1
0
Fork 0
mirror of https://github.com/zeldaret/oot.git synced 2025-06-07 17:11:50 +00:00
Commit graph

252 commits

Author SHA1 Message Date
Dragorn421
484abb1d39
Add Vtx[] resources in xmls for (partially) documented assets 9 (#2607) 2025-06-08 00:26:59 +09:00
Dragorn421
37a89e340f
Add Vtx[] resources in xmls for (partially) documented assets 8 (#2606) 2025-06-07 17:10:36 +02:00
Dragorn421
da40e39c97
Add Vtx[] resources in xmls for (partially) documented assets 7 (#2605)
* Add Vtx[] resources in xmls for (partially) documented assets 7

* bss
2025-06-07 10:51:44 -04:00
Dragorn421
600d680970
Add various undocumented resources in xmls 4 (#2604) 2025-06-07 09:52:23 -04:00
mracsys
ed02a9db65
Add additional Bazaar display list definitions (#2494)
* add unreferenced display lists to shop1 room 0 xml

* match naming scheme

* add missed display lists for shop1 room 0
2025-06-06 19:23:01 -04:00
Dragorn421
7a816391bb
Remove OutName from xmls (both on File and Texture) (#2596) 2025-06-06 22:07:53 +02:00
Dragorn421
e1fb3a974f
Add various undocumented resources in xmls 3 (#2595) 2025-06-06 14:44:13 -04:00
Dragorn421
f73e564817
Add various undocumented resources in xmls 2 (#2594) 2025-06-06 13:24:44 -04:00
Dragorn421
747006fdd4
Add Vtx[] resources in xmls for (partially) documented assets 5 (#2587) 2025-06-05 21:38:01 -04:00
Dragorn421
3435ebe216
Add Vtx[] resources in xmls for (partially) documented assets 6 (#2588) 2025-06-05 21:27:18 -04:00
Dragorn421
a750282d2d
Add various undocumented resources in xmls 1 (#2589)
* Add various undocumented resources in xmls 1

* bss
2025-06-05 20:24:29 -04:00
Dragorn421
f51e3e8ab2
Add Vtx[] resources in xmls for (partially) documented assets 4 (#2567) 2025-06-03 23:39:06 -04:00
Dragorn421
db2c08a51f
Add Vtx[] resources in xmls for (partially) documented assets 3 (#2566)
* Add Vtx[] resources in xmls for (partially) documented assets 3

* revert bombf
2025-06-03 22:59:59 -04:00
Dragorn421
aa00eb2c4d
Add Vtx[] resources in xmls for (partially) documented assets 2 (#2565)
* Add Vtx[] resources in xmls for (partially) documented assets 2

* non-pal too

* Revert "non-pal too"

This reverts commit ac8b38b3a8.

* fix

* bss
2025-06-03 22:24:26 -04:00
Dragorn421
66f367e449
Commit g_pn_*.c files (#2573) 2025-06-03 20:30:44 -04:00
Jordan Longstaff
1627f8415b
Child Ruto Part 2: Rename resurfacing animation (#2569) 2025-06-02 12:15:29 -04:00
Dragorn421
d2ef102802
Add Vtx[] resources in xmls for undocumented assets (#2547) 2025-06-01 18:53:56 +02:00
Dragorn421
fd5fbe138d
Commit icon_item_24_static, icon_item_{fra,ger,jpn,nes}_static, item_name_static (#2562)
* commit icon_item_24_static

* commit icon_item_LANG_static for LANG in fra,ger,jpn,nes

* commit item_name_static
2025-05-31 10:26:04 +02:00
Dragorn421
dd6e8a87e9
Add Vtx[] resources in xmls for documented assets 1 (#2549)
* Add Vtx[] resources in xmls for documented assets 1

* fix duplicate gTriforceVtx (the existing gTriforceVtx resource was too short)
2025-05-31 10:09:06 +02:00
Dragorn421
ae0396f83b
Fix Link eyes left/right (#2558)
* Fix gLinkAdultEyes Left/Right Tex names

* swap PLAYER_EYES_ LEFT/RIGHT and related

* comment on gLinkChildEyesLeftTex/Right appearing swapped
2025-05-31 09:48:19 +02:00
Dragorn421
a399f90f9a
[assets] Sort gkeep resources by offset (#2550) 2025-05-27 11:19:57 -04:00
Dragorn421
6b9656b42a
Commit object_link_child (#2542)
* add Vtx resources to object_link_child.xml

* object_link_child.xml limb enum and tlut blob

* cp extracted/... assets/...

* start cleanup, delete useless declarations

* inhibit object_link_child.c source gen

* move textures _WIDTH and _HEIGHT to .c, remove useless tex decls

* comments

* fixup object_link_boy comments

* remove unreferenced DLs decls

* rm 0 padding

* format the .c

* fixup

* bss
2025-05-26 16:59:33 -04:00
Dragorn421
4201359f89
Finalize and commit object_link_boy (#2528)
* Finalize and commit object_link_boy

* bss

* format

* dont write extracted/.../object_link_boy.c

* sizes for dls and texs

* fix OK

* TEX_LEN
2025-05-25 20:21:16 +02:00
Dragorn421
1e556e3a3d
New assets system (#2481)
* wip: New assets system tm

Builds gc-eu-mq-dbg OK from clean after
1) make setup
2) python3 -m tools.assets.extract -j
3) replace 0x80A8E610 with sShadowTex in extracted/gc-eu-mq-dbg/assets/overlays/ovl_En_Jsjutan/sShadowMaterialDL.inc.c
4) make various symbols in extracted data like sTex static

* use variables from config.yml for gMtxClear and sShadowTex addresses

* Write source with static for overlays using `HACK_IS_STATIC_ON` hack

* gc-eu-mq-dbg OK from clean with `make setup && make`

* implement more skeleton-related types, cleanups, fixups

* fix extracted data to no longer produce compilation warnings

* implement more of RoomShapeImage types

* yeet XmlPath from ExternalFile usage

* Implement PlayerAnimationDataResource (link_animetion data)

* fix csdis CS_TIME extra arg

* dmadata file names no longer hardcoded for gc-eu-mq-dbg

* ntsc-1.0 OK

* xml fixes

* slightly improve standard output

* rm extract_assets.py

* generate and use Limb enums (TODO: check Skin skels and implement for Curve skels)

* handle dependencies between xmls

* introduce RawPointers xml attribute to ignore specific pointers and keep them raw

* add tools/extract_assets.sh

* fixups

* only extract if xmls changed or if -f (force) is used

* fixups, gc-eu OK

* all versions OK

* check attributes of xml resources elements

* Implement legacy skelanime resources

* fix ASSET_FILES_BIN_EXTRACTED/COMMITTED: look for .u8.bin specifically instead of just .bin

* implement JFIFResource

* fix png/jpg wildcards: look specifically for .u64.png .u32.png .u64.jpg

* Makefile: Add rules to build .png, .bin and .jpg in assets/ too

* start writing actual docs

* extract sTransCircleDL and sTransWipeDL

* misc cleanup/fixes, pygfxd 1.0.3

* refactor CDataExt.set_write callback args to use a dataclass

* Move {} to in-source

* misc

* more progress on spec

* fix missing braces in n64dd_error_textures.c

* finish xml spec doc

* assets xmls fixes

* some cleanup, use `gNameTex_WIDTH/HEIGHT` macros in dlists

* handle hackmode_syotes_room, fix compile

* C build_from_png

* rm tools/assets/bin2c

* rm ZAPD

* format

* remove rule to generate dmadata_table.py

* CC0 license (and some import cleanup)

* dont try to build zapd (rmd)

* simplify palettes with single user (ci images with a non-shared palette)

* add docs on how images are handled

* bss

* allow -j N

* fix n64texconv python bindings memory management

* move -j at the end of calling extraction script

* with -j, update last_extracts.json as each job completes rather than only if all complete

* make interrupting less jank by making child processes ignore sigint

* use enum names in `SCENE_CMD_SKYBOX_SETTINGS`

* `multiprocessing.get_context("fork")`

* import rich, except ImportError s

* fix optional rich usage

* .bss

* .bss

* .bss

* assets extraction: -j -> -j$(N_THREADS)

* .bss

* change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME

* 0XHEX -> 0xHEX

* fix bss

* Proper includes for assets

mostly proper, some includes like dlists resources always causing a sys_matrix.h include (when not every dlist references gIdentityMtx) could be done better

* rm z64.h

* rm z64.h take two

* bss

* Make .u64 suffix for pngs optional

* fixup: rm .u64 suffix from n64dd image paths

* Remove elemtype suffixes from .bin and .jpg files

* Update images.md

* some build_from_png cleanup, more error handling, comments

* Handle skybox textures

Introduce "sub-format" suffix for pngs, with sub-formats split_lo and split_hi being used for skybox textures

* fixup for older python

* improve collision output some

* fully use SURFACETYPE[01] macros in writing extracted surface types

* use WATERBOX_PROPERTIES in extracted waterboxes

* some SceneCommandsResource cleanup

* format EnvLightSettingsList output
2025-05-18 01:29:09 +02:00
Dragorn421
ec30dcbe4e
assets xmls fixes (#2476) 2025-02-16 18:10:26 -05:00
cadmic
bbcdf22647
Identify some unaccounted and blob asset data (#1953)
* Identify some unaccounted and blob asset data

* Add bug comments for flex skeleton weirdness

* Use (SkeletonHeader*) cast instead of .sh

* Fix vtx counts
2025-02-14 08:06:49 +01:00
Dragorn421
e3831947b0
Assets fixups 2 (#2461) 2025-02-12 12:56:04 -05:00
Dragorn421
924d8e81b9
Assets fixups (#2454)
* Assets fixups

* gDCRoom0TLUT, also object_mo.xml and ddan.xml

* gMegami3TLUT -> Tex

* yeet gDCRoom0TLUT (crashes ZAPD for an unknown reason)
2025-02-07 12:43:09 -05:00
Tharo
c028db03b4
Finish matching ique-cn (#2451)
* git subrepo clone git@github.com:Thar0/com-plugin.git tools/com-plugin

subrepo:
  subdir:   "tools/com-plugin"
  merged:   "e8543312d"
upstream:
  origin:   "git@github.com:Thar0/com-plugin.git"
  branch:   "main"
  commit:   "e8543312d"
git-subrepo:
  version:  "0.4.6"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "110b9eb"

* ique-cn OK

* Review suggestions

* Most suggestions

* git subrepo pull tools/com-plugin

subrepo:
  subdir:   "tools/com-plugin"
  merged:   "81595ed1c"
upstream:
  origin:   "git@github.com:Thar0/com-plugin.git"
  branch:   "main"
  commit:   "81595ed1c"
git-subrepo:
  version:  "0.4.6"
  origin:   "https://github.com/ingydotnet/git-subrepo"
  commit:   "110b9eb"

* Fix other versions
2025-02-04 06:55:04 -05:00
cadmic
cd21783a44
[iQue] Match z_en_mag (#2439)
* [iQue] Match z_en_mag

* Add comment for iQue "PRESS"

* Format
2025-01-24 23:41:32 -05:00
Tharo
fbeb477e68
iQue text extraction (#2383)
* iQue text extraction

* More consistent terminology

* Fixes for jpn, split each encoding into a separate charmap file, merge enc.nes.h and enc.chn.h

* Merge nes and chn in DEFINE_MESSAGE macros

* Remove redundant defines in nes_message_data_static
2024-12-25 12:07:08 -05:00
cadmic
471fe51c82
Set up build system for ique-cn (#2382)
* Set up build system for ique-cn

* Fix size of fbdemo_circle assets

* Treat iQue as NTSC and Use "NES" for Chinese text

* Revert z_kanfont
2024-12-21 14:13:56 -05:00
Yanis
f88e62bfe1
fix tiny mistake (#2368) 2024-12-16 10:53:59 -05:00
Yanis
76c1b621ac
Name cutscenes of remaining actors (#2366)
* name cs from remaining actors

* small change for consistency

* review
2024-12-15 14:29:52 -05:00
Yanis
b270d58f43
Name cutscenes from Temple of Time (#2363)
* name temple of time cutscenes

* review
2024-12-15 13:00:51 -05:00
Yanis
2eb0b91516
Name cutscenes from Death Mountain Trail (#2357)
* name dmt cutscenes

* review
2024-12-15 07:24:17 -05:00
Yanis
db8d351c5b
Name some scene cutscenes 2 (Graveyard, Meadow and Lake Hylia) (#2339)
* name cs from graveyard, meadow and lake hylia

* `gLakeHyliaWaterRaisingCs` --> `gLakeHyliaRestoredCs`
2024-12-14 19:53:28 -05:00
Yanis
793516290e
name cs from chamber of sages, link's house, courtyard and shooting gallery (#2362) 2024-12-13 23:26:06 -05:00
Yanis
a59a60e414
Name cutscenes from dungeons (Spirit Boss Room, Jabu-Jabu's Belly and Ganon) (#2361)
* name cs from dungeons

* review
2024-12-13 21:17:04 -05:00
Yanis
4b20d8269b
Naming cutscenes from Lon-Lon Ranch (#2359)
* name cs from ranch

* fixed llr credits cs dest part 5 and 6 being inverted

* format
2024-12-13 18:28:48 -05:00
Yanis
d12750b956
Name some cutscenes 3 (Zora's Domain, Zora's Fountain, Lost Woods and Desert Colossus) (#2355)
* name cs from domain, fountain, lost woods and colossus

* review
2024-12-13 17:28:20 -05:00
Yanis
2f40fed5c1
Naming some cutscenes 4 (Gerudo Fortress, Death Mountain Crater and Goron City) (#2356)
* name cs from gerudo fortress, dmc and goron city

* format and updated comment about the darunia dancing cutscene

* review 2
2024-12-13 17:03:51 -05:00
Yanis
0fc36972fb
Name Kokiri Forest cutscenes (and related ones) (#2338)
* named kokiri forest cutscenes (and related parts)

* added missing pal n64 names (and changes in code)

* removed unneeded comments

* add kokiri forest duplicates from spirit temple

* review 1

* review 2 (+ build fix)
2024-12-12 20:21:49 -05:00
Leonid Kapitonov
9305a71458
Document Mido functions, fields, and animations (#2289)
* Document `func_80AAA250`

new name: `EnMd_ReverseAnimation`

* rename `enum EnMdAnimation` > `enum EnMdAnimIndex`

* Document `struct EnMd` fields (and functions)

the list:

* `func_80AAAC78` -> `EnMd_TrackMessageState`
* `func_80AAAA24` -> `EnMd_UpdateAnimState_WithTalking`

* `func_80AAA92C` -> `EnMd_SetAnimState`
* `func_80AAA93C` -> `EnMd_UpdateAnimState`
* `func_80AAA274` -> `EnMd_UpdateAnimState1`
* `func_80AAA308` -> `EnMd_UpdateAnimState2`
* `func_80AAA39C` -> `EnMd_UpdateAnimState3`
* `func_80AAA474` -> `EnMd_UpdateAnimState4`
* `func_80AAA508` -> `EnMd_UpdateAnimState5`
* `func_80AAA5A4` -> `EnMd_UpdateAnimState6`
* `func_80AAA638` -> `EnMd_UpdateAnimState7`
* `func_80AAA6D4` -> `EnMd_UpdateAnimState8`
* `func_80AAA768` -> `EnMd_UpdateAnimState9`
* `func_80AAA7FC` -> `EnMd_UpdateAnimState10`
* `func_80AAA890` -> `EnMd_UpdateAnimState11`

* Document `func_80AAB158`

new name: `EnMd_UpdateTalking`

* Document `func_80034DD4` @ `z_actor.c`

new name: `Actor_SmoothStep_Attention`

* Document `func_80AAB5A4`

new name: `EnMd_SmoothStep_Attention`

* Document Mido's action functions

the list:
* `func_80AAB874` -> `EnMd_Idle`
* `func_80AAB8F8` -> `EnMd_Watch`
* `func_80AAB948` -> `EnMd_BlockPath`
* `func_80AABC10` -> `EnMd_ListenToOcarina`
* `func_80AABD0C` -> `EnMd_Walk`

* rename flag `temp2` -> `canUpdateTalking`

* (re)document Mido's animations

via blender and fast64

* marginally improve comments

* marginally improve comments

* actually, yes, let's name action functions as such

* Document eye textures as an enum

to clarify for `EnMd_UpdateEyes`

* rename `eyeIdx` -> `eyeTexIndex`

Mido has two eyes and different textures for them

* Undocument eye textures as an enum

i was wrong: `_Draw` function might not follow the eyes texture order
it is its own thing, like `enum EnMdBlinking` or nothing at all, yeah

* ugh, and fix a typo with blinking

rushing is no good

* drop the `Action` suffix

https://github.com/zeldaret/oot/pull/2289#discussion_r1837272286

* rename animation states as sequences

https://github.com/zeldaret/oot/pull/2289#discussion_r1837274923

* `func_80034DD4` -> `Actor_FadeInOut`

https://github.com/zeldaret/oot/pull/2289#discussion_r1837267267

* rename animation states as sequences

a continuation of b11a9e9942

* `func_80034DD4` -> `Actor_UpdateAlphaByDistance`

https://github.com/zeldaret/oot/pull/2289#discussion_r1838398475

* clarify a comment

* Document `actor.params` bits allocation

* apply review suggestions

* apply review suggestions

* apply review suggestions

* apply review suggestions

* apply review suggestions
2024-12-09 08:06:05 -05:00
Yanis
da7958db22
Name some scene cutscenes (Hyrule Field and Kakariko Village) (#2321)
* give names for hyrule field and kakariko cutscenes

* review
2024-12-07 06:25:14 -05:00
mracsys
e0bd123312
Document time-specific textures for Deku Tree and Gerudo Fortress similar to other scenes (#2310)
* rename time-specific scene file textures

* linter fixes
2024-11-30 13:56:59 -05:00
Tharo
2d454933f3
[Audio 9/?] Multiversion samplebank and soundfont extraction xmls, 1.0 and 1.1 audio extraction (#2291)
* [Audio 9/?] Multiversion samplebank and soundfont extraction xmls, 1.0 and 1.1 audio extraction

* Rework multiversion samplebanks to reduce duplicates
2024-11-12 08:47:34 -05:00
Derek Hensley
a53fb02699
EnHy + objects docs (#1499)
* document object_bba

* Clean up cne

* object bob

* object_aob

* object_cob

* object_bji

* object_ahg

* object_boj

* All functions named plus some cleanup

* enums

* Remove body wiggle comments

* Format

* Remove case comments

* comments with default

* Format

* format
2024-10-15 05:20:46 -04:00
cadmic
d3bf8ae78b
[ntsc-1.0/1.1] Extract assets (except audio) for ntsc-1.0 and ntsc-1.1 (#2253)
* [ntsc-1.0/1.1] Extract assets (except audio) for ntsc-1.0 and ntsc-1.1

* Fix merge with pal-1.0/1.1
2024-10-09 14:22:57 +02:00
cadmic
04498f808f
[PAL N64] Match file select language selection (#2240)
* [PAL N64] Match file select language selection

* sInitialLanguageInputTimerY -> sInitialLanguageInputTimerX
2024-09-28 13:12:57 -04:00