Project:Help wanted: Difference between revisions

→‎Formats: evfl 0.13.0 now supports timelines
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(→‎Formats: evfl 0.13.0 now supports timelines)
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The format has not seen a lot of research as of September 2018, despite the executable being full of debug strings that include field names and the fact that other recent Nintendo games such as ''Splatoon 2'' ship the library with debugging symbols.
The format has not seen a lot of research as of September 2018, despite the executable being full of debug strings that include field names and the fact that other recent Nintendo games such as ''Splatoon 2'' ship the library with debugging symbols.
=== Event timelines ===
[[bfevtm]] files (binary event timelines) are extremely similar to [[bfevfl]] files (binary event flowcharts), but have a few significant differences that make them incompatible with the [https://github.com/leoetlino/evfl evfl] library as of September 2018.
Because timelines are exclusively used by the event manager — unlike flowcharts which are also used by smaller subsystems like TipsMgr — for [[demo]]s, it has proven difficult to find the code that reads timelines.
If you are willing to take up this task, please ping [[User:leoetlino|leoetlino]] for the Switch 1.5.0 IDC.
'''Update''' (16/12/2018): All timeline-related structures are now known thanks to Nintendo shipping the EventFlow library with full symbols in another game. Some fields are still unknown at the moment, though (see [https://github.com/leoetlino/bfevfl-template/blob/master/timeline.bt leoetlino/bfevfl-template:timeline.bt] and [https://github.com/leoetlino/bfevfl-template/blob/master/actor.bt leoetlino/bfevfl-template:actor.bt] for more details).


=== Havok packfiles and structures ===
=== Havok packfiles and structures ===
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* Write a library to manipulate binary packfiles: getting, modifying, adding and removing Havok objects from a packfile (and perhaps converting them to XML too?)
* Write a library to manipulate binary packfiles: getting, modifying, adding and removing Havok objects from a packfile (and perhaps converting them to XML too?)
* Figure out how the compression for <code>hkpBvCompressedMeshShape</code>s works. Nintendo uses compressed mesh shapes for all [[Content/Physics/StaticCompound|static compound]] collision files.
* Figure out how the compression for <code>hkpBvCompressedMeshShape</code>s works. Nintendo uses compressed mesh shapes for all [[Content/Physics/StaticCompound|static compound]] collision files.
=== <s>Event timelines</s> ===
[[bfevtm]] files (binary event timelines) are extremely similar to [[bfevfl]] files (binary event flowcharts), but have a few significant differences that make them incompatible with the [https://github.com/leoetlino/evfl evfl] library as of September 2018.
Because timelines are exclusively used by the event manager &mdash; unlike flowcharts which are also used by smaller subsystems like TipsMgr &mdash; for [[demo]]s, it has proven difficult to find the code that reads timelines.
If you are willing to take up this task, please ping [[User:leoetlino|leoetlino]] for the Switch 1.5.0 IDC.
'''Update''' (16/12/2018): All timeline-related structures are now known thanks to Nintendo shipping the EventFlow library with full symbols in another game. Some fields are still unknown at the moment, though (see [https://github.com/leoetlino/bfevfl-template/blob/master/timeline.bt leoetlino/bfevfl-template:timeline.bt] and [https://github.com/leoetlino/bfevfl-template/blob/master/actor.bt leoetlino/bfevfl-template:actor.bt] for more details).
'''Update''' (19/12/2018): [https://github.com/leoetlino/evfl evfl v0.13.0] now supports event timelines.


== Game logic ==
== Game logic ==
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