Beco: Difference between revisions

From ZeldaMods (Breath of the Wild)
Jump to navigation Jump to search
imported>Leoetlino
No edit summary
imported>Leoetlino
No edit summary
Line 24: Line 24:
! Offset !! Type !! Description
! Offset !! Type !! Description
|-
|-
| 0x0 || u32[num_rows] || Offsets to row data, divided by 2 and relative to data start offset
| 0x0 || u32[num_rows] || Offsets to row data, divided by 2 and relative to the start of the row section
|}
|}


=== Data ===
=== Rows ===
Data starts here.
 
==== Segment ====
==== Segment ====
{| class="wikitable"
{| class="wikitable"

Revision as of 17:28, 11 September 2018

beco is a file format that is used for storing per-coordinate data.

Structure

beco files are little endian on Switch and big endian on Wii U.

Header

Offset Type Description
0x0 u32 Magic (0x00112233)
0x4 u32 Number of rows
0x8 u32 Divisor
0xc u32 Padding

Offsets

Offset Type Description
0x0 u32[num_rows] Offsets to row data, divided by 2 and relative to the start of the row section

Rows

Segment

Offset Type Description
0x0 u16 Custom data
0x2 u16 Length (X axis)

This structure is repeated until the entire row has been covered by segments. The sum of all segment lengths is equal to the length of the map on the X axis.

Operations

Getting the custom data for a given coordinate