Binary loop asset list: Difference between revisions

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Created page with "<onlyinclude>A '''binary loop asset list''' (<code>blal</code>) contains a list of looping audio resource names{{check}}. It is read by the aal library<ref>aal::LoopAssetL..."
 
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<onlyinclude>A '''binary loop asset list''' (<code>blal</code>) contains a list of looping audio resource names{{check}}. It is read by the [[aal]] library<ref>aal::LoopAssetListReader</ref> and queried by [[XLink]]<ref>xlink2::UserResourceSLink::solveIsLoop_</ref>.</onlyinclude>
<onlyinclude>A '''binary loop asset list''' (<code>blal</code>) contains a list of looping audio resource names (bfstm files){{check}}. It is read by the [[aal]] library<ref>aal::LoopAssetListReader</ref> and queried by [[XLink]]<ref>xlink2::UserResourceSLink::solveIsLoop_</ref>.</onlyinclude>
 
== Structure ==
== Structure ==
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| 0xc || u32[num_entries] || Array of CRC32 hashes of asset names
| 0xc || u32[num_entries] || Array of CRC32 hashes of asset names
|}
|}
== Usage in ''Breath of the Wild'' ==
=== Sound/LoopAssetList.blal ===
{{resloc|locations=[[Bootup.pack]]|path=Sound/LoopAssetList.blal}}
A standard loop asset list can be found in Sound/. It is loaded in Sound::init (called from ksys::InitializeApp) and afterwards only used indirectly by SoundLink.


<references/>
<references/>
[[Category:File formats]]
[[Category:File formats]]

Latest revision as of 21:41, 1 June 2026

A binary loop asset list (blal) contains a list of looping audio resource names (bfstm files)[check]. It is read by the aal library[1] and queried by XLink[2].

Structure

Offset Type Description
0x0 char[4] Magic ("BLAL")
0x4 u16 Byte-order mark
0x6 u8 Unknown (unused) [check]
0x8 u32 Number of entries (num_entries)
0xc u32[num_entries] Array of CRC32 hashes of asset names

Usage in Breath of the Wild

Sound/LoopAssetList.blal

This resource is found in Bootup.pack.

Its canonical resource path is "Sound/LoopAssetList.blal".

A standard loop asset list can be found in Sound/. It is loaded in Sound::init (called from ksys::InitializeApp) and afterwards only used indirectly by SoundLink.

  1. aal::LoopAssetListReader
  2. xlink2::UserResourceSLink::solveIsLoop_