mirror of
https://github.com/zeldaret/oot
synced 2026-06-17 07:07:57 -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
64 lines
1.8 KiB
Python
64 lines
1.8 KiB
Python
# SPDX-FileCopyrightText: © 2025 ZeldaRET
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# SPDX-License-Identifier: CC0-1.0
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import struct
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from ..extase import (
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RESOURCE_PARSE_SUCCESS,
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File,
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Resource,
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)
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from tools import csdis
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class CutsceneResource(Resource, can_size_be_unknown=True):
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def __init__(self, file: File, range_start: int, name: str):
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super().__init__(file, range_start, None, name)
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def try_parse_data(self, memory_context):
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assert self.range_start % 4 == 0
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data = self.file.data[self.range_start :]
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num_bytes = len(data)
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if num_bytes % 4 != 0:
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data = data[: -(num_bytes % 4)]
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data_words = [unpacked[0] for unpacked in struct.iter_unpack(">I", data)]
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size_words, cs_source = csdis.disassemble_cutscene(data_words)
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self.range_end = self.range_start + 4 * size_words
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self.cs_source = cs_source
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return RESOURCE_PARSE_SUCCESS
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def get_c_reference(self, resource_offset: int):
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if resource_offset == 0:
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return self.symbol_name
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else:
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raise ValueError
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extracted_path_suffix = ".inc.c"
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def get_filename_stem(self):
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return f"{self.name}.csdata"
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def write_extracted(self, memory_context):
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with self.extract_to_path.open("w") as f:
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if not self.braces_in_source:
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f.write("{\n")
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f.write(self.cs_source)
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if not self.braces_in_source:
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f.write("}\n")
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def get_c_declaration_base(self):
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return f"CutsceneData {self.symbol_name}[]"
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def get_c_includes(self):
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return (
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"z64cutscene_commands.h",
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# TODO these are not always needed:
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"z64ocarina.h", # for OCARINA_ACTION_*
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"z64player.h", # for PLAYER_CUEID_*
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)
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def get_h_includes(self):
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return ("z64cutscene.h",)
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