Conversion Options
Texture Naming Conventions ZZFORCE0x0 Specify start address to be 0x0, 0x4000, etc
.
Perfect for textures residing within gameplay_keep
ZZTUNIC Modulate "environment" color to texture. Use this for Link's tunic, gauntlets, and the bottle. This is less flexible than the ZZENV material naming convention, since it will be applied to all materials using this texture.
Warning/Error Codes A000 Data for an animation exceeds the game's 5 KB limit.
Simplify the animation or it may be unstable in-game.
Mesh Naming Conventions
Collision Group names ending in For example, a climbable metal grate that you can fire arrows through would be named something like this: Here are all the options: // Ignore Settings // Camera can pass through collision IGNORE_CAMERA // Link, enemies, etc. can pass through collision IGNORE_ENTITY // Deku Seeds, Arrows, Bombchus, etc. can pass through collision IGNORE_AMMO // Sound Settings // Earth/Dirt SOUND_DIRT // Sand SOUND_SAND // Stone SOUND_STONE // Stone (wet) SOUND_STONE_WET // Shallow water SOUND_SPLASH // Shallow water (lower-pitched) SOUND_SPLASH_1 // Underbrush/Grass SOUND_GRASS // Lava/Goo SOUND_LAVA // Earth/Dirt (duplicate) SOUND_DIRT_1 // Wooden SOUND_WOOD // Packed Earth/Wood SOUND_DIRT_PACKED // Earth/Dirt (duplicate) SOUND_DIRT_2 // Ceramic SOUND_CERAMIC // Loose Earth/Dirt SOUND_DIRT_LOOSE // Earth/Dirt (duplicate) SOUND_DIRT_2 // Earth/Dirt (duplicate) SOUND_DIRT_2 // Floor Settings // Voids Link out, returns you to the last *scene* you entered FLOOR_VOID_SCENE /* formerly FLOOR_PIT_SMALL */ // Voids Link out, returns you to the last *room* you entered FLOOR_VOID_ROOM /* formerly FLOOR_PIT_LARGE */ // Instead of jumping, climb down FLOOR_JUMP_VINE // TODO: Elaborate on what 'Stop all momentum in the air' means FLOOR_AIR_STOP // Instead of jumping, step off the platform into falling state FLOOR_JUMP_FALL // Instead of jumping, activate diving animation/state FLOOR_JUMP_DIVE // Floor Settings (SPECIAL) // Lava FLOOR_LAVA // Lava (TODO: What's the difference?) FLOOR_LAVA_1 // Sand FLOOR_SAND // Ice FLOOR_ICE // No Fall Damage FLOOR_NOFALLDMG // Quicksand, passable on horseback FLOOR_QUICKHORSE // Quicksand FLOOR_QUICKSAND // Steep Surface (causes Link to slide) FLOOR_STEEP // Wall Settings // Ledge grabbing impossible? (TODO: Confirm, elaborate better) WALL_NOGRAB // Ladder WALL_LADDER // Ladder (Top), makes Link climb down onto a ladder WALL_LADDER_TOP // Climbable Vine Wall WALL_VINES // Wall used to activate/deactivate crawling WALL_CRAWL // TODO: What's the difference? WALL_CRAWL_1 // Pushblock WALL_PUSHBLOCK // Wall Damage WALL_DAMAGE // Ungrouped Settings // Spawns "blood" particles when struck (used in Jabu-Jabu's Belly) (TODO: Walls, floors, or both?) SPECIAL_BLEEDWALL // Instantly void out on contact SPECIAL_INSTAVOID // Causes Link to look upwards (TODO: What does that even mean?) (TODO: Walls, floors, or both?) SPECIAL_LOOKUP // Epona can't walk on the polygon NOHORSE // Paths? Decreases surface height in raycast function by 1 RAYCAST // Hookshot HOOKSHOT // Waterbox WATERBOX // optionally, WATERBOX_%d_%d_%d (WATERBOX_LIGHT_CAMERA_ROOM) // light = environment/lighting setting to use while camera is inside waterbox // camera = fixed camera setting to use // room = room where waterbox is active (optional; if unset, will be active in all rooms) // Settings requiring numbers // WARP_%d: Scene Exit Table Index WARP_ // CAMERA_%d: Mesh Camera Data Index ID CAMERA_ // ECHO_%d: TODO: Confirm if this controls sound echo, music echo, etc. ECHO_ // LIGHTING_%d: TODO: Confirm if this controls sound echo, music echo, etc. LIGHTING_ // CONVEYOR_%d_%d_INHERIT: CONVEYOR_direction_speed_INHERIT // direction range 0 - 360 // speed range 0.none, 1.slow, 2.medium, 3.fast // INHERIT is optional; if enabled, a 0-speed conveyor triangle will have the speed of the conveyor triangle stepped on immediately before it CONVEYOR_ |