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Sakon's Hideout

Z2_SECOM · scene 0x4F

Sakon's Hideout

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At a glance

Field Value
Internal name Z2_SECOM
Scene ID 0x4F
Type Dungeon
Rooms 2

Actors (8)

Deku BabaDeku BabaFloor/Eye SwitchFloor/Eye SwitchNo preview yetKafeiPotPotNo preview yetPuzzle BlockNo preview yetSakon's Hideout ObjectStudded Lifting Door/Ikana Castle Rolling DoorStudded Lifting Door/Ikana Castle Rolling DoorWolfos/White WolfosWolfos/White Wolfos

Exits to (1)

Ikana CanyonIkana Canyon

Resources (115)

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_SECOM/

2 Headers40 Display lists30 Vertices31 Textures1 Collision1 Actor lists1 Paths5 Cutscenes4 Other

Show all 115 resource names

Headers (2)the scene and room headers, plus every day/night Set_ variant

  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01

Display lists (40)the drawing commands for a room's or a model's geometry

  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00DL_000260
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00DL_000740
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00DL_000A98
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00DL_001700
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00DL_002498
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00DL_0026A0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_000940
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_002148
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_002FB0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_0037A0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_003B28
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_003CD8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_004020
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_005A88
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_007A80
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_008D00
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_0094F0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_0099E8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_009C78
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_009D50
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00A158
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00A808
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00AC20
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00AF70
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00B3B8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00B6C8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00BBB8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00BCE8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00E790
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00EA00
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00EE30
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00F068
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00F110
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00F118
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00F240
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00F330
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00F338
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00F350
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00F358
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01DL_00F360

Vertices (30)the vertex arrays those drawing commands read

  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00Vtx_0000B0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00Vtx_000370
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00Vtx_000928
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00Vtx_000B90
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00Vtx_001BD8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_000500
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_000AA8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_002540
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_003300
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_003978
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_003BF8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_003D80
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_004138
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_006440
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_0081C0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_0091F0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_009818
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_009B78
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_009D68
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00A2D8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00A980
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00AD70
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00B068
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00B4E8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00B838
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00E5D0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00E880
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00EAB0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00EF28
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Vtx_00F120

Textures (31)textures, their palettes, and prerendered backdrops

  • scenes/nonmq/Z2_SECOM/Z2_SECOMTLUT_0067F0
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTLUT_0069F0
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTexAnim_001948
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTex_004FF0
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTex_0053F0
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTex_0057F0
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTex_005BF0
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTex_005FF0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00TLUT_002ED0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00Tex_0026D0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_00Tex_002EF0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00BD88
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00BE88
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00C288
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00C688
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00C888
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00CA88
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00CC88
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00CE88
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00D088
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00D288
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00D388
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00D488
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00D588
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00D988
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00D9C8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00DDC8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00E1C8
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00F3B0
  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01Tex_00F7B0
  • scenes/nonmq/Z2_SECOM/gSakonsHidoutConveyorBeltTex

Collision (1)the collision mesh and its surface types

  • scenes/nonmq/Z2_SECOM/Z2_SECOMCollisionHeader_0047B8

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

  • scenes/nonmq/Z2_SECOM/Z2_SECOM_room_01ActorEntry_000054

Paths (1)the waypoint routes NPCs follow

  • scenes/nonmq/Z2_SECOM/Z2_SECOMPathwayList_000120

Cutscenes (5)cutscene command scripts

  • scenes/nonmq/Z2_SECOM/Z2_SECOMCutsceneData_000140
  • scenes/nonmq/Z2_SECOM/Z2_SECOMCutsceneData_0008A0
  • scenes/nonmq/Z2_SECOM/Z2_SECOMCutsceneData_000C70
  • scenes/nonmq/Z2_SECOM/Z2_SECOMCutsceneData_0010C0
  • scenes/nonmq/Z2_SECOM/Z2_SECOMCutsceneData_001360

Other (4)everything else (transform matrices, material-animation headers, raw blobs)

  • scenes/nonmq/Z2_SECOM/Z2_SECOM
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTexAnim_001948TexCycleParams_001928
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTexAnim_001948TexScrollParams_001938
  • scenes/nonmq/Z2_SECOM/Z2_SECOMTexAnim_001948TexScrollParams_001940