AAMP: Difference between revisions
→Usage in Breath of the Wild
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== Usage in ''Breath of the Wild'' == | == Usage in ''Breath of the Wild'' == | ||
AAMP files are used in ''Breath of the Wild'' to store parameters that define the game's behaviour. They are very frequently used inside .sbactorpack archives, where they define most of an Actor's characteristics. | AAMP files are used in ''Breath of the Wild'' to store parameters that define the game's behaviour. They are very frequently used inside .sbactorpack archives, where they define most of an Actor's characteristics. | ||
=== Naming conventions for arrays === | |||
Nintendo works around the lack of lists/arrays in the AAMP format by using parameter lists/objects and numbered names for children. | |||
By convention, if the parent name is <code>{parent name}</code>, children will typically have one of the following names: | |||
* <code>{singular parent name}_%d</code> | |||
* <code>{singular parent name}_%02d</code> | |||
* <code>{singular parent name}_%03d</code> | |||
* <code>{singular parent name}%d</code> | |||
* <code>{singular parent name}%02d</code> | |||
* <code>{singular parent name}%03d</code> | |||
This is of course not the case for all documents and there are in fact many exceptions. | |||
=== Extensions === | === Extensions === |