* Add byte swap for v64 files
Signed-off-by: angie <angheloalf95@gmail.com>
* Reduce `len` function calls
Signed-off-by: angie <angheloalf95@gmail.com>
* Optimze a bit the byte-swapped v64 format
Signed-off-by: angie <angheloalf95@gmail.com>
* Strip the overdump before doing the byte-swap
The previous way wasted time by byte-swapping data that would be discarded anyway.
Signed-off-by: angie <angheloalf95@gmail.com>
* Swap twice the bytes per cycle to improve performance
Signed-off-by: angie <angheloalf95@gmail.com>
* Read and write 16 bytes at a time and specify explicit endianness
Reading more bytes per cycle allow to speed up the swapping proccess
Signed-off-by: angie <angheloalf95@gmail.com>
* Add v64 compatibility in the Readme
Signed-off-by: angie <angheloalf95@gmail.com>
* Read whole file as little endian and write it as big endian without the loop
Signed-off-by: angie <angheloalf95@gmail.com>
* 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>
Created a THANKS.md file for credits.
Updated checksum.md5 for a "vanilla" debug ROM
Added fixbaserom.py which automatically removes the overdump, byte swaps, and patches the ROM header.