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oot/assets/xml/objects/object_owl.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

71 lines
4.3 KiB
XML

<Root>
<File Name="object_owl" Segment="6">
<!-- Flying Owl Skeleton -->
<Skeleton Name="gOwlFlyingSkel" Type="Flex" LimbType="Standard" Offset="0xC0E8"/>
<!-- Default Owl Limbs -->
<Limb Name="gOwlRootLimb" LimbType="Standard" Offset="0xBFA8"/>
<Limb Name="gOwlNeckLimb" LimbType="Standard" Offset="0xBFB4"/>
<Limb Name="gOwlHeadLimb" LimbType="Standard" Offset="0xBFC0"/>
<Limb Name="gOwlRightEyebrowLimb" LimbType="Standard" Offset="0xBFCC"/>
<Limb Name="gOwlLeftEyebrowLimb" LimbType="Standard" Offset="0xBFD8"/>
<Limb Name="gOwlLowerLeftWingLimb" LimbType="Standard" Offset="0xBFE4"/>
<Limb Name="gOwlMiddleLeftWing1Limb" LimbType="Standard" Offset="0xBFF0"/>
<Limb Name="gOwlMiddleLeftWing2Limb" LimbType="Standard" Offset="0xBFFC"/>
<Limb Name="gOwlUpperLeftWingLimb" LimbType="Standard" Offset="0xC008"/>
<Limb Name="gOwlLowerRightWingLimb" LimbType="Standard" Offset="0xC014"/>
<Limb Name="gOwlMiddleRightWing1Limb" LimbType="Standard" Offset="0xC020"/>
<Limb Name="gOwlMiddleRightWing2Limb" LimbType="Standard" Offset="0xC02C"/>
<Limb Name="gOwlUpperRightWingLimb" LimbType="Standard" Offset="0xC038"/>
<Limb Name="gOwlUpperRightLegLimb" LimbType="Standard" Offset="0xC044"/>
<Limb Name="gOwlLowerRightLegLimb" LimbType="Standard" Offset="0xC050"/>
<Limb Name="gOwlRightClawLimb" LimbType="Standard" Offset="0xC05C"/>
<Limb Name="gOwlUpperLeftLegLimb" LimbType="Standard" Offset="0xC068"/>
<Limb Name="gOwlLowerLeftLegLimb" LimbType="Standard" Offset="0xC074"/>
<Limb Name="gOwlLeftClawLimb" LimbType="Standard" Offset="0xC080"/>
<Limb Name="gOwlTailLimb" LimbType="Standard" Offset="0xC08C"/>
<!-- Default Owl Limb DisplayLists -->
<DList Name="gOwlTorsoDL" Offset="0x4B40"/>
<DList Name="gOwlNeckDL" Offset="0x4CB8"/>
<DList Name="gOwlHeadDL" Offset="0x4DE0"/>
<DList Name="gOwlRightEyebrowDL" Offset="0x5318"/>
<DList Name="gOwlLeftEyebrowDL" Offset="0x5260"/>
<DList Name="gOwlLowerLeftWingDL" Offset="0x5720"/>
<DList Name="gOwlMiddleLeftWing1DL" Offset="0x5960"/>
<DList Name="gOwlMiddleLeftWing2DL" Offset="0x5BB8"/>
<DList Name="gOwlUpperLeftWingDL" Offset="0x5DE8"/>
<DList Name="gOwlLowerRightWingDL" Offset="0x6068"/>
<DList Name="gOwlMiddleRightWing1DL" Offset="0x62A8"/>
<DList Name="gOwlMiddleRightWing2DL" Offset="0x6500"/>
<DList Name="gOwlUpperRightWingDL" Offset="0x6730"/>
<DList Name="gOwlUpperRightLegDL" Offset="0x53D0"/>
<DList Name="gOwlLowerRightLegDL" Offset="0x5498"/>
<DList Name="gOwlRightClawDL" Offset="0x5588"/>
<DList Name="gOwlUpperLeftLegDL" Offset="0x6A58"/>
<DList Name="gOwlLowerLeftLegDL" Offset="0x6B20"/>
<DList Name="gOwlLeftClawDL" Offset="0x6C10"/>
<DList Name="gOwlTailDL" Offset="0x69B0"/>
<!-- Owl Animations -->
<Animation Name="gOwlTakeoffAnim" Offset="0x1168"/>
<Animation Name="gOwlFlyAnim" Offset="0x15CC"/>
<Animation Name="gOwlGlideAnim" Offset="0xC1C4"/>
<Animation Name="gOwlUnfoldWingsAnim" Offset="0xC684"/>
<Animation Name="gOwlPerchAnim" Offset="0xC8A0"/>
<!-- Owl Perching Skeleton -->
<Skeleton Name="gOwlPerchingSkel" Type="Flex" LimbType="Standard" Offset="0x100B0"/>
<!-- The two following TLUTs are identical and both are used as TLUTs for the eye textures -->
<!-- TLUT used in gOwlPerchingSkel -->
<Texture Name="object_owl_TLUT_006DA8" OutName="tlut_00006DA8" Format="rgba16" Width="16" Height="16" Offset="0x6DA8"/>
<!-- TLUT used in gOwlFlyingSkel -->
<Texture Name="object_owl_TLUT_006FA8" OutName="tlut_00006FA8" Format="rgba16" Width="16" Height="16" Offset="0x6FA8" HackMode="ignore_orphaned_tlut"/>
<!-- Eye Textures -->
<Texture Name="gObjOwlEyeOpenTex" OutName="owl_eye_open" Format="ci8" Width="32" Height="32" Offset="0x89A8" TlutOffset="0x6DA8"/>
<Texture Name="gObjOwlEyeHalfTex" OutName="owl_eye_half" Format="ci8" Width="32" Height="32" Offset="0x8DA8" TlutOffset="0x6DA8"/>
<Texture Name="gObjOwlEyeClosedTex" OutName="owl_eye_closed" Format="ci8" Width="32" Height="32" Offset="0x91A8" TlutOffset="0x6DA8"/>
</File>
</Root>