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Create the page "Actors in Majora's Mask" on this wiki! See also the search results found.
- {{article link|Actors}} {{See also|Category:Actors}}9 KB (1,218 words) - 17:47, 6 August 2021
- ...this section will be updated to reflect Majora's Mask much more accurately in the future). ...the objects requested by the second, starting with the first object number in each list. When the game encounters a number that does not match, all objec23 KB (3,483 words) - 12:29, 20 August 2020
- [[Category: Actors]] | 005F||00F0C430||00F0D050||808FA160||808FAD80||0280||En_Encount2||Majora's Mask balloon53 KB (6,990 words) - 12:11, 20 August 2020
- ...llowing page is a cheat sheet used for spawning the actors within Majora's Mask. All known variable values that affect the actor are listed below; any mi Actors are documented in the following format:71 KB (9,831 words) - 22:46, 27 April 2023
- Using Map Select, players can navigate Majora's Mask's locations without having to travel to them on foot. It also allows users Most map select entries are written in Japanese. A translation by [[User:GlitterBerri|GlitterBerri]] and [[User:Pl15 KB (1,620 words) - 04:34, 23 July 2014
- ...tion System). Two years later, on November 6th, 2000, it was also released in America as the VRU (Voice Recognition Unit). To paraphrase from [https://en ...n VRUs are not detected by the games). No VRU compatible game was launched in the EUR region (PAL, Europe), so there is no EUR-region VRU.</blockquote>9 KB (1,591 words) - 05:24, 28 February 2018
- ...update something in the list, don't forget to update any relevant entries in the [[Object List]]. ==Loading the Actors==42 KB (6,766 words) - 06:01, 19 July 2014
- ''Below is a demonstration of the 0x1B comand in action'' 0xc in the cutscene data is a pointer to actor animation/movement/misc effects8 KB (1,218 words) - 20:45, 17 November 2015
- .... Note that the order of the buttons is actually significant in ''Majora's Mask''. ** Disables rendering on all actors4 KB (542 words) - 23:15, 11 July 2014
- The contents of the code file found in ''Majora's Mask''. ...の数が限界を超えました||LIMIT EXCEEDED FOR NUMBER OF INVISIBLE ACTORS59 KB (6,684 words) - 07:35, 14 July 2014
- ...by cross-referencing data from the ''Majora's Mask'' Debug ROM, ''Majora's Mask 3D'', and the ''Ocarina of Time'' Debug ROM, and then applied to the files | style="text-align: left;" | Text - In-Game Messages187 KB (21,924 words) - 02:44, 27 July 2020
- 803E6B20 is an important address (like 80212020 in OoT debug) 803E87D0 = loaded actor list (for each actor type, number of actors, pointer to first actor of that type)7 KB (1,030 words) - 21:29, 6 September 2014
- ...rarely 64 MiB of ROM. Dev flash carts (which are re-writable) are 256 MiB in size. Commercial releases of Majora's Mask have a maximum capacity of 32 MiB, while the Debug Rom is 64 MiB.3 KB (555 words) - 07:37, 8 December 2017
- This tutorial will show you how to replace any actor, object, or variable in the game, with the exception of those which are dynamically spawned. # Open the specific version of Majora's Mask you're making codes for.17 KB (2,547 words) - 02:59, 1 March 2015
- ...by cross-referencing data from the ''Majora's Mask'' Debug ROM, ''Majora's Mask 3D'', and the ''Ocarina of Time'' Debug ROM, and then applied to the files | style="text-align: left;" | Text - In-Game Messages246 KB (28,484 words) - 01:56, 27 July 2020
- [[File:MM-Logo.png|240px|center|alt=Logo for The Legend of Zelda: Majora's Mask]] <div class="mainpage-header-title">Majora's Mask Decompilation</div>7 KB (781 words) - 15:53, 19 January 2023
- ...by cross-referencing data from the ''Majora's Mask'' Debug ROM, ''Majora's Mask 3D'', and the ''Ocarina of Time'' Debug ROM, and then applied to the files ==File 0032 to 0648 (Actors)==181 KB (21,512 words) - 12:01, 20 August 2020