From CloudModding OoT Wiki
  • * [[Object|Object files]], one or more files that contain pre-generated microcode, animations, and graphical assets for /* 0x138 */ u32 CodeEntry; //Address to source overlay file's reference in code (file)
    14 KB (2,024 words) - 16:09, 6 August 2021
  • ...rocodes, and looking at the version strings inside its "F3DZEX2" microcode files proves that either the developers of the microcode forgot to add the 2 to t 0x40 bytes at address 8012BAC0 is transferred to 04000FC0 //DMEM
    6 KB (944 words) - 16:35, 23 March 2021
  • '''Object Files''' or '''Objects''' are files which primarily contain the graphical assets (display lists, textures) for Object files have no "format" per se, but contain different types of "static" data:
    3 KB (475 words) - 16:34, 23 March 2021
  • ...n Mesh format]]. Most meshes are stored in object files, rather than actor files like above. [[Game Play]] + 0x7C0 is the address of the struct managing background collision information.
    16 KB (2,110 words) - 16:03, 6 August 2021
  • * [[Object|Object files]], one or more files that contain pre-generated microcode, animations, and graphical assets for ...actor. It is an array of the following. The actor overlay table begins at address 0x50CD84 on the USA version.
    11 KB (1,516 words) - 16:42, 6 August 2021
  • ...filesystem. It's primary purpose is to provide an easy mechanism to locate files when the rom is compressed. The '''dmadata''' file consists of a table of r ! colspan="2"| Virtual Address ([[VRom]])
    5 KB (835 words) - 05:41, 26 April 2023
  • uint32_t addr; /* The address of the animation data (includes the RAM segment as its left-most byte). */ ...f 0x2458 within {{object ref|object_link_child}} or {{object ref|14}} (the files assigned to segment 6), and it has one child (0x4), 0xFF indicates that the
    14 KB (1,960 words) - 21:23, 23 February 2023
  • ...mmands are designed to define the bulk of the structure for Scene and Room files. All commands follow the following 8 byte structure: ...assets stored within scene and room files are only referenced by external files, or not at all.
    24 KB (3,740 words) - 21:05, 30 April 2023
  • ...equired F3DEX2 to be installed first, with the Z-specific microcode object files and a <tt>ucode_z.h</tt> file installed on top of the F3DEX2 installation a ...leak shows that the 2 was left out of the version string in F3DZEX2 object files. The Japanese Nintendo 64 versions of Majora's Mask also contain an alterna
    48 KB (7,715 words) - 07:04, 6 May 2021
  • ...Since NTSC and PAL support different languages, the *_message_data_static files found within them are different, as seen below. !Region||Language||Textbank Files||Font
    31 KB (4,787 words) - 00:50, 1 March 2023
  • The back-up save files exist to prevent data loss in the event of an untimely power loss. When sav ...text" is a term used to reference the z_common_data structure, or the home address of the variables saved by the game. Since the save file is created by copyi
    26 KB (3,747 words) - 09:59, 4 September 2022
  • ...'''zelda_link_child_new.zar''' and '''zelda_link_boy_new.zar''', the actor files that are used in the game. ...when needed by converting the '''link_animetion''' bank offsets into a Rom address.
    42 KB (7,101 words) - 03:18, 4 September 2016
  • .... It defines a particle effect's id, maps the particle's code to a virtual address, and during gameplay is used to find the overlay in ram * '''r''': Ram address of the overlay, when loaded into ram. Set to 0 in Rom
    966 bytes (147 words) - 08:24, 14 November 2017
  • This tutorial will show you how to view animations within object files, as well as add your own. *** '''room header address''' + '''o''' = location of mesh header
    20 KB (3,081 words) - 15:47, 7 May 2015
  • Overlay files have a single header defining their properties, which is pointed to by the ...0x00000640, the file length is 0x58B0 bytes, and the file end in rom is at address 0xC33CD0. Therefore the header is located at...
    6 KB (1,034 words) - 20:42, 12 December 2021
  • [http://vg64tools.googlecode.com/files/z64porter-1.3.0.tar.gz z64porter-1.3.0] (Python package, requires python 2. ...64porter-gui.py. Most Python installations in Windows should associate .py files with C:/Python2x/Python.exe, so double-clicking it is sufficient. It can al
    4 KB (648 words) - 09:46, 19 October 2016
  • ...([[overlays]]). It defines an actor's number, maps the actor to a virtual address, and during gameplay is used to find the overlay in ram. '''r''': Ram address of actor file (00000000 if overlay isn't loaded, or if in ROM)<br>
    2 KB (348 words) - 16:02, 6 August 2021
  • ...vefront obj data. It can read and write obj files and their material (mtl) files, as well as write output in N64 [[F3DEX2]], and Zelda 64 collision. There i <tr><td><tt>-b ADDR</tt></td><td><tt>--base=ADDR</tt></td><td>Set base address to <tt>ADDR</tt> (ex: <tt>0x06000000</tt>)</td></tr>
    5 KB (851 words) - 09:17, 7 July 2014
  • The '''Object Table''' assigns an identifier to [[object]] files. /*0x00*/ uint ObjectStart; //VRom Address
    910 bytes (117 words) - 08:42, 14 November 2017
  • .... ROM addresses do not start with a special prefix, since they are able to address more than 16 MiB of space. ...used to represent the space that the file would be located if none of the files were compressed. See [[Filesystem]] for more information.
    4 KB (675 words) - 23:15, 27 January 2020

View (previous 20 | next 20) (20 | 50 | 100 | 250 | 500)