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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
63 lines
1.8 KiB
Python
63 lines
1.8 KiB
Python
# SPDX-FileCopyrightText: © 2025 ZeldaRET
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# SPDX-License-Identifier: CC0-1.0
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import struct
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from ..extase import (
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RESOURCE_PARSE_SUCCESS,
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File,
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Resource,
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)
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from tools import csdis
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class CutsceneResource(Resource, can_size_be_unknown=True):
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def __init__(self, file: File, range_start: int, name: str):
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super().__init__(file, range_start, None, name)
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def try_parse_data(self, memory_context):
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assert self.range_start % 4 == 0
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data = self.file.data[self.range_start :]
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num_bytes = len(data)
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if num_bytes % 4 != 0:
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data = data[: -(num_bytes % 4)]
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data_words = [unpacked[0] for unpacked in struct.iter_unpack(">I", data)]
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size_words, cs_source = csdis.disassemble_cutscene(data_words)
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self.range_end = self.range_start + 4 * size_words
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self.cs_source = cs_source
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return RESOURCE_PARSE_SUCCESS
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def get_c_reference(self, resource_offset: int):
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if resource_offset == 0:
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return self.symbol_name
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else:
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raise ValueError
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extracted_path_suffix = ".inc.c"
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def get_filename_stem(self):
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return f"{self.name}.csdata"
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def write_extracted(self, memory_context):
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with self.extract_to_path.open("w") as f:
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if not self.braces_in_source:
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f.write("{\n")
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f.write(self.cs_source)
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if not self.braces_in_source:
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f.write("}\n")
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def get_c_declaration_base(self):
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return f"CutsceneData {self.symbol_name}[]"
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def get_c_includes(self):
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return (
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"z64cutscene_commands.h",
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# TODO these are not always needed:
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"z64ocarina.h", # for OCARINA_ACTION_*
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"z64player.h", # for PLAYER_CUEID_*
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)
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def get_h_includes(self):
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return ("z64cutscene.h",)
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