Sakon's Hideout
Z2_SECOM · scene 0x4F

At a glance
| Field | Value |
|---|---|
| Internal name | Z2_SECOM |
| Scene ID | 0x4F |
| Type | Dungeon |
| Rooms | 2 |
Actors (8)
Deku Baba
Floor/Eye SwitchNo preview yetKafei
PotNo preview yetPuzzle BlockNo preview yetSakon's Hideout Object
Studded Lifting Door/Ikana Castle Rolling Door
Wolfos/White WolfosExits to (1)
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
