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This article provides an '''overview''' on the implementation of ''The Legend of Zelda: Breath of the Wild''. | This article provides an '''overview''' on the implementation of ''The Legend of Zelda: Breath of the Wild''. | ||
''Breath of the Wild'''s internal project name is U-King<ref>The [[executable]] binary is called U-King, and numerous other assets refer to the game as U-King.</ref>. | |||
== Framework and engine == | == Framework and engine == | ||
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=== Stages and stage binders === | === Stages and stage binders === | ||
{{Link to article|link=Stage|include=}} | {{Link to article|link=Stage|include=}} | ||
Maps which share characteristics with each other and use the same set of [[subsystems]] usually require very similar initialisation and main loop code. In order to avoid code duplication, ''Breath of the Wild'' moves such shared code into '''stages'''. As an example, all Hyrule and Trial of the Sword maps are handled by OpenWorldStage. | Maps which share characteristics with each other and use the same set of [[subsystems]] usually require very similar initialisation and main loop code. In order to avoid code duplication, ''Breath of the Wild'' moves such shared code into '''stages'''. As an example, all Hyrule and Trial of the Sword maps are handled by OpenWorldStage. | ||
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Other commonly seen file formats include [[BFRES]] (models), [[BFSTM]] (sound streams), [[BFLYT]] (layouts) and various other standard NintendoWare formats. | Other commonly seen file formats include [[BFRES]] (models), [[BFSTM]] (sound streams), [[BFLYT]] (layouts) and various other standard NintendoWare formats. | ||
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