mirror of
https://github.com/zeldaret/oot
synced 2026-05-23 06:54:24 -04:00
1e556e3a3d
* 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
132 lines
3.2 KiB
Python
132 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 Sequence
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I_D_OMEGALUL = True
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from . import actor_ids
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def get_actor_id_name(actor_id: int) -> str:
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return actor_ids.DATA[actor_id]
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from . import object_ids
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def get_object_id_name(object_id: int) -> str:
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return object_ids.DATA[object_id]
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from . import entrance_table_mini
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from . import entrance_ids_special
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def get_entrance_id_name(entrance_id: int) -> str:
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if entrance_id in entrance_ids_special.DATA:
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return entrance_ids_special.DATA[entrance_id]
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return entrance_table_mini.DATA[entrance_id][0]
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def get_entrance_scene_id_name(entrance_id: int) -> str:
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return entrance_table_mini.DATA[entrance_id][1]
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def get_entrance_spawn(entrance_id: int) -> int:
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return entrance_table_mini.DATA[entrance_id][2]
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entrance_ids_by_scene_id_name: dict[str, list[int]] = dict()
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for (
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entrance_id,
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(
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entrance_id_name,
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entrance_scene_id_name,
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entrance_spawn,
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),
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) in enumerate(entrance_table_mini.DATA):
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entrance_ids_by_scene_id_name.setdefault(entrance_scene_id_name, []).append(
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entrance_id
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)
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def get_entrance_ids_from_scene_id_name(scene_id_name: str) -> Sequence[int]:
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return entrance_ids_by_scene_id_name[scene_id_name]
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from . import scene_table_mini
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def get_scene_rom_file_name(scene_id: int) -> str:
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return scene_table_mini.DATA[scene_id][0]
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def get_scene_id_name(scene_id: int) -> str:
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return scene_table_mini.DATA[scene_id][1]
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scene_id_by_rom_file_name = {
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rom_file_name: scene_id
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for scene_id, (rom_file_name, scene_id_name) in enumerate(scene_table_mini.DATA)
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}
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def get_scene_id_from_rom_file_name(rom_file_name: str) -> int:
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return scene_id_by_rom_file_name[rom_file_name]
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from . import audio_ids
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def get_sequence_id_name(sequence_id: int) -> str:
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return audio_ids.SEQ_IDS[sequence_id]
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def get_nature_ambience_id_name(nature_ambience_id: int) -> str:
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return audio_ids.NATURE_AMBIENCE_IDS[nature_ambience_id]
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from . import misc_ids
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def get_scene_cam_type_name(scene_cam_type: int) -> str:
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return misc_ids.SCENE_CAM_TYPES[scene_cam_type]
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def get_room_behavior_type1_name(behavior_type1: int) -> str:
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return misc_ids.ROOM_BEHAVIOR_TYPE1_NAMES[behavior_type1]
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def get_room_behavior_type2_name(behavior_type2: int) -> str:
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return misc_ids.ROOM_BEHAVIOR_TYPE2_NAMES[behavior_type2]
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def get_lens_mode_name(lens_mode: int) -> str:
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return misc_ids.LENS_MODES[lens_mode]
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def get_camera_setting_type_name(camera_setting_type: int) -> str:
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return misc_ids.CAMERA_SETTING_TYPES[camera_setting_type]
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def get_room_shape_type_name(room_shape_type: int) -> str:
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return misc_ids.ROOM_SHAPE_TYPE[room_shape_type]
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def get_room_shape_image_amount_type_name(room_shape_image_amount_type: int) -> str:
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return misc_ids.ROOM_SHAPE_IMAGE_AMOUNT_TYPE[room_shape_image_amount_type]
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def get_skybox_id(skybox_id: int) -> str:
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return misc_ids.SKYBOX_IDS[skybox_id]
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def get_light_mode(light_mode: int) -> str:
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return misc_ids.LIGHT_MODES[light_mode]
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def get_navi_quest_hint_file_id_name(navi_quest_hint_file_id: int) -> str:
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return misc_ids.NAVI_QUEST_HINT_FILE_IDS[navi_quest_hint_file_id]
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