Map unit: Difference between revisions
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imported>Leoetlino (Created page with "{{Stub|what=Complete the contents section, the link system, mention static vs dynamic (and possibly other things)}} == Contents == === <code>LocationPosX</code> === === <co...") |
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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 functions that can load | 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. | ||
[[Category:Internals]] | [[Category:Internals]] |
Revision as of 21:31, 10 September 2018
This article is a stub. You can help ZeldaMods (Breath of the Wild) by expanding it. Complete the contents section, the link system, mention static vs dynamic (and possibly other things) (For a list of non-stub pages, see Project:Pages.) |
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.
- ↑ The executable has remnant 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)