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Software libraries: Difference between revisions

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* NintendoWare ptcl (particle system)
* NintendoWare ptcl (particle system)


== Havok ==
== [[Havok]] ==
* Havok 2014_2
* Havok 2014_2
* Havok AI 2014_2 (only for NavMesh?)
* Havok AI 2014_2 (only for NavMesh?)
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== Nintendo ==
== Nintendo ==
* al::ByamlIter (from Super Mario Odyssey)
* al::ByamlIter ([[BYML]] library from Super Mario Odyssey)
* aal:: (audio)
* aal:: (audio)
* agl:: (graphics, lighting, parameter utils including AAMP)
* agl:: (graphics, lighting, parameter utils including [[AAMP]])
* eui:: (UI)
* eui:: (UI)
* gsys:: (graphics, models)
* gsys:: (graphics, models)

Revision as of 19:28, 13 September 2018

Like many modern games, Breath of the Wild makes heavy use of software libraries to reuse existing code and save development time.

The following list has only been checked for Switch 1.5.0.

NintendoSDK

  • NintendoSDK multimedia
  • NintendoSDK nnSdk
  • NintendoSDK gfx 4.4.0
  • NintendoSDK NEX 4.2.1 (only in newer versions; used for save transfer functionality that is currently unused?)
  • NintendoSDK libcurl 4.4.0 (only in newer versions; used for save transfer functionality that is currently unused?)

NintendoWare

  • NintendoWare G3d 4.4.0
  • NintendoWare Vfx 4.4.0
  • NintendoWare Font 4.4.0
  • NintendoWare Ui2d 4.4.0
  • NintendoWare Atk 4.4.0
  • NintendoWare ptcl (particle system)

Havok

  • Havok 2014_2
  • Havok AI 2014_2 (only for NavMesh?)
  • Havok Animation 2014_2
  • Havok Cloth 2014_2
  • Havok Physics2012 2014_2

Nintendo

  • al::ByamlIter (BYML library from Super Mario Odyssey)
  • aal:: (audio)
  • agl:: (graphics, lighting, parameter utils including AAMP)
  • eui:: (UI)
  • gsys:: (graphics, models)
  • LinkCommon
  • EffectLink (ELink)
  • SoundLink (SLink)
  • sead:: (framework and core utils)
  • Visualizer (shader debug tools)