<feed xmlns='http://www.w3.org/2005/Atom'>
<title>oot/assets/xml/scenes/dungeons, 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>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>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 fixups (#2454)</title>
<updated>2025-02-07T17:43:09+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2025-02-07T17:43:09+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=924d8e81b9ec84145ef2910d1566ea1b2dc16bdb'/>
<id>924d8e81b9ec84145ef2910d1566ea1b2dc16bdb</id>
<content type='text'>
* Assets fixups

* gDCRoom0TLUT, also object_mo.xml and ddan.xml

* gMegami3TLUT -&gt; Tex

* yeet gDCRoom0TLUT (crashes ZAPD for an unknown reason)</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Assets fixups

* gDCRoom0TLUT, also object_mo.xml and ddan.xml

* gMegami3TLUT -&gt; Tex

* yeet gDCRoom0TLUT (crashes ZAPD for an unknown reason)</pre>
</div>
</content>
</entry>
<entry>
<title>Name cutscenes of remaining actors (#2366)</title>
<updated>2024-12-15T19:29:52+00:00</updated>
<author>
<name>Yanis</name>
<email>35189056+Yanis002@users.noreply.github.com</email>
</author>
<published>2024-12-15T19:29:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=76c1b621ac10c92282c5ac921d888c58d8dc9a28'/>
<id>76c1b621ac10c92282c5ac921d888c58d8dc9a28</id>
<content type='text'>
* name cs from remaining actors

* small change for consistency

* review</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* name cs from remaining actors

* small change for consistency

* review</pre>
</div>
</content>
</entry>
<entry>
<title>Name cutscenes from dungeons (Spirit Boss Room, Jabu-Jabu's Belly and Ganon) (#2361)</title>
<updated>2024-12-14T02:17:04+00:00</updated>
<author>
<name>Yanis</name>
<email>35189056+Yanis002@users.noreply.github.com</email>
</author>
<published>2024-12-14T02:17:04+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=a59a60e414a5880d9f5f3804e912e9af173356c8'/>
<id>a59a60e414a5880d9f5f3804e912e9af173356c8</id>
<content type='text'>
* name cs from dungeons

* review</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* name cs from dungeons

* review</pre>
</div>
</content>
</entry>
<entry>
<title>Name Kokiri Forest cutscenes (and related ones) (#2338)</title>
<updated>2024-12-13T01:21:49+00:00</updated>
<author>
<name>Yanis</name>
<email>35189056+Yanis002@users.noreply.github.com</email>
</author>
<published>2024-12-13T01:21:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=0fc36972fb3f18b49ba21771c78d2ca7fea66b20'/>
<id>0fc36972fb3f18b49ba21771c78d2ca7fea66b20</id>
<content type='text'>
* named kokiri forest cutscenes (and related parts)

* added missing pal n64 names (and changes in code)

* removed unneeded comments

* add kokiri forest duplicates from spirit temple

* review 1

* review 2 (+ build fix)</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* named kokiri forest cutscenes (and related parts)

* added missing pal n64 names (and changes in code)

* removed unneeded comments

* add kokiri forest duplicates from spirit temple

* review 1

* review 2 (+ build fix)</pre>
</div>
</content>
</entry>
<entry>
<title>Document time-specific textures for Deku Tree and Gerudo Fortress similar to other scenes (#2310)</title>
<updated>2024-11-30T18:56:59+00:00</updated>
<author>
<name>mracsys</name>
<email>mracsys@gmail.com</email>
</author>
<published>2024-11-30T18:56:59+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=e0bd123312977aebd661dad0bf68924169f0c550'/>
<id>e0bd123312977aebd661dad0bf68924169f0c550</id>
<content type='text'>
* rename time-specific scene file textures

* linter fixes</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* rename time-specific scene file textures

* linter fixes</pre>
</div>
</content>
</entry>
<entry>
<title>[ntsc-1.0/1.1] Extract assets (except audio) for ntsc-1.0 and ntsc-1.1 (#2253)</title>
<updated>2024-10-09T12:22:57+00:00</updated>
<author>
<name>cadmic</name>
<email>cadmic24@gmail.com</email>
</author>
<published>2024-10-09T12:22:57+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=d3bf8ae78b36e4f81fa3c2f90e97ce067f61d12e'/>
<id>d3bf8ae78b36e4f81fa3c2f90e97ce067f61d12e</id>
<content type='text'>
* [ntsc-1.0/1.1] Extract assets (except audio) for ntsc-1.0 and ntsc-1.1

* Fix merge with pal-1.0/1.1</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* [ntsc-1.0/1.1] Extract assets (except audio) for ntsc-1.0 and ntsc-1.1

* Fix merge with pal-1.0/1.1</pre>
</div>
</content>
</entry>
<entry>
<title>[PAL N64] Set up build system and extract assets for pal-1.0 and pal-1.1 (#2205)</title>
<updated>2024-09-26T19:19:23+00:00</updated>
<author>
<name>cadmic</name>
<email>cadmic24@gmail.com</email>
</author>
<published>2024-09-26T19:19:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=2f3c8084c9dde7452c6fa3380b17dcc40b9385fa'/>
<id>2f3c8084c9dde7452c6fa3380b17dcc40b9385fa</id>
<content type='text'>
* [PAL N64] Set up build system and extract assets

* TOOD -&gt; TODO

* Apparently this is what the formatter wants</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* [PAL N64] Set up build system and extract assets

* TOOD -&gt; TODO

* Apparently this is what the formatter wants</pre>
</div>
</content>
</entry>
<entry>
<title> Set up multiversion assets with ZAPD and match gc-eu (#1967)</title>
<updated>2024-06-24T13:22:39+00:00</updated>
<author>
<name>cadmic</name>
<email>cadmic24@gmail.com</email>
</author>
<published>2024-06-24T13:22:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=9def6f4d0d252e45a71d0d2ee5d9042023d84315'/>
<id>9def6f4d0d252e45a71d0d2ee5d9042023d84315</id>
<content type='text'>
* Add ZAPD hack to deal with extracted/VERSION/ in include paths

* Extract assets to extracted/VERSION

* Add ZAPD flags to override virtual address / start offset / end offset

* Configure offsets for code and overlay assets

* Reorganize ZAPD configs

* Match gc-eu-mq

* Match gc-eu

* Remove old asset dirs during distclean

* Revert "Remove old asset dirs during distclean"

This reverts commit fc8027a75f82289eee7b1822b82663b70789d63f.

* make zapd addresses globals int64_t so they can store uint32_t addresses and -1

* slight cleanup extract_assets.py

* git subrepo pull --force tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "0285e11f0"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "0285e11f0"
git-subrepo:
  version:  "0.4.6"
  origin:   "git@github.com:ingydotnet/git-subrepo.git"
  commit:   "110b9eb"

---------

Co-authored-by: Dragorn421 &lt;Dragorn421@users.noreply.github.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Add ZAPD hack to deal with extracted/VERSION/ in include paths

* Extract assets to extracted/VERSION

* Add ZAPD flags to override virtual address / start offset / end offset

* Configure offsets for code and overlay assets

* Reorganize ZAPD configs

* Match gc-eu-mq

* Match gc-eu

* Remove old asset dirs during distclean

* Revert "Remove old asset dirs during distclean"

This reverts commit fc8027a75f82289eee7b1822b82663b70789d63f.

* make zapd addresses globals int64_t so they can store uint32_t addresses and -1

* slight cleanup extract_assets.py

* git subrepo pull --force tools/ZAPD

subrepo:
  subdir:   "tools/ZAPD"
  merged:   "0285e11f0"
upstream:
  origin:   "https://github.com/zeldaret/ZAPD.git"
  branch:   "master"
  commit:   "0285e11f0"
git-subrepo:
  version:  "0.4.6"
  origin:   "git@github.com:ingydotnet/git-subrepo.git"
  commit:   "110b9eb"

---------

Co-authored-by: Dragorn421 &lt;Dragorn421@users.noreply.github.com&gt;</pre>
</div>
</content>
</entry>
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