Actor List (Variables)
Contents
- 1 Overview
- 2 See Also
- 3 Actors
- 3.1 player_actor
- 3.2 En_Test
- 3.3 En_GirlA
- 3.4 En_Part
- 3.5 En_Light
- 3.6 En_Door
- 3.7 En_Box
- 3.8 Bg_Dy_Yoseizo
- 3.9 Bg_Hidan_Firewall
- 3.10 En_Poh
- 3.11 En_Okuta
- 3.12 Bg_Ydan_Sp
- 3.13 En_Bom
- 3.14 En_Wallmas
- 3.15 En_Dodongo
- 3.16 En_Firefly
- 3.17 En_Horse
- 3.18 En_Item00
- 3.19 En_Arrow
- 3.20 En_Elf
- 3.21 En_Niw
- 3.22 En_Tite
- 3.23 En_Reeba
- 3.24 En_Peehat
- 3.25 En_Butte
- 3.26 En_Insect
- 3.27 En_Fish
- 3.28 En_Holl
- 3.29 En_Scene_Change
- 3.30 En_Zf
- 3.31 En_Hata
- 3.32 Boss_Dodongo
- 3.33 Boss_Goma
- 3.34 En_Zl1
- 3.35 En_Viewer
- 3.36 En_Goma
- 3.37 Bg_Pushbox
- 3.38 En_Bubble
- 3.39 Door_Shutter
- 3.40 En_Dodojr
- 3.41 En_Boom
- 3.42 En_Torch2
- 3.43 En_Bili
- 3.44 En_Tp
- 3.45 En_St
- 3.46 En_Bw
- 3.47 En_A_Obj
- 3.48 En_Eiyer
- 3.49 En_River_Sound
- 3.50 En_Horse_Normal
- 3.51 En_Ossan
- 3.52 Bg_Treemouth
- 3.53 Bg_Dodoago
- 3.54 Bg_Hidan_Dalm
- 3.55 Bg_Hidan_Hrock
- 3.56 En_Horse_Ganon
- 3.57 Bg_Hidan_Rock
- 3.58 Bg_Hidan_Rsekizou
- 3.59 Bg_Hidan_Sekizou
- 3.60 Bg_Hidan_Sima
- 3.61 Bg_Hidan_Syoku
- 3.62 En_Xc
- 3.63 Bg_Hidan_Curtain
- 3.64 Bg_Spot00_Hanebasi
- 3.65 En_Mb
- 3.66 En_Bombf
- 3.67 En_Zl2
- 3.68 Bg_Hidan_Fslift
- 3.69 En_OE2
- 3.70 Bg_Ydan_Hasi
- 3.71 Bg_Ydan_Maruta
- 3.72 Boss_Ganondrof
- 3.73 En_Am
- 3.74 En_Dekubaba
- 3.75 En_M_Fire1
- 3.76 En_M_Thunder
- 3.77 Bg_Ddan_Jd
- 3.78 Bg_Breakwall
- 3.79 En_Jj
- 3.80 En_Horse_Zelda
- 3.81 Bg_Ddan_Kd
- 3.82 Door_Warp1
- 3.83 Obj_Syokudai
- 3.84 Item_B_Heart
- 3.85 En_Dekunuts
- 3.86 Bg_Menkuri_Kaiten
- 3.87 Bg_Menkuri_Eye
- 3.88 En_Vali
- 3.89 Bg_Mizu_Movebg
- 3.90 Bg_Mizu_Water
- 3.91 Arms_Hook
- 3.92 En_fHG
- 3.93 Bg_Mori_Hineri
- 3.94 En_Bb
- 3.95 Bg_Toki_Hikari
- 3.96 En_Yukabyun
- 3.97 Bg_Toki_Swd
- 3.98 Bg_Mjin
- 3.99 Bg_Hidan_Kousi
- 3.100 Door_Toki
- 3.101 Bg_Hidan_Hamstep
- 3.102 En_Bird
- 3.103 En_Wood02
- 3.104 En_Lightbox
- 3.105 En_Pu_box
- 3.106 En_Trap
- 3.107 En_Arow_Trap
- 3.108 En_Vase
- 3.109 En_Ta
- 3.110 En_Tk
- 3.111 Bg_Mori_Bigst
- 3.112 Bg_Mori_Elevator
- 3.113 Bg_Mori_Kaitenkabe
- 3.114 Bg_Mori_Rakkatenjo
- 3.115 En_Vm
- 3.116 Demo_Effect
- 3.117 Demo_Kankyo
- 3.118 Bg_Hidan_Fwbig
- 3.119 En_Floormas
- 3.120 En_Heishi1
- 3.121 En_Rd
- 3.122 En_Po_Sisters
- 3.123 Bg_Heavy_Block
- 3.124 Bg_Po_Event
- 3.125 Obj_Mure
- 3.126 En_Sw
- 3.127 Boss_Fd
- 3.128 Object_Kankyo
- 3.129 En_Du
- 3.130 En_Fd
- 3.131 En_Horse_Link_Child
- 3.132 Door_Ana
- 3.133 Bg_Spot02_Objects
- 3.134 Bg_Haka
- 3.135 Magic_Wind
- 3.136 Magic_Fire
- 3.137 En_Ru1
- 3.138 Boss_Fd2
- 3.139 En_Fd_Fire
- 3.140 En_Dh
- 3.141 En_Dha
- 3.142 En_Rl
- 3.143 En_Encount1
- 3.144 Demo_Du
- 3.145 Demo_Im
- 3.146 Demo_Tre_Lgt
- 3.147 En_Fw
- 3.148 Bg_Vb_Sima
- 3.149 En_Vb_Ball
- 3.150 Bg_Haka_Megane
- 3.151 Bg_Haka_MeganeBG
- 3.152 Bg_Haka_Ship
- 3.153 Bg_Haka_Sgami
- 3.154 En_Heishi2
- 3.155 En_Encount2
- 3.156 En_Fire_Rock
- 3.157 En_Brob
- 3.158 Mir_Ray
- 3.159 Bg_Spot09_Obj
- 3.160 Bg_Spot18_Obj
- 3.161 Boss_Va
- 3.162 Bg_Haka_Tubo
- 3.163 Bg_Haka_Trap
- 3.164 Bg_Haka_Huta
- 3.165 Bg_Haka_Zou
- 3.166 Bg_Spot17_Funen
- 3.167 En_Syateki_Itm
- 3.168 En_Syateki_Man
- 3.169 En_Tana
- 3.170 En_Nb
- 3.171 Boss_Mo
- 3.172 En_Sb
- 3.173 En_Bigokuta
- 3.174 En_Karebaba
- 3.175 Bg_Bdan_Objects
- 3.176 Demo_Sa
- 3.177 Demo_Go
- 3.178 En_In
- 3.179 En_Tr
- 3.180 Bg_Spot16_Bombstone
- 3.181 Bg_Hidan_Kowarerukabe
- 3.182 Bg_Bombwall
- 3.183 Bg_Spot08_Iceblock
- 3.184 En_Ru2
- 3.185 Obj_Dekujr
- 3.186 Bg_Mizu_Uzu
- 3.187 Bg_Spot06_Objects
- 3.188 Bg_Ice_Objects
- 3.189 Bg_Haka_Water
- 3.190 En_Ma2
- 3.191 En_Bom_Chu
- 3.192 En_Horse_Game_Check
- 3.193 Boss_Tw
- 3.194 En_Rr
- 3.195 En_Ba
- 3.196 En_Bx
- 3.197 En_Anubice
- 3.198 En_Anubice_Fire
- 3.199 Bg_Mori_Hashigo
- 3.200 Bg_Mori_Hashira4
- 3.201 Bg_Mori_Idomizu
- 3.202 Bg_Spot16_Doughnut
- 3.203 Bg_Bdan_Switch
- 3.204 En_Ma1
- 3.205 Boss_Ganon
- 3.206 Boss_Sst
- 3.207 En_Ny
- 3.208 En_Fr
- 3.209 Item_Shield
- 3.210 Bg_Ice_Shelter
- 3.211 En_Ice_Hono
- 3.212 Item_Ocarina
- 3.213 Magic_Dark
- 3.214 Demo_6K
- 3.215 En_Anubice_Tag
- 3.216 Bg_Haka_Gate
- 3.217 Bg_Spot15_Saku
- 3.218 Bg_Jya_Goroiwa
- 3.219 Bg_Jya_Zurerukabe
- 3.220 Bg_Jya_Cobra
- 3.221 Bg_Jya_Kanaami
- 3.222 Fishing
- 3.223 Obj_Oshihiki
- 3.224 Bg_Gate_Shutter
- 3.225 Eff_Dust
- 3.226 Bg_Spot01_Fusya
- 3.227 Bg_Spot01_Idohashira
- 3.228 Bg_Spot01_Idomizu
- 3.229 Bg_Po_Syokudai
- 3.230 Bg_Ganon_Otyuka
- 3.231 Bg_Spot15_Rrbox
- 3.232 Bg_Umajump
- 3.233 Arrow_Fire
- 3.234 Arrow_Ice
- 3.235 Arrow_Light
- 3.236 Item_Etcetera
- 3.237 Obj_Kibako
- 3.238 Obj_Tsubo
- 3.239 En_Wonder_Item
- 3.240 En_Ik
- 3.241 Demo_Ik
- 3.242 En_Skj
- 3.243 En_Skjneedle
- 3.244 En_G_Switch
- 3.245 Demo_Ext
- 3.246 Demo_Shd
- 3.247 En_Dns
- 3.248 Elf_Msg
- 3.249 En_Honotrap
- 3.250 En_Tubo_Trap
- 3.251 Obj_Ice_Poly
- 3.252 Bg_Spot03_Taki
- 3.253 Bg_Spot07_Taki
- 3.254 En_Fz
- 3.255 En_Po_Relay
- 3.256 Bg_Relay_Objects
- 3.257 En_Diving_Game
- 3.258 En_Kusa
- 3.259 Obj_Bean
- 3.260 Obj_Bombiwa
- 3.261 Obj_Switch
- 3.262 Obj_Elevator
- 3.263 Obj_Lift
- 3.264 Obj_Hsblock
- 3.265 En_Okarina_Tag
- 3.266 En_Yabusame_Mark
- 3.267 En_Goroiwa
- 3.268 En_Ex_Ruppy
- 3.269 En_Toryo
- 3.270 En_Daiku
- 3.271 En_Nwc
- 3.272 En_Blkobj
- 3.273 Item_Inbox
- 3.274 En_Ge1
- 3.275 Obj_Blockstop
- 3.276 En_Sda
- 3.277 En_Clear_Tag
- 3.278 En_Niw_Lady
- 3.279 En_Gm
- 3.280 En_Ms
- 3.281 En_Hs
- 3.282 Bg_Ingate
- 3.283 En_Kanban
- 3.284 En_Heishi3
- 3.285 En_Syateki_Niw
- 3.286 En_Attack_Niw
- 3.287 Bg_Spot01_Idosoko
- 3.288 En_Sa
- 3.289 En_Wonder_Talk
- 3.290 Bg_Gjyo_Bridge
- 3.291 En_Ds
- 3.292 En_Mk
- 3.293 En_Bom_Bowl_Man
- 3.294 En_Bom_Bowl_Pit
- 3.295 En_Owl
- 3.296 En_Ishi
- 3.297 Obj_Hana
- 3.298 Obj_Lightswitch
- 3.299 Obj_Mure2
- 3.300 En_Go
- 3.301 En_Fu
- 3.302 En_Changer
- 3.303 Bg_Jya_Megami
- 3.304 Bg_Jya_Lift
- 3.305 Bg_Jya_Bigmirror
- 3.306 Bg_Jya_Bombchuiwa
- 3.307 Bg_Jya_Amishutter
- 3.308 Bg_Jya_Bombiwa
- 3.309 Bg_Spot18_Basket
- 3.310 En_Ganon_Organ
- 3.311 En_Siofuki
- 3.312 En_Stream
- 3.313 En_Mm
- 3.314 En_Ko
- 3.315 En_Kz
- 3.316 En_Weather_Tag
- 3.317 Bg_Sst_Floor
- 3.318 En_Ani
- 3.319 En_Ex_Item
- 3.320 Bg_Jya_Ironobj
- 3.321 En_Js
- 3.322 En_Jsjutan
- 3.323 En_Cs
- 3.324 En_Md
- 3.325 En_Hy
- 3.326 En_Ganon_Mant
- 3.327 En_Okarina_Effect
- 3.328 En_Mag
- 3.329 Door_Gerudo
- 3.330 Elf_Msg2
- 3.331 Demo_Gt
- 3.332 En_Po_Field
- 3.333 Efc_Erupc
- 3.334 Bg_Zg
- 3.335 En_Heishi4
- 3.336 En_Zl3
- 3.337 Boss_Ganon2
- 3.338 En_Kakasi
- 3.339 En_Takara_Man
- 3.340 Obj_Makeoshihiki
- 3.341 Oceff_Spot
- 3.342 End_Title
- 3.343 En_Torch
- 3.344 Demo_Ec
- 3.345 Shot_Sun
- 3.346 En_Dy_Extra
- 3.347 En_Wonder_Talk2
- 3.348 En_Ge2
- 3.349 Obj_Roomtimer
- 3.350 En_Ssh
- 3.351 En_Sth
- 3.352 Oceff_Wipe
- 3.353 Oceff_Storm
- 3.354 En_Weiyer
- 3.355 Bg_Spot05_Soko
- 3.356 Bg_Jya_1flift
- 3.357 Bg_Jya_Haheniron
- 3.358 Bg_Spot12_Gate
- 3.359 Bg_Spot12_Saku
- 3.360 En_Hintnuts
- 3.361 En_Nutsball
- 3.362 Bg_Spot00_Break
- 3.363 En_Shopnuts
- 3.364 En_It
- 3.365 En_GeldB
- 3.366 Oceff_Wipe2
- 3.367 Oceff_Wipe3
- 3.368 En_Niw_Girl
- 3.369 En_Dog
- 3.370 En_Si
- 3.371 Bg_Spot01_Objects2
- 3.372 Obj_Comb
- 3.373 Bg_Spot11_Bakudankabe
- 3.374 Obj_Kibako2
- 3.375 En_Dnt_Demo
- 3.376 En_Dnt_Jiji
- 3.377 En_Dnt_Nomal
- 3.378 En_Guest
- 3.379 Bg_Bom_Guard
- 3.380 En_Hs2
- 3.381 Demo_Kekkai
- 3.382 Bg_Spot08_Bakudankabe
- 3.383 Bg_Spot17_Bakudankabe
- 3.384 Obj_Mure3
- 3.385 En_Tg
- 3.386 En_Mu
- 3.387 En_Go2
- 3.388 En_Wf
- 3.389 En_Skb
- 3.390 Demo_Gj
- 3.391 Demo_Geff
- 3.392 Bg_Gnd_Firemeiro
- 3.393 Bg_Gnd_Darkmeiro
- 3.394 Bg_Gnd_Soulmeiro
- 3.395 Bg_Gnd_Nisekabe
- 3.396 Bg_Gnd_Iceblock
- 3.397 En_Gb
- 3.398 En_Gs
- 3.399 Bg_Mizu_Bwall
- 3.400 Bg_Mizu_Shutter
- 3.401 En_Daiku_Kakariko
- 3.402 Bg_Bowl_Wall
- 3.403 En_Wall_Tubo
- 3.404 En_Po_Desert
- 3.405 En_Crow
- 3.406 Door_Killer
- 3.407 Bg_Spot11_Oasis
- 3.408 Bg_Spot18_Futa
- 3.409 Bg_Spot18_Shutter
- 3.410 En_Ma3
- 3.411 En_Cow
- 3.412 Bg_Ice_Turara
- 3.413 Bg_Ice_Shutter
- 3.414 En_Kakasi2
- 3.415 En_Kakasi3
- 3.416 Oceff_Wipe4
- 3.417 En_Eg
- 3.418 Bg_Menkuri_Nisekabe
- 3.419 En_Zo
- 3.420 Obj_Makekinsuta
- 3.421 En_Ge3
- 3.422 Obj_Timeblock
- 3.423 Obj_Hamishi
- 3.424 En_Zl4
- 3.425 En_Mm2
- 3.426 Bg_Jya_Block
- 3.427 Obj_Warp2block
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
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