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
53 lines
4.3 KiB
XML
53 lines
4.3 KiB
XML
<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="ovl_Boss_Ganon">
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<Texture Name="gGanondorfLightning1Tex" OutName="lightning_1" Format="i8" Width="32" Height="96" Offset="0x2F48" Static="Off"/>
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<Texture Name="gGanondorfLightning2Tex" OutName="lightning_2" Format="i8" Width="32" Height="96" Offset="0x3B48" Static="Off"/>
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<Texture Name="gGanondorfLightning3Tex" OutName="lightning_3" Format="i8" Width="32" Height="96" Offset="0x4748" Static="Off"/>
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<Texture Name="gGanondorfLightning4Tex" OutName="lightning_4" Format="i8" Width="32" Height="96" Offset="0x5348" Static="Off"/>
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<Texture Name="gGanondorfLightning5Tex" OutName="lightning_5" Format="i8" Width="32" Height="96" Offset="0x5F48" Static="Off"/>
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<Texture Name="gGanondorfLightning6Tex" OutName="lightning_6" Format="i8" Width="32" Height="96" Offset="0x6B48" Static="Off"/>
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<Texture Name="gGanondorfLightning7Tex" OutName="lightning_7" Format="i8" Width="32" Height="96" Offset="0x7748" Static="Off"/>
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<Texture Name="gGanondorfLightning8Tex" OutName="lightning_8" Format="i8" Width="32" Height="96" Offset="0x8348" Static="Off"/>
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<Texture Name="gGanondorfLightning9Tex" OutName="lightning_9" Format="i8" Width="32" Height="96" Offset="0x8F48" Static="Off"/>
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<Texture Name="gGanondorfLightning10Tex" OutName="lightning_10" Format="i8" Width="32" Height="96" Offset="0x9B48" Static="Off"/>
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<Texture Name="gGanondorfLightning11Tex" OutName="lightning_11" Format="i8" Width="32" Height="96" Offset="0xA748" Static="Off"/>
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<Texture Name="gGanondorfLightning12Tex" OutName="lightning_12" Format="i8" Width="32" Height="96" Offset="0xB348" Static="Off"/>
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<Texture Name="gGanondorfWindowShatterTemplateTex" OutName="window_shatter_template" Format="i8" Width="32" Height="64" Offset="0x1680" Static="Off"/>
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<DList Name="gGanondorfLightStreak1DL" Offset="0x11638" Static="Off"/>
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<DList Name="gGanondorfLightStreak2DL" Offset="0x11670" Static="Off"/>
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<DList Name="gGanondorfLightStreak3DL" Offset="0x116A8" Static="Off"/>
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<DList Name="gGanondorfLightStreak4DL" Offset="0x116E0" Static="Off"/>
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<DList Name="gGanondorfLightStreak5DL" Offset="0x11718" Static="Off"/>
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<DList Name="gGanondorfLightStreak6DL" Offset="0x11750" Static="Off"/>
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<DList Name="gGanondorfLightStreak7DL" Offset="0x11788" Static="Off"/>
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<DList Name="gGanondorfLightStreak8DL" Offset="0x117C0" Static="Off"/>
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<DList Name="gGanondorfLightStreak9DL" Offset="0x117F8" Static="Off"/>
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<DList Name="gGanondorfLightStreak10DL" Offset="0x11830" Static="Off"/>
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<DList Name="gGanondorfLightStreak11DL" Offset="0x11868" Static="Off"/>
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<DList Name="gGanondorfLightStreak12DL" Offset="0x118A0" Static="Off"/>
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<DList Name="gGanondorfShadowSetupDL" Offset="0x40" Static="Off"/>
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<DList Name="gGanondorfShadowModelDL" Offset="0x60" Static="Off"/>
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<DList Name="gGanondorfTriforceDL" Offset="0x10D0" Static="Off"/>
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<DList Name="gGanondorfWindowShardMaterialDL" Offset="0x15C0" Static="Off"/>
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<DList Name="gGanondorfWindowShardModelDL" Offset="0x1668" Static="Off"/>
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<DList Name="gGanondorfLightBallMaterialDL" Offset="0x2EC0" Static="Off"/>
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<DList Name="gGanondorfSquareDL" Offset="0x2F30" Static="Off"/>
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<DList Name="gGanondorfLightningDL" Offset="0xBF88" Static="Off"/>
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<DList Name="gGanondorfUnusedDL" Offset="0xC038" Static="Off"/>
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<DList Name="gGanondorfLightRayTriDL" Offset="0xC0B0" Static="Off"/>
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<DList Name="gGanondorfLightFlecksDL" Offset="0xDB08" Static="Off"/>
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<DList Name="gGanondorfBigMagicBGCircleDL" Offset="0xDBF8" Static="Off"/>
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<DList Name="gGanondorfDotDL" Offset="0xDCA0" Static="Off"/>
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<DList Name="gGanondorfShockwaveDL" Offset="0xE708" Static="Off"/>
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<DList Name="gGanondorfImpactDarkDL" Offset="0xF5A0" Static="Off"/>
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<DList Name="gGanondorfImpactLightDL" Offset="0xF6B8" Static="Off"/>
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<DList Name="gGanondorfShockGlowDL" Offset="0x10810" Static="Off"/>
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<DList Name="gGanondorfLightCoreDL" Offset="0x11B70" Static="Off"/>
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<DList Name="gGanondorfShockDL" Offset="0x11C38" Static="Off"/>
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<DList Name="gGanondorfVortexDL" Offset="0x12A18" Static="Off"/>
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</File>
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</Root>
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