Scene Table
From CloudModding OoT Wiki
(Redirected from Ocarina of Time: Scene Table)
Version | Offset | VRom | VRam | ||
---|---|---|---|---|---|
Debug | 10CBB0 | 00BA0BB0 | 00BA1448 | 80129A10 | 8012A2A8 |
NTSC 1.0 | 0EA440 | 00B71440 | 00B71C24 | 800FB4E0 | 800FBCC4 |
NTSC 1.1 | 0EA600 | 00B71600 | 00B71DE4 | 800FB6A0 | 800FBE84 |
NTSC 1.2 | 0EA450 | 00B71450 | 00B71C34 | 800FBB30 | 800FC314 |
PAL 1.0 | 0E7D60 | 00B70D60 | 00B71544 | 800F9440 | 800F9C24 |
PAL 1.1 | 0E7DA0 | 00B70DA0 | 00B71584 | 800F9480 | 800F9C64 |
PAL MQ | 0E7440 | 00B6F440 | 00B6FC24 | 800F8340 | 800F8B24 |
See also the Majora's Mask wiki: Scene Table |
See also: Category:Scene Listings
The scene table sets the internal numeric ordering for scenes, and defines certain graphical effects.
Format
There are 109 entries in the scene table in the Debug ROM, and 101 in all commercial releases.
/* 0x00 */ s32 //Scene VRom Start /* 0x04 */ s32 //Scene VRom End /* 0x08 */ s32 Title Card Texture VRom Start /* 0x0C */ s32 Title Card Texture VRom End /* 0x10 */ s8 //unknown (is either 0x01 or 0x02 for some dungeons, otherwise 0x00) /* 0x11 */ s8 //Scene Render Init Function ID (determines scene effects and animations) /* 0x12 */ s8 //unknown (is unique value between 0x02 and 0x0A for some dungeons)
Scene Render Initialization Function
The Scene Render Initialization Function is used to pre-compute dynamic elements needed to render a scene/room, like camera effects, or dynamic/animated textures. For example, Deku Tree's function generates a display list for animated water textures every frame, and assigns it to segment offset 09. Valid values are 0x00-0x34.
# | Functionality | Used By |
---|---|---|
00 | [Various] | |
01 | Spot 00 - Hyrule Field | |
02 | Spot 01 - Kakariko Village | |
03 | Spot 03 - Zora's River | |
04 | Spot 04 - Kokiri Forest | |
05 | Spot 06 - Lake Hylia | |
06 | Spot 07 - Zora's Domain | |
07 | Spot 08 - Zora's Fountain | |
08 | Spot 09 - Gerudo Valley | |
09 | Spot 10 - Lost Woods | |
0A | Spot 11 - Desert Colossus | |
0B | Spot 12 - Gerudo's Fortress | |
0C | Spot 13 - Haunted Wasteland | |
0D | Spot 15 - Hyrule Castle | |
0E | Spot 16 - Death Mountain Trail | |
0F | Spot 17 - Death Mountain Crater | |
10 | Spot 18 - Goron City | |
11 | Spot 20 - Lon Lon Ranch | |
12 | Fire Temple | |
12 | Volvagia's Lair | |
13 | Inside the Deku Tree | |
14 | Dodongo's Cavern | |
15 | Screen Pulses | Inside Jabu-Jabu's Belly |
15 | Screen Pulses | Barinade's Lair |
16 | Forest Temple | |
17 | Water Temple | |
18 | Shadow Temple | |
18 | Bottom of the Well | |
18 | Bongo Bongo's Lair | |
19 | Spirit Temple | |
1A | Inside Ganon's Castle | |
1B | Gerudo Training Ground | |
1C | Gohma's Lair | |
1D | Morpha's Lair | |
1E | Temple of Time | |
1F | Grottos | |
20 | Chamber of the Sages | |
21 | Great Fairy's Fountain (Upgrades) | |
21 | Great Fairy's Fountain (Spells) | |
22 | Shooting Gallery | |
23 | Castle Hedge Maze (Day) | |
23 | Castle Hedge Maze (Night) | |
23 | Castle Hedge Maze (Early) | |
24 | Screen Shakes | Ganon's Tower Collapse & Battle Arena |
24 | Screen Shakes | Ganon's Castle Exterior |
25 | Ice Cavern | |
26 | Tower Collapse Exterior | |
27 | Fairy's Fountain | |
27 | Grave (Fairy's Fountain) | |
28 | Thieves' Hideout | |
29 | Bombchu Bowling Alley | |
2A | Royal Family's Tomb | |
2B | Lakeside Laboratory | |
2C | Ranch House & Silo | |
2D | Guard House | |
2E | Granny's Potion Shop | |
2F | Castle Courtyard | |
2F | Spot 05 - Sacred Forest Meadow | |
2F | Jungle Gym | |
30 | Grave (Redead) | |
30 | Dampé's Grave & Windmill | |
31 | Ganondorf Test Room | |
32 | Fishing Pond | |
33 | Ganon's Tower (Collapsing) | |
34 | Inside Ganon's Castle (Collapsing) |
Scene Configuration Jump Table
Version | Offset | VRom | VRam | ||
---|---|---|---|---|---|
NTSC 1.0 | 0EAC78 | 00B71C78 | 00B71D4C | 800FBD18 | 800FBDEC |
"Scene configuration" is used as an index to this table