From CloudModding OoT Wiki
  • [[File:OoT-Logo.png|240px|center|alt=Logo for The Legend of Zelda: Ocarina of Time]] <div class="mainpage-header-title">Ocarina of Time Decompilation</div>
    6 KB (666 words) - 15:55, 19 January 2023
  • ...l names have been procured by cross-referencing data from the ''Ocarina of Time'' Debug ROM, and then applied to the files retroactively. | {{ts|al}} | Textures - Fonts (JP)
    174 KB (19,642 words) - 00:51, 1 March 2023
  • ...||00871400||[[Texture_List_(Xml)|item_name_static]]||Highlighted item name textures (Pause Menu) ...68||00C07210||00C07A10||[[ovl_Bg_Haka_Water]]||Water Level Changer (Bottom of The Well)
    92 KB (12,035 words) - 23:31, 13 July 2017
  • This long sought after relic, buried within the catacombs of OoT's [[Yaz]] blocks, was thought to be impossible to enable. Luckily, it w ...to travel to them on foot. It also allows users to set the cutscene, time of day, and Link's age.
    12 KB (1,266 words) - 14:53, 13 March 2021
  • Animations in Ocarina of Time and Majora's Mask follow what I find to be a peculiar format. To have a wor Animations are composed of three chunks: rotation values, rotation index, and a header
    14 KB (1,960 words) - 21:23, 23 February 2023
  • ...which are deserving of a filetype classification. However for the purposes of this wiki, files should not be referred to using these file extensions. ...e easily loaded with another scene file. The level, possibly missing a few textures & no collision, will almost always load.<br>
    3 KB (455 words) - 02:17, 13 July 2014
  • The header commands are designed to define the bulk of the structure for Scene and Room files. All commands follow the following 8 ...mber of start positons<br>'''y''' is the [[Segment offset|segment offset]] of that list. Follows the [[#Actors_List|actors list]] format.
    24 KB (3,740 words) - 21:05, 30 April 2023
  • ...</td></tr><tr><td> object_oA11</td><td> Beta Hylian Guard (corrupt version of above)</td><td> 26</td></tr><tr><td> object_oE1s</td><td> Beta Mido v2</td> object_gi_map = GI Stone of Agony + GI Dungeon Map<br />
    21 KB (3,202 words) - 21:13, 27 May 2021
  • ...sed exclusively by both Ocarina of Time and Majora's Mask. It is a variant of the F3DEX2 (Fast 3D, Extended 2) microcode, containing a very similar (if n ...ferings). The microcode used in N64 Zelda titles appears to be a variation of this microcode, though how exactly is unknown.
    48 KB (7,715 words) - 07:04, 6 May 2021
  • ...3C] (1992), however that document does not apply as strictly to the Legend of Zelda, so dwelling on it is not recommended.<br> ...a constant illusory camera angle, without having to render a given number of models that have to be textured, wasting the dynamic camera angle and syste
    5 KB (804 words) - 01:12, 23 December 2014
  • Below are two lists of all items in Ocarina of Time. The first list contains item 0x00 to 0x77. After item 0x77 the IDs serve d ...pear correctly when used as inventory or equipment items due to their icon textures being located in different files, using different formats.
    13 KB (1,552 words) - 15:08, 14 October 2019
  • The ''Ocarina of Time'' Debug ROM contains a few extra scene and room files compared to the origi | style="text-align: left;" | Textures - Pause Menu Global Assets & Inventory Icons
    218 KB (24,721 words) - 02:46, 27 July 2020
  • ...damage caused to your system or carts, or anything related to the running of your system or carts. Most of the NTSC-U 1.0 codes have been around for a while and are thoroughly tested
    32 KB (4,556 words) - 06:14, 17 December 2016
  • ...ot present in the Debug ROM. Removed entries are indicated by the presence of <span style="color: red;">[Removed]</span> in the Start column. | style="text-align: left;" | Ocarina of Time
    62 KB (6,388 words) - 17:07, 14 October 2019
  • ...to analyze the iQue version) languages that the N64 version of Ocarina of Time was written in/translated into. Since NTSC and PAL support different langua ...e done in something as basic as a hex editor, though dedicated editors can of course making using various control codes, or writing in non-English langua
    31 KB (4,787 words) - 00:50, 1 March 2023
  • ...except that she appears in a screenshot at the mythical Zola Lake infront of a house. According the text under the screenshot showing 3 different girls, ...Original text follows) in which was running off the 64DD's hardware at the time that screenshot was taken/published. -->
    5 KB (838 words) - 23:14, 3 March 2018
  • ...M version of Ocarina of Time. Currently, this list completely maps out all textures for the following files: [[Category: Textures]]
    219 KB (26,714 words) - 12:43, 23 July 2014
  • The contents of this page is generated from https://github.com/mzxrules/MasterOcarina/blob/ ...ge documents the standard spawn variables for the actors within Ocarina of Time. All known variable values that affect the actor are listed below; any miss
    146 KB (20,422 words) - 19:45, 22 July 2023
  • {{for|the location and structure of this table|Object Table}} * '''VROM:''' Start and end address of object file in VROM.
    60 KB (6,650 words) - 15:15, 14 October 2019
  • ...ng of the source code of Ocarina of Time, as found in the Debug ROM. (Most of these snippets are in the retail ROMs as well.) ...c || Environment || Handles the movement of the sun & moon, the passage of time, terrain palettes, and dynamic background music. ||
    24 KB (4,206 words) - 10:21, 1 November 2019

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