* Mostly done but shifted * still messed up * Almost OK * OBJECT_JYA_OBJ OK, OBJECT_GR OK * Done * Merge master and format * Cleanup * Cleanup 2 * Start object MB dont merge yet * Object_MB OK * Object_ydan_objects OK * General 'ydan' actor cleanup * Forgot some small things * Object_EC OK * add .gitkeep and run format * Object_sd OK but no textures cause of a zap issue * PR fixes * Fix object_sd * fix ydan * delete .gitkeep files * OBJECT_BOX as far as it can go with current ZAP * Fix undefined_syms * Start child link object * Push progress, dont merge yet * Object_mori_objects OK * Fixed? * Fix conflicts again * Seems like i missed some textures * Extract data for BgBombwall * More field * ZAP YEP 2.0 * Object_Box OK * Object_SD ok. Ready to merge * remove ASM and merge master * remove ASM * remove files wrongfully added to docs/ * Almost done * Change comment in z_player_lib.c * forgot some DLists in player_lib.c * Fix conflict, run format * Same as before but this time with Tex and TLUT * Last few things * fix object_GR and add limbs to object_sd * Nane -> Name * gChildDekuShieldMtx is now a matrix and not a blob * PR fixes (Fig) * add a space for comment in z_player_lib.c * re push and new lines * PR fixes (AngheloAlf) * PR fixes (Roman) * Fix Heishi2 * PR fixes (Fig) * Replace spacing in a file * PR fixes (Roman)
13 KiB
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
Basic XML
An example of an object xml:
<Root>
<File Name="object_jj" Segment="6">
<Animation Name="gJabuJabuAnim" Offset="0x1F4C"/>
<Skeleton Name="gJabuJabuSkel" Type="Flex" LimbType="Standard" Offset="0xB9A8"/>
<!-- Jabu Jabu eye textures -->
<Texture Name="gJabuJabuEyeOpenTex" OutName="jabu_jabu_eye_open" Format="rgb5a1" Width="16" Height="32" Offset="0x7698"/>
<Texture Name="gJabuJabuEyeHalfTex" OutName="jabu_jabu_eye_half" Format="rgb5a1" Width="16" Height="32" Offset="0x7A98"/>
<Texture Name="gJabuJabuEyeClosedTex" OutName="jabu_jabu_eye_closed" Format="rgb5a1" Width="16" Height="32" Offset="0x7E98"/>
<Collision Name="gJabuJabu1Col" Offset="0x0A1C"/>
<Collision Name="gJabuJabu2Col" Offset="0x1830"/>
<Collision Name="gJabuJabu3Col" Offset="0xBA8C"/>
</File>
</Root>
Every xml must have a <Root>
tag. It must have at least one <File>
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 <File>
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.
File
- Example of this tag:
<File Name="object_gi_fire" Segment="6">
-
Attributes:
Name
: Required. The name of the file inbaserom/
which will be extracted.Segment
: Required. This is the segment number of the current file. Expects a decimal number, usually 6 if it is an object, or 128 for overlays (It's kinda a whacky hack to get around of the0x80
addresses).BaseAddress
: Optional. RAM address of the file. Expects a hex number (with0x
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
andOOTSW97
. Default value:OOT
.
Texture
Textures are extracted as .png
files.
- Example:
<Texture Name="gCraterSmokeConeTex" OutName="crater_smoke_cone" Format="ia8" Width="32" Height="32" Offset="0xC30"/>
Will be defined as:
u64 gCraterSmokeConeTex[] = {
#include "assets/objects/object_spot17_obj/crater_smoke_cone.ia8.inc.c"
};
-
Attributes:
Name
: Required. Suxffixed byTex
, unless it is a palette, in that case it is suffixed byTLUT
.OutName
: Required. The filename of the extracted.png
file.Format
: Required. The format of the image. Valid values:rgba32
,rgb5a1
,i4
,i8
,ia4
,ia8
,ia16
,ci4
andci8
.Width
: Required. Width in pixels of the image.Height
: Required. Height in pixels of the image.
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 |
rgb5a1 |
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 |
rgba8 |
If you want to know more about this formats, you can check gsDPLoadTextureBlock
for most formats, or gDPLoadTextureBlock_4b
for the 4-bit formats.
Background
- Example:
<Background Name="gGoronShopBackground" OutName="goron_shop_background" Offset="0x9D0"/>
-
Attributes:
Name
: Required. Suxffixed byBackground
.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:
<Blob Name="gFireTempleBlob_00CCC0" Size="0x10E" Offset="0xCCC0"/>
Will be defined as:
u8 gFireTempleBlob_00CCC0[] = {
#include "assets/objects/object_hidan_objects/gFireTempleBlob_00CCC0.bin.inc.c"
};
-
Attributes:
Name
: Required. Suxffixed byBlob
.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:
<DList Name="gGiGreenRupeeInnerColorDL" Offset="0x04A0"/>
-
Attributes:
Name
: Required. Suxffixed byDL
.
Scene and Room
TODO. I'm hoping somebody else will do this.
Animation
- Example:
<Animation Name="gWallmasterDamageAnim" Offset="0x590"/>
-
Attributes:
Name
: Required. Suxffixed byAnim
.
PlayerAnimation
- Example:
<PlayerAnimation Name="gPlayer3Anim" Offset="0x2310"/>
-
Attributes:
Name
: Required. Suxffixed byAnim
.
CurveAnimation
- Example:
<CurveAnimation Name="gTreasureChestCurveAnim_4B60" SkelOffset="0x5EB8" Offset="0x4B60"/>
-
Attributes:
Name
: Required. Suxffixed byAnim
.SkelOffset
: Required. Offset of theCurveSkeleton
(I.e. aSkeleton
resource withType="Curve"
) related to this animation.
Skeleton
- Example:
<Skeleton Name="gTreasureChestCurveSkel" Type="Curve" LimbType="Curve" Offset="0x5EB8"/>
-
Attributes:
Name
: Required. Suxffixed bySkel
.Type
: Required. Valid values:Normal
,Flex
andCurve
.LimbType
: Required. Valid values:Standard
,LOD
,Skin
andCurve
.
※ 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.
Limb
- Example:
<Limb Name="gChuGirlHeadLimb" LimbType="Standard" Offset="0x6E34"/>
-
Attributes:
Name
: Required. Suxffixed byLimb
.LimbType
: Required. Valid values:Standard
,LOD
,Skin
andCurve
.
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:
<Symbol Name="gJsjutanShadowTex" Type="u8" Size="1" Count="0x800" Offset="0x4E70"/>
Will be declared as:
extern u8 gJsjutanShadowTex[2048];
-
Attributes:
Type
: The type of the declared variable. If missing, it will default tovoid*
.TypeSize
: The size in bytes of the type. If missing, it will default to4
(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. IfCount
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.
Collision
- Example:
<Collision Name="gDesertColossusBombableWallCol" Offset="0x1A58"/>
-
Attributes:
Name
: Required. Suxffixed byCol
.
Scalar
Allows the extraction of a single number.
- Example:
<Scalar Type="u64" Name="pad34F8"/>
Will be extracted as:
u64 pad34F8 = { 0 };
-
Attributes:
Name
: Required. Suxffixed by.TBD
Type
: Required. Valid values:s8
,u8
,s16
,u16
,s32
,u32
,s64
,u64
,f32
andf64
.
※ Can be wrapped in an Array
tag.
Vector
Extracts a vector.
Current supported types are Vec3s
, Vec3i
or Vec3f
.
- Example:
<Array Name="D_04002040" Count="24" Offset="0x2040">
<Vector Type="s16" Dimensions="3" />
</Array>
Will be extracted as:
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. Suxffixed by.TBD
Type
: Required. Specifies the vector's type (Vec3s
,Vec3i
andVec3f
). Valid values:s16
,s32
andf32
.Dimensions
: Required. The amount of dimensions of the vector. Valid values:3
.
※ Can be wrapped in an Array
tag.
Vtx
- Example:
<Array Name="gTriforceVtx" Count="32" Offset="0x0000">
<Vtx/>
</Array>
-
Attributes:
Name
: Required. Suxffixed byVtx
.
※ Can be wrapped in an Array
tag.
Mtx
- Example:
<Mtx Name="gBdanMtx_000C40" Offset="0xC40" />
-
Attributes:
Name
: Required. Suxffixed byMtx
.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element.
Cutscene
- Example:
<Cutscene TODO/> <!-- Currently there are 0 xml in the repo using this tag. -->
-
Attributes:
Name
: Required. Suxffixed byCs
.
※ 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 Scalar
, Vector
and Vtx
support being wrapped in an array.
- Example:
<Array Name="gTrialBarrierEnergyVtx" Count="102" Offset="0x4FD0">
<Vtx/>
</Array>
-
Attributes:
Name
: Required. How the variable will be named. By our convention it should be prefixed byg
. The sufix is mandated by the element contained.Count
: Required. Amount of elements. Integer.