From CloudModding OoT Wiki

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  • Table of '''file formats''' used in the OoT 3D ROM filesystem.
    2 KB (213 words) - 20:46, 8 March 2021

Page text matches

  • * The actor's [[overlay]], a file that contains the code for an actor == Overlay File ==
    14 KB (2,024 words) - 16:09, 6 August 2021
  • [[Category: File Formats]]
    6 KB (731 words) - 09:59, 11 July 2014
  • ...y in the file table, update the assembly code used to load sounds from the file, and update the [[CRC]]. This can be found at 0xB5A4D4 (Debug ROM) and look [[Category:File Formats]]
    2 KB (323 words) - 02:49, 1 April 2017
  • * The actor's [[overlay]], a file that contains the code for an actor. In OoT3D, overlays are statically link ...a doubly-linked list based on a category id. Ids can be set in the overlay file, but can also be pro grammatically modified (ex. Skulltula/Gold Skulltula a
    11 KB (1,516 words) - 16:42, 6 August 2021
  • {{address3|space=manual|name=dmadata|subpage=File List|hideoff=true ...ompressed. The '''dmadata''' file consists of a table of records for every file in the game (including itself).
    5 KB (835 words) - 05:41, 26 April 2023
  • ...d to be a peculiar format. To have a working animation, the given resource file must have both a hierarchy and animation(s) to go with it. ...t 7 = [[link_animetion]]), and '''o''' is the offset from the start of the file
    14 KB (1,960 words) - 21:23, 23 February 2023
  • ...for the purposes of this wiki, files should not be referred to using these file extensions. ...om file without a scene file, they can be easily loaded with another scene file. The level, possibly missing a few textures & no collision, will almost alw
    3 KB (455 words) - 02:17, 13 July 2014
  • |'''x''' loads an elf_message file, which determines how the C-Up Navi icon hints work. 00 for no data, 01 for '''y''' loads a global object file, assigning it to segment offset 05. 0x0000 for no object, 0x0002 for [[game
    24 KB (3,740 words) - 21:05, 30 April 2023
  • OoT uses the JPEG File Interchange Format (JFIF), a format that stopped being updated as of 1992. [[Category: File Formats]]
    5 KB (804 words) - 01:12, 23 December 2014
  • ...additional 0xF370 bytes of padding were added to the end of the Audiobank file. == Beginning of file ==
    23 KB (2,595 words) - 19:24, 18 October 2020
  • ...the Title Screen's "PRESS START" and "NO CONTROLLER" logos, as well as the File Select screen. '''0xFFFD''' marks the end offset of the last valid text box * '''o''' = Message offset, relative to the start of the text bank file (*_message_data_static)
    31 KB (4,787 words) - 00:50, 1 March 2023
  • [[Category:File Formats]]
    17 KB (2,090 words) - 08:24, 17 October 2020
  • | 0x0020 || 0x1450 || Primary File 1 | 0x1470 || 0x1450 || Primary File 2
    26 KB (3,747 words) - 09:59, 4 September 2022
  • * [[3D:File Formats|File formats]] used in the OoT 3DS romfs ** [[3D:Scene File Listing|Scene file listing]]
    643 bytes (101 words) - 20:54, 8 March 2021
  • ...('''Queen Messages''') holds in-game dialogue in OoT 3D. There exists one file of this format in the ROM filesystem, although its exact location and conte This section documents the structure of the file format.
    2 KB (278 words) - 22:33, 21 March 2016
  • This section documents the structure of the file format. | 0010 || u32 || Offset to file-metadata section
    2 KB (318 words) - 02:10, 4 October 2015
  • This section documents the structure of the file format. [[Category:File Formats]]
    1 KB (199 words) - 03:46, 4 October 2015
  • Table of '''file formats''' used in the OoT 3D ROM filesystem.
    2 KB (213 words) - 20:46, 8 March 2021
  • The QCL file determines the different font colors assignable through the dialog engine. The QCL file contains 49 records, each of the following format:
    294 bytes (46 words) - 01:35, 15 February 2017