From CloudModding OoT Wiki
  • | 0018 || 6C || 00 || 4102 || Action Testing Room || | 0019 || 6C || 00 || 4102 || Action Testing Room ||
    117 KB (13,225 words) - 19:47, 14 March 2020
  • ...the "SPOT"s on the Map Select, you might have some problems guessing which room/scene combination is the area you need. This list was made to help with thi {| border="1" cellspacing="0" cellpadding="5" align="center" width="75%"
    8 KB (1,215 words) - 00:01, 7 October 2015
  • | 101||かくしとびこみあな 0||Grotto 1||Hidden Dive Hole 0|| ...ure Chest Warp)||A room with moving textures on the walls that was used to test the battle with Ganondorf. Name mixed up with 119.
    12 KB (1,266 words) - 14:53, 13 March 2021
  • ...er commands are designed to define the bulk of the structure for Scene and Room files. All commands follow the following 8 byte structure: ...egment offset|segment offset]] of the room list. Follows the [[#Rooms_List|room list]] format.
    24 KB (3,740 words) - 21:05, 30 April 2023
  • Setups listed as UR exist in the scene and/or room data, but are not referenced by scene header itself |006||Spirit Temple||81||UR||Unused Cutscene 0 - Farore Creates Life
    15 KB (2,041 words) - 19:55, 31 October 2019
  • ...the range <tt>1 ≤ numv ≤ 32</tt>, and <tt>vbidx</tt> in the range <tt>0 ≤ vbidx ≤ 31</tt>. Vertex transformations and lighting calculations (if ...2.NoN, Each of <tt>vfirst</tt> and <tt>vlast</tt> must be in the range <tt>0 ≤ x ≤ 31</tt>. Additionally, <tt>vfirst < vlast</tt> must be true (thus
    71 KB (11,859 words) - 17:36, 23 March 2021