Files
oot/tools/assets/extract/oot64_data/__init__.py
T
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

132 lines
3.2 KiB
Python

# SPDX-FileCopyrightText: © 2025 ZeldaRET
# SPDX-License-Identifier: CC0-1.0
from typing import Sequence
I_D_OMEGALUL = True
from . import actor_ids
def get_actor_id_name(actor_id: int) -> str:
return actor_ids.DATA[actor_id]
from . import object_ids
def get_object_id_name(object_id: int) -> str:
return object_ids.DATA[object_id]
from . import entrance_table_mini
from . import entrance_ids_special
def get_entrance_id_name(entrance_id: int) -> str:
if entrance_id in entrance_ids_special.DATA:
return entrance_ids_special.DATA[entrance_id]
return entrance_table_mini.DATA[entrance_id][0]
def get_entrance_scene_id_name(entrance_id: int) -> str:
return entrance_table_mini.DATA[entrance_id][1]
def get_entrance_spawn(entrance_id: int) -> int:
return entrance_table_mini.DATA[entrance_id][2]
entrance_ids_by_scene_id_name: dict[str, list[int]] = dict()
for (
entrance_id,
(
entrance_id_name,
entrance_scene_id_name,
entrance_spawn,
),
) in enumerate(entrance_table_mini.DATA):
entrance_ids_by_scene_id_name.setdefault(entrance_scene_id_name, []).append(
entrance_id
)
def get_entrance_ids_from_scene_id_name(scene_id_name: str) -> Sequence[int]:
return entrance_ids_by_scene_id_name[scene_id_name]
from . import scene_table_mini
def get_scene_rom_file_name(scene_id: int) -> str:
return scene_table_mini.DATA[scene_id][0]
def get_scene_id_name(scene_id: int) -> str:
return scene_table_mini.DATA[scene_id][1]
scene_id_by_rom_file_name = {
rom_file_name: scene_id
for scene_id, (rom_file_name, scene_id_name) in enumerate(scene_table_mini.DATA)
}
def get_scene_id_from_rom_file_name(rom_file_name: str) -> int:
return scene_id_by_rom_file_name[rom_file_name]
from . import audio_ids
def get_sequence_id_name(sequence_id: int) -> str:
return audio_ids.SEQ_IDS[sequence_id]
def get_nature_ambience_id_name(nature_ambience_id: int) -> str:
return audio_ids.NATURE_AMBIENCE_IDS[nature_ambience_id]
from . import misc_ids
def get_scene_cam_type_name(scene_cam_type: int) -> str:
return misc_ids.SCENE_CAM_TYPES[scene_cam_type]
def get_room_behavior_type1_name(behavior_type1: int) -> str:
return misc_ids.ROOM_BEHAVIOR_TYPE1_NAMES[behavior_type1]
def get_room_behavior_type2_name(behavior_type2: int) -> str:
return misc_ids.ROOM_BEHAVIOR_TYPE2_NAMES[behavior_type2]
def get_lens_mode_name(lens_mode: int) -> str:
return misc_ids.LENS_MODES[lens_mode]
def get_camera_setting_type_name(camera_setting_type: int) -> str:
return misc_ids.CAMERA_SETTING_TYPES[camera_setting_type]
def get_room_shape_type_name(room_shape_type: int) -> str:
return misc_ids.ROOM_SHAPE_TYPE[room_shape_type]
def get_room_shape_image_amount_type_name(room_shape_image_amount_type: int) -> str:
return misc_ids.ROOM_SHAPE_IMAGE_AMOUNT_TYPE[room_shape_image_amount_type]
def get_skybox_id(skybox_id: int) -> str:
return misc_ids.SKYBOX_IDS[skybox_id]
def get_light_mode(light_mode: int) -> str:
return misc_ids.LIGHT_MODES[light_mode]
def get_navi_quest_hint_file_id_name(navi_quest_hint_file_id: int) -> str:
return misc_ids.NAVI_QUEST_HINT_FILE_IDS[navi_quest_hint_file_id]