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The Legend of Zelda: Breath of the Wild

Also known as: Zelda no Densetsu: Breath of the Wild (JP)
Developer: Nintendo EPD
Publisher: Nintendo
Platforms: Wii U, Nintendo Switch
Released internationally: March 3, 2017
Released in KR: February 1, 2018
Released in TW: February 1, 2018

This game has hidden development-related text.
This game has unused graphics.
This game has unused music.
This game has unused text.

This game has a prerelease article

In The Legend of Zelda: Breath of the Wild, our intrepid hero struggles not to starve to death while managing 5 different stables.

  • 2Unused Graphics
    • 2.4Editor Icons
  • 7Unused Text
    • 7.2Untranslated NPC Dialogue File
    • 7.3System Text
  • 9Revision History
    • 9.13Version 1.6.0

Unused Music

In Demo149_0_SoundTrack.bfstm lies the staff roll soundtrack from Skyward Sword:

Unused Graphics

Album

To do:
'Also found in the files is the picture that would have been used if this cutscene did exist in the game, the picture found in Impa's House' (referring to this image) used to be in the article. Work out what it meant and re-add it if appropriate.

The UIAlbum folder contains the memory location images taken by Zelda. It has one peculiar unused image.

Link is seen doing a pose next to Zelda in what seems like other past memories, however, he is wearing the 'Hero of the Wild' hat and tunic rather than the Champion's Tunic. The length of the sleeve and design on the cufflink were revised for the finished game; rolled up slightly and a thinner version of the pattern seen in the unused image. The gold trim on his hat is a more subdued green in the final game, likely to distinguish it from resembling the hat in the 8-Bit Amiibo Link armor set which has a similar gold trim. The JPEG metadata also differs a bit from the other images.

Memories

The legend of zelda breath of the wild pc rom

The UIReview folder contains the thumbnails used for the Memories tab in the Adventure Log. It contains two unused files.

Demo109_2 (Unused)Demo109_1 (Used)

Demo109_2.sbreviewtex is an early version of the thumbnail for the Master Sword memory, featuring 'temp' written on the top-right. The main points of interest are the lack of lighting, the Master Sword being much higher on the pedestal, and the two flowers on the left, one of which was removed in the final game. Curiously, the second flower is still present in the trailer shown at E3 2016, suggesting its removal was quite late in development.

Demo139_0.sbreviewtex is the thumbnail for Demo139, the 'secret' ending cutscene after recovering all of Link's memories. Perhaps it was meant to be visible at one time in the Memories tab and this was used as some sort of placeholder in-joke?

Hyrule Compendium

The UIPictureBook folder contains the photos used for the Hyrule Compendium when a player would buy them from Symin in the Hateno Tech Lab. It contains many unused files.

Enemy_Chuchu_* - These went unused as only the Junior versions of the Chuchu and its variants were required in the final compendium. The Chuchu Senior picture was clearly taken early on in development as there are some unusual stone structures in the background not found in the final game.


Animal_Fish_* - These appear to be early versions of fish in water taken before being updated with clearer shots on land.


Item_Mushroom_C - This would have been included, however, to be able to buy pictures for the Compendium, players are required to already have an entry for the Sunshroom, meaning this goes unused.


GameRomHorseEpona - This is a picture of Epona. It is possible that she was once available without the use of Amiibo for her to have a spot in the Compendium.


TBox_Dungeon_Iron - This is a picture of water, likely a placeholder image. The filename suggests that it was supposed to be a treasure chest found in a shrine.


Npc_Hidden_Korok_Ground - This is a picture of a Korok found in Kakariko Village. It is possible that the player was originally going to be able to track Koroks using the Sheikah Sensor, later being replaced by the DLC item the Korok Mask. The Korok's face seems to be completely white, suggesting its textures weren't complete at this point in development.

Unused imageFinal Vah Naboris
Wild

Enemy_Guardian_Mini_Junior_Dark - This photo shows the early design of Vah Naboris. Players can see many differences including an early version of Malice and the lighting. The photo is intended as an entry for the Guardian Sentry taken over by Ganon however it later went unused in the final game.

Editor Icons

The PackTitleBG.packtera_resource.Cafe_Cafe_GX2.release.ssarc (Wii U) PackTitleBG.packtera_resource.Nin_NX_NVN.release.ssarc (Switch) archive contains images of what seems to be some map editor remains. It contains 35 unused files. The Switch version of the file also uses the exact same texture files as the Wii U version.

Brushes

Brush_linear - A linear brush.

Brush lower - A low curved brush.

Brush upper - A upcurved brush.

Brush normal - A curved brush.

Brush saw - A 'saw' brush.

Brush wave - A wave-shaped brush.

Heightmap tools

Edit add - A heightmap rising tool.

Edit sub - A heightmap descend tool.

Edit flatten - A heightmap flattening tool.

Edit gradient - A heightmap gradient tool.

Edit smooth - A heightmap smoothing tool.

Edit sharpen - A heightmap sharpening tool.

Unused Weapon

To do:
Add rips of the graphics and sound effects

The broken Master Sword (as seen in the Memories) exists as a normal equipable weapon (Weapon_Sword_056). This plays a unique sound effect not heard elsewhere when it's taken out its sheath, and seems to do the same amount of damage as the regular Master Sword.

(LegendofLinkk: https://twitter.com/iLegendofLinkk/status/1134203561485766667)

Unused Areas and Hidden Objects

(On both Wii U and Nintendo Switch) Unused flowers can be found out of bounds inside the Great Deku Tree (which has a partially modelled room) and underneath the Yiga Clan Hideout. It's possible these were either an Easter egg by the developers or a way of marking areas to test in the development process.

Another thing that can be seen outside the boundaries is in the Test of Strength shrines, where an enormous pit/room seems to be located underneath the floor. This room extends past the walls of the arena and connecting rooms above ground, and is sometimes separated from the main playing area by another layer of small pits and walls the player can walk through.

There's also a room behind the locked door at the top of Hyrule Castle. However, this door never opens in normal gameplay, so the purpose of the room behind it is unknown.

([2] Boundary Break (YouTube): source needed)

Finally, the pit Master Kohga falls into actually does have a bottom modelled, complete with textures. However, the player is never able to see all the way into this pit, nor access it in any way.

The area outside of the Major Test of Strength + shrine in DLC Pack 2 also has a ton of unused rooms and content outside of the boundaries. For instance, there's a gigantic empty chamber underneath the floor, in which going near the back wall causes Link to infinitely die and respawn. There are also two large areas filled with water to the left and right of the start and 'end' rooms, another layer of empty space underneath the floor (with openings into said rooms), as well as various pits of water between these areas that Link cannot escape from.

Mount Agaat is fully modelled with collision in most places too, despite being at a location players can't actually visit or climb due to the edge of the world barrier. What's more, there are various plateaus and walkable areas behind the mountain too, which the player would normally have no way of seeing due to the aforementioned barrier. This may imply the developers intended the player to be able to explore this area at one point in development.

Interestingly, the one place this mountain doesn't have collision is the summit, which despite being modelled, cannot be walked on for more than about 20 feet. Given that every other area can indeed be walked on (including the plateaus and mountainsides at the very edge of the map), it's unknown why this is the case.

Usually, unseen plants can also be found out of bounds near the Lakeside Stable, in the water layer underneath Hyrule. Presumably, these were placed there for the developers to move somewhere else later on, and they didn't remember to delete/move them when the time came to do so.

Unobtainable Chests

There are three chests in the game that are unobtainable by any means. The Sheikah Sensor+ will detect them, but there's no way to open these chests.

  • Hateno Village [contents: Purple Rupee]: This chest is detected in front of the inn in Hateno Village, but it's nowhere to be seen. It's possible that this chest was accidentally positioned below the terrain, causing it to fall into the void as soon as it spawns.
  • Aris Beach [contents: Opal]: In the ocean to the east of Aris Beach there's one chest that's buried into the ground, but unlike other such chests cannot be pulled up with Magnesis. As such, there's no way to retrieve the chest from the seabed.
  • Rassla Lake [contents: unknown]: Similar to Hateno Village, there's a chest detected in Rassla Lake which is nowhere to be seen and probably suffers the same fate as its brother.

Unused Enemy Attributes

The Legend Of Zelda Breath Of The Wild Rom

Presumably, due to them being based off a similar template, all enemies have in-game flags set for whether they can be damaged by Urbosa's Fury, falling long distances, or falling into hazards like water, mud, and lava.

These include both overworld and story bosses, enemies found inside certain shrines (like Test of Strength Guardians), etc. For instance, Monk Maz Koshia takes fall damage at a rate of 5HP/meter if the player somehow let him fall over 999km, and dies instantly if he falls into the lava. [1]

Interestingly, these attributes also include ones for Dark Beast Ganon beam damage (GanonBeam-Small/Medium/Large/Hugee respectively). However, no enemies can ever appear in the battle with Ganon, and the vast majority don't even spawn when in the last boss mode. Yet they're all flagged to die instantly if hit with the beam, implying the setup for the final boss may have been different early in development.

Unused Text

Unused Notification

The file MainScreen_00.msbt in folder LayoutMsg contains all the text used on the HUD while playing the game, such as the pop-up notifications and location and boss names. Entry 0028 contains an interesting message:

This notification is used when the Master Sword is dropped, which is normally impossible without glitches. It's not clear when or how this would've been used, but it's possible the Master Sword would've returned to the Korok Forest after running out of energy.

(Source: versat13 - Glitch discovery)

Untranslated NPC Dialogue File

Present in folder EventFlowMsg is an untranslated file called Yorozuya_Kaiwa.msbt (General_Merchant_Conversation.msbt) containing dialogue for a general goods merchant.

The Legend Of Zelda Breath Of The Wild Rom Download

Messages from this file are referenced by all shop merchant event flows. However, the message file name is overwritten with the merchant actor name at runtime so this file ends up being unused.

(Source: Original TCRF research)

Original

Yorozuya Kaiwa
The original file, control codes and all.

Translation

(Source: GlitterBerri - Translation)

System Text

SystemBuildTime.txt

To do:
Check the update data for both platforms and the switch kiosk demo

This file is present in the EU and JP Wii U versions of the game, but not the US Wii U release or the Switch release. The former two share the same build time.

The Wii U 1.1.0 version (title version: v33) has the following build time:

System/BuildTime.txt does not exist in Switch 1.0.0 or 1.5.0 and likely does not exist in any public Switch release.

SystemRegionLangMask.txt

This language config file contains some untranslated developer comments.

Original:

Translation:

There are two extra (and not commented-out) lines in the Switch version:

After commented line three:

After commented line four:

(Source: Original TCRF research)

Internal Project Name

The game's internal name is 'U-King', according to the executable's filename: U-King.rpx. This follows the trend of the internal names of other Zelda games released in the same timeframe: Ocarina of Time 3D is known as 'Queen', A Link Between Worlds is known as 'Jack', and Majora's Mask 3D is known as 'Joker', while Tri Force Heroes is known as 'Alice'.

Oddly, this is the same card suit used by Wind Waker HD with the only difference being the first letter (Cking/U-King).

Revision History

Version 0.9.0

This is the base version of the game with no updates. Once one of the required updates is installed, the version number is updated. The game will crash if it is attempted to run without the update files by spoofing the Version.txt in System. That said, it is still possible to run the rpx for v0.9.0 by moving the required v1.0.0 files over.

Version 1.0.0

Version 1.0.0 is the version of the game that has the disc's own 2 GB update installed, which contains files required to run the game. This was the version that the Switch release came with.

Version 1.1.0

Version 1.1.0 was an update released on launch day in the eShop. It adds the Downloadable Content purchase option to the title screen.

The Legend Of Zelda Breath Of The Wild Rom Wii U

Version 1.1.1

Version 1.1.1 was released on March 31, 2017. It improves the frame rate, but mainly for the Switch version.

Version 1.1.2

Version 1.1.2 was released on April 11, 2017. It includes three fixes:

  • Arrows shot from enemies are no longer collectible after the first 20 ones. This fixes a certain exploit where a player could farm arrows using horseback Bokoblins.
  • A bug was fixed where the Wolf Link amiibo would spawn a Wolf Link with 20 hearts (rather than 3) when registered with a Twilight Princess HD save file that did not enter the Cave of Shadows (just starting a new game and saving right away was enough).
  • A bug was fixed that when Master Kohga fell into the hole, he wouldn't teleport back out, and the boss battle would end prematurely, making the Divine Beast Vah Naboris Quest unbeatable.

Version 1.2.0

Version 1.2.0 was released on May 1, 2017. It adds a 'Dual Language' option for both versions of the game, allowing any region to choose any audio language with different accompanying subtitles (i.e. English voice acting with Mexican Spanish subtitles or vice versa). For the Wii U version, a separate data pack must be downloaded before use. A DLC menu was added to the options menu. One interesting thing to note is that the exit sound on the camera is now broken. In addition, the camera no longer preserves zoom level between uses, and now defaults to the lowest zoom setting whenever it is activated.

In an attempt to patch a glitch that allowed players to escape from Ganon with the Bird-Man research minigame, the relevant event flow (MiniGame_HillTower_BirdMan) was altered to always reset any effects of landing in the castle sanctum:

  • When landing, the player is warped to (-1746.71, 329.065, -772.847).
  • When landing, the sky palette (colors, sky effects, etc.) is reset to override the Hyrule Castle palette.
  • When landing, the IsPlayed_Demo141_{0,1,2,3} and LastBossIncompleteGanonGenerateFlag flags are cleared.
  • Every frame while flying, the FirstInHyruleCastleBossRoom flag is cleared.

Additionally, GameData configuration was changed to not save the FirstInHyruleCastleBossRoom flag. That flag is checked by the actor placement code to determine whether some actor spawns should be skipped for the final battle mode. This made NPCs, shrines, enemies, and towers not disappear even after doing the glitch.

As a direct (and likely unintended) consequence, actors that should normally not appear during the final battle mode reappear after a save reload as the FirstInHyruleCastleBossRoom flag does not persist after a save reload.

Rom
(Source: ZeldaMods (leoetlino))

Version 1.3.0

Version 1.3.0 was released on June 29, 2017. It adds the first of two planned DLC expansions for 2017, dubbed 'The Master Trials'. The DLC includes 8 new pieces of clothing, a series of trials, a 'Hero's Path' map feature that allows a player to retrace up to 200 hours of gameplay on the game's map screen, the ability to set a single custom warp point (with warping similar to how shrines and towers work in the game), a Korok mask to assist in finding the hidden Koroks around the world, and a Master Mode with increased difficulty; Link sustains more damage while weapon/enemy type/placement is altered somewhat. The DLC, if purchased, displays version 2.0 under the game's version on the title screen.

As well, a few regressions introduced with the v1.2.0 patch were fixed (camera not preserving the zoom level between uses, exit sound being broken, star constellation missing in one of the shrines), as well as a bug where no vocal cues would play for the abilities if the player set the language to Japanese.

The placement code was altered to check for the IsPlayed_Demo145_0 flag when setting up spawns: the FirstInHyruleCastleBossRoom flag is now automatically set when IsPlayed_Demo145_0 is set. This effectively reverts parts of the 1.2.0 changes and makes players once again unable to keep NPCs, shrines, etc. after escaping from the Ganon battle.

(Source: ZeldaMods (leoetlino))

Version 1.3.1

Version 1.3.1 fixed a glitch involving Kilton's 'kill all bosses' mission, where killed bosses wouldn't count towards the number needed to get the medals. A feature was added, where when launching the game from certain pages in the Nintendo Switch News page, players would receive items mentioned in the news article.

More precisely:

  • One PauseMenuDataMgr function was changed to return the number of items in the player's saved inventory instead of using the loaded inventory data (which might be a temporary quest inventory). This function is used by GameDataMgr to query how many arrows the player has.
    • This effectively patches the arrow restock glitch that allowed players to trigger restocks even if they had more than 50 arrows in their inventory simply by warping into the Trial of the Sword and waiting for midnight.
  • In the Switch version, the nxargs subsystem and supporting code were added to GameScene for the 'receive item by reading news' feature.
  • Several changes were made to the Enemy defeated handlers (in the actor code) to make sure enemy defeats are counted correctly when Master Mode enemy rank up is active. This change is mentioned in the official changelog.
  • The Trial of the Sword game data reset glitch was patched; technical details are unknown at the moment.
(Source: ZeldaMods (leoetlino))

Version 1.3.3

Version 1.3.3 added support for the 4 champion amiibo, including the special Divine Beast helmets. This update also added Rex's salvager gear from Xenoblade Chronicles 2. A glitch involving 'Hero's Path' where an 'X' mark wouldn't appear when Link dies was fixed. Unintentionally, this update removed the ability to buy the Hylian Shield from the secret shop in Tarrey Town.

Version 1.3.4

This update was pushed out very quickly, to fix the issue of being unable to buy the Hylian Shield from the secret shop in Tarrey Town.

Version 1.4.0

Version 1.4.0 added The Champion's Ballad DLC pack, which includes more shrines, an extra heart container/stamina vessel, new armor, story additions, a new Divine Beast, and the Master Cycle Zero.

Golden enemies now contribute to the scaling point counter. Because of an oversight, they used to be unlisted in LevelSensor.byml (the configuration file for the enemy and weapon scaling system). This change is retroactive.

(Source: ZeldaMods (leoetlino))

Version 1.5.0

The Legend Of Zelda Breath Of The Wild Rom

Added language support for Korean, Chinese (Simplified), and Chinese (Traditional). Only subtitles have been added and voice acting will be in Japanese if any of those languages are selected.


  • The DLC2 boss's teleporting AI was slightly modified.
  • Physics parameters (mass/inertia/impulse) for a few actors (DgnObj_DLC_SliderBlock_B_02, DgnObj_DLC_SwitchTarget_A, Priest_Boss_ShadowClone_Bullet) were changed.
  • GameData: The Kass quest flags were made program-readable. This was presumably required for the new quest flag checks to GameDataMgr (see Quest flag overrides for more details).
  • Message and UI: The staff roll screen was edited to credit the Chinese/Korean localization teams. Message files in all languages were updated to match the new staff roll UI layout.
  • New languages were added to the Switch version.


(Source: ZeldaMods (leoetlino))

Version 1.6.0

1.6.0 was released on 26/04/2019.

RomFS Changes

  • Actor: Most actor metadata were updated. Most actors now require a larger instance heap, which suggests the core actor code was updated.
  • GameData: three new flags were added (Ichigeki_Pedestal_Appear, DisplaySpecialMode, DisplaySpecialOnce).
    • Note: Ichigeki = 一撃 refers to the One-Hit Obliterator.
  • UI and Message: layouts and messages were updated for the new VR mode.
  • System: The version file (System/Version.txt) was updated and is now '1.6.0'.
  • Minor changes to effect files and graphics (presumably for VR mode).

A complete diff for core resource files (actors, maps, logic, AI, messages, etc.) is available here.

Executable Changes

  • The game appears to have been compiled with link-time optimisation (LTO) enabled, resulting in significantly more bloated functions and much more aggressive inlining. Even library functions (e.g. sead, nvn) are now inlined.
  • The internal version string is now 0000002e (it was 0000002d in 1.5.0).
  • nnSdk was updated and now requires a 7.0.0+ system.
  • nnMain now does nn::oe::SetCpuBoostMode(1), which makes the console use performance configurations 0x92220009 and 0x9222000A, or 0x9222000B and 0x9222000C (source). This results in a higher GPU clock and sometimes higher CPU clock.
  • Other changes are currently unknown because how difficult it is to reverse 1.6.0 code.

The Legend Of Zelda Breath Of The Wild Rom

Official Changelog

  • We have made the game compatible with the VR Goggles from Nintendo Labo Toy-Con 04: VR Kit.
    • You can set whether you’d like to use the VR Goggles from “VR Goggles” in “Options” under “System” in the in-game menu.
    • This feature is also introduced on the Nintendo Labo website. (https://labo.nintendo.com/kits/vr-kit/)
  • We fixed some other issues so the player can enjoy the game.
(Source: Nintendo)
The Legend of Zelda series
NESThe Legend of Zelda (Prototype) • Zelda II: The Adventure of Link
SNESA Link to the Past (Source Leak)
Game Boy (Color)Link's Awakening(Prototypes) • Oracle of Ages • Oracle of Seasons
Nintendo 64Ocarina of Time (Source Leak) • Majora's Mask (Debug ROM • Preview Demo • Source Leak)
GameCubeThe Wind Waker (Prototype) • Twilight Princess (Debug • Demo) • Four Swords Adventures • Ocarina of Time Master Quest (Debug ROM) • Ocarina of Time Bonus Disc • Collector's Edition
Game Boy AdvanceA Link to the Past and Four Swords • The Minish Cap
Nintendo DSTwilight Princess Preview Trailer • Phantom Hourglass • Spirit Tracks
WiiSkyward Sword (Demo • Save Data Update Channel)
Nintendo 3DSOcarina of Time 3D • A Link Between Worlds • Majora's Mask 3D • Tri Force Heroes (Demo)
Wii UThe Wind Waker HD • Twilight Princess HD
Nintendo SwitchBreath of the Wild
Spin-offs and Related Games
SatellaviewBS Zelda no Densetsu • BS Zelda no Densetsu: Inishie no Sekiban
CD-iLink: The Faces of Evil • Zelda: The Wand of Gamelon • Zelda's Adventure (Prototype)
Nintendo DSTingle no Balloon Fight DS • Freshly-Picked Tingle's Rosy Rupeeland • Irodzuki Tingle no Koi no Balloon Trip
WiiLink's Crossbow Training
Wii UHyrule Warriors
Nintendo 3DSHyrule Warriors Legends
Nintendo SwitchHyrule Warriors: Age of Calamity
  1. https://github.com/leoetlino/botw/blob/v1.6.0/Actor/DamageParam/Priest_Boss_Normal.dmgparam.yml
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