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Diffstat (limited to 'docs/tutorial/object_decomp.md')
| -rw-r--r-- | docs/tutorial/object_decomp.md | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/docs/tutorial/object_decomp.md b/docs/tutorial/object_decomp.md index f210dd446..90ed70405 100644 --- a/docs/tutorial/object_decomp.md +++ b/docs/tutorial/object_decomp.md @@ -74,7 +74,6 @@ The first argument of `gsDPLoadTextureBlock` tells you the offset, the second th The following is a list of the texture formats the Nintendo 64 supports, with their gfxdis names and ZAPD format names. - | Format name | Typing in `gsDPLoadTextureBlock` | "Format" in xml | | ----------------------------------------------- | -------------------------------- | --------------- | | 4-bit intensity (I) | `G_IM_FMT_I, G_IM_SIZ_4b` | i4 | @@ -111,6 +110,7 @@ If in doubt, look at completed objects in the repo, and if still in doubt, ask. ## Tools We are very fortunate that several nice tools have been written recently that are excellent for documenting asset files: + - [Z64Utils](https://github.com/Random06457/Z64Utils/releases), for looking at displaylists, textures they reference, the skeleton, animations, etc. - [Texture64](https://github.com/queueRAM/Texture64/releases), for looking at textures in all the common N64 formats (needed since Z64Utils cannot interpret textures not explicitly referenced in displaylists currently) @@ -149,6 +149,7 @@ For CI4 and CI8 textures, you might see improper-looking textures like so:  The reason this happens is because ZAPD couldn't determine the TLUT for the texture, so it couldn't use the proper palette. To fix this, you can supply a `TlutOffset` to the texture like so: + ```xml <Texture Name="gGiantFaceEyeOpenTex" OutName="giant_face_eye_open" Format="ci8" Width="32" Height="64" Offset="0x5A80" TlutOffset="0x5380" /> ``` @@ -157,4 +158,4 @@ The reason this happens is because ZAPD couldn't determine the TLUT for the text Texture animations are new to Majora's Mask, and they can be pretty tricky to understand. Luckily, there's some extensive documentation on how they're structured [here](https://github.com/zeldaret/mm/blob/master/tools/ZAPD/ZAPD/ZTextureAnimation.cpp). One useful thing to remember is that empty texture animations take the form of `00 00 00 06 00 00 00 00`. The process that automatically generated all the object XMLs sometimes failed to recognize this as an empty texture animation, so it puts it in various blobs or fails to account for it at all. -Next: [The merging process](merging.md)
\ No newline at end of file +Next: [The merging process](merging.md) |
