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- *[[Triforce Room]]168 bytes (19 words) - 08:47, 19 December 2016
- ** {{0x|00}} = Triforce / Zelda startup screens ** {{0x|19}} = Triforce Room scene18 KB (2,427 words) - 03:27, 21 December 2016
- ...|02}} = In the context of loading dungeon rooms, contains the index of the room (see {{$|A0}}) multiplied by 3. Allows for indexing into 24bit pointer addr ...g. As long as this flag is set, the sequence progresses. Also used for the Triforce sequences. Triggers a subsection of the NMI routine.11 KB (1,510 words) - 03:13, 21 December 2016
- ...ble masked with {{0x|0070}} is nonzero, Link moves as though he's on an in-room south staircase ...ble masked with {{0x|0007}} is nonzero, Link moves as though he's on an in-room north staircase9 KB (1,314 words) - 03:16, 29 December 2016
- 0x28 = Shrub Guy who talks about Triforce / Other storytellers * {{$|0FF8 - number of boss components left in a room? (e.g. Armos Knights)16 KB (2,504 words) - 23:31, 20 December 2016
- Seems to be addresses used for blitting graphics onto the screen after a room or area has already loaded. * {{$|1E00}}[{{0x|01}}] = Step counter during the Triforce sequence at the beginning.8 KB (1,318 words) - 23:32, 20 December 2016