Created
June 1, 2014 00:16
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OoT actor list, not guaranteed complete
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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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