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finished object_skb (#790)
* finished object_skb * neglected the limbs and dlists, so I added them * adding the textures * fixing some names * ....forgot to change the c file.... * hopefully fixed formatting issue
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9dbebfa38f
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2ee1fd4668
4 changed files with 79 additions and 24 deletions
64
assets/xml/objects/object_skb.xml
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64
assets/xml/objects/object_skb.xml
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@ -0,0 +1,64 @@
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<Root>
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<File Name="object_skb" Segment="6">
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<!-- Stalchild skeleton -->
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<Skeleton Name="gStalchildSkel" Type="Normal" LimbType="Standard" Offset="0x41F8"/>
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<!-- Stalchild Limbs -->
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<Limb Name="gStalchildRootLimb" Type="Standard" Offset="0x40C8"/>
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<Limb Name="gStalchildWaistLimb" Type="Standard" Offset="0x40D4"/>
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<Limb Name="gStalchildRoot2Limb" Type="Standard" Offset="0x40E0"/>
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<Limb Name="gStalchildRightFemurLimb" Type="Standard" Offset="0x40EC"/>
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<Limb Name="gStalchildRightShinLimb" Type="Standard" Offset="0x40F8"/>
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<Limb Name="gStalchildRightFootLimb" Type="Standard" Offset="0x4104"/>
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<Limb Name="gStalchildLeftFemurLimb" Type="Standard" Offset="0x4110"/>
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<Limb Name="gStalchildLeftShinLimb" Type="Standard" Offset="0x411C"/>
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<Limb Name="gStalchildLeftFootLimb" Type="Standard" Offset="0x4128"/>
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<Limb Name="gStalchildRibCageLimb" Type="Standard" Offset="0x4134"/>
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<Limb Name="gStalchildHeadLimb" Type="Standard" Offset="0x4140"/>
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<Limb Name="gStalchildJawLimb" Type="Standard" Offset="0x414C"/>
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<Limb Name="gStalchildRightHumerusLimb" Type="Standard" Offset="0x4158"/>
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<Limb Name="gStalchildRightForearmLimb" Type="Standard" Offset="0x4164"/>
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<Limb Name="gStalchildRightHandLimb" Type="Standard" Offset="0x4170"/>
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<Limb Name="gStalchildLeftHumerusLimb" Type="Standard" Offset="0x417C"/>
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<Limb Name="gStalchildLeftForearmLimb" Type="Standard" Offset="0x4188"/>
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<Limb Name="gStalchildLeftHandLimb" Type="Standard" Offset="0x4194"/>
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<Limb Name="gStalchildSpineLimb" Type="Standard" Offset="0x41A0"/>
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<!-- Stalchild DisplayLists -->
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<DList Name="gStalchildHeadDL" Offset="0x3230"/>
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<DList Name="gStalchildJawDL" Offset="0x3598"/>
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<DList Name="gStalchildRibCageDL" Offset="0x3640"/>
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<DList Name="gStalchildSpineDL" Offset="0x3708"/>
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<DList Name="gStalchildWaistDL" Offset="0x37A0"/>
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<DList Name="gStalchildLeftHumerusDL" Offset="0x38A8"/>
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<DList Name="gStalchildLeftForearmDL" Offset="0x3968"/>
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<DList Name="gStalchildLeftHandDL" Offset="0x3A10"/>
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<DList Name="gStalchildRightHumerusDL" Offset="0x3AD8"/>
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<DList Name="gStalchildRightForearmDL" Offset="0x3B98"/>
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<DList Name="gStalchildRightHandDL" Offset="0x3C40"/>
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<DList Name="gStalchildLeftFemurDL" Offset="0x3D08"/>
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<DList Name="gStalchildLeftShinDL" Offset="0x3DA0"/>
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<DList Name="gStalchildLeftFootDL" Offset="0x3E48"/>
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<DList Name="gStalchildRightFemurDL" Offset="0x3EE8"/>
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<DList Name="gStalchildRightShinDL" Offset="0x3F80"/>
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<DList Name="gStalchildRightFootDL" Offset="0x4028"/>
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<!-- Stalchild Textures -->
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<Texture Name="gStalchildWaistTex" OutName="stalchild_waist" Format="rgb5a1" Width="16" Height="16" Offset="0x18A0"/>
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<Texture Name="gStalchildRibCageTex" OutName="stalchild_rib_cage" Format="rgb5a1" Width="8" Height="16" Offset="0x1AA0"/>
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<Texture Name="gStalchildHeadTex" OutName="stalchild_head" Format="rgb5a1" Width="8" Height="8" Offset="0x1BA0"/>
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<Texture Name="gStalchildBoneTex" OutName="stalchild_bone" Format="rgb5a1" Width="8" Height="8" Offset="0x1CA0"/>
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<Texture Name="gStalchildNostrilTex" OutName="stalchild_nostril" Format="rgb5a1" Width="8" Height="8" Offset="0x1C20"/>
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<Texture Name="gStalchildHandAndFeetTex" OutName="stalchild_hand_and_feet" Format="rgb5a1" Width="8" Height="16" Offset="0x1D20"/>
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<Texture Name="gStalchildTeethTex" OutName="stalchild_teeth" Format="rgb5a1" Width="16" Height="8" Offset="0x1E20"/>
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<Texture Name="gStalchildEyeSocketTex" OutName="stalchild_eye_socket" Format="rgb5a1" Width="16" Height="16" Offset="0x1F20"/>
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<Texture Name="gStalchildEyeTex" OutName="stalchild_eye" Format="rgb5a1" Width="8" Height="8" Offset="0x2120"/>
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<!-- Stalchild animations -->
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<Animation Name="gStalchildUncurlingAnim" Offset="0x1854"/>
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<Animation Name="gStalchildDyingAnim" Offset="0x9DC"/>
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<Animation Name="gStalchildDamagedAnim" Offset="0xD98"/>
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<Animation Name="gStalchildWalkingAnim" Offset="0x47E0"/>
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<Animation Name="gStalchildAttackingAnim" Offset="0x460"/>
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</File>
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</Root>
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3
spec
3
spec
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@ -5797,7 +5797,8 @@ endseg
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beginseg
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name "object_skb"
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romalign 0x1000
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include "build/baserom/object_skb.o"
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include "build/assets/objects/object_skb/object_skb.o"
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number 6
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endseg
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beginseg
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@ -1,5 +1,6 @@
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#include "z_en_skb.h"
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#include "overlays/actors/ovl_En_Encount1/z_en_encount1.h"
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#include "objects/object_skb/object_skb.h"
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#define FLAGS 0x00000015
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@ -28,13 +29,6 @@ void func_80AFD7B4(EnSkb* this, GlobalContext* globalCtx);
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void func_80AFD880(EnSkb* this, GlobalContext* globalCtx);
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void func_80AFD968(EnSkb* this, GlobalContext* globalCtx);
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extern SkeletonHeader D_060041F8;
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extern AnimationHeader D_06001854;
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extern AnimationHeader D_060009DC;
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extern AnimationHeader D_06000D98;
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extern AnimationHeader D_060047E0;
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extern AnimationHeader D_06000460;
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static ColliderJntSphElementInit sJntSphElementsInit[2] = {
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{
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{
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@ -160,7 +154,8 @@ void EnSkb_Init(Actor* thisx, GlobalContext* globalCtx) {
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this->actor.colChkInfo.mass = 0xFE;
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this->actor.colChkInfo.health = 2;
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this->actor.shape.yOffset = -8000.0f;
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SkelAnime_Init(globalCtx, &this->skelAnime, &D_060041F8, &D_06001854, this->jointTable, this->morphTable, 20);
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SkelAnime_Init(globalCtx, &this->skelAnime, &gStalchildSkel, &gStalchildUncurlingAnim, this->jointTable,
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this->morphTable, 20);
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this->actor.naviEnemyId = 0x55;
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Collider_InitJntSph(globalCtx, &this->collider);
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@ -205,7 +200,7 @@ void func_80AFCD60(EnSkb* this) {
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}
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void func_80AFCDF8(EnSkb* this) {
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Animation_PlayOnceSetSpeed(&this->skelAnime, &D_06001854, 1.0f);
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Animation_PlayOnceSetSpeed(&this->skelAnime, &gStalchildUncurlingAnim, 1.0f);
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this->unk_280 = 0;
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this->actor.flags &= ~1;
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Audio_PlayActorSound2(&this->actor, NA_SE_EN_RIVA_APPEAR);
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@ -230,7 +225,8 @@ void func_80AFCE5C(EnSkb* this, GlobalContext* globalCtx) {
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}
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void func_80AFCF48(EnSkb* this) {
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Animation_Change(&this->skelAnime, &D_06001854, -1.0f, Animation_GetLastFrame(&D_06001854), 0.0f, 2, -4.0f);
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Animation_Change(&this->skelAnime, &gStalchildUncurlingAnim, -1.0f,
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Animation_GetLastFrame(&gStalchildUncurlingAnim), 0.0f, 2, -4.0f);
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this->unk_280 = 0;
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this->unk_281 = 0;
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this->actor.flags &= ~1;
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@ -251,7 +247,8 @@ void func_80AFCFF0(EnSkb* this, GlobalContext* globalCtx) {
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}
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void func_80AFD0A4(EnSkb* this) {
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Animation_Change(&this->skelAnime, &D_060047E0, 0.96000004f, 0.0f, Animation_GetLastFrame(&D_060047E0), 0, -4.0f);
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Animation_Change(&this->skelAnime, &gStalchildWalkingAnim, 0.96000004f, 0.0f,
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Animation_GetLastFrame(&gStalchildWalkingAnim), 0, -4.0f);
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this->unk_280 = 4;
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this->unk_288 = 0;
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this->actor.speedXZ = this->actor.scale.y * 160.0f;
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@ -298,7 +295,8 @@ void EnSkb_Advance(EnSkb* this, GlobalContext* globalCtx) {
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}
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void func_80AFD33C(EnSkb* this) {
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Animation_Change(&this->skelAnime, &D_06000460, 0.6f, 0.0f, Animation_GetLastFrame(&D_06000460), 3, 4.0f);
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Animation_Change(&this->skelAnime, &gStalchildAttackingAnim, 0.6f, 0.0f,
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Animation_GetLastFrame(&gStalchildAttackingAnim), 3, 4.0f);
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this->collider.base.atFlags &= ~4;
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this->unk_280 = 3;
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this->actor.speedXZ = 0.0f;
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@ -324,7 +322,7 @@ void EnSkb_SetupAttack(EnSkb* this, GlobalContext* globalCtx) {
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}
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void func_80AFD47C(EnSkb* this) {
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Animation_Change(&this->skelAnime, &D_06000460, -0.4f, this->skelAnime.curFrame - 1.0f, 0.0f, 3, 0.0f);
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Animation_Change(&this->skelAnime, &gStalchildAttackingAnim, -0.4f, this->skelAnime.curFrame - 1.0f, 0.0f, 3, 0.0f);
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this->collider.base.atFlags &= ~4;
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this->unk_280 = 5;
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this->unk_281 = 0;
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@ -366,7 +364,7 @@ void func_80AFD59C(EnSkb* this, GlobalContext* globalCtx) {
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}
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void func_80AFD644(EnSkb* this) {
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Animation_MorphToPlayOnce(&this->skelAnime, &D_06000D98, -4.0f);
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Animation_MorphToPlayOnce(&this->skelAnime, &gStalchildDamagedAnim, -4.0f);
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if (this->actor.bgCheckFlags & 1) {
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this->actor.speedXZ = -4.0f;
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}
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@ -401,7 +399,7 @@ void func_80AFD6CC(EnSkb* this, GlobalContext* globalCtx) {
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}
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void func_80AFD7B4(EnSkb* this, GlobalContext* globalCtx) {
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Animation_MorphToPlayOnce(&this->skelAnime, &D_060009DC, -4.0f);
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Animation_MorphToPlayOnce(&this->skelAnime, &gStalchildDyingAnim, -4.0f);
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this->actor.shape.rot.y = this->actor.yawTowardsPlayer;
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this->actor.world.rot.y = this->actor.yawTowardsPlayer;
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if (this->actor.bgCheckFlags & 1) {
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@ -2206,14 +2206,6 @@ D_06003B68 = 0x06003B68;
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D_060041A8 = 0x060041A8;
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D_06004574 = 0x06004574;
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// z_en_skb
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D_06000460 = 0x06000460;
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D_060009DC = 0x060009DC;
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D_06000D98 = 0x06000D98;
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D_06001854 = 0x06001854;
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D_060041F8 = 0x060041F8;
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D_060047E0 = 0x060047E0;
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// z_en_stream
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D_06000950 = 0x06000950;
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