Map unit
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).
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 | - | 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 | - | 基本シグナル |
9 | BasicSigOnOnly | - | オンのみ基本シグナル |
14 | ChangeAtnSig | - | アテンション変更時シグナル |
39 | CogWheelCs | - | 歯車CS |
21 | CopyWaitRevival | Use the destination object's revival flag | 配置自動セーブ継承 |
15 | Create | - | 生成 |
11 | DeadUp | - | 死んだらオン |
16 | Delete | - | 削除 |
29 | DemoMember | - | デモ参加 |
32 | FixedCs | - | 固定CS |
26 | ForSale | - | 売り物 |
19 | ForbidAttention | - | アテンションタイプ変更 |
18 | Freeze | - | 凍結 |
7 | GimmickSuccess | - | ネタ成功シグナル |
33 | HingeCs | - | ヒンジCS |
12 | LifeZero | - | 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 | - | 配置自動セーブオフ |
30 | PhysSystemGroup | - | 物理システムグループ |
28 | PlacementLOD | - | 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 | - | 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 | - | 生成グループ |
8 | VelocityControl | - | 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 functions that can load map units with the following path:
Map/Project/%s/Data/%s/%s.muunt
(in what appears to be development code)