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@ShimmerFairy
Created June 1, 2014 00:16
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OoT actor list, not guaranteed complete
ACTOR LIST
General layout:
ACTOR # <number> '<description>'
Using object(s) <objects>
Variable fields:
Field: <description> (Bitmask: <bits> / <nybbles>)
<Pre-shifted value> (<raw number, if different>) --- <description>
When adding up field values for the variable, use the pre-shifted values, NOT
the raw numbers.
ACTOR # 0000 'Link (may sometimes cause Z-buffer glitches)'
Using object 0000
Variable fields (add chosen values from all fields for variable value):
Variable Field: Spawn Behavior (Bitmask: 0000111100000000 / 0F00)
000 (0x0) --- No Link spawns, but actor exists in memory (for cutscenes without Link)
100 (0x1) --- Master Sword Pull/Drop animation, overwrites coordinates
200 (0x2) --- Fall gently from the sky, used when returning from a blue warp
300 (0x3) --- Spawn, can't move
400 (0x4) --- Spawn, with a high jump (y velocity = 12)
500 (0x5) --- Spawn, warp song
600 (0x6) --- Spawn from Farore's Wind
700 (0x7) --- Tossed out animation (captured by hyrule guards)
D00 (0xD) --- Spawned, no movement
E00 (0xE) --- Spawned, slow walk
F00 (0xF) --- Spawned, retain last spawn's velocity
Variable Field: Spawn Camera Behavior. Camera is positioned based on the scene Link spawns in (Bitmask: 0000000011111111 / 00FF)
FF --- No special positioning
ACTOR # 0002 'Stalfos'
Using object 0032
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Invisible Stalfos - becomes visible with Lens of Truth, plays Mini-Boss theme
0001 --- Stalfos, has mini-boss theme and rises out of the ground
0002 --- Stalfos, no music and rises out of the ground (can be paired with 1)
0003 --- Stalfos, no music and jumps down from the sky when Link is near
0004+ --- Stalfos, has mini-boss theme and rises out of the ground
ACTOR # 0004 'Shop Items'
Using object 0000
No (known?) field settings.
ACTOR # 0007 'Dissipating Flames'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0001 --- Green flames
0003 --- Purple flames
0004 --- Red bubbles
0005 --- Invisible object hovering with shadow for a second, then bursts into purple flames
0009 --- Green flames
000A --- Green flame
000B --- Purple flame
000C --- Green flame
ACTOR # 0008 'Decorative Flames'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Orange flame (generic value)
0001 --- Orange flame (generic value)
0002 --- Blue flame
0003 --- Green flame
0004 --- Small orange flame
0005 --- Orange flame
0006 --- Green flame
0007 --- Blue flame
0008 --- Magenta flame
0009 --- Whitish flame
000A --- Yellow-white flame
000B --- Light green flame
000C --- Light magenta flame
000D --- Lighter magenta flame
000E --- Light blue flame
000F --- Light blue flame
83F0 --- Small scrolling texture with light
FFFF --- Faint blue aura
ACTOR # 0009 'Standard Door (note: if the fourth digit is not 0, then the doors will spawn artifacts of themselves)'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Acts as an area trigger, typical wooden door
0040 --- Same as 0000, but double wooden doors instead, work on both sides
0080 --- Single door, locked, silver key needed
00C0 --- Double wooden door, but door on left is locked (other door is locked on the opposite side); both act like 0040
0100 --- Same as 0040
0140 --- Same as 0040
0180 --- Same as 0040
01C0 --- Same as 0040
0200 --- Door is already open and slams shut of its own accord, then says "It won't open!" if you try to open it. Perhaps the game intended to have characters interacting with the environment at some point...?
0300 --- Talking door! Passable, but appears on both sides! (last two values' text matches that of actor 185, but in increments of 1 instead)
0400+ --- Single door, no area triggering, both-way
FFFF --- Double wooden doors, one-way, crashes when try to open
ACTOR # 000A 'Treasure chest'
Using object 000E
Variable fields (add chosen values from all fields for variable value):
Variable Field: Controls the type of treasure chest you get (Bitmask: 1111000000000000 / F000)
0000 (0x0) --- Large,
1000 (0x1) --- Large, Appears, Clear Flag
2000 (0x2) --- Boss Key’s Chest
3000 (0x3) --- Large, Falling, Switch Flag
4000 (0x4) --- Large, Invisible, None
5000 (0x5) --- Small, none, none
6000 (0x6) --- Small, Invisible, None
7000 (0x7) --- Small, Appears, Clear Flag
8000 (0x8) --- Small, Falls, Switch Flag
9000 (0x9) --- Large, Appears, Zelda's Lullaby
A000 (0xA) --- Large, Appears, Sun's Song Triggered
B000 (0xB) --- Large, Appears, Switch Flag
C000 (0xC)+ --- Large, none, none
Variable Field: Controls the contents of the chest. 7 bits. (Bitmask: 0000111111100000 / 0FE0)
000 (0x0) --- Link tries to pick it up, fails miserably if it’s large, works fine if it’s small (but the second time you pick it up, it glitches and makes you shoot into the air until you hit the ceiling, at which point you fail miserably; trying to throw it makes it stuck in the air)
020 (0x1) --- contains bombs
040 (0x2) --- contains Deku nuts
060 (0x3) --- contains bombchus (10)
080 (0x4) --- contains Fairy bow
0A0 (0x5) --- cutscene opening, contains Fairy slingshot
0C0 (0x6) --- contains Boomerang
0E0 (0x7) --- contains Deku stick
100 (0x8) --- contains hookshot
120 (0x9) --- cutscene opening, contains longshot
140 (0xA) --- contains lens of truth
160 (0xB) --- cutscene opening, contains Zelda’s letter
180 (0xC) --- cutscene opening, contains Ocarina of Time
1A0 (0xD) --- contains Megaton hammer
1C0 (0xE) --- cutscene opening, contains Cojiro
1E0 (0xF) --- cutscene opening, contains empty bottle
200 (0x10) --- cutscene opening, contains red potion
220 (0x11) --- cutscene opening, contains green potion
240 (0x12) --- cutscene opening, contains blue potion
260 (0x13) --- cutscene opening, contains fairy in a bottle
280 (0x14) --- contains Lon Lon Milk
2A0 (0x15) --- contains message in a bottle
2C0 (0x16) --- contains magic beans
2E0 (0x17) --- cutscene opening, contains Skull Mask
300 (0x18) --- cutscene opening, contains Spooky Mask
320 (0x19) --- cutscene opening, contains a cucco that thinks it’s a magic bean? Changes the child item slot to “Chicken” with a cucco icon... ???
340 (0x1A) --- cutscene opening, contains Keaton Mask
360 (0x1B) --- cutscene opening, contains Bunny Hood
380 (0x1C) --- cutscene opening, contains Mask of Truth
3A0 (0x1D) --- cutscene opening, contains Pocket Egg
3C0 (0x1E) --- cutscene opening, contains another cucco that thinks it’s a magic bean. Changes adult item slot to “Pocket Cucco”...
3E0 (0x1F) --- cutscene opening, contains Odd Mushroom
400 (0x20) --- cutscene opening, contains Odd Potion
420 (0x21) --- cutscene opening, contains Poacher’s Saw
440 (0x22) --- cutscene opening, contains Broken Goron’s Sword
460 (0x23) --- cutscene opening, contains prescription
480 (0x24) --- cutscene opening, contains Eyeball Frog
4A0 (0x25) --- cutscene opening, contains World’s Finest Eye Drops
4C0 (0x26) --- cutscene opening, contains Claim Check
4E0 (0x27) --- contains Kokiri’s Sword
500 (0x28) --- cutscene opening, contains Giant’s Knife
520 (0x29) --- contains blue (5) rupee
540 (0x2A) --- contains blue (5) rupee
560 (0x2B) --- contains Mirror Shield
580 (0x2C) --- contains blue (5) rupee
5A0 (0x2D) --- contains blue (5) rupee
5C0 (0x2E) --- contains Iron Boots
5E0 (0x2F) --- contains Hover Boots
600 (0x30) --- cutscene opening, contains Big Quiver
620 (0x31) --- cutscene opening, contains Biggest Quiver
640 (0x32) --- contains Bomb Bag
660 (0x33) --- cutscene opening, contains Big Bomb Bag
680 (0x34) --- cutscene opening, contains Biggest Bomb Bag
6A0 (0x35) --- cutscene opening, contains Silver Gauntlets
6C0 (0x36) --- cutscene opening, contains Golden Gauntlets
6E0 (0x37) --- cutscene opening, contains Silver Scale
700 (0x38) --- cutscene opening, contains Golden Scale
720 (0x39) --- cutscene opening, contains Stone of Agony
740 (0x3A) --- cutscene opening, contains Gerudo Membership Card
760 (0x3B) --- cutscene opening, contains Fairy Ocarina, but game confuses it with the Ocarina of Time... somehow...
780 (0x3C) --- contains blue (5) rupee
7A0 (0x3D) --- cutscene opening, contains Heart Container
7C0 (0x3E) --- cutscene opening, contains Piece of Heart
7E0 (0x3F) --- cutscene opening, contains Boss Key
800 (0x40) --- cutscene opening, contains compass
820 (0x41) --- cutscene opening, contains map
840 (0x42) --- contains small key
860 (0x43) --- contains blue (5) rupee
880 (0x44) --- contains blue (5) rupee
8A0 (0x45) --- cutscene opening, contains Adult Wallet
8C0 (0x46) --- cutscene opening, contains Giant Wallet
8E0 (0x47) --- cutscene opening, contains weird egg
900 (0x48) --- contains heart
920 (0x49) --- contains arrows (one arrow model)
940 (0x4A) --- contains arrows (two arrow model)
960 (0x4B) --- contains arrows (three arrow model)
980 (0x4C) --- contains green (1) rupee
9A0 (0x4D) --- contains blue (5) rupee
9C0 (0x4E) --- contains red (20) rupee
9E0 (0x4F) --- cutscene opening, contains Heart Container
A00 (0x50) --- cutscene opening, contains Lon Lon Milk
A20 (0x51) --- cutscene opening, contains Goron Mask
A40 (0x52) --- cutscene opening, contains Zora Mask
A60 (0x53) --- cutscene opening, contains Gerudo Mask
A80 (0x54) --- cutscene opening, contains Goron Bracelet
AA0 (0x55) --- contains purple (50) rupee
AC0 (0x56) --- contains huge/yellow (200) rupee
AE0 (0x57) --- cutscene opening, contains Biggoron’s Sword
B00 (0x58) --- contains Fire Arrow
B20 (0x59) --- contains Ice Arrow
B40 (0x5A) --- contains Light Arrow
B60 (0x5B) --- contains Gold Skulltula token
B80 (0x5C) --- Contains Din’s Fire
BA0 (0x5D) --- Contains Farore’s Wind
BC0 (0x5E) --- Contains Nayru’s Love
BE0 (0x5F) --- Contains Deku Seeds Bullet Bag (40)
C00 (0x60) --- Cutscene opening, contains Deku Seeds Bullet Bag (40)
C20 (0x61) --- Contains Deku stick
C40 (0x62) --- Contains Deku stick
C60 (0x63) --- Contains Deku nuts
C80 (0x64) --- Contains Deku nuts
CA0 (0x65) --- Contains bombs
CC0 (0x66) --- Contains bombs
CE0 (0x67) --- Contains bombs
D00 (0x68) --- Contains bombs
D20 (0x69) --- Contains blue (5) rupee
D40 (0x6A) --- Contains bombchus (5)
D60 (0x6B) --- Contains bombchus (20)
D80 (0x6C) --- Cutscene opening, contains fish in a bottle
DA0 (0x6D) --- Cutscene opening, contains bug in a bottle
DC0 (0x6E) --- Cutscene opening, contains blue fire in a bottle
DE0 (0x6F) --- Cutscene opening, contains Poe in a bottle
E00 (0x70) --- Cutscene opening, contains Giant Poe in a bottle
E20 (0x71) --- Contains a Door Key (from the Game Shop)
E40 (0x72) --- Contains a Loser green rupee (from the Game Shop)
E60 (0x73) --- Contains a Loser blue rupee (from the Game Shop)
E80 (0x74) --- Contains a Loser red rupee (from the Game Shop)
EA0 (0x75) --- Contains a Winner purple rupee (from the Game Shop)
EC0 (0x76) --- Cutscene opening, contains a Winner Piece of Heart
EE0 (0x77) --- Contains Deku Stick Upgrade (20)
F00 (0x78) --- Contains Deku Stick Upgrade (30)
F20 (0x79) --- Contains Deku Nut Upgrade (30)
F40 (0x7A) --- Contains Deku Nut Upgrade (40)
F60 (0x7B) --- Cutscene opening, contains Deku Seeds Bullet Bag (50)
F80 (0x7C) --- Freezes you with ice when you open it
FA0 (0x7D) --- Contains Pocket Egg (no model appears over Link)
FC0 (0x7E) --- Crashes when you try to open it
FE0 (0x7F) --- Crashes when you try to open it
Variable Field: Chest Flag. If multiple chests share the same chest flag in a room, opening one will open the others with the same flag. (Bitmask: 0000000000011111 / 001F)
No enumerated values.
Bits of ZRot value matching enabled bits in 0000000000111111 are a switch flag to spawn the chest.
ACTOR # 000B 'Great Fairy'
Using object 000A
No (known?) field settings.
ACTOR # 000C 'Proximity activated flame wall'
Using object 002C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
00FF --- default
ACTOR # 000D 'Poe'
Using object 0009
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal Poe
0001 --- Normal Poe, leaves a blue rupee at its spawn point
0004+ --- Normal Poe
ACTOR # 000E 'Octorok'
Using object 0007
No (known?) field settings.
ACTOR # 000F 'Webs'
Using object 0036
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag set when destroyed (Bitmask: 0000000000111111 / 003F)
No enumerated values.
Variable Field: Switch Flag that when set causes web to burn self (Bitmask: 0000111111000000 / 0FC0)
No enumerated values.
Variable Field: Web Type (Bitmask: 1111000000000000 / F000)
0000 (0x0) --- Web-covered hole
1000 (0x1) --- Vertical web wall (huge)
2000 (0x2)+ --- Web-covered hole (when burned, web becomes inverse-conical and extends up, looks kinda weird)
ACTOR # 0010 'Bomb'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Bomb
0001 --- Round shadow
ACTOR # 0011 'Wallmaster (Ceiling monster)'
Using object 000B
No (known?) field settings.
ACTOR # 0012 'Dodongo'
Using object 000C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
FFFF --- Normal
0000 --- Two-Foot Dodongo (fire+smoke from mouth when dead) Beta?
0001+ --- Two-Foot Dodongo (no fire/smoke)
ACTOR # 0013 'Keese'
Using object 000D
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Fire Keese
0001 --- Fire Keese
0002 --- Aggressive Keese
0003 --- Roosting Keese
0004 --- Ice Keese
0005+ --- Aggressive Keese
ACTOR # 0014 'Epona'
Using object 001A
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Epona
8000+ --- No Epona
ACTOR # 0015 'Collectibles'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Collectible Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: Collectible type (Bitmask: 0000000011111111 / 00FF)
00 --- Green Rupee
01 --- Blue rupee
02 --- Red rupee
03 --- Heart
04 --- Collectible Bomb
05 --- Collectible Arrow (5)
06 --- Heart Piece
07 --- Heart container (Alpha!)
08 --- Collectible arrow (5)
09 --- Collectible arrow (10)
0A --- Collectible arrow (15)
0B --- Collectible Bomb (5)
0C --- Collectible Deku nut
0D --- Collectible Deku stick
0E --- Collectible Large Magic jar
0F --- Collectible Magic jar
10 --- Collectible Deku seeds
11 --- Collectible Small Key
12 --- Invisible heart
13 --- Giant orange rupee
14 --- Large purple rupee
19 --- Collectible Bomb (5)
1A+ --- Invisible item?
ACTOR # 0016 'Arrows'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Fire arrow
0001+ --- Regular arrow
ACTOR # 0018 'Fairies'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Navi
0001 --- Bottled Healing Fairy
0002 --- Roaming Healing Fairy
0003 --- Roaming Healing Fairy
0004 --- Group of Healing Faries
0005 --- Fairy Healing you
0006 --- Roaming Healing Fairy
0007 --- Roaming Large Healing Fairy
ACTOR # 0019 'Cucco'
Using object 0013
No (known?) field settings.
ACTOR # 001B 'Tektite'
Using object 0016
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
FFFF --- Red Tektite
FFFE --- Blue Tektite
0000+ --- Normal tektite
0004+ --- Instant death
ACTOR # 001C 'Leever'
Using object 0017
No (known?) field settings.
ACTOR # 001D 'Peahat'
Using object 0018
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal
0001 --- Already dead
0002+ --- Crashes
ACTOR # 001E 'Butterfly'
Using object 0002
No (known?) field settings.
ACTOR # 0020 'Bugs'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Large bug
0001 --- Large bug
0002 --- Three small bugs
0003+ --- Small bug
ACTOR # 0021 'Fish'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Fish flopping
0001 --- Fish swimming
0002 --- Fish swimming, reacts to you
ACTOR # 0023 'Room changing black plane'
Using object 0001
No (known?) field settings.
ACTOR # 0024 '0000 ovl_En_Scene_Change (broken)'
Using object 0040
No (known?) field settings.
ACTOR # 0025 'Lizafos'
Using object 001B
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Mini-Boss, jumps down from ceiling, needs partner in order to be killed
0001+ --- Partner to 0000, doesn’t start mini-boss music
0080+ --- Lone Lizalfos, doesn’t start music, doesn’t need partner
00FE --- Lone Dinolfos, doesn’t start music, doesn’t need partner
00FF --- Lone Dinolfos, drops down from ceiling, doesn’t start music
ACTOR # 0026 'Wooden post with red cloth'
Using object 0076
No (known?) field settings.
ACTOR # 0027 'King Dodongo'
Using object 0019
No (known?) field settings.
ACTOR # 0028 'Ghoma'
Using object 001C
No (known?) field settings.
ACTOR # 0029 'Princess Zelda child (at window)'
Using object 001D
No (known?) field settings.
ACTOR # 002A 'Cutscene Actors (Need their own objects?)'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Impa's Horse
0101 --- Impa on Horse
0202 --- Zelda
0303 --- Ganondorf on Horse (Stationary)
0404 --- Ganondorf's Horse (Stationary)
05FF --- Ganondorf on Horse (Riding) + Flames
06FF --- Ganondorf's Horse (Galloping)
07FF --- Ganondorf hands crossed
(needs object 009B)
08FF --- Gaonndorf Bowing to King
09FF --- Ganondorf floating (Curse You)
(needs object 00E1)
ACTOR # 002B 'Ghoma Larva'
Using object 001E
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Falls, lands on ground, hatches in moments
0003+ --- Crashes
0006+ --- Normal egg on ground
0008+ --- Invisible until it hatches (or with Lens of Truth)
000A+ --- Destroyed
0064+ --- Puffs of Blue Smoke (dies away when Link approaches)
ACTOR # 002C 'Alpha Cube Copy'
Using object 0003
No (known?) field settings.
ACTOR # 002D 'Shabom (bouncing bubble enemy)'
Using object 0012
No (known?) field settings.
ACTOR # 002E 'Lifting Dungeon Door'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Door type (Bitmask: 0000111111000000 / 0FC0)
000 (0x0) --- Lifting
040 (0x1) --- Front side attached to Room Clear
080 (0x2) --- Front side attached to Switch
0C0 (0x3) --- Back side permanently locked
140 (0x5) --- Boss door
1C0 (0x7) --- Front side attached to Switch, Back to Room Clear
2C0 (0xB) --- Key Locked door
Variable Field: Switch Flags (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 002F 'Baby Dodongo'
Using object 001F
No (known?) field settings.
ACTOR # 0032 'Returning Boomerang'
Using object 0001
No (known?) field settings.
ACTOR # 0033 'Dark Link'
Using object 0020
No (known?) field settings.
ACTOR # 0034 'Biri thing'
Using object 0021
No (known?) field settings.
ACTOR # 0035 'Electric Tailparisans'
Using object 0022
No (known?) field settings.
ACTOR # 0037 'Skulltula'
Using object 0024
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal
0001 --- Big
0002 --- Invisible
0003+ --- Normal
ACTOR # 0038 'Torch Slug'
Using object 0025
No (known?) field settings.
ACTOR # 0039 '0000 Gameplay_keep items'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Small grey stone block
0001 --- Large grey stone block
0002 --- Huge grey stone block
0003 --- Small grey stone block, rotates when you stand on it
0004 --- Large grey stone block, rotates when you stand on it
0005 --- Small grey stone cube
0006 --- Crashes
0007 --- Grass clump
0008 --- Small tree stump
0009 --- Oblong Signpost (unbreakable, beta-ish)
000A --- Arrow Signpost (beta-ish)
000C+ --- Black knobby thing
ACTOR # 003A 'Stinger'
Using object 0026
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Four spinning a circle, but once you kill one, the rest are gone as well
0001 --- Three in formation, sink under floor and do not activate
0002 --- Two in formation, sink under floor and do not activate
0003+ --- One in formation, sink under floor and do not activate
ACTOR # 003B 'Ambient sound effects'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Nothing
0001 --- Stream
0002 --- Magma
0003 --- Waterfall
0004 --- Small stream?
0005 --- Stream?
0006 --- Fire Temple’s lower ambient noise
0007 --- Fire Temple’s higher ambient noise
0008 --- Dripping noise (Well)
0009 --- River
000A --- Market gibberish
000B --- Unsure, as the volume decreased but no ambient sound seemed to play
000D --- Proximity Saria’s Song
000E --- Howling wind
000F --- Gurgling
0010 --- Temple of Light’s dripping sounds
0011 --- Low booming-likish sound
0012 --- Quake/Collapse
0013 --- Fairy Fountain
0014 --- Torches
0015 --- Cows
0016+ --- Outside of the ambient noise domain
ACTOR # 003C 'Normal horse'
Using object 0027
No (known?) field settings.
ACTOR # 003D 'Shopkeeper'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Kokiri Shopkeeper
0001 --- Kakariko Potion Shopkeeper
0002 --- Bombchu Shopkeeper
0003 --- Market Potion Shopkeeper
0004 --- Bazaar Shopkeeper
0007 --- Zora Shopkeeper
0008 --- Goron Shopkeeper
000A --- Happy Mask Shopkeeper
ACTOR # 003E 'Great Deku Tree's jaw'
Using object 002A
No (known?) field settings.
ACTOR # 003F 'Dodongo's Cavern Mega Dodongo'
Using object 002B
No (known?) field settings.
ACTOR # 0040 'Megaton Statue'
Using object 002C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Lower Part (Flame decal)
0001+ --- Top Part (Face decal)
ACTOR # 0041 'Huge stone spike platform (Fire Temple)'
Using object 002C
No (known?) field settings.
ACTOR # 0042 'Ganondorf's horse'
Using object 002D
No (known?) field settings.
ACTOR # 0043 'Stone blocks (Fire Temple)'
Using object 002C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Large face cube (pushable)
0001+ --- Squat cube, shakes and flies into the air when you land on it
ACTOR # 0044 'Spinning Stone flamethrower (Fire Temple)'
Using object 002C
No (known?) field settings.
ACTOR # 0045 'Stationary flame thrower statue (Fire Temple)'
Using object 002C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- 2-way diagonal
0001+ --- 4-way plus
ACTOR # 0046 'Stone platform (Fire Temple)'
Using object 002C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Sinking
0001+ --- Sliding
ACTOR # 0047 'Stone elevator (Fire Temple)'
Using object 002C
No (known?) field settings.
ACTOR # 0048 'Shiek'
Using object 008A
No (known?) field settings.
ACTOR # 0049 'Flame circle'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flags (Bitmask: 0000000000111111 / 003F)
No enumerated values.
Variable Field: Type (Bitmask: 1111111100000000 / FF00)
0000 (0x0)+ --- Large, doesn't switch off.
1000 (0x10)+ --- Small, switches off for long time with ticking sound.
2000 (0x20)+ --- Small, switches off for long time.
3000 (0x30)+ --- Large, switches off for a short time with ticking sound.
4000 (0x40)+ --- Disabled, small, switches on for short time.
5000 (0x50)+ --- Disabled, large, switches on permanently.
6000 (0x60)+ --- Large, switches off permanently.
7000 (0x70)+ --- Nothing.
ACTOR # 004A 'Drawbridge Objects'
Using object 002F
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Chains
FFFF --- Drawbridge
ACTOR # 004B 'Moblins'
Using object 0030
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Ground-Pounder
0001+ --- Spear Moblin
ACTOR # 004C 'Bombflower Bomb'
Using object 0031
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Bomb
0001+ --- Invisible Bomb
ACTOR # 004D 'Adult Zelda (Used in Cutscenes)'
Using object 0060
No (known?) field settings.
ACTOR # 004E 'Rising Elevator Platform with Hookshot Target'
Using object 002C
No (known?) field settings.
ACTOR # 004F 'Lock on blue spot'
Using object 0035
No (known?) field settings.
ACTOR # 0050 'Deku Tree Puzzle elements'
Using object 0036
Variable fields (add chosen values from all fields for variable value):
Variable Field: Input (Bitmask: 1111111100000000 / FF00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Back and forth moving Platform
01 --- Water plane
02 --- Three rising platforms
03+ --- Invisible object
ACTOR # 0051 'Rotating spike cylinder (Deku Tree)'
Using object 0036
No (known?) field settings.
ACTOR # 0052 'Phantom Ganon'
Using object 0037
No (known?) field settings.
ACTOR # 0054 'Armos statue'
Using object 0038
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Pushable
FFFF --- Monster
ACTOR # 0055 'Deku Baba (Snapping)'
Using object 0039
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Small
0001 --- Big
0002+ --- Small
ACTOR # 0056 'Deku Nut (Tossed by Link)'
Using object 0001
No (known?) field settings.
ACTOR # 0057 'Spin Attack'
Using object 0001
No (known?) field settings.
ACTOR # 0058 'Rising stone platform (Dodongo's Cavern)'
Using object 002B
No (known?) field settings.
ACTOR # 0059 'Bombable Wall'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: ?? (Bitmask: 1111111100000000 / FF00)
0000 (0x0) --- Normal
A000 (0xA0) --- Dodongo's Cavern cutscene
Variable Field: Switch Flags (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 005A '0000 Lord Jabu-Jabu'
Using object 0040
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Collision Data
0002+ --- Crashes
ACTOR # 005B 'Zelda's Horse'
Using object 0046
No (known?) field settings.
ACTOR # 005C 'Stone stairs'
Using object 002B
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 005D 'Warp portals'
Using object 0048
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal
0001 --- Nothing
0002 --- Blue warp, disappears
0003 --- Giant purple crystal/magic enclosure
0004 --- Yellow warp, disappears
0005 --- Blue warp, doesn't warp you
0006 --- Nothing
0007 --- Blue warp, warping animation
0008 --- Tan warp, disappears
0009 --- Green warp, disappears
000A --- Red warp, disappears
000B+ --- Area fails to load
ACTOR # 005E 'Torch'
Using object 00A4
Variable fields (add chosen values from all fields for variable value):
Variable Field: Type (Bitmask: 1111110000000000 / FC00)
0000 (0x0) --- Golden Torch
1000 (0x4) --- Timed Torch
2000 (0x8) --- Unlit Wooden Torch
2400 (0x9) --- Lit Wooden Torch
Variable Field: Torches to light to solve puzzle (Timed Torch) (Bitmask: 0000001111000000 / 03C0)
No enumerated values.
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 005F 'Heart container'
Using object 00BD
No (known?) field settings.
ACTOR # 0060 'Mad Scrub (Deku Scrub variant)'
Using object 004A
No (known?) field settings.
ACTOR # 0061 'Large rotating stone ring (Forest Temple & Gerudo Training Center)'
Using object 004D
No (known?) field settings.
ACTOR # 0062 'Eye platform eye switches'
Using object 004D
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 0063 'Bari (Big Jellyfish)'
Using object 0056
No (known?) field settings.
ACTOR # 0064 'Water Temple Platforms / Dragon Head Statues'
Using object 0059
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
5FF1 --- Dragon Head Statues before Dark Link
0FD9 --- Dragon Head Statue in M0 to Boss Room
4FDA --- Skulltula Room
1FFF, 2FFF, 3FFF --- floating platforms in main/central room
ACTOR # 0065 'Large square of water (Water Temple)'
Using object 0059
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Switches to lowest (Triforce seems to activate itself for some reason in the ToT)
0001+ --- Stays at ground level (Triforce isn't affected in ToT)
1A02 --- Water Temple Map 3, Standard Quest
3103 --- Water Temple Map 6, Standard Quest
1804 --- Water Temple Map 14, Standard Quest
FF00 --- Water Temple (most rooms), Standard Quest
ACTOR # 0066 'Hookshot'
Using object 0014
No (known?) field settings.
ACTOR # 0067 'Phantom Ganon's Horse'
Using object 005A
No (known?) field settings.
ACTOR # 0068 'Twisted Hallway Room'
Using object 0001
No (known?) field settings.
ACTOR # 0069 'Bubble (flying skull) enemy'
Using object 005D
Variable fields (add chosen values from all fields for variable value):
Constant Field: Bits always set (Bitmask: 0000000011110000 / 00F0)
No enumerated values.
Variable Field: Type (Bitmask: 0000000000001111 / 000F)
F --- Blue Bubble
E --- Fire Bubble, proximity activated, bounces on solid surfaces, hides in lava
D --- White Bubble (requires movement path)
C --- Green Bubble (requires movement path)
B --- Green Bubble Large (requires movement path)
Variable Field: Movement path number (believe pathway is set within the scene file) (Bitmask: 1111111100000000 / FF00)
FF00 (0xFF) --- No Path
ACTOR # 006A 'Temple of Time windows'
Using object 005E
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal
0001 --- Invisible
0002+ --- Crashes
ACTOR # 006B 'Flying floor tile'
Using object 005F
No (known?) field settings.
ACTOR # 006C 'Master sword + cinema'
Using object 005E
No (known?) field settings.
ACTOR # 006E 'Warp Pad'
Using object 0061
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Nothing
0001 --- Normal
0002 --- Different texture in middle (corrupted)
ACTOR # 006E 'Ocarina warp pad (Alpha!)'
Using object 0068
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal
0001+ --- Nothing
ACTOR # 006F 'Metal gate'
Using object 002C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Yellow with corner removed
01 --- Green and rectangular
02 --- Yellow/green and rectangular, looks rusty
03 --- Crashes, but not without drawing a huge black thing that I can only assume is a gate...
04 --- Crashes before it can even light the area...
05+ --- Crashes, no sign of a gate
ACTOR # 0070 'Invisible wall, unaffected by Lens of Truth'
Using object 005E
No (known?) field settings.
ACTOR # 0071 'Stone Steps and Platforms (Fire Temple)'
Using object 002C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Hammer-triggered Stone Steps
01+ --- Platform, one sided
ACTOR # 0072 'Brown bird (Alpha!)'
Using object 0077
No (known?) field settings.
ACTOR # 0077 'Greenery'
Using object 007C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Controls item(s) dropped (trees only) (Bitmask: 1111111100000000 / FF00)
0000 (0x0)+ --- Random
0800 (0x8) --- Deku seeds
0900 (0x9) --- Magic jars
0A00 (0xA) --- Bombs
0B00 (0xB) --- Three Green Rupees
0C00 (0xC) --- Three Blue Rupees
0D00 (0xD) --- Random
0E00 (0xE) --- Random
0F00 (0xF)+ --- Nothing
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Large tree
01 --- Medium tree
02 --- Small tree
03 --- Group of trees
04 --- Medium tree
05 --- Medium tree, dark brown trunk, greener leaves
06 --- Group of trees, dark brown trunk, yellow leaves
07 --- Medium tree, dark brown trunk, yellow leaves
08 --- Group of trees, dark brown trunk, greener leaves
09 --- Medium tree, dark brown trunk, greener leaves
0A --- Ugly tree from Kakariko Village
0B --- Bush
0C --- Large bush
0D --- Group of bushes
0E --- Bush
0F --- Group of large bushes
10 --- Large bush
11 --- Dark bush
12 --- Large dark bush
13 --- Group of dark bushes
14 --- Dark bush
15 --- Group of large dark bushes
16 --- Large dark bush
19+ --- Dancing dark bush (disappears after several repetitions)
ACTOR # 007C 'Large noisy stone (Alpha!)'
Using object 0081
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal, flashes blue when struck with sword
0001 --- Frickin’ huge, doesn’t flash when struck
0002 --- Even bigger?
0003 --- Ridiculously huge?
0004+ --- Small size, flashes blue when struck
ACTOR # 007D 'Stone cube (Alpha)'
Using object 0082
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Stone cube, side struck with sword flashes blue
0001+ --- Slightly larger
ACTOR # 0080 'Sliding metal spike trap'
Using object 0085
Variable fields (add chosen values from all fields for variable value):
Variable Field: controls speed. (Bitmask: 1111000000000000 / F000)
0000 (0x0), 1000 (0x1) --- Doesn't move/moves incredibly slow
3000 (0x3) --- pretty fast
F000 (0xF) --- too fast for collision to function correctly
Variable Field: determines the distance the trap slides, or the radius when circling a point (Bitmask: 0000111100000000 / 0F00)
600 (0x6) --- normal
A00 (0xA) --- as wide as Ganondorf's chamber
Variable Field: movement pattern (Bitmask: 0000000011111111 / 00FF)
00 --- normal
20 --- spins in a circle
30 --- vertical
40 --- stays still, no sound (maybe moves when Link is near?)
50 --- vertical
60+ --- doesn't move, but still makes noise
A0 --- spins in a circle
FF --- Doesn't move or make noise
ACTOR # 0081 'Alpha Arrow Trap'
Using object 0001
No (known?) field settings.
ACTOR # 0082 'Orange pot (Alpha!)'
Using object 0086
No (known?) field settings.
ACTOR # 0084 'Talon'
Using object 0088
No (known?) field settings.
ACTOR # 0085 'Dampe (Grave Digging Game)'
Using object 0089
No (known?) field settings.
ACTOR # 0086 'Forest Temple, large, round platform'
Using objects 0072, 0073
No (known?) field settings.
ACTOR # 0087 'Forest Temple elevator'
Using objects 0072, 0073
No (known?) field settings.
ACTOR # 0088 'Forest Temple rotating walls from room before boss'
Using objects 0072, 0073
No (known?) field settings.
ACTOR # 0089 'Forest Temple falling ceiling'
Using objects 0072, 0073
No (known?) field settings.
ACTOR # 008A 'Beamos'
Using object 008B
No (known?) field settings.
ACTOR # 008B '0000 Spiritual stones'
Using object 00AD
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Corrupted, actors and interface gone
0001 --- Corrupted, actors and interface gone (in Sutaru, Navi and certain other things are invisible, but the interface and Link are not)
0002 --- Fading blue glow (Ruto’s teleportation?)
0003 --- Corrupted (black polygons spew outwards), disappears after changing its form once
0004 --- Actors and Link are gone, interface goes in and out, loud rumbling sound (goddess)
0005 --- Same as 04
0006 --- Same as 04
0007 --- Same as 03
0008 --- Crashes
0009 --- Corrupted, Actors, Link, and interface are gone
000A --- Corrupted textures overtake screen (on Sutaru, a giant gray triangle appears in the center, interface and Link gone)
000B --- Same as 09
000C --- Same as 09
000D --- Same as 0A (on Sutaru, corrupted textures overtake the screen)
000E --- Crashes (emulator closes in ToT)
0010 --- Similar to 00, portal or vortex sound (possibly from the sages?), returns to normal when sound finishes
0013 --- Kokiri Emerald
0014 --- Goron's Ruby
0015 --- Zora's Sapphire
0017 --- Corrupted, actors and interface gone
0018+ --- Crashes
ACTOR # 008C '0000 Temple of Time Objects'
Using object 005E
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
000D --- Door of Time
000E --- Plane of yellow light
000F --- Song warping effect
0010 --- Warp song arriving effect
0011 --- Sparkly effect
ACTOR # 008D 'Large flame wall'
Using object 002C
No (known?) field settings.
ACTOR # 008E 'Floormaster'
Using object 000B
No (known?) field settings.
ACTOR # 008F 'Castle Courtyard Guards'
Using object 0097
No (known?) field settings.
ACTOR # 0090 'Redead'
Using object 0098
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Standing
0001 --- Standing
0002 --- Crouching
0003 --- Invisible (can’t tell position)
0004+ --- Standing
FF80+ --- Gibdo lying down, floats up into standing position (supposed to be in a coffin)
FFFE --- Gibdo, standing
FFFF --- ReDead, standing
ACTOR # 0091 'Meg (Poe Sister from Forest Temple)'
Using object 0099
No (known?) field settings.
ACTOR # 0092 'Golden Gauntlets rock'
Using object 009A
No (known?) field settings.
ACTOR # 0093 'Poe Sisters Puzzle Actor'
Using object 0099
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
Variable Field: Puzzle Type (Bitmask: 1111111100000000 / FF00)
0000 (0x0) --- ??? Amy
0100 (0x1) --- ??? Amy
0200 (0x2) --- Joelle Painting Puzzle
0300 (0x3) --- Beth Painting Puzzle
0400 (0x4) --- ??? Amy
ACTOR # 0094 'Fish, Bugs, Butterflies'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0024 --- Lots
3324 --- Three
ACTOR # 0095 'Skullwalltula'
Using object 0024
Variable fields (add chosen values from all fields for variable value):
Variable Field: Gold Skulltula group, for saving gold skulltulas (Bitmask: 1111111100000000 / FF00)
8100 (0x81) --- Deku Tree
8200 (0x82) --- Dodongo's Cavern
B300 (0xB3) --- Lake Hylia? (+11 to Dodongo's Cavern)
Variable Field: Flag (Bitmask: 0000000011111111 / 00FF)
01 --- Skulltulla 1
02 --- Skulltulla 2
04 --- Skulltulla 3
08 --- Skulltulla 4
10 --- Skulltulla 5
00+ --- Skullwalltula
2000+ --- Golden Skulltula on ground, damaged, discovery sound, Navi can target it and thinks it’s a Skullwalltula
2100+ --- Golden Skulltula
4000+ --- Same as 2000
4100+ --- Same as 2100
6000+ --- Same as 2000
6100+ --- Golden Skulltula jumps out and lands on ground, discovery sound
8000+ --- Same as 2000
8100+ --- Same as 2100
A000+ --- Same as 2000
A100+ --- Same as 2100
C000+ --- Same as 2000
C100+ --- Same as 2100
D000+ --- Same as 6100
E000+ --- Same as 2000
E100+ --- Same as 2100
F000+ --- Same as 6100
ACTOR # 0096 'Flying Volvagia'
Using object 009C
No (known?) field settings.
ACTOR # 0097 'Environmental Effects(All/Some? variables require their own object)'
Using object 0001, and others unknown
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Kokiri Forest flying Fairies/dustmotes
(needs object unknown)
0002 --- ? (From Kakariko Graveyard, cutscene 1)
(needs object unknown)
0003 --- Snow
(needs object unknown)
0004 --- Kakariko Graveyard proximity rain effect?
(needs object unknown)
0005 --- Colored energy beams from lower part of Ganon's Tower.
(needs object 0179)
ACTOR # 0098 'Darunia'
Using object 009D
No (known?) field settings.
ACTOR # 0099 'Flare Dancer'
Using object 009E
No (known?) field settings.
ACTOR # 009A 'Young Epona'
Using object 00A0
No (known?) field settings.
ACTOR # 009B 'Grotto'
Using object 0002
No (known?) field settings.
ACTOR # 009C 'Graveyard Actors'
Using object 00A1
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Eye of Truth-Engraved Door
0001 --- Small square patch of moss-colored ground
0002 --- Royal Tomb Grave (can only be 1)
0003 --- ? (Probably Royal Tomb Grave opening cutscene related)
0004 --- Light Aura (appears when Royal Tomb Grave explodes)
0005+ --- Crashes
ACTOR # 009D '0000 Gravestone'
Using object 00A2
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Typical
0001 --- Typical, when pulled back makes discovery sound
0002+ --- Typical
ACTOR # 009E 'Farore's Wind'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal (no sphere)
0001 --- Dissipating (no sphere)
0002+ --- Crashes
ACTOR # 009F 'Din's Fire'
Using object 0001
No (known?) field settings.
ACTOR # 00A1 'Child Princess Ruto'
Using object 00A3
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Warp spot with Ruto inside
0001 --- Leaning Ruto, no collision data, targetable
0002 --- Ruto, plays cutscene from Jabu-Jabu’s Belly when you first meet her (use Moonjump or NOCLIP)
0003 --- Ruto, after falling down the hole in Jabu-Jabu
0004+ --- Nothing
ACTOR # 00A2 'Hole Volvagia'
Using object 00A5
No (known?) field settings.
ACTOR # 00A3 'Fireball'
Using object 0003
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Flies, lands, dies in a bit (try not to run into it, Link’ll catch on fire)
8000+ --- Flies, lands, creeps towards Link (it’s blue, but it’s still fire), dies in a bit
ACTOR # 00A4 'Dead Hand (does not appear unless his hands exist)'
Using object 00A6
No (known?) field settings.
ACTOR # 00A5 'Dead Hand's Hand'
Using object 00A6
No (known?) field settings.
ACTOR # 00A6 'Rauru'
Using object 00A7
No (known?) field settings.
ACTOR # 00A7 'Enemy spawner'
Using object 0001, and others unknown
Variable fields (add chosen values from all fields for variable value):
Variable Field: Type of Enemy (Bitmask: 1111111100000000 / FF00)
0000 (0x0) --- Leever
(needs object 0017)
0A00 (0xA) --- Red Tektite
(needs object 0016)
1000 (0x10) --- Stalchildren
(needs object 0184)
Variable Field: Number of enemies to spawn (Bitmask: 0000000011111111 / 00FF)
88 --- When spawning Leevers, 88 is used in Haunted Wasteland
A4 --- When spawning Stalchildren, loads two at a time. Used in Hyrule Field
F2 --- When spawning Leevers, F2 is used in Desert Colossus
ACTOR # 00A8 'Sage Darunia (Cutscene)'
Using object 009D
No (known?) field settings.
ACTOR # 00A9 'Impa'
Using object 0087
No (known?) field settings.
ACTOR # 00AA 'Treasure Chest Light'
Using object 000E
No (known?) field settings.
ACTOR # 00AB '0000 Core Flare Dancer creature'
Using object 009E
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- No damage
0001+ --- One-Hit Kill
ACTOR # 00AC '? Volvagia objects'
Using object 009C
No (known?) field settings.
ACTOR # 00AD 'Volvagia rocks'
Using object 009C
No (known?) field settings.
ACTOR # 00AE 'Shadow Temple Fake Walls'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0003 --- Rock wall with skull (style that sometimes has glowy eyes)
0004 --- Black square with large skull face
0005 --- Shadow Temple Boss Room platforms
0006 --- Wall of Skulls
0007 --- Shadow Temple Floor (bluish? texture)
0008 --- Massive Platform
0009 --- Wall with bluish?, fat bricks texture (one sided)
000A --- Shadow Temple Diamond Room (before big key) Fake Walls
000B --- Wall with purplish?, fat brick texture (both side)
000C --- Room 11's invisible spikes, invisible hookshot point.
000D+ --- No Good
ACTOR # 00AF 'Platforms (Shadow Temple)'
Using object 0069
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Moving stone platforms
0001 --- Rising and falling stone platforms
0002 --- Spinning black platform
0003 --- Metal grate
0004+ --- Same as 0001, but graphics are glitched
ACTOR # 00B0 'Shadow Temple ship'
Using object 0069
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag for Zelda's Lullaby spot (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
ACTOR # 00B1 'Spinning Scythe Trap'
Using objects 0069, 006B, 012C, 00B7, 015C, 0024
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Shadow Temple Scythes (Visible)
0001 --- Shadow Temple Scythes (Invisible)
0100 --- Ice Cavern Spinning Blade
ACTOR # 00B3 'Hyrulian guards'
Using object 0097
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Crash
0001 --- Crash
0002 --- Hyrule Castle guard
0003 --- Crash
0004 --- Crash
0005 --- Death Mountain gate guard
0006 --- Ceremonial guard
ACTOR # 00B4 'Falling Rock Spawner'
Using object 0092
No (known?) field settings.
ACTOR # 00B5 'Flying rubble'
Using object 0092
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Large
0001 --- Medium
0002 --- Small
0003 --- Large
0004+ --- Nothing
ACTOR # 00B6 'Flobbery muscle block (Jabu-Jabu's Belly)'
Using object 00AC
Variable fields (add chosen values from all fields for variable value):
Variable Field: height of the muscle block (Bitmask: 0000000011111111 / 00FF)
00 --- Completely flat, doesn't hurt you
FF --- Default height
1000+ --- Smaller size, height not affected by last two digits
ACTOR # 00B7 'Sun Block Switch'
Using object 00AB
No (known?) field settings.
ACTOR # 00B8 'Gerudo Valley Objects'
Using object 00AE
No (known?) field settings.
ACTOR # 00B9 'Statue from Darunia's room'
Using object 00AF
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Statue, no spear, movable with Adult Link
0001 --- Spear only, climbable (Adult Link won’t see anything)
0002+ --- Nothing
ACTOR # 00BA 'Barinade'
Using object 008C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Nothing
0003+ --- Crashes
000A --- might spawn jellyfish
000B+ --- Crashes
0063+ --- Electric jellyfish from Barinade, no collision data
FFFF --- Barinade
ACTOR # 00BB 'Giant skull jar'
Using object 0069
No (known?) field settings.
ACTOR # 00BC 'Shadow Temple objects'
Using object 0069
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Guillotine blade
0001 --- Spiked box on chain
0002 --- Spiked wooden wall, moving (often in the wrong direction)
0003 --- Opposite spiked wooden wall, moving (same dilemma)
0004 --- Propeller, blows wind
0005 --- Faster guillotine blade
0006+ --- Graphical glitches, same as 2 or 3 (unsure)
ACTOR # 00BD 'Coffin lid'
Using object 008D
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
Variable Field: ??? (always 01?) (Bitmask: 1111111100000000 / FF00)
No enumerated values.
ACTOR # 00BE 'Statue and Wall (Shadow Temple)'
Using object 0069
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Giant bird statue
01 --- Bombable wall of skulls
02 --- Bombable Rubble
03 --- Nothing
04+ --- Crashes after area is loaded
ACTOR # 00BF 'Crater smoke cone'
Using object 00B1
No (known?) field settings.
ACTOR # 00C0 'Shooting Gallery Game'
Using object 0001
No (known?) field settings.
ACTOR # 00C1 'Shooting Gallery man'
Using object 005B
No (known?) field settings.
ACTOR # 00C2 'Shop shelves'
Using object 00B2
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Wooden (Default)
0001 --- Stone (Zora)
0002 --- Granite (Goron)
0003+ --- Crashes
ACTOR # 00C3 'Nabooru'
Using object 00B3
No (known?) field settings.
ACTOR # 00C4 'Morpha'
Using object 00B4
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Navi’s water warning
ACTOR # 00C5 'Shell Blade'
Using object 00B5
No (known?) field settings.
ACTOR # 00C6 'Big Octo'
Using object 015F
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Sits there, mini-boss music starts, slice it to make it move (no teleport), green target
0001+ --- Already running around, yellow target this time, no music
ACTOR # 00C7 'Withered Deku Baba'
Using object 0039
No (known?) field settings.
ACTOR # 00C8 'Lord Jabu-Jabu objects'
Using object 0096
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Constant Field: No Flag (Bitmask: 1111111100000000 / FF00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Giant Octo's platform
01 --- Elevator platform
02 --- Water square, rises when Switch Flag is set
03 --- Lowering platform, triggered when jumped on and sets Switch Flag
04+ --- Graphical glitch, unknown
ACTOR # 00C9 'Sage Saria (Cutscene)'
Using object 0000
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Saria, talks a bit, then stops
0001 --- Saria, doesn't talk
0002+ --- Nothing
FFFF --- Same as 1
ACTOR # 00CA 'Gorons (Cutscene)'
Using object 00C9
No (known?) field settings.
ACTOR # 00CB 'Ingo'
Using object 00C0
No (known?) field settings.
ACTOR # 00CC 'Koume and Kotake'
Using object 00C1
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Nothing
0002+ --- Crashes
ACTOR # 00CD 'Dodongo Cavern Entrance Rock'
Using object 00C2
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag? (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Constant Field: ? (No switch / is invisible?) (Bitmask: 1111111100000000 / FF00)
No enumerated values.
Constant Field: ? (Always FF) (Bitmask: 0000000011111111 / 00FF)
No enumerated values.
ACTOR # 00CF 'Bombable walls (Fire Temple)'
Using object 002C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Cracked stone floor
01 --- Bombable stone wall
02 --- Large bombable stone wall
ACTOR # 00D0 '2D Bombable Wall'
Using object 0002
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
Variable Field: Unknown (Bitmask: 1111111100000000 / FF00)
8000 (0x80) --- Used in Death Mountain Trail
0000 (0x0) --- Used in Death Mountain Crater (cutscene setups)
ACTOR # 00D1 'Ice Platform (Zora's Fountain)'
Using object 0074
No (known?) field settings.
ACTOR # 00D2 'Adult Ruto'
Using object 00CA
No (known?) field settings.
ACTOR # 00D3 'Deku Tree Sprout'
Using object 00CC
No (known?) field settings.
ACTOR # 00D4 'Water noise'
Using object 0059
No (known?) field settings.
ACTOR # 00D5 'Lake Hylia Objects'
Using object 006A
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
Constant Field: No Flag (Bitmask: 0000000011111111 / 00FF)
No enumerated values.
Variable Field: Type (Bitmask: 1111111100000000 / FF00)
0000 (0x0) --- Temple Gate
0100 (0x1) --- Gate lock
0200 (0x2) --- Water plane
0300 (0x3) --- Nothing
0400 (0x4)+ --- Crashes
ACTOR # 00D6 'Movable ice block'
Using object 006B
No (known?) field settings.
ACTOR # 00D7 'Bottom of the Well water level changer'
Using object 008D
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 00D9 'Adult Malon'
Using object 00D0
No (known?) field settings.
ACTOR # 00DA 'Bombchu'
Using object 0001
No (known?) field settings.
ACTOR # 00DB 'Horseback Games'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Nothing
0001 --- Crashes
0002 --- Nothing
0003 --- Nothing
0004 --- Timer appears, gunshot noise
0005+ --- Nothing
000B+ --- Nothing, crashes when you activate Map Select
0010+ --- Crashes
ACTOR # 00DC 'Twinrova'
Using object 00D3
No (known?) field settings.
ACTOR # 00DD 'Like-Like'
Using object 00D4
No (known?) field settings.
ACTOR # 00DE 'Tentacle from inside Lord Jabu-Jabu'
Using object 00D5
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Reddish brown
0001 --- Green
0002 --- Grayish blue with some red
0003+ --- Already dead
ACTOR # 00DF 'Jabu-Jabu Electrified Tentacle'
Using object 00D5
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Reddish brown
0001 --- Green
0002 --- Grayish blue with some red
0003 --- Corrupt textures, still visible and works
0004 --- Dark brownish
0005+ --- Blackish gray
ACTOR # 00E0 'Anubis Body'
Using object 00D6
No (known?) field settings.
ACTOR # 00E1 'Anubis Fire Attack'
Using object 00D6
No (known?) field settings.
ACTOR # 00E2 'Forest Temple ladder'
Using objects 0072, 0073
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Wooden ladder
ACTOR # 00E3 'Forest Temple objects'
Using objects 0072, 0073
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Rotating platforms
0001 --- Metal gate
ACTOR # 00E4 'Forest Temple Well Water'
Using object 0072
No (known?) field settings.
ACTOR # 00E5 'Death Mountain cloud ring'
Using object 017A
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Gray
0001 --- Expanding, gray (Beta?)
0002 --- Same as above (Beta?)
ACTOR # 00E6 'Switch from inside Lord Jabu-Jabu'
Using object 0096
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Press down, makes discovery sound
0001 --- Yellow button, only goes down halfway with Link
0002 --- Yellow button, makes puzzle solved sound
0003 --- Really tall yellow button, can’t press it, shoot to make puzzle solved sound
0004 --- Really tall yellow button, shoot twice to make discovery sound
0005+ --- Nothing
ACTOR # 00E7 'Child Malon'
Using object 00E0
No (known?) field settings.
ACTOR # 00E8 'Ganondorf Boss'
Using objects 00E1, 017C, 017D
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Begins battle
0001 --- Ganondorf death sequence
ACTOR # 00E9 'Bongo Bongo's hand'
Using object 00E2
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Left hand
0001 --- Right hand
0002 --- Not sure which hand it is, but all the fingers are mashed together
0003 --- Flat right hand
0004 --- Looks like left hand, fingers mashed together, slightly leaning up
0005 --- Flat right hand, slightly leaning up
0006 --- Right hand, looks like its grabbing tightly
0007 --- Similar to 6
0008 --- Similar to 7, fingers moving a little
0009 --- Similar to 8
000A --- Very bizarre finger arrangement
000B --- Crouching right hand
000C --- Finger-walking right hand, thumb doing an awkward sidestep (no movement, of course)
000D --- Similar to C, thumb corrected
000E --- Limp right hand, thumb awkward
000F --- Similar to E, thumb corrected
0010 --- Jumping all over the place, glitchy
0011 --- Same
0012 --- Slightly under floor, completely flat, likely dead position
0013 --- Same
0014 --- Same
0015 --- Invisible, only large shadow is present (Lens of Truth reveal nothing)
0016+ --- Same as 12
ACTOR # 00EC 'Spike enemy (Water Temple)'
Using object 00E5
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal
0001+ --- Does not open (possibly waiting for some trap to spring?)
ACTOR # 00ED 'Frog Song Spot and Frogs'
Using object 00E6
No (known?) field settings.
ACTOR # 00EE 'Deku Shield'
Using object 0015
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Collectible Deku Shield
0001 --- Burning Deku shield
0002+ --- Crashes
ACTOR # 00EF 'Red Ice'
Using object 006B
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Large crystal
0100+ --- Smaller crystal
0200+ --- Crystal platform
0300+ --- Meltable ice sheet
0400+ --- Giant crystal
0500+ --- Crashes
0600+ --- Nothing
ACTOR # 00F0 'Blue Flame'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Group of small blue flames, disappear
0001+ --- Blue flame, disappears
FFFF --- Blue flame, targetable
ACTOR # 00F1 'Ocarina of Time'
Using object 00DE
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Ocarina of Time being tossed higher in air
0001 --- Ocarina of Time being tossed in air
0002 --- Ocarina of Time
0003 --- Collectible Ocarina of Time
ACTOR # 00F4 'Nayru's Love'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal
0001+ --- No bright sphere, first one dies off quickly
ACTOR # 00F5 'Sages, Balls of Light (Cutscene)'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Nothing
0001+ --- Crashes
ACTOR # 00F6 'Anubis'
Using object 0001
No (known?) field settings.
ACTOR # 00F7 'Shadow Temple truth spinner'
Using object 0069
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Bird statue with push block attached, rotates
0001 --- Circular platform (supposed to open if you choose poorly)
0002 --- Gate, blocks one-way (like most do)
0003 --- Skull top
0004+ --- Glitchy graphics, can’t see object, behaves like the gate
ACTOR # 00F8 'Hyrule Castle Gate'
Using object 00F0
No (known?) field settings.
ACTOR # 00F9 'Giant Rolling Boulder'
Using object 011F
No (known?) field settings.
ACTOR # 00FA 'Sliding, climbable brick wall (Spirit Temple)'
Using object 00F1
No (known?) field settings.
ACTOR # 00FC 'Rotating Cobra mirror'
Using object 00F1
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Large shadow
0001 --- Small shadow
0002 --- No shadow
0003+ --- Crashes
ACTOR # 00FD 'Climbable metal grating (Fire Temple)'
Using object 00F1
No (known?) field settings.
ACTOR # 00FE '0000 Fishing pond man and Fish'
Using object 015B
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Wearing red vest over blue shirt, no hat
0064+ --- Normal fish
0073+ --- Hylian Loach
0100+ --- Huge Hylian Loach
8000+ --- Pond stuff, still no hat
ACTOR # 00FF 'Movable Block'
Using object 0003
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: Color (Bitmask: 0000000011110000 / 00F0)
00 (0x0) --- Red
40 (0x4) --- Green
Variable Field: Loads block based on Switch Flag state (Bitmask: 0000000000000100 / 0004)
0 (0x0) --- Load when Switch Flag is 0
4 (0x1) --- Load when Switch Flag is 1
Variable Field: Size (Bitmask: 0000000000000011 / 0003)
0 --- Small
1 --- Large
2 --- Very Large
3 --- Huge
ACTOR # 0100 'Death Mountain trail gate'
Using object 0181
No (known?) field settings.
ACTOR # 0101 'Sparklies gathering together'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Rushing white particles (Jabu-Jabu, when he opens his mouth)
0001 --- Rushing white particles to one point (???)
0002+ --- Nothing
0005+ --- Crashes
ACTOR # 0102 'Windmill sails'
Using object 00F9
No (known?) field settings.
ACTOR # 0103 'Kakariko Village well crossbeam'
Using object 00F9
No (known?) field settings.
ACTOR # 0104 'Kakariko Village well water'
Using object 00F9
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
FFFF --- Default value
ACTOR # 0105 'Golden Torch Stand (Poe Sisters)'
Using object 00A4
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
Variable Field: Color (Sister) (Bitmask: 1111111100000000 / FF00)
0000 (0x0) --- Purple (Meg)
0100 (0x1) --- Red (Joelle)
0200 (0x2) --- Blue (Beth)
0300 (0x3) --- Green (Amy)
ACTOR # 0106 'Falling Platform (Ganondorf Fight)'
Using object 00E1
No (known?) field settings.
ACTOR # 0107 'Milk crate'
Using object 00F0
No (known?) field settings.
ACTOR # 0108 'Lon Lon Ranch Obstacle Fence'
Using object 0100
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Fence
0001 --- Nothing
0002+ --- Fence
ACTOR # 010A 'Fire Arrow'
Using object 0001
No (known?) field settings.
ACTOR # 010B 'Ice Arrow'
Using object 0001
No (known?) field settings.
ACTOR # 010C 'Light Arrow'
Using object 0001
No (known?) field settings.
ACTOR # 010F 'Collectible items'
Using object (unknown)
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Bottle
(needs object 00C6)
0001 --- Bottle with letter
(needs object 010B)
0002 --- Hylian shield
(needs object 00DC)
0003 --- Quiver
(needs object 00BE)
0004 --- Silver Scale
(needs object 00DB)
0005 --- Golden scale
(needs object 00DB)
0006 --- Small key
(needs object 00AA)
0007 --- Fire Arrow
(needs object 0158)
ACTOR # 0110 'Crates (can also appear as a giant, liftable fish-- Alpha!)'
Using object 0003
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Small crate, contains green rupee
0001 --- Small crate, contains blue rupee
0002 --- Small crate, contains red rupee
0003 --- Small crate, contains green rupee
0004 --- Small crate, contains bombs
0005 --- Small crate, contains arrows
0006 --- Small crate, contains Piece of Heart
0007 --- Small crate, contains beta heart container...?
0008 --- Small crate, contains Deku Seeds
0009 --- Small crate, contains Deku Seeds
000A --- Small crate, contains Deku Seeds
000B --- Small crate, contains bombs
000C --- Small crate, contains Deku Nuts
000D --- Small crate, contains Deku sticks
000E --- Small crate, contains large magic jar
000F --- Small crate, contains small magic jar
0010 --- Small crate, contains Deku Seeds
0011 --- Small crate, contains Small Key
0012 --- Small crate, contains healing fairy
0013 --- Small crate, contains giant orange rupee
0014 --- Small crate, contains giant purple rupee
0015 --- Small crate, empty
0016 --- Small crate, empty
0017 --- Small crate, contains Zora tunic...?
0018 --- Small crate, contains Goron tunic...?
0019 --- Small crate, contains bombs
001A+ --- Small crate, empty
ACTOR # 0111 'Breakable pot'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Collectible Flag (Bitmask: 0111111000000000 / 7E00)
No enumerated values.
Variable Field: Collectible (see 0015) (Bitmask: 0000000011111111 / 00FF)
No enumerated values.
ACTOR # 0112 'Invisible collectible'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Collectible Type (Bitmask: 1111000000000000 / F000)
0000 (0x0) --- Collect as soon as you enter area
1000 (0x1) --- Collect as you pass over it
Variable Field: - 00 = Deku nut (Bitmask: 0000111100000000 / 0F00)
100 (0x1) --- Heart
200 (0x2) --- Green rupee
300 (0x3) --- Green rupee
400 (0x4) --- Bomb
500 (0x5) --- Arrow
600 (0x6) --- ???
700 (0x7) --- Deku Seeds
ACTOR # 0113 '0000 Iron Knuckle'
Using object 0106
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Nabooru Knuckle
01 --- White, sitting (in air...?)
02 --- Black, standing
03 --- White, standing
0B+ --- White, no armor falls off when at low health
FF02 --- Gold, standing
ACTOR # 0114 'Iron Knuckle armor pieces (Spirit Temple Nabooru fight)'
Using object 0106
No (known?) field settings.
ACTOR # 0115 'Skullkid'
Using object 010A
No (known?) field settings.
ACTOR # 0116 'Skullkid needle attack'
Using object 010A
No (known?) field settings.
ACTOR # 0117 'Silver Rupee'
Using object 0001
No (known?) field settings.
ACTOR # 0118 'Vortex (Used when Koume & Kotake kidnap Nabooru)'
Using object 005A
No (known?) field settings.
ACTOR # 0119 'Bongo Bongo's Shadow'
Using object 0001
No (known?) field settings.
ACTOR # 011A 'Deku salesman'
Using object 0168
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Deku Nuts
0001 --- Deku Sticks
0002 --- Piece of Heart (10 rupees? Score!)
0003 --- Deku Seeds
0004 --- Deku Shield
0005 --- Bombs
0006 --- Deku Seeds
0007 --- Red Potion
0008 --- Green Potion
0009 --- Deku Stick Upgrade
000A --- Deku Nut Upgrade
000B --- Never speaks, and Link is sadly very patient...
000C+ --- Pocket Egg?
8000+ --- Nothing
ACTOR # 011B 'Navi information spot'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: sets whether Navi will talk to you directly (Bitmask: 1000000000000000 / 8000)
0000 (0x0) --- Navi talks to you when in range
8000 (0x1) --- Navi wants to speak through C-Up
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: controls which text is displayed; (Bitmask: 0000000011111111 / 00FF)
00 --- What’s that?
01 --- Look, look, LINK! You can see down below this web using C-Up!
02 --- Look at this wall! The vines growing on it give it a rough surface... Maybe you can climb it, LINK!
03 --- You can open a door by standing in front of it and pressing A. Pay attention to what the Action Icon says. That’s the blue icon at the top of the screen!
04 --- Look! Something is hanging up there! It looks like an old ladder!
05 --- Hey... isn’t that the same design that’s on the Door of Time?
06 --- It looks like that torch was burning not too long ago...
07 --- From here on, we’ll be going through some narrow passages! If you take it slow, maybe you can sneak up on some enemies.
08 --- Stand next to this block and grab hold of it with A. While holding A, you can push or pull it. If you stand next to the block and press A while pressing [the control stick] towards the block, you can climb on top of it. Pay attention to what the Action Icon says!
09 --- 0109
0A --- 010a
0B --- 010b
0C --- After you get into the water, if you hold down A, you can dive! I bet there are some interesting things underwater!
0D --- 010d
0E --- 010e
0F --- 010f
10 --- 0110
11 --- 0111
12 --- 0112
13 --- 0113
14 --- Wow! Look at all those Bomb Flowers! Is there any way you can set them all off at once?
15 --- It looks like there are many lava pits around here, so watch your step!
16 --- With that switch on, the moving platform goes even higher. Now you can quickly reach the second floor!
17 --- 0117
18 --- 0118
19 --- You never know what will be around the corner in these narrow paths... Use Z Targeting to always look in the proper direction. This is a useful technique, isn’t it?
1A --- 011a
1B --- 011b
1C --- 011c
1D --- 011d
1E --- 011e
1F --- LINK, what are you looking at?
20 --- 0120
21 --- 0121
22 --- 0122
23 --- 0123
24 --- The Desert Colossus’s face... it sure looks evil!
25 --- 0125
26 --- I can hear the spirits whispering in this room... “Look for the eye of truth...” That’s what they’re saying!
27 --- 0127
28 --- Here... I can hear the spirits whispering in this room... “Those who have sacred feet should let the wind guide them. Then, they will be lead to the hidden path.” That’s what they are saying!
29 --- This wall... it says something here... “Danger above...” That’s what it says.
2A --- This wall... it says something here... “Danger below...” That’s what it says.
2B --- The water flowing out of this statue is flooding the entire floor.
2C --- 012c
2D --- 012d
2E --- 012e
2F --- Watch out, LINK! Electricity is running through this green slimy thing!
30 --- 0130
31 --- Watch out, LINK! Electricity is running through this red slimy thing!
32 --- Watch out, LINK! Electricity is running through this blue slimy thing!
33 --- This switch... It doesn't look like you can press it down with your weight alone, LINK...
34 --- 0134
35 --- 0135
36 --- 0136
37 --- The red slimy thing is gone! That must be because you cut the red tail! Will that work with the other ones too?
38 --- 0138
39 --- There’s a switch beyond this wall!
3A --- It looks like there is something up there on top of the platform!
3B --- 013b
3C --- 013c
3D --- WHAAAT!? Look at all those flags! Can you figure out which ones are real? (Beta?)
3E --- 013e
3F --- 013f
40 --- The Great Deku Tree has summoned you! Please come with me!
41 --- C'mon! Be brave! Let's go into the Deku Tree!
42 --- The Great Deku Tree wanted us to go visit the princess at Hyrule Castle... Shouldn’t we get going?
43 --- The girl from the ranch asked us to find her father... I wonder where he is?
44 --- I wonder where we'll find the princess in this big old castle?
45 --- What would Saria say if we told her we’re going to save Hyrule?
46 --- Impa said that the Spiritual Stone of Fire is somewhere on Death Mountain.
47 --- Let’s go inside the Dodongo's Cavern using a Bomb Flower!
48 --- Darunia said that a fairy lives on top of Death Mountain, didn’t he?
49 --- I wonder if Saria knows anything about the other Spiritual Stone?
4A --- It seems Princess Ruto somehow got inside Jabu-Jabu's belly...
4B --- You collected three Spiritual Stones! Let’s go back to Hyrule Castle!
4C --- Those people on the white horse... they were Zelda and Impa, weren't they? It looked like they threw something into the moat!
4D --- Let’s go check inside the Temple of Time.
4E --- Should we believe what Sheik said and go to Kakariko Village?
4F --- 014f
50 --- I wonder what’s going on in the forest right now... I’m worried about Saria, too!
51 --- That cloud over Death Mountain... there is something strange about it...
52 --- An arctic wind is blowing from Zora's River... do you feel it?
53 --- Those Iron Boots look like they weigh a ton! If you wear those boots, you may be able to walk at the bottom of the lake.
54 --- Let’s look for someone who might know about the other Sages!
55 --- That monster! It came out of the well in the village! Let’s go check out the well!
56 --- I wonder who built the Spirit Temple, and for what purpose?
57 --- Have you ever played the Nocturne of Shadow that Sheik taught you?
58 --- The desert... that is where Ganondorf the Evil King was born. If we go there, we might find something...
59 --- 0159
5A --- Equip the Silver Gauntlets and try to move things you couldn't budge before!
5B --- The one who is waiting for us at the Temple of Time...it could be...
5C --- We have to save Princess Zelda from her imprisonment in Ganon's Castle!
5D --- 015D
5E --- 015E
5F --- LINK, try to keep moving!!
60 --- I don’t mind talking to you using the Ocarina’s magic, but I’d really like to talk to you face-to-face!
61 --- The forest is connected to many different places! If you can hear my song, you must be near somewhere that is connected to the forest!
62 --- I was so happy to hear that Mr. Darunia loved my song so much! I was even happier to find out I helped out on your quest, LINK! Tee hee hee!
63 --- Are you collecting Spiritual Stones? You have one more to find? You mean the Spiritual Stone of Water, don’t you? The Great Deku Tree once told me that King Zora, ruler of Zora’s Domain, has it...
64 --- Are you collecting Spiritual Stones? You have one more to find? You mean the Spiritual Stone of Fire, don’t you? The Great Deku Tree once told me that Mr. Darunia of the Gorons has it...
65 --- LINK... I don’t know what it is... I have this feeling of dread... The Castle... Yes, something bad is happening at the Castle!
66 --- What? Your ocarina sounds... different somehow... Have you been practicing a lot, LINK?
67 --- Are you looking for a temple? A mysterious bird once told me... “Eyes that can see through darkness will open in a storm.” Do you have any idea what he meant by this?
68 --- Where are you, LINK? Are you looking for a temple? I once heard a mysterious bird say... “Go, young man. Go to the Desert Goddess with an ocarina.” Do you have any idea what he meant by this?
69 --- Did you find all the temples yet?
6A --- Great! You’re safe! I knew I would hear from you again! I’m in the Forest Temple! The forest spirits were calling for help, so I went to check it out... But it’s full of evil monsters! Help me, LINK!
6B --- LINK... At first, I didn’t want to become the Sage of the Forest... But I’m glad now. Because I’m helping you save Hyrule, LINK! Yes, I am!
6C --- If all six Sages come together, we can imprison Ganondorf, the King of Evil, in the Sacred Realm. But in order to make a perfect seal, we need the seventh Sage. Someone you know must be that Sage, LINK... From now on, you must travel between past and future to awaken the remaining Sages! Keep up the good work, LINK!
6D --- We, the Six Sages, are channeling our power to you! The destiny of Hyrule depends upon you!
6E --- 016e
6F --- 016f
70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 7A, 7B, 7C, 7D, 7E, 7F --- You borrowed a Pocket Egg! A Pocket Cucco will hatch from it overnight. Be sure to give it back when you are done with it.
80 --- I can hear a voice from / somewhere... / It's saying: / "Collect five silver Rupees..."
81 --- This wall...it's saying something! / It says: / If you want to see a ferry to the / other world, come here...
82 --- 0182
83 --- If you want to ride that boat, be / careful! It looks very old... Who / knows when it might sink?
84 --- There is a door over here... Is / there any way to get across?
85 --- 0185
86 --- That red ice...it's so weird!
87 --- 0187
88 --- 0188
89 --- This blue fire...it doesn't seem / natural. Maybe you can use it for / something?
8A --- 018a
8B --- 018b
8C --- The fires on the torches are gone. / Seems like the ghosts took them / away!
8D --- Look, Link! A torch / is lit! That's because / you beat a ghost, isn't it?!
8E --- 018e
8F --- There are arrows painted on the / floor!
90 --- This corridor is all twisted!
91 --- Watch for the shadows of / monsters that hang from the / ceiling.
92 --- There's a treasure chest here.
93 --- 0193
94 --- This...this is the same torch we / saw at the entrance to the temple, / isn't it?
95 --- This torch is lit...that means...
96 --- 0196
97 --- This switch is frozen!
98 --- Link, watch out! / The ceiling is falling down!
99 --- 0199
9A --- 019a
9B --- 019b
9C --- 019c
9D --- 019d
9E --- 019e
9F --- 019f
A0 --- 01a0
A1 --- 01a1
A2 --- 01a2
A3 --- Link, I hear Goron / voices down below.
A4 --- 01a4
A5 --- You can see down from here... / Isn't that the room where we saw / Darunia?
A6 --- 01a6
A7 --- This statue...haven't we seen it / somewhere before?
A8 --- 01a8
A9 --- This switch looks rusted.
AA --- 01aa
AB --- Link! Be careful! / Don't get swallowed by the / vortexes!
AC --- 01ac
AD --- 01ad
AE --- 01ae
AF --- 01af
B0 --- 01b0
B1 --- 01B1
ACTOR # 011C 'Stone Eye Flamethrower'
Using object 0003
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0001 --- Eye
0002 --- Heat-Seeking flame
0003 --- Immobile flame, dies
0004+ --- Flame sound effect
ACTOR # 011D 'Flying Pot'
Using object 0003
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Green Rupee
0100+ --- Bombs
0200+ --- Deku Seeds
0300+ --- Deku Nuts
0400+ --- Deku Seeds
0500+ --- Giant Purple Rupee
0600+ --- Goron Vest
0700+ --- Nothing
ACTOR # 011E 'Ice spawned by red ice? frozen actors'
Using object 0001
No (known?) field settings.
ACTOR # 011F 'Zora's River waterfall'
Using object 0112
No (known?) field settings.
ACTOR # 0120 'Zora's Domain waterfall'
Using object 0113
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Waterfall and large water patch
0001+ --- Water patches for King's chamber
ACTOR # 0121 'Frezzard'
Using object 0114
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Immobile
00FF+ --- Mobile
ACTOR # 0122 'Dampe's Ghost (Speaks of Shadow Medallions?)'
Using object 0089
No (known?) field settings.
ACTOR # 0123 'Rotating windmill mechanism'
Using object 006C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Rotating platform
0100+ --- Thick stone door
ACTOR # 0124 'Zora diving game'
Using object 00FE
No (known?) field settings.
ACTOR # 0125 'Single Bush/Grass'
Using object 0001, and others unknown
Variable fields (add chosen values from all fields for variable value):
Variable Field: Type (Bitmask: 0000000000000011 / 0003)
0 --- Normal shrub. Random drops.
(needs object 0002)
1 --- Cut-able, regenerating grass. Drops: Green rupee, Deku seeds.
(needs object 012B)
2 --- Cut-able grass. Drops: Blue rupee, hearts.
(needs object 012B)
3 --- Nothing
Variable Field: Bug Flag (Bitmask: 0000000000010000 / 0010)
00 (0x0) --- No Bugs
10 (0x1) --- Set of 3 bugs
Variable Field: Unused Setting (Bitmask: 1111111100000000 / FF00)
FF00 (0xFF) --- Grass?
0200 (0x2) --- Bush?
0700 (0x7) --- Bush?
ACTOR # 0126 'Bean planting spot'
Using object 011E
No (known?) field settings.
ACTOR # 0127 'Brown boulder'
Using object 0163
Variable fields (add chosen values from all fields for variable value):
Variable Field: Sound effect(?) (Bitmask: 1111111100000000 / FF00)
0000 (0x0) --- Normal
8000 (0x80)+ --- Makes puzzle solved sound when destroyed
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 012A 'Switches'
Using object 0003
Variable fields (add chosen values from all fields for variable value):
Variable Field: Type (Bitmask: 0000000000001111 / 000F)
0 --- Floor switch
1 --- Rusted floor switch
2 --- Yellow eye switch
3 --- Crystal Switch
4 --- Targetable Crystal Switch
5+ --- Crashes
Variable Field: Can be toggled (Bitmask: 0000000000010000 / 0010)
No enumerated values.
Variable Field: Floor/Rusted Floor switches reset (zero switch flag) when not held down (Bitmask: 0000000000100000 / 0020)
No enumerated values.
Variable Field: Triggers all switches with same switch flag (crystal switches only?) (Bitmask: 0000000001000000 / 0040)
No enumerated values.
Variable Field: Switch is frozen in ice (Bitmask: 0000000010000000 / 0080)
No enumerated values.
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
ACTOR # 012B 'Huge stone elevator'
Using object 011B
Variable fields (add chosen values from all fields for variable value):
Variable Field: Platform's rise height. (Bitmask: 1111000000000000 / F000)
0000 (0x0) --- 0
1000 (0x1) --- 80
2000 (0x2)+ --- 160
F000 (0xF) --- 1200
Variable Field: Platform Travel Speed (Bitmask: 0000111100000000 / 0F00)
000 (0x0) --- No vertical movement, moving sfx repeats endlessly if x isn't 0
100 (0x1)+ --- Very slow
F00 (0xF) --- Very, very fast
Variable Field: Platform Size (Bitmask: 0000000000000001 / 0001)
0 --- Large
1 --- Small
ACTOR # 012C 'Square, collapsing platform'
Using objects 011D, 0000
Variable fields (add chosen values from all fields for variable value):
Constant Field: doesn't matter (Bitmask: 1111000000000000 / F000)
No enumerated values.
Variable Field: delay before platform falls (Bitmask: 0000111100000000 / 0F00)
000 (0x0), 100 (0x1), 200 (0x2), 300 (0x3), 400 (0x4), 500 (0x5), 600 (0x6), 700 (0x7), 800 (0x8), 900 (0x9), A00 (0xA), B00 (0xB), C00 (0xC), D00 (0xD), E00 (0xE) --- larger number means greater delay
F00 (0xF) --- falls immediately
Variable Field: platform size (Bitmask: 0000000011111111 / 00FF)
00+ --- Large
EA+ --- Small
ACTOR # 012D 'Stone Hookshot target'
Using object 011C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Square hookshot target tower
0001 --- Same, underground
0002 --- Square hookshot stone
0003 --- Corrupted graphics, cannot see (no mesh seems to be present)
FFC2 --- ?? (Dodongo's Cavern)
ACTOR # 012E 'Music Staff (Ocarina) spot'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Spot Type (Bitmask: 0001110000000000 / 1C00)
0400 (0x1) --- Zora River, Zelda's Lullaby Spot (no cutscene)
0800 (0x2) --- Windmill, Song of Storms spot (cutscene)
0C00 (0x3) --- ???
1000 (0x4) --- Temple of Time, Song of Time spot (cutscene)
1400 (0x5) --- Learn Sun's Song spot
1800 (0x6) --- Royal Family Tomb, Zelda's Lullaby spot
1C00 (0x7) --- Puzzle Spot
Variable Field: Song to play (Puzzle Spot only?) (Bitmask: 0000001111000000 / 03C0)
040 (0x1) --- Epona's Song
080 (0x2) --- Zelda's Lullaby
0C0 (0x3) --- Sun's Song
100 (0x4) --- Song of Time?
140 (0x5) --- Song of Storms
180 (0x6) --- ???
1C0 (0x7) --- Create Bonooru Song spot
200 (0x8) --- Create Pierre's Song (long song) spot?
2C0 (0xB) --- Playback of Bonooru's song when pulling Ocarina
300 (0xC) --- Playback of random 3 notes (Skull Kid Ocarina Minigame)
3C0 (0xF) --- All 6 non-warp songs / Preset song
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 012F 'Horseback Archery target (arrow hitbox)'
Using objects 0001, 0000
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- End Targets
0001 --- Mounted Target (smaller)
0002 --- Mounted Target (big, center one)
ACTOR # 0130 '0000 Rolling Boulder'
Using object 011F
Variable fields (add chosen values from all fields for variable value):
Variable Field: Boulder Behavior (Bitmask: 0000010000000000 / 0400)
000 (0x0) --- Follows path, disappears, reappears at first waypoint (simulates falling into a hole)
400 (0x1) --- Follows path, breaks into pieces, reappears at first waypoint (Death Mountain Trail)
800 (0x2) --- Follows path, treating it as a closed loop
C00 (0x3) --- Follows path, halts, then traverses path in the opposite direction, repeat. (Fire Temple boulder maze)
Variable Field: Path number to follow (Bitmask: 0000000011111111 / 00FF)
No enumerated values.
ACTOR # 0131 'Sparkling Rupee'
Using objects 0001, 0000
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Sparkling blue rupee
0001 --- Huge magenta rupee, explodes when touched (BETA)
0002 --- Blue, red, and orange rupees, explode when touched (BETA)
0003 --- Random-colored rupees, collectible
0004 --- Green rupees underground, not collectible (BETA)
0005+ --- Crashes
ACTOR # 0132 'Boss Carpenter'
Using object 0121
No (known?) field settings.
ACTOR # 0133 'Carpenter (Link freezes if you speak to them)'
Using object 0122
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Standing, red shorts
0001 --- Sitting, light blue shorts
0002 --- Standing, green shorts
0003 --- Sitting, purple shorts
ACTOR # 0135 'Non-solid round creatures (Alpha!)'
Using object 0124
No (known?) field settings.
ACTOR # 0136 'Dark Link's illusion room'
Using object 0125
No (known?) field settings.
ACTOR # 0137 'Zelda's Magic to Open Gates'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Cannot see anything while object is visible. Navi is capable of targeting it, but gives no information.
0002 --- Area is visible (interface corrupted), otherwise same.
0008 --- Everything seems fine, but Navi's invisible and there's no mesh. Still targetable, though.
0009 --- Same as 2.
000D --- Same as 0.
000E --- Same as 2.
000F --- Same as 0.
0010 --- Similar to 2, but has a white bar that takes up half of the left-hand side of the screen. Shrinks slightly if you target the object, grows back when you break target. Also shrinks when cutscenes are active.
0011 --- Same as 0.
0012 --- Same as 2, but black polygon appears whenever object is in view.
0013 --- Same as 12.
0014 --- Same as 0.
0015 --- Same as 2.
001A --- Similar to 8, except now Navi and the blue arrow are visible. There's still no mesh, Navi gives no information, and there are no lock-on triangles when targeted.
001C --- Same as 2.
001D --- Same as 1A.
001E --- Same as 2.
0021 --- Completely unstable object. When visible, ToT's polygons tend to turn black, flash, or disappear. Other black polygons tend to appear as well, suggesting that this is pointing to corrupted mesh data or is triggering abnormal behavior. Stabilizes once object is off-screen.
0023 --- Same as 2.
0024 --- Same as 1A.
0025 --- Same as 2.
0026 --- Same as 21.
0027 --- Same as 1A.
0028 --- Same as 2.
002D --- Same as 21.
002E --- Same as 0.
002F --- Same as 21.
0030 --- Same as 2.
0035 --- Same as 0.
0036 --- Same as 21.
0039 --- Same as 2.
003B --- Same as 21.
003D --- Same as 1A.
003F+ --- Same as 2.
ACTOR # 0138 'White clothed Gerudo'
Using object 0116
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Shoos you away, calls you a kid regardless of your actual age
0001 --- Whistleblower
0002+ --- Crashes
ACTOR # 0139 'Block placement actor'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 013A 'Alpha Dynamic Shadow for Link (Check in Spirit Temple under light), works for all values except 1'
Using object 0001
No (known?) field settings.
ACTOR # 013B 'Enemy Arwing (Alpha)'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Cutscene start
0001+ --- No cutscene (required if you spawn more than four or five of these)
ACTOR # 013C 'Kakariko Cucco lady'
Using object 0110
No (known?) field settings.
ACTOR # 013D 'Medigoron'
Using object 00C9
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Blue lock-on spot
0001+ --- Crashes
ACTOR # 013E 'Bean seller'
Using object 0127
No (known?) field settings.
ACTOR # 013F 'Carpenter's son'
Using object 0128
No (known?) field settings.
ACTOR # 0140 'Ingo's Gates (Lon Lon Ranch)'
Using object 0129
No (known?) field settings.
ACTOR # 0141 'Square signpost'
Using object 012F
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- X
0001 --- Hyrule Field
0002 --- Hyrule Castle Town
0003 --- The Temple of Time
0004 --- Dead End
0005 --- Kakariko Village / Death Mountain Trail / Starting Point
0006 --- Kakariko Village Graveyard
0007 --- Dark! Narrow! Scary! / Well of Three Features
0008 --- Death Mountain / No passage without a / Royal Decree!
0009 --- Death Mountain Trail
000A --- Dodongo’s Cavern / Don’t enter without permission!
000B --- Land of the Gorons / Goron City
000C --- Zora’s River / Watch out for swift current / and strong undertow.
000D --- The Shadow will yield only to one / with the eye of truth, handed / down in Kakariko Village.
000E --- Zora’s Domain
000F --- Zora’s Fountain / Don’t disturb Lord Jabu-Jabu! / –King Zora XVI
0010 --- Forest Training Center / Don’t recklessly cut signs– / read them carefully!
0011 --- All those reckless enough to / venture into the desert–please drop by our shop. / Carpet Merchant
0012 --- Just ahead: / Great Deku Tree’s Meadow
0013 --- Forest Temple
0014 --- The Lost Woods
0015 --- Talon and Malon’s / Lon Lon Ranch
0016 --- The Great Ingo’s / Ingo Ranch
0017 --- Lake Hylia
0018 --- Lakeside Laboratory / Daily trying to get to the bottom / of the mysteries of Lake Hylia! / –Lake Scientist
0019 --- Gerudo Valley
001A --- Horseback Archery Range / Skilled players are welcome! / Current record: # Points
001B --- Gerudo Training Ground / Only registered members are / allowed!
001C --- Haunted Wasteland / If you chase a mirage, the / desert will swallow you. / Only one path is true!
001D --- Spirit Temple
001E --- Kokiri Shop / We have original forest goods!
001F --- LINK’s House
0020 --- Forest folk shall not leave these woods.
0021 --- Follow the trail along the edge of / the cliff and you will reach / Goron City, home of the Gorons.
0022 --- Natural Wonder / Bomb Flower / Danger! Do not uproot!
0023 --- Death Mountain Summit / Entrance to the crater ahead / Beware of intense heat!
0024 --- King Zora’s Throne Room / To hear the King’s royal / proclamations, stand on the / platform and speak to him.
0025 --- If you can stop my wild rolling, you might get something great. / –Hot Rodder Goron
0026 --- Only one with the eye of truth / will find the stone umbrella / that protects against the / rain of blades.
0027 --- Only one who has sacred feet / can cross the valley of the dead.
0028 --- The record time of those / who raced against me was: / ##"##" / –Dampé the Gravekeeper
0029 --- Shooting Gallery / etc.
002A --- Treasure Chest Shop / We don’t necessarily sell them...
002B --- High Dive Practice Spot / Are you confident / in your diving skill?
002C --- 032c
002D --- Mountain Summit / Danger Ahead - Keep Out
002E --- Happy Mask Shop! / Now hiring happiness / delivery men!
002F --- Bombchu Bowling Alley / You can experience the / latest in Bomb technology!
0030 --- Bazaar / We have a little bit of everything!
0031 --- Potion Shop / We have the best quality / potions!
0032 --- Goron Shop / Mountaineering supplies!
0033 --- Zora Shop / We have fresh fish!
0034 --- Heart-Pounding Gravedigging Tour! / From 18:00 to 21:00 Hyrule Time / –Dampé the Gravekeeper
0035 --- Heart-Pounding Gravedigging Tour! / Tours are cancelled until a new / gravekeeper is found. We / apologize for any inconvenience.
0036 --- Thrust Attack Signs! / To thrust with your sword, press / [CS] toward your target while / Z Targeting, then press B.
0037 --- Hole of “Z” / Let’s go through this small / hole! / Stand in front of the hole and / push [CS] towards it. When the / Action Icon shows “Enter,” press / A to crawl into the hole. / Pay attention to what the Action / Icon says!
0038 --- Cut Grass With Your Sword / If you just swing with B, you’ll / cut horizontally. If you hold Z as / you swing, you’ll cut vertically.
0039 --- Hyrule Castle / Lon Lon Ranch
003A --- You are here: Hyrule Castle / This way to Lon Lon Ranch
003B --- Just Ahead / King Zora’s Chamber / Show the proper respect!
003C --- House of the Great Mido / Boss of the Kokiri
003D --- House of the Know-It-All Brothers
003E --- House of Twins
003F --- Saria’s House
0040 --- View Point with Z Targeting / When you have no object to look / at, you can just look forward / with Z. / Stop moving and then change the / direction you are facing, or hold / down Z for a little while. / This can help you get oriented in / the direction you want to face. / It’s quite convenient! / If you hold down Z, you can / walk sideways while facing / straight ahead. / Walking sideways can be a very / important technique in dungeon / corridors. Turn around and try doing this right now.
0041 --- Stepping Stones in the Pond / If you boldly go in the direction / you want to jump, you will leap / automatically. / If you hop around on the stones, / you’ll become happier!
0042 --- No Diving Allowed / –It won’t do you any good!
0043 --- Switch Targeting / If you see a \/ icon above an / object, you can target it with Z. / ... / You can target the stones next to this sign for practice!
0044 --- Forest Stage / We are waiting to see your / beautiful face! / Win fabulous prizes!
0045 --- Visit the / House of the Know-It-All Brothers / to get answers to all your / item-related questions!
0046+ --- Pocket Egg
ACTOR # 0142 'Hyrule Castle guard'
Using object 0097
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Whistleblower
0001+ --- Stands there, does nothing
8000+ --- Whistleblower
ACTOR # 0143 'Hopping Cucco, not solid'
Using object 0013
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Non-solid cucco, hops oddly every once in awhile and only goes in one direction
0001 --- Invisible, solid cucco, doesn’t move, can be attacked but will only smoke and molt
0002+ --- Invisible cucco, cannot be attacked it seems, no idea what it does, but you can hear it
8000+ --- Same as 0
ACTOR # 0144 'Attacking Cucco, not solid'
Using object 0013
No (known?) field settings.
ACTOR # 0145 'Stone blocking entrance to Bottom of the Well'
Using object 0180
No (known?) field settings.
ACTOR # 0146 'Saria'
Using object 00BC
No (known?) field settings.
ACTOR # 0147 'Checkable spot'
Using object 0001
No (known?) field settings.
ACTOR # 0148 'Rainbow Bridge to Ganon's Castle'
Using object 0130
No (known?) field settings.
ACTOR # 0149 'Potion Shop hag'
Using object 010F
No (known?) field settings.
ACTOR # 014A 'Lakeside Professor'
Using object 0132
No (known?) field settings.
ACTOR # 014B 'Bombchu Bowling Alley lady'
Using object 0160
No (known?) field settings.
ACTOR # 014C 'Bombchu Bowling Alley pit'
Using object 0001
No (known?) field settings.
ACTOR # 014D 'Kaepora Gaebora'
Using object 0131
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
00+ --- Does nothing
40+ --- First owl (meet outside of Kokiri Forest exit)
80+ --- Second owl (meet near Hyrule Castle)
C0+ --- Third owl (meet in front of Kakariko Village)
100+ --- Fourth owl (meet between Lake Hylia and Gerudo Valley, I think)
140+ --- Fifth owl (meet in front of Lake Hylia)
180+ --- Nothing
1C0+ --- Sixth owl (meet in Lake Hylia, have to talk to him manually, grabbing his talons crashes the game)
200+ --- Seventh owl (meet at Death Mountain summit, have to talk to him manually, grabbing his talons crashes the game)
240+ --- Same as above
280+ --- Eighth owl (meet in Desert Colossus)
2C0+ --- Ninth owl (meet in Lost Woods, before meeting Saria)
300+ --- Tenth owl (meet in Lost Woods, after meeting Saria)
340+ --- First owl? (Head position alternates)
ACTOR # 014E 'Small rock'
Using object 0002
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Small rock, random drops
0001 --- Large light-gray rock, cannot pick up as Young Link, no drop
0002 --- Same as 0000
0003 --- Large light-gray rock, can pick up as Young Link, no drop
0004 --- Same as 0000
0005 --- Same as 0003
0090 --- Small rock, spawns bugs when you lift it, no drop
0091 --- Large light-gray rock, spawns bugs when you lift it, cannot pick up as Young Link, no drop
0092 --- Same as 0090
0093 --- Large light-gray rock, spawns bugs when you lift it, can pick up as Young Link, no drop
ACTOR # 014F 'Grave flower'
Using object 0002
Variable fields (add chosen values from all fields for variable value):
Variable Field: Object specifier(?) (Bitmask: 0000000000000011 / 0003)
0 --- Flower for grave
1 --- Non-liftable small rock
2 --- Uncuttable small shrub
3 --- Erratic collision data
ACTOR # 0150 'Sun Emblem Trigger (Spirit Temple)'
Using object 012A
Variable fields (add chosen values from all fields for variable value):
Variable Field: Has block(?) (Bitmask: 0000000000000001 / 0001)
0 --- Sun emblem
1 --- Sun emblem on block
ACTOR # 0151 'Rock/Bush groups'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Type of objects(?) (Bitmask: 0000000000000011 / 0003)
0 --- Circle of shrubs with one in the middle, random drops
1 --- Scattered shrubs, random drops
2 --- Circle of rocks, random drops
3 --- Crashes
ACTOR # 0152 'Goron (cutscenes)'
Using object 00C9
No (known?) field settings.
ACTOR # 0153 'Windmill man'
Using object 0133
No (known?) field settings.
ACTOR # 0155 'Treasure Box Shop Chest'
Using object 0001
No (known?) field settings.
ACTOR # 0156 'Large stone face (Spirit Temple)'
Using object 00F1
No (known?) field settings.
ACTOR # 0157 'Chain Platform (Spirit Temple)'
Using object 00F1
No (known?) field settings.
ACTOR # 0158 'Large Circular Mirror (Spirt Temple)'
Using object 00F1
No (known?) field settings.
ACTOR # 0159 'Light blocking rock (Spirit Temple)'
Using object 00F1
No (known?) field settings.
ACTOR # 015A 'Circular metal grating blockade (Spirit Temple)'
Using object 00F1
No (known?) field settings.
ACTOR # 015B 'Bombable rock wall'
Using object 00F1
No (known?) field settings.
ACTOR # 015C 'Giant three sided Goron statue'
Using object 00AF
No (known?) field settings.
ACTOR # 015E 'Ganon's Organ and surroundings'
Using object 0000
No (known?) field settings.
ACTOR # 015F 'Water spout'
Using object 013A
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Normal
2000+ --- Nothing
ACTOR # 0160 'Whirlpool effect'
Using object 013B
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Tall and narrow
0001 --- Short and wide
0002+ --- Same as 0
ACTOR # 0162 'Running man (Child version)'
Using object 013C
No (known?) field settings.
ACTOR # 0163 'Kokiri Children'
Using object 00C5
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Standing boy
0001 --- Standing girl
0002 --- Boxing boy
0003 --- Blocking boy
0004 --- Backflipping boy
0005 --- Sitting girl
0006 --- Standing girl
000C --- Blond girl
ACTOR # 0164 'King Zora'
Using object 00FF
No (known?) field settings.
ACTOR # 0165 'Proximity Rain/Weather Effects'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0008+ --- Crashes
0607 --- Rain
ACTOR # 0166 'Bongo Bongo's Drum'
Using object 00E2
No (known?) field settings.
ACTOR # 0167 'Kakariko village rooftop man'
Using object 00EC
No (known?) field settings.
ACTOR # 0168 '?'
Using object 0001
No (known?) field settings.
ACTOR # 0169 'Iron Knuckles Room Stuff (Spirit Temple)'
Using object 016C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Brick pillar
0001 --- Brick throne
ACTOR # 016A 'Magic carpet man'
Using object 0144
No (known?) field settings.
ACTOR # 016B 'Displays GI objects / Lost Woods Slingshot Game?'
Using object 0001
No (known?) field settings.
ACTOR # 016C 'Graveyard boy'
Using object 0145
Variable fields (add chosen values from all fields for variable value):
Variable Field: path number to follow (Bitmask: 1111111111111111 / FFFF)
No enumerated values.
ACTOR # 016D 'Mido'
Using object 00FB
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0100 --- Blocking Deku Tree
ACTOR # 016E 'Market NPCs'
Using objects 0001, 00C5, and others unknown
Variable fields (add chosen values from all fields for variable value):
Variable Field: Npc (Bitmask: 0000000000111111 / 003F)
00 --- Fat woman in light blue
(needs object 0105)
01 --- Fat woman in white, blues & yellow
(needs object 018C)
02 --- Bearded man in white & green
(needs object 0107)
03 --- Jogging man (Sakon)
(needs object 0111)
04 --- Staunch man in black & green
(needs object 0107)
05 --- Begging man
(needs object 0111)
06 --- Old woman in white
(needs object 010D)
07 --- Old man in blue
(needs object 010C)
08 --- Thin woman in lilac
(needs object 0108)
09 --- Laughing man in red & white
(needs object 0111)
0A --- Explaining man in blue & white
(needs object 0111)
0B --- Thin woman in blue & yellow
(needs object 0108)
0C --- Looking man in crimson
(needs object 0111)
0D --- Red haired man in green & lilac
(needs object 0107)
0E --- Bearded, red haired man in green & white
(needs object 0111)
0F --- Bald man in brown
(needs object 010C)
10 --- Man in white
(needs object 0111)
11 --- Staunch man two shades of green
(needs object 0107)
13 --- Bald man in purple
(needs object 010C)
14 --- Man in two shades of green
(needs object 0107)
Variable Field: Path to follow (only affects Npcs 03 and 07) (Bitmask: 0000011110000000 / 0780)
780 (0xF) --- no path
ACTOR # 016F 'Ganon's Cape'
Using object 0001
No (known?) field settings.
ACTOR # 0170 'Rain and lightning'
Using object 0001
No (known?) field settings.
ACTOR # 0171 'Title Screen Actor'
Using object 014A
No (known?) field settings.
ACTOR # 0172 'Metal grate door'
Using object 014B
No (known?) field settings.
ACTOR # 0173 'Navi Information Spot (Targetable, Green)'
Using object 0001
No (known?) field settings.
ACTOR # 0174 'Ganon's Tower Collapsing (Cutscene set pieces)'
Using object 014C
No (known?) field settings.
ACTOR # 0175 'Big Poe'
Using object 006D
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Big Poe
FFFF --- Normal poe, circles around you
ACTOR # 0176 'Lava particle fountain (Death Mountain panorama)'
Using object 014D
No (known?) field settings.
ACTOR # 0177 'Metal bars (Ganon's Castle)'
Using object 0156
No (known?) field settings.
ACTOR # 0178 'Hyrule guard'
Using object 0097
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Time teller
0001+ --- Crash
ACTOR # 0179 'Adult Zelda'
Using object 0060
No (known?) field settings.
ACTOR # 017A 'Ganon'
Using object 0153
No (known?) field settings.
ACTOR # 017B 'Pierre the Scarecrow'
Using object 0154
No (known?) field settings.
ACTOR # 017C 'Treasure Chest game man'
Using object 0155
No (known?) field settings.
ACTOR # 017D 'Push Block (With own save point?)'
Using object 0003
No (known?) field settings.
ACTOR # 017E 'Sun's Song effect'
Using object 0001
No (known?) field settings.
ACTOR # 017F '"The End" message'
Using object 0001
No (known?) field settings.
ACTOR # 0181 'Grotto Treasure Chest'
Using object 0001
No (known?) field settings.
ACTOR # 0182 'Credits Revelers from Lon Lon'
Using object 015A, and others unknown
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Drunken Ingo
(needs object 00C0)
0001 --- Drunken Talon
(needs object 0088)
0002 --- Windmill man breakdancing
(needs object 0133)
0003 --- Encouraging Kokiri Boy
(needs object 00FC)
0004 --- Encouraging Kokiri Girl
(needs object 00FD)
0005 --- White-haired man in blue
(needs object 010C)
0006 --- Black-bearded man in white and green
(needs object 0107)
0007 --- Bushy-haired woman in red and black
(needs object 0115)
0008 --- Little old lady
(needs object 010D)
0009 --- Singing carpenter boss
(needs object 0121)
000A --- Singing Carpenter
(needs object 0122)
000B --- Singing Carpenter
(needs object 0122)
000C --- Singing Carpenter
(needs object 0122)
000D --- Singing Carpenter
(needs object 0122)
000E --- Dancing Kokiri Boy
(needs object 00FC)
000F --- Dancing Kokiri Girl
(needs object 00FD)
0010 --- Line-dancing Gerudo1
(needs object 0116)
0011 --- Line-dancing Gerudo2
(needs object 0116)
0012 --- Line-dancing, spikey-haired Gerudo
(needs object 0116)
0013 --- Dancing Zora
(needs object 00FE)
0014 --- King Zora
(needs object 00FF)
0015 --- Sitting Mido
(needs object 00FB)
0016 --- Floating cucco
(needs object 0013)
0017 --- Floating cucco2
(needs object 0013)
0018 --- Walking cucco
(needs object 0013)
0019 --- Cucco lady
(needs object 0110)
001A --- Potion shopkeeper?
(needs object 0159)
001B --- Happy Mask shopkeeper
(needs object 013E)
001C --- Fisherman
(needs object 015B)
001D --- Bombchu shopkeeper
(needs object 0165)
001E --- Dancing Goron
(needs object 00C9)
001F --- Belly slapping Goron
(needs object 00C9)
0020 --- Dancing MegaGoron
(needs object 00C9)
0021 --- Lying down MegaGoron
(needs object 00C9)
0022 --- Singing Malon
(needs object 00D0)
ACTOR # 0183 'Song of Storms Fairy'
Using object 0001
No (known?) field settings.
ACTOR # 0184 'Spiral Beams (Great Fairy Fountains)'
Using object 000A
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Pink spiral beam
0001 --- Green spiral beam
0002 --- Purple spiral beam
0003 --- Blue spiral beam
0004+ --- Black spiral beam
000C --- Black and green spiral beam
000D --- Gray and green spiral beam
000E --- Light blue spiral beam
000F --- Light purple spiral beam
ACTOR # 0185 'Checkable spot, disappears after use'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Hi! I’m a talking door! (BETA)
0040 --- Strange... this door doesn’t open...
0080 --- Strong iron bars are blocking the door. You can’t open them with your hands!
00C0 --- You need a Key to open a door that is locked or chained.
0100 --- You need a special key to open this door.
0140 --- Be quiet! It’s only [time]! I, Dampé the Gravekeeper, am in bed now! Go away and play! Maybe you can find a ghost in the daytime?
0180 --- It’s [time] now. The Gravedigging Tour is over now! I, Dampé the gravekeeper, am in bed! Go away and play! Maybe you’ll find a ghost!
01C0 --- Happy Mask Shop / Please read this sign before you use this shop...
0200 --- Shadow Temple... here is gathered Hyrule’s bloody history of greed and hatred...
0240 --- What is hidden in the darkness... Tricks full of ill will... You can’t see the way forward...
0280 --- One who gains the eye of truth will be able to see what is hidden in the darkness.
02C0 --- Something strange is covering the entrance. You must solve the puzzle in this room to make the entrance open.
0300 --- Giant dead Dodongo... when it sees red, a new way to go will be open.
0340 --- Treasure Chest Contest / Temporarily Closed / Open Tonight!
0380 --- Medicine Shop / Closed until morning...
03C0 --- Shooting Gallery / Open only during the day
0400 --- Happy Mask Shop / Now hiring part-time / Apply during the day
0440 --- Bazaar / Open only during the day
0480 --- Show me the light!
04C0 --- One with the eye of truth shall be guided to the Spirit Temple by an inviting ghost.
0500 --- Those who wish to open the path sleeping at the bottom of the lake must play the song passed down by the Royal Family.
0540 --- Those who wish to open the gate on the far heights, play the song passed down by the Royal Family.
0580 --- Those who find a Small Key can advance to the next room. Those who don’t can go home! (BETA)
05C0 --- If you wish to speak to me, do so from the platform.
0600 --- Hi, LINK! Look this way! Look over here with Z, and talk to me with A.
0640 --- The current time is: [time].
0680 --- Shine light on the living dead...
06C0 --- Those who break into the Royal Tomb will be obstructed by the lurkers in the dark.
0700 --- Hey, you! Young man, over there! Look over here, inside the cell!
0740 --- My little boy isn’t here right now... I think he went to play in the graveyard...
0780 --- Oh, my boy is asleep right now. Please come back some other time to play with him!
07C0 --- When water fills the lake, shoot for the morning light.
0800 --- If you want to travel to the future, you should return here with the power of silver from the past.
0840 --- If you want to proceed to the past, you should return here with the pure heart of a child.
0880 --- This door is currently being refurbished. (BETA)
08C0 --- It looks like something used to be set in this stand...
0900 --- Make my beak face the skull of truth. The alternative is descent into the deep darkness.
0940 --- This is not the correct key... the door won’t open!
0980 --- Granny’s Potion Shop / Closed / Gone for Field Study / Please come again! –Granny
09C0 --- Who’s there? What a bad kid, trying to enter from the rear door! Such a bad kid... I have to tell you some juicy gossip! The boss carpenter has a son... He’s the guy who sits under the tree every night... Don’t tell the boss I told you that!
0A00 --- Look at this!
0A40 --- Malon’s gone to sleep! I’m goin’ to sleep now, too. Come back again when it’s light out!
0A80 --- LINK’s Records! / Spiders squished: 0 / Largest fish caught: 0 pounds / Marathon time: 00"00" / Horse race time: 00"00" / Horseback archery: 0 points
0AC0 --- The crest of the Royal Family is inscribed here.
0B00 --- R.I.P. / Here lie the souls of those who swore fealty to the Royal Family of Hyrule / The Sheikah, guardians of the Royal Family and founders of Kakariko, watch over these spirits in their eternal slumber.
0B40 --- Sleepless Waterfall / The flow of this waterfall serves the King of Hyrule. When the king slumbers, so too do these falls.
0B80 --- Some frogs are looking at you from underwater...
0BC0 --- You’re standing on a soft carpet for guests... it feels so plush under your feet!
0C00 --- If you can overcome the trials in the chambers ahead, then and only then will you be qualified to hold our secret treasure!
0C40 --- If you desire to acquire our hidden treasure, you must strive to obtain the keys hidden in each chamber!
0C80 --- Defeat all the enemies in a limited time!
0CC0 --- Collect the underwater gems!
0D00 --- Cross the sea of fire!
0D40 --- Find a secret passage in this room!
0D80 --- Blind the eyes of the statue!
0DC0 --- One with silver hands shall move a giant block!
0E00 --- Without the necessary items, one will be confounded by impossible mysteries.
0E40 --- Gather the jewels of white, while avoiding traps and danger!
0E80 --- Fishing Pond / The fish are really biting today!
0EC0 --- ...???
0F00 --- The Shadow will yield only to one with the eye of truth, handed down in Kakariko Village.
0F40+ --- You borrowed a Pocket Egg! ...
4000 --- Hello, I’m a talking door! (Activates instantly)
8000 --- Hello, I’m a talking door! (Does not disappear after being activated)
C000+ --- Z-targetable (green), no text
ACTOR # 0186 'Patrolling Gerudo'
Using object 0167
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Turns around, can’t move, whistle-blower
0001 --- Won’t turn around, can’t move, whistle-blower
0002 --- Purple Gerudo, acts like the one that gives you the membership card
0003+ --- Crashes
ACTOR # 0187 'Timer'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 1111110000000000 / FC00)
No enumerated values.
Variable Field: Timer in seconds (capped to 10 minutes) (Bitmask: 0000001111111111 / 03FF)
3FF --- No timer
ACTOR # 0188 'Cursed Skulltula people'
Using object 015E
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Hyliantula with an arm, disappears when you have 100 gold skulltulas
0001 --- Hyliantula without an arm, disappears when you have 10 gold skulltulas
0002 --- Hyliantula without an arm, disappears when you have 20 gold skulltulas
0003 --- Hyliantula without an arm, 30
0004 --- Hyliantula without an arm, 40
0005 --- Hyliantula without an arm, 50
0006 --- Hyliantula without an arm, 60 (BETA)
0007 --- Hyliantula without an arm, 70 (BETA)
0008 --- Hyliantula without an arm, 80 (BETA)
0009 --- Hyliantula without an arm, 90 (BETA)
000A --- Hyliantula without an arm, 100 (BETA)
000B --- Hyliantula without an arm, 110 (BETA)
000C+ --- Continues on with this pattern.
8000+ --- Nothing.
ACTOR # 0189 'Uncursed Skulltula people, see above.'
Using object 0001
No (known?) field settings.
ACTOR # 018A 'Zelda's Lullaby effect'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Purple wormhole
0001+ --- Blue wormhole
ACTOR # 018B 'Song of Storm's effect'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Regular effects, storm begins
0001 --- Texture-spanning effect only, no storm, music isn’t affected, effect does not dissipate
0002+ --- Same as 0000
ACTOR # 018C 'Stingray'
Using object 0026
No (known?) field settings.
ACTOR # 018D 'Sacred Forest Meadow objects'
Using object 0161
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Large flat square floor tile from Sacred Forest Meadow, makes water noises when walking on it
01 --- Large vertical gate from Sacred Forest Meadow
02+ --- Invisible, glitched gate (can still attack or run into it)
ACTOR # 018E 'Stone Elevator (Spirit Temple)'
Using object 00F1
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 018F 'Chair and Pillar pieces when destroyed by an Iron Knuckle'
Using object 016C
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Black particles?
0001 --- Black particles?
0002 --- Round stone thing, explodes as soon as area loads
0003+ --- Crashes
ACTOR # 0190 'Gerudo Fortress wooden gate'
Using object 0162
No (known?) field settings.
ACTOR # 0191 'Gerudo Fortress training area gate'
Using object 0162
No (known?) field settings.
ACTOR # 0192 'Hint Deku Scrubs (Deku Tree)'
Using object 0164
Variable fields (add chosen values from all fields for variable value):
Variable Field: ?, probably text to display (Bitmask: 1111111100000000 / FF00)
1A00 (0x1A) --- Scrub on path to Deku Slingshot
9B00 (0x9B) --- 231/312 Hint scrub
9C00 (0x9C) --- Final Deku Scrub
Variable Field: ?, seems to be used to set up 231/312 puzzle (Bitmask: 0000000011111111 / 00FF)
00 --- Normal, talks when caught
01 --- First scrub to hit (0001 for no dialog?)
02 --- Second scrub to hit (0002 for no dialog?)
03 --- Third scrub to hit, talks when caught
ACTOR # 0193 'Deku Scrub Nut Attack'
Using object 0001
No (known?) field settings.
ACTOR # 0194 'Broken Drawbridge, Fencing'
Using object 0166
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Broken Drawbridge
0001 --- Fences (Hyrule Field)
ACTOR # 0195 'Grounded Sales Scrub'
Using object 0168
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Deku Nuts
0001 --- Deku Sticks
0002 --- Piece of Heart
0003 --- Deku Seeds
0004 --- Deku Shield
0005 --- Bombs
0006 --- Deku Seeds
0007 --- Red Potion
0008 --- Green Potion
0009 --- Deku Stick Upgrade
000A --- Deku Nut Upgrade
000B --- Never speaks, and Link is sadly very patient...
000C+ --- Pocket Egg?
8000+ --- Nothing
ACTOR # 0196 'Dampe's Minigame Collectibles'
Using object 0001
No (known?) field settings.
ACTOR # 0197 'Gerudo Fighter'
Using object 0169
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
A000 --- Gerudo Fighter (needs a carpenter to load?)
ACTOR # 0198 'Epona's Song effect'
Using object 0001
No (known?) field settings.
ACTOR # 0199 'Saria's Song effect'
Using object 0001
No (known?) field settings.
ACTOR # 019A 'Girl chasing Cucco'
Using object 016A
No (known?) field settings.
ACTOR # 019B 'Dog'
Using object 016B
Variable fields (add chosen values from all fields for variable value):
Variable Field: Unknown purpose (never set?) (Bitmask: 1111000000000000 / F000)
No enumerated values.
Variable Field: Direction it runs (also, if you befriend a dog and return to the place with the dog and change this value, another dog will spawn) (Bitmask: 0000111111110000 / 0FF0)
000 (0x0) --- SEE
010 (0x1) --- NNW
020 (0x2) --- N
030 (0x3) --- First NNW, then SE
040 (0x4) --- Same as 3
050 (0x5) --- Same as 3
060 (0x6) --- Same as 2
070 (0x7) --- First NNW, then S
080 (0x8) --- Same as 3
090 (0x9) --- Same as 2
0A0 (0xA) --- Same as 3
0B0 (0xB) --- NW
0C0 (0xC) --- Same as B
0D0 (0xD) --- Same as B
0E0 (0xE) --- Same as B
0F0 (0xF)+ --- First NNW, then SEE
F00 (0xF0)+ --- No dog
Variable Field: Color (Bitmask: 0000000000001111 / 000F)
0 --- Dirty blond dog
1 --- Chocolate brown dog (kinda yellowish when in a certain light)
2 --- Red dog
3 --- Multicolored, flashing dog
4 --- Red dog
5 --- Multicolored, flashing dog
6 --- Dark dog (black fur)
7 --- Green dog
8 --- Red dog
9 --- Purple dog
A --- Red dog
B --- Green dog
C --- Green dog
D --- Black dog
E --- Black dog
F --- Purple dog
ACTOR # 019C 'Golden Skulltula token'
Using object 0024
No (known?) field settings.
ACTOR # 019D 'Shooting Gallery Building (Kakariko Village)'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0203 --- Child Day
0003 --- Child Night
0002 --- Adult
0000 --- Adult
0001 --- Adult
FF04 --- Adult
ACTOR # 019E 'Beehive'
Using object 0002
No (known?) field settings.
ACTOR # 019F 'Destructible Wall (Desert Colossus)'
Using object 016F
No (known?) field settings.
ACTOR # 01A0 'Large Crate'
Using object 0170
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Contains Golden Skulltula (already damaged) and a green rupee, skulltula treated like Skullwalltula, drops token when destroyed
0100 --- Contains Golden Skulltula and a green rupee, cannot target
2000 --- Same as 0000
2100 --- Contains a green rupee
4000 --- Same as 0000
4100 --- Contains a green rupee, golden skulltula hops out, cannot target
6000 --- Same as 0000
6100 --- Same as 4100
8000+ --- Same as 2100
ACTOR # 01A1 'Deku Mask Panel Trigger'
Using object 0001
No (known?) field settings.
ACTOR # 01A2 'Deku Mask Panel Head Judge'
Using object 0171
No (known?) field settings.
ACTOR # 01A3 'Deku Game?'
Using object 0001
No (known?) field settings.
ACTOR # 01A4 'Man in white top, purple pants'
Using object 0111
No (known?) field settings.
ACTOR # 01A5 'Bombchu Bowling Alley game'
Using object 0178
No (known?) field settings.
ACTOR # 01A6 'Carpenter's Son (Child Link version)'
Using object 0128
No (known?) field settings.
ACTOR # 01A7 'Ganon's Tower magic barrier'
Using object 0179
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Magic barrier
0001 --- Purple core, interesting shadow effect, does nothing when destroyed
0002 --- Yellow core, shadow effect, crashes when shot at
0003 --- Red core, shadow effect, crashes when shot at
0004 --- Purple core, shadow effect, does nothing when destroyed
0005 --- Orange core, shadow effect, does nothing when destroyed
0006 --- Green core, shadow effect, crashes when shot at
0007+ --- Nothing
ACTOR # 01A8 'Destructible Wall (Zora's Fountain)'
Using object 0074
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0000000000111111 / 003F)
No enumerated values.
ACTOR # 01A9 'Destructible Wall (Death Mountain Crater)'
Using object 00B1
No (known?) field settings.
ACTOR # 01AB 'Tower of Rupees'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000+ --- Five blue rupees stacked vertically
3000+ --- Five green rupees in a row
5000+ --- Six green rupees in diamond formation with a red rupee in the center (think medallion screen)
6000+ --- Crashes
ACTOR # 01AC 'Entwined lovers (Honey & Darling)'
Using object 0182
No (known?) field settings.
ACTOR # 01AD 'Haggling townspeople'
Using object 0182
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Blue/green textures
0001 --- Green/brown textures
0002 --- Green/red textures
0003 --- Purple/red textures
0004 --- Orange/red textures
0005 --- Purple/black textures
0006 --- Flashing purple/blue textures
0007 --- Flashing purple/cyan/green textures, depends on movement of camera
0008 --- Purple/red textures
ACTOR # 01AE 'Gorons'
Using object 00C9
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Large Goron that does wild rollin’
0001 --- Small Goron that is Darunia’s offspring, rolls around, can talk to while he’s rolling
0002 --- Biggoron
0003 --- Quivering Goron
0004 --- Goron that stands by the bomb flower outside (will start “walking” if you ask him about Bomb Flowers)
0005 --- Small Goron, won’t stop rolling regardless of what you do
0006 --- Goron that stands outside of Dodongo’s Cavern
0007 --- Goron that’s hungry
0008 --- Goron that stands by the altar
0009 --- Goron that talks about torches
000A --- Goron that hid a Deku Stick
000B --- Goron that wants you to bring fire back from Darunia’s room
000C --- Goron that talks about the Great Fairy
000D+ --- Nothing
ACTOR # 01AF 'Wolfos'
Using object 0183
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (FF = no flag) (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Normal
01 --- White Wolfos, mini-boss music starts
ACTOR # 01B0 'Hyrule Field Stalchild'
Using object 0184
No (known?) field settings.
ACTOR # 01B1 'Ganon Battle rubble'
Using object 0185
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0008 --- Large block with “sun o’er horizon” emblem on it
0009 --- Wall chunk with some stray stuff sticking out of the top
000A --- Another wall chunk, mostly horizontal
000B --- Same as 9
000C --- Gate/bridge-like metallic object, mostly horizontal
000D --- Beam or tower remnant
000E --- Tall wall chunk with some stray stuff sticking out of the top
000F+ --- Nothing?
FF04 --- Ganon's Tower rubble
FF08 --- GT rubble1
FF09 --- GT rubble2
FF0A --- GT rubble3
FF0B --- GT rubble4
FF0C --- GT rubble5
FF0D --- GT rubble6
FF0E --- GT rubble7
ACTOR # 01B2 'Chunk of stone'
Using object 0186
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Large chunk
0001 --- Medium chunk
0002 --- Small chunk
0009+ --- Nothing
ACTOR # 01B3 'Sinking lava platform (Ganon's Castle)'
Using object 0179
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Narrow, maze-like platform (sinks)
0001+ --- Crashes
ACTOR # 01B4 'Clear block'
Using object 0179
Variable fields (add chosen values from all fields for variable value):
Variable Field: Switch Flag (Bitmask: 0011111100000000 / 3F00)
No enumerated values.
Constant Field: Enabled and ignoring switch flag input (Bitmask: 1111111100000000 / FF00)
No enumerated values.
Variable Field: Type (Bitmask: 0000000011111111 / 00FF)
00 --- Nothing
01 --- Glass Block (appears when Switch Flag set)
02 --- Invisible Timer (See comments)
ACTOR # 01B5 'Web blocked light window'
Using object 0179
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Exists
0001+ --- Nothing
ACTOR # 01B6 '2D stone wall'
Using object 0179
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Square stone
0001 --- Stone brick
0002 --- Similar to 1, but looks like a different texture
0003+ --- Graphics glitchy
ACTOR # 01B7 'Pushable large square ice block (Inside Ganon's Castle)'
Using object 0179
No (known?) field settings.
ACTOR # 01B8 'Poe collector and surroundings'
Using object 0189
No (known?) field settings.
ACTOR # 01B9 'Gossip stone'
Using object 0188
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- This is a Gossip Stone!
0001 --- They say you can swim faster by continuously pressing B.
0002 --- They say there is a secret near the lone tree which is not far from the river in the northwest part of Hyrule Field.
0003 --- They say that there is a secret on the road that leads to Lake Hylia.
0004 --- They say that Biggoron’s Sword is super sharp and will never break.
0005 --- They say that Medigoron didn’t really think about his own size, so his store is really cramped.
0006 --- They say that Malon set the original record in the obstacle course of Lon Lon Ranch.
0007 --- They say that Malon of Lon Lon Ranch hopes a knight in shining armor will come and sweep her off her feet someday.
0008 --- They say that Ruto, the Zora princess who is known for her selfish nature, likes a certain boy...
0009 --- They say that players who select the “HOLD” option for “Z TARGETING” are the real “Zelda players!”
000A --- They say that there is a secret near a tree in Kakariko Village.
000B --- They say that, contrary to her elegant image, Princess Zelda of Hyrule Castle is, in fact, a tomboy!
000C --- They say that Princess Zelda’s nanny is actually one of the Sheikah, who many thought had died out.
000D --- They say there is a man who can always be found running around in Hyrule Field.
000E --- They say that it is against the rules to use glasses at the Treasure Chest Shop in Hyrule Castle Town Market.
000F --- They say that the chicken lady goes to the Lakeside Laboratory to study how to breed pocket-sized Cuccos.
0010 --- They say that Gerudos sometimes come to Hyrule Castle Town to look for boyfriends.
0011 --- They say that the thief named Nabooru, who haunts this area, is a Gerudo.
0012 --- They say that if you get close to a butterfly while holding a Deku Stick in your hands, something good will happen.
0013 --- They say that you may find something new in dungeons that you have already finished.
0014 --- They say that Gerudos worship Ganondorf almost like a god.
0015 --- They say that there is a secret around the entrance to Gerudo Valley.
0016 --- They say that the owl named Kaepora Gaebora is the reincarnation of an ancient Sage.
0017 --- They say that strange owl, Kaepora Gaebora, may look big and heavy, but its character is rather lighthearted.
0018 --- They say that the horse Ganondorf rides is a solid black Gerudo stallion.
0019 --- They say that Ganondorf is not satisfied with ruling only the Gerudo and aims to conquer all of Hyrule!
001A --- They say that the treasure you can earn in the Gerudo’s Training Ground is not as great as you would expect, given its difficulty!
001B --- They say that there is a switch that you can activate only by using the Spin Attack.
001C --- They say that it’s possible to find a total of 100 Gold Skulltulas throughout Hyrule.
001D --- They say that when non-fairy folk enter the Lost Woods, they become monsters!
001E --- They say that the small holes in the ground that you can find all over Hyrule make perfect breeding ground for bugs.
001F --- They say that the Kokiri are always followed by small fairies.
0020 --- They say that one Kokiri has left the forest, but he is still alive!
0021 --- 0421 (in normal text box)
0022+ --- Text for when you get the Pocket Egg
ACTOR # 01BA 'Bombable stone wall'
Using object 0059
No (known?) field settings.
ACTOR # 01BB 'Metal gate'
Using object 0059
Variable fields (add chosen values from all fields for variable value):
Variable Field: gate size (Bitmask: 1111000000000000 / F000)
0000 (0x0) --- Normal gate
1000 (0x1) --- Bigger gate
2000 (0x2)+ --- crashes
Variable Field: ???? (Bitmask: 0000111100000000 / 0F00)
No enumerated values.
Variable Field: identifier (for use with switches) (Bitmask: 0000000011111111 / 00FF)
No enumerated values.
ACTOR # 01BC 'Carpenters'
Using object 0122
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0103 --- Running blue & purple
ACTOR # 01BD 'Bombchu Bowling alley wall'
Using object 0178
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Final wall
0001 --- Hole in lower-right
0002+ --- Hole at top
ACTOR # 01BE 'Bombchu Bowling Alley Wall 2'
Using object 0001
No (known?) field settings.
ACTOR # 01BF 'Guide Poe (Desert Wasteland)'
Using object 006D
No (known?) field settings.
ACTOR # 01C0 'Guay'
Using object 0008
No (known?) field settings.
ACTOR # 01C1 'Fake door'
Using object 018E
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Fake door
0001 --- Debris
0002 --- Debris
0003 --- Debris
0004 --- Debris
0005+ --- Crashes
ACTOR # 01C2 'Refilling Oasis (Desert Colossus)'
Using object 016F
No (known?) field settings.
ACTOR # 01C3 'Lid to Goron Jar'
Using object 00AF
No (known?) field settings.
ACTOR # 01C4 'Goron room door'
Using object 00AF
No (known?) field settings.
ACTOR # 01C5 'Adult Malon (Ranch)'
Using object 00D0
No (known?) field settings.
ACTOR # 01C6 'Cow'
Using object 018B
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Cow
0001 --- Tail only
0002+ --- Crashes
ACTOR # 01C7 'Icicles'
Using object 006B
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Stalagmite
0001 --- Stalactite (falls on Link when underneath)
0002 --- Regrowing Stalactite (falls on Link when underneath)
0003+ --- Same as 1
ACTOR # 01C8 '2D Ice bars (for a door?)'
Using object 006B
No (known?) field settings.
ACTOR # 01C9 'Green Navi spot / Bonooru the Scarecrow'
Using object 0154
No (known?) field settings.
ACTOR # 01CA 'Bonooru the Scarecrow'
Using object 0154
No (known?) field settings.
ACTOR # 01CB 'Song of Time effect'
Using object 0001
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Scarecrow song effect?
0001 --- Same, but purple
0002+ --- Same as 0000
ACTOR # 01CC 'Zelda's Path in Ganon Castle Escape?'
Using object 0060
No (known?) field settings.
ACTOR # 01CD 'Circular piece of stone wall'
Using object 004D
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Visible (can walk through it; still visible with the Lens of Truth)
0001 --- Nothing
ACTOR # 01CE 'Zora'
Using object 00FE
No (known?) field settings.
ACTOR # 01CF 'Skulltula Sprouting from Bean Spot'
Using object 0001
No (known?) field settings.
ACTOR # 01D0 'Gerudo giving you membership card'
Using object 0169
No (known?) field settings.
ACTOR # 01D1 'Time block'
Using object 0190
Variable fields (add chosen values from all fields for variable value):
Variable Field: Variable values (Bitmask: 1111111111111111 / FFFF)
0000 --- Large time block, doesn’t react to Song of Time
0038 --- Invisible time block, doesn’t react to Song of Time
0100 --- Small time block, reacts to Song of Time
0138 --- Invisible small time block, reacts to Song of Time
FE00 --- Large time block, reacts to Song of Time
FE38 --- Large time block, reacts to Song of Time
FF00 --- Small time block, reacts to Song of Time
FF38 --- Small time block, reacts to Song of Time
ACTOR # 01D2 'Bronze boulder'
Using object 0002
No (known?) field settings.
ACTOR # 01D3 'Princess Zelda child'
Using object 0191
No (known?) field settings.
ACTOR # 01D4 'Running Man (Adult)'
Using object 013C
No (known?) field settings.
ACTOR # 01D5 'Young Link Silver Block'
Using object 0003
No (known?) field settings.
ACTOR # 01D6 'Navi Infospot (Green, Time Block)'
Using object 0190
No (known?) field settings.
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