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. [[Category: File Listings]]
    174 KB (19,642 words) - 00:51, 1 March 2023
  • [[Category: File Listings]] | 0002||00007170||0000D0D0||[[Filesystem|dmadata]]||File Table
    92 KB (12,035 words) - 23:31, 13 July 2017
  • * The actor's [[overlay]], a file that contains the code for an actor * Actor instances, or an in memory representation of our actor.
    14 KB (2,024 words) - 16:09, 6 August 2021
  • [[Category: Code (File)]] | 0053 || 43 || 00 || 4102 || Temple of Time || From Outside Temple of Time
    117 KB (13,225 words) - 19:47, 14 March 2020
  • ...raw sound samples used to create the sound effects and music of Ocarina of Time ...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
    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 * Actor instances, or an in memory representation of our actor.
    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
  • 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
  • ...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. Animations are composed of three chunks: rotation values, rotation index, and a header
    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
  • 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
  • '''fn''' is the file (<tt>__FILE__</tt>)<br> '''exp''' is the name of the value to check<br>
    25 KB (3,658 words) - 17:30, 6 August 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
  • The ''Ocarina of Time'' Debug ROM contains a few extra scene and room files compared to the origi [[Category: File Listings]]
    218 KB (24,721 words) - 02:46, 27 July 2020
  • /* 0x04 */ u16 objectId; //object file id ...wards from {{actor ref|A}} and this table. As such, the proper calculation of the offset to any record is
    24 KB (2,799 words) - 12:35, 31 August 2022
  • You can always find the start of a cutscene in memory by watching the cutscene pointer with a memory viewer. ...either referenced directly from the scene header, or by a table in [[Code (File)|code]] that triggers a cutscene on entering from a specific entrance.
    30 KB (4,041 words) - 17:39, 6 August 2021
  • ...g a cart emulator, the device provides a way for N64 software to spew lots of debug prints on a connected PC.<br> [[File:is64_dev_cart.jpg|right|350px|thumb|IS64 development device, opened]]
    2 KB (334 words) - 23:21, 8 June 2014

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