GUID: Difference between revisions

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104 bytes added ,  5 February 2019
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>Aruki
m (Aruki moved page Saved State ID to GUID)
>Aruki
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A '''Saved State ID''' (unofficial name) is a 128-bit ID used in [[Metroid Prime 3: Corruption]] and [[Donkey Kong Country Returns]]. They're used to uniquely identify a value stored in the save file. Script objects that need to preserve data between play sessions will have one of these IDs listed as a property (with property ID 0x16D9A75D). That ID is also stored in the [[SAVW (File Format)|SAVW]] file and associated with the object's instance ID. At runtime, when the object is loaded it uses the ID to look up the value of the parameter and then updates itself accordingly. The IDs declared from the SAVW file are only valid within the world the SAVW file is associated with; reusing the same ID from a different world is treated as a separate value.
A '''GUID''' is a 128-bit ID used to uniquely identify an object. They are used in [[Metroid Prime 3: Corruption]] and [[Donkey Kong Country Returns]] to uniquely identify a value stored in the save file. They are also commonly used in [[Donkey Kong Country: Tropical Freeze]] as identifiers for all sorts of objects.


Saved State IDs are also used by script layers to track whether the layer is active. The IDs associated with each layer can be found in the [[MLVL (File Format)|MLVL]] file. Layer state IDs are different from the other IDs in that they are valid across the entire game, when referenced from any world.
== MP3/DKCR ==


Saved State IDs are used by the following objects:
Script objects that need to preserve data between play sessions will have a GUID listed as a property (with property ID 0x16D9A75D). That ID is also stored in the [[SAVW (File Format)|SAVW]] file and associated with the object's instance ID. At runtime, when the object is loaded it uses the GUID to look up the value of the parameter and then updates itself accordingly. The GUIDs declared from the SAVW file are only valid within the world the SAVW file is associated with; reusing the same GUID from a different world is treated as a separate value.
 
GUIDs are also used by script layers to track whether the layer is active. The GUIDs associated with each layer can be found in the [[MLVL (File Format)|MLVL]] file. Layer GUIDs are different from the other IDs in that they are valid across the entire game, when referenced from any world.
 
GUIDs are used by the following objects:


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| CinematicCamera
| CinematicCamera
| Tracks whether the cutscene has been watched before. If so, cinematic skip can be enabled. (CinematicCameras that don't have cinematic skip enabled don't have a state ID.)
| Tracks whether the cutscene has been watched before. If so, cinematic skip can be enabled. (CinematicCameras that don't have cinematic skip enabled don't have a GUID.)
| {{check}}
| {{check}}
| {{check}}
| {{check}}
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