mirror of
https://github.com/zeldaret/oot
synced 2026-05-23 06:54:24 -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
36 lines
2.7 KiB
XML
36 lines
2.7 KiB
XML
<Root>
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<ExternalFile OutPath="assets/objects/gameplay_field_keep/"/>
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<File Name="object_wood02" Segment="6">
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<DList Name="object_wood02_DL_000090" Offset="0x90"/>
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<DList Name="object_wood02_DL_000160" Offset="0x160"/>
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<DList Name="object_wood02_DL_000340" Offset="0x340"/>
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<DList Name="object_wood02_DL_000440" Offset="0x440"/>
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<Texture Name="object_wood02_Tex_0004D0" OutName="tex_000004D0" Format="rgba16" Width="16" Height="16" Offset="0x4D0"/>
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<DList Name="object_wood02_DL_000700" Offset="0x700"/>
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<Texture Name="object_wood02_Tex_000790" OutName="tex_00000790" Format="rgba16" Width="32" Height="32" Offset="0x790"/>
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<Texture Name="object_wood02_Tex_000F90" OutName="tex_00000F90" Format="ia4" Width="32" Height="128" Offset="0xF90"/>
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<Texture Name="object_wood02_Tex_001790" OutName="tex_00001790" Format="ia8" Width="32" Height="128" Offset="0x1790"/>
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<Texture Name="object_wood02_Tex_002790" OutName="tex_00002790" Format="ia4" Width="32" Height="128" Offset="0x2790"/>
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<Texture Name="object_wood02_Tex_002F90" OutName="tex_00002F90" Format="rgba16" Width="32" Height="32" Offset="0x2F90"/>
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<Texture Name="object_wood02_Tex_003790" OutName="tex_00003790" Format="ia8" Width="32" Height="128" Offset="0x3790"/>
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<Texture Name="object_wood02_Tex_004790" OutName="tex_00004790" Format="ia8" Width="32" Height="64" Offset="0x4790"/>
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<Texture Name="object_wood02_Tex_004F90" OutName="tex_00004F90" Format="ia8" Width="32" Height="128" Offset="0x4F90"/>
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<Texture Name="object_wood02_Tex_005F90" OutName="tex_00005F90" Format="ia8" Width="32" Height="64" Offset="0x5F90"/>
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<Texture Name="object_wood02_Tex_006790" OutName="tex_00006790" Format="ia8" Width="32" Height="64" Offset="0x6790"/>
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<Texture Name="object_wood02_Tex_006F90" OutName="tex_00006F90" Format="ia8" Width="32" Height="64" Offset="0x6F90"/>
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<DList Name="object_wood02_DL_0078D0" Offset="0x78D0"/>
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<DList Name="object_wood02_DL_007968" Offset="0x7968"/>
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<Collision Name="object_wood02_Col_007A70" Offset="0x7A70"/>
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<DList Name="object_wood02_DL_007AD0" Offset="0x7AD0"/>
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<DList Name="object_wood02_DL_007CA0" Offset="0x7CA0"/>
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<DList Name="object_wood02_DL_007D38" Offset="0x7D38"/>
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<DList Name="object_wood02_DL_007E20" Offset="0x7E20"/>
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<DList Name="object_wood02_DL_0080D0" Offset="0x80D0"/>
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<DList Name="object_wood02_DL_0081A8" Offset="0x81A8"/>
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<DList Name="object_wood02_DL_0082B0" Offset="0x82B0"/>
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<DList Name="object_wood02_DL_008350" Offset="0x8350"/>
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<DList Name="object_wood02_DL_0083E0" Offset="0x83E0"/>
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<DList Name="object_wood02_DL_0085C0" Offset="0x85C0"/>
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</File>
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</Root>
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