Help:Setting up tools: Difference between revisions
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''Breath of the Wild'' uses a very flexible, custom game engine. Many aspects of the game are not hardcoded and are instead configured by a large amount of files. Since BotW uses a lot of Nintendo's own file formats, you'll need special tools to be able to edit them. | ''Breath of the Wild'' uses a very flexible, custom game engine. Many aspects of the game are not hardcoded and are instead configured by a large amount of files. Since BotW uses a lot of Nintendo's own file formats, you'll need special tools to be able to edit them. | ||
== Common requirements == | == Common requirements == | ||
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== Tools == | == Tools == | ||
=== Yaz0 === | |||
Many files in the game are compressed with [[Yaz0]]. Compressed files generally have the letter <code>s</code> prefixed to their file extension. | |||
{{tool section|rec_tool=wszst}} | |||
=== AAMP === | === AAMP === | ||
AAMP is used for configuration files, such as [[actor parameters]], the [[normal.bwinfo|world configuration (climate, lighting, ...)]], etc. | |||
{{tool section|rec_tool=aamp}} | {{tool section|rec_tool=aamp}} | ||
Unlike most other files, AAMP files are exactly the same on both Wii U and Switch. | Unlike most other files, AAMP files are exactly the same on both Wii U and Switch. | ||
=== BFRES === | === BFRES === | ||
[[BFRES]] files contain the game's models and textures. Tutorials on how to edit these for Wii U can be found in [https://drive.google.com/drive/folders/1Z1_A3w0VvPHp22H_Yh_dSdzI5hr4OAv9 Fooni's Tutorials]. | [[BFRES]] files contain the game's animations, models and textures. Tutorials on how to edit these for Wii U can be found in [https://drive.google.com/drive/folders/1Z1_A3w0VvPHp22H_Yh_dSdzI5hr4OAv9 Fooni's Tutorials]. | ||
* <code>.sbfres</code> files contain models. | * <code>.sbfres</code> files contain models. | ||
* <code>.Tex1.sbfres</code> files contain textures (Wii U). | * <code>.Tex1.sbfres</code> files contain textures (Wii U). | ||
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=== BFEVFL === | === BFEVFL === | ||
[[BFEVFL]] is used for in-game events (which includes things like talking to people and also full-blown cutscenes). | |||
Follow the instructions at [[Help:Setting up tools/EventEditor]]. | Follow the instructions at [[Help:Setting up tools/EventEditor]]. | ||
=== BYML === | === BYML === | ||
BYML files contain game parameters for [[actor]]s, [[map unit]]s, [[difficulty scaling]] config, etc. | |||
{{tool section|rec_tool=byml-v2}} | {{tool section|rec_tool=byml-v2}} | ||
=== RSTB === | === RSTB === | ||
The file [[ResourceSizeTable.product.rsizetable]] (referred to as the RSTB file) contains a list of size limits for almost every file in the game (calculated from the non-Yaz0-compressed file sizes). If you edit a file to make its filesize bigger, you'll need to edit this file to prevent errors. | |||
{{tool section|rec_tool=rstb}} | {{tool section|rec_tool=rstb}} | ||
=== SARC === | === SARC === | ||
[[SARC]] archives contain collections of other files and folders, like .zip folders. | |||
{{tool section|rec_tool=sarc}} | {{tool section|rec_tool=sarc}} | ||
=== Map units === | === Map units === | ||
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For the second method, follow [https://gitlab.com/ice-spear-tools/ice-spear-builds the instructions in the official repo for Ice-Spear builds]. | For the second method, follow [https://gitlab.com/ice-spear-tools/ice-spear-builds the instructions in the official repo for Ice-Spear builds]. | ||
== Reverse engineering == | == Reverse engineering == |