Map unit: Difference between revisions
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=== Source map unit === | === Source map unit === | ||
Source map units have muunt<ref>The executable has remnants of functions that | Source map units have muunt<ref>The executable has remnants of error logging functions that print paths to development map units of the following type: <code>Map/Project/%s/Data/%s/%s.muunt</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]] | ||
<references /> | <references /> | ||
[[Category:File formats]] | [[Category:File formats]] |
Revision as of 19:40, 19 February 2019
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
Array of object structures. Must be sorted by HashId[1] because the placement subsystem performs binary searches on the object array in various cases[2].
Rails
Array of rail structures. Can only appear in group 0 maps (Static); this section is completely ignored for non-static map units.
Link system
Map objects can be linked to other objects (up to 255 in a single generation group[3]). These links allow implementing custom logic and callbacks (for example, DeadUp signals the destination object when the source object dies).
LinkTags and other tag objects are lightweight actors that are used to link objects together.
Objects that are linked together, either directly or via indirect links, are put into the same generation group and loaded at the same time[check].
Definitions
ID | Name | Description | Official description |
---|---|---|---|
4 | -AxisX | - | マイナスX軸シグナル |
5 | -AxisY | - | マイナスY軸シグナル |
6 | -AxisZ | - | マイナスZ軸シグナル |
24 | AreaCol | Area collision (link target is an Area object) | エリア(センサ)指定 |
1 | AxisX | - | X軸シグナル |
2 | AxisY | - | Y軸シグナル |
3 | AxisZ | - | Z軸シグナル |
37 | BAndSCs | - | ボール&ソケットCS |
38 | BAndSLimitAngYCs | - | Y角速度制限付ボール&ソケットCS |
0 | BasicSig | Basic signal | 基本シグナル |
9 | BasicSigOnOnly | Basic signal [only emits ON signals] | オンのみ基本シグナル |
14 | ChangeAtnSig | Signal on Attention change (e.g. picking up a weapon) | アテンション変更時シグナル |
39 | CogWheelCs | - | 歯車CS |
21 | CopyWaitRevival | Activate links when the revival flag of the CopyWaitRevival target is set (e.g. can be used with LinkTagAnd to trigger basic signals when a chest is opened) | 配置自動セーブ継承 |
15 | Create | Create a map object. Target objects are not created unless this link is activated. | 生成 |
11 | DeadUp | Signal on death | 死んだらオン |
16 | Delete | Delete a map object. Target objects are created and stay spawned until this link is activated. | 削除 |
29 | DemoMember | - | デモ参加 |
32 | FixedCs | - | 固定CS |
26 | ForSale | Links a shop item to its seller (target is the seller NPC). | 売り物 |
19 | ForbidAttention | Prevent attention (i.e. interacting with an object, for example picking up a weapon) | アテンションタイプ変更 |
18 | Freeze | Freeze the target object | 凍結 |
7 | GimmickSuccess | Success signal (used for minigames) | ネタ成功シグナル |
33 | HingeCs | - | ヒンジCS |
12 | LifeZero | Emit a LifeZero signal when the life of the source object is 0 | ライフ0 |
34 | LimitHingeCs | - | 制限付ヒンジCS |
27 | ModelBind | - | モデルバインド |
17 | MtxCopyCreate | - | 位置継承生成 |
22 | OffWaitRevival | Reset the revival flag of the target object | 配置自動セーブオフ |
30 | PhysSystemGroup | - | 物理システムグループ |
28 | PlacementLOD | Replace the source object with the link target object at lower level of details | 配置LOD |
36 | PulleyCs | - | 滑車CS |
40 | RackAndPinionCs | - | ラック&ピニオンCS |
23 | Recreate | - | 再生成 |
41 | Reference | - | 参照 |
10 | Remains | Divine Beast signal | 遺物シグナル |
25 | SensorBind | - | センサバインド |
35 | SliderCs | - | スライダーCS |
13 | Stable | - | 安定 |
31 | StackLink | - | スタック |
20 | SyncLink | Put the destination object and any object that is linked to it into the same generation group | 生成グループ |
8 | VelocityControl | Velocity control signal | 速度制御シグナル |
File formats
Map unit binary
In Breath of the Wild, map units are stored in a binary format and given the mubin (Map Unit Binary) file extension. All map object IDs are replaced with CRC32 hashes as a space optimisation. BYML is used as the serialisation format.
Source map unit
Source map units have muunt[4] 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.
- ↑ Technically, sorting is only required for Dynamic (non-group 0) map units. However, not sorting causes the game to fall back to a slower linear search.
- ↑ 0x7101256E14
- ↑ "一つの生成グループに 255 以上のアクタが指定されています。テストで無ければプログラマに相談"
- ↑ The executable has remnants of error logging functions that print paths to development map units of the following type:
Map/Project/%s/Data/%s/%s.muunt