mirror of
https://github.com/zeldaret/oot
synced 2026-05-23 15:01:47 -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
72 lines
4.3 KiB
XML
72 lines
4.3 KiB
XML
<Root>
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<File Name="object_owl" Segment="6">
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<!-- Flying Owl Skeleton -->
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<Skeleton Name="gOwlFlyingSkel" Type="Flex" LimbType="Standard" Offset="0xC0E8"/>
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<!-- Default Owl Limbs -->
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<Limb Name="gOwlRootLimb" LimbType="Standard" Offset="0xBFA8"/>
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<Limb Name="gOwlNeckLimb" LimbType="Standard" Offset="0xBFB4"/>
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<Limb Name="gOwlHeadLimb" LimbType="Standard" Offset="0xBFC0"/>
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<Limb Name="gOwlRightEyebrowLimb" LimbType="Standard" Offset="0xBFCC"/>
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<Limb Name="gOwlLeftEyebrowLimb" LimbType="Standard" Offset="0xBFD8"/>
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<Limb Name="gOwlLowerLeftWingLimb" LimbType="Standard" Offset="0xBFE4"/>
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<Limb Name="gOwlMiddleLeftWing1Limb" LimbType="Standard" Offset="0xBFF0"/>
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<Limb Name="gOwlMiddleLeftWing2Limb" LimbType="Standard" Offset="0xBFFC"/>
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<Limb Name="gOwlUpperLeftWingLimb" LimbType="Standard" Offset="0xC008"/>
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<Limb Name="gOwlLowerRightWingLimb" LimbType="Standard" Offset="0xC014"/>
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<Limb Name="gOwlMiddleRightWing1Limb" LimbType="Standard" Offset="0xC020"/>
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<Limb Name="gOwlMiddleRightWing2Limb" LimbType="Standard" Offset="0xC02C"/>
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<Limb Name="gOwlUpperRightWingLimb" LimbType="Standard" Offset="0xC038"/>
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<Limb Name="gOwlUpperRightLegLimb" LimbType="Standard" Offset="0xC044"/>
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<Limb Name="gOwlLowerRightLegLimb" LimbType="Standard" Offset="0xC050"/>
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<Limb Name="gOwlRightClawLimb" LimbType="Standard" Offset="0xC05C"/>
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<Limb Name="gOwlUpperLeftLegLimb" LimbType="Standard" Offset="0xC068"/>
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<Limb Name="gOwlLowerLeftLegLimb" LimbType="Standard" Offset="0xC074"/>
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<Limb Name="gOwlLeftClawLimb" LimbType="Standard" Offset="0xC080"/>
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<Limb Name="gOwlTailLimb" LimbType="Standard" Offset="0xC08C"/>
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<!-- Default Owl Limb DisplayLists -->
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<DList Name="gOwlTorsoDL" Offset="0x4B40"/>
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<DList Name="gOwlNeckDL" Offset="0x4CB8"/>
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<DList Name="gOwlHeadDL" Offset="0x4DE0"/>
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<DList Name="gOwlRightEyebrowDL" Offset="0x5318"/>
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<DList Name="gOwlLeftEyebrowDL" Offset="0x5260"/>
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<DList Name="gOwlLowerLeftWingDL" Offset="0x5720"/>
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<DList Name="gOwlMiddleLeftWing1DL" Offset="0x5960"/>
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<DList Name="gOwlMiddleLeftWing2DL" Offset="0x5BB8"/>
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<DList Name="gOwlUpperLeftWingDL" Offset="0x5DE8"/>
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<DList Name="gOwlLowerRightWingDL" Offset="0x6068"/>
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<DList Name="gOwlMiddleRightWing1DL" Offset="0x62A8"/>
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<DList Name="gOwlMiddleRightWing2DL" Offset="0x6500"/>
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<DList Name="gOwlUpperRightWingDL" Offset="0x6730"/>
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<DList Name="gOwlUpperRightLegDL" Offset="0x53D0"/>
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<DList Name="gOwlLowerRightLegDL" Offset="0x5498"/>
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<DList Name="gOwlRightClawDL" Offset="0x5588"/>
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<DList Name="gOwlUpperLeftLegDL" Offset="0x6A58"/>
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<DList Name="gOwlLowerLeftLegDL" Offset="0x6B20"/>
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<DList Name="gOwlLeftClawDL" Offset="0x6C10"/>
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<DList Name="gOwlTailDL" Offset="0x69B0"/>
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<!-- Owl Animations -->
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<Animation Name="gOwlTakeoffAnim" Offset="0x1168"/>
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<Animation Name="gOwlFlyAnim" Offset="0x15CC"/>
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<Animation Name="gOwlGlideAnim" Offset="0xC1C4"/>
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<Animation Name="gOwlUnfoldWingsAnim" Offset="0xC684"/>
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<Animation Name="gOwlPerchAnim" Offset="0xC8A0"/>
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<!-- Owl Perching Skeleton -->
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<Skeleton Name="gOwlPerchingSkel" Type="Flex" LimbType="Standard" Offset="0x100B0"/>
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<!-- The two following TLUTs are identical and both are used as TLUTs for the eye textures -->
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<!-- TLUT used in gOwlPerchingSkel -->
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<Texture Name="object_owl_TLUT_006DA8" OutName="tlut_00006DA8" Format="rgba16" Width="16" Height="16" Offset="0x6DA8"/>
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<!-- TLUT used in gOwlFlyingSkel -->
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<Texture Name="object_owl_TLUT_006FA8" OutName="tlut_00006FA8" Format="rgba16" Width="16" Height="16" Offset="0x6FA8" HackMode="ignore_orphaned_tlut"/>
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<!-- Eye Textures -->
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<Texture Name="gObjOwlEyeOpenTex" OutName="owl_eye_open" Format="ci8" Width="32" Height="32" Offset="0x89A8" TlutOffset="0x6DA8"/>
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<Texture Name="gObjOwlEyeHalfTex" OutName="owl_eye_half" Format="ci8" Width="32" Height="32" Offset="0x8DA8" TlutOffset="0x6DA8"/>
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<Texture Name="gObjOwlEyeClosedTex" OutName="owl_eye_closed" Format="ci8" Width="32" Height="32" Offset="0x91A8" TlutOffset="0x6DA8"/>
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</File>
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</Root>
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