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oot/tools/csdis.py

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#!/usr/bin/env python3
# Disassemble a cutscene script
from overlayhelpers import filemap
import argparse, os, struct
import math
"""
Enumerations
"""
cscam_continue_stop = {
0x00: "CS_CAM_CONTINUE",
0xFF: "CS_CAM_STOP",
}
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
cutscene_destinations = {
0x00: "CS_DEST_UNIMPLEMENTED_0",
0x01: "CS_DEST_CUTSCENE_MAP_GANON_HORSE",
0x02: "CS_DEST_CUTSCENE_MAP_THREE_GODDESSES",
0x03: "CS_DEST_GERUDO_VALLEY_DIN_PART_1",
0x04: "CS_DEST_DEATH_MOUNTAIN_TRAIL_NAYRU",
0x05: "CS_DEST_KOKIRI_FOREST_FARORE",
0x06: "CS_DEST_CUTSCENE_MAP_TRIFORCE_CREATION",
0x07: "CS_DEST_KOKIRI_FOREST_RECEIVE_KOKIRI_EMERALD",
0x08: "CS_DEST_TEMPLE_OF_TIME_FROM_MASTER_SWORD",
0x09: "CS_DEST_GERUDO_VALLEY_DIN_PART_2",
0x0A: "CS_DEST_LINKS_HOUSE_INTRO",
0x0B: "CS_DEST_KOKIRI_FOREST_INTRO",
0x0C: "CS_DEST_DEATH_MOUNTAIN_TRAIL_FROM_GORON_RUBY",
0x0D: "CS_DEST_ZORAS_FOUNTAIN_FROM_ZORAS_SAPPHIRE",
0x0E: "CS_DEST_KOKIRI_FOREST_FROM_KOKIRI_EMERALD",
0x0F: "CS_DEST_TEMPLE_OF_TIME_KOKIRI_EMERALD_RESTORED",
0x10: "CS_DEST_TEMPLE_OF_TIME_GORON_RUBY_RESTORED",
0x11: "CS_DEST_TEMPLE_OF_TIME_ZORAS_SAPPHIRE_RESTORED",
0x12: "CS_DEST_TEMPLE_OF_TIME_AFTER_LIGHT_MEDALLION",
0x13: "CS_DEST_DEATH_MOUNTAIN_TRAIL",
0x14: "CS_DEST_UNIMPLEMENTED_14",
0x15: "CS_DEST_LAKE_HYLIA_WATER_RESTORED",
0x16: "CS_DEST_DESERT_COLOSSUS_REQUIEM",
0x17: "CS_DEST_CUTSCENE_MAP_GANONDORF_DEFEATED_CREDITS",
0x18: "CS_DEST_JABU_JABU",
0x19: "CS_DEST_CHAMBER_OF_SAGES_LIGHT_MEDALLION",
0x1A: "CS_DEST_TEMPLE_OF_TIME_KOKIRI_EMERALD_RESTORED_2",
0x1B: "CS_DEST_TEMPLE_OF_TIME_GORON_RUBY_RESTORED_2",
0x1C: "CS_DEST_TEMPLE_OF_TIME_ZORAS_SAPPHIRE_RESTORED_2",
0x1D: "CS_DEST_CHAMBER_OF_SAGES_FOREST_MEDALLION",
0x1E: "CS_DEST_CHAMBER_OF_SAGES_FIRE_MEDALLION",
0x1F: "CS_DEST_CHAMBER_OF_SAGES_WATER_MEDALLION",
0x20: "CS_DEST_HYRULE_FIELD_FLASHBACK",
0x21: "CS_DEST_HYRULE_FIELD_FROM_ZELDA_ESCAPE",
0x22: "CS_DEST_CUTSCENE_MAP_GANONDORF_FROM_MASTER_SWORD",
0x23: "CS_DEST_HYRULE_FIELD_INTRO_DREAM",
0x24: "CS_DEST_UNIMPLEMENTED_24",
0x25: "CS_DEST_UNIMPLEMENTED_25",
0x26: "CS_DEST_CUTSCENE_MAP_SHEIKAH_LEGEND",
0x27: "CS_DEST_TEMPLE_OF_TIME_ZELDA_REVEAL",
0x28: "CS_DEST_TEMPLE_OF_TIME_GET_LIGHT_ARROWS",
0x29: "CS_DEST_LAKE_HYLIA_FROM_LAKE_RESTORED",
0x2A: "CS_DEST_KAKARIKO_VILLAGE_DRAIN_WELL",
0x2B: "CS_DEST_WINDMILL_FROM_WELL_DRAINED",
0x2C: "CS_DEST_TEMPLE_OF_TIME_FROM_ALL_STONES_RESTORED",
0x2D: "CS_DEST_UNIMPLEMENTED_2D",
0x2E: "CS_DEST_TEMPLE_OF_TIME_AFTER_LIGHT_MEDALLION_ALT",
0x2F: "CS_DEST_KAKARIKO_VILLAGE_NOCTURNE_PART_2",
0x30: "CS_DEST_DESERT_COLOSSUS_FROM_REQUIEM",
0x31: "CS_DEST_TEMPLE_OF_TIME_FROM_LIGHT_ARROWS",
0x32: "CS_DEST_KAKARIKO_VILLAGE_FROM_NOCTURNE",
0x33: "CS_DEST_HYRULE_FIELD_FROM_ZELDAS_COURTYARD",
0x34: "CS_DEST_TEMPLE_OF_TIME_SONG_OF_TIME",
0x35: "CS_DEST_HYRULE_FIELD_FROM_SONG_OF_TIME",
0x36: "CS_DEST_GERUDO_VALLEY_CREDITS",
0x37: "CS_DEST_GERUDO_FORTRESS_CREDITS",
0x38: "CS_DEST_KAKARIKO_VILLAGE_CREDITS",
0x39: "CS_DEST_DEATH_MOUNTAIN_TRAIL_CREDITS_PART_1",
0x3A: "CS_DEST_GORON_CITY_CREDITS",
0x3B: "CS_DEST_LAKE_HYLIA_CREDITS",
0x3C: "CS_DEST_ZORAS_FOUNTAIN_CREDITS",
0x3D: "CS_DEST_ZORAS_DOMAIN_CREDITS",
0x3E: "CS_DEST_KOKIRI_FOREST_CREDITS_PART_1",
0x3F: "CS_DEST_KOKIRI_FOREST_CREDITS_PART_2",
0x40: "CS_DEST_HYRULE_FIELD_CREDITS",
0x41: "CS_DEST_LON_LON_RANCH_CREDITS_PART_1_ALT",
0x42: "CS_DEST_KAKARIKO_VILLAGE_FROM_TRAIL_OWL",
0x43: "CS_DEST_HYRULE_FIELD_FROM_LAKE_HYLIA_OWL",
0x44: "CS_DEST_CUTSCENE_MAP_DEKU_SPROUT_PART_2",
0x45: "CS_DEST_KOKIRI_FOREST_DEKU_SPROUT_PART_3",
0x46: "CS_DEST_DEATH_MOUNTAIN_TRAIL_CREDITS_PART_2",
0x47: "CS_DEST_TEMPLE_OF_TIME_CREDITS",
0x48: "CS_DEST_ZELDAS_COURTYARD_CREDITS",
0x49: "CS_DEST_LON_LON_RANCH_CREDITS_PART_1",
0x4A: "CS_DEST_LON_LON_RANCH_CREDITS_PART_2",
0x4B: "CS_DEST_LON_LON_RANCH_CREDITS_PART_3",
0x4C: "CS_DEST_LON_LON_RANCH_CREDITS_PART_4",
0x4D: "CS_DEST_LON_LON_RANCH_CREDITS_PART_5",
0x4E: "CS_DEST_LON_LON_RANCH_CREDITS_PART_6",
0x4F: "CS_DEST_LON_LON_RANCH_1",
0x50: "CS_DEST_LON_LON_RANCH_2",
0x51: "CS_DEST_LON_LON_RANCH_3",
0x52: "CS_DEST_LON_LON_RANCH_4",
0x53: "CS_DEST_LON_LON_RANCH_5",
0x54: "CS_DEST_LON_LON_RANCH_6",
0x55: "CS_DEST_LON_LON_RANCH_7",
0x56: "CS_DEST_LON_LON_RANCH_8",
0x57: "CS_DEST_LON_LON_RANCH_9",
0x58: "CS_DEST_LON_LON_RANCH_10",
0x59: "CS_DEST_LON_LON_RANCH_11",
0x5A: "CS_DEST_LON_LON_RANCH_12",
0x5B: "CS_DEST_LON_LON_RANCH_13",
0x5C: "CS_DEST_LON_LON_RANCH_14",
0x5D: "CS_DEST_LON_LON_RANCH_15",
0x5E: "CS_DEST_LON_LON_RANCH_FROM_EPONAS_SONG",
0x5F: "CS_DEST_STONES_RESTORED_CONDITIONAL",
0x60: "CS_DEST_DESERT_COLOSSUS_FROM_CHAMBER_OF_SAGES",
0x61: "CS_DEST_GRAVEYARD_FROM_CHAMBER_OF_SAGES",
0x62: "CS_DEST_DEATH_MOUNTAIN_CRATER_FROM_CHAMBER_OF_SAGES",
0x63: "CS_DEST_SACRED_FOREST_MEADOW_WARP_PAD",
0x64: "CS_DEST_KOKIRI_FOREST_FROM_CHAMBER_OF_SAGES",
0x65: "CS_DEST_DESERT_COLOSSUS_FROM_NABOORU_CAPTURE",
0x66: "CS_DEST_TEMPLE_OF_TIME_FRONT_OF_PEDESTAL",
0x67: "CS_DEST_HYRULE_FIELD_TITLE_SCREEN",
0x68: "CS_DEST_TITLE_SCREEN_DEMO",
0x69: "CS_DEST_GRAVEYARD_SUNS_SONG_PART_2",
0x6A: "CS_DEST_ROYAL_FAMILYS_TOMB_SUNS_SONG_PART_3",
0x6B: "CS_DEST_GANONS_CASTLE_DISPEL_FOREST_BEAM",
0x6C: "CS_DEST_GANONS_CASTLE_DISPEL_WATER_BEAM",
0x6D: "CS_DEST_GANONS_CASTLE_DISPEL_SHADOW_BEAM",
0x6E: "CS_DEST_GANONS_CASTLE_DISPEL_FIRE_BEAM",
0x6F: "CS_DEST_GANONS_CASTLE_DISPEL_LIGHT_BEAM",
0x70: "CS_DEST_GANONS_CASTLE_DISPEL_SPIRIT_BEAM",
0x71: "CS_DEST_GANONS_CASTLE_DISPEL_BARRIER_CONDITONAL",
0x72: "CS_DEST_HYRULE_FIELD_FROM_FAIRY_OCARINA",
0x73: "CS_DEST_HYRULE_FIELD_FROM_IMPA_ESCORT",
0x74: "CS_DEST_FROM_RAURU_FINAL_MESSAGE_CONDITIONAL",
0x75: "CS_DEST_HYRULE_FIELD_CREDITS_SKY",
0x76: "CS_DEST_GANON_BATTLE_TOWER_COLLAPSE",
0x77: "CS_DEST_ZELDAS_COURTYARD_RECEIVE_LETTER",
}
ocarina_action_ids = {
0x00: "OCARINA_ACTION_UNK_0",
z_message_PAL, message_data_static and surrounding doc (#996) * Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
2021-11-23 01:20:30 +00:00
0x01: "OCARINA_ACTION_FREE_PLAY",
0x02: "OCARINA_ACTION_TEACH_MINUET",
0x03: "OCARINA_ACTION_TEACH_BOLERO",
0x04: "OCARINA_ACTION_TEACH_SERENADE",
0x05: "OCARINA_ACTION_TEACH_REQUIEM",
0x06: "OCARINA_ACTION_TEACH_NOCTURNE",
0x07: "OCARINA_ACTION_TEACH_PRELUDE",
0x08: "OCARINA_ACTION_TEACH_SARIA",
0x09: "OCARINA_ACTION_TEACH_EPONA",
0x0A: "OCARINA_ACTION_TEACH_LULLABY",
0x0B: "OCARINA_ACTION_TEACH_SUNS",
0x0C: "OCARINA_ACTION_TEACH_TIME",
0x0D: "OCARINA_ACTION_TEACH_STORMS",
0x0E: "OCARINA_ACTION_UNK_E",
0x0F: "OCARINA_ACTION_PLAYBACK_MINUET",
0x10: "OCARINA_ACTION_PLAYBACK_BOLERO",
0x11: "OCARINA_ACTION_PLAYBACK_SERENADE",
0x12: "OCARINA_ACTION_PLAYBACK_REQUIEM",
0x13: "OCARINA_ACTION_PLAYBACK_NOCTURNE",
0x14: "OCARINA_ACTION_PLAYBACK_PRELUDE",
0x15: "OCARINA_ACTION_PLAYBACK_SARIA",
0x16: "OCARINA_ACTION_PLAYBACK_EPONA",
0x17: "OCARINA_ACTION_PLAYBACK_LULLABY",
0x18: "OCARINA_ACTION_PLAYBACK_SUNS",
0x19: "OCARINA_ACTION_PLAYBACK_TIME",
0x1A: "OCARINA_ACTION_PLAYBACK_STORMS",
0x1B: "OCARINA_ACTION_UNK_1B",
0x1C: "OCARINA_ACTION_CHECK_MINUET",
0x1D: "OCARINA_ACTION_CHECK_BOLERO",
0x1E: "OCARINA_ACTION_CHECK_SERENADE",
0x1F: "OCARINA_ACTION_CHECK_REQUIEM",
0x20: "OCARINA_ACTION_CHECK_NOCTURNE",
0x21: "OCARINA_ACTION_CHECK_PRELUDE",
0x22: "OCARINA_ACTION_CHECK_SARIA",
0x23: "OCARINA_ACTION_CHECK_EPONA",
0x24: "OCARINA_ACTION_CHECK_LULLABY",
0x25: "OCARINA_ACTION_CHECK_SUNS",
0x26: "OCARINA_ACTION_CHECK_TIME",
0x27: "OCARINA_ACTION_CHECK_STORMS",
0x28: "OCARINA_ACTION_CHECK_SCARECROW_SPAWN",
z_message_PAL, message_data_static and surrounding doc (#996) * Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
2021-11-23 01:20:30 +00:00
0x29: "OCARINA_ACTION_FREE_PLAY_DONE",
0x2A: "OCARINA_ACTION_SCARECROW_LONG_RECORDING",
0x2B: "OCARINA_ACTION_SCARECROW_LONG_PLAYBACK",
0x2C: "OCARINA_ACTION_SCARECROW_SPAWN_RECORDING",
0x2D: "OCARINA_ACTION_SCARECROW_SPAWN_PLAYBACK",
z_message_PAL, message_data_static and surrounding doc (#996) * Initial progress on z_message_PAL, very messy * Fix merge * Some more progress * Fix merge * More z_message_PAL * Small progress * More small progress * message_data_static files OK * Prepare z_message_tables * Matched another function, small updates * Attempt to use asm-processor static-symbols branch * Refactor text id declarations * Begin large text codes parser function * Fix merge * Refactor done * Build OK, add color and highscore names * Remove encoded text headers and automatically encode during build * Fix kanfont * Various cleanups * DISP macros * Another match aside data * Further progress * Small improvements * Deduplicate magic values for text control codes, small improvements * Tiny progress * Minor cleanups * Clean up z_message_PAL comment * Progress on large functions * Further progress on large functions * Changes to mkldscript to link .data in the .rodata section * data OK * Few improvements * Use gDPLoadTextureBlock macros where appropriate * rm z_message_tables, progress on large functions * 2 more matches * Improvements * Small progress * More progress on big function * progress * match func_80107980 * match Message_Update * match func_8010BED8 * done * Progress on remaining large functions * Small progress on largest function * Another match, extract text and move to assets, improve text build system * Small nonmatchings improvements * docs wip * Largest function maybe equivalent * Fix merge * Document do_action values, largest function is almost instruction-matching * Rename NAVI do_action to NONE, as that appears to be how that value is used in practice * Fix merge * one match * Last function is instruction-matching * Fix * Improvements thanks to engineer124 * Stack matched thanks to petrie911, now just a/v/low t regalloc issues, some cleanup * More variables labeled, use text state enum everywhere * More labels and names * Fix * Actor_IsTalking -> Actor_TalkRequested * Match func_8010C39C and remove unused asm * More docs * Mostly ocarina related docs * All msgModes named * Fix assetclean * Cleanup * Extraction fixes and headers * Suggestions * Review suggestions * Change text extraction again, only extract if the headers do not already exist * Fix * Use ast for charmap, fix assetclean for real this time * Review suggestions * BGM ids and ran formatter * Review comments * rename include_readonly to include_data_with_rodata * Remove leading 0s in number directives * Review suggestions for message_data_static * textbox pos enum comments, rename several enum names from Message to TextBox Co-authored-by: Thar0 <maximilianc64@gmail.com> Co-authored-by: Zelllll <56516451+Zelllll@users.noreply.github.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain> Co-authored-by: Roman971 <romanlasnier@hotmail.com>
2021-11-23 01:20:30 +00:00
0x2E: "OCARINA_ACTION_MEMORY_GAME",
0x2F: "OCARINA_ACTION_FROGS",
0x30: "OCARINA_ACTION_CHECK_NOWARP",
0x31: "OCARINA_ACTION_CHECK_NOWARP_DONE",
}
sequence_ids = {
0x00: "NA_BGM_GENERAL_SFX",
0x01: "NA_BGM_NATURE_AMBIENCE",
0x02: "NA_BGM_FIELD_LOGIC",
0x03: "NA_BGM_FIELD_INIT",
0x04: "NA_BGM_FIELD_DEFAULT_1",
0x05: "NA_BGM_FIELD_DEFAULT_2",
0x06: "NA_BGM_FIELD_DEFAULT_3",
0x07: "NA_BGM_FIELD_DEFAULT_4",
0x08: "NA_BGM_FIELD_DEFAULT_5",
0x09: "NA_BGM_FIELD_DEFAULT_6",
0x0A: "NA_BGM_FIELD_DEFAULT_7",
0x0B: "NA_BGM_FIELD_DEFAULT_8",
0x0C: "NA_BGM_FIELD_DEFAULT_9",
0x0D: "NA_BGM_FIELD_DEFAULT_A",
0x0E: "NA_BGM_FIELD_DEFAULT_B",
0x0F: "NA_BGM_FIELD_ENEMY_INIT",
0x10: "NA_BGM_FIELD_ENEMY_1",
0x11: "NA_BGM_FIELD_ENEMY_2",
0x12: "NA_BGM_FIELD_ENEMY_3",
0x13: "NA_BGM_FIELD_ENEMY_4",
0x14: "NA_BGM_FIELD_STILL_1",
0x15: "NA_BGM_FIELD_STILL_2",
0x16: "NA_BGM_FIELD_STILL_3",
0x17: "NA_BGM_FIELD_STILL_4",
0x18: "NA_BGM_DUNGEON",
0x19: "NA_BGM_KAKARIKO_ADULT",
0x1A: "NA_BGM_ENEMY",
0x1B: "NA_BGM_BOSS",
0x1C: "NA_BGM_INSIDE_DEKU_TREE",
0x1D: "NA_BGM_MARKET",
0x1E: "NA_BGM_TITLE",
0x1F: "NA_BGM_LINK_HOUSE",
0x20: "NA_BGM_GAME_OVER",
0x21: "NA_BGM_BOSS_CLEAR",
0x22: "NA_BGM_ITEM_GET",
0x23: "NA_BGM_OPENING_GANON",
0x24: "NA_BGM_HEART_GET",
0x25: "NA_BGM_OCA_LIGHT",
0x26: "NA_BGM_JABU_JABU",
0x27: "NA_BGM_KAKARIKO_KID",
0x28: "NA_BGM_GREAT_FAIRY",
0x29: "NA_BGM_ZELDA_THEME",
0x2A: "NA_BGM_FIRE_TEMPLE",
0x2B: "NA_BGM_OPEN_TRE_BOX",
0x2C: "NA_BGM_FOREST_TEMPLE",
0x2D: "NA_BGM_COURTYARD",
0x2E: "NA_BGM_GANON_TOWER",
0x2F: "NA_BGM_LONLON",
0x30: "NA_BGM_GORON_CITY",
0x31: "NA_BGM_FIELD_MORNING",
0x32: "NA_BGM_SPIRITUAL_STONE",
0x33: "NA_BGM_OCA_BOLERO",
0x34: "NA_BGM_OCA_MINUET",
0x35: "NA_BGM_OCA_SERENADE",
0x36: "NA_BGM_OCA_REQUIEM",
0x37: "NA_BGM_OCA_NOCTURNE",
0x38: "NA_BGM_MINI_BOSS",
0x39: "NA_BGM_SMALL_ITEM_GET",
0x3A: "NA_BGM_TEMPLE_OF_TIME",
0x3B: "NA_BGM_EVENT_CLEAR",
0x3C: "NA_BGM_KOKIRI",
0x3D: "NA_BGM_OCA_FAIRY_GET",
0x3E: "NA_BGM_SARIA_THEME",
0x3F: "NA_BGM_SPIRIT_TEMPLE",
0x40: "NA_BGM_HORSE",
0x41: "NA_BGM_HORSE_GOAL",
0x42: "NA_BGM_INGO",
0x43: "NA_BGM_MEDALLION_GET",
0x44: "NA_BGM_OCA_SARIA",
0x45: "NA_BGM_OCA_EPONA",
0x46: "NA_BGM_OCA_ZELDA",
0x47: "NA_BGM_OCA_SUNS",
0x48: "NA_BGM_OCA_TIME",
0x49: "NA_BGM_OCA_STORM",
0x4A: "NA_BGM_NAVI_OPENING",
0x4B: "NA_BGM_DEKU_TREE_CS",
0x4C: "NA_BGM_WINDMILL",
0x4D: "NA_BGM_HYRULE_CS",
0x4E: "NA_BGM_MINI_GAME",
0x4F: "NA_BGM_SHEIK",
0x50: "NA_BGM_ZORA_DOMAIN",
0x51: "NA_BGM_APPEAR",
0x52: "NA_BGM_ADULT_LINK",
0x53: "NA_BGM_MASTER_SWORD",
0x54: "NA_BGM_INTRO_GANON",
0x55: "NA_BGM_SHOP",
0x56: "NA_BGM_CHAMBER_OF_SAGES",
0x57: "NA_BGM_FILE_SELECT",
0x58: "NA_BGM_ICE_CAVERN",
0x59: "NA_BGM_DOOR_OF_TIME",
0x5A: "NA_BGM_OWL",
0x5B: "NA_BGM_SHADOW_TEMPLE",
0x5C: "NA_BGM_WATER_TEMPLE",
0x5D: "NA_BGM_BRIDGE_TO_GANONS",
0x5E: "NA_BGM_OCARINA_OF_TIME",
0x5F: "NA_BGM_GERUDO_VALLEY",
0x60: "NA_BGM_POTION_SHOP",
0x61: "NA_BGM_KOTAKE_KOUME",
0x62: "NA_BGM_ESCAPE",
0x63: "NA_BGM_UNDERGROUND",
0x64: "NA_BGM_GANONDORF_BOSS",
0x65: "NA_BGM_GANON_BOSS",
0x66: "NA_BGM_END_DEMO",
0x67: "NA_BGM_STAFF_1",
0x68: "NA_BGM_STAFF_2",
0x69: "NA_BGM_STAFF_3",
0x6A: "NA_BGM_STAFF_4",
0x6B: "NA_BGM_FIRE_BOSS",
0x6C: "NA_BGM_TIMED_MINI_GAME",
0x6D: "NA_BGM_CUTSCENE_EFFECTS",
0x7F: "NA_BGM_NO_MUSIC",
0x80: "NA_BGM_NATURE_SFX_RAIN",
0xFFFF: "NA_BGM_DISABLED",
}
cutscene_misc_types = {
0x00: "CS_MISC_UNIMPLEMENTED_0",
0x01: "CS_MISC_RAIN",
0x02: "CS_MISC_LIGHTNING",
0x03: "CS_MISC_SET_CSFLAG_0",
0x04: "CS_MISC_UNIMPLEMENTED_4",
0x05: "CS_MISC_UNIMPLEMENTED_5",
0x06: "CS_MISC_LIFT_FOG",
0x07: "CS_MISC_CLOUDY_SKY",
0x08: "CS_MISC_FADE_KOKIRI_GRASS_ENV_ALPHA",
0x09: "CS_MISC_SNOW",
0x0A: "CS_MISC_SET_CSFLAG_1",
0x0B: "CS_MISC_DEKU_TREE_DEATH",
0x0C: "CS_MISC_STOP_CUTSCENE",
0x0D: "CS_MISC_TRIFORCE_FLASH",
0x0E: "CS_MISC_SET_LOCKED_VIEWPOINT",
0x0F: "CS_MISC_SHOW_TITLE_CARD",
0x10: "CS_MISC_QUAKE_START",
0x11: "CS_MISC_QUAKE_STOP",
0x12: "CS_MISC_STOP_STORM_AND_ADVANCE_TO_DAY",
0x13: "CS_MISC_SET_FLAG_FAST_WINDMILL",
0x14: "CS_MISC_SET_FLAG_WELL_DRAINED",
0x15: "CS_MISC_SET_FLAG_LAKE_HYLIA_RESTORED",
0x16: "CS_MISC_VISMONO_BLACK_AND_WHITE",
0x17: "CS_MISC_VISMONO_SEPIA",
0x18: "CS_MISC_HIDE_ROOM",
0x19: "CS_MISC_TIME_ADVANCE_TO_NIGHT",
0x1A: "CS_MISC_SET_TIME_BASED_LIGHT_SETTING",
0x1B: "CS_MISC_RED_PULSATING_LIGHTS",
0x1C: "CS_MISC_HALT_ALL_ACTORS",
0x1D: "CS_MISC_RESUME_ALL_ACTORS",
0x1E: "CS_MISC_SET_CSFLAG_3",
0x1F: "CS_MISC_SET_CSFLAG_4",
0x20: "CS_MISC_SANDSTORM_FILL",
0x21: "CS_MISC_SUNSSONG_START",
0x22: "CS_MISC_FREEZE_TIME",
0x23: "CS_MISC_LONG_SCARECROW_SONG",
}
cutscene_transition_types = {
0x01: "CS_TRANS_GRAY_FILL_IN",
0x02: "CS_TRANS_BLUE_FILL_IN",
0x03: "CS_TRANS_RED_FILL_OUT",
0x04: "CS_TRANS_GREEN_FILL_OUT",
0x05: "CS_TRANS_GRAY_FILL_OUT",
0x06: "CS_TRANS_BLUE_FILL_OUT",
0x07: "CS_TRANS_RED_FILL_IN",
0x08: "CS_TRANS_GREEN_FILL_IN",
0x09: "CS_TRANS_TRIGGER_INSTANCE",
0x0A: "CS_TRANS_BLACK_FILL_OUT",
0x0B: "CS_TRANS_BLACK_FILL_IN",
0x0C: "CS_TRANS_BLACK_FILL_OUT_TO_HALF",
0x0D: "CS_TRANS_BLACK_FILL_IN_FROM_HALF",
}
player_cue_ids = {
0x00: "PLAYER_CUEID_NONE",
0x01: "PLAYER_CUEID_1",
0x02: "PLAYER_CUEID_2",
0x03: "PLAYER_CUEID_3",
0x04: "PLAYER_CUEID_4",
0x05: "PLAYER_CUEID_5",
0x06: "PLAYER_CUEID_6",
0x07: "PLAYER_CUEID_7",
0x08: "PLAYER_CUEID_8",
0x09: "PLAYER_CUEID_9",
0x0A: "PLAYER_CUEID_10",
0x0B: "PLAYER_CUEID_11",
0x0C: "PLAYER_CUEID_12",
0x0D: "PLAYER_CUEID_13",
0x0E: "PLAYER_CUEID_14",
0x0F: "PLAYER_CUEID_15",
0x10: "PLAYER_CUEID_16",
0x11: "PLAYER_CUEID_17",
0x12: "PLAYER_CUEID_18",
0x13: "PLAYER_CUEID_19",
0x14: "PLAYER_CUEID_20",
0x15: "PLAYER_CUEID_21",
0x16: "PLAYER_CUEID_22",
0x17: "PLAYER_CUEID_23",
0x18: "PLAYER_CUEID_24",
0x19: "PLAYER_CUEID_25",
0x1A: "PLAYER_CUEID_26",
0x1B: "PLAYER_CUEID_27",
0x1C: "PLAYER_CUEID_28",
0x1D: "PLAYER_CUEID_29",
0x1E: "PLAYER_CUEID_30",
0x1F: "PLAYER_CUEID_31",
0x20: "PLAYER_CUEID_32",
0x21: "PLAYER_CUEID_33",
0x22: "PLAYER_CUEID_34",
0x23: "PLAYER_CUEID_35",
0x24: "PLAYER_CUEID_36",
0x25: "PLAYER_CUEID_37",
0x26: "PLAYER_CUEID_38",
0x27: "PLAYER_CUEID_39",
0x28: "PLAYER_CUEID_40",
0x29: "PLAYER_CUEID_41",
0x2A: "PLAYER_CUEID_42",
0x2B: "PLAYER_CUEID_43",
0x2C: "PLAYER_CUEID_44",
0x2D: "PLAYER_CUEID_45",
0x2E: "PLAYER_CUEID_46",
0x2F: "PLAYER_CUEID_47",
0x30: "PLAYER_CUEID_48",
0x31: "PLAYER_CUEID_49",
0x32: "PLAYER_CUEID_50",
0x33: "PLAYER_CUEID_51",
0x34: "PLAYER_CUEID_52",
0x35: "PLAYER_CUEID_53",
0x36: "PLAYER_CUEID_54",
0x37: "PLAYER_CUEID_55",
0x38: "PLAYER_CUEID_56",
0x39: "PLAYER_CUEID_57",
0x3A: "PLAYER_CUEID_58",
0x3B: "PLAYER_CUEID_59",
0x3C: "PLAYER_CUEID_60",
0x3D: "PLAYER_CUEID_61",
0x3E: "PLAYER_CUEID_62",
0x3F: "PLAYER_CUEID_63",
0x40: "PLAYER_CUEID_64",
0x41: "PLAYER_CUEID_65",
0x42: "PLAYER_CUEID_66",
0x43: "PLAYER_CUEID_67",
0x44: "PLAYER_CUEID_68",
0x45: "PLAYER_CUEID_69",
0x46: "PLAYER_CUEID_70",
0x47: "PLAYER_CUEID_71",
0x48: "PLAYER_CUEID_72",
0x49: "PLAYER_CUEID_73",
0x4A: "PLAYER_CUEID_74",
0x4B: "PLAYER_CUEID_75",
0x4C: "PLAYER_CUEID_76",
0x4D: "PLAYER_CUEID_77",
0x4E: "PLAYER_CUEID_MAX",
}
fade_out_seq_player = {
0x03: "CS_FADE_OUT_FANFARE",
0x04: "CS_FADE_OUT_BGM_MAIN",
}
"""
Entry format:
(n1, n2, n3, ...) : (cmd, nwords, continuestopbyte, cmdentrieswd, listitem, nwordslist)
n1, n2, n3, ... : command types
cmd : command macro
nwords : number of words this command is encoded in
continuestopbyte : the location of the continue/stop flag byte, if this command type has one, counted as number of bytes into the command
cmdentrieswd : the word index (from 0) containing the number of list items, a negative value specifies a hardcoded number of entries that are always guaranteed to follow
listitem : the list item macro if this macro is a list type, the name __SPECIAL is reserved for conditional output that needs custom handling
nwordslist : number of words this list item is encoded in
Argument format:
%[bn|hn|wn]:[N]:[s|x|en]
b : byte
h : halfword
w : word
n: nth byte/halfword/word in the Nth word
N : word number to search in, 0 is command type
s : decimal
u : decimal unsigned
x : hex
x-1 : hex but write the value read minus 1
f : float
e : enumeration
n : unique identifier of which enum to use
"""
cutscene_command_macros = {
-1:
("CS_END()", 1, None, None,
None, None),
3:
("CS_MISC_LIST(%w1:1:s)", 2, None, 0,
"CS_MISC(%h2:1:e4, %h1:1:s, %h2:2:s, %h1:2:x, %w1:3:x, %w1:4:x, %w1:5:x, %w1:6:x, %w1:7:x, %w1:8:x, %w1:9:x, %w1:10:x, %w1:11:x, %w1:12:x)", 12),
4:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_LIGHT_SETTING_LIST(%w1:1:s)", 2, None, 0,
"CS_LIGHT_SETTING(%h2:1:x-1, %h1:1:s, %h2:2:s, %h1:2:x, %w1:3:x, %w1:4:x, %w1:5:x, %w1:6:x, %w1:7:x, %w1:8:x, %w1:9:x, %w1:10:x, %w1:11:x, %w1:12:x)", 12),
86:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_START_SEQ_LIST(%w1:1:s)", 2, None, 0,
"CS_START_SEQ(%h2:1:e3, %h1:1:s, %h2:2:s, %h1:2:x, %w1:3:x, %w1:4:x, %w1:5:x, %w1:6:x, %w1:7:x, %w1:8:x, %w1:9:x)", 12),
87:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_STOP_SEQ_LIST(%w1:1:s)", 2, None, 0,
"CS_STOP_SEQ(%h2:1:e3, %h1:1:s, %h2:2:s, %h1:2:x, %w1:3:x, %w1:4:x, %w1:5:x, %w1:6:x, %w1:7:x, %w1:8:x, %w1:9:x)", 12),
124:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_FADE_OUT_SEQ_LIST(%w1:1:s)", 2, None, 0,
"CS_FADE_OUT_SEQ(%h2:1:e7, %h1:1:s, %h2:2:s, %h1:2:x, %w1:3:x, %w1:4:x, %w1:5:x, %w1:6:x, %w1:7:x, %w1:8:x, %w1:9:x)", 12),
9:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_RUMBLE_CONTROLLER_LIST(%w1:1:s)", 2, None, 0,
"CS_RUMBLE_CONTROLLER(%h2:1:x, %h1:1:s, %h2:2:s, %b2:2:x, %b1:2:x, %b4:3:x, %b3:3:x, %h1:3:x)", 3),
140:
("CS_TIME_LIST(%w1:1:s)", 2, None, 0,
"CS_TIME(%h2:1:x, %h1:1:s, %h2:2:s, %b2:2:x, %b1:2:x, %w1:3:x)", 3),
10:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_PLAYER_CUE_LIST(%w1:1:s)", 2, None, 0,
"CS_PLAYER_CUE(%h2:1:e6, %h1:1:s, %h2:2:s, %h1:2:x, %h2:3:x, %h1:3:x, %w1:4:s, %w1:5:s, %w1:6:s, %w1:7:s, %w1:8:s, %w1:9:s, %w1:10:f, %w1:11:f, %w1:12:f)", 12),
(15,17,18,23,34,39,46,76,85,93,105,107,110,119,123,138,139,144, # npc action 1
14,16,24,35,40,48,64,68,70,78,80,94,116,118,120,125,131,141, # npc action 2
25,36,41,50,67,69,72,74,81,106,117,121,126,132, # npc action 3
29,37,42,51,53,63,65,66,75,82,108,127,133, # npc action 4
30,38,43,47,54,79,83,128,135, # npc action 5
44,55,77,84,90,129,136, # npc action 6
31,52,57,58,88,115,130,137, # npc action 7
49,60,89,111,114,134,142, # npc action 8
62, # npc action 9
143): # npc action 10
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_ACTOR_CUE_LIST(%w1:0:s, %w1:1:s)", 2, None, 0,
"CS_ACTOR_CUE(%h2:1:x, %h1:1:s, %h2:2:s, %h1:2:x, %h2:3:x, %h1:3:x, %w1:4:s, %w1:5:s, %w1:6:s, %w1:7:s, %w1:8:s, %w1:9:s, %w1:10:f, %w1:11:f, %w1:12:f)", 12),
1:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_CAM_EYE_SPLINE(%h1:1:s, %h2:2:s)", 3, 0, None,
"CS_CAM_POINT(%b4:1:e0, %b3:1:x, %h1:1:s, %w1:2:f, %h2:3:s, %h1:3:s, %h2:4:s, %h1:4:x)", 4),
5:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_CAM_EYE_SPLINE_REL_TO_PLAYER(%h1:1:s, %h2:2:s)", 3, 0, None,
"CS_CAM_POINT(%b4:1:e0, %b3:1:x, %h1:1:s, %w1:2:f, %h2:3:s, %h1:3:s, %h2:4:s, %h1:4:x)", 4),
2:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_CAM_AT_SPLINE(%h1:1:s, %h2:2:s)", 3, 0, None,
"CS_CAM_POINT(%b4:1:e0, %b3:1:x, %h1:1:s, %w1:2:f, %h2:3:s, %h1:3:s, %h2:4:s, %h1:4:x)", 4),
6:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_CAM_AT_SPLINE_REL_TO_PLAYER(%h1:1:s, %h2:2:s)", 3, 0, None,
"CS_CAM_POINT(%b4:1:e0, %b3:1:x, %h1:1:s, %w1:2:f, %h2:3:s, %h1:3:s, %h2:4:s, %h1:4:x)", 4),
7:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_CAM_EYE_LIST(%h2:1:x, %h1:1:s, %h2:2:s, %h1:2:x)", 3, None, -1,
"CS_CAM_POINT(%b4:1:e0, %b3:1:x, %h1:1:s, %w1:2:f, %h2:3:s, %h1:3:s, %h2:4:s, %h1:4:x)", 4),
8:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_CAM_AT_LIST(%h2:1:x, %h1:1:s, %h2:2:s, %h1:2:x)", 3, None, -1,
"CS_CAM_POINT(%b4:1:e0, %b3:1:x, %h1:1:s, %w1:2:f, %h2:3:s, %h1:3:s, %h2:4:s, %h1:4:x)", 4),
1000:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
("CS_DESTINATION(%h2:2:e1, %h1:2:s, %h2:3:s)", 4, None, None,
None, None),
19:
("CS_TEXT_LIST(%w1:1:s)", 2, None, 0,
"__SPECIAL(CS_TEXT_LIST)", 3),
45:
("CS_TRANSITION(%h2:2:e5, %h1:2:s, %h2:3:s)", 4, None, None,
None, None),
}
begin_cutscene_entry = ("CS_BEGIN_CUTSCENE(%w1:0:s, %w1:1:s)", 2, None, None,
None, None)
unk_data_entry = ("CS_UNK_DATA_LIST(%w1:0:x, %w1:1:s)", 2, None, 0,
"CS_UNK_DATA(%w1:1:x, %w1:2:x, %w1:3:x, %w1:4:x, %w1:5:x, %w1:6:x, %w1:7:x, %w1:8:x, %w1:9:x, %w1:10:x, %w1:11:x, %w1:12:x)", 12)
linesep = "\n"
indent = " "
line_end = "," + linesep
"""
Since multiple command ids can map to the same command macro, to shorten the dictionary
we introduce a function to allow these command ids to be grouped into tuples.
"""
def multi_key(key):
for k in cutscene_command_macros.keys():
if type(k) is int:
if k == key:
return cutscene_command_macros[k]
elif key in k:
return cutscene_command_macros[k]
"""
Args
"""
def arg_count(cmd_def):
return len([x for x in cmd_def.split("(")[1].split(")")[0].split(",")]) if "()" not in cmd_def else 0
def arg_part(arg, num):
return arg.replace("%","").split(":")[num]
def args_list(cmd_def):
return [x.strip() for x in cmd_def.split("(")[1].split(")")[0].split(",")]
"""
Type conversion
"""
def get_byte(word, num):
return struct.unpack(">bbbb", struct.pack(">I", word))[num]
def get_byte_unsigned(word, num):
return struct.unpack(">BBBB", struct.pack(">I", word))[num]
def get_short(word, num):
return struct.unpack(">hh", struct.pack(">I", word))[num]
def get_short_unsigned(word, num):
return struct.unpack(">HH", struct.pack(">I", word))[num]
def get_word(word):
return struct.unpack(">i", struct.pack(">I", word))[0]
def get_word_unsigned(word):
return struct.unpack(">I", struct.pack(">I", word))[0]
def get_float(word):
word_bytes = struct.pack(">i", word)
v = struct.unpack(">f", word_bytes)[0]
if v == 0:
return v
ndigits = -math.ceil(math.log10(abs(v)))
while ndigits < 100:
v_rounded = round(v, ndigits)
if struct.pack(">f", v_rounded) == word_bytes:
return v_rounded
ndigits += 1
return v
"""
Formatting
"""
def pad(string, length):
string = string.replace("0x","")
if len(string) < length:
return pad("0"+string, length)
else:
return string
def format_arg(arg, words):
word = words[int(arg_part(arg, 1))] # the word to look in
arg_type = arg_part(arg, 0).strip()[0] # the type, b/h/w, tells you what part of the word to look in
arg_type_num = int(arg_part(arg, 0).strip()[1]) # the type num, depends on type
value = 0
unsigned_value = 0
pad_len = 0
if arg_type == "b":
value = get_byte(word, 4 - arg_type_num)
unsigned_value = get_byte_unsigned(word, 4 - arg_type_num)
pad_len = 2
elif arg_type == "h":
value = get_short(word, 2 - arg_type_num)
unsigned_value = get_short_unsigned(word, 2 - arg_type_num)
pad_len = 4
elif arg_type == "w":
value = get_word(word)
unsigned_value = get_word_unsigned(word)
pad_len = 8
else:
print("Something went wrong!") # TODO more debug info
os._exit(1)
format_type = arg_part(arg, 2).strip() # the format type, how to express the final value
result = ""
if "e" in format_type:
enum_no = int(format_type[1])
if enum_no == 0:
result = cscam_continue_stop[unsigned_value]
elif enum_no == 1:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
result = cutscene_destinations[unsigned_value]
elif enum_no == 2:
result = ocarina_action_ids[unsigned_value]
elif enum_no == 3:
result = sequence_ids[unsigned_value - 1]
elif enum_no == 4:
result = cutscene_misc_types[unsigned_value]
elif enum_no == 5:
result = cutscene_transition_types[unsigned_value]
elif enum_no == 6:
result = player_cue_ids[unsigned_value]
elif enum_no == 7:
result = fade_out_seq_player[unsigned_value]
elif format_type == "u":
result = str(value)
elif format_type == "s":
result = str(value)
elif format_type == "x":
result = "0x" + pad(hex(unsigned_value), pad_len).upper()
elif format_type == "x-1":
assert unsigned_value > 0
result = "0x" + pad(hex(unsigned_value - 1), pad_len).upper()
elif format_type == "f":
result = f"CS_FLOAT(0x{unsigned_value:X}, {get_float(value)}f)"
else:
print("Something went wrong!") # TODO more debug info
os._exit(1)
return result
def format_cmd(cmd, words):
if "__SPECIAL" in cmd:
# special handling for textbox list macros, as there are multiple dependent on particular values
if "CS_TEXT_LIST" in cmd:
if get_short_unsigned(words[1], 0) == 0xFFFF:
cmd = "CS_TEXT_NONE(%h1:1:s, %h2:2:s)"
elif get_short(words[2], 1) == 2:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
cmd = "CS_TEXT_OCARINA_ACTION(%h2:1:e2, %h1:1:s, %h2:2:s, %h2:3:x)"
else:
z_demo documentation (#1327) * commit old stuff * progress * progress * progress * progress * more progress, renaming cues next * small changes * enum values added for all actions * hardcoded values removed when possible * commands renamed * first pass of action -> cue * fix some matches * some more cleanup * scriptPtr * forgot one * remove cue rot union * more changes * some more stuff * more stuff * fix matching issues * some more things * progress, starting to rename destinations * small changes * name some destinations * more names * need to switch branch * progress * first pass of destination names * usages fixed * use destination enum * fix csdis * format * command descriptions * revert accidental zap changes * forgot some things * use a single macro for CutsceneCameraPoint (idk why i didnt think of this sooner) * typo * review1 * clarify ruby/sapphire comment * remove endframe for commands that dont use it * some more review * most review, but not all * scriptPtr -> script, and another small change * ocarina action * remove +1 from light settings command, change comment * actionIndex -> cueIdTemp (i guess) * _SetCueX -> _SetXFromCue * format * tweak fade out seq arg names * use spline terminology * more dragorn and engineer review * misc start/end frame note * cleanup StartPosRotFromCue vs PosRotFromCue * cleanup spline terminology * sPrevCamId -> sReturnToCamId * comment on debug cs data address * Cutscene_Init -> Cutscene_InitContext * single point types are not a list * remove todo comment * some more review * rumble struct names * some review * more review * missed one * reword pointer comment * even more review * match transition terminology with z_play * change condition and format * frame count * command specific structs with alignment * anon review * remove unneeded arg from time macro * yeet `CsCmdGeneric` * remove unused from single point types * typo * compromise attempt -- name endFrame everywhere * fixes * fix again * copied the wrong note * cutscene data note * review, format * compat defines * idk whats going on man Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2022-12-24 18:55:17 +00:00
cmd = "CS_TEXT(%h2:1:x, %h1:1:s, %h2:2:s, %h1:2:x, %h2:3:x, %h1:3:x)"
for arg in args_list(cmd):
cmd = cmd.replace(arg, format_arg(arg, words))
return cmd
"""
Cutscene parser
Note that this isn't protected against indexing errors since a cutscene should always
end before the end of the file it's in.
"""
def disassemble_cutscene(cs_in):
i = 0
total_entries = cs_in[i]
i+=1
cutscene_end_frame = cs_in[i]
i+=1
if (total_entries < 0 or cutscene_end_frame < 0):
print("This cutscene would abort if played in-engine")
if total_entries < 0:
return "Could not disassemble cutscene: Number of commands is negative"
macros = format_cmd(begin_cutscene_entry[0], [total_entries, cutscene_end_frame])+line_end
for k in range(0,total_entries+1):
cmd_type = cs_in[i]
if (cmd_type == 0xFFFFFFFF):
return macros + multi_key(-1)[0]+line_end
entry = multi_key(cmd_type)
if entry is None:
entry = unk_data_entry
cmd_macro = entry[0]
n_words = entry[1]
macros += format_cmd(cmd_macro, [cs_in[i+j] for j in range(0, n_words)])+line_end
list_item = entry[4]
if list_item is not None: # Not all macros have associated list item macros
continue_stop = entry[2]
cmd_entries = entry[3]
n_words_list_item = entry[5]
if continue_stop is not None: # Not all macros have a continue/stop flag
i += n_words
do_continue = True
while do_continue:
# "Integer Divide" by 4 to get the word it's in
# Modulo operator to get the byte relative to the start of the word
do_continue = True if get_byte(cs_in[i+(continue_stop // 4)], continue_stop % 4) == 0x00 else False
macros += indent+format_cmd(list_item, [0, *[cs_in[i+j] for j in range(0, n_words_list_item)]])+line_end
i += n_words_list_item
elif cmd_entries is not None: # Not all macros have a defined number of entries
if cmd_entries < 0: # Some have a fixed number of entries
num_entries = -cmd_entries
else: # Some specify their number of entries
num_entries = cs_in[i+cmd_entries+1]
i += n_words
for n in range(0,num_entries):
macros += indent+format_cmd(list_item, [0, *[cs_in[i+j] for j in range(0, n_words_list_item)]])+line_end
i += n_words_list_item
else:
i += n_words
print("Warning: cutscene reached maximum entries without encountering a CS_END command")
return macros
def hex_parse(s):
return int(s, 16)
def main():
parser = argparse.ArgumentParser(description="Disassembles cutscenes for OoT")
parser.add_argument('address', help="VRAM or ROM address to disassemble at", type=hex_parse)
args = parser.parse_args()
file_result = None
if args.address >= 0x80000000:
file_result = filemap.GetFromVRam(args.address)
else:
file_result = filemap.GetFromRom(args.address)
if file_result is None:
print("Invalid address")
os._exit(1)
print(file_result)
print()
script_dir = os.path.dirname(os.path.realpath(__file__))
cs_data = None
with open(script_dir + "/../extracted/gc-eu-mq-dbg/baserom/" + file_result.name, "rb") as ovl_file:
ovl_file.seek(file_result.offset)
cs_data = [i[0] for i in struct.iter_unpack(">I", bytearray(ovl_file.read()))]
if cs_data is not None:
print("static CutsceneData D_" + hex(args.address).replace("0x","").upper() + "[] = {\n" + indent+disassemble_cutscene(cs_data).replace(linesep,linesep+indent).rstrip()+"\n};")
if __name__ == "__main__":
main()