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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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@ -1,5 +1,6 @@
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#include "z_demo_effect.h"
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#include "vt.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define FLAGS 0x00000030
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@ -55,8 +56,6 @@ void DemoEffect_InitPositionFromCsAction(DemoEffect* this, GlobalContext* global
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void DemoEffect_MoveToCsEndpoint(DemoEffect* this, GlobalContext* globalCtx, s32 csActionId, s32 shouldUpdateFacing);
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void DemoEffect_MoveGetItem(DemoEffect* this, GlobalContext* globalCtx, s32 csActionId, f32 speed);
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extern Gfx D_04010130[]; // lightBall
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extern Gfx D_06001240[]; // kokiriJewel
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extern Gfx D_060010E0[]; // kokiriJewelHolder
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extern Gfx D_060020A0[]; // goronJewel
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@ -1882,7 +1881,7 @@ void DemoEffect_DrawLightEffect(Actor* thisx, GlobalContext* globalCtx) {
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if (this->light.flicker == 0) {
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this->light.flicker = 1;
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} else {
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disp = (u32)D_04010130; // necessary to match, should be able to remove after fake matches are fixed
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disp = (u32)gGameKeepMoteDL0; // necessary to match, should be able to remove after fake matches are fixed
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alpha = &this->light.alpha;
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func_80093D84(globalCtx->state.gfxCtx);
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gDPSetPrimColor(POLY_XLU_DISP++, 0, 128, this->primXluColor[0], this->primXluColor[1],
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@ -1925,7 +1924,7 @@ void DemoEffect_DrawBlueOrb(Actor* thisx, GlobalContext* globalCtx) {
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gSPMatrix(POLY_XLU_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx, "../z_demo_effect.c", 2901),
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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this->blueOrb.rotation += 0x01F4;
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gSPDisplayList(POLY_XLU_DISP++, D_04010130);
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gSPDisplayList(POLY_XLU_DISP++, gGameKeepMoteDL0);
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_demo_effect.c", 2907);
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}
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