Help:Setting up tools: Difference between revisions
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''Breath of the Wild'' uses a very flexible, custom game engine | ''Breath of the Wild'' uses a very flexible, custom game engine. Many aspects of the game are not hardcoded and are instead configured by a large amount of files. To edit these files, a certain number of tools are required. | ||
== A note about file formats == | == A note about file formats == |
Revision as of 17:25, 14 September 2018
Breath of the Wild uses a very flexible, custom game engine. Many aspects of the game are not hardcoded and are instead configured by a large amount of files. To edit these files, a certain number of tools are required.
A note about file formats
The most common formats that one would want to be able to decode and also modify are:
- SARC for archives since many resource files are packed
- BYML for actors, map units, difficulty scaling config, etc.
- AAMP for actor parameters, world config (climate, lighting, ...), etc.
- Resource system when adding new resources or making existing files larger because of how the game works internally
- BFRES for cosmetic (textures, models, ...) changes
- BFEVFL for in-game events (which includes things like talking to people and also full-blown cutscenes)
Installing tools
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Many of the tools for these formats require Python 3.6+ (64 bit version) to be installed. Some are unfortunately Windows-only, but many — especially the newer ones — are cross platform and work on Windows, macOS and Linux (with Linux even being the best supported platform for some tools).