Resource system: Difference between revisions

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In ''Breath of the Wild'', the '''resource system''' is a subsystem that is responsible for managing resources, i.e. content files. It is composed of [[ResourceMgrTask]], [[ResourceSystem]] and a few ancillary classes (such as "resource binders" and "handles").
In ''Breath of the Wild'', the '''resource system''' is a subsystem that is responsible for managing resources, i.e. content files. It is composed of [[ResourceMgrTask]], [[ResourceSystem]] and a few ancillary classes (such as "resource binders" and "handles").
BotW's resource system is also used in ''[[wikipedia:Animal Crossing: New Horizons|Animal Crossing: New Horizons]]'' and called "ares" or "ARes".


== Concepts ==
== Concepts ==
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==== Resource size calculation ====
==== Resource size calculation ====
It is currently unknown how Nintendo has determined the values in the RSTB. However by REing the resource system it was found that the resource loading heap is, for most factories, only used to allocate the file loading buffer (which is as large as the file to load), the C++ resource class, extra allocations depending on the resource class and some extra bytes to ensure data is aligned correctly in memory.
According to an internal source, Nintendo automatically generates the Resource Size Table using development builds of the game that are believed to contain instrumentation code (perhaps in the [[Patrol]] component) This is consistent with the fact that the RSTB asset has the "product" suffix in its name, which is used for machine-generated files, and also with the fact that a similar solution is used for actor instance heap size measurement.
 
The resource loading heap is, for most factories, only used to allocate the file loading buffer (which is as large as the file to load), the C++ resource class, extra allocations depending on the resource class and some extra bytes to ensure data is aligned correctly in memory.


Therefore, the following formula should give a correct size value for all resource types:
Therefore, the following formula should give a correct size value for all resource types:
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PARSE_SIZE is the amount of memory allocated from the resource heap in the <code>Resource::parse</code> function. Determining the exact value of PARSE_SIZE requires reversing that function and tracking calls to <code>operator new()</code> because the amount of dynamically allocated memory depends on the resource.
PARSE_SIZE is the amount of memory allocated from the resource heap in the <code>Resource::parse</code> function. Determining the exact value of PARSE_SIZE requires reversing that function and tracking calls to <code>operator new()</code> because the amount of dynamically allocated memory depends on the resource.
==== BFRES resource size estimation (Wii U only) ====
[[File:Allrstb.png|alt=All BFRES RSTB entries|thumb|RSTB size analysis for all BFRES files. Y-axis: ratio, X-axis: BFRES file size, dot size: RSTB entry size.]]
Though current tools cannot yet calculate exact RSTB values for BFRES files, by analyzing the BFRES files Nintendo shipped with the game and their RSTB entries, it is possible to make some general observations which permit loose estimates for setting BFRES RSTB values.
There are two types of BFRES file: model and texture. (Texture files are further divided into regular textures, which include <code>Tex1</code> in the name, and mipmaps, which contain <code>Tex2</code> in the name, but there seems to be no difference in RSTB calculations concerning these two types of textures.)
[[File:Modelrstb.png|thumb|RSTB size analysis for BFRES model files. Y-axis: ratio, X-axis: BFRES file size, dot size: RSTB entry size.]]
For models, the ratio of RSTB entry size to BFRES file size increases early, but lazily, as BFRES file size decreases. The estimations are trickier for models than they are for textures, but they are still fairly simple overall.
* If your model BFRES is less than 100KB, your RSTB entry should be 200% of your BFRES file size.
* If your model BFRES is greater than 100KB, but less than 1MB, your RSTB entry should be 175% of your BFRES file size.
* If your model BFRES is greater then 1MB, but less than 2MB, your RSTB entry should be 150% of your BFRES file size.
* If your model BFRES is greater than 2MB, your RSTB entry should be 125% of your BFRES file size.
[[File:Tex1rstb.png|thumb|RSTB size analysis for BFRES tex1 texture files. Y-axis: ratio, X-axis: BFRES file size, dot size: RSTB entry size.]]
For textures, the ratio of RSTB entry size to BFRES file size increases late, but sharply, as BFRES file size decreases. This makes the estimates for RSTB entry size for textures incredibly easy.
* If your texture BFRES is less than 100KB, your RSTB entry should be 200% of your BFRES file size.
* If your texture BFRES is greater than 100KB but less than 500KB, your RSTB entry should be 110% of your BFRES file size.
* If your texture BFRES is greater than 500KB, your RSTB entry should be 101% of your BFRES file size.
[[File:Tex2rstb.png|thumb|RSTB size analysis for BFRES tex2 texture files. Y-axis: ratio, X-axis: BFRES file size, dot size: RSTB entry size.]]
Note: These analyses were done on the Wii U 1.5.0 version. Switch version calculations will vary.


[[Category:Internals]]
[[Category:Internals]]
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