Search results

From z64 wiki
Jump to: navigation, search

Page title matches

  • Chest Item Index relates to the item index in [[Actor List]] that awards specific items. ...wards from the chest actor and this table. As such, the proper calculation of the offset to any record is
    15 KB (2,054 words) - 04:57, 21 May 2014

Page text matches

  • * [[:Category:Ocarina of Time|Ocarina of Time]] '''Featured article for the next 10 years: [[Modification and Addition of Switches]]'''
    2 KB (369 words) - 00:53, 1 January 2016
  • ...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) - 22:20, 14 March 2014
  • ...ne, from enemies to static scenery. There are three major components to an actor: * The actor overlay, a file that contains the code for an actor
    9 KB (1,447 words) - 21:23, 16 May 2014
  • Offsets that follow are relative to start of ROM BA8DA0 Minuet of Forest
    8 KB (1,268 words) - 08:41, 20 May 2014
  • ...but this does cover most of them, I will update this later. A good portion of this is updated from its previous entry. There seems to be a couple beta no ...he debug ROM, you can match up objects with their actors by looking at the actor's entry on [http://spinout182.com/z64e/a/ this page].
    17 KB (2,924 words) - 18:49, 7 March 2014
  • ...hing and crashing are listed for reference purposes). The code is like so; Actor #, Object, and everything under is a Variable. Enjoy! - 00 = No Link spawns, but actor exists in memory (for cutscenes without Link)
    95 KB (14,765 words) - 09:47, 7 June 2014
  • Actor list starts at 00B8D440 in ROM Ocarina of Time:
    56 KB (7,539 words) - 00:38, 1 February 2013
  • ...553A0 80885E20 80886660 002C 2.0625 ovl_Bg_Hidan_Dalm Lower Part of Megaton Statue ...C89B40 808B9F00 808BAE40 005E 3.8125 ovl_Bg_Toki_Hikari Temple of Time Windows
    49 KB (6,333 words) - 04:03, 27 March 2014
  • ...design the dungeon itself.  If you want to make a good, solid, Ocarina-of-Time-style dungeon, you're going to need to understand the basic elements that c Flags are a way of storing events that have occurred in the game in a compact manner.  One fl
    19 KB (3,454 words) - 19:32, 7 March 2014
  • 000A:000E:07C0:Treasure Chest (holds piece of heart) 000A:000E:B141:Treasure Chest (holds lens of truth)
    106 KB (13,830 words) - 00:41, 8 March 2014
  • ...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 ...ve a slightly different table format than PAL (Debug Rom) releases because of the different supported languages.
    10 KB (1,353 words) - 20:28, 28 June 2016
  • ...file, each has thousands of smaller files within, each which are deserving of a filetype classification ...the game. They can vary from very small files to very large files. As the actor article states, actors are overlays - "mini programs" which the engine can
    3 KB (428 words) - 18:42, 11 March 2014
  • The below lists were complied by way of a program. Information provided by Wareya and Cendamos. All shader:object i Note: I'm pretty sure some of the things beginning with 0x80~ are function pointers, but I was never able
    22 KB (2,795 words) - 02:01, 9 June 2014
  • ...</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 />
    35 KB (5,753 words) - 22:08, 28 November 2012
  • The header commands are designed to define the bulk of the structure for Scene and Room files. <td>'''x''' is the number of start positons<br>'''y''' is the offset of that list (''including'' the [[Debug ROM: RAM Map#RAM segments|bank]]). Fol
    20 KB (3,294 words) - 03:53, 8 January 2017
  • ...da 64 games follows a MIDI type format which is a slightly updated version of the format used by earlier games such as Super Mario 64. There are generall This is the part of the sequence that controls things such as master volume, tempo and loop set
    13 KB (2,224 words) - 07:46, 22 March 2014
  • The Ocarina of Time save file consists of a simple 32 byte long header, and six 0x1450 byte long game files, in the o ...game instead of making multiple saves. To convert an offset from the start of the save file to a ram address, simply take the appropriate offset for your
    10 KB (1,677 words) - 12:24, 1 April 2018
  • ...Time'' and ''Majora's Mask''. It is capable of editing ex. room and scene actor placements, waypoint placements and room Display Lists, among other things.
    798 bytes (103 words) - 00:21, 6 June 2013
  • ...is is done by defining the 0x17 command, which in turn points to the start of the cutscene header. ...ly reserved for different combinations of day/night child/adult variations of an area (the root header + 3 alternate headers = 4).
    13 KB (2,056 words) - 16:25, 30 May 2014
  • | 15||00880000||008BD800||item_name_static||Textures for the name of the currently highlighted item in the pause menu. 123 textures per language | 56||00C33FA0||00C340D0||ovl_En_Scene_Change||(unknown actor)
    80 KB (10,736 words) - 09:15, 7 June 2014

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