Gyorg's Lair
Z2_SEA_BS · scene 0x5F

At a glance
| Field | Value |
|---|---|
| Internal name | Z2_SEA_BS |
| Scene ID | 0x5F |
| Type | Boss room |
| Rooms | 1 |
Actors (3)
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


