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