botw | Decompilation of The Legend of Zelda : Breath of the Wild | Reverse Engineering library
kandi X-RAY | botw Summary
kandi X-RAY | botw Summary
Decompiling is the process of turning the game's compiled code back into equivalent, readable C++ source code. Matching decompilation goes one step further and produces original source code that compiles to the exact same assembly. This process makes functional correctness extremely easy to verify since the assembly can simply be compared against the original executable. Thanks to Clang, this is easier than one would expect. Given the impossibility of automatically splitting the assembly and generating a matching binary (as is done in many other decomp projects), the sheer size of the main executable and the usage of many software libraries, this project takes a somewhat experimental approach to matching decompilation. Because meaningfully splitting the code is not feasible, the built executable currently only contains functions that have been decompiled and no effort is being made to put functions and data at the correct addresses. Instead of trying to match the entire executable, each function is matched individually and source code is organized in whichever way makes the most sense. Libraries are not treated as being part of the game code, but as external dependencies. The result is that the codebase looks a lot more like a regular software project than a decompilation codebase. Since C++ code makes heavy use of inline functions and zero-cost abstractions that disappear in compiled code, contributors have a lot more leeway when it comes to organizing files and adding abstractions.
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Community Discussions
Trending Discussions on botw
QUESTION
I need some help on my mobile open world game project. I have a player who can walk and runs when we press a button. I made a stamina wheel (like in zelda botw), and when my player run the stamina decreases. I have also put a regeneration coroutine that make the stamina regen. But because my maxStamina = 1, the time between it is empty and full is really fast. Here is my code :
...ANSWER
Answered 2021-Feb-23 at 20:42Since you increment every 0.1
seconds I think it should be
QUESTION
Hi everyone Im a bit stuck on a little problem.
I'm trying to use react hooks
to update the state of an array
Basically I have a list
const hatList = ['๐ฉ', '๐', '๐', '๐งข', 'โ', '๐ช' ]
I want to loop through that list every time I do an onClick
ANSWER
Answered 2020-Dec-31 at 15:41You have to use a state for the currentIndex.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install botw
Python 3.6 or newer
Ninja
CMake 3.13+ If you are on Ubuntu 18.04, you must first update CMake by using the official CMake APT repository.
ccache (to speed up builds)
A Rust toolchain (follow the instructions here)
Clone this repository. If you are using WSL, please clone the repo inside WSL, not on the Windows side (for performance reasons). Run git submodule update --init --recursive. Next, you'll need to acquire the original 1.5.0 or 1.6.0 main NSO executable. Run tools/setup.py [path to the NSO].
Clone this repository. If you are using WSL, please clone the repo inside WSL, not on the Windows side (for performance reasons).
Run git submodule update --init --recursive Next, you'll need to acquire the original 1.5.0 or 1.6.0 main NSO executable. To dump it from a Switch, follow the instructions on the wiki. You do not need to dump the entire game (RomFS + ExeFS + DLC). Just dumping the 1.5.0 or 1.6.0 ExeFS is sufficient. The decompressed 1.5.0 NSO has the following SHA256 hash: d9fa308d0ee7c0ab081c66d987523385e1afe06f66731bbfa32628438521c106 If you have a compressed NSO or a 1.6.0 executable, don't worry about this.
Run tools/setup.py [path to the NSO] This will: install tools/check to check for differences in decompiled code convert the executable if necessary set up Clang 4.0.1 by downloading it from the official LLVM website create a build directory in build/ If something goes wrong, follow the instructions given to you by the script.
To start the build, just run. By default, Ninja will perform a multithreaded build. There is no need to pass -j manually. To check whether everything built correctly, just run tools/check after the build completes.
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