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