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WorldMgr and Help:Resolving mod conflicts: Difference between pages

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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.
{{Subsystem infobox|name=WorldMgr|init_addr_switch150=00000071010F2920|is_name_official=1|description=Manages world state (time, blood moons, climates, weather, etc.)}}
The '''World Manager''' (WorldMgr) is responsible for managing time, blood moons, climates, weather, fog, wind, lighting, procedural generation of clouds, whether the Lord of the Mountain appears, etc.


Because of the massive amount of state to handle, functionality is split across the main WorldMgr and 9 sub-managers.
== 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.


== WorldMgr ==
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]].
=== Sub-managers ===
Sub-managers are created in WorldMgr::init (0x71010F43C0) and inserted into a pointer array (@WorldMgr+0x5c0). All names below are unofficial.


{|class="wikitable"
== SARC Conflicts ==
|+ Sub-managers by ID
! ID !! Description
|-
| 0 || TimeMgr
|-
| 1 || CloudPr? Handles cloud procedural generation.
|-
| 2 || ?
|-
| 3 || Weather? Handles "rain splash" and climate weathers.
|-
| 4 || TemperatureMgr? (Reasonably sure about this one.)
|-
| 5 || ?
|-
| 6 || Sky and fog? Holds the configuration for all EnvPalettes, EnvAttributes, WeatherInfluences, Remains palettes, Indoor palettes and dungeon fogs.
|-
| 7 || DofMgr? Holds depth of field related parameters.
|-
| 8 || ?
|}


== TimeMgr ==
== Game Text Conflicts ==
TimeMgr handles everything to do with time, including Blood Moons and the Lord of the Mountain's apparition.


Internally, time of day is stored as a float in the [0.0, 360.0] range.
== Game Data and Save Data Conflicts ==


=== TimeMgr::init ===
== Actor Info Conflicts ==
* Time is set to 78.75 (05:15).
* Time for TotS environment is set to 78.75 (05:15) as well.
* "Bloody Moon end reserve timer" is set to 0.


=== TimeMgr::reset ===
== BYML and AAMP Conflicts ==
This is called whenever a stage is unloaded (essentially every time the loading screen is shown).
* Blood Moon checks are delayed.
* The AnimalMaster_Appearance flag is cleared, meaning the Lord of the Mountain will not appear.
 
=== TimeMgr::calc ===
This is called every frame.
 
* If both [[Demo]]103_0 and Demo997_0 have not been played, time of day is reset to 78.75 (05:15).
* If [[AIDef:Action/AdvanceTime]] or anything else that changes time of day was called, the actual time is updated at this moment.
* [[#Midnight checks]].
 
* '''Update time of day''': there are several possible update modes. In most cases, the update mode is 0.
{|class="wikitable"
! Mode !! Description
|-
| 0 || If Demo103_0 or Demo997_0 have been played, and if there is no active event (cutscene):
* Add (0.0083333 * elapsed frames) to the Time of Day timer. Effectively, this means that 1 in-game minute = 1 real-life second.
* If the timer is >= 360.0, which means that a day has passed, the game subtracts 360 from the timer and then performs midnight checks.
* If FindDungeon_Activated is false (if the player hasn't received the ''The Isolated Plateau'' quest) and if the current time is >= 165.0 (11:00), the time is forcefully set to 11:00. Effectively, this means that time will not get past 11:00 until the Great Plateau Tower is activated and the Old Man cutscene is triggered.
* The Blood Moon timer is updated too.
|-
| 1, 13, 35 || Freeze time to 04:00
|-
| 2, 14 || Freeze time to 05:00
|-
| 3, 16, 36 || Freeze time to 07:00
|-
| 4, 19, 37 || Freeze time to 10:00
|-
| 5, 26, 39 || Freeze time to 17:00
|-
| 6, 28, 40 || Freeze time to 19:00
|-
| 7, 30, 41 || Freeze time to 21:00
|-
| 8, 11 || Freeze time to 02:00
|-
| 9, 42 || Freeze time to 00:00
|-
| 10 || Freeze time to 01:00
|-
| 12 || Freeze time to 03:00
|-
| 15 || Freeze time to 06:00
|-
| 17 || Freeze time to 08:00
|-
| 18 || Freeze time to 09:00
|-
| 20 || Freeze time to 11:00
|-
| 21 || Freeze time to 12:00
|-
| 22, 38 || Freeze time to 13:00
|-
| 23 || Freeze time to 14:00
|-
| 24 || Freeze time to 15:00
|-
| 25 || Freeze time to 16:00
|-
| 27 || Freeze time to 18:00
|-
| 29 || Freeze time to 20:00
|-
| 31 || Freeze time to 22:00
|-
| 32 || Freeze time to 23:00
|-
| 34 ||
* Add (0.0083333 * elapsed frames) to the Time of Day timer.
* If the timer is >= 360.0, which means that a day has passed, the game subtracts 360 from the timer.
 
'''Note''': In this state, the blood moon timer is never updated and its value is never checked either.
|}
 
* Update the [[#Day/night time flag]], the [[#Time division, IsMorning, IsNoon, etc.]]
* If the "Bloody Moon end reserve timer" is non zero, decrement it. If the new value is zero, the WM_BloodyDay flag is cleared.
* Update [[#Lord of the Mountain]] flags.
 
=== Midnight checks ===
The following actions happen every time the timer reaches 360.0 (midnight).
 
WM_NumberOfDays is incremented.
 
'''If a Blood Moon is scheduled''' (WM_BloodyDay is true):
*If Blood Moons are prohibited (see conditions below), set the Blood Moon timer to 2880.0.
*If they are allowed to happen, call [https://eventviewer.zeldamods.org/viewer.html?data=/d/Demo011_0.json&params=1 Demo011_0] and set the Blood Moon timer to 0.0.
 
'''Scheduling new Blood Moons''':
*If the FirstTouchdown flag is set (i.e. if the player has left the Great Plateau), and if the Blood Moon timer is > 2520.0 (7 in-game days):
**WM_BloodyDay is set to true, which means that a Blood Moon is scheduled for the next night.
**The Blood Moon timer is reset to 0.0.
* Otherwise, the "Bloody end reserve timer" is set to 150. This ensures that the WM_BloodyDay flag is cleared 5 in-game minutes (= 5 seconds in real life) after a Blood Moon occurs.
 
==== Blood Moon inhibitors ====
If any of the following conditions are true, the Blood Moon cutscene will not be triggered.
 
* Not on MainField (main overworld)
* IsInHyruleCastleArea is set
* LastBossGanonBeastGenerateFlag is set (fighting Dark Beast Ganon)
* BloodyMoonProhibition is set
* Wind_Relic_BattleStart is set (Vah Medoh battle)
* Electric_Relic_Battle is set (Vah Naboris battle)
* Water_Relic_BattleTime is set (Vah Ruta battle)
* SkyMgr's field_2B4 is set to 15 and field_2B8 >= 1.0
 
=== Day/night time flag ===
From 00:00 to 06:00 (closed interval) and from 18:00 to 00:00 (closed interval), WM_DaytimeFlag is set to false and WM_NighttimeFlag is true.
 
In any other case, WM_DaytimeFlag is set to true and WM_NighttimeFlag to false.
 
=== Time division, IsMorning, IsNoon, etc. ===
{|class="wikitable"
! Start !! End !! Division !! Flag
|-
| 04:00 || 07:00 || 0 || WM_IsMorningA
|-
| 07:00 || 10:00 || 1 || WM_IsMorningB
|-
| 10:00 || 13:00 || 2 || WM_IsNoonA
|-
| 13:00 || 17:00 || 3 || WM_IsNoonB
|-
| 17:00 || 19:00 || 4 || WM_IsEveningA
|-
| 19:00 || 21:00 || 5 || WM_IsEveningB
|-
| 21:00 || 00:00 || 6 || WM_IsNightA
|-
| 00:00 || 04:00 || 7 || WM_IsNightB
|}
Note: all intervals include the start time and exclude the end time.
 
=== Moon type ===
The moon type is calculated based on the number of in-game days (WM_NumberOfDays). The exact formula is <code>(numberOfDays + x + 1) % 8</code><ref>0x71010E8200</ref>, where x is equal to 1 if the current time is > 180.0 (noon) and % is the modulo operator.
 
If a moon type was set manually (for instance using [[AIDef:Action/EventSetMoonType]]), that value will be used as the moon type.
 
The moon type is returned by [[AIDef:Query/WhatMoonName]], which some NPC event flows use to check the current moon phase. However, the moon schedule has nothing to do with the blood moon schedule.
 
=== Lord of the Mountain ===
 
[[Category:Internals]]
[[Category:Subsystems (BotW)]]

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