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== Nintendo == | == Nintendo == | ||
* al::ByamlIter ([[BYML]] library from Super Mario Odyssey) | * al::ByamlIter ([[BYML]] library from Super Mario Odyssey) | ||
* aal | * aal (audio) | ||
* agl | * agl (graphics, lighting, parameter utils including [[AAMP]]) | ||
* eui:: ( | * eui (UI) | ||
* gsys | * EventFlow (aka evfl) (event flow library: implements [[BFEVFL]]) and ore:: (utilities for the EventFlow library) | ||
* gsys (graphics, models) | |||
* LinkCommon | * LinkCommon | ||
:* EffectLink (ELink) | :* EffectLink (ELink) | ||
:* SoundLink (SLink) | :* SoundLink (SLink) | ||
* sead | * NW_Cafe_G3d (aka g3d) | ||
* nw_ptcl (aka ptcl) | |||
* sead (framework and core utils) | |||
* Visualizer (shader debug tools) | * Visualizer (shader debug tools) | ||
Symbols for all of these except EventFlow can be found in Splatoon 2 (<= 3.1.0). Symbols for EventFlow are available in Splatoon 2 3.1.0. | Symbols for all of these except EventFlow can be found in Splatoon 2 (<= 3.1.0). Symbols for EventFlow are available in Splatoon 2 3.1.0. | ||
=== Libraries that are not used === | |||
* elua: event flows are used instead. | |||
* kcol: BotW uses Havok for physics and collision. | |||
* Terrain: BotW's Terrain code is exclusive to BotW and part of ksys. | |||
* AnimationSequence: BotW does have AnimationSequence resources and code, but the AnimationSequence library under the as:: namespace seems to be a separate thing (possibly a standalone version of BotW's AS code?) | |||
* LunchPack: BotW uses its own engine and framework (ksys). | |||
[[Category:Internals]] | [[Category:Internals]] |