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Adding New Warp Points

A Tutorial for The Legend of Zelda: Breath of the Wild (WiiU)

Adding New Warp Points

1. Tools and Resources Needed:


2. How it works

To edit or add new warp points you must edit your static.smubin file found in the Map/MainField folder. Depending on if you have the DLC installed the file you’ll want to edit will be in a different location:

DLC: aoc\0010\Map\MainField\Static.smubin
No DLC: content\Map\MainField\Static.smubin

Smubin files are in the byml format, they can be converted to yml with the byml_to_yml command or simply opened in Wildbits. For this tutorial we’ll be using Wildbits.

Warp Points are split into two elements, the Location Marker which creates a warp point on the Map Screen and the StartPos which determines where you warp to and the direction you face.

The Location Marker is defined in the following format:



Icon: Denotes the type of icon you’ll see on the map.
MessageID: This is a reference to your text files, the LocationMarker msbt file has the full name of the location which will be displayed on the map.
Priority: This is the order that icons are seen on the map (Hyrule at -1, locations at 0 and everything else at 1).
SaveFlag: The flag that must be turned on in order to have the warp point appear.
Translate: The location of the warp point.
WarpDestMapName: The section of the map where the player is warping too.
WarpDestPosName: The name of the destination point that is also referenced in the smubin files.

The WarpDestPosName links to the StartPos which is defined as shown here:



Map: The section where the warp is located.
PlayerState: The default animation to play when warping in.
PosName: The name of the warp position (the same as the WarpDestPosName)
Rotate: The way Link faces when warping.
Translate: The location of the warp, only the Y value is relevant.

3. Adding a new point


3.1. Finding your location

The first thing to do when adding a new warp point is to find the location where Link will warp to. 

3.1.1. Easy Method

For Cemu Users I’d recommend downloading the Breath of the Wild Memory Editor and using that to obtain the current position of the player when you’ve decided where you want your warp point to be.



3.1.2. Best Method

Find the location you want, save your game and extract your save with the Save File Mapper. Use the save converter to change your save into a readable format like json and search for the following:

PlayerSavePos - Player Position
PlayerSavePosAngleYDegree - Player Rotation

Alternatively you can search for the following:

WarpDLC_DestPos - Travel Medallion Location
WarpDLC_DestDegree - Travel Medallion Rotation

3.2. Create Location Marker


Next, in the static file, create a new LocationMarker. It’s fine to add a new marker at the bottom of the list of Location Markers. For now, it’s fine to copy/paste another one and replace the Translate values with your new coordinates. The next step is to change the WarpDestMapName. An easy way to find out which section your location is in is to go to the website https://objmap.zeldamods.org/ and select the following option:



Once you do that, you’ll obtain an easy way to check which section you’re in. 



Simply edit the WarpDestMapName to use the relevant section name shown here (e.g I-7 for Hateno Village).

3.3. SaveFlag


The SaveFlag determines when the warp becomes available. If you have your own events in mind, you’ll want to use a custom flag you’ve created, however you can always use a flag related to the towers in that region to activate your new warp point. An example flag is Location_MapTower11 used in the Akkala region. Search through the other Location Markers to see other examples of flags being used.

3.4. Warp Destination Name

For the WarpDestPosName, come up with a new name (e.g Hateno_HomeWarp).

3.5. Priority

Leave the priority at 1, if it shows any other number change it to 1.

3.6. MessageID

To use the correct MessageID you’ll want to reference the following file (location might be slightly different based on region):

Content\Pack\ Bootup_EUen.pack \Message\Msg_EUen.product.ssarc\StaticMsg\LocationMarker.msbt

This file contains all the strings used to reference location names. If a name exists that you want to use simply copy the string and enter it in the MessageID spot, otherwise you can create a new entry (call it whatever you want) and reference that new ID in the LocationMarker.

Note: All edits to this file should be done with Wildbits.

3.7. Icon


The last element to edit is the Icon. Currently it’s unknown if you can add new icons however the following strings represent the current icon types:

Name

Description

Dungeon

Shrine

CheckPoint

Site of Interest (e.g Forgotten Temple)

RemainsWind

Vah Medoh

Village

Normal Village

Hatago

Stable

ShopYorozu

General Shop

ShopYadoya

Inn

ShopBougu

Armor Shop

Tower

Sheikah Tower

ShopJewel

Jewellery Shop

RemainsWater

Vah Ruta

Labo

Tech Lab

ShopColor

Dye Shop

RemainsElectric

Vah Naboris

RemainsFire

Vah Rudania

StartPoint

Shrine of Resurrection


3.8. Create StartPos

Once you’ve determined what icon you want, you’ll need to create the StartPos for your new warp.

Navigate to the StartPos section in the static file and add a new entry using the same translate, the section for the Map you found out earlier and leaving the PlayerState at Wait.

Ensure the PosName for the new StartPos is the same as the WarpDestPosName you defined earlier. The rotation value will require some trial and error if you didn't extract it from your save file, it’s best to find another warp that faces link in a similar direction and use that as basis for the rotation.

Once you’ve finished editing, hit save on Wildbits and you’re good to go. If you edited the text files too ensure they are saved/packed properly. You can then install your mod through BCML and use your new warp point.

If making this for console you’ll want to use BCML to generate any RSTB changes or to merge with other mods first.
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