mirror of
https://github.com/zeldaret/oot
synced 2026-06-25 10:02:00 -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
73 lines
4.6 KiB
Markdown
73 lines
4.6 KiB
Markdown
# Images
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Images in the rom are in N64 image formats.
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On extraction, they are converted to png and written to `extracted/VERSION/`.
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On build, they are converted back to N64 formats and written as C arrays to `.inc.c` files in `build/VERSION/`.
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The build system will also pick up images in `assets/`, allowing modders to add or even [replace](#replacing-images) images.
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PNG files have suffixes indicating how they are to be converted. For example, a `gDekuStickTex.i8.png` file will be converted to `i8`.
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The valid formats are `rgba32`, `rgba16`, `i4`, `i8`, `ia4`, `ia8`, `ia16`, `ci4` and `ci8`.
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An optional suffix can be used to indicate the element type of the C array written out, for example `.u32` in `gHylianMan1ShirtTex.i8.u32.png`. The valid array element types are `u64` and `u32`. If omitted, the element type defaults to `u64`. `u32` is only used for unaligned textures.
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The tool implementing png->n64 conversion is [build_from_png](../../tools/assets/build_from_png/build_from_png.c), using [n64texconv](../../tools/assets/n64texconv/) as its backbone.
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# Replacing images
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The contents of `extracted/` are meant to hold the baserom assets and should not be modified. Instead, replacing an image can be done by creating a png file at the same relative path under `assets/` as the image to replace.
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For example, replacing `gLinkHairTex` (`extracted/VERSION/assets/objects/gameplay_keep/gLinkHairTex.rgba16.png`) with the texture for `gHylianMan1BeardedEyeOpenTex` (`extracted/VERSION/assets/objects/object_ahg/gHylianMan1BeardedEyeOpenTex.ci8.tlut_gHylianMan1TLUT_u32.u32.png`):
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```sh
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# for VERSION=gc-eu-mq-dbg
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mkdir -p assets/objects/gameplay_keep/
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cp \
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extracted/gc-eu-mq-dbg/assets/objects/object_ahg/gHylianMan1BeardedEyeOpenTex.ci8.tlut_gHylianMan1TLUT_u32.u32.png \
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assets/objects/gameplay_keep/gLinkHairTex.rgba16.png
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# Cause make to rebuild gameplay_keep, where gLinkHairTex is
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touch extracted/gc-eu-mq-dbg/assets/objects/gameplay_keep/gameplay_keep.c
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make VERSION=gc-eu-mq-dbg
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```
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# CI images
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CI (Color Indexed) images also have a palette or TLUT (Texture Look-Up Table).
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PNG images to be converted to CI formats may have a `.tlut_gNameTLUT[_<u32|u64>]` suffix indicating the name and element type (optional, defaults to u64) of the TLUT `gNameTLUT.tlut.rgba16[.<u32|u64>].inc.c` file to write the palette to.
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If this suffix is omitted, the TLUT will be written to a `gNameTex.tlut.rgba16.inc.c` file named after the CI image.
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For example without the `.tlut_` suffix, `gGanonHairFringeTex.ci8.png`:
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- extracted to `extracted/VERSION/assets/objects/object_ganon2/gGanonHairFringeTex.ci8.png`
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- texture written to `build/VERSION/assets/objects/object_ganon2/gGanonHairFringeTex.ci8.inc.c`
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- palette written to `build/VERSION/assets/objects/object_ganon2/gGanonHairFringeTex.tlut.rgba16.inc.c`
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For example with the `.tlut_` suffix, `gCowNoseTex.ci8.tlut_gCowTLUT.png`:
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- extracted to `extracted/gc-eu-mq-dbg/assets/objects/object_cow/gCowNoseTex.ci8.tlut_gCowTLUT.png`
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- texture written to `build/gc-eu-mq-dbg/assets/objects/object_cow/gCowNoseTex.ci8.tlut_gCowTLUT.inc.c`
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- palette written to `build/gc-eu-mq-dbg/assets/objects/object_cow/gCowTLUT.tlut.rgba16.bin`
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CI images with a `.tlut_` suffix have a shared palette: there are several CI images using the same palette.
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The build system (`build_from_png`) will find images sharing the same palette by looking at the `.tlut_` suffixes of png files in the same folder and in the corresponding `assets/` folder.
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In the matching case of shared palettes, all png files have the same palette, which is written out.
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Otherwise the images are automatically co-quantized and the resulting images and palette are written out.
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Note the N64 supports CI images with IA16 palettes instead of RGBA16 palettes, but OoT doesn't have such textures.
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For simplicity, CI images with IA16 palettes are not supported in the build system, and all CI images are assumed to use RGBA16 palettes.
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# Skybox textures
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Skybox textures, located in (`extracted/VERSION/`)`assets/textures/skyboxes`, are ci8 images with the additional specificity of being limited to a palette of 128 colors that can be loaded as either the first or last 128 colors of a 256-colors palette, depending on the skybox.
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The build system identifies such textures with the additional "sub-format" suffix `.split_lo` or `.split_hi` right after the `.ci8` suffix. `split_lo` corresponds to textures where the half palette is mapped to the lower half, and `split_hi` to the higher half.
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Like for regular ci images, images are automatically converted, quantized and written within those restrictions by the build system.
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