mirror of
https://github.com/zeldaret/oot.git
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* 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
218 lines
6.3 KiB
Python
218 lines
6.3 KiB
Python
# SPDX-FileCopyrightText: © 2025 ZeldaRET
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# SPDX-License-Identifier: CC0-1.0
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import dataclasses
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import enum
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from typing import Optional
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from xml.etree.ElementTree import Element
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from .base import (
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ResourceDesc,
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ResourcesDescCollection,
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ResourceHandlerNeedsPass2Exception,
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)
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from . import xml_errors
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@dataclasses.dataclass(eq=False)
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class CollisionResourceDesc(ResourceDesc):
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pass
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def handler_Collision(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return CollisionResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class AnimationResourceDesc(ResourceDesc):
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pass
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def handler_Animation(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return AnimationResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class PlayerAnimationResourceDesc(ResourceDesc):
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pass
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def handler_PlayerAnimation(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return PlayerAnimationResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class LegacyAnimationResourceDesc(ResourceDesc):
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pass
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def handler_LegacyAnimation(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return LegacyAnimationResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class CutsceneResourceDesc(ResourceDesc):
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pass
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def handler_Cutscene(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return CutsceneResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class SceneResourceDesc(ResourceDesc):
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pass
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def handler_Scene(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return SceneResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class RoomResourceDesc(ResourceDesc):
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pass
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def handler_Room(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"}, {"HackMode"})
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res = RoomResourceDesc(symbol_name, offset, collection, reselem)
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if reselem.attrib.get("HackMode") == "syotes_room":
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res.hack_modes.add("hackmode_syotes_room")
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return res
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@dataclasses.dataclass(eq=False)
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class PlayerAnimationDataResourceDesc(ResourceDesc):
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frame_count: int
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def handler_PlayerAnimationData(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "FrameCount"})
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frame_count = int(reselem.attrib["FrameCount"])
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return PlayerAnimationDataResourceDesc(
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symbol_name, offset, collection, reselem, frame_count
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)
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@dataclasses.dataclass(eq=False)
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class PathListResourceDesc(ResourceDesc):
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num_paths: int
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def handler_PathList(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "NumPaths"})
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num_paths = int(reselem.attrib["NumPaths"])
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return PathListResourceDesc(symbol_name, offset, collection, reselem, num_paths)
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class SkeletonType(enum.Enum):
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NORMAL = enum.auto()
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FLEX = enum.auto()
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CURVE = enum.auto()
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class LimbType(enum.Enum):
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STANDARD = enum.auto()
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LOD = enum.auto()
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SKIN = enum.auto()
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CURVE = enum.auto()
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LEGACY = enum.auto()
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@dataclasses.dataclass(eq=False)
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class SkeletonResourceDesc(ResourceDesc):
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type: SkeletonType
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limb_type: LimbType
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limb_enum_name: Optional[str]
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limb_enum_none_member_name: Optional[str]
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limb_enum_max_member_name: Optional[str]
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def handler_Skeleton(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(
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reselem,
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{"Name", "Offset", "Type", "LimbType"},
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{"EnumName", "LimbNone", "LimbMax"},
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)
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skel_type = SkeletonType[reselem.attrib["Type"].upper()]
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limb_type = LimbType[reselem.attrib["LimbType"].upper()]
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return SkeletonResourceDesc(
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symbol_name,
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offset,
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collection,
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reselem,
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skel_type,
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limb_type,
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reselem.attrib.get("EnumName"),
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reselem.attrib.get("LimbNone"),
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reselem.attrib.get("LimbMax"),
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)
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@dataclasses.dataclass(eq=False)
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class LimbResourceDesc(ResourceDesc):
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limb_type: LimbType
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limb_enum_member_name: Optional[str]
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def handler_Limb(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "LimbType"}, {"EnumName"})
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limb_type = LimbType[reselem.attrib["LimbType"].upper()]
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return LimbResourceDesc(
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symbol_name,
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offset,
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collection,
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reselem,
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limb_type,
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reselem.attrib.get("EnumName"),
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)
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@dataclasses.dataclass(eq=False)
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class LimbTableResourceDesc(ResourceDesc):
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limb_type: LimbType
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count: int
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def handler_LimbTable(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "LimbType", "Count"})
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limb_type = LimbType[reselem.attrib["LimbType"].upper()]
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count = int(reselem.attrib["Count"])
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return LimbTableResourceDesc(
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symbol_name, offset, collection, reselem, limb_type, count
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)
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@dataclasses.dataclass(eq=False)
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class CurveAnimationResourceDesc(ResourceDesc):
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skeleton: SkeletonResourceDesc
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def handler_CurveAnimation(
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symbol_name, offset, collection: ResourcesDescCollection, reselem: Element
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):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "SkelOffset"})
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res = CurveAnimationResourceDesc(symbol_name, offset, collection, reselem, None)
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skel_offset = int(reselem.attrib["SkelOffset"], 16)
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def pass2_callback(pool):
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matching_tlut_resources = [
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res for res in collection.resources if res.offset == skel_offset
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]
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assert len(matching_tlut_resources) == 1, (
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f"Found {len(matching_tlut_resources)} resources at SkelOffset "
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f"0x{skel_offset:X} instead of exactly one"
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)
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assert isinstance(
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matching_tlut_resources[0], SkeletonResourceDesc
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), matching_tlut_resources[0]
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res.skeleton = matching_tlut_resources[0]
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raise ResourceHandlerNeedsPass2Exception(res, pass2_callback)
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