Ocarina of Time - Unused Dynamic Link Shadow Actor (En_Sda)

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Published on ● Video Link: https://www.youtube.com/watch?v=_RTZlOFZKhM



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Both Ocarina of Time and Majora's Mask have an unused actor that draws Link's shadow dynamically as a texture that is projected to the floor, instead of the usual "tear drop" like shadow shown under his feet.

One interesting thing is that various registers allow the user to change various properties of the shadow, such as scale, angle, transparency, distance away from the player, etc, which is shown on this video using the "B" registers (which can be opened by pressing Start + R a few times on the second controller in debug versions of the game).

Ocarina of Time's implementation can be found here, although it's pretty much identical in Majora's Mask: https://github.com/zeldaret/oot/blob/...

The actor actually has two variables: 0, which loads Link's shadow, and also 1, which appears to have been intended to indicate the game to draw shadows of parent actors instead.
This suggests that this actor was intended to function alongside any actor, not just Link (note that other actors that have dynamic shadows in the game, like signs, Ganondorf, etc, have their own shadow drawing code, and thus don't use En_Sda at all)
However, much of the code in the final game is written to only make it function properly with Link, so using it alongside other actors most likely won't work properly.

The code for this actor was dummied out in both game's 3DS remakes. In OoT 3D in particular, the initialization function for this actor is found at VRAM address 0x0018EA04







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