<?xml version="1.0"?>
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	<id>https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NiceneNerd</id>
	<title>ZeldaMods (Breath of the Wild) - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://zeldamods.org/w_botw/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NiceneNerd"/>
	<link rel="alternate" type="text/html" href="https://zeldamods.org/wiki/Special:Contributions/NiceneNerd"/>
	<updated>2026-05-30T18:13:31Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.8</generator>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Graphics&amp;diff=10986</id>
		<title>Graphics</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Graphics&amp;diff=10986"/>
		<updated>2021-05-06T22:52:52Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=Graphics|is_name_official=1|description=-|init_addr_switch150=0000007100F2A1D0|init_addr_wiiu150=034059FC}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=UI&amp;diff=10985</id>
		<title>UI</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=UI&amp;diff=10985"/>
		<updated>2021-05-05T18:29:08Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Screens ==&lt;br /&gt;
A &#039;&#039;&#039;screen&#039;&#039;&#039; is a set of UI elements. There can be several visible screens on the screen at the same time.&lt;br /&gt;
&lt;br /&gt;
Screens can optionally take over controller input when they are activated. Screen layouts can reference other UI widgets (these have the Pa prefix in their names).&lt;br /&gt;
&lt;br /&gt;
=== List of screens (1.5.0) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || GamePadBG_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Title_00 || Title screen&lt;br /&gt;
|-&lt;br /&gt;
| 2 || MainScreen3D_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Message3D_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || AppCamera_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || WolfLinkHeartGauge_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || EnergyMeterDLC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || MainHorse_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 8 || MiniGame_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || ReadyGo_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 10 || KeyNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 11 || MessageGet_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 12 || DoCommand_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 13 || SousaGuide_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 14 || GameTitle_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 || DemoName_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 || DemoNameEnemy_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 || MessageSp_00_NoTop || &lt;br /&gt;
|-&lt;br /&gt;
| 18 || ShopBG_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 || ShopBtnList5_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 || ShopBtnList20_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 || ShopBtnList15_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 || ShopInfo_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 || ShopHorse_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Rupee_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 25 || KologNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 26 || AkashNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 || MamoNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Time_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 || PauseMenuBG_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 || SeekPadMenuBG_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 || AppTool_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 || AppAlbum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 33 || AppPictureBook_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 34 || AppMapDungeon_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 35 || MainScreenMS_00 || Centered heart gauge (for Master Sword pulling demo). Automatically created and opened if the IsCenterHeartGauge_Demo GameData flag is set.&lt;br /&gt;
|-&lt;br /&gt;
| 36 || MainScreenHeartIchigekiDLC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 || MainScreen_00 || Main UI (quest notifications, arrow num, location text, weather, time, map, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| 38 || MainDungeon_00 || Dungeon name screen&lt;br /&gt;
|-&lt;br /&gt;
| 39 || ChallengeWin_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 40 || PickUp_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 41 || MessageTipsRunTime_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 42 || AppMap_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 43 || AppSystemWindowNoBtn_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 44 || AppHome_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 45 || MainShortCut_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 46 || PauseMenu_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 47 || PauseMenuInfo_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 48 || GameOver_00 || Game over screen&lt;br /&gt;
|-&lt;br /&gt;
| 49 || HardMode_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 50 || SaveTransferWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 51 || MessageTipsPauseMenu_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 52 || MessageTips_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 53 || OptionWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 54 || AmiiboWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 55 || SystemWindowNoBtn_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 56 || ControllerWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 57 || SystemWindow_01 || &lt;br /&gt;
|-&lt;br /&gt;
| 58 || SystemWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 59 || PauseMenuRecipe_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 60 || PauseMenuMantan_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 61 || PauseMenuEiketsu_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 62 || AppSystemWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 63 || DLCWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 64 || HardModeTextDLC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 65 || TestButton || &lt;br /&gt;
|-&lt;br /&gt;
| 66 || TestPocketUIDRC || &lt;br /&gt;
|-&lt;br /&gt;
| 67 || TestPocketUITV || &lt;br /&gt;
|-&lt;br /&gt;
| 68 || BoxCursorTV || &lt;br /&gt;
|-&lt;br /&gt;
| 69 || FadeDemo_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 70 || StaffRoll_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 71 || StaffRollDLC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 72 || End_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 73 || DLCSinJuAkashiNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 74 || MessageDialog || &lt;br /&gt;
|-&lt;br /&gt;
| 75 || DemoMessage || &lt;br /&gt;
|-&lt;br /&gt;
| 76 || MessageSp_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Thanks_00 || E3 2016 Thanks screen (&amp;quot;Thank you for playing!&amp;quot;)&amp;lt;ref&amp;gt;https://youtu.be/U3l4W7W--pY?t=2824&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 78 || Fade || Fade screen and also loading screen&lt;br /&gt;
|-&lt;br /&gt;
| 79 || KeyBoradTextArea_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 80 || LastComplete_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 81 || OPtext_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 82 || LoadingWeapon_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 83 || MainHardMode_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 84 || LoadSaveIcon_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 85 || FadeStatus_00 || Upper part of the loading screen (heart, stamina, shrine info, ...)&lt;br /&gt;
|-&lt;br /&gt;
| 86 || Skip_00 || Skip prompt (bottom right)&lt;br /&gt;
|-&lt;br /&gt;
| 87 || ChangeController_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 88 || ChangeControllerDRC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 89 || DemoStart_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 90 || BootUp_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 91 || BootUp_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 92 || ChangeControllerNN_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 93 || AppMenuBtn_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 94 || HomeMenuCapture_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 95 || HomeMenuCaptureDRC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 96 || HomeNixSign_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 97 || ErrorViewer_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 98 || ErrorViewerDRC_00 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Subsystem ==&lt;br /&gt;
{{Subsystem infobox|name=UI|is_name_official=1|description=-|init_addr_switch150=00000071010A5714|init_addr_wiiu150=035FD518}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=UI&amp;diff=10984</id>
		<title>UI</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=UI&amp;diff=10984"/>
		<updated>2021-05-05T18:28:48Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
== Screens ==&lt;br /&gt;
A &#039;&#039;&#039;screen&#039;&#039;&#039; is a set of UI elements. There can be several visible screens on the screen at the same time.&lt;br /&gt;
&lt;br /&gt;
Screens can optionally take over controller input when they are activated. Screen layouts can reference other UI widgets (these have the Pa prefix in their names).&lt;br /&gt;
&lt;br /&gt;
=== List of screens (1.5.0) ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! ID !! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || GamePadBG_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 1 || Title_00 || Title screen&lt;br /&gt;
|-&lt;br /&gt;
| 2 || MainScreen3D_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 3 || Message3D_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 4 || AppCamera_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 5 || WolfLinkHeartGauge_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 6 || EnergyMeterDLC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 7 || MainHorse_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 8 || MiniGame_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 9 || ReadyGo_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 10 || KeyNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 11 || MessageGet_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 12 || DoCommand_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 13 || SousaGuide_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 14 || GameTitle_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 15 || DemoName_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 16 || DemoNameEnemy_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 17 || MessageSp_00_NoTop || &lt;br /&gt;
|-&lt;br /&gt;
| 18 || ShopBG_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 19 || ShopBtnList5_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 20 || ShopBtnList20_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 21 || ShopBtnList15_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 22 || ShopInfo_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 23 || ShopHorse_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 24 || Rupee_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 25 || KologNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 26 || AkashNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 27 || MamoNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 28 || Time_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 29 || PauseMenuBG_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 30 || SeekPadMenuBG_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 31 || AppTool_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 32 || AppAlbum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 33 || AppPictureBook_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 34 || AppMapDungeon_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 35 || MainScreenMS_00 || Centered heart gauge (for Master Sword pulling demo). Automatically created and opened if the IsCenterHeartGauge_Demo GameData flag is set.&lt;br /&gt;
|-&lt;br /&gt;
| 36 || MainScreenHeartIchigekiDLC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 37 || MainScreen_00 || Main UI (quest notifications, arrow num, location text, weather, time, map, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| 38 || MainDungeon_00 || Dungeon name screen&lt;br /&gt;
|-&lt;br /&gt;
| 39 || ChallengeWin_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 40 || PickUp_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 41 || MessageTipsRunTime_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 42 || AppMap_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 43 || AppSystemWindowNoBtn_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 44 || AppHome_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 45 || MainShortCut_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 46 || PauseMenu_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 47 || PauseMenuInfo_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 48 || GameOver_00 || Game over screen&lt;br /&gt;
|-&lt;br /&gt;
| 49 || HardMode_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 50 || SaveTransferWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 51 || MessageTipsPauseMenu_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 52 || MessageTips_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 53 || OptionWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 54 || AmiiboWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 55 || SystemWindowNoBtn_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 56 || ControllerWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 57 || SystemWindow_01 || &lt;br /&gt;
|-&lt;br /&gt;
| 58 || SystemWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 59 || PauseMenuRecipe_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 60 || PauseMenuMantan_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 61 || PauseMenuEiketsu_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 62 || AppSystemWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 63 || DLCWindow_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 64 || HardModeTextDLC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 65 || TestButton || &lt;br /&gt;
|-&lt;br /&gt;
| 66 || TestPocketUIDRC || &lt;br /&gt;
|-&lt;br /&gt;
| 67 || TestPocketUITV || &lt;br /&gt;
|-&lt;br /&gt;
| 68 || BoxCursorTV || &lt;br /&gt;
|-&lt;br /&gt;
| 69 || FadeDemo_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 70 || StaffRoll_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 71 || StaffRollDLC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 72 || End_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 73 || DLCSinJuAkashiNum_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 74 || MessageDialog || &lt;br /&gt;
|-&lt;br /&gt;
| 75 || DemoMessage || &lt;br /&gt;
|-&lt;br /&gt;
| 76 || MessageSp_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 77 || Thanks_00 || E3 2016 Thanks screen (&amp;quot;Thank you for playing!&amp;quot;)&amp;lt;ref&amp;gt;https://youtu.be/U3l4W7W--pY?t=2824&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 78 || Fade || Fade screen and also loading screen&lt;br /&gt;
|-&lt;br /&gt;
| 79 || KeyBoradTextArea_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 80 || LastComplete_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 81 || OPtext_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 82 || LoadingWeapon_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 83 || MainHardMode_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 84 || LoadSaveIcon_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 85 || FadeStatus_00 || Upper part of the loading screen (heart, stamina, shrine info, ...)&lt;br /&gt;
|-&lt;br /&gt;
| 86 || Skip_00 || Skip prompt (bottom right)&lt;br /&gt;
|-&lt;br /&gt;
| 87 || ChangeController_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 88 || ChangeControllerDRC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 89 || DemoStart_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 90 || BootUp_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 91 || BootUp_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 92 || ChangeControllerNN_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 93 || AppMenuBtn_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 94 || HomeMenuCapture_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 95 || HomeMenuCaptureDRC_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 96 || HomeNixSign_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 97 || ErrorViewer_00 || &lt;br /&gt;
|-&lt;br /&gt;
| 98 || ErrorViewerDRC_00 || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Subsystem ==&lt;br /&gt;
{{Subsystem infobox|name=UI|is_name_official=1|description=-|init_addr_switch150=00000071010A5714|init_addr_wiiu150}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AutoPlacementMgr&amp;diff=10980</id>
		<title>AutoPlacementMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AutoPlacementMgr&amp;diff=10980"/>
		<updated>2021-04-30T19:43:12Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=AutoPlacementMgr|is_name_official=1|description=Dynamically spawns actors on the map depending on complex conditions (areas, terrain, event flows, custom logic).|init_addr_switch150=00000071006546FC|init_addr_wiiu150=029FB6DC}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AutoPlacementMgr&amp;diff=10979</id>
		<title>AutoPlacementMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AutoPlacementMgr&amp;diff=10979"/>
		<updated>2021-04-30T19:39:32Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=AutoPlacementMgr|is_name_official=1|description=Dynamically spawns actors on the map depending on complex conditions (areas, terrain, event flows, custom logic).|init_addr_switch150=00000071006546FC|init_addr_wiiu150=029FB6dC}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=PlacementMgr&amp;diff=10978</id>
		<title>PlacementMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=PlacementMgr&amp;diff=10978"/>
		<updated>2021-04-30T18:13:49Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=PlacementMgr|is_name_official=1|description=Reads [[map unit]] ([[mubin]]) files and spawns actors|init_addr_switch150=00000071011E451C|init_addr_wiiu150=037C0688}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=GameScene&amp;diff=10977</id>
		<title>GameScene</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=GameScene&amp;diff=10977"/>
		<updated>2021-04-30T16:16:55Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=GameScene|is_name_official=1|description=Handles the main loop and stages|init_addr_switch150=0x71007D1DD8|init_addr_wiiu150=02C23480}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GameScene&#039;&#039;&#039; is a critical subsystem that is responsible for core functionality such as initialising other components, creating [[Stage|stages]] (world, title screen, etc.) and handling the game&#039;s main loop.&lt;br /&gt;
&lt;br /&gt;
Unlike most other subsystems, GameScene is not a singleton: it is a member of the uking::frm::System structure&amp;lt;ref&amp;gt;uking::frm::System::gameScene @ 0x10 (Switch)&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
===Stages===&lt;br /&gt;
Also called scenes in XLink code.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type&lt;br /&gt;
!Description&lt;br /&gt;
!Map types&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|Invalid (&amp;quot;None&amp;quot;)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Open world stage (except GameTestField) (&amp;quot;オープンワールド&amp;quot;)&lt;br /&gt;
|MainField, AocField&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|Indoor stage (&amp;quot;Cダンジョン&amp;quot;)&lt;br /&gt;
|CDungeon, MainFieldSpot, GameTestDungeon&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|Open world stage (GameTestField) (&amp;quot;GameTset&amp;quot;)&lt;br /&gt;
|GameTestField&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|MainFieldDungeon (&amp;quot;四大遺物&amp;quot;)&lt;br /&gt;
|MainFieldDungeon&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|Indoor stage or viewer stage (&amp;quot;ビューワー&amp;quot;)&lt;br /&gt;
|ActorViewer&lt;br /&gt;
|}&lt;br /&gt;
Maps that have the same stage type typically use the same subsystems and share most characteristics. For example, all open world stages use the [[Tera]] height map terrain system and load [[Map unit|map units]] in the same way.&lt;br /&gt;
&lt;br /&gt;
===StageBinders===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stage binder types&amp;lt;ref&amp;gt;As returned by the first virtual function in the StageBinderBase interface&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|0||OpenWorldStage&lt;br /&gt;
|-&lt;br /&gt;
|1||IndoorStage (CDungeon, ...)&lt;br /&gt;
|-&lt;br /&gt;
|2||MainFieldDungeonStage&lt;br /&gt;
|-&lt;br /&gt;
|3||TitleStage&lt;br /&gt;
|-&lt;br /&gt;
|4||StartupSaveCheckStage&lt;br /&gt;
|-&lt;br /&gt;
|5||Viewer&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Fade types===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Type!!Description&lt;br /&gt;
|-&lt;br /&gt;
|0||&lt;br /&gt;
|-&lt;br /&gt;
|1||&lt;br /&gt;
|-&lt;br /&gt;
|2||Show logo&amp;lt;ref&amp;gt;See 0x71007B8CD0 and [[AIDef:Action/ExitGame]]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===GameScene state strings===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+List of state strings in 1.5.0 (incomplete)&amp;lt;ref&amp;gt;The state string is a sead::FixedSafeString&amp;lt;0x100&amp;gt; stored in GameScene @ 0x720.&amp;lt;/ref&amp;gt;&lt;br /&gt;
!Name!!Description&lt;br /&gt;
|-&lt;br /&gt;
|1st||Demo mode {{check}}&lt;br /&gt;
|-&lt;br /&gt;
|2nd||Demo mode&lt;br /&gt;
|-&lt;br /&gt;
|初回シーケンス||Initial sequence - New save&lt;br /&gt;
|-&lt;br /&gt;
|TitleMenu||Title menu&lt;br /&gt;
|-&lt;br /&gt;
|Presentation||Demo mode&lt;br /&gt;
|-&lt;br /&gt;
|E3_2016/Presentation||Demo mode&lt;br /&gt;
|-&lt;br /&gt;
|StartupSaveCheckStage||&lt;br /&gt;
|-&lt;br /&gt;
|Viewer||&lt;br /&gt;
|-&lt;br /&gt;
|CDungeon||Shrine world&lt;br /&gt;
|-&lt;br /&gt;
|MainFieldDungeonStage||Divine beasts and final trial&lt;br /&gt;
|-&lt;br /&gt;
|MainField||The normal overworld&lt;br /&gt;
|-&lt;br /&gt;
|GameTestField||&lt;br /&gt;
|-&lt;br /&gt;
|GameTestField2||&lt;br /&gt;
|-&lt;br /&gt;
|AocField||Trial of the Sword world&lt;br /&gt;
|-&lt;br /&gt;
|GameTestDungeon||&lt;br /&gt;
|-&lt;br /&gt;
|MonolithTestDungeon||&lt;br /&gt;
|-&lt;br /&gt;
|SrdTestDungeon||&lt;br /&gt;
|-&lt;br /&gt;
|MarioClubTestDungeon||&lt;br /&gt;
|-&lt;br /&gt;
|TestField||&lt;br /&gt;
|-&lt;br /&gt;
|研修用||&lt;br /&gt;
|-&lt;br /&gt;
|MonolithTest100enemy||&lt;br /&gt;
|-&lt;br /&gt;
|MinimumField||&lt;br /&gt;
|-&lt;br /&gt;
|ActorViewer||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Init==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;GameScene::initialize&#039;&#039;&#039; (0x71007A8014)&lt;br /&gt;
**Load the environment graphics archive ([[Content/Env/env.genvb|env.genvb]])&lt;br /&gt;
**Create the GameScene heap&lt;br /&gt;
**Create the [[StageBinder]] heap&lt;br /&gt;
**Start the GameScene TaskMgr (thread)&lt;br /&gt;
**&#039;&#039;&#039;InitializeSubSystem&#039;&#039;&#039; (note: some of the below names are unofficial, see [[Subsystems]] for more details)&lt;br /&gt;
***[[AutoPlacementFlowMgr]]&lt;br /&gt;
***[[FadeProgress]]&lt;br /&gt;
***[[DungeonPackMgr]]&lt;br /&gt;
***[[PlayerInfo]]&lt;br /&gt;
***[[GameSceneSubsys2]]&lt;br /&gt;
***[[Resetter]]&lt;br /&gt;
***[[GameSceneSubsys4]]&lt;br /&gt;
***[[GameSceneSubsys5]]&lt;br /&gt;
***[[ActorHeapUtil]]&lt;br /&gt;
***[[E3Mgr]]&lt;br /&gt;
***[[aoc2]]&lt;br /&gt;
***[[aoc3]]&lt;br /&gt;
***[[GameSceneSubsys6]]&lt;br /&gt;
***[[CookingMgr]]&lt;br /&gt;
***[[GameSceneSubsys7]]&lt;br /&gt;
***[[ActorLimiter]]&lt;br /&gt;
***[[RuneMgr]]&lt;br /&gt;
***[[StasisMgr]]&lt;br /&gt;
***[[IceBlockMgr]]&lt;br /&gt;
***[[AmiiboMgr]]&lt;br /&gt;
***[[DropMgr]]&lt;br /&gt;
***[[GameSceneSubsys12]]&lt;br /&gt;
***[[GameSceneSubsys13]]&lt;br /&gt;
***[[GameSceneSubsys14]]&lt;br /&gt;
***[[GameSceneSubsys15]]&lt;br /&gt;
***[[ResidentActorMgr]]&lt;br /&gt;
***Create UI heap&lt;br /&gt;
***[[uiManager]]&lt;br /&gt;
***Load the [[Fade]] screen&lt;br /&gt;
***[[OnUiActorMgr]]&lt;br /&gt;
***[[CreatePlayerEquipActorMgr]]&lt;br /&gt;
***[[CreatePlayerTrashActorMgr]]&lt;br /&gt;
***[[TipsMgr]]&lt;br /&gt;
***[[nxargs]]&lt;br /&gt;
***GameScene::initializeGraphicsLayer_&lt;br /&gt;
***ErrorViewerTask init&lt;br /&gt;
***Set Get Demo handler&lt;br /&gt;
***Set Check Weapon Free Slot handler (1, 2)&lt;br /&gt;
***...&lt;br /&gt;
***[[SaveSystem]] init&lt;br /&gt;
***Set [[#Initial state|initial state]]&lt;br /&gt;
***nn::err::ShowUnacceptableAddOnContentVersionError if needed&lt;br /&gt;
****[Debug] StarterPackMgr: Load Title pack&lt;br /&gt;
****[[GlobalParameter]]&lt;br /&gt;
****GlobalParameter: Load [[actorpack]]&lt;br /&gt;
****E3Mgr: Load [[Content/System/BuildTime.txt|System/BuildTime.txt]] (stubbed in release versions)&lt;br /&gt;
****TipsMgr: Load tips&lt;br /&gt;
****ResidentActorMgr: Load configuration ([[ResidentActors.byml]])&lt;br /&gt;
****AutoPlacementFlowMgr: Load auto placement [[event flow]]s&lt;br /&gt;
***KingEditor: Stubbed&lt;br /&gt;
***E3Mgr: init&lt;br /&gt;
&lt;br /&gt;
===Initial state===&lt;br /&gt;
The initial state the game launches into is determined by GameScene&amp;lt;ref&amp;gt;GameScene::initialize, 0x71007A86CC&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang=&amp;quot;cpp&amp;quot;&amp;gt;&lt;br /&gt;
const bool isFirstLaunch = SaveSystem::sInstance-&amp;gt;isFirstLaunch();&lt;br /&gt;
State* state = isFirstLaunch ? &amp;amp;state_NewSave : &amp;amp;state_LunchTitle;&lt;br /&gt;
&lt;br /&gt;
if ( aocManager::sInstance &amp;amp;&amp;amp; aocManager::sInstance-&amp;gt;flags &amp;amp; 2 )&lt;br /&gt;
  nn::err::ShowUnacceptableAddOnContentVersionError();&lt;br /&gt;
&lt;br /&gt;
const bool isDemo = E3Mgr::sInstance &amp;amp;&amp;amp; E3Mgr::sInstance-&amp;gt;isDemoMode();&lt;br /&gt;
if (isDemo)&lt;br /&gt;
  state = &amp;amp;state_LunchTitle;&lt;br /&gt;
&lt;br /&gt;
if (!isDemo &amp;amp;&amp;amp; isFirstLaunch)&lt;br /&gt;
  sIsFirstNonDemoLaunch = 1;&lt;br /&gt;
&lt;br /&gt;
StateMachine::changeState(&amp;amp;this-&amp;gt;stateMachine, state);&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==States==&lt;br /&gt;
Note: when the Indoor stage binder is initialised and if the map name changes, a &amp;quot;dungeon&amp;quot; [[telemetry]] report is emitted with &amp;quot;leave&amp;quot; or &amp;quot;enter&amp;quot; as the event name and the old/new map name as additional data&amp;lt;ref&amp;gt;StageBinder::initAndReportDungeonLeaveEnter{{un}} at 0x71007B79A8&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===StageMgr===&lt;br /&gt;
{{empty section}}&lt;br /&gt;
===StageSelect===&lt;br /&gt;
{{empty section}}&lt;br /&gt;
===StageTransition===&lt;br /&gt;
Entered before stage generation starts and after Fade (loading screen) has been initialised and made visible. This state machine state is a noop.&lt;br /&gt;
&lt;br /&gt;
===LunchTitle===&lt;br /&gt;
LunchTitle (sic) is entered when the game is launched. The internal state string is &amp;quot;TitleMenu&amp;quot; or (in demo mode) &amp;quot;2nd&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The run function is extremely simple: it simply creates the TitleStage binder (with doNotShowLogo=true&amp;lt;ref&amp;gt;0x71007B47D8&amp;lt;/ref&amp;gt;) when the &amp;quot;common run&amp;quot; status (see below) is 0xa, then calls the &amp;quot;common run&amp;quot; function (with isNewSave=false&amp;lt;ref&amp;gt;0x71007B47F4&amp;lt;/ref&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
===NewSave===&lt;br /&gt;
{{expand section}}&lt;br /&gt;
Entered on the first boot or when the new game option is selected. The associated state string is &amp;quot;初回シーケンス&amp;quot; (&amp;quot;initial sequence&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
===PatchError===&lt;br /&gt;
{{empty section}}&lt;br /&gt;
&lt;br /&gt;
==Main loop==&lt;br /&gt;
Three GameScene functions are called in a row from RootTask (see [[Executable]]) after initialisation has completed, i.e. in the game&#039;s main loop. (Note: these 3 names are unofficial.)&lt;br /&gt;
&lt;br /&gt;
===precalc===&lt;br /&gt;
&lt;br /&gt;
*FadeProgress: Update the progress gauge on the Fade screen (animated).&lt;br /&gt;
*Update current map name based on player position (when Link is not in a dungeon).&lt;br /&gt;
*Run StageMgr and StageSelect code.&lt;br /&gt;
*If a flag is set, run the final step of stage generation. (Unused?)&lt;br /&gt;
*If stage status is &amp;quot;NeedsGeneration&amp;quot;:&lt;br /&gt;
**Call some [[MCMgr]] function at 0x71007A9198.&lt;br /&gt;
**Run save upload subsystem if needed.&lt;br /&gt;
**Call GameScene::genStage with second argument being &amp;lt;code&amp;gt;!EventMgr::sInstance-&amp;gt;hasActiveEvent() || EventMgr::sInstance-&amp;gt;getActiveEvent()-&amp;gt;name != &amp;quot;Demo169_0&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
*If stage status is &amp;quot;NeedsUnload&amp;quot;:&lt;br /&gt;
**Call some [[MCMgr]] function at 0x71007A9198.&lt;br /&gt;
**Run save upload subsystem if needed.&lt;br /&gt;
**Call GameScene::unloadStage.&lt;br /&gt;
*If no stage is being unloaded, call &amp;lt;code&amp;gt;this-&amp;gt;activeStageBinder-&amp;gt;getStage()-&amp;gt;preCalc&amp;lt;/code&amp;gt;.&lt;br /&gt;
*??? (something involving GameScene Subsystem #12)&lt;br /&gt;
*Call some [[MCMgr]] function at 0x71007A9198, again.&lt;br /&gt;
*If the current state is StageMgr:&lt;br /&gt;
**Reset the current stage binder by setting a flag for StageMgr if needed (after a Blood Moon{{check}})&lt;br /&gt;
**If a forced blood moon is ready&lt;br /&gt;
***If panic blood moons can be triggered (see [[Blood moon#Panic blood moon inhibitors]]), call the Blood Moon demo (Demo011_0).&lt;br /&gt;
***Report the panic blood moon via the [[telemetry]] system.&lt;br /&gt;
**If any [[Blood moon#Panic Blood Moons|panic condition]] is true, and if panic blood moons are enabled&amp;lt;ref&amp;gt;GameConfig::sInstance-&amp;gt;disablePanicBloodMoons (@ 0x3da on Switch 1.5.0) must be false.&amp;lt;/ref&amp;gt;, request a panic blood moon by setting a SkyMgr flag. SkyMgr will start a 90 frame timer (3 seconds) and set a ready flag once it has expired. The timer is reset every time the panic blood moon is temporarily inhibited.&lt;br /&gt;
&lt;br /&gt;
===calc===&lt;br /&gt;
{{empty section}}&lt;br /&gt;
===postcalc===&lt;br /&gt;
{{empty section}}&lt;br /&gt;
&lt;br /&gt;
==Common state run function==&lt;br /&gt;
Called from StageSelectRun, LunchTitleRun and NewSaveRun.&lt;br /&gt;
&lt;br /&gt;
*Status 0:&lt;br /&gt;
**Start loading&lt;br /&gt;
***Finish startup logo (Switch)&amp;lt;ref&amp;gt;0x71007AF6F8&amp;lt;/ref&amp;gt;&lt;br /&gt;
***If the state string is set to 初回シーケンス, clear the Resource system cache (&amp;quot;ClearAllCaches&amp;quot;)&amp;lt;ref&amp;gt;0x71007AFBDC&amp;lt;/ref&amp;gt;.&lt;br /&gt;
***Debug stuff&amp;lt;ref&amp;gt;0x71007AFDE4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
***E3 Demo stuff&amp;lt;ref&amp;gt;0x71007AFEF4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
***Show the Fade screen (loading screen) if the state string does &#039;&#039;not&#039;&#039;&amp;lt;ref&amp;gt;0x71007AFF08&amp;lt;/ref&amp;gt; end with &amp;quot;Viewer&amp;quot; or is &#039;&#039;not&#039;&#039; any of the following strings: 1st, 2nd, Presentation, TitleMenu, 初回シーケンス, StartupSaveCheckStage&lt;br /&gt;
****And then show the FadeStatus&amp;lt;ref&amp;gt;0x71007AFFC4&amp;lt;/ref&amp;gt; and the LoadSaveIcon screens&amp;lt;ref&amp;gt;0x71007AFFCC&amp;lt;/ref&amp;gt;.&lt;br /&gt;
****Otherwise, only open the Fade screen but do not show loading progress&amp;lt;ref&amp;gt;See function at 0x71007B0C60&amp;lt;/ref&amp;gt;.&lt;br /&gt;
***StageSelect stuff&amp;lt;ref&amp;gt;0x71007B0000&amp;lt;/ref&amp;gt;.&lt;br /&gt;
***Stop &amp;quot;resource compaction&amp;quot; and wait for it to be stopped&amp;lt;ref&amp;gt;0x71007B00B4 (stop compaction) to 0x71007B010C (end of the busy loop)&amp;lt;/ref&amp;gt;.&lt;br /&gt;
***If the stage string starts with CDungeon&amp;lt;ref&amp;gt;0x71007B0124&amp;lt;/ref&amp;gt; or MainFieldDungeonStage&amp;lt;ref&amp;gt;0x71007B0160&amp;lt;/ref&amp;gt;, start loading the associated DungeonPack&amp;lt;ref&amp;gt;0x71007B0190&amp;lt;/ref&amp;gt;.&lt;br /&gt;
***BaseProcMgr: start ActorCreate initializer thread&amp;lt;ref&amp;gt;0x71011BF1C4&amp;lt;/ref&amp;gt;{{check}}.&lt;br /&gt;
***FadeProgress: reset internal state&amp;lt;ref&amp;gt;0x71007B01D4&amp;lt;/ref&amp;gt;, set progress to 0%&amp;lt;ref&amp;gt;0x71007B01E0&amp;lt;/ref&amp;gt; and mark loading as active&amp;lt;ref&amp;gt;0x71007B01E8&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*Status 2:&lt;br /&gt;
**If the GameScene state machine&#039;s current state is StageSelect or NewSave, do something involving LayerMgrTask and the Renderer.{{check}}&lt;br /&gt;
*Status 0xa:&lt;br /&gt;
**TipsMgr: update tips if the loading screen is &#039;&#039;visible&#039;&#039; (not just opened). TipsMgr will load tips depending on the stage that is being loaded.&lt;br /&gt;
*Status 0xb:&lt;br /&gt;
**Set GameScene&#039;s isNewSave property.&lt;br /&gt;
**Reset status to 0.&lt;br /&gt;
**Change GameScene state to StageTransition&amp;lt;ref&amp;gt;0x71007B1058&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**Set stage status to &amp;quot;NeedsGeneration&amp;quot; (2)&amp;lt;ref&amp;gt;0x71007B105C&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Stage generation==&lt;br /&gt;
&lt;br /&gt;
*Terrain::sInstance-&amp;gt;flags |= 0x180u&lt;br /&gt;
*Step 0&lt;br /&gt;
**Reload Title.pack if the stage that needs to be generated is TitleStage (3)&amp;lt;ref&amp;gt;0x71007AC8A0&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**StageSelect checks&amp;lt;ref&amp;gt;0x71007AD3AC&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Step 1&lt;br /&gt;
**If a pack was loaded by DungeonPackMgr, wait for DungeonPack loading to finish&amp;lt;ref&amp;gt;DungeonPack読み込み待ち&amp;lt;/ref&amp;gt; and switch active pack to the [[dungeon pack]].&lt;br /&gt;
*Step 2&lt;br /&gt;
**If the stage to load is TitleStage, wait for TitlePack loading to finish&amp;lt;ref&amp;gt;TitlePack読み込み待ち&amp;lt;/ref&amp;gt; and switch active pack to the title pack.&lt;br /&gt;
*Step 3: start stage generation&amp;lt;ref&amp;gt;ステージ生成開始&amp;lt;/ref&amp;gt;&lt;br /&gt;
**PlacementMgr&lt;br /&gt;
**ActorSystem::sInstance-&amp;gt;field_13A = 0&lt;br /&gt;
**Update current map flags (e.g. sIsDungeon)&lt;br /&gt;
**Clear BaseProcMgr ActorCreate queue{{check}}&lt;br /&gt;
**Create uking::Stage::ForBaseProcDual heap (if not already done), which will be used for actors, ActorCreator and BaseProcMgr&lt;br /&gt;
**ActorSystem::sInstance-&amp;gt;field_139 = 0&lt;br /&gt;
**If the [[#State strings|state string]] starts with 初回シーケンス, MainField, GameTestField, GameTestField2, AocField, CDungeon, MainFieldDungeonStage, GameTestDungeon, MonolithTestDungeon, SrdTestDungeon, MarioClubTestDungeon, TestField, 研修用, MonolithTest100enemy, MinimumField, or ActorViewer, call GameScene::startBgProcessing (0x71007B2054)&lt;br /&gt;
**If &amp;quot;new save&amp;quot; was selected, initialize PauseMenuDataMgr data&lt;br /&gt;
**If the stage to load is TitleStage, load Layout/Title.blarc for ui::LayoutResourceMgr.&lt;br /&gt;
**If &amp;quot;new save&amp;quot; was selected and the awakening demo hasn&#039;t been played since the game was launched&amp;lt;ref&amp;gt;0x71007ADB3C&amp;lt;/ref&amp;gt;, ask [[EventMgr]] to call Demo169_0.&lt;br /&gt;
**Some PhysicsMemSys stuff (0x71007ADBE0).&lt;br /&gt;
*Step 4&lt;br /&gt;
**Wait for completion of Title BG processing &#039;&#039;&#039;(20% of the loading bar)&#039;&#039;&#039;&lt;br /&gt;
**uiManager (0x71007ACD04)&lt;br /&gt;
**Initialize StatisticsMgr paths depending on current map type.&lt;br /&gt;
**Update aoc2&#039;s mapType and mapName fields.&lt;br /&gt;
*Step 5&lt;br /&gt;
**PhysicsMemSys stuff (0x71007ACDB8, 0x71007ACDC0, 0x71007ACDD0)&lt;br /&gt;
**BaseProcMgr: request &amp;quot;PreDelete&amp;quot; actors&amp;lt;ref&amp;gt;0x71007ACDE4&amp;lt;/ref&amp;gt;&lt;br /&gt;
**BaseProcMgr: stop ActorCreate initializer thread and clean up internal state{{check}}&lt;br /&gt;
**agl::lyr::Renderer and Graphics stuff&lt;br /&gt;
*Step 6&lt;br /&gt;
**Load [[env.genvb]] binary (gsys::ModelSceneEnv::clearImpl + loadBinaryImpl)&lt;br /&gt;
**If the stage binder type is 0, 1 or 2 (OpenWorldStage, IndoorStage or MainFieldDungeonStage):&lt;br /&gt;
***&#039;&#039;&#039;Set loading progress to 40%.&#039;&#039;&#039;&lt;br /&gt;
***Graphics stuff, again&lt;br /&gt;
***OnUiActorMgr&lt;br /&gt;
***GameScene::loadTera (on a separate thread)&lt;br /&gt;
*Step 7&lt;br /&gt;
**If the stage binder type is 0, 1 or 2 (OpenWorldStage, IndoorStage or MainFieldDungeonStage):&lt;br /&gt;
***Wait for Tera to load&amp;lt;ref&amp;gt;tera読み込み待ち&amp;lt;/ref&amp;gt;&lt;br /&gt;
*Step 8&lt;br /&gt;
**...{{check}}&lt;br /&gt;
**Wait for Tera to generate collision&lt;br /&gt;
**...{{check}}&lt;br /&gt;
*Step 9&lt;br /&gt;
**Initialize [[QuestMgr]].&lt;br /&gt;
**&#039;&#039;&#039;Set loading progress to 60%.&#039;&#039;&#039;&lt;br /&gt;
*Step 10&lt;br /&gt;
**Load stage specific resources&amp;lt;ref&amp;gt;ステージ固有リソースの読み込み待ち&amp;lt;/ref&amp;gt;: if the binder type is StageBinderType::Title (3), the Title layout archive is loaded by [[LayoutResourceMgr]]. Otherwise, nothing happens.&lt;br /&gt;
*Step 11&lt;br /&gt;
**[[#Stage generation step 11]]&lt;br /&gt;
**Update player saved position, map type, map name, ...&lt;br /&gt;
**Change GameScene state to StageSelect or StageMgr (step 11-6 sets the state pointer to StageMgr).&lt;br /&gt;
**Terrain stuff{{check}}&lt;br /&gt;
**DungeonPackMgr: clean up state (destroy arena and heap) and unregister entry factory.&lt;br /&gt;
**Set flag 0xa25 (genStageStep12Reached?{{check}}) on the Fade screen instance.&lt;br /&gt;
**Stop resource compaction and set some flags on the TextureHandleMgr.&lt;br /&gt;
*Step 12&lt;br /&gt;
**Set aoc2 flag 0x4 if &amp;lt;code&amp;gt;isNewSave || !isShrine || isStageDebug&amp;lt;/code&amp;gt; and clear it otherwise.&lt;br /&gt;
**[[#Stage generation step 12]]&lt;br /&gt;
**Terrain stuff again{{check}}&lt;br /&gt;
*Step 13 (final)&lt;br /&gt;
**[[#Stage generation final step]]&lt;br /&gt;
**Various flags are set upon completion, for example GameScene stage status is set to 0, isInitializingStage is set to false, etc.&lt;br /&gt;
**FadeProgress is reset.&lt;br /&gt;
**Stage generation debug timer is stopped.&lt;br /&gt;
**aoc2: IsLastPlayHardMode is updated.&lt;br /&gt;
**GameScene::sNeedsOptionLoad is set to true.&lt;br /&gt;
&lt;br /&gt;
===Stage generation step 11===&lt;br /&gt;
&lt;br /&gt;
*Step 0: init before stage gen (ステージ生成前の初期化処理)&amp;lt;ref&amp;gt;The function can be found at 0x71007B15A8 in Switch 1.5.0.&amp;lt;/ref&amp;gt;&lt;br /&gt;
**Various flags are set (GameScene, BaseProcMgr, Awareness, EventMgr), in particular field 0x1d12a is set to true if &amp;lt;code&amp;gt;!isNewSave&amp;lt;/code&amp;gt;.&lt;br /&gt;
**Set initial position based on the stage binder. This may be overridden with a saved position or an event position later on.&lt;br /&gt;
**GameSceneSubsys2, ActorSystem: set some flags&lt;br /&gt;
**GameSceneSubsys14: Update current location name (game data flag: SaveLocationName). The flag is written to if the player is in a shrine or a Divine Beast. Otherwise, it&#039;s read.&lt;br /&gt;
**PhysicsMemSys: set indoor flag if the stage binder type is Indoor (1)&lt;br /&gt;
**aoc2: Set flag 0x1 (IsLastPlayHardMode) if the corresponding game data flag is set. This is what the rest of the game uses to determine if Master Mode is enabled.&lt;br /&gt;
**Effect, Reaction, PhysicsMemSys, EventMgr&lt;br /&gt;
**PlacementMgr, LODMgr, EventMgr, WorldMgr, Awareness, Effect, XLink, VFR&lt;br /&gt;
**aocManager: set latest version played and HasAocVer{1,2,3} flags.&lt;br /&gt;
**Terrain&lt;br /&gt;
**Initialize the sound system and the UI manager&lt;br /&gt;
**If the stage binder type is OpenWorld (0) or the map name is ActorViewer or the current stage is a debug map:&lt;br /&gt;
***Create the HorseMgr instance, initialize it and create the horse actor.&lt;br /&gt;
***Create the WolfLinkMgr instance and initialize it.&lt;br /&gt;
***Create the MotorcycleMgr instance and initialize it.&lt;br /&gt;
**GameSceneSubsys5, GameSceneSubsys4: ? {{check}}&lt;br /&gt;
**If a flag is set (GameScene @ 0x6e5), SaveSystem::startLoad is called.&lt;br /&gt;
**TipsMgr: Initialize the TipsSystemActor.&lt;br /&gt;
*Step 1: wait for horse generation (馬の生成待ち)&lt;br /&gt;
*Step 2: if the stage binder type is not Title and not Viewer and not StartupSaveCheck, initialize PauseMenuDataMgr (PauseMenuDataMgr::fromSaveData).&lt;br /&gt;
*Step 3: wait for player equipment actor generation to complete (プレイヤーの装備アクターの生成完了待ち): CreatePlayerEquipActorMgr&lt;br /&gt;
*Step 4&lt;br /&gt;
**aocManager: parse MainField static map unit (if aocManager exists)&lt;br /&gt;
**Something involving vectors and calculations{{check}}&lt;br /&gt;
*Step 5&lt;br /&gt;
**Update FadeProgress based on the queue size of the BaseProcMgr actor create initializer{{check}} and PlacementMgr load progress{{check}}. This step represents the &#039;&#039;&#039;last 40% of the progress bar&#039;&#039;&#039;.&lt;br /&gt;
**Start [[#Stage generation step 11-5b]] as an async task&amp;lt;ref&amp;gt;0x71007B2C78&amp;lt;/ref&amp;gt; and wait for it to complete.&lt;br /&gt;
**Stop the Fade screen &amp;quot;color animator&amp;quot;.&lt;br /&gt;
**Call this-&amp;gt;stage-&amp;gt;initForStageGen (vtable @ 0x60). For most stages, this calls WorldMgr&#039;s SkyMgr::update.&lt;br /&gt;
**Graphics, uiManager, agl::lyr::Renderer: ?{{check}}&lt;br /&gt;
**Set this-&amp;gt;activeStageBinder (@ 0x2a0) to this-&amp;gt;stageBinder (@ 0x2a8)&amp;lt;ref&amp;gt;0x71007B1A88&amp;lt;/ref&amp;gt;.&lt;br /&gt;
*Step 6&lt;br /&gt;
**Set next GameScene state to StageMgr.&lt;br /&gt;
**qword_71025D16C0: ?{{check}}&lt;br /&gt;
**If the binder type is Title (3):&lt;br /&gt;
***If the ROM type is &amp;quot;RID_Demo&amp;quot;: reset some internal state in SaveMgr and SaveSystem.&lt;br /&gt;
***If aoc3 is initialized, set Blight rematch counters to 0 for all four blights.&lt;br /&gt;
**PauseMenuDataMgr: Update IsOpenItemCategory flags if necessary.&lt;br /&gt;
*Step 7: wait for save data upload to finish (if an upload is in progress).&lt;br /&gt;
*Step 8: BaseProcMgr: wait for some actor create initializer event and reset it{{check}}&lt;br /&gt;
&lt;br /&gt;
====Stage generation step 11-5b====&lt;br /&gt;
&lt;br /&gt;
*ProductReporter: reset scene work time (the amount of time since the last scene generation) and reset the blood moon reporter.&lt;br /&gt;
*Destroy the previous stage binder (this-&amp;gt;activeStageBinder) if it&#039;s different from the current binder (this-&amp;gt;stageBinder), and also set this-&amp;gt;stage to nullptr.&lt;br /&gt;
*&#039;&#039;Set the scene change event flow and entry point names&#039;&#039;:&lt;br /&gt;
**If the binder type is Title: Demo025_2&amp;lt;Demo025_2&amp;gt;&lt;br /&gt;
**If aocManager::sInstance-&amp;gt;version &amp;gt;= 0x200 and !100enemy_Activated and IsGet_Weapon_Sword_070 and !IsPlayed_Demo146_0:&lt;br /&gt;
***If the current [[map area]] is 14 (Korok Forest): &lt;br /&gt;
****If [[BalladOfHeroActiveTiming]] is 1: Aoc2Resident&amp;lt;InForrest&amp;gt;&lt;br /&gt;
****If [[BalladOfHeroActiveTiming]] is 0: Demo201_0&amp;lt;Demo201_0&amp;gt;&lt;br /&gt;
***Otherwise:&lt;br /&gt;
****If [[BalladOfHeroActiveTiming]] is 2: Aoc2Resident&amp;lt;InShrineOfResurrection&amp;gt;&lt;br /&gt;
****If [[BalladOfHeroActiveTiming]] is 1: Aoc2Resident&amp;lt;InOtherArea&amp;gt;&lt;br /&gt;
****If [[BalladOfHeroActiveTiming]] is 0: Demo200_0&amp;lt;Demo200_0&amp;gt;&lt;br /&gt;
**Otherwise, if the map type is MainField:&lt;br /&gt;
***If [[BalladOfHeroActiveTiming]] is 2: Demo600_1&amp;lt;Demo600_1&amp;gt;&lt;br /&gt;
***If [[BalladOfHeroActiveTiming]] is 1: Demo600_1&amp;lt;Demo600_0&amp;gt;&lt;br /&gt;
***Otherwise: Demo025_0&amp;lt;Demo025_0&amp;gt;&lt;br /&gt;
**If the map type is CDungeon or MarioClubTestDungeon: Demo008_2&amp;lt;Demo008_2&amp;gt;&lt;br /&gt;
*WorldMgr ShootingStarMgr: Update the isMainField flag.&lt;br /&gt;
*AmiiboMgr: Set flag 0x40 if the map name is MainField, otherwise clear it.&lt;br /&gt;
*&#039;&#039;&#039;Create the stage&#039;&#039;&#039;&amp;lt;ref&amp;gt;0x71007B3C5C&amp;lt;/ref&amp;gt;.&lt;br /&gt;
**The stage class is automatically selected based on the stage binder type.&lt;br /&gt;
**stage-&amp;gt;init and stage-&amp;gt;postInit are called here&amp;lt;ref&amp;gt;0x71007CC024&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Stage generation step 12===&lt;br /&gt;
&lt;br /&gt;
*Step 0:&lt;br /&gt;
**[1.4.0+] If BalladOfHeroes_Step02 is false or BalladOfHeroes_Step03 is true, and if the player&#039;s equipped weapon (category 0) is Weapon_Sword_502 (One-Hit Obliterator), that weapon is removed from the inventory.&lt;br /&gt;
**&#039;&#039;&#039;FadeProgress is set to 100%&#039;&#039;&#039;.&lt;br /&gt;
*Step 1: Wait for environment map, grass, etc. (環境マップや草などの準備待ち) and set various flags (GameScene globals, Fade, BaseProcMgr).&lt;br /&gt;
*Step 2: Wait for 3 game ticks.&lt;br /&gt;
*Step 3: Terrain stuff{{check}}&lt;br /&gt;
*Step 4: ?{{check}}&lt;br /&gt;
*Step 5: Call the scene start event flow.&lt;br /&gt;
*Step 6:&lt;br /&gt;
**Wait for the scene start event flow (シーン開始イベントスタート待ち)&lt;br /&gt;
**Set some flags (Player, WorldMgr, PlacementMgr, ActorSystem)&lt;br /&gt;
&lt;br /&gt;
===Stage generation final step===&lt;br /&gt;
&lt;br /&gt;
*Sound, qword_71025D04F0, qword_71025D16C0, qword_71025D1740: ? {{check}}&lt;br /&gt;
*Clear the temporary stage binder pointer (which was used only during generation).&lt;br /&gt;
*Close the Fade and the FadeStatus screens. This effectively hides the loading screen.&lt;br /&gt;
*TipsMgr: TipsSystemActor is reset and the current date is stored.&lt;br /&gt;
*In dev mode, write a list of all loaded resources to %PROJECT_ROOT%/Log/BootupPatrol/res_title.csv.&lt;br /&gt;
*If the active stage binder type is Title (3) and resident actors haven&#039;t been loaded yet, start title background processing.&lt;br /&gt;
*Clear the &amp;quot;has played awakening demo&amp;quot; flag (not the game data flag!) if there is no active event or if the active event is not Demo169_0.&lt;br /&gt;
*Set this-&amp;gt;stageGenerated to 1&amp;lt;ref&amp;gt;0x71007B2038&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Internals]]&lt;br /&gt;
[[Category:Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=WorldMgr&amp;diff=10976</id>
		<title>WorldMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=WorldMgr&amp;diff=10976"/>
		<updated>2021-04-30T15:37:30Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;languages/&amp;gt;&lt;br /&gt;
&amp;lt;!--T:1--&amp;gt;&lt;br /&gt;
{{Subsystem infobox|name=WorldMgr|init_addr_switch150=00000071010F2920|init_addr_wiiu150=03672220|is_name_official=1|description=Manages world state (time, blood moons, climates, weather, etc.)}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:2--&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;World Manager&#039;&#039;&#039; (WorldMgr) is responsible for managing time, blood moons, climates, weather, fog, wind, lighting, procedural generation of clouds, whether the Lord of the Mountain appears, etc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:3--&amp;gt;&lt;br /&gt;
Because of the massive amount of state to handle, functionality is split across the main WorldMgr and 9 sub-managers.&lt;br /&gt;
&lt;br /&gt;
== WorldMgr == &amp;lt;!--T:4--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sub-managers === &amp;lt;!--T:42--&amp;gt;&lt;br /&gt;
Sub-managers are created in WorldMgr::init (0x71010F43C0) and inserted into a pointer array (@WorldMgr+0x5c0). All names below are unofficial.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:5--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ &amp;lt;translate&amp;gt;&amp;lt;!--T:43--&amp;gt; Sub-managers by ID&amp;lt;/translate&amp;gt;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:44--&amp;gt; ID&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:45--&amp;gt; Description&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;translate&amp;gt;&amp;lt;!--T:46--&amp;gt; TimeMgr: Handles time, blood moons, Lord of the Mountain.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1 || &amp;lt;translate&amp;gt;&amp;lt;!--T:47--&amp;gt; CloudPrMgr: Handles cloud procedural generation.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;lt;translate&amp;gt;&amp;lt;!--T:48--&amp;gt; ShootingStarMgr: Manages shooting stars and (in 1.3.3+) special shooting stars for the Xenoblade 2 quest.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3 || &amp;lt;translate&amp;gt;&amp;lt;!--T:49--&amp;gt; WeatherMgr: Handles &amp;quot;rain splash&amp;quot; and climate weathers.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4 || &amp;lt;translate&amp;gt;&amp;lt;!--T:50--&amp;gt; TempMgr: Handles world temperature{{check}}.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5 || ?&lt;br /&gt;
|-&lt;br /&gt;
| 6 || &amp;lt;translate&amp;gt;&amp;lt;!--T:51--&amp;gt; SkyMgr: Handles sky and fog{{check}}. Holds the configuration for all EnvPalettes, EnvAttributes, WeatherInfluences, Remains palettes, Indoor palettes and dungeon fogs.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7 || &amp;lt;translate&amp;gt;&amp;lt;!--T:52--&amp;gt; DofMgr: Handles depth of field{{check}}. Holds depth of field related parameters.&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8 || ?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
=== Climate === &amp;lt;!--T:6--&amp;gt;&lt;br /&gt;
The main WorldMgr class is responsible for keeping climate related parameters and determining which set of climate settings to use. Strangely enough, WorldMgr uses the position of the Camera actor to figure out which map area the player is in (and thus what climate to use), not the Player actor.&lt;br /&gt;
&lt;br /&gt;
== TimeMgr == &amp;lt;!--T:7--&amp;gt;&lt;br /&gt;
TimeMgr handles everything to do with time, including Blood Moons and the Lord of the Mountain&#039;s apparition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:8--&amp;gt;&lt;br /&gt;
Internally, time of day is stored as a float in the [0.0, 360.0] range.&lt;br /&gt;
0.0 = midnight = 360.0; 90 ≈ morning; 180.0 = noon; and so on.&lt;br /&gt;
&lt;br /&gt;
=== TimeMgr::init === &amp;lt;!--T:9--&amp;gt;&lt;br /&gt;
* Time is set to 78.75 (05:15).&lt;br /&gt;
* Time for TotS environment is set to 78.75 (05:15) as well.&lt;br /&gt;
* &amp;quot;Bloody Moon end reserve timer&amp;quot; is set to 0.&lt;br /&gt;
&lt;br /&gt;
=== TimeMgr::reset === &amp;lt;!--T:10--&amp;gt;&lt;br /&gt;
This is called whenever a stage is unloaded (essentially every time the loading screen is shown when loading a different kind of stage -- e.g. shrine → overworld, but not shrine → shrine or overworld → overworld).&lt;br /&gt;
* Blood Moon checks are delayed.&lt;br /&gt;
* The AnimalMaster_Appearance flag is cleared, meaning the Lord of the Mountain will not appear.&lt;br /&gt;
&lt;br /&gt;
=== TimeMgr::calc === &amp;lt;!--T:11--&amp;gt;&lt;br /&gt;
This is called every frame.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:12--&amp;gt;&lt;br /&gt;
* (If field 0x14A is set to 99, WM_BloodyDay is set to true. [[AIDef:Action/SetBloodyMoonEnv]] uses this to force a Blood Moon to be scheduled. This feature appears to be unused.)&lt;br /&gt;
* If both [[Demo]]103_0 and Demo997_0 have not been played, time of day is reset to 78.75 (05:15).&lt;br /&gt;
** Demo103_0 is the &amp;quot;leaving Shrine of Resurrection&amp;quot; cutscene, and Demo997_0 is a cutscene that doesn&#039;t exist anymore.&lt;br /&gt;
* If [[AIDef:Action/AdvanceTime]] or anything else that changes time of day was called, the actual time is updated at this moment.&lt;br /&gt;
* The game then performs [[#Midnight checks]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:13--&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Update time of day&#039;&#039;&#039;: there are several possible update modes. In most cases, the update mode is 0.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:53--&amp;gt; Mode&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:54--&amp;gt; Description&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || &amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:55--&amp;gt;&lt;br /&gt;
If Demo103_0 or Demo997_0 have been played, and if there is no active event (cutscene):&lt;br /&gt;
* Add (0.0083333 * elapsed frames) to the Time of Day timer. Effectively, this means that 1 in-game minute = 1 real-life second.&lt;br /&gt;
* If the timer is &amp;gt;= 360.0, which means that a day has passed, the game subtracts 360 from the timer and then performs midnight checks.&lt;br /&gt;
* If FindDungeon_Activated is false (if the player hasn&#039;t received the &#039;&#039;The Isolated Plateau&#039;&#039; quest) and if the current time is &amp;gt;= 165.0 (11:00), the time is forcefully set to 11:00. Effectively, this means that time will not get past 11:00 until the Great Plateau Tower is activated and the Old Man cutscene is triggered.&lt;br /&gt;
* The Blood Moon timer is updated too.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 1, 13, 35 || &amp;lt;translate&amp;gt;&amp;lt;!--T:56--&amp;gt; Freeze time to 04:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2, 14 || &amp;lt;translate&amp;gt;&amp;lt;!--T:57--&amp;gt; Freeze time to 05:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 3, 16, 36 || &amp;lt;translate&amp;gt;&amp;lt;!--T:58--&amp;gt; Freeze time to 07:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 4, 19, 37 || &amp;lt;translate&amp;gt;&amp;lt;!--T:59--&amp;gt; Freeze time to 10:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 5, 26, 39 || &amp;lt;translate&amp;gt;&amp;lt;!--T:60--&amp;gt; Freeze time to 17:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 6, 28, 40 || &amp;lt;translate&amp;gt;&amp;lt;!--T:61--&amp;gt; Freeze time to 19:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 7, 30, 41 || &amp;lt;translate&amp;gt;&amp;lt;!--T:62--&amp;gt; Freeze time to 21:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 8, 11 || &amp;lt;translate&amp;gt;&amp;lt;!--T:63--&amp;gt; Freeze time to 02:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 9, 42 || &amp;lt;translate&amp;gt;&amp;lt;!--T:64--&amp;gt; Freeze time to 00:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 10 || &amp;lt;translate&amp;gt;&amp;lt;!--T:65--&amp;gt; Freeze time to 01:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 12 || &amp;lt;translate&amp;gt;&amp;lt;!--T:66--&amp;gt; Freeze time to 03:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 15 || &amp;lt;translate&amp;gt;&amp;lt;!--T:67--&amp;gt; Freeze time to 06:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 17 || &amp;lt;translate&amp;gt;&amp;lt;!--T:68--&amp;gt; Freeze time to 08:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 18 || &amp;lt;translate&amp;gt;&amp;lt;!--T:69--&amp;gt; Freeze time to 09:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 20 || &amp;lt;translate&amp;gt;&amp;lt;!--T:70--&amp;gt; Freeze time to 11:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 21 || &amp;lt;translate&amp;gt;&amp;lt;!--T:71--&amp;gt; Freeze time to 12:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 22, 38 || &amp;lt;translate&amp;gt;&amp;lt;!--T:72--&amp;gt; Freeze time to 13:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 23 || &amp;lt;translate&amp;gt;&amp;lt;!--T:73--&amp;gt; Freeze time to 14:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 24 || &amp;lt;translate&amp;gt;&amp;lt;!--T:74--&amp;gt; Freeze time to 15:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 25 || &amp;lt;translate&amp;gt;&amp;lt;!--T:75--&amp;gt; Freeze time to 16:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 27 || &amp;lt;translate&amp;gt;&amp;lt;!--T:76--&amp;gt; Freeze time to 18:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 29 || &amp;lt;translate&amp;gt;&amp;lt;!--T:77--&amp;gt; Freeze time to 20:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 31 || &amp;lt;translate&amp;gt;&amp;lt;!--T:78--&amp;gt; Freeze time to 22:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 32 || &amp;lt;translate&amp;gt;&amp;lt;!--T:79--&amp;gt; Freeze time to 23:00&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 34 ||&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:80--&amp;gt;&lt;br /&gt;
* Add (0.0083333 * elapsed frames) to the Time of Day timer.&lt;br /&gt;
* If the timer is &amp;gt;= 360.0, which means that a day has passed, the game subtracts 360 from the timer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:14--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039;: In this state, the blood moon timer is never updated and its value is never checked either. &lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:15--&amp;gt;&lt;br /&gt;
* Update the [[#Day/night time flag]], the [[#Time division, IsMorning, IsNoon, etc.]]&lt;br /&gt;
* If the &amp;quot;Bloody Moon end reserve timer&amp;quot; is non zero, decrement it. If the new value is zero, the WM_BloodyDay flag is cleared.&lt;br /&gt;
* Update [[#Lord of the Mountain]] flags.&lt;br /&gt;
&lt;br /&gt;
=== Midnight checks === &amp;lt;!--T:16--&amp;gt;&lt;br /&gt;
The following actions happen every time the timer reaches 360.0 (midnight).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:17--&amp;gt;&lt;br /&gt;
WM_NumberOfDays is incremented.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:18--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;If a Blood Moon is scheduled&#039;&#039;&#039; (WM_BloodyDay is true):&lt;br /&gt;
*If Blood Moons are prohibited (see conditions below), set the Blood Moon timer to 2880.0.&lt;br /&gt;
*If they are allowed to happen, call [https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo011_0.json&amp;amp;params=1 Demo011_0] and set the Blood Moon timer to 0.0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:19--&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Scheduling new Blood Moons&#039;&#039;&#039;:&lt;br /&gt;
*If the FirstTouchdown flag is set (i.e. if the player has left the Great Plateau), and if the Blood Moon timer is &amp;gt; 2520.0 (7 in-game days):&lt;br /&gt;
**WM_BloodyDay is set to true, which means that a Blood Moon is scheduled for the next night.&lt;br /&gt;
**The Blood Moon timer is reset to 0.0.&lt;br /&gt;
* Otherwise, the &amp;quot;Bloody end reserve timer&amp;quot; is set to 150. This ensures that the WM_BloodyDay flag is cleared 5 in-game minutes (= 5 seconds in real life) after a Blood Moon occurs.&lt;br /&gt;
&lt;br /&gt;
==== Blood Moon inhibitors ==== &amp;lt;!--T:20--&amp;gt;&lt;br /&gt;
If any of the following conditions are true, the Blood Moon cutscene will not be triggered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:21--&amp;gt;&lt;br /&gt;
* Not on MainField (main overworld)&lt;br /&gt;
* IsInHyruleCastleArea is set&lt;br /&gt;
* LastBossGanonBeastGenerateFlag is set (fighting Dark Beast Ganon)&lt;br /&gt;
* BloodyMoonProhibition is set&lt;br /&gt;
* Wind_Relic_BattleStart is set (Vah Medoh battle)&lt;br /&gt;
* Electric_Relic_Battle is set (Vah Naboris battle)&lt;br /&gt;
* Water_Relic_BattleTime is set (Vah Ruta battle)&lt;br /&gt;
* SkyMgr&#039;s field_2B4 is set to 15 and field_2B8 &amp;gt;= 1.0&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:22--&amp;gt;&lt;br /&gt;
However, these do not prevent the Blood Moon timer from advancing, or the WM_BloodyDay flag from being set.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:23--&amp;gt;&lt;br /&gt;
Note: Vah Rudania is missing from the list. This is normal: blood moons cannot happen during the Vah Rudania battle sequence because the BloodyMoonProhibition flag is not set.&lt;br /&gt;
&lt;br /&gt;
=== Day/night time flag === &amp;lt;!--T:24--&amp;gt;&lt;br /&gt;
From 00:00 to 06:00 (closed interval) and from 18:00 to 00:00 (closed interval), WM_DaytimeFlag is set to false and WM_NighttimeFlag is true.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:25--&amp;gt;&lt;br /&gt;
In any other case, WM_DaytimeFlag is set to true and WM_NighttimeFlag to false.&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Time division, IsMorning, IsNoon, etc. === &amp;lt;!--T:26--&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:81--&amp;gt; Start&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:82--&amp;gt; End&amp;lt;/translate&amp;gt; !! Division !! Time type (1) !! Time type (2)&lt;br /&gt;
|-&lt;br /&gt;
| 04:00 || 05:00 || 0 || MorningA || Morning_A1&lt;br /&gt;
|-&lt;br /&gt;
| 05:00 || 07:00 || 0 || MorningA || Morning_A2&lt;br /&gt;
|-&lt;br /&gt;
| 07:00 || 10:00 || 1 || MorningB || Morning_B&lt;br /&gt;
|-&lt;br /&gt;
| 10:00 || 13:00 || 2 || NoonA || Noon_A&lt;br /&gt;
|-&lt;br /&gt;
| 13:00 || 17:00 || 3 || NoonB || Noon_B&lt;br /&gt;
|-&lt;br /&gt;
| 17:00 || 19:00 || 4 || EveningA || Evening_A&lt;br /&gt;
|-&lt;br /&gt;
| 19:00 || 21:00 || 5 || EveningB || Evening_B&lt;br /&gt;
|-&lt;br /&gt;
| 21:00 || 00:00 || 6 || NightA || Night_A&lt;br /&gt;
|-&lt;br /&gt;
| 00:00 || 04:00 || 7 || NightB || Night_B&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;translate&amp;gt;&lt;br /&gt;
&amp;lt;!--T:83--&amp;gt;&lt;br /&gt;
Note: all intervals include the start time and exclude the end time.&lt;br /&gt;
&lt;br /&gt;
=== Moon type === &amp;lt;!--T:27--&amp;gt;&lt;br /&gt;
The moon type is calculated based on the number of in-game days (WM_NumberOfDays). The exact formula is &amp;lt;code&amp;gt;(numberOfDays + x + 1) % 8&amp;lt;/code&amp;gt;&amp;lt;ref&amp;gt;0x71010E8200&amp;lt;/ref&amp;gt;, where x is equal to 1 if the current time is &amp;gt; 180.0 (noon) and % is the modulo operator.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:28--&amp;gt;&lt;br /&gt;
If a moon type was set manually (for instance using [[AIDef:Action/EventSetMoonType]]), that value will be used as the moon type.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:29--&amp;gt;&lt;br /&gt;
The moon type is returned by [[AIDef:Query/WhatMoonName]], which some NPC event flows use to check the current moon phase. However, the moon schedule has nothing to do with the blood moon schedule.&lt;br /&gt;
&lt;br /&gt;
=== Lord of the Mountain === &amp;lt;!--T:30--&amp;gt;&lt;br /&gt;
The Lord of the Mountain appears whenever the AnimalMaster_Appearance flag is set. Its value is managed by a simple state machine.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:31--&amp;gt;&lt;br /&gt;
Note that whenever a stage is unloaded, the AnimalMaster_Appearance flag is reset to false.&lt;br /&gt;
&lt;br /&gt;
====State 0 - Wait for conditions==== &amp;lt;!--T:32--&amp;gt;&lt;br /&gt;
If the following three conditions are true:&lt;br /&gt;
* The [[#Moon type]] is 5 (waxing crescent)&lt;br /&gt;
* The AnimalMaster_Existence flag is false (the LotM must not already be spawned)&lt;br /&gt;
* The current [[map area]] number is not 64 (&amp;quot;HyruleHill&amp;quot;, presumably the Satori Mountain area)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:33--&amp;gt;&lt;br /&gt;
then the game generates a random &amp;quot;appearance hour&amp;quot; in the [0 .. 22] interval and goes into state 1.&lt;br /&gt;
&lt;br /&gt;
====State 1 - Wait for the appearance time==== &amp;lt;!--T:34--&amp;gt;&lt;br /&gt;
If the player is in map area 64, the state is reset back to 0.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:35--&amp;gt;&lt;br /&gt;
Otherwise, the game does nothing until the current hour matches the previously generated appearance hour, at which point it sets AnimalMaster_Appearance to true (which allows the LotM to spawn) and goes into state 2.&lt;br /&gt;
&lt;br /&gt;
====State 2 - Satori Mountain is glowing==== &amp;lt;!--T:36--&amp;gt;&lt;br /&gt;
After one hour has elapsed, the current day of the week is stored and the state is set to 3.&lt;br /&gt;
&lt;br /&gt;
====State 3 - Prepare to despawn==== &amp;lt;!--T:37--&amp;gt;&lt;br /&gt;
After two week day changes, &#039;&#039;or&#039;&#039; [after the in-game day of the week changes and the current hour is &amp;gt;= the generated appearance hour], the LotM will disappear and the state will be set to 4.&lt;br /&gt;
&lt;br /&gt;
====State 4 - Despawned==== &amp;lt;!--T:38--&amp;gt;&lt;br /&gt;
The game waits for the moon type to be 5, before going back to state 0.&lt;br /&gt;
&lt;br /&gt;
== WeatherMgr == &amp;lt;!--T:39--&amp;gt;&lt;br /&gt;
{{expand section}}&lt;br /&gt;
=== Weather types ===&lt;br /&gt;
&amp;lt;/translate&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! &amp;lt;translate&amp;gt;&amp;lt;!--T:84--&amp;gt; Value&amp;lt;/translate&amp;gt; !! &amp;lt;translate&amp;gt;&amp;lt;!--T:85--&amp;gt; Name&amp;lt;/translate&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Bluesky&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Cloudy&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Rain&lt;br /&gt;
|-&lt;br /&gt;
| 3 || HeavyRain&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Snow&lt;br /&gt;
|-&lt;br /&gt;
| 5 || HeavySnow&lt;br /&gt;
|-&lt;br /&gt;
| 6 || ThunderStorm&lt;br /&gt;
|-&lt;br /&gt;
| 7 || ThunderRain&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BlueskyRain&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--T:40--&amp;gt;&lt;br /&gt;
[[Category:Internals{{#translation:}}]]&lt;br /&gt;
[[Category:Subsystems (BotW){{#translation:}}]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Subsystems&amp;diff=10975</id>
		<title>Subsystems</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Subsystems&amp;diff=10975"/>
		<updated>2021-04-30T15:11:31Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Show Wii U init addresses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game code is organised into &#039;&#039;&#039;subsystems&#039;&#039;&#039;, each responsible for one technical aspect of the game. Each subsystem is typically a singleton.&lt;br /&gt;
&lt;br /&gt;
Note: the following list does not include external libraries. It is also likely to be incomplete.&lt;br /&gt;
&lt;br /&gt;
{{#dpl:&lt;br /&gt;
|category=Subsystems (BotW)&lt;br /&gt;
|ordermethod=titlewithoutnamespace&lt;br /&gt;
|includepage ={Subsystem infobox}:name:is_name_official:init_addr_switch150:init_addr_wiiu150:description&lt;br /&gt;
|table=width=100% class=&amp;quot;wikitable sortable&amp;quot;,-,Name,Official name,Init (Switch 1.5.0),Init (Wii U 1.5.0),Description&lt;br /&gt;
|tablerow=[[%PAGE%|%%]],²{#ifexpr:%%{{!}}Yes{{!}}No}²,%%,%%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Internals]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=UiManager&amp;diff=10974</id>
		<title>UiManager</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=UiManager&amp;diff=10974"/>
		<updated>2021-04-30T14:46:06Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=uiManager|is_name_official=1|description=-|init_addr_switch150=0000007100A6E038|init_addr_wiiu150=0304A620}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=StasisMgr&amp;diff=10973</id>
		<title>StasisMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=StasisMgr&amp;diff=10973"/>
		<updated>2021-04-30T14:43:26Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=StasisMgr|is_name_official=0|description=Unknown, initialised from GameScene code. Handles Stasis effects (vector arrow, sound, etc.) and more|init_addr_switch150=000000710067F3A8|init_addr_wiiu150=02A3bC08}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ResidentActorMgr&amp;diff=10972</id>
		<title>ResidentActorMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ResidentActorMgr&amp;diff=10972"/>
		<updated>2021-04-30T14:41:00Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=ResidentActorMgr|is_name_official=1|description=Creates and manages actors that are always kept in memory such as GameROMPlayer|init_addr_switch150=000000710090E0A0|init_addr_wiiu150=02E38C4C}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Resetter&amp;diff=10971</id>
		<title>Resetter</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Resetter&amp;diff=10971"/>
		<updated>2021-04-30T14:39:16Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=Resetter|is_name_official=0|description=Initialised from GameScene code - Handles game system resets.|init_addr_switch150=00000071007D20A0|init_addr_wiiu150=02C58148}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=PlayerResetPosMgr&amp;diff=10970</id>
		<title>PlayerResetPosMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=PlayerResetPosMgr&amp;diff=10970"/>
		<updated>2021-04-30T14:34:31Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=PlayerResetPosMgr|is_name_official=0|description=Manages player reset positions|init_addr_switch150=00000071007A5CA8|init_addr_wiiu150=02C1E338}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=PlayerResetPosMgr&amp;diff=10969</id>
		<title>PlayerResetPosMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=PlayerResetPosMgr&amp;diff=10969"/>
		<updated>2021-04-30T14:34:18Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=PlayerResetPosMgr|is_name_official=0|description=Manages player reset positions|init_addr_switch150=00000071007A5CA8|init_addr_wiiu150=02c1e338}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=RuneMgr&amp;diff=10968</id>
		<title>RuneMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=RuneMgr&amp;diff=10968"/>
		<updated>2021-04-12T23:41:10Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=RuneMgr|is_name_official=0|description=Initialised from GameScene code. Related to Sheikah Slate functionality (spawning bombs, scope, runes).|init_addr_switch150=0000007100674F78|init_addr_wiiu150=02A2C034}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=ActorLimiter&amp;diff=10967</id>
		<title>ActorLimiter</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=ActorLimiter&amp;diff=10967"/>
		<updated>2021-04-12T23:39:39Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=ActorLimiter|is_name_official=0|description=Limits the number of spawned actors (e.g. for amiibo drops)|init_addr_switch150=0000007100E4D770|init_addr_wiiu150=032C34A8}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ActorLimiter&#039;&#039;&#039; is a subsystem that makes it possible to artificially limit the number of spawned actors in some cases (e.g. for amiibo drops or enemy drops).&lt;br /&gt;
&lt;br /&gt;
ActorLimiter is initialised from [[GameScene]].&lt;br /&gt;
&lt;br /&gt;
== How it works ==&lt;br /&gt;
&lt;br /&gt;
When an actor is spawned, it can be manually added to an ActorLimiter list. The add function checks whether the actor list is full and deletes an existing actor if needed.&lt;br /&gt;
&lt;br /&gt;
Actors with the PriorityMaterial [[actor tag]] are not discarded.&lt;br /&gt;
&lt;br /&gt;
== Lists ==&lt;br /&gt;
&lt;br /&gt;
In 1.5.0, there are 8 different lists&amp;lt;ref&amp;gt;{{addr|a=0x71007A8308|ver=nx-1.5.0}}&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Index || Description !! Number of actors&lt;br /&gt;
|-&lt;br /&gt;
| 0 || Lumberjack tree drops{{check}}&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Dropped items (except weapons) or InCarryBox actors{{check}}&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 2 || &amp;quot;Player trash&amp;quot; (dropped weapons)&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Drops || 20&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Sand seal (Animal_SunazarashiSP_A) || 1&lt;br /&gt;
|-&lt;br /&gt;
| 5 || [[Bullet]]s || 10&lt;br /&gt;
|-&lt;br /&gt;
| 6 || [[amiibo drops]] || 15&lt;br /&gt;
|-&lt;br /&gt;
| 7 || ? || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=CookingMgr&amp;diff=10966</id>
		<title>CookingMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=CookingMgr&amp;diff=10966"/>
		<updated>2021-04-12T23:28:38Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=CookingMgr|is_name_official=1|description=Determines which cook item should be returned for a given set of ingredients.|init_addr_switch150=000000710089FFC8|init_addr_wiiu150=02DB60B8}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=DamageInfoMgr&amp;diff=10965</id>
		<title>DamageInfoMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=DamageInfoMgr&amp;diff=10965"/>
		<updated>2021-04-12T23:24:49Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=DamageInfoMgr|is_name_official=1|description=Unknown, initialised from GameScene code. Stores plenty of BaseProcLinks.|init_addr_switch150=000000710067170C|init_addr_wiiu150=02A29C14}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=DamageInfoMgr&amp;diff=10964</id>
		<title>DamageInfoMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=DamageInfoMgr&amp;diff=10964"/>
		<updated>2021-04-12T23:24:36Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=DamageInfoMgr|is_name_official=1|description=Unknown, initialised from GameScene code. Stores plenty of BaseProcLinks.|init_addr_switch150=000000710067170C|init_addr_wiiu=02A29C14}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=WolfLinkMgr&amp;diff=10963</id>
		<title>WolfLinkMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=WolfLinkMgr&amp;diff=10963"/>
		<updated>2021-04-11T21:32:03Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=WolfLinkMgr|is_name_official=0|description=Handles Wolf Link related tasks|init_addr_switch150=00000071006828A8|init_addr_wiiu150=02A3ED90}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=PlayerInfo&amp;diff=10962</id>
		<title>PlayerInfo</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=PlayerInfo&amp;diff=10962"/>
		<updated>2021-04-09T11:29:14Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=PlayerInfo|is_name_official=0|description=Holds information about the player (position, heart, stamina, etc.)|init_addr_switch150=0000007100854298|init_addr_wiiu150=02D495D8}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=DungeonPackMgr&amp;diff=10961</id>
		<title>DungeonPackMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=DungeonPackMgr&amp;diff=10961"/>
		<updated>2021-04-09T11:28:04Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=DungeonPackMgr|is_name_official=1|description=Handles dungeon pack loading when changing stages.|init_addr_switch150=00000071008A559C|init_addr_wiiu150=02DBDBCC}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=FadeProgress&amp;diff=10960</id>
		<title>FadeProgress</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=FadeProgress&amp;diff=10960"/>
		<updated>2021-04-09T11:27:10Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=FadeProgress|is_name_official=0|description=Initialised from GameScene code - Updates the progress gauge on the loading screen (&amp;quot;Fade&amp;quot;).|init_addr_switch150=00000071007CBA28|init_addr_wiiu150=02C4F6E4}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AutoPlacementFlowMgr&amp;diff=10959</id>
		<title>AutoPlacementFlowMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AutoPlacementFlowMgr&amp;diff=10959"/>
		<updated>2021-04-09T11:25:32Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=AutoPlacementFlowMgr|is_name_official=1|description=Runs event flow files to determine which actors to spawn on the map dynamically|init_addr_switch150=0000007100651F94|init_addr_wiiu150=029F976C}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=IceBlockMgr&amp;diff=10958</id>
		<title>IceBlockMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=IceBlockMgr&amp;diff=10958"/>
		<updated>2021-04-08T18:46:37Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=IceBlockMgr|is_name_official=0|description=-|init_addr_switch150=000000710066E984|init_addr_wiiu150=02A22378}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=DropMgr&amp;diff=10957</id>
		<title>DropMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=DropMgr&amp;diff=10957"/>
		<updated>2021-04-08T18:38:41Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=DropMgr|is_name_official=0|description=Unknown, initialised from GameScene code. Responsible for spawning actor drops when they die|init_addr_switch150=0000007100D2B7C8|init_addr_wiiu150=0310B10C}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AmiiboMgr&amp;diff=10956</id>
		<title>AmiiboMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AmiiboMgr&amp;diff=10956"/>
		<updated>2021-04-08T18:03:21Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=AmiiboMgr|is_name_official=1|description=Handles amiibo functionality|init_addr_switch150=00000071006488A8|init_addr_wiiu150=029E58FC}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=AmiiboMgr&amp;diff=10955</id>
		<title>AmiiboMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=AmiiboMgr&amp;diff=10955"/>
		<updated>2021-04-08T18:02:42Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=AmiiboMgr|is_name_official=1|description=Handles amiibo functionality|init_addr_switch150=00000071006488A8|addr_wiiu_150=029E58FC}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=PauseMenuDataMgr&amp;diff=10954</id>
		<title>PauseMenuDataMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=PauseMenuDataMgr&amp;diff=10954"/>
		<updated>2021-04-08T12:04:03Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=PauseMenuDataMgr|is_name_official=1|description=Handles player inventory and equipment synchronization.|init_addr_switch150=000000710096B1CC|init_addr_wiiu150=02EADFDC}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=SaveMgr&amp;diff=10953</id>
		<title>SaveMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=SaveMgr&amp;diff=10953"/>
		<updated>2021-04-08T02:58:18Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=SaveMgr|is_name_official=1|description=Loads game data into GameDataMgr or writes it to saves.|init_addr_switch150=0000007100E03214|init_addr_wiiu150=0324E6AC}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
== savedataformat loading ==&lt;br /&gt;
Similarly to GameDataMgr, SaveMgr loads every file that is in the [[savedataformat]] archive and assumes it is a [[bgsvdata]] resource&amp;lt;ref&amp;gt;SaveMgr code: 0x7100E0EE24&amp;lt;/ref&amp;gt;. The file name does not matter.&lt;br /&gt;
&lt;br /&gt;
SaveMgr can only load up to 0x20 files&amp;lt;ref&amp;gt;SaveMgr code: 0x7100E0EE50&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For each file, one Bgsvdata resource object is created and save information is loaded from the resource. SaveMgr only supports a single file entry in the &amp;quot;file_list&amp;quot;&amp;lt;ref&amp;gt;Bgsvdata resource code: 0x710127B060&amp;lt;/ref&amp;gt;. The HashValue is ignored; the game always uses CRC32(DataName).&lt;br /&gt;
&lt;br /&gt;
After all resources have been loaded, a different Bgsvdata resource object is created and internally populated with N file entries, where N is the number of distinct file_name values&amp;lt;ref&amp;gt;0x7100E0F22C&amp;lt;/ref&amp;gt; in all previously loaded resources.&lt;br /&gt;
&lt;br /&gt;
The flag array for each file in that Bgsvdata object is then sorted&amp;lt;ref&amp;gt;0x7100E0F270&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;0x710127B664&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;0x710127B6D4&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;0x710127BB5C&amp;lt;/ref&amp;gt;{{check}}.&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=EventMgr&amp;diff=10952</id>
		<title>EventMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=EventMgr&amp;diff=10952"/>
		<updated>2021-04-08T02:25:36Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=EventMgr|is_name_official=1|description=Manages all in-game events ([[event flow]]s, [[demo]]s, etc.)|init_addr_switch150=0000007100DAF3D8|init_addr_wiiu150=031C8D5C}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=QuestMgr&amp;diff=10951</id>
		<title>QuestMgr</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=QuestMgr&amp;diff=10951"/>
		<updated>2021-04-08T02:17:39Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Added Wii U init address&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Subsystem infobox|name=QuestMgr|is_name_official=1|description=Holds information about game quests and steps. Interacts with GameDataMgr.|init_addr_switch150=0000007100FD5770|init_addr_wiiu150=034E0AB0}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Internals]]&lt;br /&gt;
[[Category: Subsystems (BotW)]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=10925</id>
		<title>Help:Dumping games</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=10925"/>
		<updated>2020-12-08T22:55:26Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Add a tiny bit of structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to get a copy of the [[content]] files and [[executable]], you will need to dump &#039;&#039;Breath of the Wild&#039;&#039; from a console. This article provides instructions for Wii U and Switch users.&lt;br /&gt;
&lt;br /&gt;
== Wii U ==&lt;br /&gt;
The easiest method for dumping BOTW in a manner compatible with tools like Cemu and BCML is to use Dumpling.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* BOTW 1.5.0 on your Wii U&lt;br /&gt;
* Modded Wii U with Homebrew Launcher&lt;br /&gt;
&lt;br /&gt;
=== Dumping your game files ===&lt;br /&gt;
# Download the latest release of Dumpling from [https://github.com/emiyl/dumpling/releases here].&lt;br /&gt;
# Extract the ZIP to the root of your SD card.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Open Dumpling from the Homebrew Launcher.&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and, if desired, copy the files onto your hard drive for use with modding tools or whatever else.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
Dump the game files directly to your SD card using nxdumptool. Update data can only be processed if the base game is available, because they share the same filesystem. DLCs don&#039;t, so they have to be dumped separately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Running homebrew on the Switch can get you banned from Nintendo online services if you aren&#039;t careful. If you do not want to leave any traces, turn on airplane mode, back up your eMMC &#039;&#039;&#039;before running any homebrew&#039;&#039;&#039; and do not ever go online before you have restored the backup.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* [https://github.com/DarkMatterCore/nxdumptool nxdumptool].&lt;br /&gt;
* Keys file generated using [https://github.com/shchmue/Lockpick_RCM Lockpick_RCM], located at &amp;lt;code&amp;gt;sdmc:/switch/prod.keys&amp;lt;/code&amp;gt;. Run the payload on your console through RCM in order to dump the keys needed by nxdumptool to decrypt contents.&lt;br /&gt;
&lt;br /&gt;
=== Dumping game files ===&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update/DLC&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates/DLCs for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates/DLCs&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the files from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates are tagged as &amp;lt;code&amp;gt;(UPD)&amp;lt;/code&amp;gt;, and they use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
*# DLCs are tagged as &amp;lt;code&amp;gt;(DLC)&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; are the known IDs for the existent BotW DLCs.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the internal filesystem from the selected update/DLC to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
Just like it was previously mentioned, updates share their filesystem data with the base game, so dumping the RomFS from an update is equivalent to dumping the whole filesystem from the updated game data. In other words, it isn&#039;t necessary to dump the base game filesystem separately if you choose an update.&lt;br /&gt;
&lt;br /&gt;
DLCs, on the other hand, must be dumped separately.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dumps in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/RomFS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dumping binaries (executable files) ===&lt;br /&gt;
Executables in Switch titles are stored in a different section known as the ExeFS, which is only available in base games and updates. Unlike RomFS data, ExeFS data isn&#039;t shared between the update and its base game.&lt;br /&gt;
&lt;br /&gt;
These files can also be dumped using nxdumptool.&lt;br /&gt;
&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the  binaries from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the binaries from the selected update to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dump in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/ExeFS&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=10924</id>
		<title>Help:Dumping games</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Dumping_games&amp;diff=10924"/>
		<updated>2020-12-08T22:53:09Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Expand Wii U dump tutorial and switch from ddd to Dumpling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In order to get a copy of the [[content]] files and [[executable]], you will need to dump &#039;&#039;Breath of the Wild&#039;&#039; from a console. This article provides instructions for Wii U and Switch users.&lt;br /&gt;
&lt;br /&gt;
== Wii U ==&lt;br /&gt;
The easiest method for dumping BOTW in a manner compatible with tools like Cemu and BCML is to use Dumpling.&lt;br /&gt;
&lt;br /&gt;
# Download the latest release of Dumpling from [https://github.com/emiyl/dumpling/releases here].&lt;br /&gt;
# Extract the ZIP to the root of your SD card.&lt;br /&gt;
# Before running Dumpling, disable auto power off and standby on your Wii U.&lt;br /&gt;
# Insert any USB devices or game discs you’d like to use in the dump process.&lt;br /&gt;
# Open Dumpling from the Homebrew Launcher.&lt;br /&gt;
# Select &amp;quot;Dump digital games&amp;quot; or &amp;quot;Dump a game disc&amp;quot; as appropriate.&lt;br /&gt;
# Select BOTW using the (A) button and then press (START) (selection N/A if using a disc). Make sure to check the boxes for base game, update, and (if applicable) DLC.&lt;br /&gt;
# Set the dump destination.&lt;br /&gt;
# Select (START) to begin dumping (which can take a &#039;&#039;very&#039;&#039; long time).&lt;br /&gt;
# Once finished, you can put the SD card into your PC and, if desired, copy the files onto your hard drive for use with modding tools or whatever else.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
Dump the game files directly to your SD card using nxdumptool. Update data can only be processed if the base game is available, because they share the same filesystem. DLCs don&#039;t, so they have to be dumped separately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: Running homebrew on the Switch can get you banned from Nintendo online services if you aren&#039;t careful. If you do not want to leave any traces, turn on airplane mode, back up your eMMC &#039;&#039;&#039;before running any homebrew&#039;&#039;&#039; and do not ever go online before you have restored the backup.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
* [https://github.com/DarkMatterCore/nxdumptool nxdumptool].&lt;br /&gt;
* Keys file generated using [https://github.com/shchmue/Lockpick_RCM Lockpick_RCM], located at &amp;lt;code&amp;gt;sdmc:/switch/prod.keys&amp;lt;/code&amp;gt;. Run the payload on your console through RCM in order to dump the keys needed by nxdumptool to decrypt contents.&lt;br /&gt;
&lt;br /&gt;
=== Dumping game files ===&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update/DLC&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates/DLCs for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates/DLCs&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the files from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates are tagged as &amp;lt;code&amp;gt;(UPD)&amp;lt;/code&amp;gt;, and they use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
*# DLCs are tagged as &amp;lt;code&amp;gt;(DLC)&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;01007EF00011F001&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;01007EF00011F002&amp;lt;/code&amp;gt; are the known IDs for the existent BotW DLCs.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;RomFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the internal filesystem from the selected update/DLC to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
Just like it was previously mentioned, updates share their filesystem data with the base game, so dumping the RomFS from an update is equivalent to dumping the whole filesystem from the updated game data. In other words, it isn&#039;t necessary to dump the base game filesystem separately if you choose an update.&lt;br /&gt;
&lt;br /&gt;
DLCs, on the other hand, must be dumped separately.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dumps in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/RomFS&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Dumping binaries (executable files) ===&lt;br /&gt;
Executables in Switch titles are stored in a different section known as the ExeFS, which is only available in base games and updates. Unlike RomFS data, ExeFS data isn&#039;t shared between the update and its base game.&lt;br /&gt;
&lt;br /&gt;
These files can also be dumped using nxdumptool.&lt;br /&gt;
&lt;br /&gt;
* On your Switch, open nxdumptool. Afterwards:&lt;br /&gt;
*# &#039;&#039;&#039;If you have the gamecard&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump gamecard content&amp;lt;/code&amp;gt;.&lt;br /&gt;
*# &#039;&#039;&#039;If you have the eShop version&#039;&#039;&#039;: Select &amp;lt;code&amp;gt;Dump SD card / eMMC content&amp;lt;/code&amp;gt;, then select BotW.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS options&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Highlight the &amp;lt;code&amp;gt;Use update&amp;lt;/code&amp;gt; option and use the left/right buttons to cycle through the available updates for the game.&lt;br /&gt;
*# &#039;&#039;&#039;If you have no available updates&#039;&#039;&#039;, this option won&#039;t appear. You&#039;ll only be able to dump the  binaries from the non-updated base game (which is the same to just leaving this option set to &amp;lt;code&amp;gt;No&amp;lt;/code&amp;gt;).&lt;br /&gt;
*# Updates use &amp;lt;code&amp;gt;01007EF00011E800&amp;lt;/code&amp;gt; as their ID. v786432 corresponds to BotW v1.6.0 update.&lt;br /&gt;
* Select &amp;lt;code&amp;gt;ExeFS section data dump&amp;lt;/code&amp;gt; and wait for the process to finish. This will dump the binaries from the selected update to the inserted SD card.&lt;br /&gt;
&lt;br /&gt;
When you&#039;re done, you&#039;ll be able to find the output dump in &amp;lt;code&amp;gt;sdmc:/switch/nxdumptool/ExeFS&amp;lt;/code&amp;gt;.&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=10923</id>
		<title>Help:Using mods</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=10923"/>
		<updated>2020-12-08T22:37:35Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Update information on using BCML&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome, players! This article will walk you through setting up BotW to play with mods. There are three different platforms you can play on:&lt;br /&gt;
&lt;br /&gt;
* Wii U console&lt;br /&gt;
* Cemu, the Wii U emulator, on your computer&lt;br /&gt;
* Switch console&lt;br /&gt;
&lt;br /&gt;
Almost all Wii U mods should work on both the console and Cemu, but most Switch mods aren&#039;t cross-compatible. In addition, many mods are only compatible with version 1.5.0 of BotW.&lt;br /&gt;
&lt;br /&gt;
Note that any mods which edit any of the same files as each other will probably be incompatible and cause issues. Sometimes, mods that edit different files can also be unexpectedly incompatible. If you are using multiple mods and you find glitches, please figure out which mod / combination of mods is causing the issue before reporting it to the mod creator(s).&lt;br /&gt;
&lt;br /&gt;
== Wii U Console ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
=== Setting up WUPS SDCafiine ===&lt;br /&gt;
SDCafiine is a Wii U homebrew program that will load modded game files from your SD card. The classic version has a history of serious stability problems, as the program eventually unloads from memory, and game files begin to revert to their unmodded state. An alternative version designed for the Wii U Plugin System (WUPS) is &#039;&#039;much&#039;&#039; more stable and does not usually unload, so it is recommended.&lt;br /&gt;
&lt;br /&gt;
# Download the latest nightly release of the Wii U Plugin Loader from [https://github.com/Maschell/WiiUPluginLoader/releases here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Download the latest WUPS nightly of SDCafiine from [https://github.com/Maschell/SDCafiine/releases/tag/SDCafiine-WUPS-v1.4-nightly-67aa461 here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Create a new folder in the root of your SD Card, named &amp;lt;code&amp;gt;sdcafiine&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, create a new folder with the name of your game&#039;s Title ID. On Wii U, the JP version of BotW uses &amp;lt;code&amp;gt;00050000101C9300&amp;lt;/code&amp;gt;, the US version uses &amp;lt;code&amp;gt;00050000101C9400&amp;lt;/code&amp;gt;, and the EU version uses &amp;lt;code&amp;gt;00050000101C9500&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, you can create any number of folders named after the mods you want to use. When you boot the game, a menu will appear allowing you to select one to use.&lt;br /&gt;
# Inside each of those folders, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear. If using BCML, this is where you will put the contents of the exported BCML pack.)&lt;br /&gt;
&lt;br /&gt;
To use mods:&lt;br /&gt;
# Run the Wii U Plugin Loader option from the Homebrew Launcher&lt;br /&gt;
# Tick the SDCafiine plugin on and press &#039;&#039;&#039;+&#039;&#039;&#039; to Apply Patches.&lt;br /&gt;
# Back at the Wii U menu, launch BOTW.&lt;br /&gt;
# If you have only one mod, it will load automatically. If there are multiple mods, you will be prompted to select one to use.&lt;br /&gt;
&lt;br /&gt;
== Cemu Emulator ==&lt;br /&gt;
&lt;br /&gt;
=== Download Cemu Emulator ===&lt;br /&gt;
You can find the latest version of Cemu Emulator on the [http://cemu.info/ Official Cemu Website]&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software, in order to allow you to dump the game files from your console to your PC.&lt;br /&gt;
&lt;br /&gt;
=== Dumping the game files ===&lt;br /&gt;
To play BotW on Cemu, you&#039;ll need to [[Help:Dumping games|dump the game files]] from the console to your computer. Then run the &amp;lt;code&amp;gt;U-King.rpx&amp;lt;/code&amp;gt; file from Cemu to boot the game.&lt;br /&gt;
&lt;br /&gt;
=== Installing the DLC ===&lt;br /&gt;
If you dumped the game&#039;s add-on content (aoc) files, follow [http://compat.cemu.info/wiki/Tutorial:How_to_install_a_DLC this guide] to install them in Cemu.￼&lt;br /&gt;
&lt;br /&gt;
=== Setting up and Maximising Performance ===&lt;br /&gt;
Now that you have Cemu and your games files, it is recommended you use [http://compat.cemu.info/wiki/Serfrosts_Cemu_Setup_Guide Serfrosts Cemu Setup Guide] to maximise performance on your hardware before installing mods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Installing mods using BCML ===&lt;br /&gt;
Mods that are packaged as a graphic pack or as a BNP can be installed using [[Help:Tools/BCML|BCML]], a mod loading tool. In addition to being simpler than manually extracting and enabling the mod, BCML is designed to resolve certain kinds of conflicts between different mods. Mods that modify many types of content, including the [[RSTB]], the same [[SARC]] files, or [[Message archives]], among many others, will not function properly together unless the changes are merged. BCML does this automatically. To install mods with BCML:&lt;br /&gt;
&lt;br /&gt;
# Install and setup BCML using the instructions [[Help:Tools/BCML#Setup|here]] or in [https://www.youtube.com/watch?v=g_EEtcqaQsg this video tutorial].&lt;br /&gt;
# Open BCML.&lt;br /&gt;
# Click the floating action button to install mods.&lt;br /&gt;
&lt;br /&gt;
For more information on using BCML, see the [https://github.com/NiceneNerd/BCML/tree/master/docs BCML docs].&lt;br /&gt;
&lt;br /&gt;
BCML should automatically enable installed mods in Cemu, but check to make sure by opening the Cemu graphic pack menu and making sure the &amp;quot;BCML&amp;quot; graphic pack under &amp;lt;code&amp;gt;The Legend of Zelda: Breath of the Wild/Mods/BCML&amp;lt;/code&amp;gt; is enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Installing mods with the graphic pack menu ===&lt;br /&gt;
Cemu uses &amp;quot;graphic packs&amp;quot; to install mods without overwriting any of the base files, allowing you to easily install or uninstall mods without leaving any trace. &lt;br /&gt;
&lt;br /&gt;
Graphic packs are installed by placing the unzipped folder in &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. Note that most newer mods will come packaged as a graphic pack, or have a graphic pack option. &lt;br /&gt;
&lt;br /&gt;
To check that the mod is a graphic pack, open the mod folder within &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. A graphic pack will have a file called &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; and/or &amp;lt;code&amp;gt;aoc&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a mod is not packaged as a graphic pack you will have to package it yourself, otherwise skip to the end of this section. This method works for versions of Cemu 1.15.1+&lt;br /&gt;
&lt;br /&gt;
# Create a new folder inside &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt; named after the mod you want to use.&lt;br /&gt;
# Inside that folder, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear.)&lt;br /&gt;
# Create a file named &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder (if the downloaded mod doesn&#039;t already include one). Use this example as a template:&lt;br /&gt;
&lt;br /&gt;
 [Definition]&lt;br /&gt;
 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500&lt;br /&gt;
 name = &amp;lt;Mod Name&amp;gt;&lt;br /&gt;
 path = &amp;quot;The Legend of Zelda: Breath of the Wild/Mods/&amp;lt;Mod Name&amp;gt;&amp;quot;&lt;br /&gt;
 description = &amp;lt;Mod description here&amp;gt;&lt;br /&gt;
 version = 3&lt;br /&gt;
 fsPriority = 100&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; must be set to 3 to work correctly. &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; determines the order in which mods are prioritized - higher numbers prioritize that mod&#039;s files over other mods. Mods without an &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; entry specified will default to 100.&lt;br /&gt;
&lt;br /&gt;
Once a mod has been added, simply enable it from Cemu&#039;s graphic pack menu to use it. You can find this menu in &amp;lt;code&amp;gt;Options &amp;gt; Graphic Packs&amp;lt;/code&amp;gt; or by right-clicking a game and selecting &amp;lt;code&amp;gt;Edit Graphic Packs&amp;lt;/code&amp;gt;.&lt;br /&gt;
Note that most mods should not be enabled or disabled while the game is running.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://guide.sdsetup.com this guide] to set up your Switch console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
This tutorial uses Atmosphère Custom Firmware (CFW). It is strongly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to use other CFWs as they tend to be outdated, unsafe and/or use stolen code from Atmosphère. &lt;br /&gt;
{{warning|text=Running homebrew on your console may lead to it getting banned from Nintendo&#039;s online services (including eShop and game updates). Enabling Airplane Mode will not help, as telemetry reports are saved and sent to Nintendo the next time you connect to the internet.&lt;br /&gt;
&lt;br /&gt;
However, this risk is very minimal as long as you are sensible and only use a safe, sane CFW (Atmosphère) and mods on offline games (don&#039;t install NSPs or pirate games!) as Atmosphère does not leave any trace on the system and disables some system telemetry.&lt;br /&gt;
&lt;br /&gt;
If you are paranoid, turn on Airplane Mode &#039;&#039;before running homebrew for the first time&#039;&#039;, then make a full system backup, and always stay offline until you restore that clean backup.}}&lt;br /&gt;
&lt;br /&gt;
=== Disabling telemetry reports ===&lt;br /&gt;
The Switch version of &#039;&#039;Breath of the Wild&#039;&#039; sends many [[telemetry]] reports so when you are using mods that modify gameplay in a detectable way or add new content in any way, it is strongly recommended to disable telemetry reports because they are used by Zelda developers to understand how people play BotW and also to help them fix bugs.&lt;br /&gt;
&lt;br /&gt;
Mods that modify actors are especially dangerous as they might cause the game to use the ActorSystem emergency heap and trigger many memory-related play reports.&lt;br /&gt;
&lt;br /&gt;
To disable problematic telemetry reports:&lt;br /&gt;
&lt;br /&gt;
* For 1.5.0, download this [http://static.zeldamods.org/patch_switch150_no_telemetry.ips patch], put it in &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;16A91992BBA71201E98756F3BC8F5D2F.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.5.0 [[executable]] only (build ID: 16A91992BBA71201E98756F3BC8F5D2F).&lt;br /&gt;
&lt;br /&gt;
* For 1.6.0, download this [http://static.zeldamods.org/patch_switch160_no_telemetry.ips patch], put it at &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;8E9978D50BDD20B4C8395A106C27FFDE.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.6.0 [[executable]] only (build ID: 8E9978D50BDD20B4C8395A106C27FFDE).&lt;br /&gt;
&lt;br /&gt;
=== Installing mods ===&lt;br /&gt;
&lt;br /&gt;
# In the root of your MicroSD card, there should be a folder named &amp;lt;code&amp;gt;atmosphere&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, there should be a folder named &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt;. Inside that, create a folder with the name of your game&#039;s Title ID. For BotW on Switch, the Title ID is &amp;lt;code&amp;gt;01007EF00011E000&amp;lt;/code&amp;gt;. (In versions of Atmosphere prior to v0.10.0, the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; folder was instead called &amp;lt;code&amp;gt;titles&amp;lt;/code&amp;gt;.)&lt;br /&gt;
# Inside that, make a folder called &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include all or part of this folder structure already, to make things easy.)&lt;br /&gt;
&lt;br /&gt;
To use the mod, simply boot the console into CFW, then boot the game, and the mod will be active.&lt;br /&gt;
&lt;br /&gt;
Note that mods are not permanently installed on the console. To remove all installed mods, simply delete &amp;lt;code&amp;gt;/atmosphere/contents/01007EF00011E000&amp;lt;/code&amp;gt;.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=10922</id>
		<title>Help:Using mods</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=10922"/>
		<updated>2020-12-08T22:31:20Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: /* Setting up WUPS SDCafiine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome, players! This article will walk you through setting up BotW to play with mods. There are three different platforms you can play on:&lt;br /&gt;
&lt;br /&gt;
* Wii U console&lt;br /&gt;
* Cemu, the Wii U emulator, on your computer&lt;br /&gt;
* Switch console&lt;br /&gt;
&lt;br /&gt;
Almost all Wii U mods should work on both the console and Cemu, but most Switch mods aren&#039;t cross-compatible. In addition, many mods are only compatible with version 1.5.0 of BotW.&lt;br /&gt;
&lt;br /&gt;
Note that any mods which edit any of the same files as each other will probably be incompatible and cause issues. Sometimes, mods that edit different files can also be unexpectedly incompatible. If you are using multiple mods and you find glitches, please figure out which mod / combination of mods is causing the issue before reporting it to the mod creator(s).&lt;br /&gt;
&lt;br /&gt;
== Wii U Console ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
=== Setting up WUPS SDCafiine ===&lt;br /&gt;
SDCafiine is a Wii U homebrew program that will load modded game files from your SD card. The classic version has a history of serious stability problems, as the program eventually unloads from memory, and game files begin to revert to their unmodded state. An alternative version designed for the Wii U Plugin System (WUPS) is &#039;&#039;much&#039;&#039; more stable and does not usually unload, so it is recommended.&lt;br /&gt;
&lt;br /&gt;
# Download the latest nightly release of the Wii U Plugin Loader from [https://github.com/Maschell/WiiUPluginLoader/releases here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Download the latest WUPS nightly of SDCafiine from [https://github.com/Maschell/SDCafiine/releases/tag/SDCafiine-WUPS-v1.4-nightly-67aa461 here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Create a new folder in the root of your SD Card, named &amp;lt;code&amp;gt;sdcafiine&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, create a new folder with the name of your game&#039;s Title ID. On Wii U, the JP version of BotW uses &amp;lt;code&amp;gt;00050000101C9300&amp;lt;/code&amp;gt;, the US version uses &amp;lt;code&amp;gt;00050000101C9400&amp;lt;/code&amp;gt;, and the EU version uses &amp;lt;code&amp;gt;00050000101C9500&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, you can create any number of folders named after the mods you want to use. When you boot the game, a menu will appear allowing you to select one to use.&lt;br /&gt;
# Inside each of those folders, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear. If using BCML, this is where you will put the contents of the exported BCML pack.)&lt;br /&gt;
&lt;br /&gt;
To use mods:&lt;br /&gt;
# Run the Wii U Plugin Loader option from the Homebrew Launcher&lt;br /&gt;
# Tick the SDCafiine plugin on and press &#039;&#039;&#039;+&#039;&#039;&#039; to Apply Patches.&lt;br /&gt;
# Back at the Wii U menu, launch BOTW.&lt;br /&gt;
# If you have only one mod, it will load automatically. If there are multiple mods, you will be prompted to select one to use.&lt;br /&gt;
&lt;br /&gt;
== Cemu Emulator ==&lt;br /&gt;
&lt;br /&gt;
=== Download Cemu Emulator ===&lt;br /&gt;
You can find the latest version of Cemu Emulator on the [http://cemu.info/ Official Cemu Website]&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software, in order to allow you to dump the game files from your console to your PC.&lt;br /&gt;
&lt;br /&gt;
=== Dumping the game files ===&lt;br /&gt;
To play BotW on Cemu, you&#039;ll need to [[Help:Dumping games|dump the game files]] from the console to your computer. Then run the &amp;lt;code&amp;gt;U-King.rpx&amp;lt;/code&amp;gt; file from Cemu to boot the game.&lt;br /&gt;
&lt;br /&gt;
=== Installing the DLC ===&lt;br /&gt;
If you dumped the game&#039;s add-on content (aoc) files, follow [http://compat.cemu.info/wiki/Tutorial:How_to_install_a_DLC this guide] to install them in Cemu.￼&lt;br /&gt;
&lt;br /&gt;
=== Setting up and Maximising Performance ===&lt;br /&gt;
Now that you have Cemu and your games files, it is recommended you use [http://compat.cemu.info/wiki/Serfrosts_Cemu_Setup_Guide Serfrosts Cemu Setup Guide] to maximise performance on your hardware before installing mods.&lt;br /&gt;
&lt;br /&gt;
=== Installing mods with the graphic pack menu ===&lt;br /&gt;
Cemu uses &amp;quot;graphic packs&amp;quot; to install mods without overwriting any of the base files, allowing you to easily install or uninstall mods without leaving any trace. &lt;br /&gt;
&lt;br /&gt;
Graphic packs are installed by placing the unzipped folder in &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. Note that most newer mods will come packaged as a graphic pack, or have a graphic pack option. &lt;br /&gt;
&lt;br /&gt;
To check that the mod is a graphic pack, open the mod folder within &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. A graphic pack will have a file called &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; and/or &amp;lt;code&amp;gt;aoc&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a mod is not packaged as a graphic pack you will have to package it yourself, otherwise skip to the end of this section. This method works for versions of Cemu 1.15.1+&lt;br /&gt;
&lt;br /&gt;
# Create a new folder inside &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt; named after the mod you want to use.&lt;br /&gt;
# Inside that folder, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear.)&lt;br /&gt;
# Create a file named &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder (if the downloaded mod doesn&#039;t already include one). Use this example as a template:&lt;br /&gt;
&lt;br /&gt;
 [Definition]&lt;br /&gt;
 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500&lt;br /&gt;
 name = &amp;lt;Mod Name&amp;gt;&lt;br /&gt;
 path = &amp;quot;The Legend of Zelda: Breath of the Wild/Mods/&amp;lt;Mod Name&amp;gt;&amp;quot;&lt;br /&gt;
 description = &amp;lt;Mod description here&amp;gt;&lt;br /&gt;
 version = 3&lt;br /&gt;
 fsPriority = 100&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; must be set to 3 to work correctly. &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; determines the order in which mods are prioritized - higher numbers prioritize that mod&#039;s files over other mods. Mods without an &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; entry specified will default to 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a mod has been added, simply enable it from Cemu&#039;s graphic pack menu to use it. You can find this menu in &amp;lt;code&amp;gt;Options &amp;gt; Graphic Packs&amp;lt;/code&amp;gt; or by right-clicking a game and selecting &amp;lt;code&amp;gt;Edit Graphic Packs&amp;lt;/code&amp;gt;.&lt;br /&gt;
Note that most mods should not be enabled or disabled while the game is running.&lt;br /&gt;
&lt;br /&gt;
=== Installing mods using BCML ===&lt;br /&gt;
Mods that are already packaged as a graphic pack can also be installed using [[Help:Tools/BCML|BCML]], a mod loading tool. In addition to being simpler than manually extracting and enabling the mod, BCML is designed to resolve certain kinds of conflicts between different mods. Mods that modify the [[RSTB]], the same [[SARC]] files, or [[Message archives]] will not function properly together unless the changes are merged. BCML does this automatically. To install mods with BCML:&lt;br /&gt;
&lt;br /&gt;
# Install BCML using the instructions [[Help:Tools/BCML#Setup|here]].&lt;br /&gt;
# &#039;&#039;&#039;Command line version&#039;&#039;&#039;: Install a mod by running &amp;lt;code&amp;gt;bcml install path\to\mod.zip&amp;lt;/code&amp;gt;.  {{CLI help}} BCML will ask you to specify the directory where Cemu is installed first.&lt;br /&gt;
# &#039;&#039;&#039;Graphical version&#039;&#039;&#039;: Open the GUI by running &amp;lt;code&amp;gt;bcml-gui&amp;lt;/code&amp;gt;. {{CLI help}} Select the directory where Cemu is intalled. Then click &amp;quot;Install&amp;quot; and select the mod you want to install.&lt;br /&gt;
&lt;br /&gt;
BCML should automatically enable installed mods in Cemu, but check to make sure by opening the Cemu graphic pack menu and looking in the &amp;quot;BCML Mods&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://guide.sdsetup.com this guide] to set up your Switch console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
This tutorial uses Atmosphère Custom Firmware (CFW). It is strongly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to use other CFWs as they tend to be outdated, unsafe and/or use stolen code from Atmosphère. &lt;br /&gt;
{{warning|text=Running homebrew on your console may lead to it getting banned from Nintendo&#039;s online services (including eShop and game updates). Enabling Airplane Mode will not help, as telemetry reports are saved and sent to Nintendo the next time you connect to the internet.&lt;br /&gt;
&lt;br /&gt;
However, this risk is very minimal as long as you are sensible and only use a safe, sane CFW (Atmosphère) and mods on offline games (don&#039;t install NSPs or pirate games!) as Atmosphère does not leave any trace on the system and disables some system telemetry.&lt;br /&gt;
&lt;br /&gt;
If you are paranoid, turn on Airplane Mode &#039;&#039;before running homebrew for the first time&#039;&#039;, then make a full system backup, and always stay offline until you restore that clean backup.}}&lt;br /&gt;
&lt;br /&gt;
=== Disabling telemetry reports ===&lt;br /&gt;
The Switch version of &#039;&#039;Breath of the Wild&#039;&#039; sends many [[telemetry]] reports so when you are using mods that modify gameplay in a detectable way or add new content in any way, it is strongly recommended to disable telemetry reports because they are used by Zelda developers to understand how people play BotW and also to help them fix bugs.&lt;br /&gt;
&lt;br /&gt;
Mods that modify actors are especially dangerous as they might cause the game to use the ActorSystem emergency heap and trigger many memory-related play reports.&lt;br /&gt;
&lt;br /&gt;
To disable problematic telemetry reports:&lt;br /&gt;
&lt;br /&gt;
* For 1.5.0, download this [http://static.zeldamods.org/patch_switch150_no_telemetry.ips patch], put it in &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;16A91992BBA71201E98756F3BC8F5D2F.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.5.0 [[executable]] only (build ID: 16A91992BBA71201E98756F3BC8F5D2F).&lt;br /&gt;
&lt;br /&gt;
* For 1.6.0, download this [http://static.zeldamods.org/patch_switch160_no_telemetry.ips patch], put it at &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;8E9978D50BDD20B4C8395A106C27FFDE.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.6.0 [[executable]] only (build ID: 8E9978D50BDD20B4C8395A106C27FFDE).&lt;br /&gt;
&lt;br /&gt;
=== Installing mods ===&lt;br /&gt;
&lt;br /&gt;
# In the root of your MicroSD card, there should be a folder named &amp;lt;code&amp;gt;atmosphere&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, there should be a folder named &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt;. Inside that, create a folder with the name of your game&#039;s Title ID. For BotW on Switch, the Title ID is &amp;lt;code&amp;gt;01007EF00011E000&amp;lt;/code&amp;gt;. (In versions of Atmosphere prior to v0.10.0, the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; folder was instead called &amp;lt;code&amp;gt;titles&amp;lt;/code&amp;gt;.)&lt;br /&gt;
# Inside that, make a folder called &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include all or part of this folder structure already, to make things easy.)&lt;br /&gt;
&lt;br /&gt;
To use the mod, simply boot the console into CFW, then boot the game, and the mod will be active.&lt;br /&gt;
&lt;br /&gt;
Note that mods are not permanently installed on the console. To remove all installed mods, simply delete &amp;lt;code&amp;gt;/atmosphere/contents/01007EF00011E000&amp;lt;/code&amp;gt;.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=10921</id>
		<title>Help:Using mods</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Using_mods&amp;diff=10921"/>
		<updated>2020-12-08T22:29:49Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Change instructions to WUPS SDCafiine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome, players! This article will walk you through setting up BotW to play with mods. There are three different platforms you can play on:&lt;br /&gt;
&lt;br /&gt;
* Wii U console&lt;br /&gt;
* Cemu, the Wii U emulator, on your computer&lt;br /&gt;
* Switch console&lt;br /&gt;
&lt;br /&gt;
Almost all Wii U mods should work on both the console and Cemu, but most Switch mods aren&#039;t cross-compatible. In addition, many mods are only compatible with version 1.5.0 of BotW.&lt;br /&gt;
&lt;br /&gt;
Note that any mods which edit any of the same files as each other will probably be incompatible and cause issues. Sometimes, mods that edit different files can also be unexpectedly incompatible. If you are using multiple mods and you find glitches, please figure out which mod / combination of mods is causing the issue before reporting it to the mod creator(s).&lt;br /&gt;
&lt;br /&gt;
== Wii U Console ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
=== Setting up WUPS SDCafiine ===&lt;br /&gt;
SDCafiine is a Wii U homebrew program that will load modded game files from your SD card. The classic version has a history of serious stability problems, as the program eventually unloads from memory, and game files begin to revert to their unmodded state. An alternative version designed for the Wii U Plugin System (WUPS), so it is recommended.&lt;br /&gt;
&lt;br /&gt;
# Download the latest nightly release of the Wii U Plugin Loader from [https://github.com/Maschell/WiiUPluginLoader/releases here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Download the latest WUPS nightly of SDCafiine from [https://github.com/Maschell/SDCafiine/releases/tag/SDCafiine-WUPS-v1.4-nightly-67aa461 here].&lt;br /&gt;
# Extract the contents of the .zip into the root of your SD card.&lt;br /&gt;
# Create a new folder in the root of your SD Card, named &amp;lt;code&amp;gt;sdcafiine&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, create a new folder with the name of your game&#039;s Title ID. On Wii U, the JP version of BotW uses &amp;lt;code&amp;gt;00050000101C9300&amp;lt;/code&amp;gt;, the US version uses &amp;lt;code&amp;gt;00050000101C9400&amp;lt;/code&amp;gt;, and the EU version uses &amp;lt;code&amp;gt;00050000101C9500&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, you can create any number of folders named after the mods you want to use. When you boot the game, a menu will appear allowing you to select one to use.&lt;br /&gt;
# Inside each of those folders, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear. If using BCML, this is where you will put the contents of the exported BCML pack.)&lt;br /&gt;
&lt;br /&gt;
To use mods:&lt;br /&gt;
# Run the Wii U Plugin Loader option from the Homebrew Launcher&lt;br /&gt;
# Tick the SDCafiine plugin on and press &#039;&#039;&#039;+&#039;&#039;&#039; to Apply Patches.&lt;br /&gt;
# Back at the Wii U menu, launch BOTW.&lt;br /&gt;
# If you have only one mod, it will load automatically. If there are multiple mods, you will be prompted to select one to use.&lt;br /&gt;
&lt;br /&gt;
== Cemu Emulator ==&lt;br /&gt;
&lt;br /&gt;
=== Download Cemu Emulator ===&lt;br /&gt;
You can find the latest version of Cemu Emulator on the [http://cemu.info/ Official Cemu Website]&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://wiiu.hacks.guide/ this guide] to set up your Wii U console to use homebrew software, in order to allow you to dump the game files from your console to your PC.&lt;br /&gt;
&lt;br /&gt;
=== Dumping the game files ===&lt;br /&gt;
To play BotW on Cemu, you&#039;ll need to [[Help:Dumping games|dump the game files]] from the console to your computer. Then run the &amp;lt;code&amp;gt;U-King.rpx&amp;lt;/code&amp;gt; file from Cemu to boot the game.&lt;br /&gt;
&lt;br /&gt;
=== Installing the DLC ===&lt;br /&gt;
If you dumped the game&#039;s add-on content (aoc) files, follow [http://compat.cemu.info/wiki/Tutorial:How_to_install_a_DLC this guide] to install them in Cemu.￼&lt;br /&gt;
&lt;br /&gt;
=== Setting up and Maximising Performance ===&lt;br /&gt;
Now that you have Cemu and your games files, it is recommended you use [http://compat.cemu.info/wiki/Serfrosts_Cemu_Setup_Guide Serfrosts Cemu Setup Guide] to maximise performance on your hardware before installing mods.&lt;br /&gt;
&lt;br /&gt;
=== Installing mods with the graphic pack menu ===&lt;br /&gt;
Cemu uses &amp;quot;graphic packs&amp;quot; to install mods without overwriting any of the base files, allowing you to easily install or uninstall mods without leaving any trace. &lt;br /&gt;
&lt;br /&gt;
Graphic packs are installed by placing the unzipped folder in &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. Note that most newer mods will come packaged as a graphic pack, or have a graphic pack option. &lt;br /&gt;
&lt;br /&gt;
To check that the mod is a graphic pack, open the mod folder within &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt;. A graphic pack will have a file called &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; and/or &amp;lt;code&amp;gt;aoc&amp;lt;/code&amp;gt; folder.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a mod is not packaged as a graphic pack you will have to package it yourself, otherwise skip to the end of this section. This method works for versions of Cemu 1.15.1+&lt;br /&gt;
&lt;br /&gt;
# Create a new folder inside &amp;lt;code&amp;gt;Cemu/graphicPacks/&amp;lt;/code&amp;gt; named after the mod you want to use.&lt;br /&gt;
# Inside that folder, create a folder named &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include a &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder already to make things clear.)&lt;br /&gt;
# Create a file named &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; next to the &amp;lt;code&amp;gt;content&amp;lt;/code&amp;gt; folder (if the downloaded mod doesn&#039;t already include one). Use this example as a template:&lt;br /&gt;
&lt;br /&gt;
 [Definition]&lt;br /&gt;
 titleIds = 00050000101C9300,00050000101C9400,00050000101C9500&lt;br /&gt;
 name = &amp;lt;Mod Name&amp;gt;&lt;br /&gt;
 path = &amp;quot;The Legend of Zelda: Breath of the Wild/Mods/&amp;lt;Mod Name&amp;gt;&amp;quot;&lt;br /&gt;
 description = &amp;lt;Mod description here&amp;gt;&lt;br /&gt;
 version = 3&lt;br /&gt;
 fsPriority = 100&lt;br /&gt;
&amp;lt;code&amp;gt;version&amp;lt;/code&amp;gt; must be set to 3 to work correctly. &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; determines the order in which mods are prioritized - higher numbers prioritize that mod&#039;s files over other mods. Mods without an &amp;lt;code&amp;gt;fsPriority&amp;lt;/code&amp;gt; entry specified will default to 100.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a mod has been added, simply enable it from Cemu&#039;s graphic pack menu to use it. You can find this menu in &amp;lt;code&amp;gt;Options &amp;gt; Graphic Packs&amp;lt;/code&amp;gt; or by right-clicking a game and selecting &amp;lt;code&amp;gt;Edit Graphic Packs&amp;lt;/code&amp;gt;.&lt;br /&gt;
Note that most mods should not be enabled or disabled while the game is running.&lt;br /&gt;
&lt;br /&gt;
=== Installing mods using BCML ===&lt;br /&gt;
Mods that are already packaged as a graphic pack can also be installed using [[Help:Tools/BCML|BCML]], a mod loading tool. In addition to being simpler than manually extracting and enabling the mod, BCML is designed to resolve certain kinds of conflicts between different mods. Mods that modify the [[RSTB]], the same [[SARC]] files, or [[Message archives]] will not function properly together unless the changes are merged. BCML does this automatically. To install mods with BCML:&lt;br /&gt;
&lt;br /&gt;
# Install BCML using the instructions [[Help:Tools/BCML#Setup|here]].&lt;br /&gt;
# &#039;&#039;&#039;Command line version&#039;&#039;&#039;: Install a mod by running &amp;lt;code&amp;gt;bcml install path\to\mod.zip&amp;lt;/code&amp;gt;.  {{CLI help}} BCML will ask you to specify the directory where Cemu is installed first.&lt;br /&gt;
# &#039;&#039;&#039;Graphical version&#039;&#039;&#039;: Open the GUI by running &amp;lt;code&amp;gt;bcml-gui&amp;lt;/code&amp;gt;. {{CLI help}} Select the directory where Cemu is intalled. Then click &amp;quot;Install&amp;quot; and select the mod you want to install.&lt;br /&gt;
&lt;br /&gt;
BCML should automatically enable installed mods in Cemu, but check to make sure by opening the Cemu graphic pack menu and looking in the &amp;quot;BCML Mods&amp;quot; category.&lt;br /&gt;
&lt;br /&gt;
== Switch ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up homebrew ===&lt;br /&gt;
Follow [https://guide.sdsetup.com this guide] to set up your Switch console to use homebrew software.&lt;br /&gt;
&lt;br /&gt;
This tutorial uses Atmosphère Custom Firmware (CFW). It is strongly recommended &#039;&#039;&#039;not&#039;&#039;&#039; to use other CFWs as they tend to be outdated, unsafe and/or use stolen code from Atmosphère. &lt;br /&gt;
{{warning|text=Running homebrew on your console may lead to it getting banned from Nintendo&#039;s online services (including eShop and game updates). Enabling Airplane Mode will not help, as telemetry reports are saved and sent to Nintendo the next time you connect to the internet.&lt;br /&gt;
&lt;br /&gt;
However, this risk is very minimal as long as you are sensible and only use a safe, sane CFW (Atmosphère) and mods on offline games (don&#039;t install NSPs or pirate games!) as Atmosphère does not leave any trace on the system and disables some system telemetry.&lt;br /&gt;
&lt;br /&gt;
If you are paranoid, turn on Airplane Mode &#039;&#039;before running homebrew for the first time&#039;&#039;, then make a full system backup, and always stay offline until you restore that clean backup.}}&lt;br /&gt;
&lt;br /&gt;
=== Disabling telemetry reports ===&lt;br /&gt;
The Switch version of &#039;&#039;Breath of the Wild&#039;&#039; sends many [[telemetry]] reports so when you are using mods that modify gameplay in a detectable way or add new content in any way, it is strongly recommended to disable telemetry reports because they are used by Zelda developers to understand how people play BotW and also to help them fix bugs.&lt;br /&gt;
&lt;br /&gt;
Mods that modify actors are especially dangerous as they might cause the game to use the ActorSystem emergency heap and trigger many memory-related play reports.&lt;br /&gt;
&lt;br /&gt;
To disable problematic telemetry reports:&lt;br /&gt;
&lt;br /&gt;
* For 1.5.0, download this [http://static.zeldamods.org/patch_switch150_no_telemetry.ips patch], put it in &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;16A91992BBA71201E98756F3BC8F5D2F.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.5.0 [[executable]] only (build ID: 16A91992BBA71201E98756F3BC8F5D2F).&lt;br /&gt;
&lt;br /&gt;
* For 1.6.0, download this [http://static.zeldamods.org/patch_switch160_no_telemetry.ips patch], put it at &amp;lt;code&amp;gt;/atmosphere/exefs_patches/botw_no_telemetry/&amp;lt;/code&amp;gt; (create new folders if required) and rename the file to &amp;lt;code&amp;gt;8E9978D50BDD20B4C8395A106C27FFDE.ips&amp;lt;/code&amp;gt;. This patch works for the Switch 1.6.0 [[executable]] only (build ID: 8E9978D50BDD20B4C8395A106C27FFDE).&lt;br /&gt;
&lt;br /&gt;
=== Installing mods ===&lt;br /&gt;
&lt;br /&gt;
# In the root of your MicroSD card, there should be a folder named &amp;lt;code&amp;gt;atmosphere&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Within that folder, there should be a folder named &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt;. Inside that, create a folder with the name of your game&#039;s Title ID. For BotW on Switch, the Title ID is &amp;lt;code&amp;gt;01007EF00011E000&amp;lt;/code&amp;gt;. (In versions of Atmosphere prior to v0.10.0, the &amp;lt;code&amp;gt;contents&amp;lt;/code&amp;gt; folder was instead called &amp;lt;code&amp;gt;titles&amp;lt;/code&amp;gt;.)&lt;br /&gt;
# Inside that, make a folder called &amp;lt;code&amp;gt;romfs&amp;lt;/code&amp;gt;. Your mod files will go in here. (Mods will often include all or part of this folder structure already, to make things easy.)&lt;br /&gt;
&lt;br /&gt;
To use the mod, simply boot the console into CFW, then boot the game, and the mod will be active.&lt;br /&gt;
&lt;br /&gt;
Note that mods are not permanently installed on the console. To remove all installed mods, simply delete &amp;lt;code&amp;gt;/atmosphere/contents/01007EF00011E000&amp;lt;/code&amp;gt;.&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Creating_mods&amp;diff=10920</id>
		<title>Help:Creating mods</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Creating_mods&amp;diff=10920"/>
		<updated>2020-12-08T21:58:49Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Update state of modding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome, modders! This page contains useful information for anybody who wants to create mods. If you just want to use other people&#039;s mods, see [[Help:Using mods]].&lt;br /&gt;
&lt;br /&gt;
== What can currently be modded? ==&lt;br /&gt;
&lt;br /&gt;
* Textures&lt;br /&gt;
* Models&lt;br /&gt;
* Actor parameters, including enemies, weapons, and armors&lt;br /&gt;
* Adding new actors&lt;br /&gt;
* Overworld and dungeon map files&lt;br /&gt;
* Event flows, and as a direct consequence: cutscenes, NPC interactions, quests, minigames, etc.&lt;br /&gt;
* Rigid body collisions&lt;br /&gt;
* Text / dialogue&lt;br /&gt;
* UI elements (HUD, title screen, logos, etc.)&lt;br /&gt;
* Music and audio (cannot add new tracks, only edit/replace existing)&lt;br /&gt;
* Effects and shaders (limited)&lt;br /&gt;
&lt;br /&gt;
== Getting set up ==&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{linkbox&lt;br /&gt;
| title = [[help:Dumping games|Dumping the game files]]&lt;br /&gt;
| text = To make mods, you&#039;ll need to start by dumping the unedited game files from your copy of BotW.&lt;br /&gt;
| faiconc = fas fa-copy&lt;br /&gt;
}}&lt;br /&gt;
{{linkbox&lt;br /&gt;
| title = [[help:Setting up tools|Setting up tools]]&lt;br /&gt;
| text = Since BotW uses a lot of Nintendo&#039;s own file formats, you&#039;ll need tools to be able to edit them.&lt;br /&gt;
| faiconc = fas fa-toolbox&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
&lt;br /&gt;
=== The RSTB file ===&lt;br /&gt;
The file [[ResourceSizeTable.product.rsizetable]] (referred to as the RSTB file) contains a list of size limits for almost every file in the game (calculated from the non-Yaz0-compressed file sizes). If you edit a file to make its filesize bigger, you&#039;ll need to edit this file to prevent errors. For details, see [[Help:Updating the RSTB]].&lt;br /&gt;
&lt;br /&gt;
=== File names and caching ===&lt;br /&gt;
The game assumes that any 2 files with the exact same filename also have the exact same contents. If you don&#039;t follow this rule when editing files, the game might load the wrong version of the file, leading to errors. The same rule applies to texture names - all unique textures should have unique names, even if they&#039;re located in different files.&lt;br /&gt;
&lt;br /&gt;
=== File extensions for compressed resources ===&lt;br /&gt;
In most cases, file extensions that start with &amp;quot;.s&amp;quot; are used for [[Yaz0]]-compressed files. Ensure that any file with such extensions is compressed. Some tools (for example {{ltool|BotW Unpacker}}, {{ltool|byml-v2}} or {{ltool|sarc}}) will automatically compress files when needed.&lt;br /&gt;
&lt;br /&gt;
Example: .bactorpack -&amp;gt; .sbactorpack (after compression)&lt;br /&gt;
&lt;br /&gt;
=== Edit priority ===&lt;br /&gt;
If a file exists in your update dump, edit that copy of it. If it doesn&#039;t exist there, edit the one in your DLC dump. If it doesn&#039;t exist in either the update files or the DLC files, edit the one from the base game dump.&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Setting_up_tools&amp;diff=10883</id>
		<title>Help:Setting up tools</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Setting_up_tools&amp;diff=10883"/>
		<updated>2020-09-18T19:05:54Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Correct Python installer link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Breath of the Wild&#039;&#039; uses a very flexible game engine, so many aspects of the game can be configured with files. Since BotW uses a lot of custom formats, special tools are required for editing them.&lt;br /&gt;
&lt;br /&gt;
== Common requirements ==&lt;br /&gt;
=== Python ===&lt;br /&gt;
Many of the tools for these formats require [[wikipedia:Python (programming language)|Python]] 3.7+ (&#039;&#039;&#039;64 bit version&#039;&#039;&#039;) to be installed.&lt;br /&gt;
&lt;br /&gt;
On Linux, Python 3 is surely already installed. Just make sure you have a recent enough version (3.7+). Ubuntu 16.04 and Debian stretch are too old; the latest Ubuntu LTS (18.04) and rolling distros such as Arch and Debian sid have 3.7+ in their repos.&lt;br /&gt;
&lt;br /&gt;
{{alert|class=primary|text=&amp;lt;b&amp;gt;&amp;lt;i class=&amp;quot;fa fa-download&amp;quot;&amp;gt;&amp;lt;/i&amp;gt; Setup instructions&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On Windows, follow the below instructions to install Python:&lt;br /&gt;
# Uninstall any existing Python version to avoid conflicts.&lt;br /&gt;
# Download the [https://www.python.org/ftp/python/3.7.7/python-3.7.7-amd64.exe Python 3.7 installer] (latest version as of July 2019).&lt;br /&gt;
# Run the installer: do a &#039;&#039;system-wide install&#039;&#039; and tick the &amp;quot;&#039;&#039;add Python to environment variables / PATH&#039;&#039;&amp;quot; option. Note that if you install to the Program Files folder, you may occasionally run into permission issues with certain Python programs. To avoid this, install Python somewhere that does not require administrator permissions, such as &amp;lt;code&amp;gt;C:\Python37&amp;lt;/code&amp;gt;.&lt;br /&gt;
# Verify that &amp;lt;code&amp;gt;py -3 --version&amp;lt;/code&amp;gt; works and gives the correct version (3.7 or higher). {{CLI help}}&lt;br /&gt;
&lt;br /&gt;
If you have any trouble installing Python, or need more detailed instructions, you can use [https://www.youtube.com/watch?v=ndrCfBJkkvE this video tutorial].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== For Windows users: Visual C++ redistributable for Visual Studio 2019 ===&lt;br /&gt;
Several tools require the [https://aka.ms/vs/16/release/vc_redist.x64.exe 64-bit Visual C++ redistributable for Visual Studio 2019] to be installed. To be clear, Visual Studio is &#039;&#039;&#039;not&#039;&#039;&#039; required.&lt;br /&gt;
&lt;br /&gt;
Failure to install the redistributable will cause several Python tools to fail with the error &amp;quot;ImportError: DLL load failed&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Yaz0 ===&lt;br /&gt;
Many files in the game are compressed with the [[Yaz0]] format. Compressed files generally have the letter &amp;lt;code&amp;gt;s&amp;lt;/code&amp;gt; prefixed to their file extension. Use {{ltool|wszst}} to compress or decompress these files.&lt;br /&gt;
&lt;br /&gt;
=== AAMP ===&lt;br /&gt;
[[AAMP]] is used for configuration files, such as [[actor parameters]], the [[normal.bwinfo|world configuration (climate, lighting, ...)]], etc. Convert them to an editable format (and back) with {{ltool|aamp}}. {{ltool|Wild Bits}} can also edit AAMP files.&lt;br /&gt;
&lt;br /&gt;
Note: Unlike most other files, AAMP files are exactly the same on both Wii U and Switch.&lt;br /&gt;
&lt;br /&gt;
=== BYML ===&lt;br /&gt;
[[BYML]] files contain game parameters for [[actor]]s, [[map unit]]s, etc. Convert them to an editable format (and back) with {{ltool|byml-v2}}. {{ltool|Wild Bits}} can also edit BYML files.&lt;br /&gt;
&lt;br /&gt;
=== BFRES ===&lt;br /&gt;
[[BFRES]] files contain the game&#039;s animations, models and textures. The format is different on and on Switch and Wii U. These can be edited on Switch and Wii U using [https://github.com/KillzXGaming/Switch-Toolbox Switch Toolbox] (this tool is still under active development and receives very frequent updates, so expect some bugs in some features). Tutorials on another, older method of editing these for (Wii U only) can be found in [https://drive.google.com/drive/folders/1Z1_A3w0VvPHp22H_Yh_dSdzI5hr4OAv9 Fooni&#039;s Tutorials].&lt;br /&gt;
* &amp;lt;code&amp;gt;.sbfres&amp;lt;/code&amp;gt; files contain models.&lt;br /&gt;
* &amp;lt;code&amp;gt;.Tex1.sbfres&amp;lt;/code&amp;gt; files contain textures (Wii U).&lt;br /&gt;
* &amp;lt;code&amp;gt;.Tex2.sbfres&amp;lt;/code&amp;gt; files contain mipmaps for textures (Wii U). They can be edited with Switch Toolbox (when editing a Tex1 manually, it automatically edits any Tex2 in the same folder with the same filename). Alternatively, they can be disabled with [https://github.com/CEObrainz/Botw-AutoMipping Auto MipMap removal] (has the side effect of making the textures take a moment to load correctly).&lt;br /&gt;
* &amp;lt;code&amp;gt;.Tex.sbfres&amp;lt;/code&amp;gt; files contain both textures and mipmaps (Switch). Unlike on Wii U, mipmaps don&#039;t cause any problems here.&lt;br /&gt;
&lt;br /&gt;
=== BFEVFL ===&lt;br /&gt;
[[BFEVFL]] is used for in-game events (which includes things like talking to people and also full-blown cutscenes).&lt;br /&gt;
&lt;br /&gt;
Use {{ltool|EventEditor}} to edit event flowcharts.&lt;br /&gt;
&lt;br /&gt;
=== RSTB ===&lt;br /&gt;
[[ResourceSizeTable.product.rsizetable]] (known as the RSTB) contains sizes for almost every file in the game (calculated from the non-Yaz0-compressed file sizes). If you edit a file to make its filesize bigger, you&#039;ll need to edit this file to prevent errors. The recommended tool for manipulating the RSTB is {{ltool|rstb}}. {{ltool|Wild Bits}} also provides a GUI frontend for &amp;lt;code&amp;gt;rstb&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== SARC ===&lt;br /&gt;
[[SARC]] archives contain collections of other files and folders, like .zip folders.&lt;br /&gt;
&lt;br /&gt;
Use {{ltool|sarc}} to create or modify archives. {{ltool|Wild Bits}} also provides a GUI frontend for &amp;lt;code&amp;gt;sarc&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Map units ===&lt;br /&gt;
[[Map unit]]s can be edited directly by modifying the map unit [[BYML]]s or with a graphical tool such as Ice-Spear.&lt;br /&gt;
&lt;br /&gt;
For the first method, refer to [[#BYML]].&lt;br /&gt;
&lt;br /&gt;
For the second method, follow [https://gitlab.com/ice-spear-tools/ice-spear-builds the instructions in the official repo for Ice-Spear builds].&lt;br /&gt;
&lt;br /&gt;
=== MSBT ===&lt;br /&gt;
[[MSBT]] files contain game texts. Convert them to an editable YAML format (and back) with {{ltool|msyt}} or (built on top of msyt) [https://github.com/polarbunny/msyt-tools msyt-tools]. Wild Bits also provides a GUI frontend for msbt.&lt;br /&gt;
&lt;br /&gt;
== Reverse engineering ==&lt;br /&gt;
To reverse engineer the game [[executable]], it is strongly recommended to have a copy of IDA Pro 7.0+ because the main executable is fairly large and IDA is as of September 2018 the only serious option for analysing such binaries. It is also the only tool with a usable decompiler for AArch64 (Switch).&lt;br /&gt;
&lt;br /&gt;
To get a copy of an IDC for Switch 1.5.0, ping [[User:leoetlino|leoetlino]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Editing_Actor_Parameters&amp;diff=10852</id>
		<title>Help:Editing Actor Parameters</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Editing_Actor_Parameters&amp;diff=10852"/>
		<updated>2020-07-13T14:59:14Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;br /&gt;
Making changes to an [[Actor|actor&#039;s]] [[ActorParam|parameters]] is one of the most basic and common types of editing in BOTW modding. This brief guide will introduce the process in its simplest form.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
* Python 3.7+ 64 bit (more details at [[Help:Setting up tools]])&lt;br /&gt;
* [[Help:Tools/Wild_Bits|Wild Bits]]&lt;br /&gt;
&lt;br /&gt;
== Mod Preparation ==&lt;br /&gt;
&lt;br /&gt;
=== Folder Setup ===&lt;br /&gt;
First you will need to create a folder structure for your mod. For Wii U/Cemu, the format is pretty well standardized. To make a simple parameter edit for an actor, create a setup like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MyMod&lt;br /&gt;
└── content&lt;br /&gt;
    └── Actor&lt;br /&gt;
        └── Pack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Switch, format conventions vary. This guide will use the format expected by [[Help:Tools/BCML|BCML]] and [[Help:Tools/Hyrule_Builder|Hyrule Builder]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MyMod&lt;br /&gt;
└── 01007EF00011E000&lt;br /&gt;
    └── romfs&lt;br /&gt;
        └── Actor&lt;br /&gt;
            └── Pack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== File Setup ===&lt;br /&gt;
Next, you will need to copy the [[Actor pack|actor pack(s)]] for the actor(s) you want to edit from your [[Help:Dumping games|game dump]] into your project. &amp;lt;em&amp;gt;Be sure to use the latest update files&amp;lt;/em&amp;gt;—version 1.5.0 for Wii U or 1.6.0 for Switch—to ensure general compatibility. If you don&#039;t know the name of the actor you want to edit, use [https://github.com/MrCheeze/botw-tools/blob/master/botw_names.json this actor ID reference] to look it up. For example, if you wanted to edit the torch, &amp;lt;code&amp;gt;Weapon_Sword_023&amp;lt;/code&amp;gt;, you would copy &amp;lt;code&amp;gt;Actor/Pack/Weapon_Sword_023.sbactorpack&amp;lt;/code&amp;gt; into you mod&#039;s &amp;lt;code&amp;gt;Actor/Pack&amp;lt;/code&amp;gt; content folder.&lt;br /&gt;
&lt;br /&gt;
Actor parameters which appear somewhere in the game&#039;s UI (e.g. the armor rating in the inventory, the price in a shop) will generally have a corresponding value in the actor&#039;s entry in [[ActorInfo.product.sbyml]]. If you are editing one of these values, you will also need to copy this actor info file from your update files into your mod as &amp;lt;code&amp;gt;Actor/ActorInfo.product.sbyml&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Editing Parameters ==&lt;br /&gt;
Now that the mod&#039;s basic structure is set up with the original files, you can proceed to making edits. Open Wild Bits to the SARC tab, and then open the actor pack you want to edit.&lt;br /&gt;
&lt;br /&gt;
The SARC view will present you with a tree of the files and folders inside the actor pack. To edit parameters, expand the tree to the file you would like to edit. Often this will be in the [[bgparamlist|general parameter list]], e.g. &amp;lt;code&amp;gt;Actor/GeneralParams/Weapon_Sword_024.bgparamlist&amp;lt;/code&amp;gt;. Select the file and then click Edit, which will open the file in YAML tab.&lt;br /&gt;
&lt;br /&gt;
In the YAML tab, all of the parameters will be easily viewable and editable. For information on what the individual parameters are or mean, check [[Category:Actor parameter files]]. Once you have made your edits, click Save in the YAML tab. Once you have saved all of the files you want to edit, click Save in the SARC tab as well.&lt;br /&gt;
&lt;br /&gt;
If any of the edits you have made involve values which would appear in the UI, next open &amp;lt;code&amp;gt;Actor/ActorInfo.product.sbyml&amp;lt;/code&amp;gt; in the Wild Bits YAML tab, find the actor you edited, and update the relevant parameters to match the changes you made in the actor pack.&lt;br /&gt;
&lt;br /&gt;
== Using the Mod ==&lt;br /&gt;
At this point, you&#039;ve completed the actual modding part of the process. The next step would be simply packaging your mod files into the format you wish to use, whether BNP or graphic pack or Atmosphere mod. Usually, for Cemu you will want to add a &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; file or use the BNP maker in BCML. For Wii U, you don&#039;t need to add anything; just place the results in the correct SDCafiine folder. For Switch, you will want to copy the output into your Atmosphere titles or contents folder. For more on this process, see [[Help:Using mods]].&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Editing_Actor_Parameters&amp;diff=10851</id>
		<title>Help:Editing Actor Parameters</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Editing_Actor_Parameters&amp;diff=10851"/>
		<updated>2020-07-10T03:01:13Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: /* Prerequisites */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Making changes to an [[Actor|actor&#039;s]] [[ActorParam|parameters]] is one of the most basic and common types of editing in BOTW modding. This brief guide will introduce the process in its simplest form.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
* Python 3.7+ 64 bit (more details at [[Help:Setting up tools]])&lt;br /&gt;
* [[Help:Tools/Wild_Bits|Wild Bits]]&lt;br /&gt;
&lt;br /&gt;
== Mod Preparation ==&lt;br /&gt;
&lt;br /&gt;
=== Folder Setup ===&lt;br /&gt;
First you will need to create a folder structure for your mod. For Wii U/Cemu, the format is pretty well standardized. To make a simple parameter edit for an actor, create a setup like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MyMod&lt;br /&gt;
└── content&lt;br /&gt;
    └── Actor&lt;br /&gt;
        └── Pack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Switch, format conventions vary. This guide will use the format expected by [[Help:Tools/BCML|BCML]] and [[Help:Tools/Hyrule_Builder|Hyrule Builder]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MyMod&lt;br /&gt;
└── 01007EF00011E000&lt;br /&gt;
    └── romfs&lt;br /&gt;
        └── Actor&lt;br /&gt;
            └── Pack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== File Setup ===&lt;br /&gt;
Next, you will need to copy the [[Actor pack|actor pack(s)]] for the actor(s) you want to edit from your [[Help:Dumping games|game dump]] into your project. &amp;lt;em&amp;gt;Be sure to use the latest update files&amp;lt;/em&amp;gt;—version 1.5.0 for Wii U or 1.6.0 for Switch—to ensure general compatibility. If you don&#039;t know the name of the actor you want to edit, use [https://github.com/MrCheeze/botw-tools/blob/master/botw_names.json this actor ID reference] to look it up. For example, if you wanted to edit the torch, &amp;lt;code&amp;gt;Weapon_Sword_023&amp;lt;/code&amp;gt;, you would copy &amp;lt;code&amp;gt;Actor/Pack/Weapon_Sword_023.sbactorpack&amp;lt;/code&amp;gt; into you mod&#039;s &amp;lt;code&amp;gt;Actor/Pack&amp;lt;/code&amp;gt; content folder.&lt;br /&gt;
&lt;br /&gt;
Actor parameters which appear somewhere in the game&#039;s UI (e.g. the armor rating in the inventory, the price in a shop) will generally have a corresponding value in the actor&#039;s entry in [[ActorInfo.product.sbyml]]. If you are editing one of these values, you will also need to copy this actor info file from your update files into your mod as &amp;lt;code&amp;gt;Actor/ActorInfo.product.sbyml&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Editing Parameters ==&lt;br /&gt;
Now that the mod&#039;s basic structure is set up with the original files, you can proceed to making edits. Open Wild Bits to the SARC tab, and then open the actor pack you want to edit.&lt;br /&gt;
&lt;br /&gt;
The SARC view will present you with a tree of the files and folders inside the actor pack. To edit parameters, expand the tree to the file you would like to edit. Often this will be in the [[bgparamlist|general parameter list]], e.g. &amp;lt;code&amp;gt;Actor/GeneralParams/Weapon_Sword_024.bgparamlist&amp;lt;/code&amp;gt;. Select the file and then click Edit, which will open the file in YAML tab.&lt;br /&gt;
&lt;br /&gt;
In the YAML tab, all of the parameters will be easily viewable and editable. For information on what the individual parameters are or mean, check [[Category:Actor parameter files]]. Once you have made your edits, click Save in the YAML tab. Once you have saved all of the files you want to edit, click Save in the SARC tab as well.&lt;br /&gt;
&lt;br /&gt;
If any of the edits you have made involve values which would appear in the UI, next open &amp;lt;code&amp;gt;Actor/ActorInfo.product.sbyml&amp;lt;/code&amp;gt; in the Wild Bits YAML tab, find the actor you edited, and update the relevant parameters to match the changes you made in the actor pack.&lt;br /&gt;
&lt;br /&gt;
== Using the Mod ==&lt;br /&gt;
At this point, you&#039;ve completed the actual modding part of the process. The next step would be simply packaging your mod files into the format you wish to use, whether BNP or graphic pack or Atmosphere mod. Usually, for Cemu you will want to add a &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; file or use the BNP maker in BCML. For Wii U, you don&#039;t need to add anything; just place the results in the correct SDCafiine folder. For Switch, you will want to copy the output into your Atmosphere titles or contents folder. For more on this process, see [[Help:Using mods]].&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Editing_Actor_Parameters&amp;diff=10850</id>
		<title>Help:Editing Actor Parameters</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Editing_Actor_Parameters&amp;diff=10850"/>
		<updated>2020-07-10T02:48:52Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Initial post&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Making changes to an [[Actor|actor&#039;s]] [[ActorParam|parameters]] is one of the most basic and common types of editing in BOTW modding. This brief guide will introduce the process in its simplest form.&lt;br /&gt;
&lt;br /&gt;
== Prerequisites ==&lt;br /&gt;
* Python 3.6+ 64 bit (more details at [[Help:Setting up tools]])&lt;br /&gt;
* [[Help:Tools/Wild_Bits|Wild Bits]]&lt;br /&gt;
&lt;br /&gt;
== Mod Preparation ==&lt;br /&gt;
&lt;br /&gt;
=== Folder Setup ===&lt;br /&gt;
First you will need to create a folder structure for your mod. For Wii U/Cemu, the format is pretty well standardized. To make a simple parameter edit for an actor, create a setup like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MyMod&lt;br /&gt;
└── content&lt;br /&gt;
    └── Actor&lt;br /&gt;
        └── Pack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For Switch, format conventions vary. This guide will use the format expected by [[Help:Tools/BCML|BCML]] and [[Help:Tools/Hyrule_Builder|Hyrule Builder]]:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MyMod&lt;br /&gt;
└── 01007EF00011E000&lt;br /&gt;
    └── romfs&lt;br /&gt;
        └── Actor&lt;br /&gt;
            └── Pack&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== File Setup ===&lt;br /&gt;
Next, you will need to copy the [[Actor pack|actor pack(s)]] for the actor(s) you want to edit from your [[Help:Dumping games|game dump]] into your project. &amp;lt;em&amp;gt;Be sure to use the latest update files&amp;lt;/em&amp;gt;—version 1.5.0 for Wii U or 1.6.0 for Switch—to ensure general compatibility. If you don&#039;t know the name of the actor you want to edit, use [https://github.com/MrCheeze/botw-tools/blob/master/botw_names.json this actor ID reference] to look it up. For example, if you wanted to edit the torch, &amp;lt;code&amp;gt;Weapon_Sword_023&amp;lt;/code&amp;gt;, you would copy &amp;lt;code&amp;gt;Actor/Pack/Weapon_Sword_023.sbactorpack&amp;lt;/code&amp;gt; into you mod&#039;s &amp;lt;code&amp;gt;Actor/Pack&amp;lt;/code&amp;gt; content folder.&lt;br /&gt;
&lt;br /&gt;
Actor parameters which appear somewhere in the game&#039;s UI (e.g. the armor rating in the inventory, the price in a shop) will generally have a corresponding value in the actor&#039;s entry in [[ActorInfo.product.sbyml]]. If you are editing one of these values, you will also need to copy this actor info file from your update files into your mod as &amp;lt;code&amp;gt;Actor/ActorInfo.product.sbyml&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Editing Parameters ==&lt;br /&gt;
Now that the mod&#039;s basic structure is set up with the original files, you can proceed to making edits. Open Wild Bits to the SARC tab, and then open the actor pack you want to edit.&lt;br /&gt;
&lt;br /&gt;
The SARC view will present you with a tree of the files and folders inside the actor pack. To edit parameters, expand the tree to the file you would like to edit. Often this will be in the [[bgparamlist|general parameter list]], e.g. &amp;lt;code&amp;gt;Actor/GeneralParams/Weapon_Sword_024.bgparamlist&amp;lt;/code&amp;gt;. Select the file and then click Edit, which will open the file in YAML tab.&lt;br /&gt;
&lt;br /&gt;
In the YAML tab, all of the parameters will be easily viewable and editable. For information on what the individual parameters are or mean, check [[Category:Actor parameter files]]. Once you have made your edits, click Save in the YAML tab. Once you have saved all of the files you want to edit, click Save in the SARC tab as well.&lt;br /&gt;
&lt;br /&gt;
If any of the edits you have made involve values which would appear in the UI, next open &amp;lt;code&amp;gt;Actor/ActorInfo.product.sbyml&amp;lt;/code&amp;gt; in the Wild Bits YAML tab, find the actor you edited, and update the relevant parameters to match the changes you made in the actor pack.&lt;br /&gt;
&lt;br /&gt;
== Using the Mod ==&lt;br /&gt;
At this point, you&#039;ve completed the actual modding part of the process. The next step would be simply packaging your mod files into the format you wish to use, whether BNP or graphic pack or Atmosphere mod. Usually, for Cemu you will want to add a &amp;lt;code&amp;gt;rules.txt&amp;lt;/code&amp;gt; file or use the BNP maker in BCML. For Wii U, you don&#039;t need to add anything; just place the results in the correct SDCafiine folder. For Switch, you will want to copy the output into your Atmosphere titles or contents folder. For more on this process, see [[Help:Using mods]].&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/Wild_Bits&amp;diff=10849</id>
		<title>Help:Tools/Wild Bits</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/Wild_Bits&amp;diff=10849"/>
		<updated>2020-07-10T01:41:43Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Tools (SARC)]]&lt;br /&gt;
[[Category:Tools (AAMP)]]&lt;br /&gt;
[[Category:Tools (BYML)]]&lt;br /&gt;
[[Category:Tools (RSTB)]]&lt;br /&gt;
[[Category:Tools (MSBT)]]&lt;br /&gt;
{{Tool infobox&lt;br /&gt;
| name = Wild Bits&lt;br /&gt;
| authors = NiceneNerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/Wild-Bits/&lt;br /&gt;
| license = GPLv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
| win_only=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wild Bits is a graphical frontend for several tools in the &amp;lt;code&amp;gt;oead&amp;lt;/code&amp;gt; Python library and the [[Help:Tools/msyt|MSYT]] editor for MSBTs.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
# Ensure you have a &#039;&#039;&#039;64 bit version&#039;&#039;&#039; of Python 3.&#039;&#039;&#039;7+&#039;&#039;&#039; before continuing. Windows users must also install the latest x64 Visual C++ redistributable. You will not be able to install or launch Wild Bits otherwise. See [[Help:Setting_up_tools]].&lt;br /&gt;
# (Optional) For best results on Windows, install &amp;lt;code&amp;gt;cefpython3&amp;lt;/code&amp;gt;. {{Install py package help|package=cefpython3}}&lt;br /&gt;
# Install the &amp;lt;code&amp;gt;wildbits&amp;lt;/code&amp;gt; package. {{Install py package help|package=wildbits}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
[[File:Wild Bits UI preview.png|250px|thumb|right]]&lt;br /&gt;
Wild Bits can be launched with the &amp;lt;code&amp;gt;wildbits&amp;lt;/code&amp;gt; command.{{CLI help}} A desktop shortcut can also be made pointing to the executable in Python&#039;s &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
The main Wild Bits interface has 3 tabs corresponding to its main functions: a SARC editor, an RSTB editor, and a YAML editor. Each editor supports both Wii U and Switch (big and little endian) formats where relevant and will automatically keep track of them. Each editor also automatically handles yaz0 decompression when loading, and will recompress on saving if the file extension begins with &amp;lt;code&amp;gt;.s&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For more details on using Wild Bits, see the [https://github.com/NiceneNerd/Wild-Bits/blob/master/docs/README.md readme on GitHub].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
On some system configurations, launching with &amp;lt;code&amp;gt;wildbits&amp;lt;/code&amp;gt; doesn&#039;t work and you must use &amp;lt;code&amp;gt;python -m wildbits&amp;lt;/code&amp;gt; instead.&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=File:Wild_Bits_UI_preview.png&amp;diff=10848</id>
		<title>File:Wild Bits UI preview.png</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=File:Wild_Bits_UI_preview.png&amp;diff=10848"/>
		<updated>2020-07-10T01:40:48Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: NiceneNerd moved page File:68747470733a2f2f692e696d6775722e636f6d2f695247394859662e706e67.png to File:Wild Bits UI preview.png without leaving a redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=File:Wild_Bits_UI_preview.png&amp;diff=10847</id>
		<title>File:Wild Bits UI preview.png</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=File:Wild_Bits_UI_preview.png&amp;diff=10847"/>
		<updated>2020-07-10T01:40:13Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
	<entry>
		<id>https://zeldamods.org/w_botw/index.php?title=Help:Tools/Wild_Bits&amp;diff=10846</id>
		<title>Help:Tools/Wild Bits</title>
		<link rel="alternate" type="text/html" href="https://zeldamods.org/w_botw/index.php?title=Help:Tools/Wild_Bits&amp;diff=10846"/>
		<updated>2020-07-10T01:39:08Z</updated>

		<summary type="html">&lt;p&gt;NiceneNerd: Significant update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Tools]]&lt;br /&gt;
[[Category:Tools (SARC)]]&lt;br /&gt;
[[Category:Tools (AAMP)]]&lt;br /&gt;
[[Category:Tools (BYML)]]&lt;br /&gt;
[[Category:Tools (RSTB)]]&lt;br /&gt;
[[Category:Tools (MSBT)]]&lt;br /&gt;
{{Tool infobox&lt;br /&gt;
| name = Wild Bits&lt;br /&gt;
| authors = NiceneNerd&lt;br /&gt;
| source = https://github.com/NiceneNerd/Wild-Bits/&lt;br /&gt;
| license = GPLv3+&lt;br /&gt;
| written_in = Python&lt;br /&gt;
| win_only=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wild Bits is a graphical frontend for several tools in the &amp;lt;code&amp;gt;oead&amp;lt;/code&amp;gt; Python library and the [[Help:Tools/msyt|MSYT]] editor for MSBTs.&lt;br /&gt;
&lt;br /&gt;
== Setup ==&lt;br /&gt;
# Ensure you have a &#039;&#039;&#039;64 bit version&#039;&#039;&#039; of Python 3.&#039;&#039;&#039;7+&#039;&#039;&#039; before continuing. Windows users must also install the latest x64 Visual C++ redistributable. You will not be able to install or launch Wild Bits otherwise. See [[Help:Setting_up_tools]].&lt;br /&gt;
# (Optional) For best results on Windows, install &amp;lt;code&amp;gt;cefpython3&amp;lt;/code&amp;gt;. {{Install py package help|package=cefpython3}}&lt;br /&gt;
# Install the &amp;lt;code&amp;gt;wildbits&amp;lt;/code&amp;gt; package. {{Install py package help|package=wildbits}}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Wild Bits can be launched with the &amp;lt;code&amp;gt;wildbits&amp;lt;/code&amp;gt; command.{{CLI help}} A desktop shortcut can also be made pointing to the executable in Python&#039;s &amp;lt;code&amp;gt;Scripts&amp;lt;/code&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
The main Wild Bits interface has 3 tabs corresponding to its main functions: a SARC editor, an RSTB editor, and a YAML editor. Each editor supports both Wii U and Switch (big and little endian) formats where relevant and will automatically keep track of them. Each editor also automatically handles yaz0 decompression when loading, and will recompress on saving if the file extension begins with &amp;lt;code&amp;gt;.s&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
For more details on using Wild Bits, see the [https://github.com/NiceneNerd/Wild-Bits/blob/master/docs/README.md readme on GitHub].&lt;br /&gt;
&lt;br /&gt;
== Known issues ==&lt;br /&gt;
On some system configurations, launching with &amp;lt;code&amp;gt;wildbits&amp;lt;/code&amp;gt; doesn&#039;t work and you must use &amp;lt;code&amp;gt;python -m wildbits&amp;lt;/code&amp;gt; instead.&lt;/div&gt;</summary>
		<author><name>NiceneNerd</name></author>
	</entry>
</feed>