Draft:Content: Difference between revisions
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Just like most software, ''Breath of the Wild'' requires '''non-executable content files''' to work correctly. They are stored in the title content directory on Wii U and in the romfs on Switch. | Just like most software, ''Breath of the Wild'' requires '''non-executable content files''' to work correctly. They are stored in the title content directory on Wii U and in the romfs on Switch. | ||
To minimise loading times, files that are frequently loaded together or at the same time are packed into [[SARC]] | To minimise loading times, files that are frequently loaded together or at the same time are packed into [[SARC|SARC archives]]. Because of this optimisation, a significant amount of game files are located within archives. Some files may also be present in more than a single archive with the same resource path. | ||
== Content == | == Content == | ||
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{{content section|target=Draft:Content/UI|text=UI}} | {{content section|target=Draft:Content/UI|text=UI}} | ||
{{content section|target=Draft:Content/Voice|text=Voice}} | {{content section|target=Draft:Content/Voice|text=Voice}} | ||
== Packed content == | |||
These content directories only exist inside [[SARC|SARC archives]], and are not in the unpacked content files. | |||
{{content section|target=Draft:Content/AnimationDrivenSpeed|text=AnimationDrivenSpeed}} | |||
{{content section|target=Draft:Content/Awareness|text=Awareness}} | |||
{{content section|target=Draft:Content/Camera|text=Camera}} | |||
{{content section|target=Draft:Content/Chemical|text=Chemical}} | |||
{{content section|target=Draft:Content/Cooking|text=Cooking}} | |||
{{content section|target=Draft:Content/DamageParam|text=DamageParam}} | |||
{{content section|target=Draft:Content/Demo|text=Demo}} | |||
{{content section|target=Draft:Content/Ecosystem|text=Ecosystem}} | |||
{{content section|target=Draft:Content/ELink2|text=ELink2}} | |||
{{content section|target=Draft:Content/Env|text=Env}} | |||
{{content section|target=Draft:Content/EventFlow|text=EventFlow}} | |||
{{content section|target=Draft:Content/Message|text=Message}} | |||
{{content section|target=Draft:Content/Mii|text=Mii}} | |||
{{content section|target=Draft:Content/Quest|text=Quest}} | |||
{{content section|target=Draft:Content/Shader|text=Shader}} | |||
{{content section|target=Draft:Content/SLink2|text=SLink2}} | |||
{{content section|target=Draft:Content/Tips|text=Tips}} | |||
{{content section|target=Draft:Content/WorldMgr|text=WorldMgr}} | |||
[[Category:Content (BotW)]] | [[Category:Content (BotW)]] |
Revision as of 23:17, 3 April 2019
Just like most software, Breath of the Wild requires non-executable content files to work correctly. They are stored in the title content directory on Wii U and in the romfs on Switch.
To minimise loading times, files that are frequently loaded together or at the same time are packed into SARC archives. Because of this optimisation, a significant amount of game files are located within archives. Some files may also be present in more than a single archive with the same resource path.
Content
Actor
Actor contains files defining actors.
Effect
Event
The Event directory contains files defining in-game events.
Font
Game
Layout
The Layout directory contains sblarc layout archive files for the game's GUI and HUD. These are used to store UI files (layouts, animations and images).
Local
The Local directory appears to be a development remnant. It is unused in release versions and is not present at all on Switch.
Map
Map contains files defining the game's map areas and the objects that populate them.
Model
Model contains sbfres graphic resource files, which contain models, textures and animations. Sometimes a texture or animation file will be in the unpacked content files, but its corresponding model will be inside an archive.
Movie
Movie contains pre-rendered cutscene videos.
NavMesh contains shknm2 navigation mesh files, used to determine where enemies and NPCs can walk in order to control their AI.
Pack
Pack contains SARC archives which contain other files, in order to minimise loading times.
Physics
Physics contains Havok physics files.
Sound
Sound contains audio files.
System
Terrain
The Terrain directory contains files defining the game world's terrain.
UI
UI contains files used by the game's HUD and GUI.
Voice
The Voice directory contains voice acting audio files.
Packed content
These content directories only exist inside SARC archives, and are not in the unpacked content files.
AnimationDrivenSpeed
Awareness
Camera
Chemical
The Chemical directory contains configuration files for the game's chemistry engine.
Cooking
DamageParam
Demo
The Demo directory contains cutscene configuration files.
Ecosystem
The Ecosystem directory contains configuration files for game areas, and for the Placement and AutoPlacement systems (which statically or dynamically spawn actors).
ELink2
The ELink2 directory contains configuration files for the game's effect link (ELink) system.
Env
The Env directory contains environment files.
EventFlow
The EventFlow directory contains files defining in-game events and cutscenes.
Message
The Message directory contains the game's text files.
Mii
The Mii directory contains files relating to the UMii system for constructing NPC models from parts.
Quest
Shader
The Shader directory contains game shader files.
SLink2
The SLink2 directory contains files relating to the game's SLink sound link system.
Tips
The Tips directory contains configuration settings for the game's loading screen hint messages.
WorldMgr
Contains overworld climate and environment parameters.