Binary loop asset list: Difference between revisions
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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 == | ||
{|class="wikitable" | {|class="wikitable" | ||
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.