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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 file formats ==
The most common formats that one would want to be able to decode and also modify are:
* [[AAMP]] for [[actor parameters]], [[normal.bwinfo|world config (climate, lighting, ...)]], etc.
* [[BFRES]] for cosmetic (textures, models, ...) changes
* [[BFEVFL]] for in-game events (which includes things like talking to people and also full-blown cutscenes)
* [[BYML]] for [[actor]]s, [[map unit]]s, [[difficulty scaling]] config, etc.
* [[RSTB]] when adding new resources or making existing files larger because of how the game works internally
* [[SARC]] for archives since many resource files are packed
* [[Yaz0]] for compressed files


== 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].
=== Yaz0 ===
{{tool section|rec_tool=wszst}}


== Reverse engineering ==
== Reverse engineering ==
Anonymous user

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