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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>
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182 changed files with 2249 additions and 1472 deletions
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@ -3,6 +3,7 @@
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#include "overlays/actors/ovl_Arms_Hook/z_arms_hook.h"
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#include "overlays/actors/ovl_En_Part/z_en_part.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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void ActorShape_Init(ActorShape* shape, f32 arg1, void* shadowDrawFunc, f32 arg3) {
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shape->unk_08 = arg1;
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@ -1909,7 +1910,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5458),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, &D_04010130);
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gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0);
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Matrix_Pull();
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phi_f6 = ~((globalCtx->gameplayFrames * 1200) & 0xFFFF);
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@ -1917,7 +1918,7 @@ void func_8002FBAC(GlobalContext* globalCtx) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_actor.c", 5463),
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G_MTX_MODELVIEW | G_MTX_LOAD);
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gSPDisplayList(POLY_XLU_DISP++, &D_04010130);
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gSPDisplayList(POLY_XLU_DISP++, &gGameKeepMoteDL0);
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}
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lightPos.x = gSaveContext.respawn[RESPAWN_MODE_TOP].pos.x;
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@ -437,8 +437,8 @@ s32 func_80042108(CollisionContext* a0, CollisionPoly* a1, u32 a2) {
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_80042244.s")
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u32 func_80042538(CollisionContext* colCtx, WaterBox* arg1) {
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u32 unk0C = arg1->unk_0C;
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return unk0C & 0xFF;
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u32 properties = arg1->properties;
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return properties & 0xFF;
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}
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#pragma GLOBAL_ASM("asm/non_matchings/code/z_bgcheck/func_80042548.s")
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