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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
56 lines
3 KiB
XML
56 lines
3 KiB
XML
<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_sst" Segment="6">
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<!-- Boss Title Card -->
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<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="ia8" Width="128" Height="80" Offset="0x13D80"/>
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<!-- Skeletons -->
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<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x4DE0"/>
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<Skeleton Name="gBongoRightHandSkel" Type="Flex" LimbType="Standard" Offset="0xA350"/>
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<Skeleton Name="gBongoHeadSkel" Type="Flex" LimbType="Standard" Offset="0x16840"/>
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<!-- Left hand animations -->
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<Animation Name="gBongoLeftHandIdleAnim" Offset="0x2E8"/>
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<Animation Name="gBongoLeftHandFlatPoseAnim" Offset="0x4EC4"/>
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<Animation Name="gBongoLeftHandOpenPoseAnim" Offset="0x4FB4"/>
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<Animation Name="gBongoLeftHandFistPoseAnim" Offset="0x50A8"/>
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<Animation Name="gBongoLeftHandClenchAnim" Offset="0x529C"/>
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<Animation Name="gBongoLeftHandDamagePoseAnim" Offset="0x539C"/>
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<Animation Name="gBongoLeftHandPushoffPoseAnim" Offset="0x549C"/>
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<Animation Name="gBongoLeftHandHangPoseAnim" Offset="0x5588"/>
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<!-- Right hand animations -->
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<Animation Name="gBongoRightHandIdleAnim" Offset="0x5860"/>
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<Animation Name="gBongoRightHandFlatPoseAnim" Offset="0xA434"/>
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<Animation Name="gBongoRightHandOpenPoseAnim" Offset="0xA524"/>
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<Animation Name="gBongoRightHandFistPoseAnim" Offset="0xA618"/>
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<Animation Name="gBongoRightHandClenchAnim" Offset="0xA848"/>
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<Animation Name="gBongoRightHandDamagePoseAnim" Offset="0xA948"/>
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<Animation Name="gBongoRightHandPushoffPoseAnim" Offset="0xAA4C"/>
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<Animation Name="gBongoRightHandHangPoseAnim" Offset="0xAB38"/>
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<!-- Head animations -->
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<Animation Name="gBongoHeadStunnedAnim" Offset="0xACD4"/>
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<Animation Name="gBongoHeadChargeAnim" Offset="0xB0D8"/>
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<Animation Name="gBongoHeadKnockoutAnim" Offset="0xB6FC"/>
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<Animation Name="gBongoHeadEyeCloseAnim" Offset="0xC288"/>
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<Animation Name="gBongoHeadDamagedHandAnim" Offset="0xC5B0"/>
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<Animation Name="gBongoHeadEyeOpenAnim" Offset="0xC9BC"/>
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<Animation Name="gBongoHeadDamageAnim" Offset="0xCC6C"/>
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<Animation Name="gBongoHeadRecoverAnim" Offset="0xD458"/>
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<Animation Name="gBongoHeadEyeCloseIdleAnim" Offset="0xDC2C"/>
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<Animation Name="gBongoHeadEyeOpenIdleAnim" Offset="0xE7B8"/>
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<!-- Ice effect display lists -->
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<DList Name="gBongoIceCrystalDL" Offset="0x16AE0"/>
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<DList Name="gBongoIceShardDL" Offset="0x16B80"/>
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<!-- Drum head data -->
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<DList Name="gBongoDrumDL" Offset="0x17E10"/>
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<Collision Name="gBongoDrumCol" Offset="0x180F8"/>
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<!-- Unused textures -->
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<Texture Name="gBongoUnused1Tex" OutName="bongo_unused_1" Format="rgba16" Width="8" Height="8" Offset="0x192B0"/>
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<Texture Name="gBongoUnused2Tex" OutName="bongo_unused_2" Format="rgba16" Width="16" Height="16" Offset="0x195B0"/>
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</File>
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</Root>
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