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{{Stub}} | {{Stub|what=Complete the contents section, the link system, mention static vs dynamic (and possibly other things)}} | ||
== | == Contents == | ||
{| class="wikitable" | |||
| | === <code>LocationPosX</code> === | ||
=== <code>LocationPosZ</code> === | |||
=== <code>LocationSize</code> === | |||
=== <code>Objs</code> === | |||
Array of object structures. '''Must be sorted by HashId'''<ref>Technically, sorting is only required for Dynamic (non-group 0) map units. However, not sorting causes the game to fall back to a slower linear search.</ref> because the placement subsystem performs binary searches on the object array in various cases<ref>0x7101256E14</ref>. | |||
=== <code>Rails</code> === | |||
Array of rail structures. Can only appear in group 0 maps (Static); this section is completely ignored for non-static map units. | |||
== Link system == | |||
Map objects can be linked to other objects (up to 255 in a single generation group<ref>"一つの生成グループに 255 以上のアクタが指定されています。テストで無ければプログラマに相談"</ref>). These links allow implementing custom logic and callbacks (for example, DeadUp signals the destination object when the source object dies). | |||
===Definitions=== | |||
{|class="wikitable sortable" | |||
! ID !! Name !! Description !! Official description | |||
|- | |||
| 4 || -AxisX || - || マイナスX軸シグナル | |||
|- | |||
| 5 || -AxisY || - || マイナスY軸シグナル | |||
|- | |||
| 6 || -AxisZ || - || マイナスZ軸シグナル | |||
|- | |||
| 24 || AreaCol || - || エリア(センサ)指定 | |||
|- | |||
| 1 || AxisX || - || X軸シグナル | |||
|- | |||
| 2 || AxisY || - || Y軸シグナル | |||
|- | |||
| 3 || AxisZ || - || Z軸シグナル | |||
|- | |||
| 37 || BAndSCs || - || ボール&ソケットCS | |||
|- | |||
| 38 || BAndSLimitAngYCs || - || Y角速度制限付ボール&ソケットCS | |||
|- | |||
| 0 || BasicSig || - || 基本シグナル | |||
|- | |||
| 9 || BasicSigOnOnly || - || オンのみ基本シグナル | |||
|- | |||
| 14 || ChangeAtnSig || - || アテンション変更時シグナル | |||
|- | |||
| 39 || CogWheelCs || - || 歯車CS | |||
|- | |||
| 21 || CopyWaitRevival || Use the destination object's revival flag || 配置自動セーブ継承 | |||
|- | |||
| 15 || Create || - || 生成 | |||
|- | |- | ||
| | | 11 || DeadUp || - || 死んだらオン | ||
| | |||
| - | |||
|- | |- | ||
| | | 16 || Delete || - || 削除 | ||
| | |||
| | |||
|- | |- | ||
| | | 29 || DemoMember || - || デモ参加 | ||
| | |||
| | |||
|- | |- | ||
| | | 32 || FixedCs || - || 固定CS | ||
| | |||
| | |||
|- | |- | ||
| | | 26 || ForSale || - || 売り物 | ||
| | |- | ||
| | | 19 || ForbidAttention || - || アテンションタイプ変更 | ||
|- | |||
| 18 || Freeze || - || 凍結 | |||
|- | |||
| 7 || GimmickSuccess || - || ネタ成功シグナル | |||
|- | |||
| 33 || HingeCs || - || ヒンジCS | |||
|- | |||
| 12 || LifeZero || - || ライフ0 | |||
|- | |||
| 34 || LimitHingeCs || - || 制限付ヒンジCS | |||
|- | |||
| 27 || ModelBind || - || モデルバインド | |||
|- | |||
| 17 || MtxCopyCreate || - || 位置継承生成 | |||
|- | |||
| 22 || OffWaitRevival || - || 配置自動セーブオフ | |||
|- | |||
| 30 || PhysSystemGroup || - || 物理システムグループ | |||
|- | |||
| 28 || PlacementLOD || - || 配置LOD | |||
|- | |||
| 36 || PulleyCs || - || 滑車CS | |||
|- | |||
| 40 || RackAndPinionCs || - || ラック&ピニオンCS | |||
|- | |||
| 23 || Recreate || - || 再生成 | |||
|- | |||
| 41 || Reference || - || 参照 | |||
|- | |||
| 10 || Remains || - || 遺物シグナル | |||
|- | |||
| 25 || SensorBind || - || センサバインド | |||
|- | |||
| 35 || SliderCs || - || スライダーCS | |||
|- | |||
| 13 || Stable || - || 安定 | |||
|- | |||
| 31 || StackLink || - || スタック | |||
|- | |||
| 20 || SyncLink || - || 生成グループ | |||
|- | |||
| 8 || VelocityControl || - || 速度制御シグナル | |||
|- | |- | ||
|} | |} | ||
== File formats == | |||
=== Map unit binary === | |||
In ''Breath of the Wild'', map units are stored in a binary format and given the ''mubin'' (Map Unit Binary) file extension. All map object IDs are replaced with CRC32 hashes as a space optimisation. [[BYML]] is used as the serialisation format. | |||
=== Source map unit === | |||
Source map units have muunt<ref>The executable has remnants of functions that can load map units with the following path: <code>Map/Project/%s/Data/%s/%s.muunt</code> (in what appears to be development code)</ref> as their file extension and use strings for map object IDs such as <code>F-5_challenge.muunt/obj760</code> instead of CRC32 hashes of the IDs in map unit binaries. | |||
[[Category:Internals]] | [[Category:Internals]] | ||
<references /> | |||
[[Category:File formats]] |