From CloudModding OoT Wiki

Contents

Overview

The following page documents the standard spawn variables for the actors within Ocarina of Time. All known variable values that affect the actor are listed below; any missing numbers create nothing or have no effect (glitching and crashing are listed for reference purposes).

Actors are documented in the following format:

Actor number and internal name, Identity, Object(s), Comments

Following that is a list of variables packed into the actor spawn data reference. Because bitpacking is used to store multiple values with different bitlengths, a special notation is used to provide a concise way of representing which bits apply to the packed in variables, at the expense of being a little less user friendly.

To understand the format better, lets take a look at the chest actor documentation, which looks something like this:

v &>> F000 = Chest Type
v &>> 0FE0 = Chest Contents
00 = invalid
01 = item 1
02 = item 2, etc.
v &>> 001F = Chest Flag
rz &>> 0x3F = Switch Flag to spawn chest.

Start with the expression v &>> F000. v stands for the actor variable, which is a component to actor spawns. rx, ry, and rz can also appear here, representing what's usually used to store the x, y, or z rotation for most actors, but is instead being used to store data. Following that is the &>> or mask-shift operator, an invention of mine. What this operator does is it performs a normal bitwise AND (which captures the relevant bits of the packed variable), then right-shifts it by as many bits needed to reach the first 1 bit on our right operand.

Since v appears 3 times, the two byte actor variable actually contains 3 separate bitpacked variables of differing lengths. In order to see what bits are used to represent a variable, convert the right operand of the mask-shift operator to binary. To compute how much to shift by when either capturing (right shift) or storing (left shift) a variable, simply count the number of 0s before the rightmost 1.

001F = 0000 0000 0001 1111; shift =  0
0FE0 = 0000 1111 1110 0000; shift =  5
F000 = 1111 0000 0000 0000; shift = 12

To set up an actor spawn, start by choosing the values you want, left-shift each value separately by the number of zeros on the right hand side, then finally sum everything up. As an example, let's say we want to spawn a chest that is bound to Chest flag 04, contains Hoverboots (contents 0x2F), and is a small chest that appears on a room clear event clear (type 0x07)

0x04 = 0000 0100; 0x04 << 00 == 0000 0000 0000 0100
0x2F = 0010 1111; 0x2F << 05 == 0000 0101 1110 0000
0x07 = 0000 0111; 0x07 << 12 == 0111 0000 0000 0000
                 sum of above = 0111 0101 1110 0100
                                   7    5    E    4

See Also

Actors by Location

Actors

player_actor

Link
Id: 0000
Objects: 0014, 0015
//Objects spawned by game engine. May sometimes cause Z-buffer glitches

v &>> 0x0F00 = Spawn Type
0 [0000] Invisible, Can't Control //Used for cutscenes without Link
1 [0100] Master Sword Pull & Drop Animation //Overwrites coordinates
2 [0200] Spawn: Blue Warp //used when returning from a blue warp
3 [0300] Spawn: Immobile
4 [0400] Spawn: Exit via Grotto //Y velocity = 12
5 [0500] Spawn: Warp Song
6 [0600] Spawn: Farore's Wind
7 [0700] Spawn: Thrown Out
D [0D00] Stand
E [0E00] Slow Walk Forward
F [0F00] Retain Previous Velocity //Walk speed set by last exit
v &>> 0xFF = Camera Initial Focus //Data defined by scene Link spawns in
FF [00FF] No Special Positioning

En_Test

Stalfos
Id: 0002
Object: 0032

v &>> 0xFFFF = Type
0000 [0000] Invisible (Lens of Truth), Mini-Boss Theme
0001 [0001] Rises from Ground, Mini-Boss Theme
0002 [0002] Rises from Ground //Pair with 0001
0003 [0003] Drops From Sky on Approach
0004 [0004]+ Rises from Ground, Mini-Boss Theme
FFFF [FFFF] Rises from Ground, Mini-Boss Theme

En_GirlA

Shop Items
Id: 0004
Object: 0001
//Intended to be spawned by the Shopkeeper actor

En_Part

Body Parts
Id: 0007
Object: 0001
//FIXME: Get more info from decomp

v &>> 0xFFFF = Type
0001 [0001] Green Flame
0003 [0003] Purple Flame
0004 [0004] Red Bubbles
0005 [0005] Invisible Hovering Object w/Shadow, bursts into purple flames
0009 [0009] Green Flame
000A [000A] Green Flame
000B [000B] Purple Flame
000C [000C] Green Flame

En_Light

Decorative Flames
Id: 0008
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Large Orange Flame
0001 [0001] Large Orange Flame
0002 [0002] Large Blue Flame
0003 [0003] Large Green Flame
0004 [0004] Small Orange Flame
0005 [0005] Large Orange Flame
0006 [0006] Large Green Flame
0007 [0007] Large Blue Flame
0008 [0008] Large Magenta Flame
0009 [0009] Large Pale Orange Flame
000A [000A] Large Pale Yellow Flame
000B [000B] Large Pale Green Flame
000C [000C] Large Pale Pink Flame
000D [000D] Large Pale Purple Flame
000E [000E] Large Pale Indigo Flame
000F [000F] Large Pale Blue Flame
83F0 [83F0] Candle Flame
FFFF [FFFF] Faint Blue Aura

En_Door

Door
Id: 0009
Object: 0001
//Model dependent on current scene

v &>> 0xFC00 = Transition Actor List Identifier //Reserved for use by the game engine
v &>> 0x0380 = Type
0000 [0000] Loads Rooms
0001 [0080] Small Key Locked //Loads Rooms. If double doors, then the left door is locked on one side and the right door is locked on the other.
0002 [0100] Loads Rooms
0003 [0180] Doesn't Load Rooms //Used for scene transitions
0004 [0200] Ajar //Slams shut on approach, then says "It won't open!" if you try to interact with it.
0005 [0280] Talking Door
0006 [0300] Time Locked Wooden Door //Dampe's Shack, unlocked between 18:00 to 21:00, else displays message
0007 [0380] Loads Rooms
v &>> 0x0040 = Double Door
v &>> 0x003F = Switch Flag //Used by locked doors only
v &>> 0x003F = Message ID (+0200)

En_Box

Treasure Chest
Id: 000A
Object: 000E

v &>> 0xF000 = Type
0 [0000] Large
1 [1000] Large, Appears, Clear Flag
2 [2000] Boss Key’s Chest
3 [3000] Large, Falling, Switch Flag
4 [4000] Large, Invisible
5 [5000] Small
6 [6000] Small, Invisible
7 [7000] Small, Appears, Clear Flag
8 [8000] Small, Falls, Switch Flag
9 [9000] Large, Appears, Zelda's Lullaby
A [A000] Large, Appears, Sun's Song Triggered
B [B000] Large, Appears, Switch Flag
C [C000]+ Large
v &>> 0x0FE0 = Contents
00 [0000] Invalid //Link tries to pick it up, fails if it’s large, works fine if it’s small (but the second time you pick it up, it glitches and makes you shoot into the air until you hit the ceiling, at which point you fail miserably; trying to throw it makes it stuck in the air)
01 [0020] Bombs (5)
02 [0040] Deku Nuts
03 [0060] Bombchu (10)
04 [0080] Fairy Bow
05 [00A0] Fairy Slingshot //Triggers chest opening cutscene
06 [00C0] Boomerang
07 [00E0] Deku Stick (1)
08 [0100] Hookshot
09 [0120] Longshot //Triggers chest opening cutscene
0A [0140] Lens of Truth
0B [0160] Zelda’s Letter //Triggers chest opening cutscene
0C [0180] Ocarina of Time //Triggers chest opening cutscene
0D [01A0] Megaton Hammer
0E [01C0] Cojiro //Triggers chest opening cutscene
0F [01E0] Empty Bottle //Triggers chest opening cutscene
10 [0200] Red Potion //Triggers chest opening cutscene
11 [0220] Green Potion //Triggers chest opening cutscene
12 [0240] Blue Potion //Triggers chest opening cutscene
13 [0260] Bottled Fairy //Triggers chest opening cutscene
14 [0280] Lon Lon Milk
15 [02A0] Ruto's Letter
16 [02C0] Magic Bean
17 [02E0] Skull Mask //Triggers chest opening cutscene
18 [0300] Spooky Mask //Triggers chest opening cutscene
19 [0320] Chicken //Triggers chest opening cutscene. Uses Magic Bean message ID
1A [0340] Keaton Mask //Triggers chest opening cutscene
1B [0360] Bunny Hood //Triggers chest opening cutscene
1C [0380] Mask of Truth //Triggers chest opening cutscene
1D [03A0] Pocket Egg //Triggers chest opening cutscene
1E [03C0] Pocket Cucco //Triggers chest opening cutscene, uses Magic Bean message ID
1F [03E0] Odd Mushroom //Triggers chest opening cutscene
20 [0400] Odd Potion //Triggers chest opening cutscene
21 [0420] Poacher’s Saw //Triggers chest opening cutscene
22 [0440] Broken Goron’s Sword //Triggers chest opening cutscene
23 [0460] Prescription //Triggers chest opening cutscene
24 [0480] Eyeball Frog //Triggers chest opening cutscene
25 [04A0] World’s Finest Eye Drops //Triggers chest opening cutscene
26 [04C0] Claim Check //Triggers chest opening cutscene
27 [04E0] Kokiri’s Sword
28 [0500] Giant’s Knife //Triggers chest opening cutscene
29 [0520] Deku Shield or blue (5) rupee
2A [0540] Hylian Shield or blue (5) rupee
2B [0560] Mirror Shield
2C [0580] Goron Tunic or blue (5) rupee
2D [05A0] Zora Tunic or blue (5) rupee
2E [05C0] Iron Boots
2F [05E0] Hover Boots
30 [0600] Big Quiver //Triggers chest opening cutscene
31 [0620] Biggest Quiver //Triggers chest opening cutscene
32 [0640] Bomb Bag
33 [0660] Big Bomb Bag //Triggers chest opening cutscene
34 [0680] Biggest Bomb Bag //Triggers chest opening cutscene
35 [06A0] Silver Gauntlets //Triggers chest opening cutscene
36 [06C0] Golden Gauntlets //Triggers chest opening cutscene
37 [06E0] Silver Scale //Triggers chest opening cutscene
38 [0700] Golden Scale //Triggers chest opening cutscene
39 [0720] Stone of Agony //Triggers chest opening cutscene
3A [0740] Gerudo Membership Card //Triggers chest opening cutscene
3B [0760] Fairy Ocarina //Triggers chest opening cutscene. Uses Ocarina of Time message ID
3C [0780] Blue (5) rupee
3D [07A0] Heart Container //Triggers chest opening cutscene
3E [07C0] Piece of Heart //Triggers chest opening cutscene
3F [07E0] Boss Key //Triggers chest opening cutscene
40 [0800] Compass //Triggers chest opening cutscene
41 [0820] Map //Triggers chest opening cutscene
42 [0840] Small Key
43 [0860] Small Magic Container or Blue (5) Rupee //Untested
44 [0880] Large Magic Container or Blue (5) Rupee //Untested
45 [08A0] Adult Wallet //Triggers chest opening cutscene
46 [08C0] Giant Wallet //Triggers chest opening cutscene
47 [08E0] Weird Egg //Triggers chest opening cutscene
48 [0900] Recovery Heart
49 [0920] Arrows (5)
4A [0940] Arrows (10)
4B [0960] Arrows (30)
4C [0980] Green (1) Rupee
4D [09A0] Blue (5) Rupee
4E [09C0] Red (20) Rupee
4F [09E0] Heart Container //Triggers chest opening cutscene
50 [0A00] Lon Lon Milk //Triggers chest opening cutscene
51 [0A20] Goron Mask //Triggers chest opening cutscene
52 [0A40] Zora Mask //Triggers chest opening cutscene
53 [0A60] Gerudo Mask //Triggers chest opening cutscene
54 [0A80] Goron Bracelet //Triggers chest opening cutscene
55 [0AA0] Purple (50) Rupee
56 [0AC0] Huge/Yellow (200) Rupee
57 [0AE0] Giant's Knife or Biggoron’s Sword //Triggers chest opening cutscene, Biggoron's Sword is only given when the relevant flags are set
58 [0B00] Fire Arrow
59 [0B20] Ice Arrow
5A [0B40] Light Arrow
5B [0B60] Gold Skulltula Token
5C [0B80] Din’s Fire
5D [0BA0] Farore’s Wind
5E [0BC0] Nayru’s Love
5F [0BE0] Deku Seeds Bullet Bag (40)
60 [0C00] Deku Seeds Bullet Bag (40) //Triggers chest opening cutscene
61 [0C20] Deku Stick
62 [0C40] Deku Stick
63 [0C60] Deku Nuts
64 [0C80] Deku Nuts
65 [0CA0] Bombs (1)
66 [0CC0] Bombs (10)
67 [0CE0] Bombs (20)
68 [0D00] Bombs (30)
69 [0D20] Deku Seeds (30) or blue (5) rupee
6A [0D40] Bombchu (5)
6B [0D60] Bombchu (20)
6C [0D80] Bottled Fish //Triggers chest opening cutscene
6D [0DA0] Bottled Bug //Triggers chest opening cutscene
6E [0DC0] Blue Fire //Triggers chest opening cutscene
6F [0DE0] Bottled Poe //Triggers chest opening cutscene
70 [0E00] Bottled Big Poe //Triggers chest opening cutscene
71 [0E20] Door Key (Treasure Box Shop)
72 [0E40] Loser Green Rupee (Treasure Box Shop)
73 [0E60] Loser Blue Rupee (Treasure Box Shop)
74 [0E80] Loser Red Rupee (Treasure Box Shop)
75 [0EA0] Winner Purple Rupee (Treasure Box Shop)
76 [0EC0] Winner Piece of Heart (Treasure Box Shop) //Triggers chest opening cutscene
77 [0EE0] Deku Stick Upgrade (20)
78 [0F00] Deku Stick Upgrade (30)
79 [0F20] Deku Nut Upgrade (30)
7A [0F40] Deku Nut Upgrade (40)
7B [0F60] Deku Seeds Bullet Bag (50) //Triggers chest opening cutscene
7C [0F80] Ice Trap //Freezes Link when opened
7D [0FA0] Pocket Egg (Invalid) //No model appears over Link
7E [0FC0] Invalid //Game crashes when opened
7F [0FE0] Invalid //Game crashes when opened
v &>> 0x1F = Chest Flag //If multiple chests share the same chest flag in a room, opening one will open the others with the same flag.
rz &>> 0x3F = Switch Flag to spawn chest

Bg_Dy_Yoseizo

Great Fairy
Id: 000B
Object: 000A

v &>> 0xFFFF = Default

Bg_Hidan_Firewall

Proximity activated Fire Wall
Id: 000C
Object: 002C

v &>> 0xFFFF = Type

En_Poh

Poe
Id: 000D
Objects: 0009, ????

v &>> 0xFFFF = Type
0000 [0000] Graveyard Poe
0001 [0001] Graveyard Poe //Leaves a Blue Rupee at its spawn point
0002 [0002] (006E) Sharp (Composer Brothers) //Sets Permanent Switch Flag 0B when spoken to
0003 [0003] (006E) Flat (Composer Brothers) //Sets Permanent Switch Flag 0A when talked to
0004 [0004]+ Graveyard Poe

En_Okuta

Octorok
Id: 000E
Object: 0007

v &>> 0xFF00 = Rocks Fired per Volley
00 [0000] 1 Rock
FF [FF00] 1 Rock

Bg_Ydan_Sp

Webs
Id: 000F
Object: 0036

v &>> 0x3F = Switch Flag //Set when destroyed
v &>> 0x0FC0 = Switch Flag //Web burns when set
v &>> 0xF000 = Web Type
0 [0000] Web-Covered Hole
1 [1000] Vertical Web Wall
2 [2000]+ Web-Covered Hole //When burned, web becomes inverse-conical and extends upwards

En_Bom

Bomb
Id: 0010
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Bomb
0001 [0001] Bomb Shadow

En_Wallmas

Wallmaster
Id: 0011
Object: 000B
//Ceiling monster

v &>> 0xFF = Type
00 [0000]  ? //FIXME: Used in Master Quest
01 [0001] Normal
02 [0002] Spawn on Switch Flag
v &>> 0x3F00 = Switch Flag //Flag to spawn on. Used by type 02 only

En_Dodongo

Dodongo
Id: 0012
Object: 000C

v &>> 0xFFFF = Type
FFFF [FFFF] Default
0000 [0000] Two-Foot Dodongo //Emits fire and smoke from mouth upon death
0001 [0001]+ Two-Foot Dodongo //Doesn't emit fire and smoke from mouth upon death

En_Firefly

Keese
Id: 0013
Object: 000D

v &>> 0x7FFF = Type
0000 [0000] Fire Keese
0001 [0001] Fire Keese
0002 [0002] Aggressive Keese
0003 [0003] Roosting Keese
0004 [0004] Ice Keese
0005 [0005]+ Aggressive Keese
v &>> 0x8000 = Invisible
0 [0000] Visible
1 [8000] Invisible

En_Horse

Rideable Horse
Id: 0014
Object: 001A

v &>> 0xFFFF = Type
0000 [0000]+ Epona
8000 [8000]+ No Epona
FFFF [FFFF] Default

En_Item00

Collectibles
Id: 0015
Object: 0001

v &>> 0x3F00 = Collectible Flag
v &>> 0xFF = Type //Some types won't work under certain conditions
00 [0000] Green Rupee
01 [0001] Blue Rupee
02 [0002] Red Rupee
03 [0003] Recovery Heart
04 [0004] Bomb
05 [0005] Arrow (1) //Used for collecting arrows stuck in walls [?]
06 [0006] Heart Piece
07 [0007] Heart Container [Early]
08 [0008] Deku Seeds (5) or Arrows (5)
09 [0009] Deku Seeds (5) or Arrows (10)
0A [000A] Deku Seeds (5) or Arrows (30)
0B [000B] Bombs (5)
0C [000C] Deku Nut
0D [000D] Deku Stick
0E [000E] Large Magic Jar
0F [000F] Small Magic Jar
10 [0010] Deku Seeds (5) or Arrows (5)
11 [0011] Small Key
12 [0012] Flexible Drop //Used for randomized drops, see comments. Will spawn as an invisible Recovery Heart in some situations
13 [0013] Giant Orange Rupee
14 [0014] Large Purple Rupee
15 [0015] Deku Shield //May require Child Link's object [?]
16 [0016] Hylian Shield
17 [0017] Zora Tunic
18 [0018] Goron Tunic
19 [0019] Bombs (5)
1A [001A]+ Invisible Item [?]

//Flexible Drop rules:
//If Link has ≤ 1 heart, spawn a Healing Fairy
//else if Link has 2 to 3 hearts, spawn 3 Recovery Hearts, or 3 Green Rupees if Link is at full health
//else if Link has 4 to 5 hearts, spawn 1 Recovery Heart, or 1 Green Rupee if Link is at full health
//else if Link has 0 magic, spawn a large magic jar, but if magic hasn't been unlocked, spawn nothing
//else if Link is a child and has ≤ 5 Deku Seed, spawn Deku Seeds (5), but if he doesn't have a Slingshot, spawn nothing
//else if Link is an adult and has ≤ 5 Arrows, spawn Arrows (10), but if he doesn't have a Bow, spawn nothing
//else if Link has ≤ 5 Bombs, spawn Bombs (5), but if he doesn't have a Bomb Bag, spawn nothing
//else if Link has ≤ 10 Rupees, spawn a Red Rupee
//else spawn nothing

En_Arrow

Arrow
Id: 0016
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Fire Arrow
0001 [0001]+ Wooden Arrow

En_Elf

Fairy
Id: 0018
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Navi
0001 [0001] Bottled Healing Fairy
0002 [0002] Roaming Healing Fairy
0003 [0003] Roaming Healing Fairy
0004 [0004] Group of Healing Fairies
0005 [0005] Fairy Healing You
0006 [0006] Roaming Healing Fairy
0007 [0007] Roaming Large Healing Fairy

En_Niw

Cucco
Id: 0019
Object: 0013

v &>> 0xFFFF = Type
0004 [0004] Flees when approached //Cucco hidden in the box in Kakariko
0008 [0008] Doesn't Flee
000B [000B] Doesn't Flee
000C [000C] Doesn't Flee
000E [000E] Non-Targetable //The non-super cuccos in the Ranch house
FFFF [FFFF] Default

En_Tite

Tektite
Id: 001B
Object: 0016

v &>> 0xFFFF = Type
FFFF [FFFF] Red Tektite
FFFE [FFFE] Blue Tektite
0000 [0000]+ Normal Tektite
0004 [0004]+ Dies Instantly

En_Reeba

Leever
Id: 001C
Object: 0017

En_Peehat

Peahat and Larva
Id: 001D
Object: 0018

v &>> 0xFFFF = Type
0000 [0000] Flying Peahat //Spawns Larva
0001 [0001] Peahat Larva
0002 [0002]+ [Crash]
FFFF [FFFF] Burrowed Peahat

En_Butte

Butterfly
Id: 001E
Object: 0002

En_Insect

Bugs
Id: 0020
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Large Bug
0001 [0001] Large Bug
0002 [0002] Three Small Bugs
0003 [0003]+ Small Bug

En_Fish

Fish
Id: 0021
Object: 0001

v &>> 0xFFFF = Behavior
0000 [0000] Flopping
0001 [0001] Swimming, Doesn't Flee //Used for very small pools of water
0002 [0002] Swimming, Reacts to Link
FFFF [FFFF] Swimming, Flees

En_Holl

Room changing plane
Id: 0023
Object: 0001

v &>> 0xFC00 = Transition Actor List Identifier //Reserved for use by the game engine
v &>> 0x01C0 = Type
00 [0000] Two-Way Vertical Plane //Fades black upon approach
01 [0040] One-Way Horizontal Plane //Fades black upon approach
02 [0080] Two-Way Horizontal Plane, no fade
03 [00C0] Vertical Plane, enabled on switch flag, fades black when approached //Becomes a two-way transition if the bound switch flag is set
04 [0100] Two-Way Vertical Plane, no fade
05 [0140] Two-Way Horizontal Plane, fades black when approached
06 [0180] Two-Way Vertical Plane, no fade //FIXME: Used in Water Temple, why is this different? Uses 200.0 instead of 100.0 for a calculation
v &>> 0x003F = Switch Flag //Used by type 03 only

En_Scene_Change

ovl_En_Scene_Change (broken)
Id: 0024
Object: 0040

En_Zf

Lizalfos and Dinolfos
Id: 0025
Object: 001B

v &>> 0xFF = Type
00 [0000] Lizalfos mini-boss, drops from ceiling //Partner to 01, in order to be killed
01 [0001]+ Lizalfos mini-boss, no mini-boss music //Partner to 00, in order to be killed
80 [0080]+ Lizalfos, no mini-boss music
FE [00FE] Dinolfos, no mini-boss music
FF [00FF] Lizalfos, no mini-boss music, drops from ceiling
v &>> 0xFF00 = Nullable Switch Flag //Lizalfos miniboss spawns when entering room from door bound to this switch flag

//The Lizalfos miniboss (Type 00 and 01) has special behavior to it.

//Type 00 and 01 actors must be spawned together for the miniboss to be defeated.
//To differentiate the two encounters (as both are in room 3), the switch flag is used. This flag matches the switch flag of the door used to enter the room

En_Hata

Wooden Flagpole with Red Cloth
Id: 0026
Object: 0076

v &>> 0xFFFF = Default

Boss_Dodongo

King Dodongo
Id: 0027
Object: 0019

v &>> 0xFFFF = Default

Boss_Goma

Gohma
Id: 0028
Object: 001C

v &>> 0xFFFF = Default

En_Zl1

Child Princess Zelda (at window)
Id: 0029
Object: 001D
//Unused

v &>> 0xFFFF = Default

En_Viewer

Cutscene Actors
Id: 002A
Object: 0001
//Ocarina of Time and Zelda Cutscenes

v &>> 0xFFFF = Type
0000 [0000] Impa's Horse
0101 [0101] Impa on Horse
0202 [0202] Zelda
0303 [0303] Ganondorf on Horse (Stationary)
0404 [0404] Ganondorf's Horse (Stationary)
05FF [05FF] Ganondorf on Horse (Riding) + Flames
06FF [06FF] Ganondorf's Horse (Galloping)
07FF [07FF] (009B) Ganondorf hands crossed
08FF [08FF] Ganondorf Bowing to King
09FF [09FF] (00E1) Ganondorf floating (Curse You)

En_Goma

Gohma Larva
Id: 002B
Object: 001E

v &>> 0xFFFF = Type //FIXME
Variable
0000 [0000]+ Falls, lands on ground, hatches in moments
0003 [0003]+ Crashes
0006 [0006]+ Normal egg on ground
0007 [0007]  ?
0008 [0008]+ Invisible until it hatches (or with Lens of Truth)
0009 [0009]  ?
000A [000A]+ Destroyed
0064 [0064]+ Puffs of Blue Smoke (dies away when Link approaches)

Bg_Pushbox

Cube
Id: 002C
Object: 0003
//Unused

En_Bubble

Shabom
Id: 002D
Object: 0012
//bouncing bubble enemy

v &>> 0xFFFF = Default

Door_Shutter

Shutter Door
Id: 002E
Object: 0001
//Design and object dependencies change depending on scene

v &>> 0xFC00 = Transition Actor List Identifier //Reserved for use by the game engine
v &>> 0x03C0 = Type
00 [0000] Lifting
01 [0040] Front side attached to Room Clear
02 [0080] Front side attached to Switch Flag
03 [00C0] Back side permanently locked
04 [0100] Phantom Ganon Bars //Needs object 0x0037
05 [0140] Boss Door
06 [0180] Falling Gohma Door //Needs object 0x001C
07 [01C0] Front attached to Switch Flag, Back to Room Clear
08 [0200] Lifting (Phantom Ganon Bars?) //Needs object 0x0037
09 [0240] Lifting
0A [0280] Lifting
0B [02C0] Small Key Locked //Visible on back side
v &>> 0x003F = Switch Flag

En_Dodojr

Baby Dodongo
Id: 002F
Object: 001F

v &>> 0xFFFF = Default

En_Boom

Boomerang
Id: 0032
Object: 0001

En_Torch2

Dark Link
Id: 0033
Object: 0020

v &>> 0xFFFF = Default

En_Bili

Biri
Id: 0034
Object: 0021
//Floating Jellyfish

v &>> 0xFFFF = Default

En_Tp

Electric Tailpasaran
Id: 0035
Object: 0022

v &>> 0xFFFF = Default

En_St

Skulltula
Id: 0037
Object: 0024

v &>> 0xFFFF = Type
0000 [0000] Normal
0001 [0001] Big
0002 [0002] Invisible
0003 [0003]+ Normal

En_Bw

Torch Slug
Id: 0038
Object: 0025

v &>> 0xFFFF = Default

En_A_Obj

Gameplay_keep items
Id: 0039
Object: 0001

v &>> 0xFF = Type
00 [0000] Small grey stone block //oversized collision
01 [0001] Large grey stone block //oversized collision
02 [0002] Huge grey stone block //oversized collision
03 [0003] Small grey stone block, rotates when you stand on it
04 [0004] Large grey stone block, rotates when you stand on it
05 [0005] Small grey stone cube
06 [0006] Crashes
07 [0007] Grass clump
08 [0008] Small tree stump
09 [0009] Square Signpost (unbreakable)
0A [000A] Arrow Signpost
0C [000C]+ Black knobby thing
v &>> 0xFF00 = Message ID (+0300)

En_Eiyer

Stinger (Land)
Id: 003A
Object: 0026

v &>> 0xFFFF = Type
0000 [0000] Four spinning a circle, but once you kill one, the rest are gone as well
0001 [0001] Three in formation, sink under floor and do not activate
0002 [0002] Two in formation, sink under floor and do not activate
0003 [0003]+ One in formation, sink under floor and do not activate
000A [000A] Single

En_River_Sound

Ambient Sound Effects
Id: 003B
Object: 0001

v &>> 0x00FF = Sound
00 [0000] River (Multi-Point)
01 [0001] Stream
02 [0002] Magma
03 [0003] Waterfall
04 [0004] Small Stream
05 [0005] Stream
06 [0006] Fire Temple’s Lower Ambient Noise
07 [0007] Fire Temple’s Higher Ambient Noise
08 [0008] Water Dripping (Well)
09 [0009] River
0A [000A] Market gibberish
0B [000B] Unknown //FIXME: volume decreased but no ambient sound seemed to play
0D [000D] Proximity Saria’s Song
0E [000E] Howling wind
0F [000F] Gurgling
10 [0010] Temple of Light’s dripping sounds
11 [0011] Low booming-likish sound
12 [0012] Quake/Collapse
13 [0013] Fairy Fountain
14 [0014] Torches
15 [0015] Cows
16 [0016]+ Outside of the ambient noise domain
F7 [00F7]  ?!
F8 [00F8]  ?
F9 [00F9]  ?
FA [00FA]  ?
FB [00FB]  ?
FC [00FC]  ?
FD [00FD]  ?
FE [00FE]  ?
FF [00FF]  ?
v &>> 0xFF00 = Path Id //Used for sound sources, Type 00 only?

En_Horse_Normal

Horse
Id: 003C
Object: 0027
//Non-rideable

v &>> 0xFFFF = Type
0001 [0001] Tan, Runs Around
000F [000F] Tan, Runs Around
0010 [0010] Tan, Runs Away
FFFF [FFFF] Tan, Runs Around

En_Ossan

Shopkeeper
Id: 003D
Objects: 0001, ????
//FIXME: Probably needs objects

v &>> 0xFFFF = Type
0000 [0000] (0101, 0102) Kokiri Shopkeeper
0001 [0001] (00B2, 0159) Kakariko Potion Shopkeeper
0002 [0002] (????) Bombchu Shopkeeper
0003 [0003] (00B2, 0159) Market Potion Shopkeeper
0004 [0004] (????) Bazaar Shopkeeper
0007 [0007] (????) Zora Shopkeeper
0008 [0008] (????) Goron Shopkeeper
000A [000A] (????) Happy Mask Shopkeeper

Bg_Treemouth

Great Deku Tree's Jaw
Id: 003E
Object: 002A

v &>> 0xFFFF = Default

Bg_Dodoago

Dodongo's Cavern Mega Dodongo
Id: 003F
Object: 002B
//Spawns when a specific switch flag is set
//Out-of-bounds Plane (typ.)

v &>> 0x3F = Switch Flag

Bg_Hidan_Dalm

Megaton Hammer Statue
Id: 0040
Object: 002C

v &>> 0xFF = Type
00 [0000] Lower Part (Flame decal)
01 [0001]+ Top Part (Face decal)
v &>> 0xFF00 = Switch Flag

Bg_Hidan_Hrock

Huge stone spike platform (Fire Temple)
Id: 0041
Object: 002C

v &>> 0x0F00 = Type
0 [0000] Huge
1 [0100] Big
2 [0200] Small
v &>> 0x00FF = Switch Flag

En_Horse_Ganon

Ganondorf's Horse
Id: 0042
Object: 002D

Bg_Hidan_Rock

Stone Blocks (Fire Temple)
Id: 0043
Object: 002C

v &>> 0xFFFF = Type
0000 [0000] Large Face Cube //Pushable
0001 [0001]+ Squat Cube //Shakes and flies into the air when you land on it

Bg_Hidan_Rsekizou

Spinning Stone Flamethrower (Fire Temple)
Id: 0044
Object: 002C

Bg_Hidan_Sekizou

Stationary Flamethrower Statue (Fire Temple)
Id: 0045
Object: 002C

v &>> 0xFFFF = Type
0000 [0000] 2-way diagonal
0001 [0001]+ 4-way plus

Bg_Hidan_Sima

Stone Platform (Fire Temple)
Id: 0046
Object: 002C

v &>> 0xFFFF = Type
0000 [0000] Sinking
0001 [0001]+ Sliding

Bg_Hidan_Syoku

Stone Elevator (Fire Temple)
Id: 0047
Object: 002C
//Used in Flare Dancer rooms

En_Xc

Sheik
Id: 0048
Object: 008A

Bg_Hidan_Curtain

Flame Circle
Id: 0049
Object: 0001

v &>> 0xF000 = Type
00 [0000] Large, disabled on room clear
01 [1000] Large, plays cutscene, long timer, ticking sfx, disabled on chest flag
02 [2000] Small, short timer, no ticking sfx
03 [3000] Large, plays cutscene, short timer, ticking sfx
04 [4000] Disabled, small, switches on for short time
05 [5000] Disabled, large, can be toggled on and off
06 [6000] Large, disabled on room clear, sets switch flag on clear
07 [7000] Nothing
v &>> 0x0FC0 = Chest Flag
v &>> 0x003F = Switch Flag

Bg_Spot00_Hanebasi

Drawbridge Objects
Id: 004A
Object: 002F

v &>> 0xFFFF = Type
0000 [0000] Chains
FFFF [FFFF] Drawbridge

En_Mb

Moblins
Id: 004B
Object: 0030

v &>> 0xFF = Type
00 [0000] Club Moblin //Pounds the ground
FF [00FF]+ Spear Moblin
v &>> 0xFF00 = Path Id //Spear Moblins only

En_Bombf

Bombflower
Id: 004C
Object: 0031

v &>> 0xFFFF = Type
0000 [0000] Bomb
0001 [0001]+ Invisible Bomb

En_Zl2

Adult Zelda (Cutscenes)
Id: 004D
Object: 0060

Bg_Hidan_Fslift

Hookshot Elevator Platform (Fire Temple)
Id: 004E
Object: 002C

En_OE2

Unused NPC
Id: 004F
Object: 0035
//Lock-on blue spot

Bg_Ydan_Hasi

Deku Tree Puzzle elements
Id: 0050
Object: 0036
//FIXME

v &>> 0xFF00 = Input
v &>> 0xFF = Type
00 [0000] Back and forth moving Platform
01 [0001] Water plane
02 [0002] Three rising platforms
03 [0003]+ Invisible object

Bg_Ydan_Maruta

Rotating Spiked Log (Deku Tree)
Id: 0051
Object: 0036

Boss_Ganondrof

Phantom Ganon
Id: 0052
Object: 0037

En_Am

Armos Statue
Id: 0054
Object: 0038

v &>> 0xFFFF = Type
0000 [0000] Pushable
0001 [0001]+ Monster //FIXME: cannot be killed with sword?
FFFF [FFFF] Monster

En_Dekubaba

Deku Baba
Id: 0055
Object: 0039
//Snapping

v &>> 0xFFFF = Type
0000 [0000] Small
0001 [0001] Big
0002 [0002]+ Small

En_M_Fire1

Thrown Deku Nut
Id: 0056
Object: 0001

En_M_Thunder

Spin Attack
Id: 0057
Object: 0001

Bg_Ddan_Jd

Rising Stone Platform (Dodongo's Cavern)
Id: 0058
Object: 002B

Bg_Breakwall

Bombable Wall
Id: 0059
Objects: 0001, ????

v &>> 0x8000 = Play Discovery Sound
v &>> 0x6000 = Type
00 [0000] (018A) Bombable Wall, Cutscene //plays Dodongo's Cavern intro
01 [2000] (018A) Bombable Wall
02 [4000] (0019) Bombable Floor
v &>> 0x003F = Switch Flag

En_Jj

Lord Jabu-Jabu
Id: 005A
Object: 0040
//FIXME: variables

v &>> 0xFFFF = #N/A
0000 [0000]+ Collision Data
0002 [0002]+ Crashes

En_Horse_Zelda

Zelda's Horse
Id: 005B
Object: 0046

Bg_Ddan_Kd

Stone Stairs (Dodongo's Cavern)
Id: 005C
Object: 002B

v &>> 0x3F = Switch Flag

Door_Warp1

Warp Portal
Id: 005D
Object: 0048

v &>> 0xFFFF = Type
FFFE [FFFE] Spawning in from crystal //Combine with Link's gentle fall spawn in
0000 [0000] Normal
0001 [0001] Nothing
0002 [0002] Blue warp, disappears
0003 [0003] Giant purple crystal/magic enclosure
0004 [0004] Yellow warp, disappears
0005 [0005] Blue warp, doesn't warp you
0006 [0006] Spawn in from child blue warp //Combine with Link's gentle fall
0007 [0007] Blue warp, warping animation
0008 [0008] Tan warp, disappears
0009 [0009] Green warp, disappears
000A [000A] Red warp, disappears
000B [000B]+ Area fails to load

Obj_Syokudai

Torch
Id: 005E
Object: 00A4
//FIXME

v &>> 0xF000 = Type
00 [0000] Golden Torch
01 [1000] Timed Torch
02 [2000] Wooden Torch
v &>> 0x0400 = Is Lit
v &>> 0x03C0 = Torches to light to solve puzzle (Timed Torch)
v &>> 0x3F = Switch Flag

Item_B_Heart

Heart container
Id: 005F
Object: 00BD

En_Dekunuts

Mad Scrub
Id: 0060
Object: 004A
//Deku Scrub variant

v &>> 0xFF = Nuts shot per volley
FF [00FF] Fire 1 shot

Bg_Menkuri_Kaiten

Rotating Stone Ring Platform
Id: 0061
Object: 004D
//Gerudo Training Grounds and Forest Temple

v &>> 0x3F = Switch Flag

Bg_Menkuri_Eye

Eye Statue
Id: 0062
Object: 004D
//Gerudo Training Grounds

v &>> 0x3F = Switch Flag

En_Vali

Bari
Id: 0063
Object: 0056
//Big Jellyfish

Bg_Mizu_Movebg

Water Temple Background Actors
Id: 0064
Object: 0059

v &>> 0xF000 = Type
0 [0000] Floating Square platform, sloped bottom //Used in first room, on center column
1 [1000] Floating Square platform
2 [2000] Floating Square platform, tapered on bottom //Center Room floating block
3 [3000] Dragon Head Statue //Main Room
4 [4000] Dragon Head Statue //Skulltula Room
5 [5000] Dragon Head Statue //before Dark Link
6 [6000] Dragon Head Statue
7 [7000] Moving Square Platform with Hookshot Target
v &>> 0x0F00 = Path to follow //Type 7 only
v &>> 0x00F0 = Speed //Type 7 only
v &>> 0x000F = Start Point on Path //Type 7 only

Bg_Mizu_Water

Water Plane (Water Temple)
Id: 0065
Object: 0059
//used for the main pool of water

v &>> 0xFFFF = #N/A
0000 [0000] Switches to lowest (Triforce seems to activate itself for some reason in the ToT)
0001 [0001]+ Stays at ground level (Triforce isn't affected in ToT)
1A02 [1A02] Water Temple Map 3, Standard Quest
3103 [3103] Water Temple Map 6, Standard Quest
1804 [1804] Water Temple Map 14, Standard Quest
FF00 [FF00] Water Temple (most rooms), Standard Quest

Arms_Hook

Hookshot
Id: 0066
Object: 0014

En_fHG

Phantom Ganon's Horse
Id: 0067
Object: 005A

Bg_Mori_Hineri

Twisted Hallway Rooms
Id: 0068
Objects: 0001, 006F
//Forest Temple

En_Bb

Bubble
Id: 0069
Object: 005D
//Flying Skull Enemy

v &>> 0xF0 = ? //FIXME
Bits always set to xxFx
v &>> 0xF = Type
0B [000B] Large Green Bubble //requires movement path
0C [000C] Green Bubble //requires movement path
0D [000D] White Bubble //requires movement path
0E [000E] Fire Bubble //Proximity activated, bounces on solid surfaces, hides in lava
0F [000F] Blue Bubble
v &>> 0xFF00 = Path Id //FIXME
is pathway set within the scene file?

Bg_Toki_Hikari

Windows (Temple of Time)
Id: 006A
Object: 005E

v &>> 0xFFFF = Type
0000 [0000] Normal
0001 [0001] Invisible
0002 [0002]+ Crashes

En_Yukabyun

Flying Floor Tile
Id: 006B
Object: 005F

v &>> 0x00FF = Time until tile rises

//Variable is first incremented by 1, then time until tile rises is calculated as
//T * 0x10 + 0x14 frames. For example:

//FFFF = 0x14 frames
//0000 = 0x24 frames
//0001 = 0x34 frames etc.

Bg_Toki_Swd

Master Sword
Id: 006C
Object: 005E
//Contains Cutscenes

Bg_Mjin

Warp Song Pad
Id: 006E
Objects: 0001, 0061, ????

v &>> 0xFFFF = Type
0000 [0000] (0068) Ocarina //Unused
0001 [0001] (0062) Light Medallion
0002 [0002] (0063) Shadow Medallion
0003 [0003] (0064) Fire Medallion
0004 [0004] (0065) Water Medallion
0005 [0005] (0066) Spirit Medallion
0006 [0006] (0067) Forest Medallion

Bg_Hidan_Kousi

Sliding Metal Gate
Id: 006F
Object: 002C

v &>> 0x3F00 = Switch Flag
v &>> 0xFF = Type
00 [0000] Yellow with corner removed
01 [0001] Green and rectangular
02 [0002] Yellow/green and rectangular, looks rusty
03 [0003] Crashes, but not without drawing a huge black thing that I can only assume is a gate...
04 [0004] Crashes before it can even light the area...
05 [0005]+ Crashes, no sign of a gate

Door_Toki

Door of Time Collision
Id: 0070
Object: 005E
//No model, spawned by actor 008C

Bg_Hidan_Hamstep

Stone Steps and Platforms (Fire Temple)
Id: 0071
Object: 002C

v &>> 0x3F00 = Switch Flag
v &>> 0xFF = Type
00 [0000] Hammer-triggered Stone Steps
01 [0001]+ Platform, one sided

En_Bird

Brown Bird
Id: 0072
Object: 0077
//Unused

En_Wood02

Trees and Bushes
Id: 0077
Objects: 007C, 0002

v &>> 0x00FF = Type
00 [0000] Large tree
01 [0001] Medium tree
02 [0002] Small tree
03 [0003] Group of trees
04 [0004] Medium tree
05 [0005] Medium tree, dark brown trunk, greener leaves
06 [0006] Group of trees, dark brown trunk, yellow leaves
07 [0007] Medium tree, dark brown trunk, yellow leaves
08 [0008] Group of trees, dark brown trunk, greener leaves
09 [0009] Medium tree, dark brown trunk, greener leaves
0A [000A] Ugly tree from Kakariko Village
0B [000B] Bush
0C [000C] Large bush
0D [000D] Group of bushes
0E [000E] Bush
0F [000F] Group of large bushes
10 [0010] Large bush
11 [0011] Dark bush
12 [0012] Large dark bush
13 [0013] Group of dark bushes
14 [0014] Dark bush
15 [0015] Group of large dark bushes
16 [0016] Large dark bush
19 [0019]+ Dancing dark bush //Disappears after several repetitions
v &>> 0xFF00 = Controls item(s) dropped (trees only)
00 [0000]+ Random
08 [0800] Deku seeds
09 [0900] Magic jars
0A [0A00] Bombs
0B [0B00] Three Green Rupees
0C [0C00] Three Blue Rupees
0D [0D00] Random
0E [0E00] Random
0F [0F00]+ Nothing
FF [FF00] Nothing
rz &>> 0x00FF = Gold Skulltula spawn var high byte //(0xFF00); See Gold Skulltula Actor 0095
v &>> 0xFF00 = Gold Skulltula spawn var low byte //(0x00FF); rz != 0

//When spawning a Skulltula, the Skulltula type is always forced to 0x0E

En_Lightbox

Large noisy stone
Id: 007C
Object: 0081
//Unused

v &>> 0xFFFF = #N/A
0000 [0000] Normal, flashes blue when struck with sword
0001 [0001] Frickin’ huge, doesn’t flash when struck
0002 [0002] Even bigger?
0003 [0003] Ridiculously huge?
0004 [0004]+ Small size, flashes blue when struck

En_Pu_box

Stone cube
Id: 007D
Object: 0082
//Unused

v &>> 0xFFFF = Type
0000 [0000] Stone cube, side struck with sword flashes blue
0001 [0001]+ Slightly larger

En_Trap

Metal Spike Trap
Id: 0080
Object: 0085

v &>> 0x30 = Pattern
0 [0000] 4-Way Attack
1 [0010] Line Loop
2 [0020] Circle Loop
3 [0030] Vertical //Unintended Behavior?
v &>> 0xF000 = Radius //v &>> 0x0F00 + 1 * 20
v &>> 0xF000 = Trap Range //Distance = v * 40 units (Type 0 and 1)
v &>> 0x0001 = Move North //Type 0. Relative to Model Space before applying rotation
v &>> 0x0002 = Move South //Type 0. Relative to Model Space before applying rotation
v &>> 0x0004 = Move West //Type 0. Relative to Model Space before applying rotation
v &>> 0x0008 = Move East //Type 0. Relative to Model Space before applying rotation
v &>> 0x0F00 = Attack Speed (Units) //4-Way Attack glitches if speed != 0xF

En_Arow_Trap

Arrow Trap
Id: 0081
Object: 0001
//Unused

En_Vase

Orange Pot
Id: 0082
Object: 0086
//Unused

En_Ta

Talon
Id: 0084
Object: 0088

En_Tk

Dampe (Alive)
Id: 0085
Object: 0089

Bg_Mori_Bigst

Large Round Platform (Forest Temple)
Id: 0086
Objects: 0072, 0073

Bg_Mori_Elevator

Elevator (Forest Temple)
Id: 0087
Objects: 0072, 0073

Bg_Mori_Kaitenkabe

Rotatable Walls (Forest Temple)
Id: 0088
Objects: 0072, 0073
//Room before Forest Temple boss

Bg_Mori_Rakkatenjo

Falling Ceiling (Forest Temple)
Id: 0089
Objects: 0072, 0073

En_Vm

Beamos
Id: 008A
Object: 008B

v &>> 0xFF00 = Sight Distance //Signed, increments of 40.0f
v &>> 0x00FF = Size
00 [0000] Large
01 [0001]+ Small

Demo_Effect

Spiritual Stones, Medallions, Triforce
Id: 008B
Object: ????

v &>> 0xF000 = Unknown //FIXME
Figure this out
v &>> 0x00FF = Type
00 [0000] (????) Goddess "beams" used in Hyrule creation cutscene, They are the 3 beams of light that sit below the Triforce. They continually fly upward once spawned
01 [0001] (????) Flame used in Din's Hyrule creation cut scene
02 [0002] (????) Brief blue glowing orb, Used in Din's Hyrule creation cutscene, 0x01 Flame turns into this briefly before exploding in a ring of light
03 [0003] (????) Large green cone of light emitted by Farore during her creation cutscene
04 [0004] (????) Din, From the creation of Hyrule cutscene
05 [0005] (????) Nayru, From the creation of Hyrule cutscene
06 [0006] (????) Farore, From the creation of Hyrule cutscene
07 [0007] (????) Blue light ring quickly expands outward, used in Din's creation of Hyrule cut scene as referenced in "02", also used in Nayru's creation cutscene where multiple of these emit from Nayru
08 [0008] (????) Appears to be the Triforce itself. This value is present in the Triforce cutscene and changing the value in the Triforce cutscenes removes the Triforce
09 [0009] (00BA) The Fire Medallion
0A [000A] (00BA) The Water Medallion
0B [000B] (00BA) The Forest Medallion
0C [000C] (00BA) The Spirit Medallion
0D [000D] (00BA) The Shadow Medallion
0E [000E] (????) The Light Medallion
0F [000F] (????) Master Sword chamber blue light aura that activates when pulling the Master Sword out of the pedestal
10 [0010] (????) Blue light ring that slowly contracts inward with sounds effects. Used in Din's creation cutscene
11 [0011] (????) ??? Loads in the Cutscene Map and Zelda's Courtyard but nothing spawns when placed. Investigate Further
12 [XX12] (????) Appears to be various light effects. Has multiple use cases, Strangely it (0012) is also used when Link is given medallions? Listed below are the current known permutations of this variable and its effects. Investigate medallions cases more
[0012] (????) A ball of Red light that appears when called. Used in Death Mountain Gorons Ruby cutscene
[0112] (????) A very large ball of Red light that appears when called. Used in ???
[1012] (????) A ball of Blue light that appears when called. Used in Zora's Fountain, Zora's Sapphire cutscene
[1112] (????) A very large ball of Blue light that appears when called. Used in ???
[2012] (????) A ball of Green light that appears when called. Used in ???
[2112] (????) A very large ball of Green light that appears when called. Used in the Great Deku Tree Kokiri Emerald cutscene
[3012] (????) A ball of Orange light that appears when called. Used in ???
[3112] (????) A very large ball of Orange light that appears when called. Used in ???
[4012] (????) A ball of Yellow light that appears when called. Used in the Light arrows cutscene
[4112] (????) A very large ball of Yellow light that appears when called. Used in ???
[5012] (????) A ball of Purple light that appears when called. Used in ???
[5112] (????) A very large ball of Purple light that appears when called. Used in ???
[6012] (????) A ball of Green light (again?) that appears when called. Used in ???
[6112] (????) A very large ball of Green light (again?) that appears when called. Used in ???
[7012] (????) A ball of solid darkness that appears when called. Unused???
[7112] (????) A very large ball of solid darkness that appears when called. Unused???
[8012] (????) Same as 0x7012
[8112] (????) Same as 0x7112
[9012] (????) Same as 0x7012
[9112] (????) Same as 0x7112
13 [0013] (00AD) The Kokiri Emerald
14 [0014] (00AD) The Gorons Ruby
15 [0015] (00AD) The Zoras Sapphire
16 [0016] (????) Seems to be the effect of dust falling from the ceiling during the Light Arrows cutscene where Ganondorf starts shaking the Temple of Time?
17 [0017] (????) Fails to load in any map tested. Corrupted? Investigate further
18 [0018] (????) Tall blue cylinder of light that shrinks in diameter until it disappears. Used in the cutscene when adult Link returns from the Chamber of Sages for the first time
19 [0019] (????) Same as 0x18. Why?
20+ Unused/corrupted

Demo_Kankyo

Temple of Time Objects
Id: 008C
Objects: 005E, ????

v &>> 0xFFFF = Type
0000 [0000] (0092) Blue rain effect used in Goddess/Triforce cutscenes
0001 [0001] (0092) Blue rain effect used in Goddess/Triforce cutscenes //Spawned in Temple of Time, why?
0002 [0002] (0092) Giant Rock 1 //used in Dins Creation of Hyrule cutscene
0003 [0003] (0092) Giant Rock 2 //used in Dins Creation of Hyrule cutscene
0004 [0004] (0092) Giant Rock 3 //used in Dins Creation of Hyrule cutscene
0005 [0005] (0092) Giant Rock 4 //used in Dins Creation of Hyrule cutscene
0006 [0006] (0092) Giant Rock 5 //used in Dins Creation of Hyrule cutscene
0007 [0007] (0001) Fluffy Clouds //Used when talking to zelda at the end of the game
0008 [0008] (00B6) Unknown //object_gi_melody, musical note item
0009 [0009] (00B6) Unknown //object_gi_melody, musical note item
000A [000A] (00B6) Unknown //object_gi_melody, musical note item
000B [000B] (00B6) Unknown //object_gi_melody, musical note item
000C [000C] (00B6) Unknown //object_gi_melody, musical note item
000D [000D] (005E) Door of Time
000E [000E] (005E) Plane of yellow light
000F [000F] (0001) Warp Song leaving effect
0010 [0010] (0001) Warp song arriving effect
0011 [0011] (0001) Sparkly effect

Bg_Hidan_Fwbig

Large Fire Wall (Fire Temple)
Id: 008D
Object: 002C

En_Floormas

Floormaster
Id: 008E
Object: 000B

En_Heishi1

Castle Courtyard Guards
Id: 008F
Object: 0097

v &>> 0xFF00 = Type //FIXME
Figure out finer details to this variable
00 [0000]  ? patrolling guard?
01 [0100]  ? patrolling guard?
02 [0200]  ? patrolling guard?
03 [0300]  ? patrolling guard?
05 [0500] Standing guard //Immediately unloads self if the current world time is <= B888, or if it's currently day
v &>> 0x00FF = Path Id //FIXME
A special case check is done when path == 03, possibly others. Find out why

En_Rd

Redead and Gibdo
Id: 0090
Object: 0098

v &>> 0x0080 = Type
0 [0000] Redead
1 [0080] Gibdo
v &>> 0xFF = Action //Redead
00 [0000] Standing
01 [0001] Standing
02 [0002] Crouching
03 [0003] Invisible //can’t tell position
04 [0004]+ Standing
v &>> 0xFF = Action //Gibdo
FE [00FE] Standing
FD [00FD] Lying down, floats up into standing position //Meant to be spawned by Coffin Lid
v &>> 0x7F00 = Switch Flag //Yes, 0x7F
v &>> 0x8000 = Unknown

En_Po_Sisters

Poe Sisters
Id: 0091
Object: 0099
//Normally never spawned via actor spawn data

v &>> 0x0300 = Sister
00 [0000] Meg //Purple
01 [0100] Joelle //Red
02 [0200] Beth //Blue
03 [0300] Amy //Green
v &>> 0x0C00 = ?
v &>> 0x1000 = ?
v &>> 0x003F = Switch Flag

Bg_Heavy_Block

Golden Gauntlets Pillar
Id: 0092
Object: 009A

v &>> 0x000F = Type
0 [0000] Sinks into the ground
1 [0001] Breaks on impact
v &>> 0x3F00 = Switch Flag

Bg_Po_Event

Poe Sisters' Paintings and Puzzle Block
Id: 0093
Object: 0099
//FIXME

v &>> 0x3F = Switch Flag
v &>> 0xFF00 = Puzzle Type
00 [0000]  ??? Amy
01 [0100]  ??? Amy
02 [0200] Joelle Painting Puzzle
03 [0300] Beth Painting Puzzle
04 [0400]  ??? Amy

Obj_Mure

Fish, Bugs, Butterflies Group Spawner
Id: 0094
Object: 0001
//FIXME

v &>> 0x1F = Type
02 [0002] Fish
03 [0003] Bug
04 [0004] Butterfly
v &>> 0x0060 = Spawn Pattern
0 [0000] 0
1 [0020] Default
v &>> 0xF000 = Spawn Count
0 [0000] Set number spawned via lookup table
v &>> 0x0700 = Spawn Count (Table Look-up) //Ignored if spawn count != 0. Values > 3 cause actor to despawn
0 [0000] 12
1 [0100] 9
2 [0200] 8
3 [0300] 0

En_Sw

Skullwalltula and Gold Skulltulas
Id: 0095
Object: 0024

v &>> 0xE000 = Type
00 [0000] Skullwalltula
04 [8000] Gold Skulltula, Always Spawns
05 [A000] Gold Skulltula, Spawns at night
v &>> 0x1F00 = Location //Used for saving Gold Skulltulas
00 [0000] None
01 [0100] Deku Tree
02 [0200] Dodongo's Cavern
03 [0300] Inside Jabu-Jabu's Belly
04 [0400] Forest Temple
05 [0500] Fire Temple
06 [0600] Water Temple
07 [0700] Spirit Temple
08 [0800] Shadow Temple
09 [0900] Bottom of the Well
0A [0A00] Ice Cavern
0B [0B00] Hyrule Field
0C [0C00] Lon Lon Ranch
0D [0D00] Kokiri Forest
0E [0E00] Lost Woods, Sacred Forest Meadow
0F [0F00] Castle Town and Ganon's Castle
10 [1000] Death Mountain Trail, Goron City
11 [1100] Kakariko Village
12 [1200] Zora Fountain, River
13 [1300] Lake Hylia
14 [1400] Gerudo Valley
15 [1500] Gerudo Fortress
16 [1600] Desert Colossus, Haunted Wasteland
v &>> 0xFF = Skulltula Flag
01 [0001] 1
02 [0002] 2
04 [0004] 3
08 [0008] 4
10 [0010] 5
20 [0020] 6
40 [0040] 7
80 [0080] 8

//FFFF - FIXME
//- 0000+ [0000] = Skullwalltula
//- 2000+ [2000] = Golden Skulltula on ground, damaged, discovery sound, Navi can target it and thinks it’s a Skullwalltula
//- 2100+ [2100] = Golden Skulltula
//- 4000+ [4000] = Same as 2000
//- 4100+ [4100] = Same as 2100
//- 6000+ [6000] = Same as 2000
//- 6100+ [6100] = Golden Skulltula jumps out and lands on ground, discovery sound
//- 8000+ [8000] = Same as 2000
//- 8100+ [8100] = Same as 2100
//- A000+ [A000] = Same as 2000
//- A100+ [A100] = Same as 2100
//- C000+ [C000] = Same as 2000
//- C100+ [C100] = Same as 2100
//- D000+ [D000] = Same as 6100
//- E000+ [E000] = Same as 2000
//- E100+ [E100] = Same as 2100
//- F000+ [F000] = Same as 6100

Boss_Fd

Volvagia (Flying)
Id: 0096
Object: 009C

Object_Kankyo

Environmental Effects
Id: 0097
Objects: 0001, ????
//All/Some? variables require their own object

v &>> 0xFFFF = Type
0000 [0000] (????) Flying Fairies, Dustmotes //Kokiri Forest/Lost Woods/Sacred Forest Meadow
0002 [0002] (????) ? //FIXME: Used in Kakariko Graveyard, cutscene 1
0003 [0003] (????) Snow
0004 [0004] (????) Electric Spark Effect //Kakariko Graveyard
0005 [0005] (0179) Colored Light Beams //From lower part of Ganon's Tower

En_Du

Darunia
Id: 0098
Object: 009D

En_Fd

Flare Dancer
Id: 0099
Object: 009E

En_Horse_Link_Child

Young Epona
Id: 009A
Object: 00A0

Door_Ana

Grotto Entrance
Id: 009B
Object: 0002

v &>> 0xF000 = Scene
0 [0000] Grottos //Scene 62
1 [1000] Small Fairy Fountain //Scene 60
rz &>> 0xF = Destination //Type 0 only
0 [0000] Generic
1 [0001] Big Skulltula
2 [0002] Heart Piece Scrub
3 [0003] Two Redeads
4 [0004] Three Deku Salescrubs
5 [0005] Webbed
6 [0006] Octorok
7 [0007] Two Deku Salescrubs - Deku Nut Upgrade
8 [0008] Two Wolfos
9 [0009] Bombable wall
A [000A] Two Deku Salescrubs - Green Pot
B [000B] Tektite
C [000C] Forest Stage
D [000D] Cow
rz &>> 0xF = Destination //Type 1 only
0 [0000] Fairy Fountain
v &>> 0x0300 = Type
0 [0000] Visible
1 [0100] Appear on Song of Storms
2 [0200] Appear when Bombed or hit with Megaton Hammer
v &>> 0xE0 = Contents

//Used by Chest Actor 0181 when loading the destination.
//Get Items 4D, 4E, 56, 67, 65+

00 [0000] Blue Rupee (5)
01 [0020] Red Rupee (20)
02 [0040] Yellow Rupee (200)
03 [0060] Bombs (20)
04 [0080] Bombs (1)
05 [00A0] Bombs (1)
06 [00C0] Bombs (1)
07 [00E0] Bombs (1) //Used for no item when chest does not exist
v &>> 0x1F = Chest Flag //Used by Chest Actor 0181

Bg_Spot02_Objects

Graveyard Actors
Id: 009C
Object: 00A1

v &>> 0xFF = Type
00 [0000] Eye of Truth-Engraved Door
01 [0001] Small Square Patch of Ground //Used to block entrance to Dampe's Grave
02 [0002] Royal Tomb Grave //Only one can be spawned?
0003 [0003]  ? //FIXME: Probably Royal Tomb Grave opening cutscene related
04 [0004] Light Aura //Appears when Royal Tomb Grave explodes
05 [0005]+ Crashes
v &>> 0xFF00 = Switch Flag

Bg_Haka

Gravestone
Id: 009D
Object: 00A2

v &>> 0xFFFF = Action
0000 [0000] Default
0001 [0001] Plays discovery sfx when pulled back
0002 [0002]+ Typical

Magic_Wind

Farore's Wind
Id: 009E
Object: 0001

v &>> 0xFFFF = #N/A
0000 [0000] Normal (no sphere)
0001 [0001] Dissipating (no sphere)
0002 [0002]+ Crashes

Magic_Fire

Din's Fire
Id: 009F
Object: 0001

En_Ru1

Ruto (Child)
Id: 00A1
Object: 00A3

v &>> 0xFFFF = Type
0000 [0000] Blue Warp and Ruto
0001 [0001] Leaning Ruto //no collision data, targetable
0002 [0002] Ruto, First Encounter //Plays cutscene from Jabu-Jabu’s Belly when you first meet her
0003 [0003] Ruto, after falling down the hole in Jabu-Jabu
0004 [0004]+ Nothing

Boss_Fd2

Volvagia (Hole Form)
Id: 00A2
Object: 00A5
//Spawn actor 0096 instead

En_Fd_Fire

Flare Dancer Fire Attack
Id: 00A3
Object: 0003

v &>> 0xFFFF = Action
0000 [0000]+ Flies, lands, dies in a bit //try not to run into it, Link’ll catch on fire
8000 [8000]+ Flies, lands, creeps towards Link, dies in a bit //it’s blue, but it’s still fire

En_Dh

Dead Hand
Id: 00A4
Object: 00A6
//does not appear unless his hands exist

En_Dha

Dead Hand's Hand
Id: 00A5
Object: 00A6

En_Rl

Rauru
Id: 00A6
Object: 00A7

En_Encount1

Enemy Spawner
Id: 00A7
Objects: 0001, ????
//The object file for the enemy being spawned must also be loaded

v &>> 0xF800 = Type of Enemy
00 [0000] (0017) Leever //Must on sand for them to appear. Not sure about object number
01 [0800] (0016) Red Tektite
02 [1000] (0184) Stalchildren //Must stand on dirt to appear?
03 [1800] (????) Wolfos
v &>> 0x07C0 = Max Concurrent Spawns
v &>> 0x003F = Max Total Spawns

Demo_Du

Darunia (Cutscenes)
Id: 00A8
Object: 009D

Demo_Im

Impa (Cutscenes)
Id: 00A9
Object: 0087

Demo_Tre_Lgt

Treasure Chest Light
Id: 00AA
Object: 000E

En_Fw

Flare Dancer Core
Id: 00AB
Object: 009E
//Has trouble running? Tends to stay in one place or run in one direction; if it jumps up, it'll disappear

v &>> 0xFFFF = Type
0000 [0000] No damage
0001 [0001]+ One-Hit Kill

Bg_Vb_Sima

Volvagia Platform
Id: 00AC
Object: 009C
//Spawned by Volvagia

En_Vb_Ball

Volvagia Rocks and Bones
Id: 00AD
Object: 009C
//Spawned by Volvagia

Bg_Haka_Megane

Shadow Temple Fake Walls
Id: 00AE
Object: 0001
//Camera reacts as if the walls are solid
//FIXME: Likely either missing objects or display lists stored in scene/room files

v &>> 0xFFFF = Type
0003 [0003] Rock Wall with Skull //style that sometimes has glowy eyes
0004 [0004] Black square with large skull face
0005 [0005] Shadow Temple Boss Room platforms
0006 [0006] Wall of Skulls
0007 [0007] Shadow Temple Floor //bluish? texture
0008 [0008] Massive Platform
0009 [0009] Wall with bluish?, fat bricks texture (one sided)
000A [000A] Shadow Temple Diamond Room (before big key) Fake Walls
000B [000B] Wall with purplish?, fat brick texture (both side)
000C [000C] Room 11's invisible spikes, invisible hookshot point.
000D [000D]+ No Good

Bg_Haka_MeganeBG

Platforms (Shadow Temple)
Id: 00AF
Object: 0069

v &>> 0xFF = Type
00 [0000] Moving stone platforms
01 [0001] Rising and falling stone platforms
02 [0002] Spinning black platform
03 [0003] Metal grate
0004 [0004]+ Same as 0001, but graphics are glitched
v &>> 0xFF00 = Switch Flag //Type 03 Only

Bg_Haka_Ship

River Boat (Shadow Temple)
Id: 00B0
Object: 0069

v &>> 0x3F00 = Switch Flag for Zelda's Lullaby spot

//old notes
//0000 = Normal, doesn't react to Zelda’s Lullaby
//0001+ = Ship is gone, wheels still there?

Bg_Haka_Sgami

Spinning Scythe Trap
Id: 00B1
Objects: 0001, ????

v &>> 0xFFFF = Type
0000 [0000] (0069) Shadow Temple Scythes (Visible)
0001 [0001] (0069) Shadow Temple Scythes (Invisible)
0100 [0100] (006B) Ice Cavern Spinning Blade

En_Heishi2

Hyrulian Guards
Id: 00B3
Object: 0097
//FIXME: Variable

v &>> 0xFF = Type
00 [0000] Crash
01 [0001] Crash
02 [0002] Hyrule Castle guard
03 [0003] Crash
04 [0004] Crash
05 [0005] Death Mountain gate guard
06 [0006] Ceremonial guard //Seen through Zelda's window

En_Encount2

Falling Rock Spawner
Id: 00B4
Object: 0092

En_Fire_Rock

Falling Burning Rocks
Id: 00B5
Object: 0092

v &>> 0xFFFF = Type
0000 [0000] Large
0001 [0001] Medium
0002 [0002] Small
0003 [0003] Large
0004 [0004]+ Nothing

En_Brob

Flobbery Muscle Block (Jabu-Jabu's Belly)
Id: 00B6
Object: 00AC

v &>> 0xFF = Height of Block
00 [0000] Completely flat, doesn't hurt you
FF [00FF] Default height
v &>> 0x1000 = Smaller size, height not affected by last two digits //+1000 repeat //FIXME

Mir_Ray

Reflectable Light Beam
Id: 00B7
Object: 00AB
//Cast to floor, used to solve light-based puzzles

v &>> 0xFFFF = Type //FIXME
Understand why different variables are needed
00 [0000]  ?
01 [0001] Spirit Temple room 8 //Cast beam on block with sun face
02 [0002] Spirit Temple room 15 //Spinable Mirror with sun faces
03 [0003] Spirit Temple room 18 //Four Armos Room
04 [0004] Spirit Temple room 26 //Spinnable Mirror room with light beam used to enter boss room

Bg_Spot09_Obj

Gerudo Valley Objects
Id: 00B8
Object: 00AE

v &>> 0x00FF = Type
00 [0000] FIXME
01 [0001] FIXME
02 [0002] FIXME
03 [0003] FIXME
04 [0004] FIXME

Bg_Spot18_Obj

Statue (Darunia's Room)
Id: 00B9
Object: 00AF

v &>> 0xFF = Type
00 [0000] Statue, no spear, movable with Adult Link
01 [0001] Spear only, climbable //FIXME: is this true? "Adult Link won’t see anything"
0002 [0002]+ Nothing
v &>> 0xFF00 = Switch Flag? //FIXME

Boss_Va

Barinade
Id: 00BA
Object: 008C

v &>> 0xFFFF = Action
0000 [0000]+ Nothing
0003 [0003]+ Crashes
000A [000A] might spawn jellyfish
000B [000B]+ Crashes
0063 [0063]+ Electric jellyfish from Barinade, no collision data
FFFF [FFFF] Barinade

Bg_Haka_Tubo

Giant Skull Jar (Shadow Temple)
Id: 00BB
Object: 0069
//Blue flames on top. Ejects key when destroyed if room != 12

v &>> 0x003F = Key Collectible Flag

Bg_Haka_Trap

Shadow Temple Traps
Id: 00BC
Object: 0069

v &>> 0xFFFF = Type
0000 [0000] Guillotine Blade (Slow)
0001 [0001] Spiked Box on Chain
0002 [0002] Spiked Wooden Wall 1
0003 [0003] Spiked Wooden Wall 2
0004 [0004] Fan
0005 [0005] Guillotine Blade (Fast)

Bg_Haka_Huta

Coffin Lid
Id: 00BD
Object: 008D

v &>> 0x3F = Switch Flag
v &>> 0xFF00 = Spawn Enemy
0 [0000] Nothing
1 [0100] Gibdo
2 [0200] Two Keese

Bg_Haka_Zou

Bird Statue and Wall (Shadow Temple)
Id: 00BE
Object: 0069

v &>> 0x3F00 = Switch Flag
v &>> 0xFF = Type
00 [0000] Giant Bird Statue //Bombing it makes it fall
01 [0001] Bombable Wall of Skulls
02 [0002] Bombable Rubble //FIXME: Need specific object?
03 [0003] Nothing
0004 [0004]+ Crashes after area is loaded

Bg_Spot17_Funen

Smoke Cone (Death Mountain Crater)
Id: 00BF
Object: 00B1

En_Syateki_Itm

Shooting Gallery Game
Id: 00C0
Object: 0001

En_Syateki_Man

Shooting Gallery Man
Id: 00C1
Object: 005B

En_Tana

Shop Shelves
Id: 00C2
Object: 00B2

v &>> 0xFFFF = Type
0000 [0000] Wooden (Default)
0001 [0001] Stone (Zora)
0002 [0002] Granite (Goron)
0003 [0003]+ Crashes

En_Nb

Nabooru
Id: 00C3
Object: 00B3

Boss_Mo

Morpha
Id: 00C4
Object: 00B4

v &>> 0xFFFF = Action
0000 [0000] Navi’s water warning

En_Sb

Shell Blade
Id: 00C5
Object: 00B5

En_Bigokuta

Big Octo
Id: 00C6
Object: 015F
//Slicing it in the back will make it jump to the y location of its room, which is typically below most floors

v &>> 0xFFFF = #N/A
0000 [0000] Sits there, mini-boss music starts, slice it to make it move (no teleport), green target
0001 [0001]+ Already running around, yellow target this time, no music

En_Karebaba

Withered Deku Baba
Id: 00C7
Object: 0039

Bg_Bdan_Objects

Inside Jabu-Jabu's Belly Objects
Id: 00C8
Object: 0096

v &>> 0x00FF = Type
00 [0000] Giant Octo's Platform
01 [0001] Elevator Platform
02 [0002] Water Square //Rises when Switch Flag is set
03 [0003] Lowering Platform //Lowers into place when stepped on, sets Switch Flag
v &>> 0x3F00 = Switch Flag

Demo_Sa

Saria (Cutscenes)
Id: 00C9
Object: 00BC

v &>> 0xFFFF = Action
0000 [0000] Chamber of Sages, gives Forest Medallion
0002 [0002] Inside Ganon's Castle and Sealing of Ganondorf Cutscene //Use with actor 01A7
0004 [0004] Credits, Death Mountain Trail
0005 [0005] Fairy Ocarina Cutscene

Demo_Go

Gorons (Cutscene)
Id: 00CA
Object: 00C9

En_In

Ingo
Id: 00CB
Object: 00C0

En_Tr

Koume and Kotake
Id: 00CC
Object: 00C1

v &>> 0xFFFF = Type
0000 [0000] Koume
0001 [0001] Kotake

Bg_Spot16_Bombstone

Dodongo's Cavern Entrance Blocking Rock
Id: 00CD
Object: 00C2

v &>> 0x3F00 = Switch Flag
v &>> 0x00FF = Type
FF [00FF] Cavern Rock
00 [0000] Debris //Spawns Debris 05
01 [0001] Debris
02 [0002] Debris
03 [0003] Debris
04 [0004] Debris
05 [0005] Debris

Bg_Hidan_Kowarerukabe

Bombable Walls (Fire Temple)
Id: 00CF
Object: 002C

v &>> 0x3F00 = Switch Flag
v &>> 0xFF = Type
00 [0000] Cracked stone floor
01 [0001] Bombable stone wall
02 [0002] Large bombable stone wall

Bg_Bombwall

2D Bombable Wall
Id: 00D0
Object: 0002

v &>> 0x3F = Switch Flag
v &>> 0xFF00 = Unknown
80 [8000] Used in Death Mountain Trail
00 [0000] Used in Death Mountain Crater (cutscene setups)

Bg_Spot08_Iceblock

Ice Platform (Zora's Fountain)
Id: 00D1
Object: 0074

v &>> 0x0200 = Type
0 [0000] Iceberg
1 [0200] Ice Ramp
v &>> 0x000F = Action
0 [0000] Floating
1 [0001] Floating
2 [0002] Floating, Rotating
3 [0003] Twin Floating in circle
4 [0004] Stationary
v &>> 0x00F0 = Size and Sink Speed
0 [0000] Large, 0.15f
1 [0010] Regular, 0.2f
2 [0020] Small, 0.4f

//Actor checks v & 0xFF for the following values, and forces v = 0x0010 if none match:
//0x01
//0x04
//0x10
//0x11
//0x12
//0x14
//0x20
//0x23
//0x24

En_Ru2

Ruto (Adult)
Id: 00D2
Object: 00CA

Obj_Dekujr

Deku Tree Sprout
Id: 00D3
Object: 00CC

Bg_Mizu_Uzu

Water Vortex Effect (Water Temple)
Id: 00D4
Object: 0059
//SFX and collision to suck you in, no model

Bg_Spot06_Objects

Lake Hylia Objects
Id: 00D5
Object: 006A

v &>> 0xFF = Nullable Switch Flag
v &>> 0xFF00 = Type
00 [0000] Temple Gate
01 [0100] Gate lock
02 [0200] Water plane
03 [0300] Nothing //FIXME: Is Spawned
04 [0400]+ Crashes

Bg_Ice_Objects

Pushable Ice Block (Ice Cavern)
Id: 00D6
Object: 006B

Bg_Haka_Water

Bottom of the Well Water Level Changer
Id: 00D7
Object: 008D

v &>> 0x3F = Switch Flag //If set, water level is lowered

En_Ma2

Malon (Adult, Ingo's Ranch)
Id: 00D9
Object: 00D0

En_Bom_Chu

Bombchu
Id: 00DA
Object: 0001

En_Horse_Game_Check

Horseback Minigames
Id: 00DB
Object: 0001

v &>> 0xFFFF = Type //FIXME
0001 and 0002 are spawned
0000 [0000] Nothing
0001 [0001] Crashes
0002 [0002] Nothing
0003 [0003] Nothing
0004 [0004] Timer appears, gunshot noise
0005 [0005]+ Nothing/Crashes

Boss_Tw

Twinrova
Id: 00DC
Object: 00D3

En_Rr

Like-Like
Id: 00DD
Object: 00D4

En_Ba

Tentacle (Inside Jabu-Jabu's Belly)
Id: 00DE
Object: 00D5

v &>> 0xFFFF = Type
0000 [0000] Reddish brown
0001 [0001] Green
0002 [0002] Grayish blue with some red
0003 [0003]+ Already dead

En_Bx

Electrified Tentacle (Inside Jabu-Jabu's Belly)
Id: 00DF
Object: 00D5

v &>> 0xFFFF = Type
0000 [0000] Reddish brown
0001 [0001] Green
0002 [0002] Grayish blue with some red
0003 [0003] Corrupt textures, still visible and works
0004 [0004] Dark brownish
0005 [0005]+ Blackish gray

En_Anubice

Anubis (Body)
Id: 00E0
Object: 00D6

En_Anubice_Fire

Anubis Fire Attack
Id: 00E1
Object: 00D6

Bg_Mori_Hashigo

Ladder (Forest Temple)
Id: 00E2
Objects: 0072, 0073

v &>> 0xFFFF = Default
0000 [0000] Wooden Ladder

Bg_Mori_Hashira4

Forest Temple Objects
Id: 00E3
Objects: 0072, 0073

v &>> 0xFF = Type
0000 [0000] Rotating platforms
0001 [0001] Metal Gate
v &>> 0xFF00 = Nullable Switch Flag //Metal gate only

Bg_Mori_Idomizu

Well Water (Forest Temple)
Id: 00E4
Object: 0072

v &>> 0x3F = Switch Flag

Bg_Spot16_Doughnut

Cloud Ring (Death Mountain)
Id: 00E5
Object: 017A

v &>> 0xFFFF = Type
0000 [0000] Gray
0001 [0001] Expanding, gray //Unused?
0002 [0002] Expanding, gray //Unused?
FFFF [FFFF] Default

Bg_Bdan_Switch

Switches (Inside Lord Jabu-Jabu)
Id: 00E6
Object: 0096

v &>> 0xFF = Type
00 [0000] Blue Switch //Resets if not held down, makes discovery sound
01 [0001] Yellow Switch (Heavy Weight) //FIXME: What counts as extra weight other than Ruto?
02 [0002] Yellow Switch (Standard) //makes puzzle solved sound
03 [0003] Tall Yellow Button //can’t press it, shoot to make puzzle solved sound
04 [0004] Tall Yellow Button //Only pressed when hit with slingshot or explosives
0005 [0005]+ Nothing
v &>> 0x3F00 = Switch Flag

En_Ma1

Malon (Child)
Id: 00E7
Object: 00E0

Boss_Ganon

Ganondorf
Id: 00E8
Objects: 00E1, 017C, 017D

v &>> 0xFFFF = Type
FFFF [FFFF] Default
0000 [0000] Begins battle
0001 [0001] Ganondorf death sequence

Boss_Sst

Bongo Bongo
Id: 00E9
Object: 00E2

v &>> 0xFFFF = Type
FFFF [FFFF] Head
0000 [0000] Left hand
0001 [0001] Right hand

En_Ny

Spike (Enemy)
Id: 00EC
Object: 00E5

v &>> 0xFFFF = Type
0000 [0000] Normal
0001 [0001]+ Always in "rock" form //Can't take damage or die

En_Fr

Frog Song Spot and Frogs
Id: 00ED
Object: 00E6

v &>> 0xFFFF = Type //FIXME
0000 [0000]  ?
0001 [0001]  ?
0002 [0002]  ?
0003 [0003]  ?
0004 [0004]  ?
0005 [0005]  ?

Item_Shield

Deku Shield
Id: 00EE
Object: 0015

v &>> 0xFFFF = Type
0000 [0000] Collectible Deku Shield
0001 [0001] Burning Deku shield
0002 [0002]+ Crashes

Bg_Ice_Shelter

Red Ice
Id: 00EF
Object: 006B

v &>> 0xFF00 = Type
00 [0000] Large crystal
01 [0100] Smaller crystal
02 [0200] Crystal platform
03 [0300] Meltable ice sheet
04 [0400] Giant crystal
05 [0500] Crashes
0600 [60000] Nothing
v &>> 0xFF = Nullable Switch Flag

En_Ice_Hono

Blue Fire Flames
Id: 00F0
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Group of small blue flames, disappear
0001 [0001]+ Blue flame, disappears
FFFF [FFFF] Blue flame, targetable

Item_Ocarina

Ocarina of Time
Id: 00F1
Object: 00DE

v &>> 0xFFFF = Type
0000 [0000] Ocarina of Time being tossed higher in air
0001 [0001] Ocarina of Time being tossed in air
0002 [0002] Ocarina of Time
0003 [0003] Collectible Ocarina of Time

Magic_Dark

Nayru's Love
Id: 00F4
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Normal
0001 [0001]+ No bright sphere, first one dies off quickly

Demo_6K

Sages, Balls of Light (Cutscene)
Id: 00F5
Object: 0001
//FIXME:
//Shooting Gallery, Chamber of Sages, Death Mountain Trail,
//Lon Lon Ranch, Ganon's Castle?

v &>> 0xFFFF = Type
0000 [0000] Nothing
0001 [0001]  ? //FIXME: Crashes?
000E [000E]  ?
000F [000F]  ?
0010 [0010]  ?
0011 [0011]  ?
0012 [0012]  ?
0013 [0013]  ?

En_Anubice_Tag

Anubis Spawn
Id: 00F6
Object: 0001

Bg_Haka_Gate

Truth Spinner Puzzle (Shadow Temple)
Id: 00F7
Object: 0069

v &>> 0xFF = Type
00 [0000] Rotatable Bird Statue
01 [0001] Circular Trap Door Platform //Opens when wrong skull is chosen
02 [0002] Gate //Only blocks one-way
03 [0003] Skull Top
04 [0004]+ Glitchy graphics, can’t see object, behaves like the gate
v &>> 0x3F00 = Switch Flag

Bg_Spot15_Saku

Hyrule Castle Gate
Id: 00F8
Object: 00F0
//Not market town gate

v &>> 0xFFFF = Default

Bg_Jya_Goroiwa

Rolling Boulder (Spirit Temple)
Id: 00F9
Object: 011F
//moves very slowly in some cases

Bg_Jya_Zurerukabe

Sliding, Climbable Brick Wall (Spirit Temple)
Id: 00FA
Object: 00F1

Bg_Jya_Cobra

Rotatable Cobra Mirror (Spirit Temple)
Id: 00FC
Object: 00F1

v &>> 0xFF = Type
00 [0000] Large shadow //looks like it’s reproduced, well-done though
01 [0001] Small Shadow //same technique
02 [0002] No shadow
03 [0003]+ Crashes
v &>> 0x3F = Switch Flag

Bg_Jya_Kanaami

Climbable Metal Grating Bridge (Spirit Temple)
Id: 00FD
Object: 00F1
//Starts as climbable surface, falls over on switch flag

v &>> 0x003F = Switch Flag

Fishing

Fishing Pond Man and Fish
Id: 00FE
Object: 015B

v &>> 0xFFFF = Type
0000 [0000]+ Wearing red vest over blue shirt, no hat
0064 [0064]+ Normal fish
0073 [0073]+ Hylian Loach
0100 [0100]+ Huge Hylian Loach
8000 [8000]+ Pond stuff, still no hat

Obj_Oshihiki

Pushable Block
Id: 00FF
Object: 0003

v &>> 0xFF00 = Nullable Switch Flag
v &>> 0x00C0 = Color //Scene based
00 [0000] Color 1
01 [0040] Color 2
02 [0080] Color 3
03 [00C0] Color 4
v &>> 0x0008 = Unknown //Crashes
v &>> 0x0004 = Spawn on Switch Flag state
00 [0000] Load on 0
01 [0004] Load on 1
v &>> 0x0003 = Size (per axis) //Pushblock's dimensions are 600x600x600 before scaling
00 [0000] 60 units
01 [0001] 100 units
02 [0002] 120 units
03 [0003] 200 units

Bg_Gate_Shutter

Gate to Death Mountain Trail
Id: 0100
Object: 0181

v &>> 0xFFFF = Default

Eff_Dust

Dust Effects
Id: 0101
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Rushing white particles //Jabu-Jabu, when he opens his mouth
0001 [0001] Rushing white particles to one point (???)
0002 [0002]+ Nothing
0005 [0005]+ Crashes

Bg_Spot01_Fusya

Windmill Sails (Kakariko Village)
Id: 0102
Object: 00F9

Bg_Spot01_Idohashira

Well Crossbeam (Kakariko Village)
Id: 0103
Object: 00F9

Bg_Spot01_Idomizu

Well Water (Kakariko Village)
Id: 0104
Object: 00F9

v &>> 0xFFFF = Default
FFFF [FFFF] Default

Bg_Po_Syokudai

Golden Torch (Poe Sisters)
Id: 0105
Object: 00A4
//In room 2 of Forest Temple:
//If switch flags 1C-1F are not all 1 and 1B is 0, the poe light stealing cutscene will play. The cutscene will fail if at least one of the Poes can't spawn. If the cutscene plays, 1B is set to 1.
//If switch flags 1D-1F are 1 and a Meg Torch is attached to a flag that is 0, Meg spawns. Killing Meg sets the Meg Torch flag, and 1B is set to 0

v &>> 0x3F = Switch Flag
v &>> 0xFF00 = Color (Sister)
00 [0000] Purple (Meg)
01 [0100] Red (Joelle)
02 [0200] Blue (Beth)
03 [0300] Green (Amy)

Bg_Ganon_Otyuka

Falling Platform (Ganondorf Fight)
Id: 0106
Object: 00E1

Bg_Spot15_Rrbox

Milk Crate
Id: 0107
Object: 00F0
//FIXME: TEST castle puzzle case

v &>> 0xFF = Switch Flag? //Hyrule Castle Puzzle. Note this can auto-solve itself

Bg_Umajump

Obstacle Fence (Lon Lon Ranch)
Id: 0108
Object: 0100

v &>> 0xFFFF = Type
0000 [0000] Fence
0001 [0001] Nothing //FIXME: Possibly waypoint for the Ingo Race
FFFF [FFFF] Fence

Arrow_Fire

Fire Arrow
Id: 010A
Object: 0001

Arrow_Ice

Ice Arrow
Id: 010B
Object: 0001

Arrow_Light

Light Arrow
Id: 010C
Object: 0001

Item_Etcetera

Collectible Items
Id: 010F
Objects: 0001, ????

v &>> 0xFFFF = Type
0000 [0000] (00C6) Bottle
0001 [0001] (010B) Bottle with Ruto's Letter
0002 [0002] (00DC) Hylian shield
0003 [0003] (00BE) Quiver
0004 [0004] (00DB) Silver Scale
0005 [0005] (00DB) Golden Scale
0006 [0006] (00AA) Small Key
0007 [0007] (0158) Fire Arrow

Obj_Kibako

Small Liftable Crate
Id: 0110
Object: 0003
//Can also appear as a giant, liftable fish

v &>> 0xFFFF = Item Spawn Parameters //Spawns instance of Actor 0015 with identical parameters //FIXME
Spawner
FFFF [FFFF] No Item Spawn

Obj_Tsubo

Breakable Pot
Id: 0111
Object: 0001

v &>> 0x7E00 = Collectible Flag
v &>> 0xFF = Collectible //See Actor 0015

En_Wonder_Item

Invisible Collectible
Id: 0112
Object: 0001
//Used in Master Quest to create "Cow" Switches //FIXME: IMPLEMENT TYPE

v &>> 0xF800 = Type
00 [0000] Collect Immediately //Not used?
02 [1000] Invisible, free collectible
03 [1800] Invisible hitbox, drops collectible when hit //See Z-Rotation for parameters
05 [2800]  ??? //FIXME
06 [3000]  ??? //FIXME
07 [3800] Invisible hitbox, set switch flag when touched
08 [4000] Slingshotable hitbox, spawns Hylian Soldier (actor 00B3) who throws a bomb
v &>> 0x07C0 = Collectible Spawned //FIXME
See actor 0015 for spawn values
00 [0000] 0C
01 [0040] 06
02 [0080] Magic Jar (Large) //0E
03 [00C0] //0F
04 [0100] Bomb //03
05 [0140] //08
06 [0180] //09
07 [01C0] Arrows (30) //0A
08 [0200] Green Rupee
09 [0240] Blue Rupee
0A [0280] Red Rupee
0B [02C0] //12
v &>> 0x003F = Switch Flag
rz &>> 0xFFFF = Number of collectibles spawned //Type 02 only
rz &>> 0xFF = Spawn Item Trigger //Type 03 only
00 [0000] Sword Swing
01 [0001] Shot with Arrow only
02 [0002] Megaton Hammer
03 [0003] Explosions
04 [0004] Shot with Slingshot Seed only
06 [0006] Hookshot

En_Ik

Iron Knuckle
Id: 0113
Object: 0106

v &>> 0xFF00 = Switch Flag
v &>> 0x00FF = Type
00 [0000] Nabooru Knuckle
01 [0001] White, sitting //Stone Chair
02 [0002] Black, standing
03 [0003] White, standing
0B [000B]+ White, no armor falls off when at low health

Demo_Ik

Iron Knuckle armor pieces (Spirit Temple Nabooru fight)
Id: 0114
Object: 0106

En_Skj

Skullkid
Id: 0115
Object: 010A

En_Skjneedle

Skullkid Needle Attack
Id: 0116
Object: 010A

En_G_Switch

Silver Rupee
Id: 0117
Object: 0001

v &>> 0xF000 = Type //FIXME
Shooting Gallery
0 [0000] Rupee Chain
1 [1000] Silver Rupee
2 [2000] Horseback Archery Pot
v &>> 0x0FC0 = Count
v &>> 0x003F = Switch Flag

Demo_Ext

Magic Vortex
Id: 0118
Object: 005A
//Used when Koume & Kotake kidnap Nabooru

Demo_Shd

Bongo Bongo's Shadow
Id: 0119
Object: 0001

En_Dns

Business Scrub
Id: 011A
Object: 0168

v &>> 0xFFFF = Sold Item
0000 [0000] Deku Nuts
0001 [0001] Deku Sticks
0002 [0002] Piece of Heart (10 rupees)
0003 [0003] Deku Seeds
0004 [0004] Deku Shield
0005 [0005] Bombs
0006 [0006] Deku Seeds
0007 [0007] Red Potion
0008 [0008] Green Potion
0009 [0009] Deku Stick Upgrade
000A [000A] Deku Nut Upgrade
000B [000B] Never speaks, and Link is sadly very patient...
000C [000C]+ Pocket Egg?
8000 [8000]+ Nothing

Elf_Msg

Navi Message
Id: 011B
Object: 0001

v &>> 0x8000 = Type
00 [0000] Talk when in range
01 [8000] C-Up Prompt
v &>> 0x3F00 = Switch Flag
v &>> 0xFF = Message ID (+0100)
00 [0000] What’s that?
01 [0001] Look, look, LINK! You can see down below this web using C-Up!
02 [0002] Look at this wall! The vines growing on it give it a rough surface... Maybe you can climb it, LINK!
03 [0003] You can open a door by standing in front of it and pressing A. Pay attention to what the Action Icon says. That’s the blue icon at the top of the screen!
04 [0004] Look! Something is hanging up there! It looks like an old ladder!
05 [0005] Hey... isn’t that the same design that’s on the Door of Time?
06 [0006] It looks like that torch was burning not too long ago...
07 [0007] From here on, we’ll be going through some narrow passages! If you take it slow, maybe you can sneak up on some enemies.
08 [0008] Stand next to this block and grab hold of it with A. While holding A, you can push or pull it. If you stand next to the block and press A while pressing [the control stick] towards the block, you can climb on top of it. Pay attention to what the Action Icon says!
09 [0009] 0109
0A [000A] 010a
0B [000B] 010b
0C [000C] After you get into the water, if you hold down A, you can dive! I bet there are some interesting things underwater!
0D [000D] 010d
0E [000E] 010e
0F [000F] 010f
10 [0010] 0110
11 [0011] 0111
12 [0012] 0112
13 [0013] 0113
14 [0014] Wow! Look at all those Bomb Flowers! Is there any way you can set them all off at once?
15 [0015] It looks like there are many lava pits around here, so watch your step!
16 [0016] With that switch on, the moving platform goes even higher. Now you can quickly reach the second floor!
17 [0017] 0117
18 [0018] 0118
19 [0019] You never know what will be around the corner in these narrow paths... Use Z Targeting to always look in the proper direction. This is a useful technique, isn’t it?
1A [001A] 011a
1B [001B] 011b
1C [001C] 011c
1D [001D] 011d
1E [001E] 011e
1F [001F] LINK, what are you looking at?
20 [0020] 0120
21 [0021] 0121
22 [0022] 0122
23 [0023] 0123
24 [0024] The Desert Colossus’s face... it sure looks evil!
25 [0025] 0125
26 [0026] I can hear the spirits whispering in this room... “Look for the eye of truth...” That’s what they’re saying!
27 [0027] 0127
28 [0028] Here... I can hear the spirits whispering in this room... “Those who have sacred feet should let the wind guide them. Then, they will be lead to the hidden path.” That’s what they are saying!
29 [0029] This wall... it says something here... “Danger above...” That’s what it says.
2A [002A] This wall... it says something here... “Danger below...” That’s what it says.
2B [002B] The water flowing out of this statue is flooding the entire floor.
2C [002C] 012c
2D [002D] 012d
2E [002E] 012e
2F [002F] Watch out, LINK! Electricity is running through this green slimy thing!
30 [0030] 0130
31 [0031] Watch out, LINK! Electricity is running through this red slimy thing!
32 [0032] Watch out, LINK! Electricity is running through this blue slimy thing!
33 [0033] This switch... It doesn't look like you can press it down with your weight alone, LINK...
34 [0034] 0134
35 [0035] 0135
36 [0036] 0136
37 [0037] The red slimy thing is gone! That must be because you cut the red tail! Will that work with the other ones too?
38 [0038] 0138
39 [0039] There’s a switch beyond this wall!
3A [003A] It looks like there is something up there on top of the platform!
3B [003B] 013b
3C [003C] 013c
3D [003D] WHAAAT!? Look at all those flags! Can you figure out which ones are real? //Unused?
3E [003E] 013e
3F [003F] 013f
40 [0040] The Great Deku Tree has summoned you! Please come with me!
41 [0041] C'mon! Be brave! Let's go into the Deku Tree!
42 [0042] The Great Deku Tree wanted us to go visit the princess at Hyrule Castle... Shouldn’t we get going?
43 [0043] The girl from the ranch asked us to find her father... I wonder where he is?
44 [0044] I wonder where we'll find the princess in this big old castle?
45 [0045] What would Saria say if we told her we’re going to save Hyrule?
46 [0046] Impa said that the Spiritual Stone of Fire is somewhere on Death Mountain.
47 [0047] Let’s go inside the Dodongo's Cavern using a Bomb Flower!
48 [0048] Darunia said that a fairy lives on top of Death Mountain, didn’t he?
49 [0049] I wonder if Saria knows anything about the other Spiritual Stone?
4A [004A] It seems Princess Ruto somehow got inside Jabu-Jabu's belly...
4B [004B] You collected three Spiritual Stones! Let’s go back to Hyrule Castle!
4C [004C] Those people on the white horse... they were Zelda and Impa, weren't they? It looked like they threw something into the moat!
4D [004D] Let’s go check inside the Temple of Time.
4E [004E] Should we believe what Sheik said and go to Kakariko Village?
4F [004F] 014f
50 [0050] I wonder what’s going on in the forest right now... I’m worried about Saria, too!
51 [0051] That cloud over Death Mountain... there is something strange about it...
52 [0052] An arctic wind is blowing from Zora's River... do you feel it?
53 [0053] Those Iron Boots look like they weigh a ton! If you wear those boots, you may be able to walk at the bottom of the lake.
54 [0054] Let’s look for someone who might know about the other Sages!
55 [0055] That monster! It came out of the well in the village! Let’s go check out the well!
56 [0056] I wonder who built the Spirit Temple, and for what purpose?
57 [0057] Have you ever played the Nocturne of Shadow that Sheik taught you?
58 [0058] The desert... that is where Ganondorf the Evil King was born. If we go there, we might find something...
59 [0059] 0159
5A [005A] Equip the Silver Gauntlets and try to move things you couldn't budge before!
5B [005B] The one who is waiting for us at the Temple of Time...it could be...
5C [005C] We have to save Princess Zelda from her imprisonment in Ganon's Castle!
5D [005D] 015D
5E [005E] 015E
5F [005F] LINK, try to keep moving!!
60 [0060] I don’t mind talking to you using the Ocarina’s magic, but I’d really like to talk to you face-to-face!
61 [0061] The forest is connected to many different places! If you can hear my song, you must be near somewhere that is connected to the forest!
62 [0062] I was so happy to hear that Mr. Darunia loved my song so much! I was even happier to find out I helped out on your quest, LINK! Tee hee hee!
63 [0063] Are you collecting Spiritual Stones? You have one more to find? You mean the Spiritual Stone of Water, don’t you? The Great Deku Tree once told me that King Zora, ruler of Zora’s Domain, has it...
64 [0064] Are you collecting Spiritual Stones? You have one more to find? You mean the Spiritual Stone of Fire, don’t you? The Great Deku Tree once told me that Mr. Darunia of the Gorons has it...
65 [0065] LINK... I don’t know what it is... I have this feeling of dread... The Castle... Yes, something bad is happening at the Castle!
66 [0066] What? Your ocarina sounds... different somehow... Have you been practicing a lot, LINK?
67 [0067] Are you looking for a temple? A mysterious bird once told me... “Eyes that can see through darkness will open in a storm.” Do you have any idea what he meant by this?
68 [0068] Where are you, LINK? Are you looking for a temple? I once heard a mysterious bird say... “Go, young man. Go to the Desert Goddess with an ocarina.” Do you have any idea what he meant by this?
69 [0069] Did you find all the temples yet?
6A [006A] Great! You’re safe! I knew I would hear from you again! I’m in the Forest Temple! The forest spirits were calling for help, so I went to check it out... But it’s full of evil monsters! Help me, LINK!
6B [006B] LINK... At first, I didn’t want to become the Sage of the Forest... But I’m glad now. Because I’m helping you save Hyrule, LINK! Yes, I am!
6C [006C] If all six Sages come together, we can imprison Ganondorf, the King of Evil, in the Sacred Realm. But in order to make a perfect seal, we need the seventh Sage. Someone you know must be that Sage, LINK... From now on, you must travel between past and future to awaken the remaining Sages! Keep up the good work, LINK!
6D [006D] We, the Six Sages, are channeling our power to you! The destiny of Hyrule depends upon you!
6E [006E] 016e
6F [006F] 016f
70 [0070] 7F = You borrowed a Pocket Egg! A Pocket Cucco will hatch from it overnight. Be sure to give it back when you are done with it.
80 [0080] I can hear a voice from / somewhere... / It's saying: / "Collect five silver Rupees..."
81 [0081] This wall...it's saying something! / It says: / If you want to see a ferry to the / other world, come here...
82 [0082] 0182
83 [0083] If you want to ride that boat, be / careful! It looks very old... Who / knows when it might sink?
84 [0084] There is a door over here... Is / there any way to get across?
85 [0085] 0185
86 [0086] That red ice...it's so weird!
87 [0087] 0187
88 [0088] 0188
89 [0089] This blue fire...it doesn't seem / natural. Maybe you can use it for / something?
8A [008A] 018a
8B [008B] 018b
8C [008C] The fires on the torches are gone. / Seems like the ghosts took them / away!
8D [008D] Look, Link! A torch / is lit! That's because / you beat a ghost, isn't it?!
8E [008E] 018e
8F [008F] There are arrows painted on the / floor!
90 [0090] This corridor is all twisted!
91 [0091] Watch for the shadows of / monsters that hang from the / ceiling.
92 [0092] There's a treasure chest here.
93 [0093] 0193
94 [0094] This...this is the same torch we / saw at the entrance to the temple, / isn't it?
95 [0095] This torch is lit...that means...
96 [0096] 0196
97 [0097] This switch is frozen!
98 [0098] Link, watch out! / The ceiling is falling down!
99 [0099] 0199
9A [009A] 019a
9B [009B] 019b
9C [009C] 019c
9D [009D] 019d
9E [009E] 019e
9F [009F] 019f
A0 [00A0] 01a0
A1 [00A1] 01a1
A2 [00A2] 01a2
A3 [00A3] Link, I hear Goron / voices down below.
A4 [00A4] 01a4
A5 [00A5] You can see down from here... / Isn't that the room where we saw / Darunia?
A6 [00A6] 01a6
A7 [00A7] This statue...haven't we seen it / somewhere before?
A8 [00A8] 01a8
A9 [00A9] This switch looks rusted.
AA [00AA] 01aa
AB [00AB] Link! Be careful! / Don't get swallowed by the / vortexes!
AC [00AC] 01ac
AD [00AD] 01ad
AE [00AE] 01ae
AF [00AF] 01af
B0 [00B0] 01b0
B1 [00B1] 01B1

En_Honotrap

Stone Eye (Fire Trap) and Flame
Id: 011C
Object: 0003
//Dampe's Fire Attack

v &>> 0xFFFF = Type
0000 [0000] Stone Eye
0001 [0001] Heat-Seeking flame
0002 [0002] Immobile flame, dies
0003 [0003]+ Flame sound effect

En_Tubo_Trap

Flying Pot
Id: 011D
Object: 0003

v &>> 0xFF00 = Drop
00 [0000] Heart or Green Rupee
01 [0100] Bombs
02 [0200] Deku Seeds
03 [0300] Deku Nuts
04 [0400] Deku Seeds
05 [0500] Giant Purple Rupee
06 [0600] Goron Tunic
FF [FF00] Nothing
v &>> 0x3F = Collectible Flag

Obj_Ice_Poly

Ice spawned by red ice? frozen actors
Id: 011E
Object: 0001
//FIXME: Clarify

Bg_Spot03_Taki

Zora's River Waterfall
Id: 011F
Object: 0112

v &>> 0x003F = Switch Flag

Bg_Spot07_Taki

Zora's Domain Waterfall and Ice
Id: 0120
Object: 0113
//Displays Waterfall and Water (providing water animation), and handles ice

v &>> 0xFFFF = Type
0000 [0000] Waterfall and Pool //Room 1
0001 [0001]+ King's Chamber Water //Room 0

En_Fz

Frezzard
Id: 0121
Object: 0114

v &>> 0xFFFF = Type
0000 [0000] Immobile
FFFF [FFFF] Mobile //Hidden When Spawned

En_Po_Relay

Dampe's Ghost
Id: 0122
Object: 0089
//Speaks of Shadow Medallions?

Bg_Relay_Objects

Windmill Objects
Id: 0123
Object: 006C
//FIXME

v &>> 0xFF00 = Type
00 [0000] Rotating platform
01 [0100]+ Thick stone door //Opened when Dampe approaches //FIXME: Investigate more
v &>> 0xFF = Nullable Switch Flag

//Thick Stone Door behavior:

//Doors that spawn in the down position are spawned in room 0. These doors are opened when the switch flag is set,
//shut when a certain time has passed and force the player to zone out if not passed through. A pass through seems to
//only be registered if the room changes?

En_Diving_Game

Zora Diving Game
Id: 0124
Object: 00FE

En_Kusa

Bush/Grass
Id: 0125
Objects: 0001, ????
//Liftable & cut-able

v &>> 0x0003 = Type
00 [0000] (0002) Normal shrub. Random drops.
01 [0001] (012B) Cut-able, regenerating grass //Drops: Heart, Arrows or Deku Seeds
02 [0002] (012B) Cut-able grass //Set drop table via Random Drop Table param
03 [0003] Nothing
v &>> 0x0010 = Spawns set of 3 bugs
v &>> 0xFF00 = Random Drop Table
FF [FF00] No Table

Obj_Bean

Bean Plant Spot
Id: 0126
Object: 011E
//FIXME: Gold Skulltula Spawn

v &>> 0x1F00 = Path //1F is no path
v &>> 0x003F = Switch Flag
rz &>> 0x0003 = Speed, Acceleration
00 [0000] 3.0 velocity, 0.3 acceleration
01 [0001] 10.0 velocity, 0.5 acceleration
02 [0002] 30.0 velocity, 0.5 acceleration
03 [0003] 3.0 velocity, 0.3 acceleration

Obj_Bombiwa

Brown Bombable Boulder
Id: 0127
Object: 0163

v &>> 0x8000 = Play Puzzle Solved When Destroyed
v &>> 0x3F = Switch Flag

Obj_Switch

Switches
Id: 012A
Object: 0003
//Plays puzzle solved sound when hit/pressed

v &>> 0xF = Type
00 [0000] Floor
01 [0001] Rusted Floor
02 [0002] Yellow Eye
03 [0003] Crystal
04 [0004] Targetable Crystal
05 [0005]+ Crashes
v &>> 0x0010 = Can Toggle
v &>> 0x0020 = Reset when not pressed //Floor/Rusted switches. Zeroes switch flag
v &>> 0x0040 = Triggers all switches with same switch flag //crystal switches only?
v &>> 0x80 = Frozen in Ice
v &>> 0x3F00 = Switch Flag

Obj_Elevator

Huge Stone Elevator
Id: 012B
Object: 011B

v &>> 0x1 = Platform Size
00 [0000] Large
01 [0001] Small
v &>> 0xF000 = Rise Height //80 unit increments
v &>> 0x0F00 = Platform Travel Speed

//- 1 = Very slow
//...
//- F = Very, very fast

0 [0000] No vertical movement //moving sfx repeats endlessly if type isn't 0

Obj_Lift

Square Collapsing Platform
Id: 012C
Object: 011D
//FIXME: new notation
//xxyy - xx controls delay, yy controls size
//xx:
//- x# = larger # is, the longer it takes before platform reacts to Link (x is ignored)
//- xF = Doesn’t shake, falls immediately (x is ignored)
//yy:
//- 00+ = Large
//- EA+ = Small

v &>> 0x007C = Switch Flag

Obj_Hsblock

Stone Hookshot Target
Id: 012D
Object: 011C
//FIXME

v &>> 0xFFFF = #N/A
0000 [0000] Square hookshot target tower
0001 [0001] Same, underground
0002 [0002] Square hookshot stone
0003 [0003] Corrupted graphics, cannot see (no mesh seems to be present)
FFC2 [FFC2]  ?? (Dodongo's Cavern) //Repeats.

En_Okarina_Tag

Ocarina Music Staff Spot
Id: 012E
Object: 0001
//FIXME

v &>> 0xFC00 = Spot Type
01 [0400] Zora River, Zelda's Lullaby Spot (no cutscene)
02 [0800] Windmill, Song of Storms spot (cutscene)
03 [0C00]  ???
04 [1000] Temple of Time, Song of Time spot (cutscene)
05 [1400] Learn Sun's Song spot
06 [1800] Royal Family Tomb, Zelda's Lullaby spot
07 [1C00] Puzzle Spot
v &>> 0x03C0 = Song to play //Puzzle Spot only?
01 [0040] Epona's Song
02 [0080] Zelda's Lullaby
03 [00C0] Sun's Song
04 [0100] Song of Time?
05 [0140] Song of Storms
06 [0180]  ???
07 [01C0] Create Bonooru Song spot
08 [0200] Create Pierre's Song (long song) spot?
0B [02C0] Playback of Bonooru's song when pulling Ocarina
0C [0300] Playback of random 3 notes (Skull Kid Ocarina Minigame)
0F [03C0] All 6 non-warp songs / Preset song
v &>> 0x003F = Switch Flag

En_Yabusame_Mark

Horseback Archery Target
Id: 012F
Object: 0001
//Arrow Hitbox

v &>> 0xFFFF = Type
0000 [0000] End Targets
0001 [0001] Mounted Target (Small)
0002 [0002] Mounted Target (Big) //Center one

En_Goroiwa

Rolling Boulder
Id: 0130
Object: 011F

v &>> 0x0300 = Pattern
00 [0000] Follows path, disappears, reappears at first waypoint //simulates falling into a hole
01 [0100] Follows path, breaks into pieces, reappears at first waypoint //As in adult Death Mountain Trail
02 [0200] Follows path, treating it as a closed loop
03 [0300] Follows path, halts, reverses, repeat //As in Fire Temple boulder maze
v &>> 0xFF = Path Id
rz &>> 0x0001 = Behavior after colliding with Link
0 [0000] Reverse path
1 [0001] Follow path

En_Ex_Ruppy

Sparkling Rupee
Id: 0131
Object: 0001
//Diving Game

v &>> 0xFFFF = Type
0000 [0000] Sparkling blue rupee
0001 [0001] Huge Magenta Rupee, explodes when touched //Unused
0002 [0002] Blue, red, and orange rupees, explode when touched //Unused
0003 [0003] Random-colored rupees, collectible
0004 [0004] Green rupees underground, not collectible //Unused
0005 [0005]+ Crashes

En_Toryo

Boss Carpenter
Id: 0132
Object: 0121

En_Daiku

Carpenters
Id: 0133
Object: 0122
//Dialog softlock if talked to outside of intended scenes //FIXME: Variables

v &>> 0x000F = Type
0 [0000] Ichiro //Red/Purple Pants, "normal" hair
1 [0001] Sabooro //Light-Blue Pants
2 [0002] Jiro //Green Pants
3 [0003] Shiro //Pink/Purple Pants, two-spiked hair

En_Nwc

Cucco Chick
Id: 0135
Object: 0124
//Unused, incomplete

En_Blkobj

Dark Link's Illusion Room
Id: 0136
Object: 0125

Item_Inbox

Zelda's Magic to Open Gates
Id: 0137
Object: 0001
//FIXME

v &>> 0xFFFF = Value //pattern repeats after 003F (Probably 3B->3F cycle)
0000 [0000] Cannot see anything while object is visible. Navi is capable of targeting it, but gives no information.
0002 [0002] Area is visible (interface corrupted), otherwise same.
0008 [0008] Everything seems fine, but Navi's invisible and there's no mesh. Still targetable, though.
0009 [0009] Same as 2.
000D [000D] Same as 0.
000E [000E] Same as 2.
000F [000F] Same as 0.
0010 [0010] Similar to 2, but has a white bar that takes up half of the left-hand side of the screen. Shrinks slightly if you target the object, grows back when you break target. Also shrinks when cutscenes are active.
0011 [0011] Same as 0.
0012 [0012] Same as 2, but black polygon appears whenever object is in view.
0013 [0013] Same as 12.
0014 [0014] Same as 0.
0015 [0015] Same as 2.
001A [001A] Similar to 8, except now Navi and the blue arrow are visible. There's still no mesh, Navi gives no information, and there are no lock-on triangles when targeted.
001C [001C] Same as 2.
001D [001D] Same as 1A.
001E [001E] Same as 2.
0021 [0021] Completely unstable object. When visible, ToT's polygons tend to turn black, flash, or disappear. Other black polygons tend to appear as well, suggesting that this is pointing to corrupted mesh data or is triggering abnormal behavior. Stabilizes once object is off-screen.
0023 [0023] Same as 2.
0024 [0024] Same as 1A.
0025 [0025] Same as 2.
0026 [0026] Same as 21.
0027 [0027] Same as 1A.
0028 [0028] Same as 2.
002D [002D] Same as 21.
002E [002E] Same as 0.
002F [002F] Same as 21.
0030 [0030] Same as 2.
0035 [0035] Same as 0.
0036 [0036] Same as 21.
0039 [0039] Same as 2.
003B [003B] Same as 21.
003D [003D] Same as 1A.
003F [003F] Same as 2.

En_Ge1

White Clothed Gerudo
Id: 0138
Object: 0116

v &>> 0xFF = Type
00 [0000] Shoos you away //Calls you a kid regardless of your actual age
01 [0001] Gate Manager (Gerudo Fortress)
02 [0002]+ Crashes
04 [0004] Generic Guard (Gerudo Fortress)
05 [0005] Stands By Cow (Gerudo Valley)
45 [0045] Horseback Archery
46 [0046] Gerudo Training Grounds Guard
v &>> 0x3F00 = Switch Flag

Obj_Blockstop

Pushblock Stop
Id: 0139
Object: 0001

v &>> 0x3F = Switch Flag //Sets flag when block is placed on top of actor

En_Sda

Dynamic Shadow
Id: 013A
Object: 0001
//Unused. Works on Link and Signs. Check in Spirit Temple under light, works for all values except 1

En_Clear_Tag

Arwing
Id: 013B
Object: 0001
//Unused

v &>> 0xFFFF = Type
0000 [0000] Cutscene start
0001 [0001]+ No cutscene //required if you spawn more than four or five of these

En_Niw_Lady

Cucco Lady
Id: 013C
Object: 0110

En_Gm

Medigoron
Id: 013D
Object: 00C9

v &>> 0x3F = Switch Flag //Won't say his normal dialog unless the flag Medigoron is bound to is set

En_Ms

Bean Salesman
Id: 013E
Object: 0127

v &>> 0xFFFF = Default

En_Hs

Carpenter's Son
Id: 013F
Object: 0128

v &>> 0xFFFF = Default

Bg_Ingate

Ingo's Gates (Lon Lon Ranch)
Id: 0140
Object: 0129

v &>> 0xFFFF = Type //FIXME
0000 [0000]  ?
0001 [0001]  ?
0003 [0003]  ?

En_Kanban

Square Signpost
Id: 0141
Object: 012F

v &>> 0x00FF = Message ID //Value + 0x0300
00 [0000] X
01 [0001] Hyrule Field
02 [0002] Hyrule Castle Town
03 [0003] The Temple of Time
04 [0004] Dead End
05 [0005] Kakariko Village / Death Mountain Trail / Starting Point
06 [0006] Kakariko Village Graveyard
07 [0007] Dark! Narrow! Scary! / Well of Three Features
08 [0008] Death Mountain / No passage without a / Royal Decree!
09 [0009] Death Mountain Trail
0A [000A] Dodongo’s Cavern / Don’t enter without permission!
0B [000B] Land of the Gorons / Goron City
0C [000C] Zora’s River / Watch out for swift current / and strong undertow.
0D [000D] The Shadow will yield only to one / with the eye of truth, handed / down in Kakariko Village.
0E [000E] Zora’s Domain
0F [000F] Zora’s Fountain / Don’t disturb Lord Jabu-Jabu! / –King Zora XVI
10 [0010] Forest Training Center / Don’t recklessly cut signs– / read them carefully!
11 [0011] All those reckless enough to / venture into the desert–please drop by our shop. / Carpet Merchant
12 [0012] Just ahead: / Great Deku Tree’s Meadow
13 [0013] Forest Temple
14 [0014] The Lost Woods
15 [0015] Talon and Malon’s / Lon Lon Ranch
16 [0016] The Great Ingo’s / Ingo Ranch
17 [0017] Lake Hylia
18 [0018] Lakeside Laboratory / Daily trying to get to the bottom / of the mysteries of Lake Hylia! / –Lake Scientist
19 [0019] Gerudo Valley
1A [001A] Horseback Archery Range / Skilled players are welcome! / Current record: # Points
1B [001B] Gerudo Training Ground / Only registered members are / allowed!
1C [001C] Haunted Wasteland / If you chase a mirage, the / desert will swallow you. / Only one path is true!
1D [001D] Spirit Temple
1E [001E] Kokiri Shop / We have original forest goods!
1F [001F] LINK’s House
20 [0020] Forest folk shall not leave these woods.
21 [0021] Follow the trail along the edge of / the cliff and you will reach / Goron City, home of the Gorons.
22 [0022] Natural Wonder / Bomb Flower / Danger! Do not uproot!
23 [0023] Death Mountain Summit / Entrance to the crater ahead / Beware of intense heat!
24 [0024] King Zora’s Throne Room / To hear the King’s royal / proclamations, stand on the / platform and speak to him.
25 [0025] If you can stop my wild rolling, you might get something great. / –Hot Rodder Goron
26 [0026] Only one with the eye of truth / will find the stone umbrella / that protects against the / rain of blades.
27 [0027] Only one who has sacred feet / can cross the valley of the dead.
28 [0028] The record time of those / who raced against me was: / ##"##" / –Dampé the Gravekeeper
29 [0029] Shooting Gallery / etc.
2A [002A] Treasure Chest Shop / We don’t necessarily sell them...
2B [002B] High Dive Practice Spot / Are you confident / in your diving skill?
2C [002C] 032c
2D [002D] Mountain Summit / Danger Ahead - Keep Out
2E [002E] Happy Mask Shop! / Now hiring happiness / delivery men!
2F [002F] Bombchu Bowling Alley / You can experience the / latest in Bomb technology!
30 [0030] Bazaar / We have a little bit of everything!
31 [0031] Potion Shop / We have the best quality / potions!
32 [0032] Goron Shop / Mountaineering supplies!
33 [0033] Zora Shop / We have fresh fish!
34 [0034] Heart-Pounding Gravedigging Tour! / From 18:00 to 21:00 Hyrule Time / –Dampé the Gravekeeper
35 [0035] Heart-Pounding Gravedigging Tour! / Tours are cancelled until a new / gravekeeper is found. We / apologize for any inconvenience.
36 [0036] Thrust Attack Signs! / To thrust with your sword, press / [CS] toward your target while / Z Targeting, then press B.
37 [0037] Hole of “Z” / Let’s go through this small / hole! / Stand in front of the hole and / push [CS] towards it. When the / Action Icon shows “Enter,” press / A to crawl into the hole. / Pay attention to what the Action / Icon says!
38 [0038] Cut Grass With Your Sword / If you just swing with B, you’ll / cut horizontally. If you hold Z as / you swing, you’ll cut vertically.
39 [0039] Hyrule Castle / Lon Lon Ranch
3A [003A] You are here: Hyrule Castle / This way to Lon Lon Ranch
3B [003B] Just Ahead / King Zora’s Chamber / Show the proper respect!
3C [003C] House of the Great Mido / Boss of the Kokiri
3D [003D] House of the Know-It-All Brothers
3E [003E] House of Twins
3F [003F] Saria’s House
40 [0040] View Point with Z Targeting / When you have no object to look / at, you can just look forward / with Z. / Stop moving and then change the / direction you are facing, or hold / down Z for a little while. / This can help you get oriented in / the direction you want to face. / It’s quite convenient! / If you hold down Z, you can / walk sideways while facing / straight ahead. / Walking sideways can be a very / important technique in dungeon / corridors. Turn around and try doing this right now.
41 [0041] Stepping Stones in the Pond / If you boldly go in the direction / you want to jump, you will leap / automatically. / If you hop around on the stones, / you’ll become happier!
42 [0042] No Diving Allowed / –It won’t do you any good!
43 [0043] Switch Targeting / If you see a \/ icon above an / object, you can target it with Z. / ... / You can target the stones next to this sign for practice!
44 [0044] Forest Stage / We are waiting to see your / beautiful face! / Win fabulous prizes!
45 [0045] Visit the / House of the Know-It-All Brothers / to get answers to all your / item-related questions!
46 [0046]+ Pocket Egg

En_Heishi3

Hyrule Castle Guard
Id: 0142
Object: 0097

v &>> 0xFFFF = Type
0000 [0000] Whistleblower
0001 [0001]+ Stands there, does nothing
8000 [8000]+ Whistleblower
FFFF [FFFF] Whistleblower

En_Syateki_Niw

Cucco (Minigames)
Id: 0143
Object: 0013

v &>> 0xFFFF = Type
0000 [0000] Shooting Gallery
0001 [0001] Bombchu Bowling

En_Attack_Niw

Cucco (Attacking)
Id: 0144
Object: 0013

Bg_Spot01_Idosoko

Stone Blocking Entrance to Bottom of the Well
Id: 0145
Object: 0180

v &>> 0xFFFF = Default

En_Sa

Saria
Id: 0146
Object: 00BC

v &>> 0xFFFF = Default

En_Wonder_Talk

Checkable Spot (Green Navi)
Id: 0147
Objects: 0001, ????

v &>> 0xF800 = Type
00 [0000] Bean Seller's dialog //FIXME: Doesn't work properly?
01 [0800] Temple of Time stone altar dialog
02 [1000] Gravekeeper's diary dialog //Navi hovers higher than normal
03 [1800] (006E) Royal Composer Sharp's grave dialog //Sets Temporary Switch Flag 09, spawns Sharp
04 [2000] "Royal Family Tomb" dialog
05 [2800] (006E) Royal Composer Flat's grave dialog //Sets Temporary Switch Flag 08, spawns Flat
v &>> 0x3F = Switch Flag //Spot deactivates when flag is set
v &>> 0x7C0 = Unused

Bg_Gjyo_Bridge

Rainbow Bridge to Ganon's Castle
Id: 0148
Object: 0130

En_Ds

Potion Shop Granny
Id: 0149
Object: 010F

En_Mk

Lakeside Professor
Id: 014A
Object: 0132

En_Bom_Bowl_Man

Bombchu Bowling Alley Lady
Id: 014B
Object: 0160

En_Bom_Bowl_Pit

Bombchu Bowling Alley Final Target
Id: 014C
Object: 0001

En_Owl

Kaepora Gaebora
Id: 014D
Object: 0131
//Kaepora Gaebora's shortcuts play a cutscene stored in
//the scene file. Attempting to use them outside their set
//scene will crash the game.

v &>> 0x3F = Switch Flag
v &>> 0x03C0 = Owl
00 [0000] Does nothing
01 [0040] Outside of Kokiri Forest exit, auto talks
02 [0080] Near Hyrule Castle, auto talks
03 [00C0] In front of Kakariko Village, auto talks
04 [0100] Between Lake Hylia and Gerudo Valley, auto talks
05 [0140] In front of Lake Hylia, auto talks
06 [0180] Nothing
07 [01C0] Lake Hylia, manual talk, talon grab shortcut
08 [0200] Death Mountain summit, manual talk, talon grab shortcut
09 [0240] Death Mountain summit, manual talk, talon grab shortcut
0A [0280] Desert Colossus, auto talks
0B [02C0] Lost Woods, before meeting Saria, auto talks
0C [0300] Lost Woods, after meeting Saria, auto talks
0D [0340] Outside of Kokiri Forest exit, auto talks, Head position alternates?

En_Ishi

Liftable Rock
Id: 014E
Object: 0002
//FIXME: may cause glitched graphics in certain places
//& F000 and & 00C0 combine to make a switch flag for some purpose
//& 000F, if > 0, Young Link will be able to lift the gray rocks

v &>> 0x1 = Type
0 [0000] Small rock, random drops
1 [0001] Large light-gray rock, can't pick up as Young Link, no drop
v &>> 0x10 = Spawns Bugs
0 [0000] No
1 [0010] Yes
v &>> 0x20 = ?
v &>> 0x0F00 = Drop Table //0-12, anything higher becomes drop table 0
v &>> 0xF000 = Switch Flag (High Bits)
v &>> 0xC0 = Switch Flag (Low Bits)


Obj_Hana

Uninteractable Flowers, Rocks, Grass
Id: 014F
Object: 0002

v &>> 0x3 = Types
00 [0000] Flower
01 [0001] Small Rock
02 [0002] Grass Shrub

Obj_Lightswitch

Sun Emblem Switch (Spirit Temple)
Id: 0150
Object: 012A

v &>> 0x1 = Type
00 [0000] Sun Emblem
01 [0001] Block with Sun Emblem
v &>> 0x0030 = Effect
0 [0000] Stay On
1 [0010] Chest
2 [0020] Need Constant Light
3 [0030] Burn
v &>> 0x3F00 = Switch Flag

Obj_Mure2

Rock/Bush groups
Id: 0151
Object: 0001
//FIXME

v &>> 0xF = Type
00 [0000] Circle of shrubs with one in the middle, random drops
01 [0001] Scattered shrubs, random drops
02 [0002] Circle of rocks, random drops
03 [0003] Crashes
v &>> 0x10 = Spawns set of 3 bugs //FIXME
Untested
v &>> 0xFF00 = Random Drop Table

En_Go

Gorons 1
Id: 0152
Object: 00C9

En_Fu

Windmill Man
Id: 0153
Object: 0133

En_Changer

Treasure Box Shop Minigame
Id: 0155
Object: 0001

Bg_Jya_Megami

Statue Face (Spirit Temple)
Id: 0156
Object: 00F1

Bg_Jya_Lift

Chain Platform (Spirit Temple)
Id: 0157
Object: 00F1

Bg_Jya_Bigmirror

Large Circular Mirror (Spirt Temple)
Id: 0158
Object: 00F1

Bg_Jya_Bombchuiwa

Light Blocking Rock (Spirit Temple)
Id: 0159
Object: 00F1
//bombable, targetable

Bg_Jya_Amishutter

Sliding Circular Metal Grate (Spirit Temple)
Id: 015A
Object: 00F1
//Hookable, automatically rises as you approach it

Bg_Jya_Bombiwa

Bombable Rock Wall (Spirit Temple)
Id: 015B
Object: 00F1
//FIXME: Test for sure

v &>> 0x3F = Switch Flag

Bg_Spot18_Basket

Big Goron Pot
Id: 015C
Object: 00AF
//Gives heart piece when bomb is dropped inside

v &>> 0x3F00 = Switch Flag //Lid disappears, starts spinning on floor
v &>> 0x003F = Collectible Flag //Heart Piece

En_Ganon_Organ

Ganon's Organ and surroundings
Id: 015E
Object: 00E1

En_Siofuki

Water Spout
Id: 015F
Object: 013A
//FIXME: Document Petrie's findings

v &>> 0xFFFF = #N/A
0000 [0000] Normal
2000 [2000]+ Nothing

En_Stream

Water Vortex
Id: 0160
Object: 013B

v &>> 0xFFFF = Type //FIXME
Test
0000 [0000] Tall and narrow
0001 [0001] Short and wide
0002 [0002]+ Same as 0

En_Mm

Running Man (Child Era)
Id: 0162
Object: 013C
//FIXME: Variables

v &>> 0xFF00 = ?
00 [0000]  ? (Hyrule Field)
FF [FF00]  ? (Lon Lon Ranch)

En_Ko

Kokiri Children
Id: 0163
Object: 00C5

v &>> 0xFF = Type
0000 [0000] Standing boy
0001 [0001] Standing girl
0002 [0002] Boxing boy
0003 [0003] Blocking boy
0004 [0004] Backflipping boy
0005 [0005] Sitting girl
0006 [0006] Standing girl
000C [000C] Blond girl
v &>> 0xFF00 = ? //FIXME
Test

En_Kz

King Zora
Id: 0164
Object: 00FF

En_Weather_Tag

Proximity Weather Effects
Id: 0165
Object: 0001

v &>> 0x000F = Type
0 [0000] Cloudy, always persists //Hyrule Market, Market Entrance
1 [0001] Cloudy, active before obtaining Epona //Hyrule Field, Lon Lon Ranch
2 [0002] Snow, active before beating Water Temple //Zora's River/Domain object 0003, needs actor number 0097 with variable 0003
3 [0003] Rain, active before beating Water Temple //Lake Hylia
4 [0004] Cloudy, active before beating Fire Temple //Kakariko Village, Death Mountain Crater
5 [0005] Thunderstorm, active after getting first 3 medallions, but haven't gotten Shadow Medallion //Kakariko Village, Kakariko Graveyard
6 [0006] Increase Sandstorm Intensity
7 [0007] Heavy rain, thunder strikes //Kakariko Graveyard
v &>> 0xFF00 = Effect Proximity (per 100 units)

Bg_Sst_Floor

Bongo Bongo's Drum
Id: 0166
Object: 00E2

En_Ani

Kakariko Village Rooftop Man
Id: 0167
Object: 00EC

En_Ex_Item

Minigame Displayed Items
Id: 0168
Object: 0001
//Displays an item that will be won by completing Bombchu Bowling/Slingshot minigames
////FIXME: Variable

Bg_Jya_Ironobj

Iron Knuckles Room Stuff (Spirit Temple)
Id: 0169
Object: 016C

v &>> 0x1 = Type
00 [0000] Brick pillar
01 [0001] Brick throne

En_Js

Magic Carpet Man
Id: 016A
Object: 0144

En_Jsjutan

Magic Carpet Man Carpet
Id: 016B
Object: 0001

En_Cs

Graveyard Boy
Id: 016C
Object: 0145
//FIXME: Path

v &>> 0xFFFF = Path Id

En_Md

Mido
Id: 016D
Object: 00FB

v &>> 0xFFFF = #N/A
0100 [0100] Blocking Deku Tree

En_Hy

Market NPCs
Id: 016E
Objects: 0001, 00C5, ????
//FIXME: Recheck everything

v &>> 0x3F = Npc
0000 [0000] (0105) Fat woman in light blue
0001 [0001] (018C) Fat woman in white, blues & yellow
0002 [0002] (0107) Bearded man in white & green
0003 [0003] (0111) Jogging man (Sakon)
0004 [0004] (0107) Staunch man in black & green
0005 [0005] (0111) Begging man
0006 [0006] (010D) Old woman in white
0007 [0007] (010C) Old man in blue
0008 [0008] (0108) Thin woman in lilac
0009 [0009] (0111) Laughing man in red & white
000A [000A] (0111) Explaining man in blue & white
000B [000B] (0108) Thin woman in blue & yellow
000C [000C] (0111) Looking man in crimson
000D [000D] (0107) Red haired man in green & lilac
000E [000E] (0111) Bearded, red haired man in green & white
000F [000F] (010C) Bald man in brown
0010 [0010] (0111) Man in white
0011 [0011] (0107) Staunch man two shades of green
0013 [0013] (010C) Bald man in purple
0014 [0014] (0107) Man in two shades of green
v &>> 0x780 = Path Id //NPCs 03 and 07 only

En_Ganon_Mant

Ganondorf's Cape
Id: 016F
Object: 0001

En_Okarina_Effect

Song of Storms Storm Manager
Id: 0170
Object: 0001

En_Mag

Title Screen Manager
Id: 0171
Object: 014A

Door_Gerudo

Cell Door (Gerudo Fortress)
Id: 0172
Object: 014B
//Requires specific key to unlock door

v &>> 0x003F = Switch Flag
v &>> 0x1F00 = Key Collectable Flag //Flag must be set to open door

Elf_Msg2

Navi Information Spot (Targetable, Green)
Id: 0173
Object: 0001
//FIXME: See actor 11B for variables

Demo_Gt

Ganon's Tower Collapsing (Cutscene Objects)
Id: 0174
Object: 014C

En_Po_Field

Big/Small Poe Spawn Point
Id: 0175
Object: 006D

v &>> 0x3F = Switch Flag

//Maximum 10 spawns are supported. After initialization, only one instance of this actor will remain in memory.
//Approaching the spawn point's coords will convert the single instance into a Small or Big Poe:
//When riding on Epona, the instance becomes a Big Poe if the Switch Flag is not set
//Otherwise, there is a 40% chance that a Big Poe will spawn, the the Switch Flag is not set
//Otherwise, it will be a Small Poe

Efc_Erupc

Lava Particle Fountain (Death Mountain panorama)
Id: 0176
Object: 014D

Bg_Zg

Metal Bars (Ganon's Castle)
Id: 0177
Object: 0156
//FIXME: variable

v &>> 0x3F00 = Switch Flag

En_Heishi4

Hyrule Guard
Id: 0178
Object: 0097

v &>> 0xFFFF = Type
0000 [0000] Stands at entrance of Kakariko Village, tells time
0004 [0004] Stands by Impa's House, tells time
0007 [0007] Dying guard in Market Town
0008 [0008] Stands in Market Town at night

En_Zl3

Adult Zelda
Id: 0179
Object: 0060
//Tower Collapse //FIXME: Variable

v &>> 0x3F00 = Switch Flag
v &>> 0xF0 = Path

//Sets? Temp Flag 36 for Tower Collapse Timer,
//listens to Temp Flag 37 to determine whether to play intro cs

Boss_Ganon2

Ganon
Id: 017A
Object: 0153

En_Kakasi

Pierre the Scarecrow
Id: 017B
Object: 0154

En_Takara_Man

Treasure Box Shop Man
Id: 017C
Object: 0155

Obj_Makeoshihiki

Push Block Puzzles
Id: 017D
Object: 0003
//Hardcoded Positions

v &>> 0x4000 = Ignore Switch Flag (First Destination)
v &>> 0x3F00 = Switch Flag (First Destination)
v &>> 0x0040 = Ignore Switch Flag (Second Destination)
v &>> 0x003F = Switch Flag (Second Destination)
rz &>> 0x0001 = Type
00 [0000] Water Temple //Requires Goron Bracelet or better to move as child or adult
01 [0001] Deku Tree

Oceff_Spot

Sun's Song Effect
Id: 017E
Object: 0001

End_Title

"The End" message
Id: 017F
Object: 0001

En_Torch

Grotto Treasure Chest
Id: 0181
Object: 0001
//Contents determined by the grotto (actor 009B) variable

Demo_Ec

Credits Revelers in Lon Lon
Id: 0182
Objects: 015A, ????
//Each variable requires it's own object

v &>> 0xFFFF = Type
0000 [0000] (00C0) Drunken Ingo
0001 [0001] (0088) Drunken Talon
0002 [0002] (0133) Windmill man breakdancing
0003 [0003] (00FC) Encouraging Kokiri Boy
0004 [0004] (00FD) Encouraging Kokiri Girl
0005 [0005] (010C) White-haired man in blue
0006 [0006] (0107) Black-bearded man in white and green
0007 [0007] (0115) Bushy-haired woman in red and black
0008 [0008] (010D) Little old lady
0009 [0009] (0121) Carpenter Boss, Singing
000A [000A] (0122) Carpenter, Singing
000B [000B] (0122) Carpenter, Singing
000C [000C] (0122) Carpenter, Singing
000D [000D] (0122) Carpenter, Singing
000E [000E] (00FC) Kokiri Boy, Dancing
000F [000F] (00FD) Kokiri Girl, Dancing
0010 [0010] (0116) Gerudo, Line-dancing 1
0011 [0011] (0116) Gerudo, Line-dancing 2
0012 [0012] (0116) Gerudo, spikey-haired, Line-dancing
0013 [0013] (00FE) Dancing Zora
0014 [0014] (00FF) King Zora
0015 [0015] (00FB) Mido, sitting
0016 [0016] (0013) Floating cucco
0017 [0017] (0013) Floating cucco 2
0018 [0018] (0013) Walking cucco
0019 [0019] (0110) Cucco Lady
001A [001A] (0159) Potion Shopkeeper
001B [001B] (013E) Happy Mask Salesman
001C [001C] (015B) Fisherman
001D [001D] (0165) Bombchu Shopkeeper
001E [001E] (00C9) Dancing Goron
001F [001F] (00C9) Belly slapping Goron
0020 [0020] (00C9) Biggoron, dancing
0021 [0021] (00C9) Medigoron, lying down
0022 [0022] (00D0) Singing Malon

Shot_Sun

Lake Hylia Sun Hitbox, Big Fairy Spawner
Id: 0183
Object: 0001

v &>> 0x00FF = Type
01 [0001] Sun Hitbox
40 [0040] Big Fairy
41 [0041] Big Fairy

En_Dy_Extra

Spiral Beams (Great Fairy Fountains)
Id: 0184
Object: 000A
//Lots of combinations...

v &>> 0xFFFF = Type
0000 [0000] Pink spiral beam
0001 [0001] Green spiral beam
0002 [0002] Purple spiral beam
0003 [0003] Blue spiral beam
0004 [0004]+ Black spiral beam
000C [000C] Black and green spiral beam
000D [000D] Gray and green spiral beam
000E [000E] Light blue spiral beam
000F [000F] Light purple spiral beam

En_Wonder_Talk2

Dialog Spot
Id: 0185
Object: 0001
//Attracts Navi, makes her green

v &>> 0xC000 = Type
00 [0000] Checkable, Sets Switch
01 [4000] Instant Text
02 [8000] Checkable, Disappears on Switch
03 [C000] Z-Target, No Text
v &>> 0x3FC0 = Message ID //0x0200 + Value
00 [0000] Hi! I’m a talking door! //Unused
01 [0040] Strange... this door doesn't open...
02 [0080] Strong iron bars are blocking the door. You can’t open them with your hands!
03 [00C0] You need a Key to open a door that is locked or chained.
04 [0100] You need a special key to open this door.
05 [0140] Be quiet! It’s only [time]! I, Dampé the Gravekeeper, am in bed now! Go away and play! Maybe you can find a ghost in the daytime?
06 [0180] It’s [time] now. The Gravedigging Tour is over now! I, Dampé the gravekeeper, am in bed! Go away and play! Maybe you’ll find a ghost!
07 [01C0] Happy Mask Shop / Please read this sign before you use this shop...
08 [0200] Shadow Temple... here is gathered Hyrule's bloody history of greed and hatred...
09 [0240] What is hidden in the darkness... Tricks full of ill will... You can’t see the way forward...
0A [0280] One who gains the eye of truth will be able to see what is hidden in the darkness.
0B [02C0] Something strange is covering the entrance. You must solve the puzzle in this room to make the entrance open.
0C [0300] Giant dead Dodongo... when it sees red, a new way to go will be open.
0D [0340] Treasure Chest Contest / Temporarily Closed / Open Tonight!
0E [0380] Medicine Shop / Closed until morning...
0F [03C0] Shooting Gallery / Open only during the day
10 [0400] Happy Mask Shop / Now hiring part-time / Apply during the day
11 [0440] Bazaar / Open only during the day
12 [0480] Show me the light!
13 [04C0] One with the eye of truth shall be guided to the Spirit Temple by an inviting ghost.
14 [0500] Those who wish to open the path sleeping at the bottom of the lake must play the song passed down by the Royal Family.
15 [0540] Those who wish to open the gate on the far heights, play the song passed down by the Royal Family.
16 [0580] Those who find a Small Key can advance to the next room. Those who don’t can go home! //Unused
17 [05C0] If you wish to speak to me, do so from the platform.
18 [0600] Hi, LINK! Look this way! Look over here with Z, and talk to me with A.
19 [0640] The current time is: [time].
1A [0680] Shine light on the living dead...
1B [06C0] Those who break into the Royal Tomb will be obstructed by the lurkers in the dark.
1C [0700] Hey, you! Young man, over there! Look over here, inside the cell!
1D [0740] My little boy isn’t here right now... I think he went to play in the graveyard...
1E [0780] Oh, my boy is asleep right now. Please come back some other time to play with him!
1F [07C0] When water fills the lake, shoot for the morning light.
20 [0800] If you want to travel to the future, you should return here with the power of silver from the past.
21 [0840] If you want to proceed to the past, you should return here with the pure heart of a child.
22 [0880] This door is currently being refurbished. //Unused
23 [08C0] It looks like something used to be set in this stand...
24 [0900] Make my beak face the skull of truth. The alternative is descent into the deep darkness.
25 [0940] This is not the correct key... the door won’t open!
26 [0980] Granny’s Potion Shop / Closed / Gone for Field Study / Please come again! –Granny
27 [09C0] Who’s there? What a bad kid, trying to enter from the rear door! Such a bad kid... I have to tell you some juicy gossip! The boss carpenter has a son... He’s the guy who sits under the tree every night... Don’t tell the boss I told you that!
28 [0A00] Look at this!
29 [0A40] Malon’s gone to sleep! I’m goin’ to sleep now, too. Come back again when it’s light out!
2A [0A80] LINK’s Records! / Spiders squished: 0 / Largest fish caught: 0 pounds / Marathon time: 00"00" / Horse race time: 00"00" / Horseback archery: 0 points
2B [0AC0] The crest of the Royal Family is inscribed here.
2C [0B00] R.I.P. / Here lie the souls of those who swore fealty to the Royal Family of Hyrule / The Sheikah, guardians of the Royal Family and founders of Kakariko, watch over these spirits in their eternal slumber.
2D [0B40] Sleepless Waterfall / The flow of this waterfall serves the King of Hyrule. When the king slumbers, so too do these falls.
2E [0B80] Some frogs are looking at you from underwater...
2F [0BC0] You’re standing on a soft carpet for guests... it feels so plush under your feet!
30 [0C00] If you can overcome the trials in the chambers ahead, then and only then will you be qualified to hold our secret treasure!
31 [0C40] If you desire to acquire our hidden treasure, you must strive to obtain the keys hidden in each chamber!
32 [0C80] Defeat all the enemies in a limited time!
33 [0CC0] Collect the underwater gems!
34 [0D00] Cross the sea of fire!
35 [0D40] Find a secret passage in this room!
36 [0D80] Blind the eyes of the statue!
37 [0DC0] One with silver hands shall move a giant block!
38 [0E00] Without the necessary items, one will be confounded by impossible mysteries.
39 [0E40] Gather the jewels of white, while avoiding traps and danger!
3A [0E80] Fishing Pond / The fish are really biting today!
3B [0EC0] ...???
3C [0F00] The Shadow will yield only to one with the eye of truth, handed down in Kakariko Village.
3D [0F40]+ You borrowed a Pocket Egg! ...
v &>> 0x3F = Switch Flag

En_Ge2

Patrolling Gerudo
Id: 0186
Object: 0167

v &>> 0xFFFF = Action
0000 [0000] Turns around, can’t move, whistle-blower
0001 [0001] Won’t turn around, can’t move, whistle-blower
0002 [0002] Purple Gerudo, acts like the one that gives you the membership card
0003 [0003]+ Crashes

Obj_Roomtimer

Room Timer
Id: 0187
Object: 0001

v &>> 0xFC00 = Switch Flag //Set on room clear
v &>> 0x3FF = Timer in seconds (capped to 10 minutes)
3FF [03FF] No Timer

En_Ssh

Cursed Skulltula People
Id: 0188
Object: 015E

v &>> 0xFFFF = Type //Disappear when gold skulltula requirements are met
0000 [0000] Main Hyliantula (gold skulltulas < 100)
0001 [0001] Hyliantula without an arm (gold skulltulas < 10)
0002 [0002] Hyliantula without an arm (gold skulltulas < 20)
0003 [0003] Hyliantula without an arm (gold skulltulas < 30)
0004 [0004] Hyliantula without an arm (gold skulltulas < 40)
0005 [0005] Hyliantula without an arm (gold skulltulas < 50)
0006 [0006] Hyliantula without an arm (gold skulltulas < 60)
0007 [0007] Hyliantula without an arm (gold skulltulas < 70)
0008 [0008] Hyliantula without an arm (gold skulltulas < 80)
0009 [0009] Hyliantula without an arm (gold skulltulas < 90)
000A [000A] Hyliantula without an arm (gold skulltulas < 100)
000B [000B] Hyliantula without an arm (gold skulltulas < 110)
000C [000C]+ Continues on with this pattern.
8000 [8000]+ Nothing.

En_Sth

Uncursed Skulltula People
Id: 0189
Object: 0001

Oceff_Wipe

Zelda's Lullaby and Song of Time Ocarina Effect
Id: 018A
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Zelda's Lullaby Purple Wormhole
0001 [0001] Song of Time Blue Wormhole

Oceff_Storm

Song of Storm Ocarina Effect
Id: 018B
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Regular effects, storm begins
0001 [0001] Texture-spanning effect only, no storm, music isn't affected, effect does not dissipate
0002 [0002]+ Same as 0000

En_Weiyer

Stinger (Water)
Id: 018C
Object: 0026

v &>> 0xFFFF = Default

Bg_Spot05_Soko

Sacred Forest Meadow Objects
Id: 018D
Object: 0161

v &>> 0x3F00 = Switch Flag
v &>> 0xFF = Type
00 [0000] Large flat square floor tile, makes water noises when walking on it
01 [0001] Large vertical gate
02 [0002]+ Invisible, glitched gate //can still attack or run into it
v &>> 0x3F00 = Switch Flag //Type 01 only

Bg_Jya_1flift

Stone Elevator (Spirit Temple)
Id: 018E
Object: 00F1
//Sets switch flag and activates when stood on

v &>> 0x3F = Switch Flag

Bg_Jya_Haheniron

Chunks of Iron Knucle Chair and Pillar
Id: 018F
Object: 016C

v &>> 0xFFFF = Type
0000 [0000] Chair Crumble
0001 [0001] Pillar Crumble
0002 [0002] Round stone thing, explodes as soon as area loads

Bg_Spot12_Gate

Gerudo Fortress Wooden Gate
Id: 0190
Object: 0162

v &>> 0xFF = Nullable Switch Flag

Bg_Spot12_Saku

Gerudo Fortress Training Area Gate
Id: 0191
Object: 0162

v &>> 0xFF = Nullable Switch Flag

En_Hintnuts

Hint Deku Scrubs (Deku Tree)
Id: 0192
Object: 0164
//FIXME: text seems to vary depending on the room number you're in

v &>> 0xFF00 = ?, probably text to display
1A [1A00] Scrub on path to Deku Slingshot
9B [9B00] 231/312 Hint scrub
9C [9C00] Final Deku Scrub
v &>> 0xFF = ?, seems to be used to set up 231/312 puzzle
00 [0000] Normal, talks when caught
01 [0001] First scrub to hit //0001 for no dialog?
02 [0002] Second scrub to hit //0002 for no dialog?
03 [0003] Third scrub to hit, talks when caught

En_Nutsball

Deku Scrub Nut Attack
Id: 0193
Object: 0001

Bg_Spot00_Break

Broken Drawbridge, Fences
Id: 0194
Object: 0166

v &>> 0xFFFF = Type
0000 [0000] Broken Drawbridge
0001 [0001] Fences (Hyrule Field)

En_Shopnuts

Grounded Sales Scrub
Id: 0195
Object: 0168

v &>> 0xFFFF = Item Sold
0000 [0000] Deku Nuts
0001 [0001] Deku Sticks
0002 [0002] Piece of Heart
0003 [0003] Deku Seeds
0004 [0004] Deku Shield
0005 [0005] Bombs
0006 [0006] Deku Seeds
0007 [0007] Red Potion
0008 [0008] Green Potion
0009 [0009] Deku Stick Upgrade
000A [000A] Deku Nut Upgrade
000B [000B] Never speaks, and Link is sadly very patient...
000C [000C]+ Pocket Egg?
8000 [8000]+ Nothing

En_It

Dampe's Minigame Collectibles
Id: 0196
Object: 0001

En_GeldB

Gerudo Fighter
Id: 0197
Object: 0169
//needs a carpenter to load?

v &>> 0xFF00 = Unknown //FIXME
Switch Flag?

Oceff_Wipe2

Epona's Song Ocarina Effect
Id: 0198
Object: 0001

Oceff_Wipe3

Saria's Song Ocarina Effect
Id: 0199
Object: 0001

En_Niw_Girl

Girl Chasing Cucco
Id: 019A
Object: 016A

En_Dog

Dog
Id: 019B
Object: 016B
//It's possible to make this spawn an infinite number of dogs

v &>> 0x0F00 = Unknown //FIXME
Document
v &>> 0x00F0 = Direction it runs //Orientation relative to the object. Also, if you befriend a dog and return to the place with the dog and change this value, another dog will spawn
v &>> 0x000F = Color
0 [0000] Dirty blond dog
1 [0001] Chocolate brown dog (kinda yellowish when in a certain light)
2 [0002] Red dog
3 [0003] Multicolored, flashing dog
4 [0004] Red dog
5 [0005] Multicolored, flashing dog
6 [0006] Dark dog (black fur)
7 [0007] Green dog
8 [0008] Red dog
9 [0009] Purple dog
A [000A] Red dog
B [000B] Green dog
C [000C] Green dog
D [000D] Black dog
E [000E] Black dog
F [000F] Purple dog

En_Si

Gold Skulltula Token
Id: 019C
Object: 0024

Bg_Spot01_Objects2

Kakariko Village Objects
Id: 019D
Object: 0001
//FIXME: Objects

v &>> 0x7 = Type //Values greater than 4 don't load anything
0 [0000] Potion Shop Poster
1 [0001] Shooting Gallery Poster
2 [0002] Bazaar Poster
3 [0003] Shooting Gallery (Partially Complete) //Spawns Carpenter Sabooro (Kakariko) during the day
4 [0004] Shooting Gallery (Complete)
v &>> 0xFF00 = Carpenter Sabooro (Kakariko)'s Path //Type 3, Daytime only
FF [FF00] No Path

Obj_Comb

Beehive
Id: 019E
Object: 0002
//graphics very glitchy in certain areas

Bg_Spot11_Bakudankabe

Destructible Wall (Desert Colossus)
Id: 019F
Object: 016F

Obj_Kibako2

Large Crate
Id: 01A0
Object: 0170

v &>> 0xFFFF = Spawned Skulltula Variable //See Actor 0095
FFFF [FFFF] No Skulltula
rx &>> 0xFF = Collectible Item Dropped (see actor 0015)
rz &>> 0x3F = Collectible Flag

En_Dnt_Demo

Deku Mask Panel Trigger
Id: 01A1
Object: 0001
//Wear a mask to start the cutscene

v &>> 0xFFFF = Default

En_Dnt_Jiji

Deku Mask Panel Head Judge
Id: 01A2
Object: 0171
//Spawned by Deku Panel (probably)

En_Dnt_Nomal

Deku Game?
Id: 01A3
Object: 0001
//Yields deku seed upgrade

v &>> 0xFFFF = Default

En_Guest

Happy Mask Shop Customer
Id: 01A4
Object: 0111
//Man in white top, purple pants

Bg_Bom_Guard

Bombchu Bowling Alley Aiming Area
Id: 01A5
Object: 0178

En_Hs2

Carpenter's Son (Child Era)
Id: 01A6
Object: 0128

Demo_Kekkai

Ganon's Tower Magic Barriers
Id: 01A7
Object: 0179

v &>> 0xFFFF = Type //Cores may crash, possibly because proper sage actor is missing
0000 [0000] Magic Barrier
0001 [0001] Blue Magic Core //Use with actor 00D2 (Adult Ruto), var 0002
0002 [0002] Yellow Magic Core //Use with actor 00A6 (Rauru), var 0002
0003 [0003] Red Magic Core //Use with actor 00A8 (Cutscene Darunia), var 0002
0004 [0004] Purple Magic Core //Use with actor 00A9 (Impa), var 0002
0005 [0005] Orange Magic Core //Use with actor 00C3 (Nabooru), var 0002
0006 [0006] Green Magic Core //Use with actor 00C9 (Cutscene Saria), var 0002
0007 [0007]+ Nothing

Bg_Spot08_Bakudankabe

Destructible Wall (Zora's Fountain)
Id: 01A8
Object: 0074
//Graphics may glitch when it's destroyed, but will fix after it disappears

v &>> 0x3F = Switch Flag

Bg_Spot17_Bakudankabe

Destructible Wall (Death Mountain Crater)
Id: 01A9
Object: 00B1
//Graphics may glitch when it's destroyed, but will fix after it disappears

Obj_Mure3

Rupee Patterns
Id: 01AB
Object: 0001

v &>> 0xE000 = Type
0 [0000] Five blue rupees stacked vertically
1 [2000] Five green rupees in a row
2 [4000] Six green rupees in a circle with a red rupee in the center
v &>> 0x003F = Switch Flag

En_Tg

Entwined Lovers (Honey & Darling)
Id: 01AC
Object: 0182

En_Mu

Haggling Townspeople
Id: 01AD
Object: 0182

v &>> 0xFFFF = Color //More combinations exist as well.
0000 [0000] Blue/green textures
0001 [0001] Green/brown textures
0002 [0002] Green/red textures
0003 [0003] Purple/red textures
0004 [0004] Orange/red textures
0005 [0005] Purple/black textures
0006 [0006] Flashing purple/blue textures
0007 [0007] Flashing purple/cyan/green textures, depends on movement of camera
0008 [0008] Purple/red textures

En_Go2

Gorons 2
Id: 01AE
Object: 00C9
//FIXME: Variables

v &>> 0xFFFF = Type
0000 [0000] Large Goron that does wild rollin’
0001 [0001] Small Goron that is Darunia’s offspring, rolls around, can talk to while he’s rolling
0002 [0002] Biggoron
0003 [0003] Quivering Goron
0004 [0004] Goron that stands by the bomb flower outside (will start “walking” if you ask him about Bomb Flowers)
0005 [0005] Small Goron, won’t stop rolling regardless of what you do
0006 [0006] Goron that stands outside of Dodongo’s Cavern
0007 [0007] Goron that’s hungry
0008 [0008] Goron that stands by the altar
0009 [0009] Goron that talks about torches
000A [000A] Goron that hid a Deku Stick
000B [000B] Goron that wants you to bring fire back from Darunia’s room
000C [000C] Goron that talks about the Great Fairy
000D [000D]+ Nothing

En_Wf

Wolfos
Id: 01AF
Object: 0183

v &>> 0xFF00 = Nullable Switch Flag
v &>> 0xFF = Type
0000 [0000] Normal
0001 [0001] White Wolfos, mini-boss music starts

En_Skb

Stalchild
Id: 01B0
Object: 0184
//FIXME:
//0000 to 1098 controls the size, where 0000 is normal size and 1098 is as large as is possible for the machine to handle (may vary depending on the level).
//From F02F to FFFF, the Stalchild will appear but will somehow invert everything. In other words, it walks upside-down underneath the ground.
//Really weird. FFFF is smallest, F02F is supposedly largest (I haven’t been able to see it, though).

Demo_Gj

Ganon Battle Rubble
Id: 01B1
Object: 0185

v &>> 0xFFFF = Type
08 [0008] Large block with “sun o’er horizon” emblem on it
09 [0009] Wall chunk with some stray stuff sticking out of the top
0A [000A] Another wall chunk, mostly horizontal
0B [000B] Wall chunk with some stray stuff sticking out of the top
0C [000C] Gate/bridge-like metallic object, mostly horizontal
0D [000D] Beam or tower remnant
0E [000E] Tall wall chunk with some stray stuff sticking out of the top
0F [000F]+ Nothing?
FF04 [FF04] Ganon's Tower rubble
FF08 [FF08] GT rubble1
FF09 [FF09] GT rubble2
FF0A [FF0A] GT rubble3
FF0B [FF0B] GT rubble4
FF0C [FF0C] GT rubble5
FF0D [FF0D] GT rubble6
FF0E [FF0E] GT rubble7

Demo_Geff

Ganon's Tower Rubble Fragment
Id: 01B2
Object: 0186

v &>> 0xFFFF = Type

//FIXME: Alternates between the three.

0000 [0000] Large chunk
0001 [0001] Medium chunk
0002 [0002] Small chunk
0009 [0009]+ Nothing

Bg_Gnd_Firemeiro

Sinking Lava Platform (Ganon's Castle)
Id: 01B3
Object: 0179
//Narrow, maze-like platform (sinks)

v &>> 0xFFFF = Default
0000 [0000] Default
0001 [0001]+ Crashes

Bg_Gnd_Darkmeiro

Clear block
Id: 01B4
Object: 0179

v &>> 0xFF00 = Nullable Switch Flag //If null, Enabled and ignoring switch flag input
v &>> 0xFF = Type
00 [0000] Nothing
01 [0001] Glass Block //appears when Switch Flag is set
02 [0002] Invisible Timer //See comments

//The timer works as such:

//The clear block's invisible timer actor manipulates the value of three switch flags:
//The Switch Flag (FlagA), Flag + 1 (FlagB), Flag + 2 (FlagC)

//FlagA is set to 0 if FlagB and FlagC are 0
//FlagA is set to 1 and timer started if either FlagB or FlagC are 1
//Before timer ends, FlagA is set to 0
//Aprox. 1 second later, FlagB and FlagC are zeroed

//Clear Block actors disappear ~2 seconds after the Switch Flag is zeroed to account for
//FlagA being zeroed before the timer runs out

Bg_Gnd_Soulmeiro

Web-Blocked Ceiling Hole (Inside Ganon's Castle)
Id: 01B5
Object: 0179

v &>> 0x3F00 = Switch Flag
v &>> 0xFF = Type //FIXME
Types
00 [0000] Web?
01 [0001] Unknown
02 [0002] Unknown

Bg_Gnd_Nisekabe

Ganon's Castle Fake Walls
Id: 01B6
Object: 0179

v &>> 0xFFFF = Type
0000 [0000] Square Stone //Light Trial Fake Wall
0001 [0001] Stone Brick 1 //Unused
0002 [0002] Stone Brick 2 //Deku Scrub Fake Wall

Bg_Gnd_Iceblock

Pushable Square Ice Block (Inside Ganon's Castle)
Id: 01B7
Object: 0179
//Actor 00D6 is used in Ice Cavern

En_Gb

Poe Collector and Surroundings
Id: 01B8
Object: 0189

En_Gs

Gossip Stone
Id: 01B9
Object: 0188

v &>> 0xFF00 = Collectible Flag (Fairy) //FIXME
Confirm
v &>> 0x00FF = Message ID (+0400)
00 [0000] This is a Gossip Stone!
01 [0001] They say you can swim faster by continuously pressing B.
02 [0002] They say there is a secret near the lone tree which is not far from the river in the northwest part of Hyrule Field.
03 [0003] They say that there is a secret on the road that leads to Lake Hylia.
04 [0004] They say that Biggoron’s Sword is super sharp and will never break.
05 [0005] They say that Medigoron didn’t really think about his own size, so his store is really cramped.
06 [0006] They say that Malon set the original record in the obstacle course of Lon Lon Ranch.
07 [0007] They say that Malon of Lon Lon Ranch hopes a knight in shining armor will come and sweep her off her feet someday.
08 [0008] They say that Ruto, the Zora princess who is known for her selfish nature, likes a certain boy...
09 [0009] They say that players who select the “HOLD” option for “Z TARGETING” are the real “Zelda players!”
0A [000A] They say that there is a secret near a tree in Kakariko Village.
0B [000B] They say that, contrary to her elegant image, Princess Zelda of Hyrule Castle is, in fact, a tomboy!
0C [000C] They say that Princess Zelda’s nanny is actually one of the Sheikah, who many thought had died out.
0D [000D] They say there is a man who can always be found running around in Hyrule Field.
0E [000E] They say that it is against the rules to use glasses at the Treasure Chest Shop in Hyrule Castle Town Market.
0F [000F] They say that the chicken lady goes to the Lakeside Laboratory to study how to breed pocket-sized Cuccos.
10 [0010] They say that Gerudos sometimes come to Hyrule Castle Town to look for boyfriends.
11 [0011] They say that the thief named Nabooru, who haunts this area, is a Gerudo.
12 [0012] They say that if you get close to a butterfly while holding a Deku Stick in your hands, something good will happen.
13 [0013] They say that you may find something new in dungeons that you have already finished.
14 [0014] They say that Gerudos worship Ganondorf almost like a god.
15 [0015] They say that there is a secret around the entrance to Gerudo Valley.
16 [0016] They say that the owl named Kaepora Gaebora is the reincarnation of an ancient Sage.
17 [0017] They say that strange owl, Kaepora Gaebora, may look big and heavy, but its character is rather lighthearted.
18 [0018] They say that the horse Ganondorf rides is a solid black Gerudo stallion.
19 [0019] They say that Ganondorf is not satisfied with ruling only the Gerudo and aims to conquer all of Hyrule!
1A [001A] They say that the treasure you can earn in the Gerudo’s Training Ground is not as great as you would expect, given its difficulty!
1B [001B] They say that there is a switch that you can activate only by using the Spin Attack.
1C [001C] They say that it’s possible to find a total of 100 Gold Skulltulas throughout Hyrule.
1D [001D] They say that when non-fairy folk enter the Lost Woods, they become monsters!
1E [001E] They say that the small holes in the ground that you can find all over Hyrule make perfect breeding ground for bugs.
1F [001F] They say that the Kokiri are always followed by small fairies.
20 [0020] They say that one Kokiri has left the forest, but he is still alive!
21 [0021] 0421 (in normal text box)
22 [0022]+ Text for when you get the Pocket Egg

Bg_Mizu_Bwall

Bombable Stone Wall
Id: 01BA
Object: 0059

Bg_Mizu_Shutter

Metal Gate (Water Temple)
Id: 01BB
Object: 0059

v &>> 0xF000 = Type
0 [0000] Vertical
1 [1000] Horizontal
2 [2000]+ Invalid
v &>> 0x0FC0 = Timer (Seconds)
v &>> 0x3F = Switch Flag

En_Daiku_Kakariko

Carpenters (Kakariko)
Id: 01BC
Object: 0122

v &>> 0xFF00 = Path
FF [FF00] None
v &>> 0x00FF = Type
00 [0000] Ichiro //Red/Purple Pants, "normal" hair
01 [0001] Sabooro //Light-blue Pants
02 [0002] Jiro //Green Pants
03 [0003] Shiro //Pink/Purple Pants, Two-Spiked Hair

Bg_Bowl_Wall

Bombchu Bowling Alley Wall
Id: 01BD
Object: 0178

v &>> 0xFFFF = #N/A
0000 [0000] Final wall
0001 [0001] Hole in lower-right
0002 [0002]+ Hole at top

En_Wall_Tubo

Bombchu Bowling Alley Bullseyes
Id: 01BE
Object: 0001

En_Po_Desert

Poe Guide (Desert Wasteland)
Id: 01BF
Object: 006D

v &>> 0xFF00 = Path Id

En_Crow

Guay
Id: 01C0
Object: 0008

Door_Killer

Fake Door
Id: 01C1
Object: 018E

v &>> 0xFFFF = Type
0000 [0000] Fake door
0001 [0001] Debris
0002 [0002] Debris
0003 [0003] Debris
0004 [0004] Debris
0005 [0005]+ Crashes

Bg_Spot11_Oasis

Oasis (Desert Colossus)
Id: 01C2
Object: 016F

Bg_Spot18_Futa

Goron Jar Lid
Id: 01C3
Object: 00AF

Bg_Spot18_Shutter

Sliding Doors (Goron City)
Id: 01C4
Object: 00AF

En_Ma3

Malon (Adult, Lon Lon Ranch)
Id: 01C5
Object: 00D0

En_Cow

Cow
Id: 01C6
Object: 018B

v &>> 0xFFFF = #N/A
0000 [0000] Cow
0001 [0001] Tail only
0002 [0002]+ Crashes

Bg_Ice_Turara

Icicles
Id: 01C7
Object: 006B

v &>> 0xFFFF = Type
0000 [0000] Stalagmite (floor)
0001 [0001] Stalactite (ceiling) //falls when Link is underneath
0002 [0002] Regrowing Stalactite (ceiling) //falls when Link is underneath
0003 [0003]+ Stalactite (ceiling) //falls when Link is underneath

Bg_Ice_Shutter

Vertical Ice Bars (Ice Cavern)
Id: 01C8
Object: 006B

En_Kakasi2

Pierre the Scarecrow Spawn
Id: 01C9
Object: 0154
//Green Navi spot

v &>> 0x003F = Switch Flag
v &>> 0x3FC0 = Spawn Range XZ
rz &>> 0xFFFF = Spawn Range Y

En_Kakasi3

Bonooru the Scarecrow
Id: 01CA
Object: 0154

Oceff_Wipe4

Scarecrow's Song Ocarina Effect
Id: 01CB
Object: 0001

v &>> 0xFFFF = Type
0000 [0000] Scarecrow Song
0001 [0001] Purple //Unused

En_Eg

Void-out Trigger (Tower Collapse)
Id: 01CC
Object: 0060

Bg_Menkuri_Nisekabe

False Stone Walls (Gerudo Training Grounds)
Id: 01CD
Object: 004D
//Non-Solid

v &>> 0xFFFF = Type
0000 [0000] Circular piece of false stone wall //Visible, invisible with Lens of Truth
0001 [0001] Square piece of false stone wall //Oriented horizontally

En_Zo

Zora
Id: 01CE
Object: 00FE

Obj_Makekinsuta

Skulltula Sprouting from Bean Spot
Id: 01CF
Object: 0001
//See Actor 0095 for variable

En_Ge3

Gerudo Fortress Leader
Id: 01D0
Object: 0169
//Gives Gerudo Membership Guard

Obj_Timeblock

Time Block
Id: 01D1
Objects: 0190, 00A8

v &>> 0x8000 = Default Visibility (Age Inverted)
00 [0000] Child Visible
01 [8000] Adult Visible
v &>> 0x8000 = Default Visibility (Normal)
00 [0000] Invisible
01 [8000] Visible
v &>> 0x3800 = Song of Time Distance
00 [0000] 60
01 [0800] 100
02 [1000] 140
03 [1800] 180
04 [2000] 220
05 [2800] 260
06 [3000] 300
07 [3800] 300
v &>> 0x0400 = Unknown //FIXME
Never used, unusual behavior when set
v &>> 0x0100 = Size
00 [0000] Large
01 [0100] Small
v &>> 0x0040 = Default Visibility Behavior //If set, ignore switch flag
00 [0000] Age Inverted
01 [0040] Normal
v &>> 0x003F = Switch Flag
rz &>> 0x0007 = Color
00 [0000] #6496C8 //Default
01 [0001] #508CC8 //Water Temple
02 [0002] #6496C8 //Shadow Temple
03 [0003] #64C8F0 //Spirit Temple
04 [0004] #506E8C //Forest Temple
05 [0005] #46A0E1 //Dampe's Grave
06 [0006] #506482 //Gerudo Training Ground
07 [0007] #646EBE //Ganon's Castle

Obj_Hamishi

Bronze Boulder
Id: 01D2
Object: 0002

En_Zl4

Zelda (Child)
Id: 01D3
Object: 0191

En_Mm2

Running Man (Adult Era)
Id: 01D4
Object: 013C

Bg_Jya_Block

Silver Block (Child Era)
Id: 01D5
Object: 0003
//Only spawns when Child Link

v &>> 0x003F = Switch Flag to Spawn On

Obj_Warp2block

Navi Infospot (Green, Time Block)
Id: 01D6
Object: 0190
//FIXME: Parameters