Prelude Manual / Gyorg's Lair Open the editor →

Gyorg's Lair

Z2_SEA_BS · scene 0x5F

Gyorg's Lair

← All scenes

At a glance

Field Value
Internal name Z2_SEA_BS
Scene ID 0x5F
Type Boss room
Rooms 1

Actors (3)

GyorgGyorgPotPotStudded Lifting Door/Ikana Castle Rolling DoorStudded Lifting Door/Ikana Castle Rolling Door

Exits to (0)

No scene-to-scene exits.

Resources (42)

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_SEA_BS/

1 Headers11 Display lists9 Vertices17 Textures1 Collision1 Actor lists2 Other

Show all 42 resource names

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

  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00

Display lists (11)the drawing commands for a room's or a model's geometry

  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_000550
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_000960
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_001858
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_002040
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_002DF8
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_004050
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_004CF8
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_005388
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_005518
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_005770
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00DL_0058C0

Vertices (9)the vertex arrays those drawing commands read

  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00Vtx_000190
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00Vtx_000720
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00Vtx_000A78
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00Vtx_001C40
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00Vtx_002248
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00Vtx_003200
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00Vtx_004578
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00Vtx_004F48
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00Vtx_005560

Textures (17)textures, their palettes, and prerendered backdrops

  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTLUT_005090
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTLUT_0050B0
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTLUT_0050D0
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTLUT_0050F0
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTexAnim_0001B8
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_000A90
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_001290
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_001A90
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_001C90
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_002090
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_002890
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_003090
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_003490
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_003890
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_003C90
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_004490
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTex_004C90

Collision (1)the collision mesh and its surface types

  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSCollisionHeader_000A64

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

  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS_room_00ActorEntry_000054

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

  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BS
  • scenes/nonmq/Z2_SEA_BS/Z2_SEA_BSTexAnim_0001B8TexScrollParams_0001B0