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oot/tools/ZAPD/docs/zapd_extraction_xml_reference.md

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# ZAPD extraction xml reference
This document aims to be a small reference of how to create a compatible xml file for ZAPD.
## Table of contents
- [ZAPD extraction xml reference](#zapd-extraction-xml-reference)
- [Table of contents](#table-of-contents)
- [Basic XML](#basic-xml)
- [Resources types](#resources-types)
- [File](#file)
- [Texture](#texture)
- [Background](#background)
- [Blob](#blob)
- [DList](#dlist)
- [Scene and Room](#scene-and-room)
- [Animation](#animation)
- [PlayerAnimation](#playeranimation)
- [CurveAnimation](#curveanimation)
- [Skeleton](#skeleton)
- [Limb](#limb)
- [Symbol](#symbol)
- [Collision](#collision)
- [Scalar](#scalar)
- [Vector](#vector)
- [Vtx](#vtx)
- [Mtx](#mtx)
- [Cutscene](#cutscene)
- [Array](#array)
## Basic XML
An example of an object xml:
```xml
<Root>
<File Name="object_jj" Segment="6">
<Animation Name="gJabuJabuAnim" Offset="0x1F4C"/>
<Skeleton Name="gJabuJabuSkel" Type="Flex" LimbType="Standard" Offset="0xB9A8"/>
<!-- Jabu Jabu eye textures -->
<Texture Name="gJabuJabuEyeOpenTex" OutName="jabu_jabu_eye_open" Format="rgb5a1" Width="16" Height="32" Offset="0x7698"/>
<Texture Name="gJabuJabuEyeHalfTex" OutName="jabu_jabu_eye_half" Format="rgb5a1" Width="16" Height="32" Offset="0x7A98"/>
<Texture Name="gJabuJabuEyeClosedTex" OutName="jabu_jabu_eye_closed" Format="rgb5a1" Width="16" Height="32" Offset="0x7E98"/>
<Collision Name="gJabuJabu1Col" Offset="0x0A1C"/>
<Collision Name="gJabuJabu2Col" Offset="0x1830"/>
<Collision Name="gJabuJabu3Col" Offset="0xBA8C"/>
</File>
</Root>
```
Every xml must have a `<Root>` tag. It must have at least one `<File>` child.
## Resources types
The following is a list of the resources/tags supported by ZAPD, and the attributes needed by each one.
For most resources inside a `<File>` tag **you should also set an `Offset` attribute**. This is the offset (within the file) of the resource you are exporting. The `Offset` attribute is expected to be in hexadecimal, for example `Offset="0x41F0"`.
It's worth noting that every tag expects a `Name="gNameOfTheAsset"`. This is will be the name of the extracted variable in the output C code. Every asset must be prefixed with `g` and the suffix should represent the type of the variable.
-------------------------
### File
- Example of this tag:
```xml
<File Name="object_gi_fire" Segment="6">
```
- Attributes:
- `Name`: Required. The name of the file in `baserom/` which will be extracted.
- `Segment`: Required. This is the segment number of the current file. Expects a decimal number, usually 6 if it is an object, or 128 for overlays (It's kinda a whacky hack to get around of the `0x80` addresses).
- `BaseAddress`: Optional. RAM address of the file. Expects a hex number (with `0x` prefix). Default value: `0`.
- `RangeStart`: Optional. File offset where the extraction will begin. Hex. Default value: `0x000000000`.
- `RangeEnd`: Optional. File offset where the extraction will end. Hex. Default value: `0xFFFFFFFF`.
- `Game`: Optional. Valid values: `OOT`, `MM`, `SW97` and `OOTSW97`. Default value: `OOT`.
-------------------------
### Texture
Textures are extracted as `.png` files.
- Example:
```xml
<Texture Name="gCraterSmokeConeTex" OutName="crater_smoke_cone" Format="ia8" Width="32" Height="32" Offset="0xC30"/>
```
Will be defined as:
```c
u64 gCraterSmokeConeTex[] = {
#include "assets/objects/object_spot17_obj/crater_smoke_cone.ia8.inc.c"
};
```
- Attributes:
- `Name`: Required. Suxffixed by `Tex`, unless it is a palette, in that case it is suffixed by `TLUT`.
- `OutName`: Required. The filename of the extracted `.png` file.
- `Format`: Required. The format of the image. Valid values: `rgba32`, `rgb5a1`, `i4`, `i8`, `ia4`, `ia8`, `ia16`, `ci4` and `ci8`.
- `Width`: Required. Width in pixels of the image.
- `Height`: Required. Height in pixels of the image.
The following is a list of the texture formats the Nintendo 64 supports, with their gfxdis names and ZAPD format names.
| Format name | Typing in `gsDPLoadTextureBlock` | "Format" in xml |
| ----------------------------------------------- | -------------------------------- | --------------- |
| 4-bit intensity (I) | `G_IM_FMT_I, G_IM_SIZ_4b` | `i4` |
| 4-bit intensity with alpha (I/A) (3/1) | `G_IM_FMT_IA, G_IM_SIZ_4b` | `ia4` |
| 4-bit color index (CI) | `G_IM_FMT_CI, G_IM_SIZ_4b` | `ci4` |
| 8-bit I | `G_IM_FMT_I, G_IM_SIZ_8b` | `i8` |
| 8-bit IA (4/4) | `G_IM_FMT_IA, G_IM_SIZ_8b` | `ia8` |
| 8-bit CI | `G_IM_FMT_CI, G_IM_SIZ_8b` | `ci8` |
| 16-bit red, green, blue, alpha (RGBA) (5/5/5/1) | `G_IM_FMT_RGBA, G_IM_SIZ_16b` | `rgb5a1` |
| 16-bit IA (8/8) | `G_IM_FMT_IA, G_IM_SIZ_16b` | `ia16` |
| 16-bit YUV (Luminance, Blue-Y, Red-Y) | `G_IM_FMT_YUV, G_IM_SIZ_16b` | (not used) |
| 32-bit RGBA (8/8/8/8) | `G_IM_FMT_RGBA, G_IM_SIZ_32b` | `rgba8` |
If you want to know more about this formats, you can check [`gsDPLoadTextureBlock`](http://n64devkit.square7.ch/n64man/gdp/gDPLoadTextureBlock.htm) for most formats, or [`gDPLoadTextureBlock_4b`](http://n64devkit.square7.ch/n64man/gdp/gDPLoadTextureBlock_4b.htm) for the 4-bit formats.
-------------------------
### Background
- Example:
```xml
<Background Name="gGoronShopBackground" OutName="goron_shop_background" Offset="0x9D0"/>
```
- Attributes:
- `Name`: Required. Suxffixed by `Background`.
- `OutName`: Required. The filename of the extracted `.jpg` file.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element. You can use this to name them if you don't like the autogenerated name.
-------------------------
### Blob
Blob are binary data that will be extracted as `.bin` files.
- Example:
```xml
<Blob Name="gFireTempleBlob_00CCC0" Size="0x10E" Offset="0xCCC0"/>
```
Will be defined as:
```c
u8 gFireTempleBlob_00CCC0[] = {
#include "assets/objects/object_hidan_objects/gFireTempleBlob_00CCC0.bin.inc.c"
};
```
- Attributes:
- `Name`: Required. Suxffixed by `Blob`.
- `Size`: Required. Amount of bytes to extract. Hex.
※ We usually use blobs when we can't figure out the content's type of chunk of data.
-------------------------
### DList
A.k.a. Display list, or Gfx.
- Example:
```xml
<DList Name="gGiGreenRupeeInnerColorDL" Offset="0x04A0"/>
```
- Attributes:
- `Name`: Required. Suxffixed by `DL`.
-------------------------
### Scene and Room
TODO. I'm hoping somebody else will do this.
-------------------------
### Animation
- Example:
```xml
<Animation Name="gWallmasterDamageAnim" Offset="0x590"/>
```
- Attributes:
- `Name`: Required. Suxffixed by `Anim`.
-------------------------
### PlayerAnimation
- Example:
```xml
<PlayerAnimation Name="gPlayer3Anim" Offset="0x2310"/>
```
- Attributes:
- `Name`: Required. Suxffixed by `Anim`.
-------------------------
### CurveAnimation
- Example:
```xml
<CurveAnimation Name="gTreasureChestCurveAnim_4B60" SkelOffset="0x5EB8" Offset="0x4B60"/>
```
- Attributes:
- `Name`: Required. Suxffixed by `Anim`.
- `SkelOffset`: Required. Offset of the `CurveSkeleton` (I.e. a [`Skeleton`](#skeleton) resource with `Type="Curve"`) related to this animation.
-------------------------
### Skeleton
- Example:
```xml
<Skeleton Name="gTreasureChestCurveSkel" Type="Curve" LimbType="Curve" Offset="0x5EB8"/>
```
- Attributes:
- `Name`: Required. Suxffixed by `Skel`.
- `Type`: Required. Valid values: `Normal`, `Flex` and `Curve`.
- `LimbType`: Required. Valid values: `Standard`, `LOD`, `Skin` and `Curve`.
※ There are no restrictions in the `Type` and `LimbType` attributes besides the valid values, so any skeleton type can be combined with any limb type.
-------------------------
### Limb
- Example:
```xml
<Limb Name="gChuGirlHeadLimb" LimbType="Standard" Offset="0x6E34"/>
```
- Attributes:
- `Name`: Required. Suxffixed by `Limb`.
- `LimbType`: Required. Valid values: `Standard`, `LOD`, `Skin` and `Curve`.
-------------------------
### Symbol
A special element that allows declaring a variable without actually extracting it from the current file. Useful when a resource references an element from another file. The symbol will be declared as `extern`.
- Example:
```xml
<Symbol Name="gJsjutanShadowTex" Type="u8" Size="1" Count="0x800" Offset="0x4E70"/>
```
Will be declared as:
```c
extern u8 gJsjutanShadowTex[2048];
```
- Attributes:
- `Type`: The type of the declared variable. If missing, it will default to `void*`.
- `TypeSize`: The size in bytes of the type. If missing, it will default to `4` (the size of a word and a pointer). Integer or hex value.
- `Count`: Optional. If it is present, the variable will be declared as an array instead of a plain variable. The value of this attribute specifies the length of the array. If `Count` is present but it has no value (`Count=""`), then the length of the array will not be specified either in the declared variable. Integer or hex value.
-------------------------
### Collision
- Example:
```xml
<Collision Name="gDesertColossusBombableWallCol" Offset="0x1A58"/>
```
- Attributes:
- `Name`: Required. Suxffixed by `Col`.
-------------------------
### Scalar
Allows the extraction of a single number.
- Example:
```xml
<Scalar Type="u64" Name="pad34F8"/>
```
Will be extracted as:
```c
u64 pad34F8 = { 0 };
```
- Attributes:
- `Name`: Required. Suxffixed by ~~`TBD`~~.
- `Type`: Required. Valid values: `s8`, `u8`, `s16`, `u16`, `s32`, `u32`, `s64`, `u64`, `f32` and `f64`.
※ Can be wrapped in an [`Array`](#array) tag.
-------------------------
### Vector
Extracts a vector.
Current supported types are `Vec3s`, `Vec3i` or `Vec3f`.
- Example:
```xml
<Array Name="D_04002040" Count="24" Offset="0x2040">
<Vector Type="s16" Dimensions="3" />
</Array>
```
Will be extracted as:
```c
Vec3s D_04002040[24] = {
{ -37, 2346, 93 },
{ 0, 11995, 0 },
{ -16385, -305, -16333 },
{ 0, 51, 12 },
{ 3761, 2263, -384 },
{ 0, 0, 3786 },
{ 1594, 1384, -18344 },
{ -2288, -2428, -1562 },
{ 0, 0, 3219 },
{ -2148, -5, -16840 },
{ 15365, -1708, 15611 },
{ 1761, 8365, 17711 },
{ 0, 0, 18859 },
{ 0, 0, 0 },
{ -9392, -9579, 28686 },
{ 0, 0, -7093 },
{ -2748, 685, -14092 },
{ 213, 6553, -32212 },
{ 0, 0, -1877 },
{ 3267, 3309, -16090 },
{ -18101, 25946, -2670 },
{ -104, 0, 0 },
{ 0, 0, 0 },
{ 0, 0, 0 }
};
```
- Attributes:
- `Name`: Required. Suxffixed by ~~`TBD`~~.
- `Type`: Required. Specifies the vector's type (`Vec3s`, `Vec3i` and `Vec3f`). Valid values: `s16`, `s32` and `f32`.
- `Dimensions`: Required. The amount of dimensions of the vector. Valid values: `3`.
※ Can be wrapped in an [`Array`](#array) tag.
-------------------------
### Vtx
- Example:
```xml
<Array Name="gTriforceVtx" Count="32" Offset="0x0000">
<Vtx/>
</Array>
```
- Attributes:
- `Name`: Required. Suxffixed by `Vtx`.
※ Can be wrapped in an [`Array`](#array) tag.
-------------------------
### Mtx
- Example:
```xml
<Mtx Name="gBdanMtx_000C40" Offset="0xC40" />
```
- Attributes:
- `Name`: Required. Suxffixed by `Mtx`.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element.
-------------------------
### Cutscene
- Example:
```xml
<Cutscene TODO/> <!-- Currently there are 0 xml in the repo using this tag. -->
```
- Attributes:
- `Name`: Required. Suxffixed by `Cs`.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element.
-------------------------
### Array
The `Array` element is special, because it needs an inner element to work. It will declare an array of its inner element.
Currently, only [`Scalar`](#scalar), [`Vector`](#vector) and [`Vtx`](#vtx) support being wrapped in an array.
- Example:
```xml
<Array Name="gTrialBarrierEnergyVtx" Count="102" Offset="0x4FD0">
<Vtx/>
</Array>
```
- Attributes:
- `Name`: Required. How the variable will be named. By our convention it should be prefixed by `g`. The sufix is mandated by the element contained.
- `Count`: Required. Amount of elements. Integer.
-------------------------