Wednesday, November 13, 2013

Looking inside the Ocarina of Time Cart: The things that never were PART TWO: Actor Objects

In our previous installment of "Look at all the unused crap in this game's cartridge!", we simply covered all the unused text. The only text that has caused a major uproar in the community, in my opinion, was the Wind and Ice Medallion texts. I also made mention in my last post that there was further data that supported these "lost" temples are actually the Forest and Ice temples... With that, all that's left is a quick disclaimer, an image, a jump, and then we can get down to business!

Firstly, I'd like to remind everyone that Nintendo owns Ocarina of Time, not me. I'm picking around in the Debug for Master Quest, which hasn't really altered any of the unused data, that was leaked by Nintendo of Europe in 2003. I don't own Utility of Time, which is what I'm using to render the actors and scenes for this series of entries.

We should also note that, for the longest time, Child Link wasn't even considered for Zelda 64.
Before we kick this off, I'd like to point out a couple of nifty things in that screenshot: This is a legitimate beta shot, and as mentioned in the caption Child Link wasn't in game yet. This explains why Adult Link is in Gohma's room, despite not having access outside of glitches in the final version. Other than the texture differences (I like that shield, by the way), Link has the Forest Medallion equipped to C-down. Some fans speculate the medallions were used to warp instead of using the Ocarina, while others think they had their own abilities.

Din's Fire is used here, but the pedestal sports an image of the Fire Medallion. This was changed in the 3DS version of the game.
That just seemed like it was something worth mentioning, for those who are new to all of this. With that said, let's start digging through all this data!

Note: There are 1500 items to dig through, and some of them either (a) have no data to render, or (b) outright crash Utility of Time. I'm only going to mention the items of note.

The Master Quest Debug is probably the easiest one to mess with, since the files are named to describe what they are (eg. alley_shop_room_0.zmap).

This entry will be focusing solely on the Actor (.zobj) files contained herein. Let's go!

object_ahg: Upon rendering this, it looks to be a mesh for a character. However, trying to interact while it is rendered (zooming out, as I can't recognize anything) causes the program to go non-responsive. Unfortunately due to this reason, I had to force close the client.

object_am: Same problem as object_ahg.

object_anubice: I... I have no idea what this is supposed to be.

object_b_heart: This is an untextured heart. I'm not sure if it's supposed to be a piece of heart, or a heart container.

object_bba: This is a mesh of some sort. No way for me to tell which one, because it looks unfinished and seems to be transparent for the most part.

object_bdan_objects: At first glance, this is obviously the pedestal where the Spiritual Stone of Water is in Jabu-Jabu's belly. However, for some reason there's a switch in the middle. Since this is the debug for Master Quest, a version I didn't get too far in, I'm not sure if that's intended.

object_bird: I spent 20 minutes trying to figure out where this bird came from, before giving up and running
to a wiki. Turns out this is unfinished, as it lacks transparency in game (only accessible via cheat codes). However, this bird can be seen flying around the moon in Majora's Mask. The little guy is made of 4 meshes, which are pretty much piled together in UoT, and can be found in the image to the right. Welcome to Beta Territory!

object_bji: It's a mess of white and yellow. I'm not sure what it's supposed to be, but whatever it is resulted in a nonresponsive program on my end.

object_blkobj: This is actually a scene, which was rendered as an object, and is the room where Link fights Dark Link in the Water Temple. However, I was confused for about 15 minutes by this file. For one, the reflection in the water is a result of partial transparency, and they flipped the object and placed it underneath. However, when it renders in UoT it decides it's a good idea to place the final product UNDERNEATH. As a result, I get a random room pictured below. While there IS another room in the debug rom to fight Dark Link, this isn't that room. Maybe it was a placeholder?

obj_gi_butterfly

object_boj: Someone's head. This looks unfinished.

object_bw: Another unsure mesh. There's a rather creepy eye in there, though.

object_bxa: Whatever this is supposed to be, I don't get a chance to render it - it automatically crashes the program.

object_gi_butterfly: This kinda looks like a butterfly in a lantern. I think I've seen this in game, but it's been so long I can't really say for sure. What's interesting about this item is that it's similar to object_gi_insect, an item that was never in the game and contained what looks like the bugs Link collects in his bottles.

object_human: Character name unknown. She is seen in early beta shots, but not much is known about her. The community calls her "Aria".
obj_gi_insect

With all that said, I only want to mention 3 more things:

hairal_niwa2_room0 features a completely different window in the castle courtyard, that Zelda peeks through when she's talking to Link.

obj_dy_object not only contains the mesh for the Great Fairy, but also contains the completed model for the beta/placeholder fairy (Blue and Silver).

Finally, pedestals.

This is where my past comments of "supporting the Ice/Wind Temples being Water/Forest Temples" comes into play, and will be the last bit of information for this entry.

There is a file, called object_mjin. This file contains the following model:

Note: There's no Medallion emblem on it!
Out of all the following mjin models, this is the only one that renders anything. The other objects are as follows:

  • object_mjin_dark
  • object_mjin_flame
  • object_mjin_flash
  • object_mjin_ice
  • object_mjin_oka
  • object_mjin_soul
  • object_mjin_wind
Given that object_mjin is just a pedestal with the Triforce on it, one can assume the objects that failed to render are the other warp pedestals. This is how I see it:


  • Dark = Shadow
  • Flame = Fire
  • Flash = Light
  • Ice = Water
  • Oka = Ocarina Pedestal (Jabu Jabu, as seen using GameShark and RBA glitch)
  • Soul = Spirit
  • Wind = Forest
I assume Ice is Water and Wind is Forest in this case, because there are no other files, meaning Water and Forest would be missing. The fact that these pedestals fail to render on my end is rather strange, as they obviously render alright in game. The Ocarina Pedestal even renders, though you can't do much in the alternate Jabu-Jabu area, since he loads like six times and crashes the game.


Well, that's about it for this segment. If I find anything else in the files of note I'll edit this post and add them when I get the chance. Let me know what you think and I will pop back later to go over some of the scene files!

With that, have the Beta Great Fairy model!


[NOTE: I know there are at least 2 debug rooms that are made of entirely one actor. However, I can not remember which files these are. Once I track the files down, I will add the file names to this list.]

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