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bzs
lepelog edited this page Feb 15, 2023
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BZS files contain the main logic for stages, using a tree-like layout (TODO). Stages and rooms are handled in seperate files, so the nodetypes differ slightly.
Stage:
- 'LYSE' (defines the mapping of storyflags/daytime -> layer)
- 'STIF' (defines some stage information, such as default cull distance)
- 'RMPL' (roomplan? something to do with what rooms to load in other rooms)
- 'PCAM'
- 'LYLT' (defines what cinematic cutscene to play on certain layers)
- 'LAY ', contains 29 layers, can also have subnodes:
- 'OBJN' (defines which actors code to load, used for loading rels)
- 'ARCN' (defines all the arcs used by actors, not sure if it's actually used)
- 'OBJ ' (normal objects)
- 'OBJS'
- 'SOBJ' (scaled objects)
- 'DOOR'
- 'STAG'
Room:
- 'OBJN'
- 'ARCN'
- 'FILE'
- 'SCEN' (defines the next entrance to load when triggering an exit)
- 'CAM '
- 'PATH' (paths are a collections of points)
- 'PNT ' (points in a path)
- 'BPNT' (special points? B for bezier?)
- 'SPTH'
- 'SPNT'
- 'AREA' (defines spaces, that can then used by actors to see if link is in them)
- 'EVNT' (actor events, used to trigger zev events)
- 'PLY ' (might mean 'PLAYER'? entrances, defines the position where to spawn)
- 'SOBJ'
- 'STAG'
- 'LAY ', contains 29 layers, can have subnodes:
- 'OBJN'
- 'ARCN'
- 'OBJS' (actors that are also spawned if this room is inactive)
- 'OBJ ' (actors that only spawn if this room is active)
- 'SOBJ' (scaled objects)
- 'STAS'
- 'STAG' (tags)
- 'SNDT' (sound tag)