Prelude Manual / Laundry Pool Open the editor →

Laundry Pool

Z2_ALLEY · scene 0x70

Laundry Pool

← All scenes

At a glance

Field Value
Internal name Z2_ALLEY
Scene ID 0x70
Type Town
Rooms 1

Actors (18)

AnjuAnjuNo draw functionBug/Insect/Butterfly spawnerClock Tower ComponentClock Tower ComponentCollectiblesCollectiblesFrog Choir FrogFrog Choir FrogGrassGrassNo draw functionGreen Target SpotGuru GuruGuru GuruNo preview yetKafeiLaundry Pool BellLaundry Pool BellMoon/Moon effect/Moon TearMoon/Moon effect/Moon TearNon-burrowing bugNon-burrowing bugPostmanPostmanSmall grabbable crateSmall grabbable crateStray FairyStray FairyNo preview yetThree-day eventsTorchTorchWooden DoorWooden Door

Exits to (3)

Curiosity ShopCuriosity ShopNorth Clock TownNorth Clock TownSouth Clock TownSouth Clock Town

Resources (118)

Everything this scene contributes to the archive. A mod replaces one by writing a file at the same path — these are the paths.

scenes/nonmq/Z2_ALLEY/

1 Headers37 Display lists28 Vertices37 Textures1 Collision1 Actor lists11 Paths2 Other

Show all 118 resource names

Headers (1)the scene and room headers, plus every day/night Set_ variant

  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00

Display lists (37)the drawing commands for a room's or a model's geometry

  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_000440
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_0005E8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_0007D0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_0009F0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_000BE8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_000CC8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_000E70
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_000F60
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_001B70
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_002098
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_002D28
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_003A60
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_003FF0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_0048E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_004FA8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_005F00
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_006300
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_0064B8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_006B08
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_006DB0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_006F50
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_007150
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_0072F0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_007390
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_007430
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_007438
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_007440
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_007448
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_007570
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_007A60
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_007FA0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_0082D0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_0085B8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_0087F0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_008B58
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_008C80
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00DL_008CC0

Vertices (28)the vertex arrays those drawing commands read

  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_000360
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_000518
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_0006C0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_0008B0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_000AD8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_000CF0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_000F70
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_001E58
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_002198
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_003090
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_003E50
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_0040F0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_004AE8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_005200
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_006180
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_0063F8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_006588
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_006CF0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_006E90
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_007030
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_007230
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_007450
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_0076C0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_007C20
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_0080F0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_0083D8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_0086C0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00Vtx_008938

Textures (37)textures, their palettes, and prerendered backdrops

  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTLUT_0072E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTLUT_00D200
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTLUT_00D400
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTLUT_00D600
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTLUT_00D800
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTLUT_00D820
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTLUT_00D840
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTexAnim_000918
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_0028E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_0030E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_0038E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_0040E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_0048E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_0050E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_0058E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_0060E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_0062E0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_006AE0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_007300
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_007700
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_007900
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_007D00
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_008100
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_008900
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_009100
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_009900
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_009D00
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_009F00
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_00A100
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_00A300
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_00A400
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_00A800
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_00AA00
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_00B200
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_00BA00
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_00C200
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTex_00CA00

Collision (1)the collision mesh and its surface types

  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYCollisionHeader_0028A8

Actor lists (1)the placed-actor lists of each room and setup

  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY_room_00ActorEntry_00005C

Paths (11)the waypoint routes NPCs follow

  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_00034C
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_000388
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_0003C4
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_000408
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_00044C
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_00050C
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_0005D8
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_00068C
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_0006A0
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_0006B4
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYPathwayList_0006D4

Other (2)everything else (transform matrices, material-animation headers, raw blobs)

  • scenes/nonmq/Z2_ALLEY/Z2_ALLEY
  • scenes/nonmq/Z2_ALLEY/Z2_ALLEYTexAnim_000918TexScrollParams_000910