Software libraries and GameDataMgr: Difference between pages

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Like many modern games, ''Breath of the Wild'' makes heavy use of '''software libraries''' to reuse existing code and save development time.
{{Subsystem infobox|name=GameDataMgr|is_name_official=1|description=Manages game data flags|init_addr_switch150=0000007100DCE964}}
{{stub}}


The following list only applies to the Switch 1.5.0 version, even though the Wii U version is likely to share most libraries.
GameDataMgr holds the date of all game data flags and provides functions to get, set and reset them. It is also responsible for keeping track of "shop sold out" flags and resetting them regularly.


== NintendoSDK ==
Flag data is loaded from [[bgdata]] files and stored in [[TriggerParam]] objects. Transferring data from and to save files is done by interacting with the [[SaveSystem]] and [[SaveMgr]] subsystems.
* NintendoSDK multimedia
* NintendoSDK nnSdk
* NintendoSDK gfx 4.4.0
* NintendoSDK NEX 4.2.1 (only in newer versions; used for [[PosTrackerUploader]] and scrapped save transfer functionality)
* NintendoSDK libcurl 4.4.0 (only in newer versions; used for [[PosTrackerUploader]] and scrapped save transfer functionality)


Symbols for these libraries can be obtained in early versions of Splatoon 2 (<=3.1.0) or Super Mario Odyssey.
In debug versions, GameDataMgr is able to sync save data from and to a computer.


== NintendoWare ==
== TriggerParams ==
* NintendoWare G3d 4.4.0
There are at least two sets of TriggerParams at all times and up to four (param1, param, ???, GimmickResetBuffer). The exact purpose of each TriggerParam is currently unknown.
* NintendoWare Vfx 4.4.0
* NintendoWare Font 4.4.0
* NintendoWare Ui2d 4.4.0
* NintendoWare Atk 4.4.0
* NintendoWare ptcl (particle system)


Symbols for these libraries can be obtained in early versions of Splatoon 2 (<=3.1.0) or Super Mario Odyssey.
After all GameData flag info has been loaded into this->triggerParam from the GameData archive ([[gamedata.sarc]]), another TriggerParam instance called param1 (this->triggerParam1) is constructed and data is copied from this->triggerParam. The copy function also builds the lists of flags that need to be reset (with a non-zero ResetType) and of boolean flags with (initialValue >> 1) != 0.


== [[Havok]] ==
== Flags ==
* Havok 2014_2
* Havok AI 2014_2 (only for NavMesh?)
* Havok Animation 2014_2
* Havok Cloth 2014_2
* Havok Physics2012 2014_2


There are no known titles that shipped with symbols for the Havok library on Switch.
== GameDataMgr::Flags ==
Stored at GameDataMgr+0xC18 on Switch 1.5.0. Most flags are still poorly understood.


== Nintendo ==
Flags are checked in the main update function (GameDataMgr::calc). Some flags are used to request actions such as resetting all flags to their initial value; these are automatically unset after GameDataMgr has processed the request.
* al::ByamlIter ([[BYML]] library from Super Mario Odyssey)
* aal:: (audio)
* agl:: (graphics, lighting, parameter utils including [[AAMP]])
* eui:: (UI)
* gsys:: (graphics, models)
* LinkCommon
:* EffectLink (ELink)
:* SoundLink (SLink)
* sead:: (framework and core utils)
* Visualizer (shader debug tools)
* EventFlow/evfl:: (event flow library: implements [[BFEVFL]]) and ore:: (utilities for the EventFlow library)


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.
<source lang="c++">
enum GameDataMgr::Flags
{
  GameDataMgr::Flags_1 = 0x1,
  GameDataMgr::Flags_2 = 0x2,
  /// Causes GameDataMgr to call TriggerParam::resetToInitialValues(this->triggerParam1),
  /// clear some values of this->triggerParam and invoke reset callbacks
  GameDataMgr::Flags_NeedResetAllToInitial = 0x4,
  /// Causes GameDataMgr to call TriggerParam::reset(this->triggerParam1) (see below)
  GameDataMgr::Flags_NeedReset = 0x8,
  /// [Debug only] Creates a TriggerParam instance called "GimmickResetBuffer" (if needed)
  /// and copies data from param1.
  /// A pointer to the instance is stored in GameDataMgr.
  GameDataMgr::Flags_NeedGimmickReset = 0x10,
  /// If this->gimmickResetBufferParam is non-null, copy it to triggerParam and to triggerParam1 (args: 1, 0, 0).
  GameDataMgr::Flags_NeedCopyGimmickParam = 0x20,
  /// If this->gimmickResetBufferParam is non-null, copy it to triggerParam and to triggerParam1 (args: 1, 1, 0).
  GameDataMgr::Flags_40 = 0x40,
  GameDataMgr::Flags_80 = 0x80,
  GameDataMgr::Flags_100 = 0x100,
  GameDataMgr::Flags_200 = 0x200,
  GameDataMgr::Flags_400 = 0x400,
  /// Set from flag setter functions. The name is based on the fact that IsChangedByDebug gets set at the same time.
  GameDataMgr::Flags_IsChangedByDebugMaybe = 0x800,
  GameDataMgr::Flags_1000 = 0x1000,
  GameDataMgr::Flags_2000 = 0x2000,
  GameDataMgr::Flags_4000 = 0x4000,
  GameDataMgr::Flags_ChangeOnlyOnceMode = 0x8000,
  GameDataMgr::Flags_10000 = 0x10000,
  GameDataMgr::Flags_20000 = 0x20000,
  /// If set, GameDataMgr::calc will skip copying param1 to param (args: 0, 0, 0)
  GameDataMgr::Flags_DisableParam1ToParamSync = 0x40000,
  GameDataMgr::Flags_IsRestartFromGameOverMaybe = 0x80000,
  GameDataMgr::Flags_DoNotResetToInitialFromRadarMgr = 0x100000,
};
</source>


[[Category:Internals]]
== Reset flags ==
Stored at GameDataMgr+0xC1C on Switch 1.5.0.
{|class="wikitable"
! Flag !! Description
|-
| 1 || ?
|-
| 2 || Corresponds to reset type 1.
|-
| 4 || Corresponds to reset type 2.
|-
| 8 || Corresponds to reset type 3.
|-
| 0x10 || Corresponds to reset type 4.
|}
 
== Reset process ==
All game data flags for which <code>(1 << resetType) & resetFlags</code> is true are reset to their initial values.
 
TriggerParam::reset processes up to 1024 flags at a time. The function returns the number of remaining flags to reset and flag 0x08 (GameDataMgr::Flags_NeedReset) is only cleared when all flags have been reset.
 
=== bool and s32 flags with reset type 3 ===
bool and s32 flags with reset type 3, and with a flag name hash that is listed in ShopAreaInfo (in [[ShopGameDataInfo.byml]]) receive special treatment.
 
If:
* the player is in none of the shop areas that are associated with the flag (or in the Dealer's area for area-less flags); or if the player is not on MainField
* '''and''', for items with the <code>Arrow</code> tag: if the player has fewer than {itemSaleRevivalCount} arrows in their inventory
Then:
* The flag is reset to its initial value.
* For bool flags: All associated sold out flags are reset to their initial values.
 
[[Category: Internals]]
[[Category: Subsystems (BotW)]]

Revision as of 09:47, 31 December 2018

GameDataMgr
Subsystem
Official name Yes
Description Manages game data flags
Init function Switch 1.5.0: 0000007100DCE964
Wii U 1.5.0: ???
Debug only No


GameDataMgr holds the date of all game data flags and provides functions to get, set and reset them. It is also responsible for keeping track of "shop sold out" flags and resetting them regularly.

Flag data is loaded from bgdata files and stored in TriggerParam objects. Transferring data from and to save files is done by interacting with the SaveSystem and SaveMgr subsystems.

In debug versions, GameDataMgr is able to sync save data from and to a computer.

TriggerParams

There are at least two sets of TriggerParams at all times and up to four (param1, param, ???, GimmickResetBuffer). The exact purpose of each TriggerParam is currently unknown.

After all GameData flag info has been loaded into this->triggerParam from the GameData archive (gamedata.sarc), another TriggerParam instance called param1 (this->triggerParam1) is constructed and data is copied from this->triggerParam. The copy function also builds the lists of flags that need to be reset (with a non-zero ResetType) and of boolean flags with (initialValue >> 1) != 0.

Flags

GameDataMgr::Flags

Stored at GameDataMgr+0xC18 on Switch 1.5.0. Most flags are still poorly understood.

Flags are checked in the main update function (GameDataMgr::calc). Some flags are used to request actions such as resetting all flags to their initial value; these are automatically unset after GameDataMgr has processed the request.

enum GameDataMgr::Flags
{
  GameDataMgr::Flags_1 = 0x1,
  GameDataMgr::Flags_2 = 0x2,
  /// Causes GameDataMgr to call TriggerParam::resetToInitialValues(this->triggerParam1),
  /// clear some values of this->triggerParam and invoke reset callbacks
  GameDataMgr::Flags_NeedResetAllToInitial = 0x4,
  /// Causes GameDataMgr to call TriggerParam::reset(this->triggerParam1) (see below)
  GameDataMgr::Flags_NeedReset = 0x8,
  /// [Debug only] Creates a TriggerParam instance called "GimmickResetBuffer" (if needed)
  /// and copies data from param1.
  /// A pointer to the instance is stored in GameDataMgr.
  GameDataMgr::Flags_NeedGimmickReset = 0x10,
  /// If this->gimmickResetBufferParam is non-null, copy it to triggerParam and to triggerParam1 (args: 1, 0, 0).
  GameDataMgr::Flags_NeedCopyGimmickParam = 0x20,
  /// If this->gimmickResetBufferParam is non-null, copy it to triggerParam and to triggerParam1 (args: 1, 1, 0).
  GameDataMgr::Flags_40 = 0x40,
  GameDataMgr::Flags_80 = 0x80,
  GameDataMgr::Flags_100 = 0x100,
  GameDataMgr::Flags_200 = 0x200,
  GameDataMgr::Flags_400 = 0x400,
  /// Set from flag setter functions. The name is based on the fact that IsChangedByDebug gets set at the same time.
  GameDataMgr::Flags_IsChangedByDebugMaybe = 0x800,
  GameDataMgr::Flags_1000 = 0x1000,
  GameDataMgr::Flags_2000 = 0x2000,
  GameDataMgr::Flags_4000 = 0x4000,
  GameDataMgr::Flags_ChangeOnlyOnceMode = 0x8000,
  GameDataMgr::Flags_10000 = 0x10000,
  GameDataMgr::Flags_20000 = 0x20000,
  /// If set, GameDataMgr::calc will skip copying param1 to param (args: 0, 0, 0)
  GameDataMgr::Flags_DisableParam1ToParamSync = 0x40000,
  GameDataMgr::Flags_IsRestartFromGameOverMaybe = 0x80000,
  GameDataMgr::Flags_DoNotResetToInitialFromRadarMgr = 0x100000,
};

Reset flags

Stored at GameDataMgr+0xC1C on Switch 1.5.0.

Flag Description
1 ?
2 Corresponds to reset type 1.
4 Corresponds to reset type 2.
8 Corresponds to reset type 3.
0x10 Corresponds to reset type 4.

Reset process

All game data flags for which (1 << resetType) & resetFlags is true are reset to their initial values.

TriggerParam::reset processes up to 1024 flags at a time. The function returns the number of remaining flags to reset and flag 0x08 (GameDataMgr::Flags_NeedReset) is only cleared when all flags have been reset.

bool and s32 flags with reset type 3

bool and s32 flags with reset type 3, and with a flag name hash that is listed in ShopAreaInfo (in ShopGameDataInfo.byml) receive special treatment.

If:

  • the player is in none of the shop areas that are associated with the flag (or in the Dealer's area for area-less flags); or if the player is not on MainField
  • and, for items with the Arrow tag: if the player has fewer than {itemSaleRevivalCount} arrows in their inventory

Then:

  • The flag is reset to its initial value.
  • For bool flags: All associated sold out flags are reset to their initial values.