This starts a human-readable documentation of the various subsystems used in the game's map system. The following files are included in this commit: - `maps.md`: a general overview of maps - `bdhc.md`: an overview of the BDHC subsystem, which is used to provide height information on maps - `loading_maps.md`: an overview of how maps are loaded by the game - `file_format_specifications.md`: specs for the maps data structures The `file_format_specifications.md` is meant to be a purely technical document that contains a precise description of the data structures used by the game's map system. The other files are meant to be semi-technical documentation, where some of the nitty-gritty details have been either simplified or left out entirely. Some of the maps subsystems were purposefully left out of this commit, such as map objects and map scripts. They will need to be addressed in future updates to those documents. Signed-off-by: Kuruyia <github@kuruyia.net>
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Map loading
This document aims to provide an overview of how the maps are loaded during the life cycle of the game.
Introduction and initial loading
There are two concepts that are fundamental to understand how maps are loaded:
- the "loaded maps quadrants"
- the "current map quadrants"
The loaded maps quadrants are a 2x2 grid of maps that are currently loaded in memory. Those 4 maps are the maximum number of maps that can be loaded at any given time. If more maps are needed (from a map design perspective), then the game either uses warps (common in buildings to switch between floors) or lazy loading (the overworld and underground, for instance) if seamless transitions are needed.
The current map quadrants are simply a division of the map the player is currently in, into 4 quadrants. This is used to determine which maps to lazy load when the player moves around.
One interesting property of both quadrants is that they are related: the current map quadrant the player is in is always the opposite of the loaded maps quadrant the player is in.
For instance, if the player is standing in the top-left quadrant of the current map, this means that they are standing in the bottom-right quadrant of the loaded maps quadrants.
In other words, this means that the maps loaded will be the map above the player, on the left of the player, and the map on the top-left of the player.
Here's an illustration of this:
Here:
- Dawn represents the player
- The black squares represent a 3x3 map matrix
- The orange dotted line represent the loaded maps quadrants when the player is in the top-left quadrant of the current map
- The blue dotted line represent the loaded maps quadrants when the player is in the top-right quadrant of the current map
- The red dotted line represent the loaded maps quadrants when the player is in the bottom-left quadrant of the current map
- The green dotted line represent the loaded maps quadrants when the player is in the bottom-right quadrant of the current map
- The central map, where Dawn is standing, is the current map
- The current map quadrants can be imagined on the current map using the dotted lines
The map matrix is the data structure that contains the grid used to determine which map (more precisely, which map header and map data) to load at a certain location.
The game engine makes a distinction between two types of map loading: the first one is what is called initial loading, which is when the game loads all 4 maps and the entirety of their related data in other maps subsystems. This kind of load happens when the player loads a save file, or when the player takes a warp for instance.
Here's a flow chart that provides an overview of initial loading:
flowchart TD
start(Initial loading starts)
init_map_prop_animation_managers[Initialize map prop animations managers]
init_area_data_manager[Initialize area data structures]
load_map_tex_set[Load map textures]
load_map_areabm_texset[Load map props textures]
load_map_prop_models[Load map prop models]
load_map_prop_animations[Load map prop animations]
load_map_prop_matshp[Load map prop materials & shapes]
init_loaded_maps[Initialize loaded maps quadrants]
done_loading_map@{ shape: diamond, label: "Finished loading \n all 4 maps?" }
init_bdhc[Initialize BDHC data structures]
load_terrain_attributes[Load terrain attributes]
load_map_props[Load map props]
load_map_model[Load map base 3D model]
load_bdhc[Load BDHC data]
call_map_loaded_callback[Call the map loaded callback]
start --> init_map_prop_animation_managers
init_map_prop_animation_managers --> init_area_data_manager
init_area_data_manager --> load_area_data
subgraph load_area_data[Load area data]
direction LR
load_map_tex_set --> load_map_areabm_texset
load_map_areabm_texset --> load_map_prop_models
load_map_prop_models --> load_map_prop_animations
load_map_prop_animations --> load_map_prop_matshp
end
load_area_data --> load_land_data
subgraph load_land_data[Load map data]
direction LR
init_loaded_maps --> load_land_data_single
subgraph load_land_data_single[Load data of a single map]
direction LR
init_bdhc --> load_terrain_attributes
load_terrain_attributes --> load_map_props
load_map_props --> load_map_model
load_map_model --> load_bdhc
load_bdhc --> call_map_loaded_callback
end
load_land_data_single --> done_loading_map
done_loading_map -->|No| load_land_data_single
end
The other one is lazy loading, which is addressed in the next section.
Lazy loading
Lazy loading is a lighter version of loading a map. For instance, it does not load any new area data, which is why sometimes, the player must go through a gate to force a warp and trigger an initial loading.
The game engine is flexible enough to allow tracking any map object and lazy load maps according to its position, but most of the time the map object that is tracked is the player. Therefore, this document assumes that the player is the map object being tracked.
Due to how this system is designed, maps are always lazy loaded in pairs. This is better explained with the example animations present at the end of this document.
Behind the scenes, the game has 2 separate queues for lazy loading maps, and a space to store one extra lazy load request. This extra lazy load request overrides one of the two queues (when the other one has finished working), and is likely there to help in situations where the player is moving quickly between maps. In practice, this system seems to misbehave under pressure, as the Tweaking glitch demonstrates.
Those queues are processed sequentially and asynchronously, which gives the player the illusion that the map is actually one single big playground.
Here's a flow chart that provides an overview of lazy loading:
flowchart TD
start(Lazy loading starts)
load_terrain_attributes[Load terrain attributes]
load_map_props[Load map props]
start_lazy_load_map_model[Start lazy loading the map base 3D model]
start_lazy_load_bdhc[Start lazy loading the BDHC data]
cancel_lazy_loading_map_model_bdhc_requested@{ shape: diamond, label: "Has cancelling lazy loading been requested?" }
cancel_lazy_loading_map_model_bdhc[Cancel lazy loaders]
lazy_loading_map_model_bdhc_finished@{ shape: diamond, label: "Has map base 3D model and BDHC data finished lazy loading?" }
wait_lazy_loading_map_model_bdhc_finished[Wait for both lazy loaders]
call_map_loaded_callback[Call the map loaded callback]
start --> land_data_lazy_loader_task
subgraph land_data_lazy_loader_task[Map data lazy loader task]
subgraph land_data_lazy_loader_load_map_subtask[Load maps sub-task]
direction LR
load_terrain_attributes --> load_map_props
load_map_props --> start_lazy_load_map_model
start_lazy_load_map_model --> start_lazy_load_bdhc
end
land_data_lazy_loader_load_map_subtask --> land_data_lazy_loader_finish_map_load_subtask
subgraph land_data_lazy_loader_finish_map_load_subtask[Finish loading maps sub-task]
direction LR
cancel_lazy_loading_map_model_bdhc_requested -->|No| lazy_loading_map_model_bdhc_finished
cancel_lazy_loading_map_model_bdhc_requested -->|Yes| cancel_lazy_loading_map_model_bdhc
cancel_lazy_loading_map_model_bdhc --> lazy_loading_map_model_bdhc_finished
lazy_loading_map_model_bdhc_finished -->|No| wait_lazy_loading_map_model_bdhc_finished
wait_lazy_loading_map_model_bdhc_finished --> lazy_loading_map_model_bdhc_finished
lazy_loading_map_model_bdhc_finished -->|Yes| call_map_loaded_callback
end
end
Below are four animations showing the player changing maps. The player is represented by Dawn, and the maps are represented by the black squares. The loaded maps are in green. The current map is split in four quadrants.
Player moving to the map on the top (click me)
https://github.com/user-attachments/assets/a27da2a2-f017-4133-bbf3-260cbd425baf
Player moving to the map on the right (click me)
https://github.com/user-attachments/assets/8ca91358-a0f0-46fc-8df5-aaea70b8cef9
Player moving to the map on the left (click me)
https://github.com/user-attachments/assets/795aa6b5-fff1-4717-b980-0c5b4fb9cf3f
Player moving to the map on the bottom (click me)
https://github.com/user-attachments/assets/6fe01327-d6f9-4f48-9f0b-c338655e759c
Below are four animations showing the player changing current map quadrants. The player is represented by Dawn, and the maps are represented by the black squares. The loaded maps are in green. The current map is split in four quadrants. The maps being unloaded are in red, and the maps being loaded are in orange.
Player moving to the current map quadrant on the top (click me)
https://github.com/user-attachments/assets/9420b723-1b16-4ca7-954d-9eba4da3430e
Player moving to the current map quadrant on the right (click me)
https://github.com/user-attachments/assets/2205445f-e0bc-4e16-b507-5047c5548810
Player moving to the current map quadrant on the left (click me)
https://github.com/user-attachments/assets/15530353-b2be-43e1-9a16-7b2436990460
Player moving to the current map quadrant on the bottom (click me)
https://github.com/user-attachments/assets/13773394-ab72-4c0a-ae16-3e1f62c9a912