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Help:Creating mods: Difference between revisions

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imported>BravelyPeculiar
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* <code>wszst decompress INPUT_FILE.sbactorpack OUTPUT_FILE.bactorpack</code>
* <code>wszst decompress INPUT_FILE.sbactorpack OUTPUT_FILE.bactorpack</code>
* <code>wszst compress INPUT_FILE.bfres OUTPUT_FILE.sbfres</code>
* <code>wszst compress INPUT_FILE.bfres OUTPUT_FILE.sbfres</code>
=== The RSTB file ===
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. For details, see [[Help:Editing the RSTB]].


=== SARC archives ===
=== SARC archives ===
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* <code>.Tex2.sbfres</code> files contain mipmaps for textures (Wii U). Since we can't edit these on Wii U yet, they need to be disabled.
* <code>.Tex2.sbfres</code> files contain mipmaps for textures (Wii U). Since we can't edit these on Wii U yet, they need to be disabled.
* <code>.Tex.sbfres</code> files contain both textures and mipmaps (Switch). Unlike on Wii U, mipmaps don't cause any problems here.
* <code>.Tex.sbfres</code> files contain both textures and mipmaps (Switch). Unlike on Wii U, mipmaps don't cause any problems here.
== Rules ==
=== The RSTB file ===
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. For details, see [[Help:Editing the RSTB]].
=== File names and caching ===
The game assumes that any 2 files with the exact same filename also have the exact same contents. If you don't follow this rule when editing files, the game might load the wrong version of the file, leading to errors.

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