Prelude Manual / Doggy Racetrack Open the editor →

Doggy Racetrack

Z2_F01_B · scene 0x41

Doggy Racetrack

← All scenes

At a glance

Field Value
Internal name Z2_F01_B
Scene ID 0x41
Type Overworld
Rooms 1

Actors (12)

No draw functionBug/Insect/Butterfly spawnerChestChestNo draw functionEvent TriggerFloating Bean Plant/Soft SoilFloating Bean Plant/Soft SoilGossip StoneGossip StoneNo draw functionItem Drop Spawner (soft soil)No preview yetMamamu YanMoon/Moon effect/Moon TearMoon/Moon effect/Moon TearPotPotSquare SignpostSquare SignpostNo preview yetThree-day eventsWooden DoorWooden Door

Exits to (1)

Romani RanchRomani Ranch

Resources (106)

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_F01_B/

1 Headers41 Display lists29 Vertices23 Textures1 Collision1 Actor lists9 Paths1 Other

Show all 106 resource names

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

  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00

Display lists (41)the drawing commands for a room's or a model's geometry

  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_000590
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_000A88
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_000E38
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_001390
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_001918
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_001D28
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_0021A0
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_0026C0
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_002948
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_002A20
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_003118
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_0033C8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_003658
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_0038E8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_003B78
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_003E08
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_004098
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_004328
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_0045B8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_004848
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_004AD8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_004D68
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_004FF8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_005288
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_005518
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_0057A8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_006208
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_006400
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_006588
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_006AC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_006C20
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_006C70
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_007098
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_0071F8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_007200
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_007208
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_007210
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_007218
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_007238
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_007240
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00DL_007250

Vertices (29)the vertex arrays those drawing commands read

  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_0001F0
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_0006E8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_000BB8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_000FC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_0014F8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_001AE8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_001E20
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_0022A0
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_002858
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_002A58
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_003298
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_003528
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_0037B8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_003A48
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_003CD8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_003F68
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_0041F8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_004488
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_004718
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_0049A8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_004C38
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_004EC8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_005158
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_0053E8
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_005678
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_005908
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_006488
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_006660
  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00Vtx_006C78

Textures (23)textures, their palettes, and prerendered backdrops

  • scenes/nonmq/Z2_F01_B/Z2_F01_BTLUT_00B700
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTLUT_00B720
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTexAnim_000810
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_002AC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_0032C0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_003AC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_0042C0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_004AC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_0052C0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_005AC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_005CC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_0064C0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_0074C0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_007CC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_0084C0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_008CC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_009CC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_009DC0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_009E00
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_00A200
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_00AA00
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_00B200
  • scenes/nonmq/Z2_F01_B/Z2_F01_BTex_00B300

Collision (1)the collision mesh and its surface types

  • scenes/nonmq/Z2_F01_B/Z2_F01_BCollisionHeader_002A8C

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

  • scenes/nonmq/Z2_F01_B/Z2_F01_B_room_00ActorEntry_000058

Paths (9)the waypoint routes NPCs follow

  • scenes/nonmq/Z2_F01_B/Z2_F01_BPathwayList_000350
  • scenes/nonmq/Z2_F01_B/Z2_F01_BPathwayList_000374
  • scenes/nonmq/Z2_F01_B/Z2_F01_BPathwayList_0003A0
  • scenes/nonmq/Z2_F01_B/Z2_F01_BPathwayList_0003C4
  • scenes/nonmq/Z2_F01_B/Z2_F01_BPathwayList_0003E8
  • scenes/nonmq/Z2_F01_B/Z2_F01_BPathwayList_00040C
  • scenes/nonmq/Z2_F01_B/Z2_F01_BPathwayList_000438
  • scenes/nonmq/Z2_F01_B/Z2_F01_BPathwayList_00045C
  • scenes/nonmq/Z2_F01_B/Z2_F01_BPathwayList_000578

Other (1)everything else (transform matrices, material-animation headers, raw blobs)

  • scenes/nonmq/Z2_F01_B/Z2_F01_B