<feed xmlns='http://www.w3.org/2005/Atom'>
<title>oot/assets/xml/objects/gameplay_keep_pal.xml, branch main</title>
<subtitle>Decompilation of The Legend of Zelda: Ocarina of Time</subtitle>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/'/>
<entry>
<title>Assets system: reconcile xml versions using implicit and relative offsets (#2614)</title>
<updated>2026-05-09T20:36:05+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2026-05-09T20:36:05+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=4b742bf3cfd7c427275538f78f02737d47debefd'/>
<id>4b742bf3cfd7c427275538f78f02737d47debefd</id>
<content type='text'>
* Assets system: reconcile xml versions using implicit offsets

* simplify

* remove other object_mag xmls

* Introduce relative offsets: `Offset=".+0x421"`, more sizable `ResourceDesc`s, update spec

* fix

* reconcile object_mo xml

* reconcile object_tw xml

* reconcile object_xc xml (and add Tlut="gNameTLUT" to Texture resources)

* reconcile object_fd xml

* reconcile object_kingdodongo xml

* bss

* reconcile gameplay_keep.xml</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Assets system: reconcile xml versions using implicit offsets

* simplify

* remove other object_mag xmls

* Introduce relative offsets: `Offset=".+0x421"`, more sizable `ResourceDesc`s, update spec

* fix

* reconcile object_mo xml

* reconcile object_tw xml

* reconcile object_xc xml (and add Tlut="gNameTLUT" to Texture resources)

* reconcile object_fd xml

* reconcile object_kingdodongo xml

* bss

* reconcile gameplay_keep.xml</pre>
</div>
</content>
</entry>
<entry>
<title>Fix misc 23 (#2699)</title>
<updated>2026-02-22T18:08:12+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2026-02-22T18:08:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=abdae818bda2f397c23e41078a4d89079b9fa7b8'/>
<id>abdae818bda2f397c23e41078a4d89079b9fa7b8</id>
<content type='text'>
* remove noop macros Fault_SetFontColor Fault_SetCharPad under PLATFORM_N64

* remove duplicate declarations in sfx.h

* use render mode presets more

* decimal for alpha values

* fix some z_camera comments typos

* fix references to preprocess.sh (used to be preprocess.py)

* remove outdated comment on deps in makefile

* code_800AD920 was renamed to z_viszbuf

* fix capitalization typo: gOcarinaofTimeDesignTex -&gt; gOcarinaOfTimeDesignTex

* fix typo: gLinkAdultEyesClosedfTex, gLinkChildEyesClosedfTex -&gt; remove extra f

* fix typo: gCrstalSwitchRedTex, gCrstalSwitchBlueTex -&gt; gCrystal

* fix PARAMS_GET_U amount of bits</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* remove noop macros Fault_SetFontColor Fault_SetCharPad under PLATFORM_N64

* remove duplicate declarations in sfx.h

* use render mode presets more

* decimal for alpha values

* fix some z_camera comments typos

* fix references to preprocess.sh (used to be preprocess.py)

* remove outdated comment on deps in makefile

* code_800AD920 was renamed to z_viszbuf

* fix capitalization typo: gOcarinaofTimeDesignTex -&gt; gOcarinaOfTimeDesignTex

* fix typo: gLinkAdultEyesClosedfTex, gLinkChildEyesClosedfTex -&gt; remove extra f

* fix typo: gCrstalSwitchRedTex, gCrstalSwitchBlueTex -&gt; gCrystal

* fix PARAMS_GET_U amount of bits</pre>
</div>
</content>
</entry>
<entry>
<title>Commit and split gameplay_keep (#2612)</title>
<updated>2026-02-16T14:32:37+00:00</updated>
<author>
<name>Tharo</name>
<email>tharo10600@gmail.com</email>
</author>
<published>2026-02-16T14:32:37+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=dbe1a80541173652c344f20226310a8bf90f3086'/>
<id>dbe1a80541173652c344f20226310a8bf90f3086</id>
<content type='text'>
* Commit and split gameplay_keep

* Remove debugging bits

* format

* bss

* merge gameplay_keep_0x400 into link_textures

* Name some unused NTSC stuff

* Rename files for some of the newly named unused NTSC stuff

* name more gkeep files

* format

* spin_attack

* name fish anims files

* name some eff_ files

* name a bunch more files

* Add underscore in not-final names

* cleanup limb enum names (remove g prefix)

* split gameplay_keep_0x34020.c into gBugCrawlAnim.c + bug_skel.c

* door.h -&gt; door_skel.h

* gArrowNAnim -&gt; gArrowN_Anim

* split arrow_anims into gArrow1_Anim + gArrow2_Anim

* fix merge

* bss

* bss

* Fix bss

---------

Co-authored-by: Dragorn421 &lt;Dragorn421@users.noreply.github.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Commit and split gameplay_keep

* Remove debugging bits

* format

* bss

* merge gameplay_keep_0x400 into link_textures

* Name some unused NTSC stuff

* Rename files for some of the newly named unused NTSC stuff

* name more gkeep files

* format

* spin_attack

* name fish anims files

* name some eff_ files

* name a bunch more files

* Add underscore in not-final names

* cleanup limb enum names (remove g prefix)

* split gameplay_keep_0x34020.c into gBugCrawlAnim.c + bug_skel.c

* door.h -&gt; door_skel.h

* gArrowNAnim -&gt; gArrowN_Anim

* split arrow_anims into gArrow1_Anim + gArrow2_Anim

* fix merge

* bss

* bss

* Fix bss

---------

Co-authored-by: Dragorn421 &lt;Dragorn421@users.noreply.github.com&gt;</pre>
</div>
</content>
</entry>
<entry>
<title>Remove OutName from xmls (both on File and Texture) (#2596)</title>
<updated>2025-06-06T20:07:53+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2025-06-06T20:07:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=7a816391bbb9584a5047a927dfd069414061927f'/>
<id>7a816391bbb9584a5047a927dfd069414061927f</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Add various undocumented resources in xmls 1 (#2589)</title>
<updated>2025-06-06T00:24:29+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2025-06-06T00:24:29+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=a750282d2d48d8dff589cdfca17ccdd0389419c6'/>
<id>a750282d2d48d8dff589cdfca17ccdd0389419c6</id>
<content type='text'>
* Add various undocumented resources in xmls 1

* bss</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Add various undocumented resources in xmls 1

* bss</pre>
</div>
</content>
</entry>
<entry>
<title>Add Vtx[] resources in xmls for (partially) documented assets 2 (#2565)</title>
<updated>2025-06-04T02:24:26+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2025-06-04T02:24:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=aa00eb2c4d6eca30ac5ac9ff866b6a8b529cf57d'/>
<id>aa00eb2c4d6eca30ac5ac9ff866b6a8b529cf57d</id>
<content type='text'>
* Add Vtx[] resources in xmls for (partially) documented assets 2

* non-pal too

* Revert "non-pal too"

This reverts commit ac8b38b3a827046cd33441b8c8c577e54a33bc4c.

* fix

* bss</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Add Vtx[] resources in xmls for (partially) documented assets 2

* non-pal too

* Revert "non-pal too"

This reverts commit ac8b38b3a827046cd33441b8c8c577e54a33bc4c.

* fix

* bss</pre>
</div>
</content>
</entry>
<entry>
<title>[assets] Sort gkeep resources by offset (#2550)</title>
<updated>2025-05-27T15:19:57+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2025-05-27T15:19:57+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=a399f90f9a458042ccde1dd599122774b6929241'/>
<id>a399f90f9a458042ccde1dd599122774b6929241</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>New assets system (#2481)</title>
<updated>2025-05-17T23:29:09+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2025-05-17T23:29:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=1e556e3a3de0a485837a1277d82d765c1be690f7'/>
<id>1e556e3a3de0a485837a1277d82d765c1be690f7</id>
<content type='text'>
* 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 &amp;&amp; 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 -&gt; -j$(N_THREADS)

* .bss

* change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME

* 0XHEX -&gt; 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</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* 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 &amp;&amp; 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 -&gt; -j$(N_THREADS)

* .bss

* change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME

* 0XHEX -&gt; 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</pre>
</div>
</content>
</entry>
<entry>
<title>assets xmls fixes (#2476)</title>
<updated>2025-02-16T23:10:26+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2025-02-16T23:10:26+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=ec30dcbe4ef6184c13c85c85b212efd9b58e6c76'/>
<id>ec30dcbe4ef6184c13c85c85b212efd9b58e6c76</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>Target -&gt; Attention (System Rename) (#2149)</title>
<updated>2024-09-07T13:23:04+00:00</updated>
<author>
<name>fig02</name>
<email>fig02srl@gmail.com</email>
</author>
<published>2024-09-07T13:23:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=88c447596742f39cdd6e604b162b8ace16c7f720'/>
<id>88c447596742f39cdd6e604b162b8ace16c7f720</id>
<content type='text'>
* TargetContext -&gt; Attention

* targetCtx -&gt; attention

* Target_ -&gt; Attention_

* FindTargetableActor -&gt; FindActor

* targetableActorP -&gt; attentionActorP

* data vars (and 1 function I missed)

* targetMode -&gt; attentionRangeType

* attention range enum comments

* ATTENTION_RANGE_

* attention range data

* TargetColor -&gt; AttentionColor

* missed one

* fixup color variables

* targetArrowOffset -&gt; lockOnArrowOffset

* focus pos comment

* targetPriority -&gt; attentionPriority

* assets

* loose-ends

* Attention System Description

* format

* skj range type

* enemy bgm</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* TargetContext -&gt; Attention

* targetCtx -&gt; attention

* Target_ -&gt; Attention_

* FindTargetableActor -&gt; FindActor

* targetableActorP -&gt; attentionActorP

* data vars (and 1 function I missed)

* targetMode -&gt; attentionRangeType

* attention range enum comments

* ATTENTION_RANGE_

* attention range data

* TargetColor -&gt; AttentionColor

* missed one

* fixup color variables

* targetArrowOffset -&gt; lockOnArrowOffset

* focus pos comment

* targetPriority -&gt; attentionPriority

* assets

* loose-ends

* Attention System Description

* format

* skj range type

* enemy bgm</pre>
</div>
</content>
</entry>
</feed>
