mirror of
https://github.com/zeldaret/oot.git
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9305a71458
* 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
87 lines
6.4 KiB
XML
87 lines
6.4 KiB
XML
<Root>
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<File Name="object_md" Segment="6">
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<!-- Mido Skeleton -->
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<Skeleton Name="gMidoSkel" Type="Flex" LimbType="Standard" Offset="0x7FB8"/>
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<!-- Mido Limbs -->
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<Limb Name="gMidoRootLimb" LimbType="Standard" Offset="0x7EB8"/>
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<Limb Name="gMidoWaistLimb" LimbType="Standard" Offset="0x7EC4"/>
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<Limb Name="gMidoLeftThighLimb" LimbType="Standard" Offset="0x7ED0"/>
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<Limb Name="gMidoLeftLegLimb" LimbType="Standard" Offset="0x7EDC"/>
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<Limb Name="gMidoLeftFootLimb" LimbType="Standard" Offset="0x7EE8"/>
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<Limb Name="gMidoRightThighLimb" LimbType="Standard" Offset="0x7EF4"/>
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<Limb Name="gMidoRightLegLimb" LimbType="Standard" Offset="0x7F00"/>
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<Limb Name="gMidoRightFootLimb" LimbType="Standard" Offset="0x7F0C"/>
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<Limb Name="gMidoTorsoLimb" LimbType="Standard" Offset="0x7F18"/>
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<Limb Name="gMidoLeftUpperArmLimb" LimbType="Standard" Offset="0x7F24"/>
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<Limb Name="gMidoLeftForearmLimb" LimbType="Standard" Offset="0x7F30"/>
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<Limb Name="gMidoLeftHandLimb" LimbType="Standard" Offset="0x7F3C"/>
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<Limb Name="gMidoRightUpperArmLimb" LimbType="Standard" Offset="0x7F48"/>
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<Limb Name="gMidoRightForearmLimb" LimbType="Standard" Offset="0x7F54"/>
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<Limb Name="gMidoRightHandLimb" LimbType="Standard" Offset="0x7F60"/>
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<Limb Name="gMidoHeadLimb" LimbType="Standard" Offset="0x7F6C"/>
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<!-- Mido Limb DisplayLists -->
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<DList Name="gMidoWaistDL" Offset="0x4218"/>
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<DList Name="gMidoLeftThighDL" Offset="0x47D0"/>
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<DList Name="gMidoLeftLegDL" Offset="0x4978"/>
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<DList Name="gMidoLeftFootDL" Offset="0x4B10"/>
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<DList Name="gMidoRightThighDL" Offset="0x4350"/>
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<DList Name="gMidoRightLegDL" Offset="0x44F8"/>
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<DList Name="gMidoRightFootDL" Offset="0x4698"/>
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<DList Name="gMidoTorsoDL" Offset="0x32D0"/>
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<DList Name="gMidoLeftUpperArmDL" Offset="0x3CA8"/>
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<DList Name="gMidoLeftForearmDL" Offset="0x3DE0"/>
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<DList Name="gMidoLeftHandDL" Offset="0x3F18"/>
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<DList Name="gMidoRightUpperArmDL" Offset="0x3740"/>
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<DList Name="gMidoRightForearmDL" Offset="0x3878"/>
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<DList Name="gMidoRightHandDL" Offset="0x39B0"/>
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<DList Name="gMidoHeadDL" Offset="0x7380"/>
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<!-- Mido Palettes -->
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<Texture Name="gMido1TLUT" OutName="tlut_1" Format="rgba16" Width="256" Height="1" Offset="0x02E0"/>
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<Texture Name="gMido2TLUT" OutName="tlut_2" Format="rgba16" Width="188" Height="1" Offset="0x4C48"/>
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<Texture Name="gMido3TLUT" OutName="tlut_3" Format="rgba16" Width="248" Height="1" Offset="0x4DC0"/>
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<!-- Mido Eye Textures -->
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<Texture Name="gMidoEyeOpenTex" OutName="mido_eye_open" Format="ci8" Width="32" Height="32" Offset="0x4FF0" TlutOffset="0x4DC0"/>
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<Texture Name="gMidoEyeHalfTex" OutName="mido_eye_half" Format="ci8" Width="32" Height="32" Offset="0x5930" TlutOffset="0x4DC0"/>
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<Texture Name="gMidoEyeClosedTex" OutName="mido_eye_closed" Format="ci8" Width="32" Height="32" Offset="0x5D30" TlutOffset="0x4DC0"/>
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<Texture Name="gMidoEyeAngryTex" OutName="mido_eye_angry" Format="ci8" Width="32" Height="32" Offset="0x6130" TlutOffset="0x4DC0"/>
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<Texture Name="gMidoEyeLookingUpTex" OutName="mido_eye_looking_up" Format="rgba16" Width="32" Height="32" Offset="0x520"/>
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<!-- Mido DisplayList Textures -->
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<Texture Name="gMidoGradientTex" OutName="gradient" Format="ci8" Width="8" Height="8" Offset="0x4E0" TlutOffset="0x02E0"/>
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<Texture Name="gMidoTex_D20" OutName="tex_D20" Format="rgba16" Width="8" Height="8" Offset="0xD20"/>
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<Texture Name="gMidoTex_DA0" OutName="tex_DA0" Format="ci8" Width="8" Height="16" Offset="0xDA0" TlutOffset="0x02E0"/>
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<Texture Name="gMidoHairCurl1Tex" OutName="hair_curl_1" Format="ci8" Width="32" Height="32" Offset="0xE20" TlutOffset="0x02E0"/>
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<Texture Name="gMidoTex_1220" OutName="tex_1220" Format="ci8" Width="8" Height="8" Offset="0x1220" TlutOffset="0x02E0"/>
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<Texture Name="gMidoTex_1260" OutName="tex_1260" Format="ci8" Width="8" Height="8" Offset="0x1260" TlutOffset="0x02E0"/>
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<Texture Name="gMidoBackOfHandTex" OutName="back_of_hand" Format="ci8" Width="8" Height="8" Offset="0x12A0" TlutOffset="0x02E0"/>
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<Texture Name="gMidoClothesTex" OutName="clothes" Format="ci8" Width="8" Height="8" Offset="0x12E0" TlutOffset="0x02E0"/>
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<Texture Name="gMidoUndershirtTex" OutName="undershirt" Format="i8" Width="8" Height="8" Offset="0x1320"/>
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<Texture Name="gMidoShoeTex" OutName="shoe" Format="ci8" Width="8" Height="8" Offset="0x1360" TlutOffset="0x02E0"/>
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<Texture Name="gMidoAnkleTex" OutName="ankle" Format="ci8" Width="8" Height="8" Offset="0x13A0" TlutOffset="0x02E0"/>
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<Texture Name="gMidoPantsTex" OutName="pants" Format="rgba16" Width="16" Height="16" Offset="0x13E0"/>
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<Texture Name="gMidoTex_4FB0" OutName="tex_4FB0" Format="ci8" Width="8" Height="8" Offset="0x4FB0" TlutOffset="0x4C48"/>
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<Texture Name="gMidoTex_53F0" OutName="tex_53F0" Format="ci8" Width="8" Height="8" Offset="0x53F0" TlutOffset="0x4C48"/>
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<Texture Name="gMidoTex_5430" OutName="tex_5430" Format="ci8" Width="8" Height="8" Offset="0x5430" TlutOffset="0x4C48"/>
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<Texture Name="gMidoHairCurl2Tex" OutName="hair_curl_2" Format="ci8" Width="32" Height="32" Offset="0x5470" TlutOffset="0x4C48"/>
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<Texture Name="gMidoTex_5870" OutName="tex_5870" Format="ci8" Width="8" Height="16" Offset="0x5870" TlutOffset="0x4C48"/>
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<Texture Name="gMidoTex_58F0" OutName="tex_58F0" Format="ci8" Width="8" Height="8" Offset="0x58F0" TlutOffset="0x4C48"/>
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<!-- Mido Animations -->
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<Animation Name="gMidoIdleAnim" Offset="0x02C8"/>
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<Animation Name="gMidoCuriousToAnnoyedAnim" Offset="0x8510"/>
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<Animation Name="gMidoIdleToAnnoyedAnim" Offset="0x8738"/>
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<Animation Name="gMidoCuriousAnim" Offset="0x8E84"/>
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<Animation Name="gMidoIdleToSurpriseAnim" Offset="0x8FC0"/>
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<Animation Name="gMidoIdleToHaltAnim" Offset="0x917C"/>
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<Animation Name="gMidoIdleToWalkAnim" Offset="0x92B0"/>
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<Animation Name="gMidoAnnoyedToHaltAnim" Offset="0x95BC"/>
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<Animation Name="gMidoAnnoyedAnim" Offset="0x97F0"/>
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<Animation Name="gMidoHaltToCuriousAnim" Offset="0x9B1C"/>
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<Animation Name="gMidoHaltAnim" Offset="0x9E68"/>
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<Animation Name="gMidoWalkAnim" Offset="0xA138"/>
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</File>
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</Root>
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