Map unit: Difference between revisions

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In ''Breath of the Wild'', map units are stored in a binary format and given the [[mubin]] file extension.
In ''Breath of the Wild'', map units are stored in a binary format and given the [[mubin]] file extension.


Source map units have muunt<ref>The executable has remnant of functions that can load map units with the following path: <code>Map/Project/%s/Data/%s/%s.muunt</code> (in what appears to be development code)</ref> as their file extension and use strings for map object IDs such as <code>F-5_challenge.muunt/obj760</code> instead of CRC32 hashes of the IDs in map unit binaries.
Source map units have muunt<ref>The executable has remnants of functions that can load map units with the following path: <code>Map/Project/%s/Data/%s/%s.muunt</code> (in what appears to be development code)</ref> as their file extension and use strings for map object IDs such as <code>F-5_challenge.muunt/obj760</code> instead of CRC32 hashes of the IDs in map unit binaries.
[[Category:Internals]]
[[Category:Internals]]

Revision as of 21:31, 10 September 2018


Contents

LocationPosX

LocationPosZ

LocationSize

Objs

Rails

Link system

File formats

In Breath of the Wild, map units are stored in a binary format and given the mubin file extension.

Source map units have muunt[1] as their file extension and use strings for map object IDs such as F-5_challenge.muunt/obj760 instead of CRC32 hashes of the IDs in map unit binaries.

  1. The executable has remnants of functions that can load map units with the following path: Map/Project/%s/Data/%s/%s.muunt (in what appears to be development code)