Software libraries: Difference between revisions

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== Nintendo ==
== Nintendo ==
* al::ByamlIter ([[BYML]] library 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)
* EventFlow (aka evfl) (event flow library: implements [[BFEVFL]]) and ore:: (utilities for the EventFlow library)
* gsys (graphics, models)
* LinkCommon
* LinkCommon
:* EffectLink (ELink)
:* EffectLink (ELink)
:* SoundLink (SLink)
:* SoundLink (SLink)
* sead:: (framework and core utils)
* NW_Cafe_G3d (aka g3d)
* nw_ptcl (aka ptcl)
* sead (framework and core utils)
* Visualizer (shader debug tools)
* Visualizer (shader debug tools)
* EventFlow/evfl:: (event flow library: implements [[BFEVFL]]) and ore:: (utilities for the EventFlow library)


Symbols for all of these except EventFlow can be found in Splatoon 2 (<= 3.1.0). Symbols for EventFlow are available in Splatoon 2 3.1.0.
Symbols for all of these except EventFlow can be found in Splatoon 2 (<= 3.1.0). Symbols for EventFlow are available in Splatoon 2 3.1.0.
=== Libraries that are not used ===
* elua: event flows are used instead.
* kcol: BotW uses Havok for physics and collision.
* Terrain: BotW's Terrain code is exclusive to BotW and part of ksys.
* AnimationSequence: BotW does have AnimationSequence resources and code, but the AnimationSequence library under the as:: namespace seems to be a separate thing (possibly a standalone version of BotW's AS code?)
* LunchPack: BotW uses its own engine and framework (ksys).


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