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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>
This commit is contained in:
Nicholas Estelami 2020-12-26 06:39:52 -05:00 committed by GitHub
parent 8fa6cb6ff9
commit b95643b397
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
182 changed files with 2249 additions and 1472 deletions

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