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- Spawning in Ocarina of Time is complex, which is why I've always had a hard time trying to cover how wrong warps work without getting too nitty gritty. Anyway...
- There are about 806 spawn points in Ocarina of Time. These spawns are not referenced directly by any single variable. Rather, two key variables are used: the "Base Entrance Index" variable (which is a fixed value) and the "Scene Setup" variable (which is determined programmatically).
- The "Base Entrance Index" variable is an index to Ocarina of Time's entrance table. Logically, it can be thought of as representing a single physical location in the game world for Link to spawn, regardless of conditions like time of day or Link's age.
- The "Scene Setup" variable determines what loadout (if applicable) to use for the spawned scene. It's value is computed based on a number of variables. There are a few special case situations which deviate from the normal calculation.
- The Entrance Table is a table of 1556 (0x614) records which defines scene to load, a spawn id (which does not directly resolve to a single spawn point), and a little data on how to transition between one area to the next.
- Spawn resolution happens in these steps:
- * The value for the Scene Setup variable is calculated
- * The Base Entrance Index and Scene Setup variables are added together, and the resulting index is used to look up a record on the Entrance Table.
- * A scene file is loaded, based on the entrance table record.
- * If applicable, the Scene Setup variable is used again to load a specific scene setup. Otherwise, the main scene setup is used instead
- * With the scene setup known, the spawn id from the entrance table record is used to look up a spawn in the scene setup
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