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oot/assets/xml/objects/object_sb.xml
Dragorn421 1e556e3a3d
New assets system (#2481)
* 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
2025-05-18 01:29:09 +02:00

32 lines
2.2 KiB
XML

<Root>
<ExternalFile OutPath="assets/objects/gameplay_keep"/>
<File Name="object_sb" Segment="6">
<Animation Name="object_sb_Anim_00004C" Offset="0x4C"/>
<Animation Name="object_sb_Anim_0000B4" Offset="0xB4"/>
<Animation Name="object_sb_Anim_000124" Offset="0x124"/>
<Animation Name="object_sb_Anim_000194" Offset="0x194"/>
<Array Name="object_sb_Vtx_0001B0" Count="189" Offset="0x1B0">
<Vtx/>
</Array>
<DList Name="object_sb_DL_000D80" Offset="0xD80"/>
<DList Name="object_sb_DL_000E70" Offset="0xE70"/>
<Texture Name="object_sb_Tex_001020" OutName="tex_00001020" Format="rgba16" Width="32" Height="32" Offset="0x1020"/>
<Texture Name="object_sb_Tex_001820" OutName="tex_00001820" Format="rgba16" Width="8" Height="16" Offset="0x1820"/>
<Texture Name="object_sb_Tex_001920" OutName="tex_00001920" Format="rgba16" Width="8" Height="8" Offset="0x1920"/>
<Texture Name="object_sb_Tex_0019A0" OutName="tex_000019A0" Format="rgba16" Width="8" Height="8" Offset="0x19A0"/>
<Texture Name="object_sb_Tex_001A20" OutName="tex_00001A20" Format="rgba16" Width="8" Height="8" Offset="0x1A20"/>
<DList Name="object_sb_DL_0025B0" Offset="0x25B0"/>
<DList Name="object_sb_DL_002858" Offset="0x2858"/>
<Texture Name="object_sb_Tex_002AF0" OutName="tex_00002AF0" Format="rgba16" Width="8" Height="8" Offset="0x2AF0"/>
<Limb Name="object_sb_Limb_002B70" LimbType="Standard" Offset="0x2B70"/>
<Limb Name="object_sb_Limb_002B7C" LimbType="Standard" Offset="0x2B7C"/>
<Limb Name="object_sb_Limb_002B88" LimbType="Standard" Offset="0x2B88"/>
<Limb Name="object_sb_Limb_002B94" LimbType="Standard" Offset="0x2B94"/>
<Limb Name="object_sb_Limb_002BA0" LimbType="Standard" Offset="0x2BA0"/>
<Limb Name="object_sb_Limb_002BAC" LimbType="Standard" Offset="0x2BAC"/>
<Limb Name="object_sb_Limb_002BB8" LimbType="Standard" Offset="0x2BB8"/>
<Limb Name="object_sb_Limb_002BC4" LimbType="Standard" Offset="0x2BC4"/>
<Skeleton Name="object_sb_Skel_002BF0" Type="Flex" LimbType="Standard" Offset="0x2BF0"/>
<Animation Name="object_sb_Anim_002C8C" Offset="0x2C8C"/>
</File>
</Root>