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The Legend of Zelda: Collector's Edition









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The Legend of Zelda: Collector's Edition



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Title Screen


The Legend of Zelda: Collector's Edition

Also known as: The Legend of Zelda Collection (JP)
Developer:
Nintendo
Publisher:
Nintendo
Platform:
GameCube
Released in JP: April 1, 2004
Released in US: November 14, 2003
Released in EU: November 17, 2003
Released in AU: March 19, 2004




DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.





The Legend of Zelda: Collector's Edition is a collection of the two NES titles (The Legend of Zelda and Zelda II: The Adventure of Link) and the two Nintendo 64 titles (Ocarina of Time and Majora's Mask), as well as a 20-minute demo of The Wind Waker.


Unfortunately, the emulation quality prevents this from being an ideal way to play the games, with Majora's Mask in particular suffering from constant freezing issues that were not present in the original N64 game. In addition, the ending cutscene for Ocarina of Time was made into a 450 MB pre-recorded video file, perhaps due to issues with emulation. As an interesting aside, it's also the first game released in a PAL territory to completely ditch 50Hz support, and one of three GameCube games to do so. (The other two being Metroid Prime 2: Echoes and Geist.)



Contents




  • 1 Hidden Banner and Text


  • 2 Debug Text


  • 3 Development Text


    • 3.1 The Legend of Zelda: Ocarina of Time




  • 4 Regional Differences


    • 4.1 Progressive Scan Screen


    • 4.2 Main Menu






Hidden Banner and Text


The tgc "discs" for Zelda 1 and Adventure of Link actually contain their own banners and text for the GameCube menu. The text is rather crude, so they most likely weren't meant to be visible, as the tgc "discs" for Ocarina of Time and Majora's Mask lack any info. The banners themselves are still used on the save files for the respective games. The text for Adventure of Link is actually too long and gets cut off. It should end with "adventure some quest yet..."












Zelda 1

Adventure of Link

Zelda-collection-us-zelda1-tgc.png

Zelda-collection-us-zelda2-tgc.png

The Japanese Zelda Collection still has a banner with text for both games, but for some bizarre reason uses the name and copyright for Adventure of Link and text describing Zelda 1 for both. The banner itself also has a different design, possibly an earlier version. The text is slightly different, written in all caps English and has less prettier formatting.


Zelda-collection-jp-zelda12-tgc.png


If viewed on Dolphin, the description for the Japanese tgc's is actually much longer and contains the text for Adventure of Link! At least what seems to be left of it, anyway.


AFTER GANON WAS DESTROYED, LINK SET OUT ON HIS
MOST ADVENTURES

(Source: Original TCRF research)

Debug Text


The game has a ludicrous amount of debugging and SDK messages, such as references to N64 accessories. Due to the game's structure, they are duplicated multiple times throughout the filesystem.


Development Text


The Legend of Zelda: Ocarina of Time



80137A58 ENTRY-LO0
80137A64 ENTRY-LO1
80137A70 PAGE-MASK
80137A7C (RESERVED-7)
80137A8C BAD-VADDR
80137A98 ENTRY-HI
80137AA4 WATCH-LO
80137AB0 WATCH-HI
80137ABC X-CONTEXT
80137AC8 (RESERVED-21)
80137AD8 (RESERVED-22)
80137AE8 (RESERVED-23)
80137AF8 (RESERVED-24)
80137B08 (RESERVED-25)
80137B18 CACHE-ERROR-EPC
80137B30 (RESERVED-31)

80137BC0 FCR1 (RESERVED)
80137BD0 FCR2 (RESERVED)
80137BE0 FCR3 (RESERVED)
80137BF0 FCR4 (RESERVED)
80137C00 FCR5 (RESERVED)
80137C10 FCR6 (RESERVED)
80137C20 FCR7 (RESERVED)
80137C30 FCR8 (RESERVED)
80137C40 FCR9 (RESERVED)
80137C50 FCR10 (RESERVED)
80137C64 FCR11 (RESERVED)
80137C78 FCR12 (RESERVED)
80137C8C FCR13 (RESERVED)
80137CA0 FCR14 (RESERVED)
80137CB4 FCR15 (RESERVED)
80137CC8 FCR16 (RESERVED)
80137CDC FCR17 (RESERVED)
80137CF0 FCR18 (RESERVED)
80137D04 FCR19 (RESERVED)
80137D18 FCR20 (RESERVED)
80137D2C FCR21 (RESERVED)
80137D40 FCR22 (RESERVED)
80137D54 FCR23 (RESERVED)
80137D68 FCR24 (RESERVED)
80137D7C FCR25 (RESERVED)
80137D90 FCR26 (RESERVED)
80137DA4 FCR27 (RESERVED)
80137DB8 FCR28 (RESERVED)
80137DCC FCR29 (RESERVED)
80137DE8 FCR30 (RESERVED)

80138344 start=%p, end=%p (%d) (size: %d)
80138368 tree range (%p - %p)
80138380 total nodes: %d (tree height: %d %d)
801383A8 total memory: %d

801384D0 _cpuGCN.c

80138C3C ERROR in cpuNextInstruction() with opcode %p at %p
80138C70 CALLED: ceil_w single (%p)
80138C8C CALLED: floor_w single (%p)
80138CAC ERROR: CVT_S_S
80138CBC CALLED: ceil_w double (%p)
80138CD8 CALLED: floor_w double (%p)
80138CF8 ERROR: CVT_S_D
80138D08 ERROR: ADD_W
80138D18 ERROR: SUB_W
80138D28 ERROR: MUL_W
80138D38 ERROR: DIV_W
80138D48 ERROR: SQRT_W
80138D58 ERROR: ABS_W
80138D68 ERROR: MOVE_W
80138D78 ERROR: NEG_W
80138D88 ERROR: ROUND_W_W
80138D9C ERROR: TRUNC_W_W
80138DB0 ERROR: CEIL_W_W
80138DC4 ERROR: FLOOR_W_W
80138DD8 ERROR: CVT_W_W
80138DE8 ERROR: C.F_W
80138DF8 ERROR: C.UN_W
80138E08 ERROR: C.EQ_W
80138E18 ERROR: C.UEQ_W
80138E28 ERROR: C.OLT_W
80138E38 ERROR: C.ULT_W
80138E48 ERROR: C.OLE_W
80138E58 ERROR: C.ULE_W
80138E68 ERROR: C.SF_W
80138E78 ERROR: C.NGLE_W
80138E8C ERROR: C.SEQ_W
80138E9C ERROR: C.NGL_W
80138EAC ERROR: C.LT_W
80138EBC ERROR: C.NGE_W
80138ECC ERROR: C.CLE_W
80138EDC ERROR: C.NGT_W
80138EEC ERROR: ADD_L
80138EFC ERROR: SUB_L
80138F0C ERROR: MUL_L
80138F1C ERROR: DIV_L
80138F2C ERROR: SQRT_L
80138F3C ERROR: ABS_L
80138F4C ERROR: MOVE_L
80138F5C ERROR: NEG_L
80138F6C ERROR: ROUND_W_L
80138F80 ERROR: TRUNC_W_L
80138F94 ERROR: CEIL_W_L
80138FA8 ERROR: FLOOR_W_L
80138FBC ERROR: CVT_W_L
80138FCC ERROR: C.F_L
80138FDC ERROR: C.UN_L
80138FEC ERROR: C.EQ_L
80138FFC ERROR: C.UEQ_L
8013900C ERROR: C.OLT_L
8013901C ERROR: C.ULT_L
8013902C ERROR: C.OLE_L
8013903C ERROR: C.ULE_L
8013904C ERROR: C.SF_L
8013905C ERROR: C.NGLE_L
80139070 ERROR: C.SEQ_L
80139080 ERROR: C.NGL_L
80139090 ERROR: C.LT_L
801390A0 ERROR: C.NGE_L
801390B0 ERROR: C.CLE_L
801390C0 ERROR: C.NGT_L

80139964 Exception:#### INTERNAL ERROR #### Cannot match exception-handler!

8013A218 ROMS.TAG
8013A224 urazle.tpl
8013A230 urazlf.tpl
8013A23C urazlg.tpl
8013A248 urazlj.tpl
8013A254 urazli.tpl
8013A260 urazls.tpl

8013A5AC FrameComplete: Yield task pending...
8013AAB8 Get: DRAM Address: WRITE-ONLY?
8013AAD8 Get: CONTROL: WRITE-ONLY?
8013AE30 OS-LIBRARY

8013AF4C send_mesg
8013AF58 __osEnqueueAndYield
8013AF6C __osEnqueueThread
8013AF80 __osPopThread
8013AF90 __osDispatchThread
8013AFA4 osGetMemSize
8013AFB4 osInvalDCache
8013AFC4 osInvalICache
8013AFD4 osWritebackDCache
8013AFE8 osWritebackDCacheAll
8013B000 __osDisable
8013B020 __osSpSetStatus
8013B030 osVirtualToPhysical
8013B044 osPhysicalToVirtual
8013B058 guMtxF2L
8013B064 guMtxCatF
8013B070 guMtxIdentF
8013B07C guMtxIdent
8013B088 guOrthoF
8013B094 guPerspectiveF
8013B0A4 guPerstective
8013B0B4 guScaleF
8013B0C0 guRotateF
8013B0CC guRotate
8013B0D8 guTranslateF
8013B0E8 guTranslate
8013B0F4 guLookAtF
8013B100 guLookAt
8013B10C guLookAtHiliteF
8013B11C guLookAtHilite
8013B12C guLookAtReflectF
8013B140 guLookAtReflect
8013B150 osAiSetFrequency
8013B164 osAiSetNextBuffer
8013B178 __osEepStatus
8013B188 osEepromRead
8013B198 osEepromWrite
8013B1A8 osEepromLongRead
8013B1BC osEepromLongWrite
8013B1D0 starfoxCopy
8013B1DC GenPerspective
8013B1EC pictureSnap_Zelda2
8013B200 dmaSoundRomHandler_ZELDA1
8013B21C osViSwapBuffer_Entry
8013B234 zeldaLoadSZS_Entry
8013B248 zeldaLoadSZS_Exit
8013B25C 8013AF4C
8013B260 800978BC

Regional Differences


Progressive Scan Screen


In the Japanese version, the progressive scan prompt appears following the Club Nintendo logo sequence. The US version has a darker look consistent with the rest of the game.











Japan
US

Zelda collection jp 480p gc.png

Zelda collection us 480p gc.png

Main Menu


The Japanese and international versions have different menu music. Additionally, the Japanese version gives more specific release dates for each game.













































































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