I was recently reading about the technology of Ocarina of Time/Majoras Mask and discovered that world collision is done using a single triangle mesh (vertices, normals, etc) for an entire area. There are also no signs of preprocessed spatial partitioning methods in that data structure.
What algorithms exist for performing character collision on a similar arbitrary triangle mesh fast enough to run on a platform like the N64?
Quake is a contemporary game with a similar feature that came to mind. I understand Quake brush collision works by subdividing an AABB with planes. If a point is in the AABB and behind all the planes there is a collision. However, this method only works using a bunch of individual convex objects to make up a collision scene.
Zelda data structure details Here:
EDIT - I don't need to know the real method used by the real game, Zelda is an example. I am looking for a method of achieving a similar effect under similar hardware constraints.