Project:Help wanted: Difference between revisions
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→Game logic: One-hit kill protection
imported>Leoetlino |
imported>Leoetlino (→Game logic: One-hit kill protection) |
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* 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> === | ||
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== 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 === | ||
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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. | 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 == |