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oot/assets/xml/objects/gameplay_field_keep.xml.ignore

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Updated Texture Asset Handling (#478) * Auto stash before rebase of "upstream/master" * A large number of scenes have been decompiled. * Fixed makefile * Decompiled around 40 scenes. * Removed old file * Finished matching remaining scenes. * Removed old commented out spec lines * Decompiled a few object files. * Reorganized xmls a bit. Updated pu_box overlay to use proper symbol. * Updated texture and object file decomp * Fixed newline issue with ZAPD * Moved scenes/ into the assets/ folder * Fixed a few compile errors * Auto stash before rebase of "upstream/master" * A large number of scenes have been decompiled. * Fixed makefile * Decompiled around 40 scenes. * Removed old file * Finished matching remaining scenes. * Removed old commented out spec lines * Decompiled a few object files. * Reorganized xmls a bit. Updated pu_box overlay to use proper symbol. * Updated texture and object file decomp * Moved scenes/ into the assets/ folder * Fixed a few compile errors * Fixed merge issues. * Fixed makefile merge error * Fixed additional merge error * Fixed several more merge issues * Commented out gameplay_keep and sk2 extraction, since currently unused. * Reenabled gameplay_keep extraction since it's used in the spec * Fixed build error * Removed test struct * Fixed makefile error that would happen on fresh builds * Fixed merge issue * Removed relative paths * Multithreading on extraction, spec uses numbers, few changes to XMLs * Removed redundant code from the extract_assets script * object_sk2 and object_spot09_obj OK * object_spot11_obj OK * object_spot17_obj OK * Test: One of the gameplay_keep dlists given a proper symbol * Updated asset symbol names based on new naming scheme * XMLs use "Offset" instead of "Address" now * Fixed merge issues, updated ovl_Magic_Dark xml and gfx file * Updated to use latest build of ZAPD * Updated ZAPD again * Updated ZAP to remove assimp dependency * Jenkins Test: Added .gitkeep file * Updated ZAP once more * Updated png file name to comply with new naming scheme. * Fixed bad include Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.com>
2020-12-26 11:39:52 +00:00
<Root>
<File Name="gameplay_field_keep">
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<DList Name="Gfx_Graveyard_Flower_Petals_1" Offset="0x00A0"/>
<DList Name="Gfx_Graveyard_Flower_Petals_2" Offset="0x0140"/>
<DList Name="Gfx_Graveyard_Flower_Leaf_0" Offset="0x01E0"/>
<DList Name="Gfx_Graveyard_Flower_Leaf_1" Offset="0x0280"/>
<DList Name="Gfx_Graveyard_Flower_Leaf_2" Offset="0x0320"/>
<DList Name="Gfx_Graveyard_Flower_Leaf_3" Offset="0x03C0"/>
<DList Name="Gfx_Graveyard_Flower_Leaf_4" Offset="0x0460"/>
<DList Name="Gfx_Graveyard_Flower" Offset="0x0500"/>
<Texture Name="Tex_Graveyard_Flower_Petals" Format="rgb5a1" Width="16" Height="32" Offset="0x0750"/>
<Texture Name="Tex_Graveyard_Flower_Leaf" Format="rgb5a1" Width="32" Height="32"/>
<DList Name="Gfx_Grotto_Hole" Offset="0x1390"/>
<Texture Name="Tex_Grotto_Hole" Format="ia16" Width="32" Height="64"/>
<!--<Skeleton Name="Hier_Butterfly" Offset="0x2474" Type="Standard"/>-->
Updated Texture Asset Handling (#478) * Auto stash before rebase of "upstream/master" * A large number of scenes have been decompiled. * Fixed makefile * Decompiled around 40 scenes. * Removed old file * Finished matching remaining scenes. * Removed old commented out spec lines * Decompiled a few object files. * Reorganized xmls a bit. Updated pu_box overlay to use proper symbol. * Updated texture and object file decomp * Fixed newline issue with ZAPD * Moved scenes/ into the assets/ folder * Fixed a few compile errors * Auto stash before rebase of "upstream/master" * A large number of scenes have been decompiled. * Fixed makefile * Decompiled around 40 scenes. * Removed old file * Finished matching remaining scenes. * Removed old commented out spec lines * Decompiled a few object files. * Reorganized xmls a bit. Updated pu_box overlay to use proper symbol. * Updated texture and object file decomp * Moved scenes/ into the assets/ folder * Fixed a few compile errors * Fixed merge issues. * Fixed makefile merge error * Fixed additional merge error * Fixed several more merge issues * Commented out gameplay_keep and sk2 extraction, since currently unused. * Reenabled gameplay_keep extraction since it's used in the spec * Fixed build error * Removed test struct * Fixed makefile error that would happen on fresh builds * Fixed merge issue * Removed relative paths * Multithreading on extraction, spec uses numbers, few changes to XMLs * Removed redundant code from the extract_assets script * object_sk2 and object_spot09_obj OK * object_spot11_obj OK * object_spot17_obj OK * Test: One of the gameplay_keep dlists given a proper symbol * Updated asset symbol names based on new naming scheme * XMLs use "Offset" instead of "Address" now * Fixed merge issues, updated ovl_Magic_Dark xml and gfx file * Updated to use latest build of ZAPD * Updated ZAPD again * Updated ZAP to remove assimp dependency * Jenkins Test: Added .gitkeep file * Updated ZAP once more * Updated png file name to comply with new naming scheme. * Fixed bad include Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.com>
2020-12-26 11:39:52 +00:00
<DList Name="Gfx_Butterfly_Wing_R" Offset="0x2480"/>
<DList Name="Gfx_Butterfly_Wing_R_Ref" Offset="0x2520"/>
<DList Name="Gfx_Butterfly_Wing_R_Ref_Ref" Offset="0x2530"/>
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<DList Name="Gfx_Butterfly_Wing_L_Ref" Offset="0x2620"/>
<DList Name="Gfx_Butterfly_Wing_L_Ref_Ref" Offset="0x2630"/>
<!--<Texture Name="Tex_Butterfly_Wing" Format="rgb5a1" Width="32" Height="64"/>-->
<!--<Skeleton Name="Hier_Bombable_Wall" Offset="0x36EC"/>-->
Updated Texture Asset Handling (#478) * Auto stash before rebase of "upstream/master" * A large number of scenes have been decompiled. * Fixed makefile * Decompiled around 40 scenes. * Removed old file * Finished matching remaining scenes. * Removed old commented out spec lines * Decompiled a few object files. * Reorganized xmls a bit. Updated pu_box overlay to use proper symbol. * Updated texture and object file decomp * Fixed newline issue with ZAPD * Moved scenes/ into the assets/ folder * Fixed a few compile errors * Auto stash before rebase of "upstream/master" * A large number of scenes have been decompiled. * Fixed makefile * Decompiled around 40 scenes. * Removed old file * Finished matching remaining scenes. * Removed old commented out spec lines * Decompiled a few object files. * Reorganized xmls a bit. Updated pu_box overlay to use proper symbol. * Updated texture and object file decomp * Moved scenes/ into the assets/ folder * Fixed a few compile errors * Fixed merge issues. * Fixed makefile merge error * Fixed additional merge error * Fixed several more merge issues * Commented out gameplay_keep and sk2 extraction, since currently unused. * Reenabled gameplay_keep extraction since it's used in the spec * Fixed build error * Removed test struct * Fixed makefile error that would happen on fresh builds * Fixed merge issue * Removed relative paths * Multithreading on extraction, spec uses numbers, few changes to XMLs * Removed redundant code from the extract_assets script * object_sk2 and object_spot09_obj OK * object_spot11_obj OK * object_spot17_obj OK * Test: One of the gameplay_keep dlists given a proper symbol * Updated asset symbol names based on new naming scheme * XMLs use "Offset" instead of "Address" now * Fixed merge issues, updated ovl_Magic_Dark xml and gfx file * Updated to use latest build of ZAPD * Updated ZAPD again * Updated ZAP to remove assimp dependency * Jenkins Test: Added .gitkeep file * Updated ZAP once more * Updated png file name to comply with new naming scheme. * Fixed bad include Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.com>
2020-12-26 11:39:52 +00:00
<!--<Palette Name="Pal_Bombable_Wall" Format="rgb5a1" Offset="0x3700" Width="16" Height="16"/>-->
<!--<Texture Name="Tex_Bombable_Wall" Format="ci4" Palette="Pal_Bombable_Wall" Width="32" Height="64"/>-->
<!--<Texture Name="Tex_Bombable_Wall_Broken" Format="ci4" Palette="Pal_Bombable_Wall" Width="32" Height="64"/>-->
<DList Name="Gfx_Bombable_Wall" Offset="0x3FC0"/>
<DList Name="Gfx_Bombable_Wall_Broken" Offset="0x4088"/>
<DList Name="Gfx_Wooden_Door_Frame" Offset="0x4720"/>
<DList Name="Gfx_Wooden_Door_L" Offset="0x47A0"/>
<DList Name="Gfx_Wooden_Door_R" Offset="0x4978"/>
<Texture Name="Tex_Door_Handle_Edge" Format="rgb5a1" Width="16" Height="16" Offset="0x4B50"/>
<Texture Name="Tex_Door_Handle_Front" Format="rgb5a1" Width="16" Height="16"/>
<Texture Name="Tex_Door" Format="i4" Width="64" Height="128"/>
<Animation Name="Anim_Door" Offset="0x5FF0"/>
<DList Name="Gfx_Orange_Fish_Body" Offset="0x6000"/>
<DList Name="Gfx_Orange_Fish_Body_Ref" Offset="0x61E8"/>
<DList Name="Gfx_Orange_Fish_Body_Ref_Ref" Offset="0x61F8"/>
<DList Name="Gfx_Orange_Fish_Tail" Offset="0x63A0"/>
<DList Name="Gfx_Orange_Fish_Tail_Ref" Offset="0x6448"/>
<DList Name="Gfx_Orange_Fish_Tail_Ref_Ref" Offset="0x6458"/>
<Texture Name="Tex_Orange_Fish_Body" Format="rgb5a1" Width="64" Height="64"/>
<Texture Name="Tex_Orange_Body_Tail" Format="rgb5a1" Width="32" Height="16"/>
<!--<Skeleton Name="Hier_Fish" Offset="0x88F4"/>-->
Updated Texture Asset Handling (#478) * Auto stash before rebase of "upstream/master" * A large number of scenes have been decompiled. * Fixed makefile * Decompiled around 40 scenes. * Removed old file * Finished matching remaining scenes. * Removed old commented out spec lines * Decompiled a few object files. * Reorganized xmls a bit. Updated pu_box overlay to use proper symbol. * Updated texture and object file decomp * Fixed newline issue with ZAPD * Moved scenes/ into the assets/ folder * Fixed a few compile errors * Auto stash before rebase of "upstream/master" * A large number of scenes have been decompiled. * Fixed makefile * Decompiled around 40 scenes. * Removed old file * Finished matching remaining scenes. * Removed old commented out spec lines * Decompiled a few object files. * Reorganized xmls a bit. Updated pu_box overlay to use proper symbol. * Updated texture and object file decomp * Moved scenes/ into the assets/ folder * Fixed a few compile errors * Fixed merge issues. * Fixed makefile merge error * Fixed additional merge error * Fixed several more merge issues * Commented out gameplay_keep and sk2 extraction, since currently unused. * Reenabled gameplay_keep extraction since it's used in the spec * Fixed build error * Removed test struct * Fixed makefile error that would happen on fresh builds * Fixed merge issue * Removed relative paths * Multithreading on extraction, spec uses numbers, few changes to XMLs * Removed redundant code from the extract_assets script * object_sk2 and object_spot09_obj OK * object_spot11_obj OK * object_spot17_obj OK * Test: One of the gameplay_keep dlists given a proper symbol * Updated asset symbol names based on new naming scheme * XMLs use "Offset" instead of "Address" now * Fixed merge issues, updated ovl_Magic_Dark xml and gfx file * Updated to use latest build of ZAPD * Updated ZAPD again * Updated ZAP to remove assimp dependency * Jenkins Test: Added .gitkeep file * Updated ZAP once more * Updated png file name to comply with new naming scheme. * Fixed bad include Co-authored-by: Jack Walker <7463599+Jack-Walker@users.noreply.github.com>
2020-12-26 11:39:52 +00:00
<Texture Name="Tex_Beehive" Format="rgb5a1" Width="32" Height="32" Offset="0x8900"/>
<Gfx Name="Gfx_Beehive" Offset="0x95B0"/>
<Texture Name="Tex_Beehive_Fragment" Format="rgb5a1" Width="16" Height="16" Offset="0x9710"/>
<Gfx Name="Gfx_Beehive_Fragment" Offset="0x9940"/>
<Palette Name="Pal_Silver_Boulder" Format="rgb5a1" Width="16" Height="16" Offset="0x99D0"/>
<Texture Name="Tex_Silver_Boulder" Format="ci4" Width="64" Height="64" Offset="0x99F8"/>
<Gfx Name="Gfx_Silver_Boulder" Offset="0xA3B8"/>
<Gfx Name="Gfx_Silver_Boulder_Fragment" Offset="0xA5E8"/>
<Gfx Name="Gfx_Small_Rock" Offset="0xA880"/>
<Texture Name="Tex_Small_Rock" Format="rgb5a1" Width="32" Height="32" Offset="0xA940"/>
<Texture Name="Tex_Grass_Clump" Format="rgb5a1" Width="32" Height="32"/>
<Gfx Name="Gfx_Grass_Clump" Offset="0xB9D0"/>
<Texture Name="Tex_Sandstorm_0" Format="i8" Width="64" Height="32" Offset="0xBA70"/>
<Texture Name="Tex_Sandstorm_1" Format="ia8" Width="64" Height="32"/>
<Gfx Name="Gfx_Sandstorm" Offset="0xCA70"/>
<Texture Name="Tex_Wood" Format="rgb5a1" Width="32" Height="32" Offset="0xCB30"/>
</File>
</Root>