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==== Archives ====
==== Archives ====
Because the game tends to load several resources at the same time, related files are grouped and packed into archives to improve performance. Resources are packed [[Actor pack|at the actor level]], or [[Beventpack|at the event level]], or based on the moment they are loaded by the game, which is the case for [[Dungeon pack|dungeon pack]]<nowiki/>s and top-level [[pack]]<nowiki/>s for instance.
Because the game tends to load several resources at the same time, related files are grouped and packed into archives to improve performance. Resources are packed [[Actor pack|at the actor level]], or [[Beventpack|at the event level]], or based on the moment they are loaded by the game, which is the case for [[Dungeon pack|dungeon packs]] and top-level [[Pack|packs]] for instance.
 
 


This archive system does result in content duplication, but it is a fair space-time tradeoff.
This archive system does result in content duplication, but it is a fair space-time tradeoff.
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=== Actors ===
=== Actors ===
'''Actors''' are in-game objects. Link, enemies, scenery, weapons, NPCs, shrine interiors are all examples of actors.
'''[[Actor|Actors]]''' are in-game objects. Link, enemies, scenery, weapons, NPCs, shrine interiors are all examples of actors.


In ''Breath of the Wild'', actors are implemented through a combination of code and data such as parameter files ([[ActorParam]]), models, physics data, etc. Unlike actors in older Zelda games, ''BotW'' actors are composed of reusable components and large parts of functionality can be configured via parameter files.
In ''Breath of the Wild'', actors are implemented through a combination of code and data such as parameter files ([[ActorParam]]), models, physics data, etc. Unlike actors in older Zelda games, ''BotW'' actors are composed of reusable components and large parts of functionality can be configured via parameter files.
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=== GameData flags ===
=== GameData flags ===
=== Stages ===
=== Maps or scenes ===


=== Map units ===
=== Map units ===
'''Map units''' consist of the placement and map instance parameter data BOTW reads from for the over-world([[Map unit]]) and for shrines. [[Map unit|Map units]] (in the form of the [https://zeldamods.org/wiki/Map_unit#Map_unit_binary .smubin] file types)usually consist of two types of actors, Static and Dynamic. Static actors are mainly used for object linking while dynamic actors lack this functionality, However this does '''NOT''' mean you have to use a link when placing static actors. Both types can be used freely during placement of actors, just that static actors have the ability to be linked.
{{Link to article|link=Map unit|include=true}}


=== AutoPlacement ===
=== AutoPlacement ===
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