From CloudModding OoT Wiki
  • * [[Actors]] ([[:Category:Actor Listings|list]]) ([[:Category:Actors|category]]) <div class="mainpage-cell-title">Actors</div>
    6 KB (666 words) - 15:55, 19 January 2023
  • {{See also|Category:Actors}} Actors are the various interactive pieces in the Zelda 64 engine, from enemies to
    14 KB (2,024 words) - 16:09, 6 August 2021
  • ...res) for actors, as well as animation data and collision surfaces for some actors. * [[Collision Mesh Format|Collision Surfaces]] for actors with complex collision (eg. odd shaped platforms, destructible walls)
    3 KB (475 words) - 16:34, 23 March 2021
  • Actors appear to use one of two types of collision models, simple bodies (cylinders, simplistic shapes), and poly based surfac == Poly-based Collision ==
    16 KB (2,110 words) - 16:03, 6 August 2021
  • {{See also|Category:Actors}} Actors are the various interactive pieces in the Zelda 64 engine, from enemies to
    11 KB (1,516 words) - 16:42, 6 August 2021
  • ...are what store the environment variables for different levels. Cinematics, collision data, skybox, room files etc.<br> ...d with another scene file. The level, possibly missing a few textures & no collision, will almost always load.<br>
    3 KB (455 words) - 02:17, 13 July 2014
  • ...[[Segment offset|segment offset]] of that list. Follows the [[#Actors_List|actors list]] format. ...[[Segment offset|segment offset]] of that list. Follows the [[#Actors_List|actors list]] format.
    24 KB (3,740 words) - 21:05, 30 April 2023
  • '''a''' is the actor's [[Actors#Loaded Actors|structure]], and<br> Return value is a pointer to a [[Actors#Loaded_Actors|loaded actor]].<br>
    25 KB (3,658 words) - 17:30, 6 August 2021
  • | {{ts|al}} | Actor Collision Struct 1 - [?] | {{ts|al}} | Actor Collision Struct 2 - Body [?]
    23 KB (2,453 words) - 18:44, 13 October 2022
  • | 0x00 || Vec3s || Collision vertices bounding box, minimum vertex | 0x06 || Vec3s || Collision vertices bounding box, maximum vertex
    17 KB (2,090 words) - 08:24, 17 October 2020
  • The following page documents the standard spawn variables for the actors within Ocarina of Time. All known variable values that affect the actor are Actors are documented in the following format:
    146 KB (20,422 words) - 19:45, 22 July 2023
  • | /z_actor.c || Actor || Constructs, destructs, allocates, and monitors actors. || | /z_collision_check.c || Collision Check || Handles actor collision checks. ||
    24 KB (4,206 words) - 10:21, 1 November 2019
  • * [[Notes/Actor Loaded Actors]] - Three Pendants. Amusingly, no documentation of Link spawning an Arwing * [[Notes/Zeldazelda]] - Covers various notes on different actors
    833 bytes (116 words) - 23:00, 17 June 2018
  • == Actors == * [[ovl_Door_Toki]] - The collision model for the Door of Time.
    633 bytes (98 words) - 06:55, 10 December 2014
  • ...0''' is the file name for the [[Collectible Items]] [[actor]]. Unlike most actors, En_Item00 is stored within [[code]], rather than an [[overlay]], making it | 800E7770 || || Collision Cylinder (At least for 3D hearts)
    3 KB (475 words) - 03:38, 18 September 2017
  • '''ovl_Door_Toki''' is the [[actor]] that manages the collision model for the [[Door of Time]]. It is spawned by [[ovl_Demo_Kankyo]], an ac ...ely after ovl_Demo_Kankyo, meaning that actors can run routines before all actors set to spawn in the room file are initialized}}
    554 bytes (91 words) - 01:57, 22 August 2017
  • | style="text-align: left;" | Simple Body Collision Group AT 1 | style="text-align: left;" | Simple Body Collision Group AC 2
    8 KB (1,124 words) - 17:17, 6 August 2021
  • ...f the ambient yellow lighting that pours through the windows. There are no actors in this room (by default, but they can be added). There is also a door in t ...talfos prototypes, and from the looks of these, the room is unchanged. The actors were probably lost during the transition from the old engine (which grew ou
    3 KB (569 words) - 08:22, 12 December 2022
  • ...tures such as dumping the current frame display list task, listing various collision struct data, utility functions that allow you to spawn anywhere in the game * <tt>ll</tt> - Toggles on/off link list mapping for actors. By default, this set to off.
    8 KB (1,388 words) - 16:42, 23 March 2021