Project:Help wanted: Difference between revisions
Jump to navigation
Jump to search
→Game logic: One-hit kill protection
imported>Leoetlino (→Formats: evfl 0.13.0 now supports timelines) |
imported>Leoetlino (→Game logic: One-hit kill protection) |
||
(5 intermediate revisions by the same user not shown) | |||
Line 45: | Line 45: | ||
* Dump reflection data for the Wii U version. Data offsets are different since the Switch uses a different compiler, is a 64 bit little-endian platform unlike the Wii U (32-bit big endian machine). | * Dump reflection data for the Wii U version. Data offsets are different since the Switch uses a different compiler, is a 64 bit little-endian platform unlike the Wii U (32-bit big endian machine). | ||
* 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?) | ||
* | * Document 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> === | === <s>Event timelines</s> === | ||
Line 60: | Line 60: | ||
== Game logic == | == Game logic == | ||
''The following tasks require reversing the executable or some serious experiments to have reliable information on how the mechanics work.'' | ''The following tasks require reversing the executable or some serious experiments to have reliable information on how the mechanics work.'' | ||
=== EnvPalettes and areas === | === EnvPalettes and areas === | ||
Line 72: | Line 67: | ||
How is the motorcycle's speed configured? It's not in GeneralParamList, so it might be physics-based or even hardcoded. | How is the motorcycle's speed configured? It's not in GeneralParamList, so it might be physics-based or even hardcoded. | ||
=== | === AutoPlacement === | ||
How often does AutoPlacement code run? RailDistance? Does it check the camera field of view to decide whether to spawn dragons or not? | |||
Which positions are being considered for spawning actors? | |||
=== Glitches === | |||
==== Horse sliding ==== | |||
How does this glitch work? How is the sliding direction determined? | |||
==== Apparatus Storage ==== | |||
How does this glitch work? Is there anything else that could trigger a similar state? | |||
==== Lizalfos physics glitch ==== | |||
How does this glitch work? Why does the game crash? | |||
=== <s>amiibo drops</s> === | === <s>amiibo drops</s> === | ||
Line 89: | Line 96: | ||
(Panic Blood Moons are well understood now.) | (Panic Blood Moons are well understood now.) | ||
=== <s>Respawning logic</s> === | |||
{{lta|link=Object respawning}} | |||
While the respawn logic for most objects is very simple, some entities do not ''appear'' to be affected by Blood Moons: fruits on trees, shop items. Investigate GameDataMgr as this is likely where the logic is. | |||
=== <s>One-hit kill protection</s> === | |||
It is well known that Link cannot die in one-hit under specific cases. What are the exact conditions for this protection to apply? Interestingly, it appears this mechanic is gone in Master Mode. | |||
<code>NoDeathDamageBase</code> (in Link's [[ActorParam/GeneralParamList|GeneralParamList]]) might be related. | |||
== Resource sizes == | == Resource sizes == |