mirror of
https://github.com/zeldaret/oot.git
synced 2025-08-08 07:20:16 +00:00
* 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
72 lines
3.9 KiB
XML
72 lines
3.9 KiB
XML
<Root>
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<File Name="ddan_scene" Segment="2">
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<Texture Name="gDCSceneTLUT" Format="rgba16" Width="16" Height="16" Offset="0x11D70"/>
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<Texture Name="gDCDayEntranceTex" OutName="day_entrance" Format="ci8" Width="32" Height="64" Offset="0x12378" TlutOffset="0x11D70"/>
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<Texture Name="gDCNightEntranceTex" OutName="night_entrance" Format="ci8" Width="32" Height="64" Offset="0x13378" TlutOffset="0x11D70"/>
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<!-- These textures are used in room 0 with a TLUT at 0x11290 in room 0, and in room 3 with a TLUT at 0x008630 in room 3 (those two TLUTs are identical, but duplicated) -->
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<Texture Name="gDCLavaFloor1Tex" OutName="lava_floor_1" Format="ci8" Width="32" Height="32" Offset="0x11F78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
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<Texture Name="gDCLavaFloor2Tex" OutName="lava_floor_2" Format="ci8" Width="32" Height="32" Offset="0x14778" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
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<Texture Name="gDCLavaFloor3Tex" OutName="lava_floor_3" Format="ci8" Width="32" Height="32" Offset="0x14378" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
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<Texture Name="gDCLavaFloor4Tex" OutName="lava_floor_4" Format="ci8" Width="32" Height="32" Offset="0x13F78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
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<Texture Name="gDCLavaFloor5Tex" OutName="lava_floor_5" Format="ci8" Width="32" Height="32" Offset="0x14B78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
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<Texture Name="gDCLavaFloor6Tex" OutName="lava_floor_6" Format="ci8" Width="32" Height="32" Offset="0x13B78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
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<Texture Name="gDCLavaFloor7Tex" OutName="lava_floor_7" Format="ci8" Width="32" Height="32" Offset="0x12F78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
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<Texture Name="gDCLavaFloor8Tex" OutName="lava_floor_8" Format="ci8" Width="32" Height="32" Offset="0x12B78" ExternalTlut="ddan_room_0" ExternalTlutOffset="0x11290"/>
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<Cutscene Name="gDcOpeningCs" Offset="0x14F80"/>
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<Scene Name="ddan_scene" Offset="0x0"/>
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</File>
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<File Name="ddan_room_0" Segment="3">
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<Room Name="ddan_room_0" Offset="0x0"/>
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<Texture Name="gDCRoom0TLUT" Format="rgba16" Width="16" Height="16" Offset="0x11290"/>
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</File>
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<File Name="ddan_room_1" Segment="3">
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<Room Name="ddan_room_1" Offset="0x0"/>
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</File>
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<File Name="ddan_room_2" Segment="3">
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<Room Name="ddan_room_2" Offset="0x0"/>
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</File>
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<File Name="ddan_room_3" Segment="3">
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<Room Name="ddan_room_3" Offset="0x0"/>
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</File>
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<File Name="ddan_room_4" Segment="3">
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<Room Name="ddan_room_4" Offset="0x0"/>
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</File>
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<File Name="ddan_room_5" Segment="3">
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<Room Name="ddan_room_5" Offset="0x0"/>
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</File>
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<File Name="ddan_room_6" Segment="3">
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<Room Name="ddan_room_6" Offset="0x0"/>
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</File>
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<File Name="ddan_room_7" Segment="3">
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<Room Name="ddan_room_7" Offset="0x0"/>
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</File>
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<File Name="ddan_room_8" Segment="3">
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<Room Name="ddan_room_8" Offset="0x0"/>
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</File>
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<File Name="ddan_room_9" Segment="3">
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<Room Name="ddan_room_9" Offset="0x0"/>
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</File>
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<File Name="ddan_room_10" Segment="3">
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<Room Name="ddan_room_10" Offset="0x0"/>
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</File>
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<File Name="ddan_room_11" Segment="3">
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<Room Name="ddan_room_11" Offset="0x0"/>
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</File>
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<File Name="ddan_room_12" Segment="3">
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<Room Name="ddan_room_12" Offset="0x0"/>
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</File>
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<File Name="ddan_room_13" Segment="3">
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<Room Name="ddan_room_13" Offset="0x0"/>
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</File>
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<File Name="ddan_room_14" Segment="3">
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<Room Name="ddan_room_14" Offset="0x0"/>
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</File>
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<File Name="ddan_room_15" Segment="3">
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<Room Name="ddan_room_15" Offset="0x0"/>
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</File>
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<File Name="ddan_room_16" Segment="3">
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<Room Name="ddan_room_16" Offset="0x0"/>
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</File>
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</Root>
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