BETA QUEST LOG 0003

This log was developed using the Zelda: Ocarina of Time ROM and cartridge.  Debug information is provided from both the ROM Debug System and the NOA Debug System.  The ROM's key configuration was fire arrows on C-Left, bombs on C-Down, and the Fairy Ocarina on C-Right.  The Infinite Magic and Midday codes were also active while using the ROM.  The cartridge part was done using "Beta Quest as a Kid," "No Name Glitch," "Cutscene Activator," "Appear in Strange Places on Activator," and "Moonjump."  Most of these codes can be obtained from the code list.
Each exit from the starting point (in this case, Hyrule Field) is listed in bold, and next to it is a description of the appearance of the place Link arrives in, whether Link exists or not, and what happens when you activate the cutscene.  These descriptions are as detailed as possible and cover almost every exit possible except for a few exceptions of which are noted.  I have also marked freezes and a brief description of the debug report given by the ROM or cartridge.
Enough said, let's get to the questing!



Start in Hyrule Field.  Activating the cutscene plays the intro, then freezes (HangUp ../z_std_dma.c:575, Thread 18).

Kakariko Village: Green map, dungeon music, most likely eruption cutscene.  Archery game building is invisible and passable.  Several characters from the market seem to be here, in sensible places, most likely were originally planned to be there until switched.  I have no idea why the cuccos are there.
Exit to Field: Hyrule Field, normal game.
Exit to Mountain: Death Mountain, normal game.
Exit to Graveyard: Graveyard, normal game.
Bearded Lady's House: Windmill, normal game.
Skulltulas' House: Incomplete transition, camera continues focusing on Link as he falls, error sound goes on continuous loop (unrecoverable).
Impa's House: Bearded Lady's house, adult version, normal game.
Invisible Archery Game Building: Dodongo's Cavern, normal game.
Little Kid's House/Item Shop: Bottom of the Well, normal game.
Potion Shop: Deku Tree, normal game.
Windmill: Potion shop, normal game.
Well: Fat lady's house (not present), normal game.

Domain (Ground): Kokiri Forest, strangest starting point ever (on unreachable ground to the Tree's left)!  Kokiri are present, as well as many signs in different but sensible locations, with the exception of "All those reckless enough to venture into the desert-- please drop by our shop" sign which is supposed to be in the desert.  You can find this sign in the training grounds.  Also, there is a duplicate "Forest Training Center" sign near the entrance to the Lost Woods.
Twin's House: Saria's house, empty, still beta.  Exit to freeze.
Saria's House: Bottom of the Well, still beta.  Exit to freeze (many unimplemented CPU opcodes and one opcode break)
Store: Dodongo's Cavern, still beta.  Exit normally to freeze (same as freeze described above).  Exit to boss room to arrive in Gohma's Lair.  Exit lair to arrive in Ganondorf's tower (seeing a pattern here?).
Link's House: Entrance to market, adult version, still beta.  See Link's House in BQ0002 for exit info.
Mido's House: Weird Guy's house, still beta.  Exit to freeze (tons of unimplemented CPU opcodes and one opcode break, yet again!).
Know-It-All Brothers House: Hyrule Field, beta.
Main Exit: Flashed colors, then went blank.  In other words, froze with no known cause.
Lost Woods: Freezes (DmaCopy address FFEC0000 switched to 03EC0000, DmaCopy illegal ranges)
Deku Tree (moonjump req.): Dodongo Cavern, still beta.  Link is frozen, so it's almost a freeze... kinda... not really...

Domain (Water): Freezes, tons of unimplemented CPU opcodes and one opcode break.

Lon Lon Ranch: A part of the ending sequence.  I've tried a bunch of different methods to make Link appear, but it hasn't worked yet.  There's a green map in the corner and the interface is active.

Kokiri Forest: Warp transition, freezes (tons of unimplemented CPU opcodes and one opcode break).

Hyrule Castle Town Market: Very unusual freeze!  Many retrace pending counter resets, many unimplemented CPU opcodes, one opcode break, a whole bunch of counter resets again, and then DmaCopy illegal ranges.  Cartridge debug system reports "THREAD:4 (3:TLB exception on store)".

Gerudo Valley: Freezes, tons of unimplemented CPU opcodes and one opcode break.

Lake Hylia: Freezes, DmaCopy illegal ranges.

Warp Songs:
Prelude of Light - Freezes, tons of unimplemented CPU opcodes and one opcode break.
Requiem of Spirit - Freezes, DmaCopy address FFEC0000, changed to 03EC0000, DmaCopy illegal ranges.
Minuet of Forest - Freezes, tons of unimplemented CPU opcodes and one opcode break.
Nocturne of Shadow - Ganon's Castle, collapsing,. normal game.  Have 8 keys.  If you manage to defeat Ganon, the game will take you to Saria in the Chamber of Sages when the sages are supposed to channel their power to throw Ganon into the Sacred Realm.  Sorry, there is no beta ending accessible from here.
Bolero of Fire - Freezes, tons of unimplemented CPU opcodes and one opcode break.
Serenade of Water - Freezes, DmaCopy address 9A9FA0A1, changed to 029FA0A1, DmaCopy illegal ranges.

*** END OF LOG***

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