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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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@ -6,6 +6,7 @@
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#include "z_en_butte.h"
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#include "overlays/actors/ovl_En_Elf/z_en_elf.h"
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#include "objects/gameplay_keep/gameplay_keep.h"
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#define FLAGS 0x00000000
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@ -122,7 +123,7 @@ void EnButte_DrawTransformationEffect(EnButte* this, GlobalContext* globalCtx) {
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G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gDPSetPrimColor(POLY_XLU_DISP++, 0x80, 0x80, 200, 200, 180, alpha);
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gDPSetEnvColor(POLY_XLU_DISP++, 200, 200, 210, 255);
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(&D_04010130));
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gSPDisplayList(POLY_XLU_DISP++, SEGMENTED_TO_VIRTUAL(&gGameKeepMoteDL0));
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CLOSE_DISPS(globalCtx->state.gfxCtx, "../z_en_choo.c", 326);
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}
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