Resource system: Difference between revisions
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→Cases where the AoC file device is used
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== Concepts == | == Concepts == | ||
=== Resource === | === Resource === | ||
Resources (in the context of the codebase) are C++ classes that are responsible for parsing raw data from content files and storing them in a more convenient data structure. | Resources (in the context of the codebase) are C++ classes that are responsible for parsing raw data from content files and storing them in a more convenient data structure. | ||
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In general, there is one resource class per file type, not format. As an example, [[bgparamlist]] and [[bxml]] do not share the same class even though both are [[AAMP]] files. | In general, there is one resource class per file type, not format. As an example, [[bgparamlist]] and [[bxml]] do not share the same class even though both are [[AAMP]] files. | ||
In some cases, the resource is nothing more than a thin wrapper over the underlying file bytes. This is the case for [[BYML]] | In some cases, the resource is nothing more than a thin wrapper over the underlying file bytes. This is the case for [[BYML|BYMLs]] and other simple resource types that don't require any additional memory allocation. Such a wrapper is (unofficially) called ResourceBase. | ||
=== Resource factory === | === Resource factory === | ||
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== Special cases == | == Special cases == | ||
=== Compressed files === | === Compressed files === | ||
Compressed files can be automatically decompressed and loaded if their extension starts with an 's'. The 's' prefix indicates that a file is [[Yaz0]] compressed. | Compressed files can be automatically decompressed and loaded if their extension starts with an 's'. The 's' prefix indicates that a file is [[Yaz0]] compressed. | ||
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* <code>Physics/TeraMeshRigidBody/AocField/*</code> | * <code>Physics/TeraMeshRigidBody/AocField/*</code> | ||
* <code>Voice/*/Stream_Demo6*/*.bfstm</code> | * <code>Voice/*/Stream_Demo6*/*.bfstm</code> | ||
* <code>System/Version.txt</code> | |||
There are two other situations where the <code>Aoc/0010/</code> prefix is supposed to be prepended: | There are two other situations where the <code>Aoc/0010/</code> prefix is supposed to be prepended: | ||
* If the load file device is set to the <code>Pack/AocMainField.pack</code> archive file device explicitly | * If the load file device is set to the <code>Pack/AocMainField.pack</code> archive file device explicitly | ||
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== Memory allocation == | == Memory allocation == | ||
=== Heap size === | === Heap size === | ||
The size of the resource loading heap the system allocates every time a resource is loaded depends on the value that is listed in the [[#Resource size table]] (RSTB). If lookup fails, the game will fall back to the following formula (Switch on 1.5.0): | The size of the resource loading heap the system allocates every time a resource is loaded depends on the value that is listed in the [[#Resource size table]] (RSTB). If lookup fails, the game will fall back to the following formula (Switch on 1.5.0): |