From CloudModding OoT Wiki
  • | style="text-align: left;" | Textures - Place Name - Kakariko Village (JP & EN) | style="text-align: left;" | Textures - Kakariko Potion Shop Prerenders
    174 KB (19,642 words) - 00:51, 1 March 2023
  • | 0128||00C2CA30||00C2D630||[[ovl_Bg_Spot01_Idohashira]]||Kakariko Village well crossbeam | 0129||00C2D630||00C2D950||[[ovl_Bg_Spot01_Idomizu]]||Kakariko Village well water
    92 KB (12,035 words) - 23:31, 13 July 2017
  • !data-sort-type="text"|Scene !Scene Name
    117 KB (13,225 words) - 19:47, 14 March 2020
  • ...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 this. | Potion Shop (Kakariko Village)
    8 KB (1,215 words) - 00:01, 7 October 2015
  • The header commands are designed to define the bulk of the structure for Scene and Room files. All commands follow the following 8 byte structure: |Allows skyboxes to be enabled in some rooms of a scene but disabled in others.<br>'''x''' = disable sky if not 0 (some backgrounds
    24 KB (3,740 words) - 21:05, 30 April 2023
  • The ''Ocarina of Time'' Debug ROM contains a few extra scene and room files compared to the original releases. | style="text-align: left;" | Textures - Place Name - Kakariko Village (All)
    218 KB (24,721 words) - 02:46, 27 July 2020
  • ...e stored within scene files. These are either referenced directly from the scene header, or by a table in [[Code (File)|code]] that triggers a cutscene on e ...extra headers for the purpose of creating different variations of the same scene. Some of these extra headers exist with the purpose of playing a single cut
    30 KB (4,041 words) - 17:39, 6 August 2021
  • File listing of the '''scene/''' directory on the OoT 3D rom. | || 1 || kakariko
    4 KB (371 words) - 14:43, 3 October 2015
  • {{Address3|space=code|name=Scene Table|subpage=Scene Table {{Article link|Scene Table}}{{See also|Category:Scene Listings}}
    6 KB (789 words) - 16:40, 20 December 2020
  • {{See also|Scene List (Debug)}} XXXX XXXX - starting offset to the scene<br>
    19 KB (2,427 words) - 07:36, 25 October 2015
  • {{For|the location and structure of this table|Scene Table}} * '''ID:''' Scene's 2 digit ID in hex. For reference only.
    16 KB (1,341 words) - 09:40, 10 December 2017
  • {{For|the location and structure of this table|Scene Table}} * '''ID:''' Scene's 2 digit ID in hex. For reference only.
    18 KB (1,842 words) - 09:40, 10 December 2017
  • | 042 || 02C84000 || 02C84EA0 || Kakariko Village House | 048 || 02D82000 || 02D823F0 || Kakariko Potion Shop
    5 KB (601 words) - 06:56, 14 November 2017
  • | 042 || 02CDA000 || 02CDAEA0 || Kakariko Village House | 048 || 02DD8000 || 02DD83F0 || Kakariko Potion Shop
    5 KB (614 words) - 06:57, 14 November 2017
  • | 042 || 02CD9000 || 02CD9EA0 || Kakariko Village House | 048 || 02DD7000 || 02DD73F0 || Kakariko Potion Shop
    5 KB (615 words) - 06:57, 14 November 2017
  • == Scene Table == {{For|more information|Scene Table}}
    10 KB (1,373 words) - 20:17, 13 December 2020
  • Entrance cutscenes are a subset of [[cutscenes]] that play when entering a scene using a specific entrance index value. ...' = [[segment offset]] location of the cutscene. Always starts with 02 for scene offset.<br>
    3 KB (460 words) - 22:17, 19 June 2017
  • ...le. Using this, you can set up some of the initial save data, up until the scene flags. | 0x0066 || int16 || Saved Scene Index || Only set on saving. Used to determine where to spawn when reloadin
    26 KB (3,747 words) - 09:59, 4 September 2022
  • ;v &>> 0xFF = Camera Initial Focus //Data defined by scene Link spawns in //Model dependent on current scene<br />
    146 KB (20,422 words) - 19:45, 22 July 2023
  • Animation headers are 32 hex digits long. Unlike [[map and scene headers]], they appear after the data they define. An example of an animati ...ist, the scene only has one setup. If it does exist, it will have multiple scene setups
    20 KB (3,081 words) - 15:47, 7 May 2015

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