Binary loop asset list: Difference between revisions
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imported>Leoetlino (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...") |
imported>Leoetlino No edit summary |
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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 | ||
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== 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 16:55, 8 October 2018
A binary loop asset list (blal
) contains a list of looping audio resource names[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.