Zelda breath of the wild cemu flashing when in map
- #ZELDA BREATH OF THE WILD CEMU FLASHING WHEN IN MAP ARCHIVE#
- #ZELDA BREATH OF THE WILD CEMU FLASHING WHEN IN MAP CODE#
This is done to avoid conflicts between the base and AoC versions of a resource. If the file device is set to the AoC file device, Aoc/0010/ will be prepended to the canonical resource path. If no file device is explicitly set, the resource system will use the default file device (romfs on Switch or content directory on Wii U). This can be done by calling various aocManager functions that return the AoC file device if the resource path matches specific AoC path patterns and assigning the result to field 0x48 in the ResourceLoadArg class. In order to load add-on content, the file device must be set to the AoC file device when calling a resource loading function. If the file cannot be found in the archive, the game will ignore the active resource pack and load from the usual file device. If it does exist, it will be loaded from the archive. For example, if EventFlow/Test.bfevfl is a file in Pack/TitleBG.pack, the path that is for loading is EventFlow/Test.bfevfl, not Pack/TitleBG.pack/EventFlow/Test.bfevfl.Ĭalls to any of the resource loading functions will automatically check whether the specified resource exists in the archive.
#ZELDA BREATH OF THE WILD CEMU FLASHING WHEN IN MAP ARCHIVE#
Files in the archive can then be accessed as if they were at the root of the romfs/content partition. If it is null, and if ResourceMgrTask's flag 2 is not set, packRes will automatically be set to the global resource pack pointer ( res::ResourceMgrTask::sInstance->packRes this+0x9c06f0 in Switch 1.5.0). To load from an archive, a pointer to the archive resource handle should be set in ResourceLoadArg::packRes 0x58. The resource system can be configured to try loading from an SARC archive first. Warning: This behaviour can be overridden by passing some flags to the resource load functions.
#ZELDA BREATH OF THE WILD CEMU FLASHING WHEN IN MAP CODE#
This means that any code that interacts with the resource loading functions must not include the prefix in resource paths.Įxceptions: bfevfl, bcamanim and barslist are always loaded uncompressed. When a resource load is requested, the resource system will in most cases automatically prepend 's' to the extension and use sead::ResourceMgr::tryLoadWithDecomp to try loading a compressed version first. The 's' prefix indicates that a file is Yaz0 compressed. Any file for which there isn't any specific factory will use the ResourceBase factory.Ĭompressed files can be automatically decompressed and loaded if their extension starts with an 's'.For ResourceLoadArg2 (used for actor resources and physics stuff) and ResourceLoadArg (everything else), the factory is determined from the file extension.For ResourceLoadArg3 (used in model/bfres related code), the factory is hardcoded to be the ResourceBase factory.These values were extracted from the Switch and Wii U 1.5.0 executables. When a resource is loaded, the system will look up the corresponding factory based on the file extension, load the entire file into memory, and pass the data to the factory, which then returns a Resource object on which parse() must be called.Ī complete list of resource factories can be found in the rstb project. Such a wrapper is (unofficially) called ResourceBase.įactories are C++ classes that create resource objects.ĭuring application init, factory instances are created and registered with the resource system. This is the case for BYMLs and other simple resource types that don't require any additional memory allocation. In some cases, the resource is nothing more than a thin wrapper over the underlying file bytes. As an example, bgparamlist and bxml do not share the same class even though both are AAMP files. In general, there is one resource class per file type, not format. Resources (in the context of the codebase) are C++ classes that are responsible for parsing raw data from content files and storing them in a more convenient data structure. 2.3.1 Cases where the AoC file device is used.