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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
102 lines
3.2 KiB
Python
102 lines
3.2 KiB
Python
# SPDX-FileCopyrightText: © 2025 ZeldaRET
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# SPDX-License-Identifier: CC0-1.0
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from ..extase import MemoryContext
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from ..extase.cdata_resources import (
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CDataResource,
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CDataArrayResource,
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CDataExt_Struct,
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CDataExt_Value,
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CDataExtWriteContext,
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fmt_hex_s,
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)
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class PlayerAnimationDataResource(CDataArrayResource):
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elem_cdata_ext = CDataExt_Value("h").set_write_str_v(lambda v: fmt_hex_s(v))
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def __init__(self, file, range_start, name):
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super().__init__(file, range_start, name)
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self.frame_count_name = f"FRAMECOUNT_{self.symbol_name}"
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def set_frame_count(self, frame_count: int):
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self.set_length(frame_count * (22 * 3 + 1))
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self.frame_count = frame_count
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def write_c_declaration(self, h):
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h.write(f"#define {self.frame_count_name} {self.frame_count}\n")
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super().write_c_declaration(h)
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def get_c_declaration_base(self):
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return f"s16 {self.symbol_name}[{self.frame_count_name} * (PLAYER_LIMB_MAX * 3 + 1)]"
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def get_h_includes(self):
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return ("ultra64.h", "z64player.h")
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class PlayerAnimationResource(CDataResource):
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def report(resource, memory_context: "MemoryContext", v):
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assert isinstance(v, dict)
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segment = v["segment"]
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assert isinstance(segment, int)
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player_animation_data_res = memory_context.report_resource_at_segmented(
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resource,
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segment,
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PlayerAnimationDataResource,
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lambda file, offset: PlayerAnimationDataResource(
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file, offset, f"{resource.name}_{segment:08X}_PlayerAnimData"
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),
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)
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player_animation_data_res.set_frame_count(v["common"]["frameCount"])
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def write_frameCount(
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resource, memory_context: "MemoryContext", v, wctx: CDataExtWriteContext
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):
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address = resource.cdata_unpacked["segment"]
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assert isinstance(address, int)
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wctx.f.write(wctx.line_prefix)
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wctx.f.write(
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memory_context.resolve_segmented(address)
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.get_resource(PlayerAnimationDataResource)
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.frame_count_name
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)
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return True
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def write_segment(
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resource, memory_context: "MemoryContext", v, wctx: CDataExtWriteContext
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):
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assert isinstance(v, int)
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address = v
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wctx.f.write(wctx.line_prefix)
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wctx.f.write(memory_context.get_c_reference_at_segmented(address))
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return True
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cdata_ext = CDataExt_Struct(
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(
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(
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"common",
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CDataExt_Struct(
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(("frameCount", CDataExt_Value("h").set_write(write_frameCount)),)
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),
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),
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("pad2", CDataExt_Value.pad16),
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("segment", CDataExt_Value("I").set_write(write_segment)),
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)
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).set_report(report)
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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 f"&{self.symbol_name}"
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else:
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raise ValueError()
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def get_c_declaration_base(self):
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return f"LinkAnimationHeader {self.symbol_name}"
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def get_h_includes(self):
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return ("z64animation.h",)
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