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authorAetias <aetias@outlook.com>2024-01-02 12:12:48 +0100
committerAetias <aetias@outlook.com>2024-01-02 12:12:48 +0100
commit45b184bc0897fd2cd9223077472d955d4053aa46 (patch)
tree8689bcdba2047b75b12b6c801a118d4f455b7ac1 /docs
parent0982309e3417d250ca5348f53a2f177327f1710b (diff)
Update docs
Diffstat (limited to 'docs')
-rw-r--r--docs/actors.md91
-rw-r--r--docs/memory.md9
2 files changed, 97 insertions, 3 deletions
diff --git a/docs/actors.md b/docs/actors.md
index 72382438..0ccd1e25 100644
--- a/docs/actors.md
+++ b/docs/actors.md
@@ -1,6 +1,7 @@
# Actors
This file documents what is known about actors in the game.
- [Actor IDs](#actor-ids)
+- [Link states](#link-states)
## Actor IDs
Many actors have a 4-character ID associated with it. This table shows all known IDs and their respective meanings or
@@ -15,3 +16,93 @@ translations. Feel free to contribute to this list!
`NAVI` | Navi | Spirit of Courage (Ciela)
`FCNV` | Force Navi | Spirit of Power (Leaf)
`WSNV` | Wisdom Navi | Spirit of Wisdom (Neri)
+
+## Link states
+Link's states are organized in a hierarchical structure. Similar to actor IDs, states are labelled by 4-character IDs. In
+addition, the states have names in Japanese.
+
+> [!NOTE]
+> The hierarchy and Japanese names were likely used for debugging and may have no meaning in the actual game engine.
+
+- `PLYR`: Player
+ - `PLNK`: Link motion (リンクモーション)
+ - `LGNR`: General (全般)
+ - `LWIT`: Wait (ウェイト)
+ - `LMOV`: Move (移動)
+ - `LROL`: Roll (前転)
+ - `LAJP`: Auto-jump (オートジャンプ)
+ - `LATK`: Attack (剣振り)
+ - `LVAT`: Vertical attack (縦切り)
+ - `LLAT`: Horizontal attack (横切り)
+ - `LSAT`: Stab attack (突き)
+ - `LTAT`: Spin attack (回転切り)
+ - `LARB`: Recoil (反動)
+ - `LJAT`: Jump attack (ジャンプ切り)
+ - `LDFC`: Defence (防御)
+ - `LDMG`: Damage (ダメージ)
+ - `LGRB`: Grab (持ち上げ)
+ - `LPSH`: Push/pull (押し引き)
+ - `LIGT`: Item get (アイテムゲット)
+ - `LNAV`: Navi (精霊)
+ - `LBOW`: Bow (弓矢)
+ - `LBMR`: Boomerang (ブーメラン)
+ - `LHMR`: Hammer (ハンマー)
+ - `LROP`: Rope (ロープ)
+ - `LSCP`: Scoop (スコップ)
+ - `LOIT`: Other item (他のアイテム)
+ - `LABN`: Abnormal state (状態異常)
+ - `LLOT`: Other (その他)
+ - `PTMP`: Temporary (一時調整)
+ - `PEFT`: Effect (エフェクト)
+
+The states can also be found in `Player/motion.bhio` in the assets. The file appears to contain configurable properties for
+some of the states. The properties are labelled with up to 12 bytes (6 characters) of Japanese text, causing some labels to be cut off.
+
+State | Property | Type | Value | Japanese
+-------|--------------------------|---------|-------|----------
+`LGNR` | Shadow darkness | `int` | 26 | 影の濃さ
+`LGNR` | Model type | `int` | 2 | モデルタイプ
+`LGNR` | Semi-transparent model | `int` | 11 | 半透明モデル
+`LGNR` | Semi-transparent R | `int` | 31 | 半透明R
+`LGNR` | Semi-transparent G | `int` | 31 | 半透明G
+`LGNR` | Semi-transparent B | `int` | 31 | 半透明B
+`LGNR` | Area change | `int` | 15 | エリア替えフ
+`LGNR` | Stairway fade | `int` | 10 | 階段フェード
+`LGNR` | Other ho... | `int` | 13 | その他フェー
+`LGNR` | Area movement o... | `20.12` | 1.9 | エリア移動オ
+`LDMG` | Damage tie... | `int` | 0 | ダメージタイ
+`LDMG` | Small damage speed | `20.12` | 2.0 | 小ダメ再生速
+`LDMG` | Small damage start frame | `20.12` | 0.0 | 小ダメ開始フ
+`LDMG` | Small damage end frame | `20.12` | 10.0 | 小ダメ終了フ
+`LDMG` | ??? | `int` | 6 | ビリビリ回数
+`LDMG` | ??? | `20.12` | 1.0 | ビリビリ再生
+`LDMG` | ??? | `20.12` | 1.23 | 吹き上げ高さ
+`LDMG` | ??? | `20.12` | 0.2 | 吹き上げふっ
+`LDMG` | ??? | `20.12` | 0.2 | フリック跳び
+`LDMG` | Ice damage? | `int` | 60 | 凍りダメージ
+`LGRB` | Grab speed | `20.12` | 1.6 | 持ち上げ再生
+`LGRB` | Grab start | `20.12` | 2.0 | 持ち上げ開始
+`LGRB` | Grab end | `20.12` | 10.0 | 持ち上げ終了
+`LGRB` | Throw speed | `20.12` | 1.0 | 投げ再生速度
+`LGRB` | Throw start frame | `20.12` | 0.0 | 投げ開始フレ
+`LGRB` | Throw end frame | `20.12` | 15.0 | 投げ終了フレ
+`LGRB` | Throw frame | `20.12` | 2.0 | 投げ離れフレ
+`LPSH` | Stop time | `int` | 3 | 停止時間
+`LPSH` | Direct push | `20.12` | 0.5 | ダイレクトプ
+`LIGT` | X-offset | `20.12` | 0.368 | オフセットX
+`LIGT` | Y-offset | `20.12` | 1.323 | オフセットY
+`LIGT` | Z-offset | `20.12` | 0.05 | オフセットZ
+`LIGT` | Rotation speed | `20.12` | 0.066 | 回転速度
+`LROP` | Rope width | `20.12` | 0.12 | ロープ幅
+`LROP` | Texture... | `20.12` | 30.0 | テクスチャリ
+`LROP` | High jump | `20.12` | 0.54 | ハイジャンプ
+`LROP` | Lean depth? | `20.12` | 0.6 | 寄りかかり深
+`LLOT` | Breath start frame | `20.12` | 0.0 | 息吹き開始フ
+`LLOT` | Breath end frame | `20.12` | 10.0 | 息吹き終了フ
+`LLOT` | Walk offset | `20.12` | 1.1 | 歩きオフセッ
+`LLOT` | Run offset | `20.12` | 1.7 | 走りオフセッ
+`LLOT` | Stairway offset | `20.12` | 1.0 | 階段オフセッ
+`LLOT` | Player ... | `20.12` | 0.01 | プレイヤー消
+`LLOT` | Warp ho... | `int` | 55 | ワープフェー
+`LLOT` | Player ... | `int` | 10 | プレイヤー半
+`LLOT` | Warp rise | `20.12` | 0.03 | ワープ浮き上
diff --git a/docs/memory.md b/docs/memory.md
index 048c1868..e4f5fd8f 100644
--- a/docs/memory.md
+++ b/docs/memory.md
@@ -10,6 +10,9 @@ meanings or translations.
> These IDs will appear in memory in reverse order. This is because allocation IDs are often interpreted as 32-bit integers,
> and integers are stored in little-endian which effectively "reverses" the character order.
- ID | Translation | Meaning
--------|-------------|---------
-`EXPH` | ? | SysObject
+ ID | Translation | Meaning
+-------|-----------------|---------
+`EDGM` | Edge manager | ?
+`EXPH` | ? | SysObject
+`MESG` | Message manager | ?
+`IMNG` | Item manager | ?