GameScene: Difference between revisions

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** Load the environment graphics archive ([[Content/Env/env.genvb|env.genvb]])
** Load the environment graphics archive ([[Content/Env/env.genvb|env.genvb]])
** Create the GameScene heap
** Create the GameScene heap
** Create the StageBinder heap
** Create the [[StageBinder]] heap
** Start the GameScene TaskMgr (thread)
** Start the GameScene TaskMgr (thread)
** '''InitializeSubSystem''' (note: some of the below names are unofficial, see [[Subsystems]] for more details)
** '''InitializeSubSystem''' (note: some of the below names are unofficial, see [[Subsystems]] for more details)

Revision as of 15:48, 13 October 2018

GameScene
Subsystem
Official name Yes
Description Handles the main loop and stages
Init function Switch 1.5.0: 0x71007D1DD8
Wii U 1.5.0: ???
Debug only No

GameScene is a critical subsystem that is responsible for core functionality such as initialising other components, creating stages (world, title screen, etc.) and handling the game's main loop.

Unlike most other subsystems, GameScene is not a singleton: it is a member of the uking::frm::System structure[1].

Init

Initial state

The initial state the game launches into is determined by GameScene[2].

const bool isFirstLaunch = SaveSystem::sInstance->isFirstLaunch();
State* state = isFirstLaunch ? &state_NewSave : &state_LunchTitle;

if ( aocManager::sInstance && aocManager::sInstance->flags & 2 )
  nn::err::ShowUnacceptableAddOnContentVersionError();

const bool isDemo = E3Mgr::sInstance && E3Mgr::sInstance->isDemoMode();
if (isDemo)
  state = &state_LunchTitle;

if (!isDemo && isFirstLaunch)
  sIsFirstNonDemoLaunch = 1;

StateMachine::changeState(&this->stateMachine, state);

Main loop

Three GameScene functions are called in a row from RootTask (see Executable) after initialisation has completed, i.e. in the game's main loop. (Note: these 3 names are unofficial.)

precalc

calc

postcalc


  1. uking::frm::System::gameScene @ 0x10 (Switch)
  2. GameScene::initialize, 0x71007A86CC