AAMP: Difference between revisions
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'''AAMP'''s are parameter files (officially: binary resource parameter archives). | '''AAMP'''s are parameter files (officially: binary resource parameter archives). | ||
</onlyinclude> | </onlyinclude> | ||
== Structure == | == Structure == | ||
{{expand section}} | {{expand section}} | ||
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The following parameter type and class names are ''official'' and come from Nintendo's AAMP library. | The following parameter type and class names are ''official'' and come from Nintendo's AAMP library. | ||
{|class="wikitable" | {| class="wikitable" | ||
! ID | ! ID | ||
! Type | |||
! Parameter type | |||
|- | |- | ||
| 0 | | 0 | ||
| bool | |||
| <code>agl::utl::Parameter<bool></code> | |||
|- | |- | ||
| 1 | | 1 | ||
| f32 | |||
| <code>agl::utl::Parameter<float></code> | |||
|- | |- | ||
| 2 | | 2 | ||
| int | |||
| <code>agl::utl::Parameter<int></code> | |||
|- | |- | ||
| 3 | | 3 | ||
| vec2 | |||
| <code>agl::utl::Parameter<sead::Vector2<float>></code> | |||
|- | |- | ||
| 4 | | 4 | ||
| vec3 | |||
| <code>agl::utl::Parameter<sead::Vector3<float>></code> | |||
|- | |- | ||
| 5 | | 5 | ||
| vec4 | |||
| <code>agl::utl::Parameter<sead::Vector4<float>></code> | |||
|- | |- | ||
| 6 | | 6 | ||
| color | |||
| <code>agl::utl::Parameter<sead::Color4f></code> | |||
|- | |- | ||
| 7 | | 7 | ||
| string32 | |||
| <code>agl::utl::Parameter<sead::FixedSafeString<32>></code> | |||
|- | |- | ||
| 8 | | 8 | ||
| string64 | |||
| <code>agl::utl::Parameter<sead::FixedSafeString<64>></code> | |||
|- | |- | ||
| 9 | | 9 | ||
| curve1 | |||
| <code>agl::utl::ParameterCurve<1u></code> | |||
|- | |- | ||
| 10 | | 10 | ||
| curve2 | |||
| <code>agl::utl::ParameterCurve<2u></code> | |||
|- | |- | ||
| 11 | | 11 | ||
| curve3 | |||
| <code>agl::utl::ParameterCurve<3u></code> (unused in BotW?) | |||
|- | |- | ||
| 12 | | 12 | ||
| curve4 | |||
| <code>agl::utl::ParameterCurve<4u></code> | |||
|- | |- | ||
| 13 | | 13 | ||
| buffer_int | |||
| <code>agl::utl::ParameterBuffer<int></code> | |||
|- | |- | ||
| 14 | | 14 | ||
| buffer_f32 | |||
| <code>agl::utl::ParameterBuffer<float></code> | |||
|- | |- | ||
| 15 | | 15 | ||
| string256 | |||
| <code>agl::utl::Parameter<sead::FixedSafeString<256>></code> | |||
|- | |- | ||
| 16 | | 16 | ||
| quat | |||
| <code>agl::utl::Parameter<sead::Quat<float>></code> | |||
|- | |- | ||
| 17 | | 17 | ||
| u32 | |||
| <code>agl::utl::Parameter<uint></code> | |||
|- | |- | ||
| 18 | | 18 | ||
| buffer_u32 | |||
| <code>agl::utl::ParameterBuffer<unsigned int></code> | |||
|- | |- | ||
| 19 | | 19 | ||
| buffer_binary | |||
| <code>agl::utl::ParameterBuffer<unsigned char></code> | |||
|- | |- | ||
| 20 | | 20 | ||
| stringRef | |||
| <code>agl::utl::Parameter<sead::SafeStringBase<char>></code> | |||
|- | |- | ||
| 21 | | 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> | |||
|} | |} | ||
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Parameter classes (e.g. Bdmgparam) inherit from agl::utl::IParameterIO -> agl::utl::IParameterList. | 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. | 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 <code>agl::utl::ParameterBase::initializeListNode</code>). 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 | 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 <code>applyResParameterArchive()</code>. | ||
==== Structures ==== | ==== Structures ==== | ||
agl::utl::ResParameterArchive holds a pointer to agl::utl::ResParameterArchiveData (which is the AAMP header structure). | 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: | Elements like param_root are parameter lists (agl::utl::IParameterList, tag: <code>param_list</code>). The binary structure for lists is agl::utl::ResParameterList. | ||
A param list holds parameter objects (agl::utl::IParameterObj, tag: | A param list holds parameter objects (agl::utl::IParameterObj, tag: <code>param_array</code>) or other parameter lists. The binary structure for objects is agl::utl::ResParameterObj. | ||
Param objects store parameters (agl::utl::ParameterBase, tag: | Param objects store parameters (agl::utl::ParameterBase, tag: <code>param</code>). The binary structure for parameters is agl::utl::ResParameter. | ||
=== Parameter list name === | === Parameter list name === | ||
agl::utl::IParameterIO (in Nintendo's AAMP library) automatically sets the 'parameter list name' / tag name | agl::utl::IParameterIO (in Nintendo's AAMP library) automatically sets the 'parameter list name' / tag name to <code>param_root</code>. | ||
== al::Parameter == | == al::Parameter == |