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New assets system (#2481)

* wip: New assets system tm

Builds gc-eu-mq-dbg OK from clean after
1) make setup
2) python3 -m tools.assets.extract -j
3) replace 0x80A8E610 with sShadowTex in extracted/gc-eu-mq-dbg/assets/overlays/ovl_En_Jsjutan/sShadowMaterialDL.inc.c
4) make various symbols in extracted data like sTex static

* use variables from config.yml for gMtxClear and sShadowTex addresses

* Write source with static for overlays using `HACK_IS_STATIC_ON` hack

* gc-eu-mq-dbg OK from clean with `make setup && make`

* implement more skeleton-related types, cleanups, fixups

* fix extracted data to no longer produce compilation warnings

* implement more of RoomShapeImage types

* yeet XmlPath from ExternalFile usage

* Implement PlayerAnimationDataResource (link_animetion data)

* fix csdis CS_TIME extra arg

* dmadata file names no longer hardcoded for gc-eu-mq-dbg

* ntsc-1.0 OK

* xml fixes

* slightly improve standard output

* rm extract_assets.py

* generate and use Limb enums (TODO: check Skin skels and implement for Curve skels)

* handle dependencies between xmls

* introduce RawPointers xml attribute to ignore specific pointers and keep them raw

* add tools/extract_assets.sh

* fixups

* only extract if xmls changed or if -f (force) is used

* fixups, gc-eu OK

* all versions OK

* check attributes of xml resources elements

* Implement legacy skelanime resources

* fix ASSET_FILES_BIN_EXTRACTED/COMMITTED: look for .u8.bin specifically instead of just .bin

* implement JFIFResource

* fix png/jpg wildcards: look specifically for .u64.png .u32.png .u64.jpg

* Makefile: Add rules to build .png, .bin and .jpg in assets/ too

* start writing actual docs

* extract sTransCircleDL and sTransWipeDL

* misc cleanup/fixes, pygfxd 1.0.3

* refactor CDataExt.set_write callback args to use a dataclass

* Move {} to in-source

* misc

* more progress on spec

* fix missing braces in n64dd_error_textures.c

* finish xml spec doc

* assets xmls fixes

* some cleanup, use `gNameTex_WIDTH/HEIGHT` macros in dlists

* handle hackmode_syotes_room, fix compile

* C build_from_png

* rm tools/assets/bin2c

* rm ZAPD

* format

* remove rule to generate dmadata_table.py

* CC0 license (and some import cleanup)

* dont try to build zapd (rmd)

* simplify palettes with single user (ci images with a non-shared palette)

* add docs on how images are handled

* bss

* allow -j N

* fix n64texconv python bindings memory management

* move -j at the end of calling extraction script

* with -j, update last_extracts.json as each job completes rather than only if all complete

* make interrupting less jank by making child processes ignore sigint

* use enum names in `SCENE_CMD_SKYBOX_SETTINGS`

* `multiprocessing.get_context("fork")`

* import rich, except ImportError s

* fix optional rich usage

* .bss

* .bss

* .bss

* assets extraction: -j -> -j$(N_THREADS)

* .bss

* change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME

* 0XHEX -> 0xHEX

* fix bss

* Proper includes for assets

mostly proper, some includes like dlists resources always causing a sys_matrix.h include (when not every dlist references gIdentityMtx) could be done better

* rm z64.h

* rm z64.h take two

* bss

* Make .u64 suffix for pngs optional

* fixup: rm .u64 suffix from n64dd image paths

* Remove elemtype suffixes from .bin and .jpg files

* Update images.md

* some build_from_png cleanup, more error handling, comments

* Handle skybox textures

Introduce "sub-format" suffix for pngs, with sub-formats split_lo and split_hi being used for skybox textures

* fixup for older python

* improve collision output some

* fully use SURFACETYPE[01] macros in writing extracted surface types

* use WATERBOX_PROPERTIES in extracted waterboxes

* some SceneCommandsResource cleanup

* format EnvLightSettingsList output
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This document describes the expected structure of xml files describing assets.
# Top elements
## `Root`
```xml
<Root>
...
</Root>
```
This is the root element in the file, containing exclusively `<File>` and `<ExternalFile>` elements as direct children.
## `File`
```xml
<File Name="baserom_file" Segment="11">
...
</File>
```
A `<File>` contains resources elements as children.
- Required attributes: `Name`
- Optional attributes: `Segment`
`Name` is the name of the baserom file from which the data is to be extracted.
`Segment` (decimal) is the segment number for the file.
## `ExternalFile`
```xml
<ExternalFile OutPath="assets/name"/>
```
Declare the `<File>`s in the xml may reference symbols from an external file.
The external file is located by matching its name against the list of assets in the version's `config.yml`.
For example, `baseroms/gc-eu/config.yml` contains
```yml
assets:
- name: objects/gameplay_keep
xml_path: assets/xml/objects/gameplay_keep_pal.xml
```
then `<ExternalFile OutPath="assets/objects/gameplay_keep/"/>` refers to that gameplay_keep entry, which uses the `gameplay_keep_pal.xml` xml file when extracting assets for version gc-eu.
# Resource elements
Resource elements describe resources. Resources are pieces of data corresponding to a symbol each.
Two attributes are required on all resource elements: `Name` and `Offset`.
- `Name` is the name of the symbol associated to the resource.
- `Offset` is the location in bytes from the start of the file data.
## `Blob`
```xml
<Blob Name="gNameBlob" Size="0x421" Offset="0x1230">
```
Unstructured binary data.
- Required attributes: `Size`
`Size` is the size of the binary blob in bytes.
## `DList`
```xml
<DList Name="gNameDL" Offset="0x1230" Ucode="f3dex2" RawPointers="0x08000000,0x09000000"/>
```
A display list.
- Optional attributes: `Ucode`, `RawPointers`
`Ucode` (defaults to `f3dex2`) picks the graphics microcode for which to disassemble the dlist. It may be `f3dex` or `f3dex2`.
`RawPointers` (defaults to an empty value) is a comma-separated list of values the display list uses as raw pointers ("hex" instead of a symbol). The purpose of this attribute is to silence extraction warnings.
## `Mtx`
```xml
<Mtx Name="gNameMtx" Offset="0x1230"/>
```
A fixed-point matrix.
## `Texture`
```xml
<Texture Name="gNameTex" Format="rgba16" Width="16" Height="16" Offset="0x1230"/>
<Texture Name="gNameTex" Format="ci8" Width="16" Height="16" Offset="0x1230" TlutOffset="0x2340"/>
<Texture Name="gNameTex" Format="ci8" Width="16" Height="16" Offset="0x1230" ExternalTlut="baserom_file" ExternalTlutOffset="0x2340"/>
```
A texture, an image in one of the native N64 formats.
- Required attributes for all formats: `Format`, `Width`, `Height`
- Required attributes for CI formats (`ci4`, `ci8`): `TlutOffset`, or `ExternalTlut` and `ExternalTlutOffset`
`Format` is the format of the texture, one of `rgba32`, `rgba16`, `i4`, `i8`, `ia4`, `ia8`, `ia16`, `ci4` or `ci8`.
`Width` and `Height` specify the dimensions of the texture.
For CI formats, the TLUT (Texture Look Up Table, or palette) must be specified with either `TlutOffset` if the TLUT is in the same file as the texture, or both of `ExternalTlut` and `ExternalTlutOffset` if the TLUT is in a different file. `ExternalTlut` is the name of the baserom file where the TLUT is. In both cases, the TLUT must also be declared as a resource.
## `Array`
```xml
<Array Name="gNameVtx" Count="42" Offset="0x1230">
<Vtx/>
</Array>
<Array Name="gNameVec3sArray" Count="42" Offset="0x1230">
<Vector Type="s16" Dimensions="3"/>
</Array>
<Array Name="gNameS16Array" Count="42" Offset="0x1230">
<Scalar Type="s16"/>
</Array>
```
An array of vertices, vectors or scalars. The child element determines the array's element type.
- Required attributes: `Count`
`Count` is the length of the array.
The child element may be one of `<Vtx/>` (for `Vtx[]`), `<Vector Type="s16" Dimensions="3"/>` (for `Vec3s[]`) or `<Scalar Type="s16">` (for `s16[]`).
## `Scene`
```xml
<Scene Name="name" Offset="0x1230"/>
```
Scene commands.
## `Room`
```xml
<Room Name="name" Offset="0x1230"/>
```
Room commands.
## `Collision`
```xml
<Collision Name="gNameCol" Offset="0x1230"/>
```
Collision header.
## `Cutscene`
```xml
<Cutscene Name="gNameCs" Offset="0x1230"/>
```
Cutscene script.
## `Path`
```xml
<Path Name="gNamePathList" Offset="0x1230" NumPaths="12"/>
```
Path list.
- Required attributes: `NumPaths`
`NumPaths` is the length of the path list.
## `Skeleton`
```xml
<Skeleton Name="gNameSkel" Type="Normal" LimbType="Standard" LimbNone="NAME_LIMB_NONE" LimbMax="NAME_LIMB_MAX" EnumName="NameLimb" Offset="0x1230"/>
```
Skeleton header.
- Required attributes: `Type`, `LimbType`
- Optional attributes: `LimbNone`, `LimbMax`, `EnumName`
`Type` is the type of the skeleton, one of `Normal`, `Flex` or `Curve`.
`LimbType` is the type of limb used in the skeleton, one of `Standard`, `LOD`, `Skin`, `Curve` or `Legacy`.
Not all skeleton types are compatible with all limb types:
`LimbType` | Compatible skeleton `Type`
-----------|---------------------------
`Standard` | `Normal`, `Flex`
`LOD` | `Normal`, `Flex`
`Skin` | `Normal`
`Curve` | `Curve`
`Legacy` | none
`LimbNone`, `LimbMax`, `EnumName` can be set to override the corresponding names in the generated limb enum:
```c
typedef enum NameLimb {
NAME_LIMB_NONE,
...
NAME_LIMB_MAX
} NameLimb;
```
## `LimbTable`
```xml
<LimbTable Name="gNameLimbs" LimbType="Standard" Count="12" Offset="0x1230"/>
```
Limb table.
- Required attributes: `LimbType`, `Count`
`LimbType` is one of `Standard`, `LOD`, `Skin`, `Curve` or `Legacy`.
`Count` is the amount of limbs.
## `Limb`
```xml
<Limb Name="gNameLimb" LimbType="Standard" EnumName="NAME_LIMB_NAME" Offset="0x1230"/>
```
Limb of a skeleton.
- Required attributes: `LimbType`
- Optional attributes: `EnumName`
`LimbType` is one of `Standard`, `LOD`, `Skin`, `Curve` or `Legacy`.
`EnumName` can be set to override the limb name in the generated limb enum.
## `Animation`
```xml
<Animation Name="gNameAnim" Offset="0x1230"/>
```
Animation header.
## `CurveAnimation`
```xml
<CurveAnimation Name="gNameAnim" SkelOffset="0x120" Offset="0x1230"/>
```
Curve animation header.
- Required attributes: `SkelOffset`
`SkelOffset` is the offset of the skeleton which uses this animation. The skeleton must also be declared as a resource.
## `LegacyAnimation`
```xml
<LegacyAnimation Name="gNameAnim" Offset="0x1230"/>
```
Legacy animation header.
## `PlayerAnimation`
```xml
<PlayerAnimation Name="gNamePlayerAnim" Offset="0x1230"/>
```
Player animation header.
## `PlayerAnimationData`
```xml
<PlayerAnimationData Name="gNamePlayerAnimData" FrameCount="20" Offset="0x1230"/>
```
Player animation data.
- Required attributes: `FrameCount`
`FrameCount` is the amount of frames in the animation.