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Add Vtx[] resources in xmls for (partially) documented assets 9

This commit is contained in:
Dragorn421 2025-06-07 00:46:07 +02:00
parent 7a816391bb
commit 7d890ea633
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GPG key ID: 381AEBAF3D429335
10 changed files with 180 additions and 21 deletions

View file

@ -16,6 +16,42 @@
<Texture Name="gGanondorfWindowShatterTemplateTex" Format="i8" Width="32" Height="64" Offset="0x1680" Static="Off"/>
<Array Name="gGanondorfLightStreak1Vtx" Count="10" Offset="0x10ED8">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak2Vtx" Count="10" Offset="0x10F78">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak3Vtx" Count="10" Offset="0x11018">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak4Vtx" Count="10" Offset="0x110B8">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak5Vtx" Count="10" Offset="0x11158">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak6Vtx" Count="10" Offset="0x111F8">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak7Vtx" Count="10" Offset="0x11298">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak8Vtx" Count="10" Offset="0x11338">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak9Vtx" Count="10" Offset="0x113D8">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak10Vtx" Count="10" Offset="0x11478">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak11Vtx" Count="10" Offset="0x11518">
<Vtx/>
</Array>
<Array Name="gGanondorfLightStreak12Vtx" Count="8" Offset="0x115B8">
<Vtx/>
</Array>
<DList Name="gGanondorfLightStreak1DL" Offset="0x11638" Static="Off"/>
<DList Name="gGanondorfLightStreak2DL" Offset="0x11670" Static="Off"/>
<DList Name="gGanondorfLightStreak3DL" Offset="0x116A8" Static="Off"/>
@ -29,25 +65,73 @@
<DList Name="gGanondorfLightStreak11DL" Offset="0x11868" Static="Off"/>
<DList Name="gGanondorfLightStreak12DL" Offset="0x118A0" Static="Off"/>
<Array Name="gGanondorfShadowModelVtx" Count="4" Offset="0x0">
<Vtx/>
</Array>
<DList Name="gGanondorfShadowSetupDL" Offset="0x40" Static="Off"/>
<DList Name="gGanondorfShadowModelDL" Offset="0x60" Static="Off"/>
<Array Name="gGanondorfTriforceVtx" Count="4" Offset="0x1090">
<Vtx/>
</Array>
<DList Name="gGanondorfTriforceDL" Offset="0x10D0" Static="Off"/>
<Array Name="gGanondorfWindowShardModelVtx" Count="3" Offset="0x1590">
<Vtx/>
</Array>
<DList Name="gGanondorfWindowShardMaterialDL" Offset="0x15C0" Static="Off"/>
<DList Name="gGanondorfWindowShardModelDL" Offset="0x1668" Static="Off"/>
<Array Name="gGanondorfSquareVtx" Count="4" Offset="0x2E80">
<Vtx/>
</Array>
<DList Name="gGanondorfLightBallMaterialDL" Offset="0x2EC0" Static="Off"/>
<DList Name="gGanondorfSquareDL" Offset="0x2F30" Static="Off"/>
<Array Name="gGanondorfLightningVtx" Count="4" Offset="0xBF48">
<Vtx/>
</Array>
<DList Name="gGanondorfLightningDL" Offset="0xBF88" Static="Off"/>
<Array Name="gGanondorfUnusedVtx" Count="3" Offset="0xC008">
<Vtx/>
</Array>
<DList Name="gGanondorfUnusedDL" Offset="0xC038" Static="Off"/>
<Array Name="gGanondorfLightRayTriVtx" Count="3" Offset="0xC080">
<Vtx/>
</Array>
<DList Name="gGanondorfLightRayTriDL" Offset="0xC0B0" Static="Off"/>
<Array Name="gGanondorfLightFlecksVtx" Count="25" Offset="0xD8F8">
<Vtx/>
</Array>
<Array Name="gGanondorfBigMagicBGCircleVtx" Count="4" Offset="0xDA88">
<Vtx/>
</Array>
<Array Name="gGanondorfDotVtx" Count="4" Offset="0xDAC8">
<Vtx/>
</Array>
<DList Name="gGanondorfLightFlecksDL" Offset="0xDB08" Static="Off"/>
<DList Name="gGanondorfBigMagicBGCircleDL" Offset="0xDBF8" Static="Off"/>
<DList Name="gGanondorfDotDL" Offset="0xDCA0" Static="Off"/>
<Array Name="gGanondorfShockwaveVtx" Count="26" Offset="0xE568">
<Vtx/>
</Array>
<DList Name="gGanondorfShockwaveDL" Offset="0xE708" Static="Off"/>
<Array Name="gGanondorfImpactVtx" Count="26" Offset="0xF400">
<Vtx/>
</Array>
<DList Name="gGanondorfImpactDarkDL" Offset="0xF5A0" Static="Off"/>
<DList Name="gGanondorfImpactLightDL" Offset="0xF6B8" Static="Off"/>
<Array Name="gGanondorfShockGlowVtx" Count="4" Offset="0x107D0">
<Vtx/>
</Array>
<DList Name="gGanondorfShockGlowDL" Offset="0x10810" Static="Off"/>
<Array Name="gGanondorfLightCoreVtx" Count="3" Offset="0x11B40">
<Vtx/>
</Array>
<DList Name="gGanondorfLightCoreDL" Offset="0x11B70" Static="Off"/>
<Array Name="gGanondorfShockVtx" Count="4" Offset="0x11BF8">
<Vtx/>
</Array>
<DList Name="gGanondorfShockDL" Offset="0x11C38" Static="Off"/>
<Array Name="gGanondorfVortexVtx" Count="22" Offset="0x128B8">
<Vtx/>
</Array>
<DList Name="gGanondorfVortexDL" Offset="0x12A18" Static="Off"/>
</File>
</Root>

View file

@ -2,8 +2,14 @@
<ExternalFile OutPath="assets/objects/gameplay_keep"/>
<File Name="ovl_Boss_Ganon2">
<Texture Name="gGanonLightOrbTex" Format="i8" Width="64" Height="64" Offset="0x0" Static="Off"/>
<Array Name="gGanonLightOrbModelVtx" Count="4" Offset="0x1000">
<Vtx/>
</Array>
<DList Name="gGanonLightOrbMaterialDL" Offset="0x1040" Static="Off"/>
<DList Name="gGanonLightOrbModelDL" Offset="0x10B0" Static="Off"/>
<Array Name="gGanonShadowModelVtx" Count="4" Offset="0x10C8">
<Vtx/>
</Array>
<DList Name="gGanonShadowMaterialDL" Offset="0x1108" Static="Off"/>
<DList Name="gGanonShadowModelDL" Offset="0x1128" Static="Off"/>
<Texture Name="gGanonSwordTrailTex" Format="i8" Width="32" Height="32" Offset="0x1158" Static="Off"/>
@ -13,17 +19,35 @@
</Array>
<DList Name="gGanonSwordTrailDL" Offset="0x18B8" Static="Off"/>
<Texture Name="gGanonTriforceTex" Format="i8" Width="64" Height="64" Offset="0x19D0" Static="Off"/>
<Array Name="gGanonTriforceVtx" Count="4" Offset="0x29D0">
<Vtx/>
</Array>
<DList Name="gGanonTriforceDL" Offset="0x2A10" Static="Off"/>
<Texture Name="gGanonLightningTex" Format="i4" Width="32" Height="160" Offset="0x2A90" Static="Off"/>
<Array Name="gGanonLightningVtx" Count="4" Offset="0x3490">
<Vtx/>
</Array>
<DList Name="gGanonLightningDL" Offset="0x34D0" Static="Off"/> <!-- Original name might be "efc_fg2_thunder1_modelT" -->
<Texture Name="gGanonFireRingTex" Format="i8" Width="32" Height="64" Offset="0x3558" Static="Off"/>
<Array Name="gGanonFireRingVtx" Count="26" Offset="0x3D58">
<Vtx/>
</Array>
<DList Name="gGanonFireRingDL" Offset="0x3EF8" Static="Off"/> <!-- Original name is "ganon_fire_modelT" -->
<Texture Name="gGanonZeldaMagicTex" Format="i8" Width="32" Height="64" Offset="0x4018" Static="Off"/>
<Array Name="gGanonZeldaMagicVtx" Count="22" Offset="0x4818">
<Vtx/>
</Array>
<DList Name="gGanonZeldaMagicDL" Offset="0x4978" Static="Off"/> <!-- Original name is "efc_ganon2_hadou_modelT" ("wave motion; undulation; surge") -->
<Texture Name="gGanonMasterSwordShadowTex" Format="i8" Width="32" Height="32" Offset="0x4A80" Static="Off"/>
<Array Name="gGanonMasterSwordShadowVtx" Count="4" Offset="0x4E80">
<Vtx/>
</Array>
<DList Name="gGanonMasterSwordShadowDL" Offset="0x4EC0" Static="Off"/> <!-- Original name is "master_sword_shadow_model" -->
<Texture Name="gGanonMasterSwordPommelTex" Format="rgba16" Width="16" Height="16" Offset="0x4F40" Static="Off"/>
<Texture Name="gGanonMasterSwordGuardTex" Format="rgba16" Width="32" Height="32" Offset="0x5140" Static="Off"/>
<Array Name="gGanonMasterSwordVtx" Count="122" Offset="0x5940">
<Vtx/>
</Array>
<DList Name="gGanonMasterSwordDL" Offset="0x60E0" Static="Off"/> <!-- Original name is "master_gn2_swordB_model" -->
</File>
</Root>

View file

@ -1,8 +1,14 @@
<Root>
<File Name="ovl_Boss_Sst">
<DList Name="sBodyStaticDList" Offset="0x0"/>
<DList Name="sHandTrailDList" Offset="0x18"/>
<DList Name="sIntroVanishDList" Offset="0x478"/>
<DList Name="sShadowDList" Offset="0x930"/>
<DList Name="sBodyStaticDL" Offset="0x0"/>
<DList Name="sHandTrailDL" Offset="0x18"/>
<Array Name="sIntroVanishVtx" Count="4" Offset="0x38">
<Vtx/>
</Array>
<DList Name="sIntroVanishDL" Offset="0x478"/>
<Array Name="sShadowVtx" Count="3" Offset="0x500">
<Vtx/>
</Array>
<DList Name="sShadowDL" Offset="0x930"/>
</File>
</Root>

View file

@ -1,8 +1,13 @@
<Root>
<File Name="ovl_Demo_Shd">
<DList Name="D_809932D0" Offset="0x1C50"/>
<DList Name="D_80993390" Offset="0x1D10"/>
<DList Name="D_809934B8" Offset="0x1E38"/>
<Array Name="ovl_Demo_Shd_Vtx_001000" Count="93" Offset="0x1000">
<Vtx/>
</Array>
<Array Name="ovl_Demo_Shd_Vtx_0015D0" Count="104" Offset="0x15D0">
<Vtx/>
</Array>
<DList Name="D_809932D0" Offset="0x1C50"/>
<DList Name="D_80993390" Offset="0x1D10"/>
<DList Name="D_809934B8" Offset="0x1E38"/>
</File>
</Root>

View file

@ -1,14 +1,38 @@
<Root>
<File Name="ovl_En_Clear_Tag">
<DList Name="gArwingDL" Offset="0x0"/>
<Array Name="gArwingVtx" Count="148" Offset="0x2D8">
<Vtx/>
</Array>
<DList Name="gArwingLaserDL" Offset="0x3C98"/>
<Array Name="gArwingLaserVtx" Count="6" Offset="0x3D08">
<Vtx/>
</Array>
<Array Name="gArwingBackfireVtx" Count="3" Offset="0x3F68">
<Vtx/>
</Array>
<DList Name="gArwingBackfireDL" Offset="0x3F98"/>
<Array Name="gArwingDebrisEffectVtx" Count="3" Offset="0x4318">
<Vtx/>
</Array>
<DList Name="gArwingDebrisEffectMaterialDL" Offset="0x4348"/>
<DList Name="gArwingDebrisEffectDL" Offset="0x43C8"/>
<Array Name="gArwingFireEffectVtx" Count="3" Offset="0x49E0">
<Vtx/>
</Array>
<DList Name="gArwingFireEffectMaterialDL" Offset="0x4A10"/>
<DList Name="gArwingFireEffectDL" Offset="0x4AB8"/>
<Array Name="gArwingFlashEffectVtx" Count="4" Offset="0x5AD8">
<Vtx/>
</Array>
<DList Name="gArwingFlashEffectDL" Offset="0x5B18"/>
<Array Name="gArwingFlashEffectGroundVtx" Count="3" Offset="0x5D98">
<Vtx/>
</Array>
<DList Name="gArwingFlashEffectGroundDL" Offset="0x5DC8"/>
<Array Name="gArwingShadowVtx" Count="3" Offset="0x6250">
<Vtx/>
</Array>
<DList Name="gArwingShadowDL" Offset="0x6280"/>
</File>
</Root>

View file

@ -13,7 +13,13 @@
<Texture Name="sRoomOrganKeyEndTex" Format="rgba16" Width="4" Height="8" Offset="0x1600"/>
<Texture Name="sRoomStepTex" Format="i4" Width="16" Height="16" Offset="0x1640"/>
<Array Name="sRoomOrganAndFloorVtx" Count="800" Offset="0x16C0">
<Vtx/>
</Array>
<DList Name="sRoomOrganAndFloorDL" Offset="0x48C0"/>
<Array Name="sRoomStatuesVtx" Count="266" Offset="0x5628">
<Vtx/>
</Array>
<DList Name="sRoomStatuesDL" Offset="0x66C8"/>
</File>
</Root>

View file

@ -7,6 +7,12 @@
<Texture Name="sMouthTex" Format="rgba16" Width="32" Height="16" Offset="0xA00"/>
<Texture Name="sEar2Tex" Format="rgba16" Width="8" Height="8" Offset="0xE00"/>
<Texture Name="sHair2Tex" Format="rgba16" Width="8" Height="16" Offset="0xE80"/>
<Array Name="ovl_En_Sth_Vtx_000F80" Count="121" Offset="0xF80">
<Vtx/>
</Array>
<Array Name="ovl_En_Sth_Vtx_001710" Count="81" Offset="0x1710">
<Vtx/>
</Array>
<DList Name="D_80B0A050" Offset="0x1C20"/>
<DList Name="D_80B0A3C0" Offset="0x1F90"/>
<Animation Name="sChildDanceAnim" Offset="0x2730"/>

View file

@ -1,8 +1,10 @@
<Root>
<File Name="nintendo_rogo_static" Segment="1">
<Texture Name="nintendo_rogo_static_Tex_000000" Format="i8" Width="192" Height="32" Offset="0x0000"/>
<Texture Name="nintendo_rogo_static_Tex_001800" Format="i8" Width="32" Height="32" Offset="0x1800"/>
<DList Name="gNintendo64LogoDL" Offset="0x27A0"/>
<Texture Name="nintendo_rogo_static_Tex_000000" Format="i8" Width="192" Height="32" Offset="0x0000"/>
<Texture Name="nintendo_rogo_static_Tex_001800" Format="i8" Width="32" Height="32" Offset="0x1800"/>
<Array Name="gNintendo64LogoVtx" Count="186" Offset="0x1C00">
<Vtx/>
</Array>
<DList Name="gNintendo64LogoDL" Offset="0x27A0"/>
</File>
</Root>

View file

@ -1,8 +1,10 @@
<Root>
<File Name="nintendo_rogo_static" Segment="1">
<Texture Name="nintendo_rogo_static_Tex_000000" Format="i8" Width="192" Height="32" Offset="0x0000"/>
<Texture Name="nintendo_rogo_static_Tex_001800" Format="i8" Width="32" Height="32" Offset="0x1800"/>
<DList Name="gNintendo64LogoDL" Offset="0x2720"/>
<Texture Name="nintendo_rogo_static_Tex_000000" Format="i8" Width="192" Height="32" Offset="0x0000"/>
<Texture Name="nintendo_rogo_static_Tex_001800" Format="i8" Width="32" Height="32" Offset="0x1800"/>
<Array Name="gNintendo64LogoVtx" Count="178" Offset="0x1C00">
<Vtx/>
</Array>
<DList Name="gNintendo64LogoDL" Offset="0x2720"/>
</File>
</Root>

View file

@ -2769,7 +2769,7 @@ void BossSst_DrawHand(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
} else {
gDPSetEnvColor(POLY_OPA_DISP++, sStaticColor.r, sStaticColor.g, sStaticColor.b, 0);
gSPSegment(POLY_OPA_DISP++, 0x08, sBodyStaticDList);
gSPSegment(POLY_OPA_DISP++, 0x08, sBodyStaticDL);
}
SkelAnime_DrawFlexOpa(play, this->skelAnime.skeleton, this->skelAnime.jointTable, this->skelAnime.dListCount,
@ -2795,7 +2795,7 @@ void BossSst_DrawHand(Actor* thisx, PlayState* play) {
&trail->world.rot);
Matrix_Scale(0.02f, 0.02f, 0.02f, MTXMODE_APPLY);
gSPSegment(POLY_XLU_DISP++, 0x08, sHandTrailDList);
gSPSegment(POLY_XLU_DISP++, 0x08, sHandTrailDL);
gDPSetPrimColor(POLY_XLU_DISP++, 0x00, 0x00, ((3 - i) * 10) + 20, 0, ((3 - i) * 20) + 50,
((3 - i) * 30) + 70);
@ -2904,7 +2904,7 @@ void BossSst_DrawHead(Actor* thisx, PlayState* play) {
gSPSegment(POLY_OPA_DISP++, 0x08, &D_80116280[2]);
} else {
gDPSetEnvColor(POLY_OPA_DISP++, sStaticColor.r, sStaticColor.g, sStaticColor.b, 0);
gSPSegment(POLY_OPA_DISP++, 0x08, sBodyStaticDList);
gSPSegment(POLY_OPA_DISP++, 0x08, sBodyStaticDL);
}
} else {
Gfx_SetupDL_25Xlu(play->state.gfxCtx);
@ -2956,7 +2956,7 @@ void BossSst_DrawHead(Actor* thisx, PlayState* play) {
Matrix_Scale(1.0f, 1.0f, 1.0f, MTXMODE_APPLY);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_boss_sst.c", 6934);
gSPDisplayList(POLY_XLU_DISP++, sIntroVanishDList);
gSPDisplayList(POLY_XLU_DISP++, sIntroVanishDL);
}
CLOSE_DISPS(play->state.gfxCtx, "../z_boss_sst.c", 6941);
@ -3257,7 +3257,7 @@ void BossSst_DrawEffects(Actor* thisx, PlayState* play) {
Matrix_Scale(effect->scale * 0.001f, 1.0f, effect->scale * 0.001f, MTXMODE_APPLY);
MATRIX_FINALIZE_AND_LOAD(POLY_XLU_DISP++, play->state.gfxCtx, "../z_boss_sst.c", 7423);
gSPDisplayList(POLY_XLU_DISP++, sShadowDList);
gSPDisplayList(POLY_XLU_DISP++, sShadowDL);
effect++;
}
}