Overview: Difference between revisions

Updated MAP UNIT description in OVERVIEW
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(Updated MAP UNIT description in OVERVIEW)
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A completely custom engine – which Nintendo seemingly calls [[KingSystem]] – is used for ''Breath of the Wild''. It appears to have been written from scratch as nothing significant is shared with previous Zelda games or even older Nintendo games. In particular, ''Breath of the Wild'' does '''not''' use LunchPack or ''SMO''<nowiki/>'s engine, even though games using the former appear to use a ''BotW''-inspired ROM structure.
A completely custom engine – which Nintendo seemingly calls [[KingSystem]] – is used for ''Breath of the Wild''. It appears to have been written from scratch as nothing significant is shared with previous Zelda games or even older Nintendo games. In particular, ''Breath of the Wild'' does '''not''' use LunchPack or ''SMO''<nowiki/>'s engine, even though games using the former appear to use a ''BotW''-inspired ROM structure.


The game relies on the [[Havok]] physics engine for [[wikipedia:Ragdoll physics|ragdoll physics]], [[Wikipedia:Collision detection|collision]] (Physics2012), navigation (NavMesh), and [[wikipedia:Cloth modeling|cloth modeling]]. ''Breath of the Wild'' does not use Nintendo's KCL library.
The game relies on the [[Havok]] physics engine for [[wikipedia:Ragdoll physics|ragdoll physics]], [[wikipedia:Collision detection|collision]] (Physics2012), navigation (NavMesh), and [[wikipedia:Cloth modeling|cloth modeling]]. ''Breath of the Wild'' does not use Nintendo's KCL library.


== Architecture ==
== Architecture ==
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=== ROM ===
=== ROM ===
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== Concepts ==
== Concepts ==
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=== Map units ===
=== Map units ===
'''Map units''' consist of the placement and map instance parameter data BOTW reads from for the over-world([[Map unit]]) and for shrines. [[Map unit|Map units]] (in the form of the [https://zeldamods.org/wiki/Map_unit#Map_unit_binary .smubin] file types)usually consist of two types of actors, Static and Dynamic. Static actors are mainly used for object linking while dynamic actors lack this functionality, However this does '''NOT''' mean you have to use a link when placing static actors. Both types can be used freely during placement of actors, just that static actors have the ability to be linked.


=== AutoPlacement ===
=== AutoPlacement ===