[MM] Documentation Variables of Actor list

Joined: April 8th, 2015, 9:38 pm

November 18th, 2015, 8:30 pm #1

When it was created: November/18th/2015


This topic's utility is to collect a large amount of documentation about every actor, the main goal is to find what each variable possibility do on all the actors.

You want to help?
Tell me which actor (a description or the Actor number), tell me the variable(s) that you know, I verify if they work like you told me and I will add your knowledge and then I will credit you in the Documentation Variables of Actor list.

Information about...
Switch flag:
In Majora's Mask and Ocarina of Time, the Switch flag is one of the most importants things in the game, how it works?
An actor can check if a Switch flag is on or off and the actor acts depending of that, in almost every actor, we can choose the Switch flag number but there is something to not forget, a Switch flag works within the whole scene, if you have an actor activating the Switch flag 00 in the Room 0 and a door in the Room 4 that is only opened when the Switch flag 00 is on it will works but the vast majority of Zelda games never does that.
Something that may be overlooked, the Switch flag acts differently if you choose its number in a precise way:
Permanent Switch flags, stay on until you turn them off = 00-3F in Majora's Mask (00-1F in Ocarina of Time)
Temporary Switch flags, stay on until you, have a game over, leave the scene, turn them off = 40-5F in Majora's Mask (20-37 in Ocarina of Time)
Local Switch flags, stay on until you, leave the room, turn them off = 60-7F in Majora's Mask (38-3F in Ocarina of Time)

Documentation Variables of Actor list:
[+] Spoiler
You can use "CTRL + F" to search a word, : O means the variable or Actor number is 100% sure unused, : | means the variable or Actor number is 100% sure used, : D means the variable or Actor number is used but hidden from view and has no influence in-game whatsoever.

Wooden door/Actor 5 : |, Gameplay object (documented by me)
Variable(s):
0200/Trick door : O
028C/Normal door but the door is different when the Object 276 is in the Object list (Stock Pot Inn) : |
028E/Can only be open during the night of the Final Day (Stock Pot Inn) : |
028F/Can only be open by having the Room Key : |
029C/Back side open, Front side closed (Dampé's House door) : |

Chest/Actor 6 : |, Object C
Under renovation
Floormaster/Actor 9 : |, Object 4A (documented by Garo-Mastah)
Variable(s):
0000/ Visible : |
8000/ Invisible

Dodongo/Actor B : |, Object A (documented by me)
Variable(s):
0000/Normal : |
0001/Big : |

Keese/Actor C : |, Object B (documented by Garo-Mastah)
Variable(s):
0000/Fire
0001/Normal
0004/Ice
8003/Invisible : |

Collectable items/Actor E : | (documented by me & Garo-Mastah)
Variable(s): HHKK
HH:
Collectible flag
KK:
00/Green rupee : |
01/Blue rupee : |
02/Red rupee : |
03/Heart, needs Object 90 : |
04/Bomb
05/Arrow
06/Piece of Heart : |
07/Heart Container, needs Object 96
11/Small key
13/Gold Rupee
14/Purple rupee

Tektite/Actor 12 : |, Object 12 (documented by Garo-Mastah)
Variable(s):
0000/Red : O
FFFE/Blue : |

Dungeon door/Actor 1E : |, The object depends of the scene (documented by me)
Variable(s): HH: Switch flag
007F/Both side open : |
00FF/Back side open, front side attached to Clear flag : |
01HH/Back side open, front side attached to Switch flag : |
01FF/Back side open, front side closed : |
02BE/Boss door : |

Skulltula/Actor 24 : |, Object 20 (documented by me)
Variable(s):
003F/Visible : |
007F/Invisible : |

Death Armos/Actor 2D : |, Object 1D (documented by Garo-Mastah)
Variable(s):
0000/Mobile
FF00/Immobile

Classic Deku Baba/Actor 33 : |, Object 31 (documented by Garo-Mastah)
Variable(s):
0000/Small : |
0001/Big : O

Warp/Actor 38 : |, Object 3E (documented by Garo-Mastah)
Variable(s):
0000/Blue warp, Link flies to the sky without a crystal : |
0001/Blue warp, Link flies to the sky inside a crystal
0002/Deactivated Majora's pad?
0003/Deactivated Majora's pad?
0004/Activated Majora's pad?
0005/Activated Majora's pad?
0006/Light from Majora's pad?

Torch/Actor 39 : |, Object 80 (documented by Garo-Mastah)
Variable(s): HKLL
H:
0/Golden torch
1/Timed torch
2/Unlit wooden torch
K:
To be documented
LL:
Switch flag

Mad Scrub/Actor 3B : |, Object 40 (documented by Garo-Mastah)
Variable(s): HHKK
HH:
FF/: |
KK:
00/Aggressive
01/Harmless : |
02/Aggressive : |
03/Always hidden

Redead & Gibdo/Actor 4C : |, Object 75 (documented by Garo-Mastah & me)
Variable(s): HHKK
HH:
00/Can paralyze Link
FF/Cannot paralyze Link
KK:
00/Redead, standing
01/Redead, standing
02/Redead, crouching
03/Redead, standing, invisible
04/Redead, standing, frozen
05/Redead, standing, dances Kazotsky if Link wears a Ikana Mask
06/Redead, standing, dances if Link wears a Ikana Mask
07/Redead, standing, dances Ballerina if Link wears a Ikana Mask
08/Redead, standing, does nothing if Link wears a Ikana Mask
80/Gibdo, lying down in the air
FE/Gibdo, standing

Alternate Deku Baba/Actor 66 : |, Object 31 (documented by Garo-Mastah)
Variable(s):
0001/Withered Deku Baba, drops Deku Stick : |
0002/Mini Baba, drops Deku Nut : |

Like Like/Actor 6C : |, Object AB (documented by me)
Variable(s):
0000/Small, mobile
0002/Small, immobile : |
0003/Big, mobile : |

Movable Block/Actor 7A : |, Dungeon object (documented by me)
Variables: HHKL
HH:
Switch flag
K:
To be documented
L:
0/Small, load if its Switch flag is off (All four forms can move it)
1/Large, load if its Switch flag is off (Goron Link and Zora Link can move it)
2/Huge, load if its Switch flag is off (Goron Link and Zora Link can move it) : O
3/Small, load if its Switch flag is on (All four forms can move it)
4/Large, load if its Switch flag is on (Goron Link and Zora Link can move it)
5/Huge, load if its Switch flag is on (Goron Link and Zora Link can move it) : O

Miscellaneous collectibles/Actor 80 (documented by me)
Variable(s): HHKK
HH:
Collectible flag
KK:
00/Empty Bottle, needs Object 9E
06/Small Key, needs Object 86
07/Fire Arrow, needs Object 121
0C/Heart Container, needs Object 96
0D/Small Key, needs Object 86

Pot/Actor 82 : |, Object F9 (documented by me)
Variable(s): HHKK
HH:
Collectible flag
KK:
00/Nothing?
01/Green rupee : |
02/Blue rupee : |
03/Nothing? : |
04/Red rupee
05/Purple rupee
06/Nothing?
07/Orange rupee
08/Nothing?
09/Nothing?
0A/Green rupee or heart if not full health : |
0B/Green rupee x3
0C/Heart piece
0D/Heart container, needs Object 96 : |
0E/Small magic jar : |
0F/Big magic jar : |
10/Fairy
11/Stray Fairy
12/Nothing?
13/Deku Nut
14/Nothing? : |
15/Bomb
16/Nothing?
17/Nothing?
18/Nothing?
19/Deku Stick
1A/Nothing?
1B/Nothing?
1C/Nothing?
1D/Nothing?
1E/10 arrows : |
1F/30 arrows? : |
20/Nothing?

Iron Knuckle/Actor 84 : |, Object D8 (documented by Garo-Mastah)
Variable(s): HHKK
HH:
Switch flag
KK:
01/Yellow armor : |
02/Black armor : |
03/White armor : |

Ice/Actor 8E : |, Object 1AD (documented by Garo-Mastah)
Variable(s): HHKK
HH:
Switch flag
KK:
Size

Freezard/Actor 8F : |, Object E4 (documented by Garo-Mastah)
Variable(s):
0000/Immobile
1000/Mobile
2000/180°
3000/360°
4000/Immobile, hidden
5000/Mobile, hidden
6000/180°, hidden
7000/360°, hidden
8000/Follows, hidden

Boulder/Actor 92 : |, Object 12A (documented by me)
Variable(s): HKLL
H:
0/No sound when destroyed
8/Makes puzzle solved sound when destroyed
K:
0/Normal, can be destroyed with Goron Link's attacks & explosives
1/Larger, can only be destroyed with explosives : |
LL:
Switch flag

Switch/Actor 93 : |, Dungeon object (documented by Ideka & me)
Variable(s): HHKL
HH:
Switch flag
K:
0/Normal (Switch flag off by default)
1/Toggleable
2/Need to be held down + incompatible with eye switch, makes crystal switch useless
3/Reversed (Switch flag on by default) but need to be held down + incompatible with eye switch, makes crystal switch useless
4/When a crystal is hit, each crystal with the same Switch flag follows the change + incompatible with eye switch
O:
0/Normal Floor switch : |
1/Rusted switch : O
2/Eye switch : |
3/Crystal switch
4/Targetable crystal switch
5/Huge switch : |
6/Crash
7/Crash
8/Floor switch, invisible
9/Rusted switch, invisible
A/Eye switch, invisible
B/Crystal switch, invisible
C/Targetable crystal switch, invisible, crash when using Lens of Truth
D/Huge switch, invisible
E/Crash
F/Crash

Hookshot Target/Actor 96 : |, Object EC (documented by Garo-Mastah & me)
Variable(s): HHKL
HH:
Switch flag
K:
0/Dark blue (Oceanside Spider House)
1/Same as above
2/Dark blue, Frozen (Oceanside Spider House)
3/Same as above
4/Brown (Stone Tower Temple)
5/Same as above
6/Brown, Frozen (Stone Tower Temple)
7/Same as above
8/Aqua (Unused color?)
9/Same as above
A/Aqua, Frozen (Unused color?)
B/Same as above
C/Grey (Ocarina of Time style)
D/Same as above
E/Grey, Frozen (Ocarina of Time style)
F/Same as above
L:
0/Pillar
1/Underground pillar (100 units below, rise if its Switch flag is on)
2/Target

Ocarina song spot/Actor 97 (documented by me)
Variable(s): HHKK
HH:
To be documented
KK:
Switch flag

Square signpost/Actor A8 : |, Object FC (documented by me)
Variable(s):
0007/Near the Swamp Tourist Information : |
000B/At the entrance of the Woods of Mystery : |
000E/At the entrance of the Swamp Spider House : |

Timer depending Clear flag/Actor D3 (documented by me)
Variable(s): HHKK
HH:
Switch flag
KK: Timer in seconds, pattern:
0A/10 seconds
14/20 seconds
1E/30 seconds
28/40 seconds
32/50 seconds
3C/60 seconds
78/120 seconds
B4/180 seconds
F0/240 seconds

Wolfos/Actor EC : |, Object 141 (documented by Garo-Mastah & me)
Variable(s): HHKL
HH:
Switch flag?
K:
0/Hidden in ground
8/Hidden in ice
L:
0/Grey Wolfos
1/White Wolfos

Musical effect/Actor F0 : | (documented by me)
Variable(s):
0082/Waterfall : |
013C/Milk Bar music used during the day : |
0146/Honey and Darling's Shop : |
0156/Milk Bar music used during the night : |

Web/Actor 125 : |, Object 158 (documented by me)
Variable(s): HHKL
HH:
Switch flag
K:
To be documented
L:
0/Horizontal web
1/Vertical web : |
2/Horizontal web

Y rotation-Perspective: YYPP
YY:
Y rotation
PP:
Perspective Number

Bio Deku Baba/Actor 12D : |, Object 15E (documented by Garo-Mastah)
Variable(s):
0000/Lily Pad & Bio Deku Baba
0001/Lily Pad
0002/Bio Deku Baba

Chuchu/Actor 14A : |, Object 16A (documented by Ideka)
Variable(s):
0000/Blue Chuchu with water inside : |
0001/Green Chuchu with magic inside : |
0002/Yellow Chuchu with arrow inside : |
0003/Red Chuchu with heart inside : |
0004+/Chuchu with corrupted thing inside

Wizzrobe/Actor 15D : |, Object 178 (documented by Garo-Mastah)
Variable(s):
007F/Fire Wizzrobe (Mini-boss music)
017F/Ice Wizzrobe (Mini-boss music)
027F/Fire Wizzrobe (No mini-boss music)

Huge Boulder/Actor 16D : |, Object 12A (documented by Garo-Mastah & me)
Variable(s): HHKK
HH:
00/Boulder blocking Goron Racetrack : |
01/Boulder blocking Milk Road : |
KK:
Switch flag

Boe/Actor 164 : |, Object 17A (documented by Garo-Mastah)
Variable(s):
0000/Black
0001/White

Garo Master/Actor 182 : |, Object 155 (documented by me)
Variable(s):
0000/Cutscene (Stone Tower Temple) : |
0001/No cutscene (Link's Trial and Secret Shrine) : |

Deku Flower/Actor 183 : | (documented by me)
Variable(s):
007F/Pink : |
017F/Yellow : |

Sun Block/Actor 1CF : |, Object 1B3 (documented by me)
Variable(s): HHKK
HH:
Switch flag
KK:
00/Small : |
01/Normal : |

Gibdo requesting stuff/Actor 1DA : |, Object 75 (documented by Garo-Mastah)
Variable(s):
0000/Blue potion
0001/5 Magic Beans
0002/Spring Water
0003/Fish
0004/Bug
0005/10 Deku Nuts
0006/10 Bombs
0007/Hot Spring Water
0008/Big Poe Soul
0009/Milk

Eeno/Actor 1E6 : |, Object 1C4 (documented by Garo-Mastah)
Variable(s):
0000/Small
0001/Big (When attacked, the Eeno will split into 3 smaller Eenos)

Poe Sisters/Actor 1E8 : |, Object 1C5 (documented by me & Garo-Mastah)
Variable(s): HKLL
H:
0/Aggressive : |
1/Harmless : |
K:
0/Meg, the eldest (Purple) : |
1/Joelle, the second (Red) : |
2/Beth, the third (Blue) : |
3/Amy, the youngest (Green) : |
LL:
To be documented

Hiploop/Actor 1E9 : |, Object 1C6 (documented by Garo-Mastah)
Variable(s):
0000/Green (Masked)
0001/Red (Unmasked)
0002/Red (Masked)


Big Poe/Actor 208 : |, Object 1F1 (documented by Garo-Mastah)
Variable(s):
0000/No mini-boss music (Beneath the Well)
0001/Mini-boss music (Beneath the Graveyard)
0002/Yellow targetable spot

Owl Statue/Actor 223 : |, Object 170 (documented by me)
Variable(s):
0006/Woodfall : |
0007/Southern Swamp : |
0008/Ikana Canyon : |

Y rotation-Perspective: YYPP
YY:
Y rotation
PP:
Perspective Number

Ikana Canyon structure/Actor 25C : |, Object 237 (documented by me)
Variable(s): HHKK
HH:
Switch flag?
KK:
00/Music Box House's waterwheel : |
01/Door to Stone Tower : D
02/Door to Sakon's Hideout : |

Carpenter watching Indigo-Go's (Ending Cutscene)/Actor 2AB, Object F1 (documented by Garo-Mastah)
Variable(s):
0000/Magenta trousers
0001/Blue trousers
0002/Green trousers
0003/Magenta trousers, two spikes hairstyle
0004/Red trousers
Thanks for reading!
Last edited by Dzeko on June 11th, 2018, 10:10 pm, edited 57 times in total.
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Joined: March 12th, 2015, 6:20 pm

November 18th, 2015, 10:26 pm #2

I am not sure if this helps (or if you already knew of it) but TCRF has found some variables and with some i mean MANY. https://tcrf.net/The_Legend_of_Zelda:_M ... _Variables
If you already knew of it and didn't want to show it. i apologize. i thought maybe you didn't know of TCRF.
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Joined: October 24th, 2015, 6:13 pm

November 18th, 2015, 10:47 pm #3

Yes excellent, Dzeko! I have an account on the CloudModding wiki and can eventually add what you document there for the community to use as a reference!
you need advanced hexes and asm to hack zelda
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Joined: April 8th, 2015, 9:38 pm

November 19th, 2015, 7:12 am #4

wrote:I am not sure if this helps (or if you already knew of it) but TCRF has found some variables and with some i mean MANY. https://tcrf.net/The_Legend_of_Zelda:_M ... _Variables
If you already knew of it and didn't want to show it. i apologize. i thought maybe you didn't know of TCRF.
Thanks for help, I already know about TCRF but I thinking about the variable so TCRF is not very useful but there are some unused variables so this is a help. ^^
wrote:Yes excellent, Dzeko! I have an account on the CloudModding wiki and can eventually add what you document there for the community to use as a reference!
Yeah I don't have a account for CloudModding and thanks a lot, I do that for help the community how I can. :')

17/January/2016: I documented the Like Like actor.
29/February/2016: I documented the Dodongo actor.
Last edited by Dzeko on February 29th, 2016, 10:27 am, edited 3 times in total.
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Joined: May 22nd, 2014, 6:11 am

February 29th, 2016, 1:09 pm #5

Wow, I really missed this topic. I documented a few MM actors' variables a while back, pretty much completely forgot that I had them until now. Here you go:
[+] Spoiler
Chest
Number: 0006
Object: 000C
Variables:
XYY0
X - Chest type
YY - Contents

X =
0 - Big chest
1 - Clear triggered big chest
2 - Boss key chest
3 - Switch triggered big chest
4 - Invisible big chest
5 - Small chest
6 - Invisible small chest
7 - Clear triggered small chest
8 - Switch triggered small chest

Chu Chu
Number: 014A
Object:016A
Variables:

0000 - White with nothing inside
0001 - Green with magic potion inside
0002 - White with arrow inside
0003 - Purple with recovery heart inside
0004+ - Different colors with corrupted insides

Dodongo
Number: 000B
Object: 000A
variables:

0000 - Small
0001 - Large

Switch
Number: 0093
Object: 0003

Variables:

0000 - Yellow floor switch, stays acivated
0001 - Goron pounding switch, stays activated
0002 - Eye switch, stays activated
0003 - Crystal switch, stays activated
0004 - Crash
0005 - Large, yellow floor switch, stays activated. Needs goron Link's weight to activate
0006 - Crash
0007 - Crash
0008 - Invisible yellow floor switch, stays activated
0009 - Invisible goron pounding switch, stays activated
000A - Invisible eye switch, stays activated
000B - Invisible crystal switch, stays activated
000C - Invisible targetable crystal switch, stays activated. Crashes when using Lens of Truth
000D - Invisible large, yellow floor switch, stays activated. Needs goron Link's weight to activate
000E+ - Crash?
Don't take these as completely accurate or correct though, I documented them a few years ago when I wasn't very experienced or knowledgeable.
Last edited by Ideka on February 29th, 2016, 1:10 pm, edited 1 time in total.
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Joined: April 8th, 2015, 9:38 pm

February 29th, 2016, 3:04 pm #6

Thanks Ideka, there was some errors but because I tested some variables I fixed it.


So I added Chest, Chuchu, Switch to the list.
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Joined: February 29th, 2016, 3:08 pm

February 29th, 2016, 4:15 pm #7

Wizzrobe
Actor: 015D
Object: 0178 Wizzrobe,Warp Platform,Fire Attack
Variables:
7F fire Wizzrobe (sub boss music)
17F ice Wizzrobe (sub boss music)
27F fire Wizzrobe (no music)
Iron Knuckle
Actor: 0084
Object: 00D8
Variables:
0002 Black Iron knuckle
0003 White Iron knuckle
Powder keg Boulder
Actor: 016D
Object: 012A Bombable Rock,Goron Racetrack Boulder
Variables:
0014 gray Goron Racetrack Boulder
0101 milk road big boulder

Deku Flower
Actor: 0183
Object: 0001
Variables:
007F small pink flower
017F big yellow flower
Last edited by Garo-Mastah on February 29th, 2016, 4:27 pm, edited 3 times in total.
I shall take my bow by opening my heart and revealing my wisdom...
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Joined: April 8th, 2015, 9:38 pm

February 29th, 2016, 5:52 pm #8

Not bad Garo_Mastah, thank you for sharing.

I added Wizzrobe, Iron Knuckle, Huge Boulder, Deku Flower to the list.
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Joined: February 29th, 2016, 3:08 pm

February 29th, 2016, 10:30 pm #9

Dzeko wrote:Not bad Garo_Mastah, thank you for sharing.

I added Wizzrobe, Iron Knuckle, Huge Boulder, Deku Flower to the list.
thanks, ah i forget to say what exist the variant 0001 of Iron Knuckle what is a golden-silvered Iron knuckle
I shall take my bow by opening my heart and revealing my wisdom...
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Joined: April 8th, 2015, 9:38 pm

February 29th, 2016, 11:01 pm #10

There is 3 Iron Knuckle in the game (One in the Moon and two in Ikana's graveyard) so each is different?
Okay, I added the third one.
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