The map files are located in data/shape2/zelda_scene/.GOMI/ddanh_noanime. They are also missing actors in nearly every room and only include one spawn point in the entrance room, whereas the other one in Room 7 is missing.ĭdanh_noanime is a slightly earlier version of the other Ddanh and features a few differences. Both are work in progress versions of the final iteration of Dodongo's Cavern and show the dungeon in different states of completion, mostly regarding the implementation of animated texture features. The iQue files include two different versions of Dodongo's Cavern: Ddanh_noanime and Ddanh. Add references to Ddanh that are still in the final game. Are there any more differences within the setups? Most of the rooms don't use the lighting settings of the final version.
![ocarina of time dungeon maps ocarina of time dungeon maps](https://i.kinja-img.com/gawker-media/image/upload/fmyqndqxbwmvccaxjglg.jpg)
The Ddanh maps seem to contain only 2 camera entries, whereas the final version features 5. Look into the intro cutscenes to see why they cause problems. Wrong order, offset points to spawn point entry at 0xB5C8. Offset points to entrance list entry at 0xB5E0. Offset points to collision header at 0x13FD4. Offset points to valid entry format at 0xB5D8. The scene header is located at offset 0xB590, which either seems to use an older format or for some reason is broken.Īll offsets now use segment 0x04, which actually is used for gameplay keep, whereas scenes in the final version would use segment 0x02.Ġ4 01 18 14 04 00 B5 D8 03 00 00 08 04 01 3F D4Ġ6 01 4A B8 04 00 B5 E0 08 00 E3 D0 00 00 00 02Ġ0 01 E3 D0 04 00 B5 C8 12 00 00 08 01 00 00 00 What could the other bytes inside the header mean? They are not used in final scene headers.
![ocarina of time dungeon maps ocarina of time dungeon maps](https://i.ytimg.com/vi/jkn74JHNMxQ/maxresdefault.jpg)
However, it can be viewed with the Camera Editor debug function once it is loaded in-game. The scene lacks collision, or at least working collision, causing Link to instantly fall through the ground when the map is loaded. It uses the same type of room header as the Stalfos Miniboss Room map from the Master Quest debug ROM, and thus must be edited to work with the final version of the game. This foggy forest is a precursor to the Kokiri Forest that was shown at Spaceworld 1997, and is much more spacious than the cozy village used for release.