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Content/Font and Map unit: Difference between pages

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imported>BravelyPeculiar
(Revert)
 
imported>Leoetlino
(merge mubin into Map unit)
 
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{{stub}}
{{Stub|what=Complete the contents section, the link system, mention static vs dynamic (and possibly other things)}}
<onlyinclude>{{Resloc|type=directory|path=Font}}</onlyinclude>
 
[[Category: Content (BotW)]]
== Contents ==
 
=== <code>LocationPosX</code> ===
 
=== <code>LocationPosZ</code> ===
 
=== <code>LocationSize</code> ===
 
=== <code>Objs</code> ===
 
=== <code>Rails</code> ===
 
== Link system ==
 
== 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<ref>The executable has remnants of functions that can load map units with the following path: <code>Map/Project/%s/Data/%s/%s.muunt</code> (in what appears to be development code)</ref> as their file extension and use strings for map object IDs such as <code>F-5_challenge.muunt/obj760</code> instead of CRC32 hashes of the IDs in map unit binaries.
[[Category:Internals]]

Revision as of 21:44, 7 October 2018


Contents

LocationPosX

LocationPosZ

LocationSize

Objs

Rails

Link system

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[1] 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.

  1. 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)