# ZAPD extraction XML reference
This document aims to be a small reference of how to create a compatible xml file for ZAPD.
## Table of contents
- [ZAPD extraction XML reference](#zapd-extraction-xml-reference)
- [Table of contents](#table-of-contents)
- [Basic XML](#basic-xml)
- [Resources types](#resources-types)
- [File](#file)
- [ExternalFile](#externalfile)
- [Texture](#texture)
- [Background](#background)
- [Blob](#blob)
- [DList](#dlist)
- [TextureAnimation](#textureanimation)
- [Scene and Room](#scene-and-room)
- [AltHeader](#altheader)
- [Animation](#animation)
- [PlayerAnimation](#playeranimation)
- [CurveAnimation](#curveanimation)
- [LegacyAnimation](#legacyanimation)
- [Skeleton](#skeleton)
- [LimbTable](#limbtable)
- [Limb](#limb)
- [Symbol](#symbol)
- [Collision](#collision)
- [Scalar](#scalar)
- [Vector](#vector)
- [Vtx](#vtx)
- [Mtx](#mtx)
- [Cutscene](#cutscene)
- [Array](#array)
- [Path](#path)
- [PlayerAnimationData](#playeranimationdata)
- [Pointer](#pointer)
## Basic XML
An example of an object xml:
```xml
```
Every xml must have a `` tag. It must have at least one `` child.
## Resources types
The following is a list of the resources/tags supported by ZAPD, and the attributes needed by each one.
For most resources inside a `` tag **you should also set an `Offset` attribute**. This is the offset (within the file) of the resource you are exporting. The `Offset` attribute is expected to be in hexadecimal, for example `Offset="0x41F0"`.
It's worth noting that every tag expects a `Name="gNameOfTheAsset"`. This is will be the name of the extracted variable in the output C code. Every asset must be prefixed with `g` and the suffix should represent the type of the variable.
Every tag can accept a `Static` attribute to specify if the asset should be marked as `static` or not.
There are 3 valid values (defaults to `Global`):
- `Global`: Mark static if the flag `--static` was used.
- `On`: Override the global config and **always mark** as `static`.
- `Off`: Override the global config and **don't mark** as `static`.
This table summarizes if the asset will be marked `static` (✅) or not (❌)
| `Static=""` attribute in XML | Without `--static` flag | With `--static` flag |
| ---------------------------- | ----------------------- | -------------------- |
| `On` | ✅ | ✅ |
| `Global` (default) | ❌ | ✅ |
| `Off` | ❌ | ❌ |
-------------------------
### File
- Example of this tag:
```xml
```
- Attributes:
- `Name`: Required. The name of the file in `baserom/` which will be extracted.
- `OutName`: Optional. The output name of the generated C source file. Defaults to the value passed to `Name`.
- `Segment`: Optional. This is the segment number of the current file. Expects a decimal number between 0 and 15 inclusive, usually 6 if it is an object. If not specified, the file will use VRAM instead of segmented addresses.
- `BaseAddress`: Optional. RAM address of the file. Expects a hex number (with `0x` prefix). Default value: `0`.
- `RangeStart`: Optional. File offset where the extraction will begin. Hex. Default value: `0x000000000`.
- `RangeEnd`: Optional. File offset where the extraction will end. Hex. Default value: `0xFFFFFFFF`.
- `Game`: Optional. Valid values: `OOT`, `MM`, `SW97` and `OOTSW97`. Default value: `OOT`.
-------------------------
### ExternalFile
Allows ZAPD to map segmented addresses to variables declared in other files by using its XML.
It is useful for objects that use variables from `gameplay_keep`, `gameplay_dangeon_keep`, `gameplay_field_keep`, etc.
This tag can be used in the global `config.xml` file.
- Example of this tag:
```xml
```
- Attributes:
- `XmlPath`: Required. The path of the XML, relative to the value set by `ExternalXMLFolder` in the configuration file.
- `OutPath`: Required. The path were the header for the corresponding external file is. It is used to `#include` it in the generated `.c` file.
-------------------------
### Texture
Textures are extracted as `.png` files.
- Example:
```xml
```
Will be defined as:
```c
u64 gCraterSmokeConeTex[] = {
#include "assets/objects/object_spot17_obj/crater_smoke_cone.ia8.inc.c"
};
```
- Attributes:
- `Name`: Required. Suffixed by `Tex`, unless it is a palette, in that case it is suffixed by `TLUT`.
- `OutName`: Required. The filename of the extracted `.png` file.
- `Format`: Required. The format of the image. Valid values: `rgba32`, `rgba16`, `i4`, `i8`, `ia4`, `ia8`, `ia16`, `ci4` and `ci8`.
- `Width`: Required. Width in pixels of the image.
- `Height`: Required. Height in pixels of the image.
- `TlutOffset`: Optional. Specifies the tlut's offset used by this texture. This attribute is only valid if `Format` is either `ci4` or `ci8`, otherwise an exception would be thrown.
- `ExternalTlut`: Optional. Specifies that the texture's tlut is in a different file. Takes the filename of the file that contains the tlut.
- `ExternalTlutOffset`: Optional. Specifies the offset in the `ExternalTlut` of the tlut for the given texture.
- `SplitTlut`: Optional. Specifies that the given texture should take from the upper half of the tlut. Takes a bool, i.e. one of `true`, `false`, `1`, `0`.
The following is a list of the texture formats the Nintendo 64 supports, with their gfxdis names and ZAPD format names.
| Format name | Typing in `gsDPLoadTextureBlock` | "Format" in xml |
| ----------------------------------------------- | -------------------------------- | --------------- |
| 4-bit intensity (I) | `G_IM_FMT_I, G_IM_SIZ_4b` | `i4` |
| 4-bit intensity with alpha (I/A) (3/1) | `G_IM_FMT_IA, G_IM_SIZ_4b` | `ia4` |
| 4-bit color index (CI) | `G_IM_FMT_CI, G_IM_SIZ_4b` | `ci4` |
| 8-bit I | `G_IM_FMT_I, G_IM_SIZ_8b` | `i8` |
| 8-bit IA (4/4) | `G_IM_FMT_IA, G_IM_SIZ_8b` | `ia8` |
| 8-bit CI | `G_IM_FMT_CI, G_IM_SIZ_8b` | `ci8` |
| 16-bit red, green, blue, alpha (RGBA) (5/5/5/1) | `G_IM_FMT_RGBA, G_IM_SIZ_16b` | `rgba16` |
| 16-bit IA (8/8) | `G_IM_FMT_IA, G_IM_SIZ_16b` | `ia16` |
| 16-bit YUV (Luminance, Blue-Y, Red-Y) | `G_IM_FMT_YUV, G_IM_SIZ_16b` | (not used) |
| 32-bit RGBA (8/8/8/8) | `G_IM_FMT_RGBA, G_IM_SIZ_32b` | `rgba32` |
If you want to know more about this formats, you can check [`gsDPLoadTextureBlock`](http://n64devkit.square7.ch/n64man/gdp/gDPLoadTextureBlock.htm) for most formats, or [`gDPLoadTextureBlock_4b`](http://n64devkit.square7.ch/n64man/gdp/gDPLoadTextureBlock_4b.htm) for the 4-bit formats.
-------------------------
### Background
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Background`.
- `OutName`: Required. The filename of the extracted `.jpg` file.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element. You can use this to name them if you don't like the autogenerated name.
-------------------------
### Blob
Blob are binary data that will be extracted as `.bin` files.
- Example:
```xml
```
Will be defined as:
```c
u8 gFireTempleBlob_00CCC0[] = {
#include "assets/objects/object_hidan_objects/gFireTempleBlob_00CCC0.bin.inc.c"
};
```
- Attributes:
- `Name`: Required. Suffixed by `Blob`.
- `Size`: Required. Amount of bytes to extract. Hex.
※ We usually use blobs when we can't figure out the content's type of chunk of data.
-------------------------
### DList
A.k.a. Display list, or Gfx.
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `DL`.
-------------------------
### TextureAnimation
A data type exclusive to Majora's Mask, that has scrolling, color changing, and texture changing capabilities. Declaring the main array will generate everything else; textures for the TextureCycle type must be declared manually in the XML to use symbols. (If it does reference any undeclared textures, ZAPD will warn and give the their offsets.)
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `TexAnim`.
-------------------------
### Scene and Room
`Scene`s and `Room`s are a bit special, because `Room`s usually needs assets declared in their respective `Scene` (which is in a different file), so they need to be extracted together.
To accomplish this, the scene and each of their rooms must be declared in the same XML.
- Example:
```xml
```
- Attributes:
- `HackMode`: Optional. This is a simple non-hardcoded way to handle some edge cases. Valid values: `syotes_room`.
-------------------------
### AltHeader
Like `Scene`s and `Room`s, `AltHeader`s is special too. It should always be declared in the same `File` as a `Scene` or a `Room`.
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `AltHeader`.
-------------------------
### Animation
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Anim`.
-------------------------
### PlayerAnimation
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Anim`.
-------------------------
### CurveAnimation
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Anim`.
- `SkelOffset`: Required. Offset of the `CurveSkeleton` (I.e. a [`Skeleton`](#skeleton) resource with `Type="Curve"`) related to this animation.
-------------------------
### LegacyAnimation
Useful only for the unused `object_human`'s animation data.
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Anim`.
-------------------------
### Skeleton
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Skel`.
- `Type`: Required. Valid values: `Normal`, `Flex` and `Curve`.
- `LimbType`: Required. Valid values: `Standard`, `LOD`, `Skin`, `Curve` and `Legacy`.
- `EnumName`: Optional. The name of `typedef`'d limb enum.
- `LimbNone`: Optional. The name of the limb with index zero in the limb enum.
- `LimbMax`: Optional. The name of the max limb index in the limb enum.
ZAPD is able to generate a limb enum by itself only if all the required data is provided. Providing some but not all the required data would trigger an error and the execution will halt.
The required data is providing the `EnumName`, `LimbNone` and `LimbMax` attributes in the `Skeleton` or `LimbTable` node and the `EnumName` attribute in every `Limb` of this skeleton.
※ There are no restrictions in the `Type` and `LimbType` attributes besides the valid values, so any skeleton type can be combined with any limb type.
-------------------------
### LimbTable
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Skel`.
- `LimbType`: Required. Valid values: `Standard`, `LOD`, `Skin`, `Curve` and `Legacy`.
- `Count`: Required. Amount of limbs. Integer.
- `EnumName`: Optional. The name of `typedef`'d limb enum.
- `LimbNone`: Optional. The name of the limb with index zero in the limb enum.
- `LimbMax`: Optional. The name of the max limb index in the limb enum.
See [Skeleton](#skeleton) for info on the limb enum generation.
-------------------------
### Limb
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Limb`.
- `LimbType`: Required. Valid values: `Standard`, `LOD`, `Skin`, `Curve` and `Legacy`.
- `EnumName`: Optional. The name used for this limb in the limbs enum. It must be either present in every limb or in none.
See [Skeleton](#skeleton) for info on the limb enum generation.
-------------------------
### Symbol
A special element that allows declaring a variable without actually extracting it from the current file. Useful when a resource references an element from another file. The symbol will be declared as `extern`.
- Example:
```xml
```
Will be declared as:
```c
extern u8 gJsjutanShadowTex[2048];
```
- Attributes:
- `Type`: The type of the declared variable. If missing, it will default to `void*`.
- `TypeSize`: The size in bytes of the type. If missing, it will default to `4` (the size of a word and a pointer). Integer or hex value.
- `Count`: Optional. If it is present, the variable will be declared as an array instead of a plain variable. The value of this attribute specifies the length of the array. If `Count` is present but it has no value (`Count=""`), then the length of the array will not be specified either in the declared variable. Integer or hex value.
- `Static`: This attribute can't be enabled on a Symbol node. A warning will be showed in this case.
-------------------------
### Collision
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Col`.
-------------------------
### Scalar
Allows the extraction of a single number.
- Example:
```xml
```
Will be extracted as:
```c
u64 pad34F8 = { 0 };
```
- Attributes:
- `Name`: Required. Suffixed by ~~`TBD`~~.
- `Type`: Required. Valid values: `s8`, `u8`, `x8`, `s16`, `u16`, `x16`, `s32`, `u32`, `x32`, `s64`, `u64`, `x64`, `f32` and `f64`.
※ Can be wrapped in an [`Array`](#array) tag.
-------------------------
### Vector
Extracts a vector.
Current supported types are `Vec3s`, `Vec3i` or `Vec3f`.
- Example:
```xml
```
Will be extracted as:
```c
Vec3s D_04002040[24] = {
{ -37, 2346, 93 },
{ 0, 11995, 0 },
{ -16385, -305, -16333 },
{ 0, 51, 12 },
{ 3761, 2263, -384 },
{ 0, 0, 3786 },
{ 1594, 1384, -18344 },
{ -2288, -2428, -1562 },
{ 0, 0, 3219 },
{ -2148, -5, -16840 },
{ 15365, -1708, 15611 },
{ 1761, 8365, 17711 },
{ 0, 0, 18859 },
{ 0, 0, 0 },
{ -9392, -9579, 28686 },
{ 0, 0, -7093 },
{ -2748, 685, -14092 },
{ 213, 6553, -32212 },
{ 0, 0, -1877 },
{ 3267, 3309, -16090 },
{ -18101, 25946, -2670 },
{ -104, 0, 0 },
{ 0, 0, 0 },
{ 0, 0, 0 }
};
```
- Attributes:
- `Name`: Required. Suffixed by ~~`TBD`~~.
- `Type`: Required. Specifies the vector's type (`Vec3s`, `Vec3i` and `Vec3f`). Valid values: `s16`, `s32` and `f32`.
- `Dimensions`: Required. The amount of dimensions of the vector. Valid values: `3`.
※ Can be wrapped in an [`Array`](#array) tag.
-------------------------
### Vtx
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Vtx`.
※ Can be wrapped in an [`Array`](#array) tag.
-------------------------
### Mtx
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Mtx`.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element.
-------------------------
### Cutscene
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Cs`.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element.
-------------------------
### Array
The `Array` element is special, because it needs an inner element to work. It will declare an array of its inner element.
Currently, only [`Pointer`](#pointer), [`Scalar`](#scalar), [`Vector`](#vector) and [`Vtx`](#vtx) support being wrapped in an array.
- Example:
```xml
```
- Attributes:
- `Name`: Required. How the variable will be named. By our convention it should be prefixed by `g`. The sufix is mandated by the element contained.
- `Count`: Required. Amount of elements. Integer.
-------------------------
### Path
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `Path`.
- `NumPaths`: Optional. The amount of paths contained in the array. It must be a positive integer.
-------------------------
### PlayerAnimationData
Allows the extraction of the specific data of the player animations which are found in the `link_animetion` file.
- Example:
```xml
```
- Attributes:
- `Name`: Required. Suffixed by `AnimData`.
- `FrameCount`: Required. The length of the animation in frames. It must be a positive integer.
-------------------------
### Pointer
Allows the extraction of a variable that contains a pointer
- Example:
```xml
```
- Attributes:
- `Name`: Required.
- `Type`: Required. The type of the extracted pointer.
※ Can be wrapped in an [`Array`](#array) tag.
-------------------------