mirror of
https://github.com/zeldaret/oot
synced 2026-09-03 02:03:47 -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
219 lines
6.3 KiB
Python
219 lines
6.3 KiB
Python
# SPDX-FileCopyrightText: © 2025 ZeldaRET
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# SPDX-License-Identifier: CC0-1.0
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import dataclasses
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import enum
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from typing import Optional
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from xml.etree.ElementTree import Element
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from .base import (
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ResourceDesc,
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ResourcesDescCollection,
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ResourceHandlerNeedsPass2Exception,
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)
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from . import xml_errors
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@dataclasses.dataclass(eq=False)
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class CollisionResourceDesc(ResourceDesc):
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pass
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def handler_Collision(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return CollisionResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class AnimationResourceDesc(ResourceDesc):
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pass
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def handler_Animation(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return AnimationResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class PlayerAnimationResourceDesc(ResourceDesc):
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pass
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def handler_PlayerAnimation(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return PlayerAnimationResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class LegacyAnimationResourceDesc(ResourceDesc):
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pass
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def handler_LegacyAnimation(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return LegacyAnimationResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class CutsceneResourceDesc(ResourceDesc):
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pass
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def handler_Cutscene(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return CutsceneResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class SceneResourceDesc(ResourceDesc):
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pass
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def handler_Scene(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"})
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return SceneResourceDesc(symbol_name, offset, collection, reselem)
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@dataclasses.dataclass(eq=False)
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class RoomResourceDesc(ResourceDesc):
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pass
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def handler_Room(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset"}, {"HackMode"})
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res = RoomResourceDesc(symbol_name, offset, collection, reselem)
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if reselem.attrib.get("HackMode") == "syotes_room":
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res.hack_modes.add("hackmode_syotes_room")
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return res
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@dataclasses.dataclass(eq=False)
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class PlayerAnimationDataResourceDesc(ResourceDesc):
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frame_count: int
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def handler_PlayerAnimationData(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "FrameCount"})
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frame_count = int(reselem.attrib["FrameCount"])
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return PlayerAnimationDataResourceDesc(
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symbol_name, offset, collection, reselem, frame_count
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)
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@dataclasses.dataclass(eq=False)
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class PathListResourceDesc(ResourceDesc):
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num_paths: int
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def handler_PathList(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "NumPaths"})
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num_paths = int(reselem.attrib["NumPaths"])
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return PathListResourceDesc(symbol_name, offset, collection, reselem, num_paths)
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class SkeletonType(enum.Enum):
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NORMAL = enum.auto()
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FLEX = enum.auto()
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CURVE = enum.auto()
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class LimbType(enum.Enum):
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STANDARD = enum.auto()
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LOD = enum.auto()
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SKIN = enum.auto()
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CURVE = enum.auto()
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LEGACY = enum.auto()
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@dataclasses.dataclass(eq=False)
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class SkeletonResourceDesc(ResourceDesc):
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type: SkeletonType
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limb_type: LimbType
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limb_enum_name: Optional[str]
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limb_enum_none_member_name: Optional[str]
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limb_enum_max_member_name: Optional[str]
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def handler_Skeleton(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(
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reselem,
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{"Name", "Offset", "Type", "LimbType"},
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{"EnumName", "LimbNone", "LimbMax"},
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)
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skel_type = SkeletonType[reselem.attrib["Type"].upper()]
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limb_type = LimbType[reselem.attrib["LimbType"].upper()]
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return SkeletonResourceDesc(
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symbol_name,
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offset,
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collection,
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reselem,
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skel_type,
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limb_type,
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reselem.attrib.get("EnumName"),
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reselem.attrib.get("LimbNone"),
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reselem.attrib.get("LimbMax"),
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)
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@dataclasses.dataclass(eq=False)
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class LimbResourceDesc(ResourceDesc):
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limb_type: LimbType
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limb_enum_member_name: Optional[str]
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def handler_Limb(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "LimbType"}, {"EnumName"})
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limb_type = LimbType[reselem.attrib["LimbType"].upper()]
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return LimbResourceDesc(
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symbol_name,
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offset,
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collection,
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reselem,
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limb_type,
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reselem.attrib.get("EnumName"),
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)
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@dataclasses.dataclass(eq=False)
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class LimbTableResourceDesc(ResourceDesc):
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limb_type: LimbType
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count: int
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def handler_LimbTable(symbol_name, offset, collection, reselem: Element):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "LimbType", "Count"})
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limb_type = LimbType[reselem.attrib["LimbType"].upper()]
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count = int(reselem.attrib["Count"])
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return LimbTableResourceDesc(
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symbol_name, offset, collection, reselem, limb_type, count
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)
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@dataclasses.dataclass(eq=False)
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class CurveAnimationResourceDesc(ResourceDesc):
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skeleton: SkeletonResourceDesc
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def handler_CurveAnimation(
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symbol_name, offset, collection: ResourcesDescCollection, reselem: Element
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):
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xml_errors.check_attrib(reselem, {"Name", "Offset", "SkelOffset"})
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res = CurveAnimationResourceDesc(symbol_name, offset, collection, reselem, None)
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skel_offset = int(reselem.attrib["SkelOffset"], 16)
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def pass2_callback(pool):
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matching_tlut_resources = [
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res for res in collection.resources if res.offset == skel_offset
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]
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assert len(matching_tlut_resources) == 1, (
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f"Found {len(matching_tlut_resources)} resources at SkelOffset "
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f"0x{skel_offset:X} instead of exactly one"
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)
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assert isinstance(
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matching_tlut_resources[0], SkeletonResourceDesc
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), matching_tlut_resources[0]
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res.skeleton = matching_tlut_resources[0]
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raise ResourceHandlerNeedsPass2Exception(res, pass2_callback)
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