AAMP: Difference between revisions
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== Structure == | == Structure == | ||
{{expand section}} | |||
Unlike some other file formats, AAMP files have the exact same structure and endianness on Wii U and Switch, so these files are interchangeable between the consoles. | Unlike some other file formats, AAMP files have the exact same structure and endianness on Wii U and Switch, so these files are interchangeable between the consoles. | ||
=== Parameter types === | |||
The following parameter type and class names are ''official'' and come from Nintendo's AAMP library. | |||
{|class="wikitable" | |||
! ID !! Type !! Parameter type | |||
|- | |||
| 0 || bool || <code>agl::utl::Parameter<bool></code> | |||
|- | |||
| 1 || f32 || <code>agl::utl::Parameter<float></code> | |||
|- | |||
| 2 || int || <code>agl::utl::Parameter<int></code> | |||
|- | |||
| 3 || vec2 || <code>agl::utl::Parameter<sead::Vector2<float>></code> | |||
|- | |||
| 4 || vec3 || <code>agl::utl::Parameter<sead::Vector3<float>></code> | |||
|- | |||
| 5 || vec4 || <code>agl::utl::Parameter<sead::Vector4<float>></code> | |||
|- | |||
| 6 || color || <code>agl::utl::Parameter<sead::Color4f></code> | |||
|- | |||
| 7 || string32 || <code>agl::utl::Parameter<sead::FixedSafeString<32>></code> | |||
|- | |||
| 8 || string64 || <code>agl::utl::Parameter<sead::FixedSafeString<64>></code> | |||
|- | |||
| 9 || curve1 || <code>agl::utl::ParameterCurve<1u></code> | |||
|- | |||
| 10 || curve2 || <code>agl::utl::ParameterCurve<2u></code> | |||
|- | |||
| 11 || curve3 || <code>agl::utl::ParameterCurve<3u></code> (unused in BotW?) | |||
|- | |||
| 12 || curve4 || <code>agl::utl::ParameterCurve<4u></code> | |||
|- | |||
| 13 || buffer_int || <code>agl::utl::ParameterBuffer<int></code> | |||
|- | |||
| 14 || buffer_f32 || <code>agl::utl::ParameterBuffer<float></code> | |||
|- | |||
| 15 || string256 || <code>agl::utl::Parameter<sead::FixedSafeString<256>></code> | |||
|- | |||
| 16 || quat || <code>agl::utl::Parameter<sead::Quat<float>></code> | |||
|- | |||
| 17 || u32 || <code>agl::utl::Parameter<uint></code> | |||
|- | |||
| 18 || buffer_u32 || <code>agl::utl::ParameterBuffer<unsigned int></code> | |||
|- | |||
| 19 || buffer_binary || <code>agl::utl::ParameterBuffer<unsigned char></code> | |||
|- | |||
| 20 || stringRef || <code>agl::utl::Parameter<sead::SafeStringBase<char>></code> | |||
|- | |||
| 21 || (none, special) || <code>agl::utl::Parameter<int *></code>, <code>agl::utl::Parameter<float *></code>, <code>agl::utl::Parameter<unsigned int *></code>, <code>agl::utl::Parameter<unsigned char *></code> | |||
|} | |||
== Usage in ''Breath of the Wild'' == | == Usage in ''Breath of the Wild'' == | ||
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<DynamicPageList>category = File extensions (AAMP)</DynamicPageList> | <DynamicPageList>category = File extensions (AAMP)</DynamicPageList> | ||
=== Internal usage === | |||
Parameter classes (e.g. Bdmgparam) inherit from agl::utl::IParameterIO -> agl::utl::IParameterList. | |||
In their constructors or in an init function, agl::utl::Parameter objects are created and initialised by passing the key name, the description and help strings (see agl::utl::ParameterBase::initializeListNode). The CRC32 for the keys are stored and then the Parameter object is added to a agl::utl::IParameterObj list. | |||
Finally, to actually load the AAMP binary data into all the parameter objects, the game constructs a agl::utl::ResParameterArchive::ResParameterArchive and then passes it to applyResParameterArchive(). | |||
==== Structures ==== | |||
agl::utl::ResParameterArchive holds a pointer to agl::utl::ResParameterArchiveData (which is the AAMP header structure). | |||
Elements like param_root are parameter lists (agl::utl::IParameterList, tag: param_list). The binary structure for lists is agl::utl::ResParameterList. | |||
A param list holds parameter objects (agl::utl::IParameterObj, tag: param_array) or other parameter lists. The binary structure for objects is agl::utl::ResParameterObj. | |||
Param objects store parameters (agl::utl::ParameterBase, tag: param). The binary structure for parameters is agl::utl::ResParameter. | |||
=== Parameter list name === | |||
agl::utl::IParameterIO (in Nintendo's AAMP library) automatically sets the 'parameter list name' / tag name to param_root. | |||
== al::Parameter == | |||
''Super Mario Odyssey'''s al::Parameter classes are extremely similar to the agl::utl::Parameter utils and appear to be an improved version. They share most of the public interface, presumably because Nintendo wanted to make switching to al:: easier. | |||
The human readable format is YAML instead of XML and the binary format uses BYML. Key names are stored in plain text unlike agl::utl::Parameter which stores only the hashes of the key strings. | |||
* Parameters have the same purpose as in the agl:: implementation. | |||
* ParameterLists are dicts (key-value mapping, with keys being strings) that contain Parameters, ParameterObjects, ParameterArrays and ParameterLists. | |||
* ParameterObjects are dicts that contain Parameters and ParameterArrays. | |||
* ParameterArrays are arrays of ParameterObjects. This is a new structure. | |||
== Tools == | == Tools == |
Revision as of 20:21, 13 September 2018
AAMPs are parameter files (officially: binary resource parameter archives).
Structure
This section needs expansion. You can help by adding to it. |
Unlike some other file formats, AAMP files have the exact same structure and endianness on Wii U and Switch, so these files are interchangeable between the consoles.
Parameter types
The following parameter type and class names are official and come from Nintendo's AAMP library.
ID | Type | Parameter type |
---|---|---|
0 | bool | agl::utl::Parameter<bool>
|
1 | f32 | agl::utl::Parameter<float>
|
2 | int | agl::utl::Parameter<int>
|
3 | vec2 | agl::utl::Parameter<sead::Vector2<float>>
|
4 | vec3 | agl::utl::Parameter<sead::Vector3<float>>
|
5 | vec4 | agl::utl::Parameter<sead::Vector4<float>>
|
6 | color | agl::utl::Parameter<sead::Color4f>
|
7 | string32 | agl::utl::Parameter<sead::FixedSafeString<32>>
|
8 | string64 | agl::utl::Parameter<sead::FixedSafeString<64>>
|
9 | curve1 | agl::utl::ParameterCurve<1u>
|
10 | curve2 | agl::utl::ParameterCurve<2u>
|
11 | curve3 | agl::utl::ParameterCurve<3u> (unused in BotW?)
|
12 | curve4 | agl::utl::ParameterCurve<4u>
|
13 | buffer_int | agl::utl::ParameterBuffer<int>
|
14 | buffer_f32 | agl::utl::ParameterBuffer<float>
|
15 | string256 | agl::utl::Parameter<sead::FixedSafeString<256>>
|
16 | quat | agl::utl::Parameter<sead::Quat<float>>
|
17 | u32 | agl::utl::Parameter<uint>
|
18 | buffer_u32 | agl::utl::ParameterBuffer<unsigned int>
|
19 | buffer_binary | agl::utl::ParameterBuffer<unsigned char>
|
20 | stringRef | agl::utl::Parameter<sead::SafeStringBase<char>>
|
21 | (none, special) | agl::utl::Parameter<int *> , agl::utl::Parameter<float *> , agl::utl::Parameter<unsigned int *> , agl::utl::Parameter<unsigned char *>
|
Usage in Breath of the Wild
AAMP files are used in Breath of the Wild to store parameters that define the game's behaviour. They are very frequently used inside .sbactorpack archives, where they define most of an Actor's characteristics.
Extensions
AAMP files have a wide range of extensions. The file format is the same regardless of the extension, but the parameters defines inside it differ depending on the extension.
- bxml
- bas
- baglblm
- baglccr
- baglclwd
- baglcube
- bagldof
- baglenv
- baglenvset
- baglfila
- bagllmap
- bagllref
- baglmf
- baglshpp
- baiprog
- baslist
- bassetting
- batcl
- batcllist
- bawareness
- bawntable
- bbonectrl
- bchemical
- bchmres
- bdemo
- bdgnenv
- bdmgparam
- bdrop
- bgapkginfo
- bgapkglist
- bgenv
- bglght
- bgmsconf
- bgparamlist
- bgsdw
- bksky
- blifecondition
- blod
- bmodellist
- bmscdef
- bmscinfo
- bnetfp
- bphyscharcon
- bphyscontact
- bphysics
- bphyslayer
- bphysmaterial
- bphyssb
- bphyssubmat
- bptclconf
- brecipe
- brgbw
- brgcon
- brgconfig
- brgconfiglist
- bsfbt
- bsft
- bshop
- bumii
- bvege
- bactcapt
Internal usage
Parameter classes (e.g. Bdmgparam) inherit from agl::utl::IParameterIO -> agl::utl::IParameterList.
In their constructors or in an init function, agl::utl::Parameter objects are created and initialised by passing the key name, the description and help strings (see agl::utl::ParameterBase::initializeListNode). The CRC32 for the keys are stored and then the Parameter object is added to a agl::utl::IParameterObj list.
Finally, to actually load the AAMP binary data into all the parameter objects, the game constructs a agl::utl::ResParameterArchive::ResParameterArchive and then passes it to applyResParameterArchive().
Structures
agl::utl::ResParameterArchive holds a pointer to agl::utl::ResParameterArchiveData (which is the AAMP header structure).
Elements like param_root are parameter lists (agl::utl::IParameterList, tag: param_list). The binary structure for lists is agl::utl::ResParameterList.
A param list holds parameter objects (agl::utl::IParameterObj, tag: param_array) or other parameter lists. The binary structure for objects is agl::utl::ResParameterObj.
Param objects store parameters (agl::utl::ParameterBase, tag: param). The binary structure for parameters is agl::utl::ResParameter.
Parameter list name
agl::utl::IParameterIO (in Nintendo's AAMP library) automatically sets the 'parameter list name' / tag name to param_root.
al::Parameter
Super Mario Odyssey's al::Parameter classes are extremely similar to the agl::utl::Parameter utils and appear to be an improved version. They share most of the public interface, presumably because Nintendo wanted to make switching to al:: easier.
The human readable format is YAML instead of XML and the binary format uses BYML. Key names are stored in plain text unlike agl::utl::Parameter which stores only the hashes of the key strings.
- Parameters have the same purpose as in the agl:: implementation.
- ParameterLists are dicts (key-value mapping, with keys being strings) that contain Parameters, ParameterObjects, ParameterArrays and ParameterLists.
- ParameterObjects are dicts that contain Parameters and ParameterArrays.
- ParameterArrays are arrays of ParameterObjects. This is a new structure.
Tools
The following tools can be used to convert AAMP files to an editable format, and back again: