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Scenes are the different locations within Ocarina of Time.
Each scene entry is 1 word long.
- ID = Scene ID
|x Restriction Flags|
|y Restriction Flags|
|c_hook||Hookshot & Longshot||10||20||30|
|z Restriction Flags|
|m_magic||Din's Fire & Nayru's Love||04||08||0C|
(Note that the Sun's Song is also banned on a per-room basis.)
The data below was taken from the Debug ROM.
|56||00||00||10||Sacred Forest Meadow|
|64||00||00||10||Ganon's Castle Exterior|
|60||00||00||10||Death Mountain Trail|
|61||00||00||10||Death Mountain Crater|
|63||00||00||10||Lon Lon Ranch|
|43||00||10||15||Temple of Time|
|44||A2||AA||AA||Chamber of the Sages|
|45||11||55||55||Castle Hedge Maze (Day)|
|46||11||55||55||Castle Hedge Maze (Night)|
|40||00||00||D0||Grave (Fairy's Fountain)|
|41||00||00||D0||Royal Family's Tomb|
|3B||00||00||10||Great Fairy's Fountain (Upgrades)|
|3D||00||00||10||Great Fairy's Fountain (Spells)|
|1A||00||05||50||Tower Collapse Exterior [?]|
|4B||11||55||55||Bombchu Bowling Alley|
|4C||00||10||15||Ranch House & Silo|
|4E||10||15||55||Granny's Potion Shop|
|10||10||15||55||Treasure Box Shop|
|50||00||10||15||House of Skulltula|
|1B||00||10||15||Market Entrance (Child - Day)|
|1C||00||10||15||Market Entrance (Child - Night)|
|1D||00||10||D5||Market Entrance (Ruins)|
|20||00||10||15||Market (Child - Day)|
|21||00||10||15||Market (Child - Night)|
|1E||00||10||15||Back Alley (Child - Day)|
|1F||00||10||15||Back Alley (Child - Night)|
|23||00||10||15||Temple of Time Exterior (Child - Day)|
|24||00||10||15||Temple of Time Exterior (Child - Night)|
|25||00||10||D5||Temple of Time Exterior (Ruins)|
|2A||10||10||15||Carpenter Boss's House|
|2B||10||10||15||Back Alley House (Man in Green)|
|26||10||10||15||Know-It-All Brothers' House|
|27||10||10||15||House of Twins|
|35||10||10||15||Back Alley House (Dog Lady)|
|30||10||10||15||Kakariko Potion Shop|
|31||10||10||15||Market Potion Shop|
|33||10||10||15||Happy Mask Shop|
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All addresses in this section are NTSC 1.0.
Select areas in the game have lighting that changes depending on the current "world time". Some notes on this:
800F1640 is a byte value that stores an id used to keep certain lighting/skybox settings between scenes:
|1||Cloudy Hyrule Field (from Market as adult)|
|5||Raining in Kakariko and Kakariko Graveyard|
Environment Lighting Blending
800F1658 stores an array of five different Environment Lighting Blend settings, each record being 0x2A bytes long. The purpose for each setting is as follows:
|0||Clear Sky Lighting/Fog, uses environment settings ids 0-3|
|1||Overcast Sky Lighting/Fog|
|4||Kakariko Village / Kakariko Graveyard Rain.|
Each 0x2A byte record is subdivided into an array of seven different "time blocks", with the following structure:
0x00 ushort //Start World Time 0x02 ushort //End World Time 0x04 byte //Environment Setting Index A 0x05 byte //Environment Setting Index B
The Environment Setting Index refers to the data referenced by the 0x0F scene header command.
When reloading from a save, the game checks a byte value that stores the scene number that the game was saved in, in order to determine where to spawn Link. Saving in scenes 0-26? will cause you to spawn in a set location based on a table in code.
800902F0 - Start of the Spawn Entrance Index correction routine. Immediately follows the call that copies the save file B7EA40 - Jump Table for setting the spawn entrance index on save load. Indexed by the scene number that the file was saved in. 26 entries. 800FC090 - List of Entrance Indexes that are set to 11A5D0 when reloading a save inside a dungeon.
Game Over Warping
Whenever you get game over within a boss room/fight scene, or within one of the the tower collapse scenes, your spawn will be set to the main entrance of the dungeon. Save Context + 0x0000, which stores the current entrance index, is used to determine what location a savewarp should take you to.
|Id||Scene||Respawn Scene||Entrance Index|
|17||Gohma's Boss Room||Deku Tree||0000|
|18||King Dodongo Boss Room||Dodongo's Cavern||0004|
|19||Barinade Boss Room||Inside Jabu-Jabu's Belly|
|20||Phantom Ganon Boss Room||Forest Temple|
|21||Volvagia Boss Room||Fire Temple|
|22||Morpha Boss Room||Water Temple||0010|
|23||Spirit Temple Boss Room||Spirit Temple||00??|
|24||Bongo Bongo Boss Room||Shadow Temple|
|25||Ganondorf Boss Room||Ganon's Tower Climb|
|14||Ganon's Tower Collapse Interior||Ganon's Tower Collapse Exterior|
|15||Ganon's Tower Collapse Interior (Exit)|
|26||Ganon's Tower Collapse Exterior|
Tower Collapse Sequence Timer
The timer used in the Tower Collapse sequence is the same one used for the trade items that expire when the player takes too long to deliver them. Outside of the Tower Collapse scenes, this timer behaves like a trade item timer. Inside of the Tower Collapse scenes, the behavior is more complex.
There are two temporary scene flags (0x36 and 0x37) set during Tower Collapse. Temporary switch flag 0x36 determines that the trade timer should warp you to Ganon's tower if it expires, rather than triggering the miniquest failure, while temporary switch flag 0x37 determines that the tower collapse sequence has started. This creates the following outcomes:
|0||0||If you're in a tower collapse map when a timer expires, it acts as if the trade item timer expired|
|0||1||You have infinite time to complete tower collapse, timer expiration warps you nowhere|
|1||0||If your in a tower collapse map, you warp to the top of Ganon's tower but it softlocks because the trade timer is stuck at 0|
|1||1||Normal tower collapse sequence|
Custom Scene Setups
By default, scene setups 0-3 are reserved for combinations of day/night, child/adult. However, there are some hard-coded exceptions:
- Scene 81 (Hyrule Field): Setup 0 is used for both day and night versions of Hyrule Field as a child, while setup 1 is used for after Zelda throws the Ocarina of Time, but before it's obtained.
- Scene 85 (Kokiri Forest): Setup 2 is used for the Adult version of Kokiri Forest when it has been invaded by monsters, while setup 3 is used for after the Forest Temple has been completed.
- Scene 99 (Lon Lon Ranch): Exists, but forget how (think it's the child version?)
When creating a new save, a permanent switch flag within the Water Temple's set of flags is initialized to a default value, in order to set the dungeon's starting water level.