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Document object_obj_tokeidai XML
This commit is contained in:
@@ -1,59 +1,114 @@
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<Root>
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<!-- Contains objects related to the Clock Tower and various wall clocks. -->
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<File Name="object_obj_tokeidai" Segment="6">
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<Texture Name="object_obj_tokeidai_TLUT_000000" OutName="tlut_000000" Format="rgba16" Width="4" Height="4" Offset="0x0" />
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<Texture Name="object_obj_tokeidai_TLUT_000020" OutName="tlut_000020" Format="rgba16" Width="4" Height="4" Offset="0x20" />
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<Texture Name="object_obj_tokeidai_Tex_000040" OutName="tex_000040" Format="i8" Width="64" Height="64" Offset="0x40" />
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<Texture Name="object_obj_tokeidai_Tex_001040" OutName="tex_001040" Format="rgba16" Width="32" Height="32" Offset="0x1040" />
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<Texture Name="object_obj_tokeidai_Tex_001840" OutName="tex_001840" Format="rgba16" Width="32" Height="32" Offset="0x1840" />
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<Texture Name="object_obj_tokeidai_Tex_002040" OutName="tex_002040" Format="rgba16" Width="32" Height="32" Offset="0x2040" />
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<Texture Name="object_obj_tokeidai_Tex_002840" OutName="tex_002840" Format="rgba16" Width="32" Height="32" Offset="0x2840" />
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<Texture Name="object_obj_tokeidai_Tex_003040" OutName="tex_003040" Format="rgba16" Width="16" Height="32" Offset="0x3040" />
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<Texture Name="object_obj_tokeidai_Tex_003440" OutName="tex_003440" Format="rgba16" Width="8" Height="32" Offset="0x3440" />
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<Texture Name="object_obj_tokeidai_Tex_003640" OutName="tex_003640" Format="rgba16" Width="16" Height="16" Offset="0x3640" />
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<Texture Name="object_obj_tokeidai_Tex_003840" OutName="tex_003840" Format="rgba16" Width="16" Height="16" Offset="0x3840" />
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<Texture Name="object_obj_tokeidai_Tex_003A40" OutName="tex_003A40" Format="rgba16" Width="16" Height="16" Offset="0x3A40" />
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<Texture Name="object_obj_tokeidai_Tex_003C40" OutName="tex_003C40" Format="rgba16" Width="16" Height="32" Offset="0x3C40" />
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<Texture Name="object_obj_tokeidai_Tex_004040" OutName="tex_004040" Format="rgba16" Width="16" Height="16" Offset="0x4040" />
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<Texture Name="object_obj_tokeidai_Tex_004240" OutName="tex_004240" Format="rgba16" Width="32" Height="16" Offset="0x4240" />
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<Texture Name="object_obj_tokeidai_Tex_004640" OutName="tex_004640" Format="rgba16" Width="32" Height="16" Offset="0x4640" />
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<Texture Name="object_obj_tokeidai_Tex_004A40" OutName="tex_004A40" Format="rgba16" Width="32" Height="16" Offset="0x4A40" />
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<Texture Name="object_obj_tokeidai_Tex_004E40" OutName="tex_004E40" Format="rgba16" Width="32" Height="16" Offset="0x4E40" />
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<Texture Name="object_obj_tokeidai_Tex_005240" OutName="tex_005240" Format="ci4" Width="64" Height="64" Offset="0x5240" />
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<Texture Name="object_obj_tokeidai_Tex_005A40" OutName="tex_005A40" Format="ci4" Width="64" Height="64" Offset="0x5A40" />
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<Texture Name="object_obj_tokeidai_Tex_006240" OutName="tex_006240" Format="rgba16" Width="8" Height="8" Offset="0x6240" />
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<!-- <Blob Name="object_obj_tokeidai_Blob_0062C0" Size="0x1000" Offset="0x62C0" /> -->
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<Texture Name="object_obj_tokeidai_Tex_0072C0" OutName="tex_0072C0" Format="ia8" Width="32" Height="64" Offset="0x72C0" />
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<Texture Name="object_obj_tokeidai_Tex_007AC0" OutName="tex_007AC0" Format="i8" Width="32" Height="32" Offset="0x7AC0" />
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<Texture Name="object_obj_tokeidai_Tex_007EC0" OutName="tex_007EC0" Format="i4" Width="64" Height="64" Offset="0x7EC0" />
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<Texture Name="object_obj_tokeidai_Tex_0086C0" OutName="tex_0086C0" Format="i4" Width="64" Height="64" Offset="0x86C0" />
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<Texture Name="object_obj_tokeidai_Tex_008EC0" OutName="tex_008EC0" Format="i4" Width="64" Height="64" Offset="0x8EC0" />
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<DList Name="object_obj_tokeidai_DL_009A00" Offset="0x9A00" />
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<DList Name="object_obj_tokeidai_DL_009A08" Offset="0x9A08" />
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<Texture Name="object_obj_tokeidai_Tex_009B48" OutName="tex_009B48" Format="rgba16" Width="32" Height="32" Offset="0x9B48" />
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<Texture Name="object_obj_tokeidai_Tex_00A348" OutName="tex_00A348" Format="i4" Width="64" Height="64" Offset="0xA348" />
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<DList Name="object_obj_tokeidai_DL_00B0C0" Offset="0xB0C0" />
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<DList Name="object_obj_tokeidai_DL_00B208" Offset="0xB208" />
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<TextureAnimation Name="object_obj_tokeidai_Matanimheader_00B4E4" Offset="0xB4E4" />
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<DList Name="object_obj_tokeidai_DL_00BA70" Offset="0xBA70" />
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<DList Name="object_obj_tokeidai_DL_00BA78" Offset="0xBA78" />
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<DList Name="object_obj_tokeidai_DL_00BEE0" Offset="0xBEE0" />
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<DList Name="object_obj_tokeidai_DL_00BEE8" Offset="0xBEE8" />
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<DList Name="object_obj_tokeidai_DL_00C360" Offset="0xC360" />
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<DList Name="object_obj_tokeidai_DL_00C368" Offset="0xC368" />
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<DList Name="object_obj_tokeidai_DL_00CF20" Offset="0xCF20" />
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<DList Name="object_obj_tokeidai_DL_00CF28" Offset="0xCF28" />
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<DList Name="object_obj_tokeidai_DL_00D380" Offset="0xD380" />
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<DList Name="object_obj_tokeidai_DL_00D388" Offset="0xD388" />
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<DList Name="object_obj_tokeidai_DL_00D8E0" Offset="0xD8E0" />
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<DList Name="object_obj_tokeidai_DL_00D8E8" Offset="0xD8E8" />
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<Texture Name="object_obj_tokeidai_Tex_00DAC0" OutName="tex_00DAC0" Format="rgba16" Width="16" Height="32" Offset="0xDAC0" />
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<DList Name="object_obj_tokeidai_DL_00E810" Offset="0xE810" />
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<DList Name="object_obj_tokeidai_DL_00E818" Offset="0xE818" />
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<DList Name="object_obj_tokeidai_DL_00F510" Offset="0xF510" />
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<DList Name="object_obj_tokeidai_DL_00F518" Offset="0xF518" />
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<Texture Name="object_obj_tokeidai_Tex_00F7F8" OutName="tex_00F7F8" Format="rgba16" Width="16" Height="32" Offset="0xF7F8" />
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<Texture Name="object_obj_tokeidai_Tex_00FBF8" OutName="tex_00FBF8" Format="rgba16" Width="64" Height="32" Offset="0xFBF8" />
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<Texture Name="object_obj_tokeidai_Tex_010BF8" OutName="tex_010BF8" Format="rgba16" Width="64" Height="32" Offset="0x10BF8" />
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<Texture Name="object_obj_tokeidai_Tex_011BF8" OutName="tex_011BF8" Format="rgba16" Width="8" Height="8" Offset="0x11BF8" />
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<!-- Clock Tower Clock Face Textures -->
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<Texture Name="gClockTowerClockFaceTopTLUT" OutName="clock_tower_clock_face_top_tlut" Format="rgba16" Width="4" Height="4" Offset="0x0" />
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<Texture Name="gClockTowerClockFaceBottomTLUT" OutName="clock_tower_clock_face_bottom_tlut" Format="rgba16" Width="4" Height="4" Offset="0x20" />
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<Texture Name="gClockTowerClockFaceTopTex" OutName="clock_tower_clock_face_top" Format="ci4" Width="64" Height="64" Offset="0x5240" />
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<Texture Name="gClockTowerClockFaceBottomTex" OutName="clock_tower_clock_face_bottom" Format="ci4" Width="64" Height="64" Offset="0x5A40" />
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<Texture Name="gClockTowerClockFacePanelBarTex" OutName="clock_tower_clock_face_panel_bar" Format="rgba16" Width="8" Height="8" Offset="0x6240" />
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<Texture Name="gClockTowerClockFaceBackTex" OutName="clock_tower_clock_face_back" Format="rgba16" Width="16" Height="32" Offset="0xDAC0" />
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<!-- Clock Tower Clock Face DisplayList -->
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<DList Name="gClockTowerClockFace" Offset="0xE818" />
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<!-- Clock Tower Exterior Gear Textures (one is also reused for the outer ring) -->
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<Texture Name="gClockTowerExteriorGearFaceTex" OutName="clock_tower_exterior_gear_face" Format="rgba16" Width="32" Height="32" Offset="0x2840" />
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<Texture Name="gClockTowerExteriorGearSidesAndOuterRingBackTex" OutName="clock_tower_exterior_gear_sides_and_outer_ring_back" Format="rgba16" Width="16" Height="32" Offset="0x3040" />
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<!-- Clock Tower Exterior Gear DisplayList -->
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<DList Name="gClockTowerExteriorGearDL" Offset="0xBA78" />
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<!-- Clock Tower Outer Ring Textures -->
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<Texture Name="gClockTowerOuterRingFace1Tex" OutName="clock_tower_outer_ring_face_1" Format="rgba16" Width="32" Height="16" Offset="0x4240" />
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<Texture Name="gClockTowerOuterRingFace2Tex" OutName="clock_tower_outer_ring_face_2" Format="rgba16" Width="32" Height="16" Offset="0x4640" />
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<Texture Name="gClockTowerOuterRingFace3Tex" OutName="clock_tower_outer_ring_face_3" Format="rgba16" Width="32" Height="16" Offset="0x4A40" />
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<Texture Name="gClockTowerOuterRingSidesTex" OutName="clock_tower_outer_ring_sides" Format="rgba16" Width="32" Height="16" Offset="0x4E40" />
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<!-- Clock Tower Outer Ring DisplayList -->
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<DList Name="gClockTowerOuterRingDL" Offset="0xCF28" />
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<!-- Clock Tower Sun and Moon Panel Textures -->
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<Texture Name="gClockTowerSunAndMoonPanelSidesTex" OutName="clock_tower_sun_and_moon_panel_sides" Format="rgba16" Width="16" Height="16" Offset="0x3A40" />
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<Texture Name="gClockTowerSunAndMoonPanelMoonTex" OutName="clock_tower_sun_and_moon_panel_moon" Format="rgba16" Width="16" Height="32" Offset="0x3C40" />
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<Texture Name="gClockTowerSunAndMoonPanelSunTex" OutName="clock_tower_sun_and_moon_panel_sun" Format="rgba16" Width="16" Height="16" Offset="0x4040" />
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<!-- Clock Tower Sun and Moon Panel DisplayList -->
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<DList Name="gClockTowerSunAndMoonPanelDL" Offset="0xC368" />
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<!-- Clock Tower Center and Hand Textures -->
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<Texture Name="gClockTowerClockCenterTex" OutName="clock_tower_clock_center" Format="rgba16" Width="8" Height="32" Offset="0x3440" />
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<Texture Name="gClockTowerClockCenterSidesTex" OutName="clock_tower_clock_center_sides" Format="rgba16" Width="16" Height="16" Offset="0x3640" />
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<Texture Name="gClockTowerHandTex" OutName="clock_tower_hand" Format="rgba16" Width="16" Height="16" Offset="0x3840" />
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<!-- Clock Tower Center and Hand DisplayList -->
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<DList Name="gClockTowerClockCenterAndHandDL" Offset="0xBEE8" />
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<!-- Generic brick texture used for multiple pieces of the Clock Tower (counterweight, unused tower wall, staircase to interior) -->
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<Texture Name="gClockTowerBrickTex" OutName="clock_tower_bricks" Format="rgba16" Width="32" Height="32" Offset="0x1040" />
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<!-- Clock Tower Counterweight Textures -->
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<Texture Name="gClockTowerCounterweightBeamSide1Tex" OutName="clock_tower_counterweight_beam_side1" Format="rgba16" Width="32" Height="32" Offset="0x1840" />
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<Texture Name="gClockTowerCounterweightBeamSide2Tex" OutName="clock_tower_counterweight_beam_side2" Format="rgba16" Width="32" Height="32" Offset="0x2040" />
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<Texture Name="gClockTowerCounterweightMaskTex" OutName="clock_tower_counterweight_mask" Format="i4" Width="64" Height="64" Offset="0x7EC0" />
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<!-- Clock Tower Counterweight DisplayList -->
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<DList Name="gClockTowerCounterweightDL" Offset="0xB208" />
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<!-- Clock Tower Spotlight Textures -->
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<Texture Name="gClockTowerSpotlightShineTex" OutName="clock_tower_spotlight_shine" Format="i8" Width="64" Height="64" Offset="0x40" />
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<Texture Name="gClockTowerSpotlightBeamTex" OutName="clock_tower_spotlight_beam" Format="ia8" Width="32" Height="64" Offset="0x72C0" />
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<Texture Name="gClockTowerSpotlightMaskTex" OutName="clock_tower_spotlight_mask" Format="i8" Width="32" Height="32" Offset="0x7AC0" />
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<!-- Clock Tower Spotlight DisplayList -->
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<DList Name="gClockTowerSpotlightDL" Offset="0xB0C0" />
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<!-- Clock Tower Termina Field Walls Textures -->
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<Texture Name="gClockTowerTerminaFieldWallsBrickTex" OutName="clock_tower_termina_field_walls_brick" Format="rgba16" Width="32" Height="32" Offset="0x9B48" />
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<Texture Name="gClockTowerTerminaFieldWallsMask" OutName="clock_tower_termina_field_walls_mask" Format="i4" Width="64" Height="64" Offset="0xA348" />
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<!-- Clock Tower Termina Field Walls DisplayList -->
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<DList Name="gClockTowerTerminaFieldWallsDL" Offset="0x9A08" />
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<!-- Clock Tower Staircase to Interior Texture -->
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<Texture Name="gClockTowerStaircaseToInteriorMaskTex" OutName="clock_tower_staircase_to_interior_mask" Format="i4" Width="64" Height="64" Offset="0x8EC0" />
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<!-- Clock Tower Staircase to Interior DisplayList -->
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<DList Name="gClockTowerStaircaseToInteriorDL" Offset="0xD8E8" />
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<!-- Wall Clock Clock Face Textures -->
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<Texture Name="gWallClockClockFaceBackTex" OutName="wall_clock_clock_face_back" Format="rgba16" Width="16" Height="32" Offset="0xF7F8" />
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<Texture Name="gWallClockClockFaceBottomTex" OutName="wall_clock_clock_face_bottom" Format="rgba16" Width="64" Height="32" Offset="0xFBF8" />
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<Texture Name="gWallClockClockFaceTopTex" OutName="wall_clock_clock_face_top" Format="rgba16" Width="64" Height="32" Offset="0x10BF8" />
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<Texture Name="gWallClockClockFacePanelBarTex" OutName="wall_clock_clock_face_panel_bar" Format="rgba16" Width="8" Height="8" Offset="0x11BF8" />
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<!-- Wall Clock Clock Face DisplayList -->
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<DList Name="gWallClockClockFace" Offset="0xF518" />
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<!-- Clock Tower Unused Tower Wall Texture -->
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<Texture Name="gClockTowerUnusedTowerWallMaskTex" OutName="clock_tower_unused_tower_wall_mask" Format="i4" Width="64" Height="64" Offset="0x86C0" />
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<!-- Clock Tower Unused Tower Wall DisplayList -->
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<DList Name="gClockTowerUnusedTowerWallDL" Offset="0xD388" />
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<!-- Empty DisplayLists. Most of these are unused and marked as such. -->
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<!-- Probably intended to be used as the xluDList for components that didn't need anything transparent. -->
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<!-- In the final game, only the Staircase to Interior uses an empty DList like this. -->
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<DList Name="gClockTowerEmptyDL" Offset="0xD8E0" />
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<DList Name="gClockTowerUnusedEmptyDL1" Offset="0x9A00" />
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<DList Name="gClockTowerUnusedEmptyDL2" Offset="0xBA70" />
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<DList Name="gClockTowerUnusedEmptyDL3" Offset="0xBEE0" />
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<DList Name="gClockTowerUnusedEmptyDL4" Offset="0xC360" />
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<DList Name="gClockTowerUnusedEmptyDL5" Offset="0xCF20" />
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<DList Name="gClockTowerUnusedEmptyDL6" Offset="0xD380" />
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<DList Name="gClockTowerUnusedEmptyDL7" Offset="0xE810" />
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<DList Name="gClockTowerUnusedEmptyDL8" Offset="0xF510" />
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<!-- Unused Textures-->
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<Texture Name="gClockTowerUnusedBrickTex" OutName="clock_tower_unused_bricks" Format="rgba16" Width="32" Height="32" Offset="0x62C0" />
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<Texture Name="gClockTowerUnusedMaskTex" OutName="clock_tower_unused_mask" Format="i4" Width="64" Height="64" Offset="0x6AC0" />
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<!-- Unused TextureAnimation -->
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<TextureAnimation Name="gClockTowerUnusedTexAnim" Offset="0xB4E4" />
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</File>
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</Root>
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@@ -102,7 +102,7 @@ void ObjTokeidai_Clock_Init(ObjTokeidai* this) {
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void ObjTokeidai_TowerGear_Init(ObjTokeidai* this, GlobalContext* globalCtx) {
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this->actor.draw = ObjTokeidai_TowerGear_Draw;
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this->opaDList = object_obj_tokeidai_DL_00BA78;
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this->opaDList = gClockTowerExteriorGearDL;
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ObjTokeidai_SetupClockOrGear(this);
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if (((globalCtx->sceneNum == SCENE_CLOCKTOWER) && (gSaveContext.sceneSetupIndex == 2) &&
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@@ -148,8 +148,8 @@ void ObjTokeidai_Counterweight_Init(ObjTokeidai* this, GlobalContext* globalCtx)
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s32 type;
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this->actor.draw = ObjTokeidai_Counterweight_Draw;
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this->opaDList = object_obj_tokeidai_DL_00B208;
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this->xluDList = object_obj_tokeidai_DL_00B0C0;
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this->opaDList = gClockTowerCounterweightDL;
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this->xluDList = gClockTowerSpotlightDL;
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if (gSaveContext.isNight) {
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this->spotlightIntensity = 100;
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} else {
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@@ -212,11 +212,11 @@ void ObjTokeidai_Init(Actor* thisx, GlobalContext* globalCtx) {
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ObjTokeidai_TowerGear_Init(this, globalCtx);
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break;
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case OBJ_TOKEIDAI_TYPE_UNUSED_WALL:
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this->opaDList = object_obj_tokeidai_DL_00D388;
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this->opaDList = gClockTowerUnusedTowerWallDL;
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break;
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case OBJ_TOKEIDAI_TYPE_TOWER_WALLS_TERMINA_FIELD:
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Actor_SetScale(&this->actor, 1.0f);
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this->opaDList = object_obj_tokeidai_DL_009A08;
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this->opaDList = gClockTowerTerminaFieldWallsDL;
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this->actionFunc = ObjTokeidai_Walls_Idle;
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break;
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case OBJ_TOKEIDAI_TYPE_TOWER_CLOCK_TERMINA_FIELD:
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@@ -246,8 +246,8 @@ void ObjTokeidai_Init(Actor* thisx, GlobalContext* globalCtx) {
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ObjTokeidai_Counterweight_Init(this, globalCtx);
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break;
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case OBJ_TOKEIDAI_TYPE_STAIRCASE_INTO_TOWER:
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this->opaDList = object_obj_tokeidai_DL_00D8E8;
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this->xluDList = object_obj_tokeidai_DL_00D8E0;
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this->opaDList = gClockTowerStaircaseToInteriorDL;
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this->xluDList = gClockTowerEmptyDL;
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this->actionFunc = ObjTokeidai_StaircaseIntoTower_Idle;
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break;
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}
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@@ -783,23 +783,23 @@ void ObjTokeidai_Clock_Draw(Actor* thisx, GlobalContext* globalCtx) {
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Matrix_StatePush();
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Matrix_InsertZRotation_s(-this->outerRingOrGearRotation, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_obj_tokeidai_DL_00CF28);
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gSPDisplayList(POLY_OPA_DISP++, gClockTowerOuterRingDL);
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Matrix_StatePop();
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Matrix_InsertTranslation(0.0f, 0.0f, this->clockFaceZTranslation, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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gSPDisplayList(POLY_OPA_DISP++, object_obj_tokeidai_DL_00BEE8);
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gSPDisplayList(POLY_OPA_DISP++, gClockTowerClockCenterAndHandDL);
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Matrix_InsertZRotation_s(-this->clockFaceRotation * 2, MTXMODE_APPLY);
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gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
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if (OBJ_TOKEIDAI_TYPE(&this->actor) == OBJ_TOKEIDAI_TYPE_WALL_CLOCK ||
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OBJ_TOKEIDAI_TYPE(&this->actor) == OBJ_TOKEIDAI_TYPE_SMALL_WALL_CLOCK) {
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_obj_tokeidai_DL_00F518);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gWallClockClockFace);
|
||||
} else {
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_obj_tokeidai_DL_00E818);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gClockTowerClockFace);
|
||||
}
|
||||
Matrix_InsertTranslation(0.0f, -1112.0f, -19.6f, MTXMODE_APPLY);
|
||||
Matrix_RotateY((s16)this->sunMoonDiskRotation, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_obj_tokeidai_DL_00C368);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gClockTowerSunAndMoonPanelDL);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
@@ -845,7 +845,7 @@ void ObjTokeidai_TowerGear_Draw(Actor* thisx, GlobalContext* globalCtx) {
|
||||
Matrix_InsertZRotation_s(this->outerRingOrGearRotation, MTXMODE_APPLY);
|
||||
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(globalCtx->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
|
||||
func_8012C28C(globalCtx->state.gfxCtx);
|
||||
gSPDisplayList(POLY_OPA_DISP++, object_obj_tokeidai_DL_00BA78);
|
||||
gSPDisplayList(POLY_OPA_DISP++, gClockTowerExteriorGearDL);
|
||||
|
||||
CLOSE_DISPS(globalCtx->state.gfxCtx);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user