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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]])
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* agl (graphics, lighting, parameter utils including [[AAMP]])
* eui:: (UI)
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* eui (UI)
* gsys:: (graphics, models)
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* 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]]

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