Map unit and Help:Resolving mod conflicts: Difference between pages

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imported>Leoetlino
(→‎Link system: add map link definitions (dumped from Placement code))
 
imported>NiceneNerd
(Created page, placeholders for categories of conflict resolution)
 
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{{Stub|what=Complete the contents section, the link system, mention static vs dynamic (and possibly other things)}}
Because of the way '''Breath of the Wild''' game content is structured, multiple mods often have to make incompatible changes to the same files or groups of files. Not all of this can be helped—some mods will always conflict—but many of the most common mod conflicts can be resolved. There are seven major areas of concern in resolving mod conflicts: the [[Resource_system#Resource_size_table|RSTB]], [[SARC|SARC packs]], [[Message archives|game texts]], [[gamedata.ssarc|game data]], [[SaveMgr|save data]], [[ActorInfo.product.sbyml|actor info]], and the contents generally of [[BYML]] and [[AAMP]] files.


== Contents ==
== RSTB Conflicts ==  
RSTB conflicts occur when two or more mods modify [[ResourceSizeTable.product.rsizetable]]. Unless the changes are merged, you may experience the general symptoms of RSTB problems when trying to use such mods together, which may include crashes, invisible models, missing actors, or hanging on the loading screen.


=== <code>LocationPosX</code> ===
To resolve RSTB conflicts, you must identify the RSTB changes made by each mod, which can be compared using [[Help:Tools/rstb|rstbtool]] or [[Help:Tools/Wild_Bits|Wild Bits]]. For help with this, see [[Help:Updating the RSTB]].


=== <code>LocationPosZ</code> ===
== SARC Conflicts ==


=== <code>LocationSize</code> ===
== Game Text Conflicts ==


=== <code>Objs</code> ===
== Game Data and Save Data Conflicts ==


=== <code>Rails</code> ===
== Actor Info Conflicts ==


== Link system ==
== BYML and AAMP Conflicts ==
===Definitions===
{|class="wikitable"
! 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 || - || 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<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]]
<references />
[[Category:File formats]]

Revision as of 17:04, 26 July 2019

Because of the way Breath of the Wild game content is structured, multiple mods often have to make incompatible changes to the same files or groups of files. Not all of this can be helped—some mods will always conflict—but many of the most common mod conflicts can be resolved. There are seven major areas of concern in resolving mod conflicts: the RSTB, SARC packs, game texts, game data, save data, actor info, and the contents generally of BYML and AAMP files.

RSTB Conflicts

RSTB conflicts occur when two or more mods modify ResourceSizeTable.product.rsizetable. Unless the changes are merged, you may experience the general symptoms of RSTB problems when trying to use such mods together, which may include crashes, invisible models, missing actors, or hanging on the loading screen.

To resolve RSTB conflicts, you must identify the RSTB changes made by each mod, which can be compared using rstbtool or Wild Bits. For help with this, see Help:Updating the RSTB.

SARC Conflicts

Game Text Conflicts

Game Data and Save Data Conflicts

Actor Info Conflicts

BYML and AAMP Conflicts