, and Nayru’s Love.

So, if the spells were connected to the Spiritual Stones, then maybe it was the Spiritual Stones that allowed Link to cast magic, rather than medallions.

After all, there are three spells. Green, red, and blue. Same as the stones. And the goddesses associated with the spells are also the goddesses associated with the stones.

http://translate.google.de/translate?u=http%3A%2F%2Fwww.videogameszone.de%2Faid%2C701100%2FZelda-Pro

Finally, I wanted to know why there is a fragment in Ocarina of Time, the link just so receives (without any help). Was about plans to have another temple in the game, but was then discarded? This question answered Aonuma-san to my complete satisfaction:

Eiji Aonuma: Yes, you may be completely correct, although I can not remember exactly all the details myself. There is indeed a difference between the temples we wanted to include, and those who are there in the final game. And that had something to do with magic. We were thinking to integrate some actions, some plot threads and some puzzles that have something to do with magic abilities. We have come to the conclusion that other, already existing, very regular items can be a worthy substitute. So we originally had three temples, which was to conquer the young Link, three temples for the adult Link and three in which he should learn a spell each - but instead we have eliminated a temple of it. In the final game are now so 3 plus 3 plus 2, ie, to find 8 temple.

So, according to Aonuma, there were 3 temples for Young Link, 3 temples for Adult Link, and 3 more temples for Adult Link in which he learned a spell. 9 altogether, one of which was deleted (obviously the Light Temple).

http://glitchkill.proboards.com/thread/4729/beta-magic-arrows

According to this thread, people have found things that seem to correspond to 6 types of arrows (three of which are used) and 3 spells (three of which are used).

There are only 2 unknown spaces after the 3 magic spell variables. If there were 6 spells, one per medallion, you’d expect there to be 3. Perhaps the extra two entries after the spells are not magic, but something else entirely.

Perhaps only the Spiritual Stones were spells on their own, and the 6 medallions just allowed you to combine magic with your arrows.

Every dungeon item in MM is either the bow, or one of the special arrow types. Another case of "later games get earlier games' ideas"?

Perhaps OoT's "gain medallion after boss fight for special arrow" may have become "arrow as dungeon item" in MM.

Furthermore, maybe the medallions used to be dungeon items, not end-of-dungeon plot coupons.

Perhaps we’ve been wrong all along.

Fin. :O


[3:51pm] <einstein95> That is incredibly interesting

Duped: 魔法のツボを 手に入れた

魔力のゲージが 回復する!

この先 ゴロンの里 キケンなオオカミ ウルフォスに注意!

この先 スノーヘッド 残雪あり スリップ注意!

Different:


Other Notes: 20 Bombchu and “a Bomchu” messages precede 5 Bombchu get message Lens of Truth JP get message sounds like it’s being spoken by someone Seahorse message “traded for seahorse” (tatsuno otoshigo) appears between Magic Mushroom and Chateau Romani get messages, doesn’t appear in English Hylian Loach (hairaru dojou) message appears between Chateau Romani and Deku Mask, doesn’t appear in English Fierce Deity’s mask message is different in Japanese, possibly should be demon god (onigami no kamen) Hylian Loach (hairaru dojou) get message appears above Seahorse get message Fairy’s Fountain has the wrong romanization Tourist Information should be “Swamp Tour Guide”

Missing

オレの フーセン わったな! にいちゃん、オレより 大きいのに 子供相手に ムキになるなよ x3 (burst my balloon!)

Alternate translations: あ~ビックリした あの時の お面屋だったんだ・・・ He gives me the creeps! That mask salesman was the...

ホラホラ、どこ見てんの? 前ばっか見てないで ほら、コレ

気がつかなかったでしょ! Up here! Take a look at this! I bet if you had a weapon that was strong enough, one shot from it could pierce right through this! Well, it might take two shots...

Dog Race 2000 is Dog Race 500 in English

Our highest score is .

If you break the record, you'll win a spectacular prize! Good luck! All right, sonny! Aim for the red ones. Don't mess up and hit one of them blue ones by mistake! Our highest score is .

Well, good luck! You hit , did ya? Oh, that's too bad...

All Keaton 1, 3 options are 1, 2 in English

Hey! Stop right there! Have you some errand in the mountains?

It's dangerous at night, so I cannot allow a child like you to...

...Do you have a sword?

should be ocean, lol, translation mistake

実は あなた様を見ていると 昔 家を飛び出した 息子を 思い出しまして・・・・ なにやら息子と競争しているような そんな 気持ちになり 年がいもなく 力を入れて しまいました・・・ 失礼を お許し ください お帰りは そちらの光の中からで ございます 様 また お会いできる日を 楽しみに しております・・・お気をつけて

Actually, when I see you, I am reminded of my son who left home long ago... Somehow, I feel as if I am once again racing with my son...

I am afraid I may have tried too hard to outrun you. As old as I am, I am still a fast competitor. Just like when I raced my son... Please forgive my rudeness.

あのタマゴは それを 思い出させるために 生まれてきたのね Those eggs were laid to remind me of that.

The security at the Pirates' Fortress is tight. Sneaking in is no easy task.

If you're set on meeting those beautiful pirates, try going to the valley on the other side of town!

えっ わからない? Any good picture of a pirate will do--even a snapshot of a guard. Can't you help me out?

クックック いいよ あげても ただし・・・ Koo, koo, koo. OK, I'll give you one. But...

Other Koo, coo, coo sentences…

水車のある家では、水車をまわして なにかをしようとした形跡があるが 川が 干上がって 水車が まわらなくなっている Every two minutes on every day, the girl who lives in the music box house goes to the dried well to check on something. But as long as the spirits are wandering outside her house, she dares not leave her home.

イーヒッヒッ やっぱり お前さんは すごい人だね Yee-hee-hee. You really are an amazing person, Link.

おのれの目で 確かめるがいい! just what kind of thing true darkness really is.

よう、ベイべ~! オラ、ナイスな楽器を求めて さすらう こいきなカカシだ Yo! Hey, baby! I'm a stylin' scarecrow wandering in search of pleasant music.

Time will pass in the blink of an eye if you dance with me.

By the way... I know of a mysterious song that allows you to manipulate the flow of time... Do you want to learn it?

No Yes Oh, sorry. That's too bad. In that case, let me hear a song written by you, baby! Oh, yeah! Now listen up!

If you play that strange song backward, you can slow the flow of time.

And if you play each note twice in a row, you can move a half day forward through time. How's that? Pretty interesting, isn't it? But I'm sure I'd like any song written by you better, baby! If you like, you can play one for me! Take care... I know of a mysterious song that allows you to manipulate the flow of time... Would you like to learn it?

No Yes Oh, sorry! That's too bad. In that case, see you later! Oh, yeah! Now listen up!

It seems that if you play that mysterious song backward, you can slow the passage of time.

And if you play each note twice in a row, you can move a half day forward through time. How's that? Pretty interesting, isn't it?

If you learn a new song, come try it on me. Until then, I'll see ya later, baby! Want to learn it?

No Yes Oh, sorry. That's too bad.

If you'd like to see me again, play that song you just played for me. See you later, baby!

そろそろ、月を斬るための精神統一 をするので 悪いが出ていってくれ Soon, I will unite my spirit to cut the moon, so you must leave here.

!ありがとう Link! ...Thank you.

気がついたのね! さあ、みんなに 謝りなさい!! I figured it out! So, c'mon...Apologize to everyone!!

ネエちゃん どうして ソレを? How? ...How did you know that, sis?

じゃあ、アンタたちは守護神なの? だから、神殿に・・・

だけど、その守護神がなんで・・? So...You're protective gods?

That's why you're in the temples... But...why are the protective gods...?

思いを相手に伝える箱を見れるのは 時間にきびしい とってもまじめな 人が 持っているらしい・・・ It seems the person who is conscientious about being on time...

can see into the boxes that enable people to keep in touch with other people's feelings.

あら、かわいい みみたぶ カミカミ したくなっちゃうわ じゃあ、あなたは 右みみ わたしは そうねえ 左を いただこうかしら いやあねえ あなた ホッペが あかく なってるわよ あら、はずかしいのね おじさん おヒゲで チクチク したくなっちゃうわ ホホホホホホホッ おじさんたち タマを フワフワする 練習しているの あら、あなたも フワフワしてほしいの? いやあねえ あなた、ホッペが あかく なってるわよ あら、はずかしいのね おじさん ムナゲで ゾリゾリ したくなっちゃうわ ちょっと~ 少しは 手加減してよ! イジワルね! だめよ アカ! あまえんぼう さんね 次は わたしの番よ いやあねえ・・・でも ゴウインな アオも ス・テ・キ 朝まで まだあるわ いい アカ 今夜は 寝かさないわよ あら、あなた ゲームに まぜて ほしいの? きっと そうよ! そんな目 してるもの そうよねえ ちょっと 息抜き したいものねえ でも、ごめんなさい わたしたち 朝まで 二人っきりで したいの ザンネンねえ まぜて あげられなくて・・・ My, my! Funny things are happening in town, aren't they? Funny. Funny. You're telling me! Like the rumors about the swamp to the south? Did you hear about the kidnapping? Oh, my! The kidnapping? Yep! But then the kid woke up. Get it? Kid napping? Hooo...I got a million of 'em! Hoo, hoo, hoo, hoo, hoo! We're the twin jugglers from the Gorman Troupe! We're practicing for the big carnival! It happens once in a blue moon! Or in this year's case, once in a really, really scary, red-eyed moon! Ho! Ho! I hear it's gonna fall harder than the way my clumsy brother is always dropping our juggling balls! You see, we're entertainers. We must keep people smiling. No matter how grim things get, we must always be optimistic! Did you meet the Rosa sisters, our fellow performers from the troupe? They're twins, too! They're twins just like us! Can you believe it? I think they're practicing somewhere in West Clock Town right now. There are two sets of twins traveling in Gorman's troupe of entertainers! I mean, what are the chances? I'd say the chances are about one in a million! No, wait... Make that four in a million! Would you like to join our little card game? You're joking, aren't you, brother? He'll make our game too complex! What ever do you mean? It's easy playing against you! You look just like me, so I already know what you look like when you're bluffing!

バーテンさん、ひさしぶりの ミルクだから喜んでいたわ! Mr. Barten was happy to get his first delivery in quite a while!

[7:06pm] <m64m> This is going to be the gold standard for pre-release pages. [7:06pm] <m64m> The structure is fantastic.

竜神雲?

そんな お面で ごまかされると 思っていたのかい?

もしかして その楽器で オレと セッションでも したいのかい?

その お面・・・ それは・・・ ただ、ザンネンながら そのお面は ワタクシの 探しているお面じゃ ありません

巨人の仮面ですね いや 実に めずらしい お面を お持ちで

ブーさんのお面ですね

よく手入れしてあるお面だ 前の持ち主の方は キチョウ面な お方のようですね

Please value your time. ?

アンタ、・・・その楽器 いつの間に ?

我が 亡骸を持つ者よ・・・ ワレと 相まみえし かの地に戻れ・・・

鬼神の仮面という すべてのお面を飲み込むお面が この世には・・・あるらしい・・・

Only adult link could enter Milk Bar?

Young Link

Swordsman:

No place for a child

Bomb Shop:

Freeze?

Guard:

Oh, a sword

Curiosity Shop:

Normal when day, can’t interact at night

Great Fairy:

Chatto soshite shinsetsu na wakamono yo

heals your health

Shikashi:

message is blank when you stop looking at the telescope

Pictograph Guy:

Tells you his contest is limited to humans only

Romani:

Thinks I’m cute

Epona:

Tatl says I’ll crush her if I tried to ride her

Opening Dungeon Map:

FD Link makes Adult Link falling sounds and landing sounds

Opt -1 at Kougai takes you to the test map

Opt 1 at Sougen takes you to the Swamp

Opt 2 at Lost Woods = Textless opening cutscene?

Opt 1 at Demo Shinrin = Can walk around in opening cutscene, uninteractable Epona

Opt 2 at Demo Shinrin = freeze

Opt 11 at South Clock Town = Fisherman’s House?? 12 = Swamp

Opt 11 ~ 13 at Termina = Unused?

--- 0x0400:{size:[16,16],format:"ia8",name:"4/4 Heart"}, 0x0900:{size:[16,16],format:"ia8",name:"4/4 Heart (Double Defense)"},

[12:59am] <CloudMax> There is an old Navi action texture, like "jump, attack", etc. [12:59am] <GlitterBerri> Aha, I though there might be [12:59am] <GlitterBerri> That’s worth nothing too [1:00am] <CloudMax> but it is so old, it doesn't follow the format of all the others [1:00am] <CloudMax> it looks completely broken [1:00am] <GlitterBerri> Oh? It’s not that old [1:00am] <CloudMax> but still takes up place right between Throw and Climb [1:00am] <GlitterBerri> They got rid of that pretty late [1:00am] <CloudMax> Still not same format though [1:00am] <CloudMax> Same texture format I believe, but wrong colors and font, etc. [1:00am] <CloudMax> or soemthing like that actually, no it is wrong format as well. not sure what it's supposed to be. but it's not ia4 like all others https://dl.dropboxusercontent.com/u/6440063/OoT/Navi%20Action%20%28unused%29.png [1:35am] <CloudMax> i4 means that it is a grayscale texture which uses only 4 bits per pixel. [1:35am] <CloudMax> ia4 is a grayscale texture with alpha channel. 4 bits for grayscale, 4 bits for alpha.

00003840_ia8_1-2_(Beta_Double_Magic_Meter-).png [12:54am] <CloudMax> so 00003840 inside parameter_static http://i.imgur.com/vP32SJ2.png

http://imgur.com/a/Ctzs1 [3:30pm] <GlitterBerri> 注視点 - Focal Point, 視点 - Viewpoint, 外側 - Exterior, 基準面 - Basic Plane, 面角 - Plane Angle, 距離 - Range, 高さ - Height, 内側 - Interior, クランプ - Clamp [3:30pm] <GlitterBerri> Purple Button - Return, Red Button - Reset B5

[5:52pm] <GlitterBerri> One was the two white bracket things on hud_all [5:52pm] <PPLToast> Swap and Decision A button texts [5:52pm] <PPLToast> 4/4 heart piece icon common_bg00 menu item parts01

[4:27pm] <Airikita> I found a function that finds the current water box to use for a collision check.

[9:52pm] <Playtendo> also that cutscene when you first enter the water temple [9:52pm] <Playtendo> I forget the name of the dungeon [9:52pm] <Playtendo> but [9:52pm] <Playtendo> it's all walkable collision [9:52pm] <Playtendo> with the giant turtle in the map [9:52pm] Bast|away left the chat room. (Ping timeout: 121 seconds) [9:53pm] <GlitterBerri> I set you a password reest email [9:53pm] <GlitterBerri> Great Bay Temple? [9:53pm] <GlitterBerri> What’s walkable collision? [9:54pm] <GlitterBerri> I set you a password roost email [9:55pm] <Playtendo> the cutscene you only see once when you hop on the turtle [9:56pm] <Playtendo> with the pirates getting sucked in by the typhoon https://www.youtube.com/watch?v=cBYa5f_K0jk#t=2m50s


[10:02pm] <Airikita> An unused Epona speed boost!!!!! [10:02pm] <Airikita> WTF [10:02pm] <Airikita> It looks for 16 carrots...


[10:10pm] <Playtendo> speaking of FD, there's an unused bottle in his object file

[10:10pm] <Playtendo> there's a bottle in keep I believe [10:10pm] <Playtendo> that all forms use [10:10pm] <Playtendo> and FD doesn't use that one [10:10pm] <Playtendo> er [10:10pm] <Playtendo> FD uses the one in keep

[10:11pm] <Playtendo> but there's still a bottle in his object file [10:11pm] <Playtendo> unlike all the other forms


[10:35pm] <Playtendo> but there's the boomerang holding animation [10:35pm] <Playtendo> the pulling out mastersword animation [10:35pm] <Playtendo> fishing rod animations which are known


[4:44pm] <petrie911> fire arrows get extinguished underwater

---

Shooting Gallery

http://s477.photobucket.com/user/Riggy23/media/URA%20Project/Videos/OOT_Beta_Minigame.mp4.html

you'll see that whatever link hits he gets to keep such as rupees add to the counter there is a heart piece that jumps up and a new quiver that floats by The cucco still exists its used in the bombchu bowling

http://i477.photobucket.com/albums/rr132/Riggy23/Zelda%20Prerelease%20shots/zjapbatch10ign_zps18c50bd7.jpg

To the right there is a slingshot counter I'm guessing this is before they decided to move the counter to the b button instead like in the final

Bombchu Bowling

http://i477.photobucket.com/albums/rr132/Riggy23/Zelda%20Prerelease%20shots/zday19ign_zps4a4763e3.jpg

The bombchu bowling alley looked a lot harder

https://www.the-gcn.com/topic/2738-dungeon-door-confirmed-to-use-multiple-objects/

Those who wish to open the gate on the far heights, play the song passed down by the Royal Family.

8154E6DE 000C 8154E7B4 0006 8154E7C2 0B00 <― Weird triangle item in MM - USA

It would tell the story of how Ganon, once a thief, transformed into a demonic creature.

Link travels to Hyrule Castle, the capital of Hyrule. There, he meets a young woman named Princess Zelda, who knows of the danger facing Hyrule. She gives Link more information about where the Triforce is hidden. When inlaid with three Spiritual Stones, a magical Ocarina serves as a key to its location. Link is now tasked with tracking down these Spiritual Stones and the Triforce before Ganondorf does.

His adventure will take him to a mountain, a valley, and the mythical Zora Lake.


Koizumi First, I talked with Miyamoto-san about how we should make The Legend of Zelda for the Nintendo 64 system, and he asked, "How about making it so that Link will not show up?"[10]

Back when the game was only 3 people

Auto-Jumping

Blade-wielding action was not the only way that Ocarina of Time set itself apart from Super Mario 64.

Iwata If you were to state the difference, it would be how The Legend of Zelda is the one you don't press a button to jump in.[10]

Koizumi Even when it comes to that, c The Legend of Zelda: Ocarina of Time.[10]

Iwata At first, it didn't have autojump.[10]

Koizumi That's right. There was no way we could take jumping out of a Super Mario. Bros. game, but when we actually tried making Super Mario 64, the action hurdle was a high one. For example, if you tried to beat an enemy in front of you, the axes weren't aligned, so it was hard.[10]

Iwata Yes, that's right. When I was at HAL Laboratory thinking about how we could make the Kirby series for the Nintendo 64 system, we wrestled with that.[10]

These rays of sunshine are present in early concept art.

ベッタリ入ったのは1年強くらいになりますね[8]

http://tcrf.net/images/c/c1/OoT-LoZ_Dungeon_NPS.png

https://www.the-gcn.com/topic/2878-garbage-data-debug/ - Data from Pokémon Stadium?

https://www.the-gcn.com/topic/2969-arias-true-hierarchy/ https://www.the-gcn.com/topic/2836-sarias-animations/ https://www.the-gcn.com/topic/2840-the-beta-actors-viewing-beta-animations-and-models/ https://www.the-gcn.com/topic/2931-beta-spirit-temple-kokiri-forest-cutscene/

https://www.the-gcn.com/topic/2807-sliding-spiked-metal-trap-notes/ https://www.the-gcn.com/topic/2825-fkualols-random-mmoot-documentation/ https://www.the-gcn.com/topic/2837-airikitas-animation-notes/ https://www.the-gcn.com/topic/2817-airikitas-notes-debug-functions/

https://www.the-gcn.com/topic/2806-zelda-oot-101112-files/#entry44574 1.0 Files “some actors have been moved/removed in Debug for MQ.”

https://www.the-gcn.com/topic/2934-question-about-oot-10-filesystem-stuff/ - Extracting OoT 1.0 files https://www.the-gcn.com/topic/2824-majoras-mask-zelda-map-select-to-english-translation/

http://wiki.spinout182.com/w/Ocarina_of_Time_(NTSC_1.0):_File_Listing ---


[11:18am] <Link> That makes six of out of nine trailer songs found [11:18am] andlabs left the chat room. (Ping timeout: 121 seconds) [11:20am] <Link> Christian Poulet, Laurent Lombard - Strato Planet [11:20am] <Link> Hélène Muddiman - Terror Towers [11:20am] <Link> Mark Russell - The Deep [11:21am] <Link> Iain Carnegie - Peasants Revolt [11:22am] <Link> Basil Poledouris - Riddle Of Steel [11:22am] Team_Fail_ left the chat room. (Ping timeout: 121 seconds) [11:22am] <Link> ??? - Threat [11:23am] <Link> Remaining are the songs at the start and end of that trailer [11:23am] <Link> As well as this one [11:23am] <Link> http://www.youtube.com/watch?v=cysTS-upJuo [11:30am] <Link> Apparently the composers of "Threat" are Joseph Saba and Stewart Winter


The track list you people are looking for is:

Gene Ort - Zarkov

Marko Ahtisaari & Mauro Refosco - Rage Machine

Joseph Saba & Stewart Winter - Threat

Pamela Miller - Days Of Thunder


---

OoTStalfosHouse.jpg
Feel free to add to this page, just don't delete anything without telling me why! Check out this page for prerelease screenshots to analyze.

Introduction

Ocarina of Time was developed concurrently with Super Mario 64, and used a modified Super Mario 64 engine. At 32 megabytes, it ended up being the largest game that Nintendo had created up to that point. Because of concerns caused by memory constraints, Miyamoto imagined a worst-case scenario in which Ocarina of Time’s structure would resemble that of Super Mario 64’s: Ganondorf’s Castle would act as a central hub, with portals leading to other areas. (Phantom Ganon, who materializes out of paintings to attack Link, is a remnant of this concept.)

The game was originally conceived as an entry in the genre of “chanbara”, or Japanese sword fighting. Accordingly, over 120 people worked on developing Link’s movements and blade attacks. This number included stuntmen who modelled sword fighting techniques and the protagonist’s animations.

Subsequent screenshots and trailers showed three different interface configurations, which can be used to demarcate different periods in the game’s development.

December, 1995

The Legend of Zelda: Ocarina of Time first premiered at Spaceworld in December, 1995. At that time, the game was known only as Zelda 64. The trailer's debut marked the first time that Link had appeared in 3D. It would be nearly a year before the game would be seen again, this time in a trailer that premiered at Shoshinkai.

Nintendo Power #89

SM: I was also developing Zelda 64 while I was working on Super Mario 64, and I had lots of ideas for Zelda. Since Mario was going to be released earlier, I used some of those ideas in it. […]


Ed.: Is Zelda 64 going to be similar to Super Mario 64?

SM: They resemble one another in some parts. Of course, about half of Zelda will be completely different.

Ed.: Are the characters in Zelda 64 going to move around in 3-D fields like the ones in Mario do?

SM: Yes, in some places.

Ed.: So, will Zelda 64 be like an RPG of Mario with a sword?

SM: No. I’m sure everyone would complain if we did that. They’d think that Zelda 64 looked too much like Super Mario 64.

Ed.: Then what makes Zelda 64 different from Mario 64?

SM: I can’t say anything yet. Well, the camera system…

Ed.: We saw the video of Zelda 64. Have you made any chances since that video?

SM: Yes, scenes in the final version will be quite different from those in the video, but you will still see some scenes from the same angles that you saw in the video. We aren’t sure if it’s the best angle for actually playing. It’s possible to make demo scenes from that angle - they aren’t difficult to create. By the way, some people thought that the demo scenes at Shoshinkai were playing on development equipment, but they were actually playing on the N64.

Ed.: We were shocked when we saw that demonstration video.

SM: What parts of that video were most amazing to you? Were you surprised by the shining, metallic-looking soldiers?

Ed.: I couldn’t believe that those amazing characters were in the actual game. I thought images like those were possible only with development equipment.

SM: But you saw them actually move in the video. You might have noticed the soldiers stop for a moment just before making a move, such as just before swinging a sword. Their action didn’t look natural because of those brief breaks. We need to adjust this problem in the final version.


(Source: Pg. 65-67, Nintendo Power #89, Oct. 1996)

Environments

OoT-Early Town.jpg

One of the primary environments that featured in several screenshots from this time was a vast city. A few glimpses of this city previously appeared in the 1996_miriadegs trailer from the October section above, with a black background where the skybox would eventually be implemented. Unlike the prerendered Hyrule Castle Town that appeared in the final game, the large, blocky buildings of this town were fully modelled.


March, 1997

Nintendo Power #94

Golden Knight named Iron Knuckle

The Zelda development team at EAD also sent wireframes of the Stalfos and Link in battle positions.

September, 1997

Nintendo Power #100

When completed next year, it should be a record-breaking 256 megabits.

So who is the little fairy that flies everywhere with Link? As it turns out, everyone in Link’s clan has a fairy helper. These fairies aren’t just the healers form previous Zelda games. They can help in many ways, including in battle.

Finally, Miyamoto spoke to us about the story and setting of the most anticipated of upcoming N64 games. The biggest news is that Ganon will return as the bad boy of Hyrule. As Zelda fans know, Ganon has a thing for the Triforce and Princess Zelda. In the new adventure, Zelda will once again fall into the villain’s clutches. Part of the game will explain why Ganon, once a lowly thief, became such a twisted despot.

As for the setting, Miyamoto told us that the world “is a size that would be difficult to cross in an entire game day. That’s why Link will be able to drive a vehicle.” He didn’t tell us exactly what sort of vehicle - A Linkoln, perhaps.

Miyamoto also described several areas, mentioning mountains, valleys, a deep “fairy” forest, and the mythical Zola Lake.

Environments

OoT-Fire Temple IGN.jpg
OoT-Oasis IGN.jpg
OoT-Desert 2 IGN.jpg
OoT-Bombs GS.jpg

October, 1997

Nintendo Power #101

Zelda 64 and Yoshi’s Story are both set for release by the end of the year in Japan.

In Zelda 64, Link is given a mission to find the Triforce, but Ganondorf, king of the thieves, is also hunting the powerful artifact. With the help of Zelda, three magic Ocarina Stones, and Navie the wood fairie, Link sets off on his greatest quest ever.

Release Forecast - Zelda 64: Spring ’98

IGN Interview

Oct. 24th, 1997

http://ca.ign.com/articles/1997/10/24/a-link-through-time

  • only the adult link can handle the heavy bow and the sword whereas young Link uses the sling shot, wooden stick and the dagger.
  • all the landmarks of Hyrule seem to have made the jump from 16 to 64-bit, including Turtle Rock, Hyrule Castle, and even Death Mountain.
  • Zelda 64 introduces the "Tower of Time" and the "Ocarina of Time."
  • Link receives the ocarina fairly early in the game, but needs to find four magic stones before he can use it.
  • Dagger, Ink Stone, Whip

Environments

OoT-Horse Run NPS.gif
OoT-Horse Run 2 TOoH.jpg

Child Link

OoT-Child Link.jpg
OoT-Adult Link + Gohma IGN.jpg

November, 1997 (Spaceworld)

IGN Article

Nov. 25th, 1997:

http://ca.ign.com/articles/1997/11/25/everything-about-zelda-64

  • In Zelda 64, you can open drawers
  • If you carry your sword in your hand (the left one, of coursE), Link will swim with only one hand, or struggle a bit to climb up a ledge. (HF vid)
  • Unfortunately, the typical Zelda theme music wasn't in yet, but if it's as good as the ambient soundtrack, you're in for a treat.
  • Link encounters several strange creatures in the fields, among them stones that come to life
  • You could also try out three different boss battles. The first one pits you against two pretty tall and scary Stalfos skeltons in a round arena that both attack you at the same time. When you kill them, they crumble to a heap of bones.
  • Link's fairy hovers over his head and greets non-player characters with a friendly "konnichi-wa" (Good Day).
  • When locking on to an enemy with Z, Navie flies over to the target and points out its location while assuming a red colour.
  • Navie is so far the only "speaking" character seen in the game, and she often shouts advice as to what to do while battling.
  • When you press the A-Button, Link draws his sword and carries it in his left hand. Press the button again and he swings the blade horizontally. Pressing the button three times performs two swings and one downward slash.
  • Press B (when it is in the jump-mode) and A and Link lurches foward and attack with his sword.
  • But be careful, if he's in the middle of a jump and not ready to catch the boomerang, it may actually hurt him.
  • Note that the demo Nintendo showed off at the Space World was a collection of test levels, put together just for the show.

Environments

Temple of Time

OoT-Temple of Time IGN.jpg
OoT-Light Pedestal IGN.jpg

Miscellaneous

OoT-Unicorn Fountain NPS.jpg
OoT-Zora Pillar NCL.jpg
OoT-Gerudo Valley.gif

Hyrule Castle & Town

OoT-Hyrule Castle NPS.jpg
OoT-Castle Town IGN.jpg
OoT-Lamp Post NPS.jpg

Kakariko Village & Graveyard

OoT-Kakariko Grass NPS.jpg
OoT-Grave NCL.jpg

Deku Tree

OoT-Deku Tree P NPS.jpg
OoT-Deku Tree IGN.jpg
OoT-Deku Tree 2 IGN.jpg
OoT-Deku Tree Enemy IGN.jpg

Wormlike enemy in Jabu Jabu was originally in the Deku Tree blah blah.

Objects

Orange sign blah blah.

OoT-Chest + Sign NPS.jpg

Early sign design blah blah.

OoT-Early Chest NPS.jpg

Chest reused in MM blah blah.

December, 1997

Nintendo Power #103

The outline of the story for Zelda 64 comes straight from EAD, the chief game development department at Nintendo Company Ltd. in Kyoto, Japan. Although EAD considers everything “tentative” until the final version of a game is completed, much of what you read here will be a part of Mr. Miyamoto’s greatest epic. Long ago, before Gannon stole the Triforce and kidnapped Zelda, Link set out to his coming-of-age ceremony in the Maze Woods. It was the custom of his tribe, the Kokiri Family, that a young man would receive a guardian spirit or fairy who would stay beside him and guide him throughout his life. But as Link walked through the woods, he discovered that a monster had captured one such fairy. Gallantly, Link came to the rescue and defeated the monster, but the fairy was mortally wounded. In her dying breath, she warned Link not to allow Gannondorf to possess the Triforce and to seek out a wise man and his spiritual stone. At the same time, Gannondorf, the king of thieves, was searching for the legendary Triforce so that he could steal its power. In time, Gannondorf stumbled into the Maze Woods and neared the secret place where the Triforce was kept. Link went to Hyrule Castle for help. Princess Zelda knew of the Triforce’s hiding place, but to reach it they would have to find three magical stones to unlock the secret. Thus begins the adventure.

We know that settings include at least one substantial town, a forest maze, a desert, a swamp, a canyon, a farm, building interiors, and dungeons.

Swords, bows and arrows, bombs, shields, and special items will be activated using various Controller buttons and using combinations of weapons will also be possible.

We also know that Navie, Link’s fairy helper, will warn you of impending attacks from enemies, and she will take an active role in defending and healing her young ward.

There’s also a suggestion that the horse may not always be your trusted steed. Perhaps you have to capture it and train it before you can ride it.

While you’re moving about, you’ll also feel the motion since Zelda 64 will make use of the rumble pack.

In addition to Link’s steed, you’ll also find warps that transport Link instantly across the world.

At a reported 256 megabits, Zelda 64 will be the largest game for the N64, doubling the current game on the market.

One of the central themes of the game has to do with time. In fact, you will move backward and forward in time at different stages of the game.

During earlier times, Link will appear as a boy of about ten years of age, while in the later stages he is a heroic youth in his teens. Kid Link, as the EAD team calls him, will have special abilities and will be able to use certain items that Teen Link won’t be able to use.

January, 1998

Nintendo Power #104

(Space World account)

The biggest surprise in Zelda 64 was the presence of a targeting system for battles. By pressing the Z button, a targeting box appears on the enemy, sort of like the lock-on target in StarFox 64.

When we weren’t fighting, we explored a village and a dungeon and learned to ride the horse in a practice field with jumps.

As a pedestrian in town, Link is greeted by Hyrulians everywhere he goes. The good citizens actually call out, “Konnichiwa!” or “hello” in Japanese. (We expect the English version to have a different greeting.)

The analog Control Stick is used for walking or running while the A Button and right, left, and bottom C buttons are for weapons and items. The Button operates your shield and the B button activates special actions such as climbing and jumping.

At the very beginning of the game, a dramatic sequence plays out in a pounding thunder storm. Link, outside the gate of Hyrule Castle, witnesses Zelda fleeing on horseback, followed a short while later by an evil figure that can only be Gannondorf, the king of thieves.

March, 1998

Nintendo Power #106

The tentative sub-title for Zelda 64 is Ocarina of Time.

In the case of Zelda 64, the Ocarina is a magical instrument, as well. The price of getting the Ocarina is three spiritual stones that Link must find along the way.

In other Zelda 64 related news, it has been decided that the Game Pak itself will be gold just like the first NES Legend of Zelda.

Although an official date hasn’t been announced, Nintendo chairman Howard Lincoln says it will definitely be out some time in the second half of 1998.

Link seems to be able to do just about everything, from throwing a boomerang to reading road signs to Mt. Goron.

Release Forecast - Zelda 64: Fall ’98

Misc

www.ign.com/articles/2011/06/17/the-legend-of-zelda-ocarina-of-time-10-things-you-didnt-know

  • The team was initially calling her Ao, but Koizumi insisted they go with Epona. "Epona is the goddess of horses and fertility in Celtic mythology, so I used that," Koizumi-san said. "When you name something, it increases your affection for it, so I worked hard to make her a good horse."
  • Link is known for his sharp, elflike features, but Koizumi-san revealed that his design went through many changes. At first the Hylian hero actually sported a button nose and more rounded features.
  • you could jump when you pleased
  • Navi was a triangle shaped cursor, her name is derived from navigate

Interface

-Different equipment screen

-Multiple interfaces

-Action button on the B button, sword on A

-Hearts changed

OoT-Dungeon Minimap IGN.jpg
OoT-Blue Minimap IGN.jpg
OoT-Topographical Map IGN.jpg

Topographical map design blah blah.

OoT-Text Box.jpg
OoT-Text Box ZSO.jpg
OoT-Red Reticule IGN.jpg

Z target reticules blah blah.

OoT-Mountain Area Jan 97.png

Sword Slashes blah blah.

Epona

OoT-Early Horse IGN.jpg

Hyrule Field

-He had mentioned that it has to feel amazing, riding a horse. In the beginning we put in so many trees, but they were becoming obstacles so we gradually removed them and in the end the wilderness disappeared. It feels good to grow up and ride a horse through the wide world you discovered as a child. (source)

OoT-Horse Run NPS.gif
OoT-Hyrule Fence IGN.jpg
OoT-Fence GF.jpg
OoT-White Horse GF.jpg

Adult & Child Link

OoT-Child Link.jpg
OoT-Adult Link + Gohma IGN.jpg

Story

OoT-Spiritual Stones NPS.jpg
OoT-Fire Temple 2 IGN.jpg
OoT-Oasis IGN.jpg
OoT-Horse Run 2 TOoH.jpg
OoT-Dodongo's Cavern 2 IGN.jpg
OoT-Desert 2 IGN.jpg
OoT-Epona.jpg
OoT-Bombs GS.jpg

---

https://www.youtube.com/watch?v=377fEyJ8lvU#t=10m6s Kakariko Village/Phantom Ganon/

https://www.youtube.com/watch?v=377fEyJ8lvU#t=13m03s Enemy Music/Lake Hylia

https://www.youtube.com/watch?v=ugYtWnwtkiI#t=1h20m to 1h22m40s Logo/Hyrule Field (Blank Minimap)/More Item Screen

https://www.youtube.com/watch?v=ugYtWnwtkiI#t=2h48m15s

https://www.youtube.com/watch?v=ugYtWnwtkiI#t=1h41m to 1h42m09s Adult Link in Deku Tree/Item & Equipment Screens

https://www.youtube.com/watch?v=W1iDYImB2Zw#t=31m39s

https://www.youtube.com/watch?v=VDvixocs1vc Snowboard Kids

This is concept art for The Legend of Zelda: Ocarina of Time.

Pokémon, The Wind Waker, Pokémon Snap, Ocarina of Time, Beyond Good & Evil, Little Big Planet, Wii Sports, Mario Party

Z-target patent - https://www.google.com/patents/US6165073?dq=inassignee:%22Nintendo+Co.,+Ltd.%22+ininventor:%22Tsuyoshi+Kihara%22&hl=en&sa=X&ei=u8qoVOKZKpe5oQTy5YKAAw&ved=0CDkQ6AEwBA

Minimap marker patent - https://www.google.com/patents/EP0920892A2?dq=inassignee:%22Nintendo+Co.,+Ltd.%22+ininventor:%22Tsuyoshi+Kihara%22&ei=u8qoVOKZKpe5oQTy5YKAAw&cl=en

Ocarina song patent - https://www.google.com/patents/EP1041536A1?dq=inassignee:%22Nintendo+Co.,+Ltd.%22+ininventor:%22Tsuyoshi+Kihara%22&ei=u8qoVOKZKpe5oQTy5YKAAw&cl=en

Conditional action patent - https://www.google.com/patents/EP1002561A2?dq=inassignee:%22Nintendo+Co.,+Ltd.%22+ininventor:%22Yoshiaki+Koizumi%22&ei=6b6oVJ_GKdjnoASqhICYDw&cl=en

Dropshadow patent - https://www.google.com/patents/US20010001767?dq=inassignee:%22Nintendo+Co.,+Ltd.%22&hl=en&sa=X&ei=OryoVP_rHoSqogS3rYBA&ved=0CCMQ6AEwATgU

Enemy proximity music patent - https://www.google.com/patents/US6280329?dq=inassignee:%22Nintendo+Co.,+Ltd.%22+ininventor:%22Koji+Kondo%22&hl=en&sa=X&ei=s8aoVMqmHMSuogTWiIH4Cw&ved=0CCsQ6AEwAg


Deku Tree -> Slingshot Wind Temple -> Hover Boots Dodongo's Cavern -> Bombs Fire Temple -> Megaton Hammer Jabu Jabu's Belly -> Boomerang Ice Temple -> Lens of Truth Gerudo's Fortress -> Spirit Temple -> Bombchu Well -> Shadow Temple -> Gauntlets Light Dungeon -> Light Temple -> Mirror Shield

Deku Tree -> Slingshot Wind Temple -> Hover Boots Dodongo's Cavern -> Bombs Fire Temple -> Megaton Hammer Jabu Jabu's Belly -> Boomerang Ice Temple -> Lens of Truth Gerudo's Fortress -> Spirit Temple -> Bombchu Well -> Shadow Temple -> Gauntlets Light Dungeon -> Light Temple -> Mirror Shield

Chicken, Scale, Goron Bracelet, Magic Beans, Bow, Iron boots

Three offensive magics, three defensive

Offensive: Fire/Light/Ice Defensive: Shadow/Spirit/Wind

wind FIRE ICE spirit shadow LIGHT

なにが聞きたい?

マップ面 装備画面 コレクト画面

そんあことも知らないの?

スタートボタンを押すと アイテム選択モードになる。

モードには、4つの画面があるから、 ZカR、またはスティック左右で 装備画面を選ぶんダ。

そこで装備をカーソル選択、 Aで決定、持ちかえできるゾ。

---

サリアは、いつも LINKの味方だからネ!

"for i in *.gif; do ffmpeg -i ${i} -f mp4 -c:v mpeg4 -b:v 100k -g 300 -bf 2 ${i}.mp4" would convert everything in one directory (needs to be modified to recurse into subdirectories) and would end up with files named "zelda.gif.mp4" (so would need a small modification) but's it's pretty straight forward.


[8:21pm] <Bast> It looks like this page has an FFMPEG binary for Mac OS: http://ffmpegmac.net/ [8:21pm] <Bast> If you open a terminal, and run "for i in *.gif; do ffmpeg -i ${i} -f mp4 -c:v mpeg4 -b:v 400k -g 300 -bf 2 `basename $i .gif`.mp4; done" (omit the surrounding quotes) it should produce the same kind of files I did. [8:22pm] <Bast> And the things around `basename $i .gif` are backticks. I.e. the key next to the '1' key and above the tab key, not regular quotes. [8:22pm] <Bast> It won't work right unless those stay as backticks. [8:22pm] Playtendo joined the chat room. [8:23pm] <Bast> backticks say to run a sub-shell, whereas regular single-quotes mean to quote verbatim. [8:24pm] <Bast> You'd need to run that in each directory, since it won't recurse, but since it'll take a minute or so to convert them, it'd probably not hurt to run a few in parallel anyway. [8:25pm] <Bast> In most shells (not sure about Mac OS X though) there's a command to "Open a terminal in this folder" or something similarly named. [8:25pm] <Bast> So if Finder has that, it should be easy enough to open a terminal where you want to be and just copy/paste the command. [8:28pm] <Bast> If you run into any issues, let me know. Mac OS X uses a BSD userland, which I know pretty well, so it should be easy enough to troubleshoot :) [8:29pm] <Bast> I'm gonna jump in the shower, so AFK for 30 mins or so.


Files by address [6:14pm] <Gamma> What was our conclusion on that, GB? [6:14pm] <GlitterBerri> We don't currently have a list of files by address, I don't believe... [6:14pm] <GlitterBerri> They're listed alphabetically, which is ;_; [6:14pm] <GlitterBerri> Can you get one, by any chance? [6:14pm] <Gamma> That there was one base build that got added onto? [6:14pm] <GlitterBerri> I forget! [6:15pm] <einstein95> http://www.reddit.com/r/sfwpornnetwork/wiki/network That's a lot of porn [6:15pm] <Pik> damn son [6:15pm] <Gamma> I don't think I can, GB [6:16pm] <Pik> Another example of using ISO stuff as hints to dev history, is when I looked into the SSBB iso for like 4 years [6:16pm] <inductor> >http://www.reddit.com/r/AVPorn [6:16pm] <GlitterBerri> How come? [6:16pm] <inductor> AVPorn sounds really [6:16pm] <inductor> lol [6:16pm] <Gamma> The contents of the base build ends at 0x51196BDC, fwiw [6:16pm] <Pik> I could figure out which characters were done later [6:16pm] <GlitterBerri> 4 years? I'm impressed :) [6:17pm] <Pik> etc [6:17pm] <GlitterBerri> inductor: Haha, for you! [6:17pm] <GlitterBerri> We don't use AV in that way in English [6:17pm] <inductor> GlitterBerri: :< [6:17pm] <Pik> Well, I was brawl modding for a while [6:17pm] <inductor> I know [6:17pm] <inductor> xD [6:17pm] <Pik> heheh [6:17pm] <einstein95> inductor: Same for /r/PolicePorn :P [6:17pm] <GlitterBerri> Pik: Maybe you should do a SSBB prerelease article someday too [6:17pm] <Porcino> I'll go to sleep [6:17pm] <Pik> That would be a good idea [6:17pm] <Porcino> bye : ) [6:17pm] <Pik> Night dude [6:17pm] <GlitterBerri> Goodnight, Porcino [6:17pm] <Gamma> All the files that were included in the "base build" are listed alphabetically by folder [6:17pm] <Gamma> Objects with objects, areas with areas, etc [6:17pm] Porcino left the chat room. (Quit: http://www.mibbit.com ajax IRC Client) [6:17pm] <Pik> Wolf, Jigglypuff, Sonic, TL were last minute characters [6:18pm] <Gamma> But at that address is the first file not in that build [6:18pm] <Gamma> Which is the map ITest63 [6:18pm] <Pik> Ness and Lucas were developed at the same time, Ness wasn't an afterthought like some believed [6:18pm] <einstein95> http://www.reddit.com/r/DessertPorn I thought foodporn was bad [6:18pm] <inductor> Oh shit [6:18pm] <Gamma> brb going to get ice cream [6:18pm] <inductor> Don't make me hungry [6:18pm] <inductor> anymore [6:18pm] <Pik> Cause during prerelease everyone thought Lucas was replacing ness [6:18pm] <inductor> please [6:19pm] <GlitterBerri> that's pretty cool, Pik [6:19pm] <GlitterBerri> What's TL again? [6:19pm] <GlitterBerri> Toon link ah [6:19pm] <GlitterBerri> Now I'm curious about the original SSB too [6:20pm] <Gamma> Huh [6:21pm] <Pik> Yeah, plus Sakurai is pretty generous when it comes to interviews [6:21pm] <Gamma> I wonder what it means when files in the same directory are added with things in between [6:21pm] <Gamma> Like Siren [6:21pm] <Pik> He mentioned that Mewtwo, Dedede, and Bowser were meant to be in SSB64 [6:21pm] <Gamma> Room01, then Gkai00 [6:21pm] <Gamma> Room02, then Hbw1 [6:21pm] <Gamma> etc [6:22pm] <Pik> Anyone else here know RTB [6:22pm] <Pik> (RandomTbush) [6:22pm] <GlitterBerri> What do Room01, Gkai00, Room02, and Hbw1 correspond to? [6:23pm] <GlitterBerri> Pik: Oh, that's neat! And I don't know it/them, sorry [6:23pm] <Gamma> room0x are the rooms of the Tower of the Gods [6:23pm] <Gamma> let me see what gkai is [6:23pm] <Pik> He's a dude who's into Wii U stuff, he's cool [6:24pm] <Gamma> Gkai is the light stairs the Tower of the Gods has [6:24pm] <GlitterBerri> God kaidan, then, probably [6:24pm] <einstein95> http://www.bestbuy.com/site/the-legend-of-zelda-majoras-mask-3d-limited-edition-bundle-nintendo-3dsnintendo-3ds-xlnintendo-2ds/9507142.p?id=1219020252303&skuId=9507142&ref=199&loc=qd9XcyEa3J0&acampID=1&siteID=qd9XcyEa3J0-eAl561vz5MqU.cqeVM3Pug [6:24pm] <GlitterBerri> kaidan = stairs [6:25pm] <Gamma> GlitterBerri [6:25pm] <Gamma> The "friendly" version of the Tower of the Gods' namecard was in the base build [6:26pm] <GlitterBerri> Friendly... [6:26pm] <Gamma> "Dungeons and benign locations have unique swirl graphics that frame the text. This version of the Tower of the Gods' namecard is shorter than the one that is used, and also uses the benign swirls. The reason for this is unknown." [6:26pm] <GlitterBerri> Ah [6:27pm] <GlitterBerri> Right, well, Gamma, if you think this "base build" + added extras thing has merit, perhaps you can give us a list of what was in the base build and what was possibly added later, and we can see if that sort of thing matches up with the order things appear in screenshots [6:27pm] <GlitterBerri> It's worth a shot [6:27pm] <Gamma> My thought is that the files after that address I mentioned were either added after the base build or modified since then [6:27pm] <GlitterBerri>

  • nod nod*

[6:30pm] <Gamma> ...thus why things like the object AIs are at the end, because they were modified a lot [6:30pm] <GlitterBerri> That sounds reasonable [6:30pm] <GlitterBerri> Can you give us this info so we can look at it too? [6:31pm] <Gamma> I can't easily [6:31pm] <Gamma> I'm looking at it on GCRebuilder [6:31pm] <Gamma> You can't export the list of file names [6:32pm] <GlitterBerri> Screenshots of the file list that we could later OCR? [6:32pm] <Pik> brb [6:35pm] <Gamma> I don't know [6:36pm] <Gamma> There are no differences in the final build between the JP and NTSC versions, fyi [6:37pm] <einstein95> Even in the main.dol? [6:38pm] <Gamma> I meant the file list based on the addresses of the files [6:38pm] You left the chat by being disconnected from the server. [6:39pm] You reconnected to the server. [6:39pm] You rejoined the room. [6:39pm] You were promoted to room founder by ChanServ. [6:39pm] You were promoted to operator by ChanServ. [6:39pm] <CloudBot> Hi GlitterBerri! How are you this fine day? :3 [6:39pm] <GlitterBerri> \o/ [6:40pm] <Gamma> For instance, the unused rooms of the Tower of the Gods haven't been modified since they were in that base build [6:40pm] <Gamma> So they are in that initial block of files [6:40pm] <Gamma> But then the design was changed, and so the other rooms were modified to reflect that [6:40pm] <GlitterBerri>

  • nod nod* That's good info right there

[6:41pm] <Gamma> So the final rooms are scattered just after the initial file block [6:42pm] <Gamma> However [6:42pm] <Gamma> The outside model of the Tower, X_tower, is in the initial block [6:43pm] <Gamma> So the final build was between when the decided to re-design the Tower and when the tower was finished [6:43pm] <Gamma>

  • initial

[6:43pm] <Gamma> Also, Jabun and his cave are absent from the initial block [6:44pm] <Gamma> As are the majority of the rooms from Dragon Roost Cavern [6:44pm] <Gamma> Forbidden Woods is missing entirely, suggesting that got a redesign [6:45pm] <Gamma> Wind and Earth Temples are still there though [6:45pm] <Gamma> Complete [6:45pm] <Gamma> So they were complete and untouched while the first 3 dungeons were modified [6:46pm] <GlitterBerri> Well, we know DR got a redesign from its filename too, right? the "New" part, if I'm not mistaken [6:46pm] <GlitterBerri> or was that something else? [6:46pm] <Gamma> that was DR, yes [6:47pm] <Gamma> The forest on Outset is missing [6:47pm] <Gamma> So is the demo arc for meeting Tetra [6:48pm] <Gamma> The basement in Link's house is there, but his actual house isn't [6:50pm] <Gamma> The Wizzrobe AI and resources were added when the update TotG was [6:51pm] <Gamma> Huh [6:52pm] <Gamma> The namecard for the Forbidden Woods wasn't in the initial block either [6:52pm] <Gamma> So everything related to it got modified [6:53pm] <GlitterBerri>

  • nod nod*

[6:53pm] <Gamma> Which kind of makes sense [6:53pm] <GlitterBerri> would love to see this for myself :< [6:53pm] <Gamma> It seems like the original naming convention for boss rooms was [dungeon name]_B [6:53pm] <Gamma> Siren_B [6:53pm] <Gamma> M_DragB [6:53pm] <GlitterBerri> What was changed? [6:53pm] <Gamma> But the Woods' is KinBOSS [6:54pm] <Gamma> Kin from Kindan [6:54pm] <Gamma> So [6:54pm] <GlitterBerri> Got it [6:54pm] <Gamma> Seems whoever added that didn't follow the naming convention [6:55pm] <Gamma> Interesting [6:56pm] <Gamma> Jabun's stuff was added along with the forest on Outset [6:56pm] <Gamma> My thoughts are flying [6:56pm] <Gamma> Originally, Outset had no cave in the back [6:57pm] <Gamma> What if the hole leading to a Fairy Fountain in the final forest was actually the entrance to a mini dungeon to go meet Jabun? [6:58pm] <Gamma> The final file for Outset wasn't added until after this [6:59pm] <Gamma> It could make sense [6:59pm] <Gamma> The forest is above where the cave would be [7:00pm] <Gamma> And why would Ganondorf tear Greatfish apart if all he had to do to get to Jabun was destroy a simple barrier with bombs? [7:04pm] <Gamma> well actually, the model of Outset without the cave on the back looks like it was edited to keep demo players out of the cave [7:04pm] <Gamma> Maybe because it didn't exist yet? :P [7:05pm] <Gamma> Whoa [7:05pm] <Gamma> In that demo file for Outset, GlitterBerri [7:06pm] <Gamma> the exit to Omasao, the map for the house on the second island of Outset, doesn't exist [7:06pm] <GlitterBerri> Ah, see? Exits by Area are useful for TWW :) [7:07pm] <Gamma> There are exits to Link's House, the house on the hill, and ORca's training hall [7:07pm] <Gamma> But only Orca's hall is accessible [7:07pm] <Gamma> The others have doors that can't be opened [7:08pm] <Gamma> So this demo comes from a time when that house on the second island didn't exist [7:08pm] <Gamma> At least the exit list is [7:09pm] <Gamma> Well, I can't be sure if that cave entrance was originally there or not [7:10pm] <Gamma> I'm going to go get that ice cream I was going to get and then see if I can do anything useful with my life for an hour [7:16pm] <GlitterBerri> Haha, alright [7:16pm] <GlitterBerri> You should defs. put the exit lists for the game on the spreadsheet [7:16pm] <GlitterBerri> Would be very interesting and revealing, I think [7:19pm] <Gamma> But work. ;_; [7:19pm] <Gamma> Well [7:19pm] <Gamma> I could write a program to dump the exits [7:20pm] <GlitterBerri> Yes :D [7:20pm] <GlitterBerri> And hey, I did this all for OoT! [7:31pm] <GlitterBerri> Wonder if this OCR will work on vertically oriented JP text [7:31pm] <GlitterBerri> aww yeah it did [7:31pm] <GlitterBerri> Reading vertically makes me a sad panda [7:31pm] <Gamma> I wonder why the test rooms have exits to other test rooms in them [7:31pm] <Rather> OCR stills seems like wizardry to me [7:32pm] <Gamma> Like the event test room has an exit to I_TestM [7:32pm] <Gamma> What's OCR? [7:32pm] <GlitterBerri> Converts images of text into text [7:32pm] <GlitterBerri> Because you could travel between them and they were connected, I guess? [7:33pm] <GlitterBerri> I assume said exit is no longer accessible? [7:33pm] <Gamma> The exit exists, but there's no way to trigger it

MM

[12:23am] <Porcino> 022fe000 Odolwa Room and 02896000 Gohtby Room

http://www.knightsofhyrule.org/wp-content/gallery/majoras-mask-perfect-guide/09.jpg

-No postbox -Different/less fancy Honey & Darling’s Shop entrance -no place to get chest Pond rectangular rather than square in South Clock Town -no white walls in west clock town

http://www.knightsofhyrule.org/wp-content/gallery/majoras-mask-perfect-guide/11.jpg

-Business Scrub called Akindo Nut, but screenshots have English text…

http://www.knightsofhyrule.org/wp-content/gallery/majoras-mask-perfect-guide/13.jpg

-Position of thatched roof on left is different -Clocktower entrance has a gate -Carpenter doesn’t pass that way?

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Text in MM:

starts at week ends at invade

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5E90 -

The image that appears over Link's hands shows it out of the bottle, which strongly suggests it is an event item and not something you can catch, because for normal bottled items Link holds the filled bottle in his hand.

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E43E90 has En_Invadepoh_Demo_Actor_ct

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[8:58pm] <CDi-Fails> So the & (????) = the mask... [8:58pm] <CDi-Fails> then each bit in that [8:58pm] <CDi-Fails> is four binary bytes [8:59pm] <CDi-Fails> bits* [8:59pm] <CDi-Fails> two bytes [8:59pm] <CDi-Fails> so 001F = 0000 0000 0001 1111 [8:59pm] <CDi-Fails> 0 = 00 00 [8:59pm] <CDi-Fails> 1 = 00 11 [8:59pm] <CDi-Fails> F = 11 11

Test01 missing

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Z2_INISIE_BS missing

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[1:47am] <GlitterBerri> There’s a few references to things that don’t exist in MM [1:47am] <GlitterBerri> like songs that require you to input a certain rhythm (I think that doesn’t exist) [1:47am] <GlitterBerri> and measuring your fish size, of course [1:47am] <GlitterBerri> and the week-long events [1:47am] <mzxrules> PLEASE WAIT JUST A MOMENT JUST A MOMENT, KAY? WAIT A MOMENT LOADING NOW WORKING NOW LOADING NOTHING'S BROKEN! COFFEE BREAK PLEASE SET B SIDE PLEASE WAIT A MOMENT DON'T PANIC, DON'T PANIC. TAKE A BREAK, TAKE A BREAK. [1:48am] <CloudMax> lol [1:48am] <GlitterBerri>

The test map, TEST01, is also listed in the scene file list

  1. Zelda Movies - Nov. 25th, 1997
  2. Playable Zelda 64, Baby! - Nov. 19th, 1997
  3. 3.0 3.1 Zelda in Motion - Nov. 21st, 1997
  4. 4.0 4.1 4.2 Zelda 64 Control Mystery Solved - Nov. 21st, 1997
  5. 5.000 5.001 5.002 5.003 5.004 5.005 5.006 5.007 5.008 5.009 5.010 5.011 5.012 5.013 5.014 5.015 5.016 5.017 5.018 5.019 5.020 5.021 5.022 5.023 5.024 5.025 5.026 5.027 5.028 5.029 5.030 5.031 5.032 5.033 5.034 5.035 5.036 5.037 5.038 5.039 5.040 5.041 5.042 5.043 5.044 5.045 5.046 5.047 5.048 5.049 5.050 5.051 5.052 5.053 5.054 5.055 5.056 5.057 5.058 5.059 5.060 5.061 5.062 5.063 5.064 5.065 5.066 5.067 5.068 5.069 5.070 5.071 5.072 5.073 5.074 5.075 5.076 5.077 5.078 5.079 5.080 5.081 5.082 5.083 5.084 5.085 5.086 5.087 5.088 5.089 5.090 5.091 5.092 5.093 5.094 5.095 5.096 5.097 5.098 5.099 5.100 5.101 5.102 5.103 5.104 5.105 5.106 5.107 5.108 5.109 5.110 5.111 5.112 5.113 5.114 5.115 5.116 5.117 5.118 5.119 5.120 5.121 5.122 5.123 5.124 5.125 5.126 5.127 5.128 5.129 5.130 5.131 5.132 5.133 5.134 5.135 5.136 5.137 5.138 5.139 5.140 5.141 5.142 5.143 5.144 5.145 5.146 5.147 5.148 5.149 5.150 5.151 5.152 5.153 5.154 5.155 5.156 The Z Files - Nov. 26th, 1997
  6. 6.0 6.1 Where the Name Navi Came From - Nintendo.com, Date Needed
  7. Link Needed
  8. 8.0 8.1 8.2 Miyamoto Interview - Game Staff List Association Japan, 1998
  9. https://nintendoeverything.com/nintendos-trick-to-cut-down-on-work-for-adultyoung-link-n64dd-difficulties/
  10. 10.0 10.1 10.2 10.3 10.4 10.5 http://iwataasks.nintendo.com/interviews/#/3ds/zelda-ocarina-of-time/1/1