Conversion Options
Texture Naming Conventions    ZZFORCE0x0   Specify start address to be 0x0, 0x4000, etc
. Â Â Â Â Â Â Â Â Â Â Â Â 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_    |