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To make the development process more efficient, Nintendo introduced a system called SoundLink (aka SLink)<ref>[https://game.watch.impress.co.jp/docs/news/1078827.html BotW CEDEC 2017 talk]</ref><ref>0x7101E271AE in Switch 1.5.0</ref> (and its counterpart for effects: EffectLink<ref>0x7101E3790B in Switch 1.5.0</ref>) during development. Both systems were at some point unified and are now handled by a single xlink2 library which handles both the SLink and ELink systems.
To make the development process more efficient, Nintendo introduced a system called SoundLink (aka SLink)<ref>[https://game.watch.impress.co.jp/docs/news/1078827.html BotW CEDEC 2017 talk]</ref><ref>0x7101E271AE in Switch 1.5.0</ref> (and its counterpart for effects: EffectLink<ref>0x7101E3790B in Switch 1.5.0</ref>) during development. Both systems were at some point unified and are now handled by a single xlink2 library which handles both the SLink and ELink systems.


Two files are used to map effect/sound names to the actual resources. In ''Breath of the Wild'', they are called [[ELink2DB.belnk]] and [[SLink2DB.bslnk]].
Two files are used to map effect/sound names to the actual resources. In ''Breath of the Wild'', they are called [[ELink2DB.belnk]] and [[SLink2DB.bslnk]] (found in ELink2 and SLink2 respectively).


The format has not seen a lot of research as of September 2018, despite the executable being full of debug strings that include field names and the fact that other recent Nintendo games such as ''Splatoon 2'' ship the library with debugging symbols.
The format has not seen a lot of research as of September 2018, despite the executable being full of debug strings that include field names and the fact that other recent Nintendo games such as ''Splatoon 2'' ship the library with debugging symbols.
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