Cutscenes
From z64 wiki
Text: 00000013 0000xxxx 00000013 = Marker xxxx = number of entries Text Entries (follows one of two formats): FFFF xxxx yyyy FFFF FFFF FFFF x = start frame y = end frame (no text displayed) or zzzz xxxx yyyy 0000 0000 0000 z = message number x = start frame y = end frame (waits for text to finish before continuing cutscene) Camera Positions: 00000001wwwwxxxxyyyyzzzz 00000001 = Marker w = ? x = start frame? y = end frame? z = ? following that: ww00 [????] [????????] [xxxxyyyyzzzz] [????] ww = ? FF on last entry xxxx = x position yyyy = y position zzzz = z position Camera Focus: 00000002wwwwxxxxyyyyzzzz 00000002 = Marker ww = ? xxxx = start frame? yyyy = end frame? zzzz = ? following that: ww00 [????] [????????] [xxxxyyyyzzzz] [????] ww = ? FF on last entry xxxx = x position yyyy = y position zzzz = z position Screen transition effects: 0000002D 00000001 xxxx yyyy zzzz zzzz? 0000002D = Marker 00000001 = constant? x = transition (probably the same as entrance/exit transitions) y = start frame z = end frame (seems to be repeated) Exits: 000003E8 00000001 xxxx yyyy zzzz zzzz? 000003E8 = Marker 00000001 = constant? x = index for a list of addresses at 8013AF78, the machine code at these addresses sets the exit number to use y = start frame z = end frame (seems to be repeated) End of cutscene data: FFFFFFFF
^^ Taken from DeathBasket's posts on the GCN
Animation -> Navi 0000003E 0000xxxx 0000003E = Marker xxxx = number of entries Animation -> Link 0000000A 0000xxxx 0000000A = Marker xxxx = number of entries Entry format (ex. Navi, Link's house) aaaa bbbb cccc dddd -------- eeeeeeee ffffffff gggggggg hhhhhhhh iiiiiiii jjjjjjjj kkkkkkkk llllllll mmmmmmmm aaaa = Current Action bbbb = Starting frame for path. cccc = Ending frame for path. dddd -------- = Unknown. eeeeeeee = X coordinate of path start vertex. ffffffff = Y coordinate of path start vertex. gggggggg = Z coordinate of path start vertex. hhhhhhhh = X coordinate of path end vertex. iiiiiiii = Y coordinate of path end vertex. jjjjjjjj = Z coordinate of path end vertex. kkkkkkkk llllllll mmmmmmmm = Appears to be a vertex normal for the path, single precision floats. Cutscene Duration: 0000000B 0000xxxx 0000000B = Marker xxxx = length in frames Path/animation for something? 0000003D 0000xxxx 0000003D = Marker xxxx = number of entries, same format as Link, Navi, etc?
^^ Merged some information from a few posts by Twili and xdaniel on the GCN
Cutscene Headers: *Vital data for cutscenes are stored in alternate headers which are pointed to by the 0x18 scene header command. *Headers for cutscenes begin after "00 00 00" in the data. Anything before those bytes are for daytime and nighttime alternates scene headers. The pointer to the cutscene headers is in the simple format of: BB XX XX XX BB = Bank (03) XX XX XX = Pointer to Cutscene Header.
^^ Data given by Flotonic. I'm not sure how correct it is.
Start position data pointed to by cutscene headers (found within the scene file) have different Link variables depending on whether or not Link is present in the cutscene. 0xFF = Cutscenes where Link is not present. 0xFFF = Normal variable- Link is present.