AAMP: Difference between revisions

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'''AAMP'''s are parameter files (officially: binary resource parameter archives).
'''AAMP'''s are parameter files (officially: binary resource parameter archives).
</onlyinclude>
</onlyinclude>
== Structure ==
== Structure ==
The basic structure of AAMP files is documented on the [[mk8:AAMP (File Format)|MK8 wiki]].
{{expand section}}


Unlike some other file formats, AAMP files have the exact same structure and endianness on Wii U and Switch, so these files are interchangeable between the consoles.
Unlike some other file formats, AAMP files have the exact same structure and endianness on Wii U and Switch, so these files are interchangeable between the consoles.
=== Parameter types ===
The following parameter type and class names are ''official'' and come from Nintendo's AAMP library.
{| class="wikitable"
! ID
! Type
! Parameter type
|-
| 0 
| bool
| <code>agl::utl::Parameter<bool></code>
|-
| 1 
| f32 
| <code>agl::utl::Parameter<float></code>
|-
| 2 
| int 
| <code>agl::utl::Parameter<int></code>
|-
| 3 
| vec2
| <code>agl::utl::Parameter<sead::Vector2<float>></code>
|-
| 4 
| vec3
| <code>agl::utl::Parameter<sead::Vector3<float>></code>
|-
| 5 
| vec4
| <code>agl::utl::Parameter<sead::Vector4<float>></code>
|-
| 6 
| color
| <code>agl::utl::Parameter<sead::Color4f></code>
|-
| 7 
| string32
| <code>agl::utl::Parameter<sead::FixedSafeString<32>></code>
|-
| 8 
| string64
| <code>agl::utl::Parameter<sead::FixedSafeString<64>></code>
|-
| 9 
| curve1
| <code>agl::utl::ParameterCurve<1u></code>
|-
| 10
| curve2
| <code>agl::utl::ParameterCurve<2u></code>
|-
| 11
| curve3
| <code>agl::utl::ParameterCurve<3u></code> (unused in BotW?)
|-
| 12
| curve4
| <code>agl::utl::ParameterCurve<4u></code>
|-
| 13
| buffer_int
| <code>agl::utl::ParameterBuffer<int></code>
|-
| 14
| buffer_f32
| <code>agl::utl::ParameterBuffer<float></code>
|-
| 15
| string256
| <code>agl::utl::Parameter<sead::FixedSafeString<256>></code>
|-
| 16
| quat
| <code>agl::utl::Parameter<sead::Quat<float>></code>
|-
| 17
| u32
| <code>agl::utl::Parameter<uint></code>
|-
| 18
| buffer_u32
| <code>agl::utl::ParameterBuffer<unsigned int></code>
|-
| 19
| buffer_binary
| <code>agl::utl::ParameterBuffer<unsigned char></code>
|-
| 20
| stringRef
| <code>agl::utl::Parameter<sead::SafeStringBase<char>></code>
|-
| 21
| (none, special)
| <code>agl::utl::Parameter<int *></code>, <code>agl::utl::Parameter<float *></code>, <code>agl::utl::Parameter<unsigned int *></code>, <code>agl::utl::Parameter<unsigned char *></code>
|}


== Usage in ''Breath of the Wild'' ==
== Usage in ''Breath of the Wild'' ==
AAMP files are used in ''Breath of the Wild'' to store parameters that define the game's behaviour. They are very frequently used inside .sbactorpack archives, where they define most of an Actor's characteristics.
AAMP files are used in ''Breath of the Wild'' to store parameters that define the game's behaviour. They are very frequently used inside .sbactorpack archives, where they define most of an Actor's characteristics.
=== Naming conventions for arrays ===
Nintendo works around the lack of lists/arrays in the AAMP format by using parameter lists/objects and numbered names for children.
By convention, if the parent name is <code>{parent name}</code>, children will typically have one of the following names:
* <code>{singular parent name}_%d</code>
* <code>{singular parent name}_%02d</code>
* <code>{singular parent name}_%03d</code>
* <code>{singular parent name}%d</code>
* <code>{singular parent name}%02d</code>
* <code>{singular parent name}%03d</code>
This is of course not the case for all documents and there are in fact many exceptions.


=== Extensions ===
=== Extensions ===
Line 14: Line 125:


<DynamicPageList>category = File extensions (AAMP)</DynamicPageList>
<DynamicPageList>category = File extensions (AAMP)</DynamicPageList>
=== Internal usage ===
Parameter classes (e.g. Bdmgparam) inherit from agl::utl::IParameterIO -> agl::utl::IParameterList.
In their constructors or in an init function, agl::utl::Parameter objects are created and initialised by passing the key name, the description and help strings (see <code>agl::utl::ParameterBase::initializeListNode</code>). The CRC32 for the keys are stored and then the Parameter object is added to a agl::utl::IParameterObj list.
Finally, to actually load the AAMP binary data into all the parameter objects, the game constructs a agl::utl::ResParameterArchive::ResParameterArchive and then passes it to <code>applyResParameterArchive()</code>.
==== Structures ====
agl::utl::ResParameterArchive holds a pointer to agl::utl::ResParameterArchiveData (which is the AAMP header structure).
Elements like param_root are parameter lists (agl::utl::IParameterList, tag: <code>param_list</code>). The binary structure for lists is agl::utl::ResParameterList.
A param list holds parameter objects (agl::utl::IParameterObj, tag: <code>param_array</code>) or other parameter lists. The binary structure for objects is agl::utl::ResParameterObj.
Param objects store parameters (agl::utl::ParameterBase, tag: <code>param</code>). The binary structure for parameters is agl::utl::ResParameter.
=== Parameter list name ===
agl::utl::IParameterIO (in Nintendo's AAMP library) automatically sets the 'parameter list name' / tag name to <code>param_root</code>.
== al::Parameter ==
''Super Mario Odyssey'''s al::Parameter classes are extremely similar to the agl::utl::Parameter utils and appear to be an improved version. They share most of the public interface, presumably because Nintendo wanted to make switching to al:: easier.
The human readable format is YAML instead of XML and the binary format uses BYML. Key names are stored in plain text unlike agl::utl::Parameter which stores only the hashes of the key strings.
* Parameters have the same purpose as in the agl:: implementation.
* ParameterLists are dicts (key-value mapping, with keys being strings) that contain Parameters, ParameterObjects, ParameterArrays and ParameterLists.
* ParameterObjects are dicts that contain Parameters and ParameterArrays.
* ParameterArrays are arrays of ParameterObjects. This is a new structure. 


== Tools ==
== Tools ==

Revision as of 20:32, 13 September 2018

AAMPs are parameter files (officially: binary resource parameter archives).


Structure

Unlike some other file formats, AAMP files have the exact same structure and endianness on Wii U and Switch, so these files are interchangeable between the consoles.

Parameter types

The following parameter type and class names are official and come from Nintendo's AAMP library.

ID Type Parameter type
0 bool agl::utl::Parameter<bool>
1 f32 agl::utl::Parameter<float>
2 int agl::utl::Parameter<int>
3 vec2 agl::utl::Parameter<sead::Vector2<float>>
4 vec3 agl::utl::Parameter<sead::Vector3<float>>
5 vec4 agl::utl::Parameter<sead::Vector4<float>>
6 color agl::utl::Parameter<sead::Color4f>
7 string32 agl::utl::Parameter<sead::FixedSafeString<32>>
8 string64 agl::utl::Parameter<sead::FixedSafeString<64>>
9 curve1 agl::utl::ParameterCurve<1u>
10 curve2 agl::utl::ParameterCurve<2u>
11 curve3 agl::utl::ParameterCurve<3u> (unused in BotW?)
12 curve4 agl::utl::ParameterCurve<4u>
13 buffer_int agl::utl::ParameterBuffer<int>
14 buffer_f32 agl::utl::ParameterBuffer<float>
15 string256 agl::utl::Parameter<sead::FixedSafeString<256>>
16 quat agl::utl::Parameter<sead::Quat<float>>
17 u32 agl::utl::Parameter<uint>
18 buffer_u32 agl::utl::ParameterBuffer<unsigned int>
19 buffer_binary agl::utl::ParameterBuffer<unsigned char>
20 stringRef agl::utl::Parameter<sead::SafeStringBase<char>>
21 (none, special) agl::utl::Parameter<int *>, agl::utl::Parameter<float *>, agl::utl::Parameter<unsigned int *>, agl::utl::Parameter<unsigned char *>

Usage in Breath of the Wild

AAMP files are used in Breath of the Wild to store parameters that define the game's behaviour. They are very frequently used inside .sbactorpack archives, where they define most of an Actor's characteristics.

Naming conventions for arrays

Nintendo works around the lack of lists/arrays in the AAMP format by using parameter lists/objects and numbered names for children.

By convention, if the parent name is {parent name}, children will typically have one of the following names:

  • {singular parent name}_%d
  • {singular parent name}_%02d
  • {singular parent name}_%03d
  • {singular parent name}%d
  • {singular parent name}%02d
  • {singular parent name}%03d

This is of course not the case for all documents and there are in fact many exceptions.

Extensions

AAMP files have a wide range of extensions. The file format is the same regardless of the extension, but the parameters defines inside it differ depending on the extension.

Internal usage

Parameter classes (e.g. Bdmgparam) inherit from agl::utl::IParameterIO -> agl::utl::IParameterList.

In their constructors or in an init function, agl::utl::Parameter objects are created and initialised by passing the key name, the description and help strings (see agl::utl::ParameterBase::initializeListNode). The CRC32 for the keys are stored and then the Parameter object is added to a agl::utl::IParameterObj list.

Finally, to actually load the AAMP binary data into all the parameter objects, the game constructs a agl::utl::ResParameterArchive::ResParameterArchive and then passes it to applyResParameterArchive().

Structures

agl::utl::ResParameterArchive holds a pointer to agl::utl::ResParameterArchiveData (which is the AAMP header structure).

Elements like param_root are parameter lists (agl::utl::IParameterList, tag: param_list). The binary structure for lists is agl::utl::ResParameterList.

A param list holds parameter objects (agl::utl::IParameterObj, tag: param_array) or other parameter lists. The binary structure for objects is agl::utl::ResParameterObj.

Param objects store parameters (agl::utl::ParameterBase, tag: param). The binary structure for parameters is agl::utl::ResParameter.

Parameter list name

agl::utl::IParameterIO (in Nintendo's AAMP library) automatically sets the 'parameter list name' / tag name to param_root.

al::Parameter

Super Mario Odyssey's al::Parameter classes are extremely similar to the agl::utl::Parameter utils and appear to be an improved version. They share most of the public interface, presumably because Nintendo wanted to make switching to al:: easier.

The human readable format is YAML instead of XML and the binary format uses BYML. Key names are stored in plain text unlike agl::utl::Parameter which stores only the hashes of the key strings.

  • Parameters have the same purpose as in the agl:: implementation.
  • ParameterLists are dicts (key-value mapping, with keys being strings) that contain Parameters, ParameterObjects, ParameterArrays and ParameterLists.
  • ParameterObjects are dicts that contain Parameters and ParameterArrays.
  • ParameterArrays are arrays of ParameterObjects. This is a new structure. 

Tools

The following tools can be used to convert AAMP files to an editable format, and back again: