<feed xmlns='http://www.w3.org/2005/Atom'>
<title>oot/src/code/z_fbdemo_triforce.c, 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>Commit code assets (#2691)</title>
<updated>2026-01-27T23:23:36+00:00</updated>
<author>
<name>Pepe20129</name>
<email>72659707+Pepe20129@users.noreply.github.com</email>
</author>
<published>2026-01-27T23:23:36+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=845d6458b02549b2c05fff8590bcc9b4cfbdf270'/>
<id>845d6458b02549b2c05fff8590bcc9b4cfbdf270</id>
<content type='text'>
* Commit code assets

* Have different ifdefs

* Move to code files

* Missed an include

* Prevent code assets from having their source unnecessarily written</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Commit code assets

* Have different ifdefs

* Move to code files

* Missed an include

* Prevent code assets from having their source unnecessarily written</pre>
</div>
</content>
</entry>
<entry>
<title>Remove "z64" prefix from all headers (#2518)</title>
<updated>2025-06-04T18:38:33+00:00</updated>
<author>
<name>fig02</name>
<email>fig02srl@gmail.com</email>
</author>
<published>2025-06-04T18:38:33+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=28cc9d68cfe4a037eb232d5465b84a943539bca3'/>
<id>28cc9d68cfe4a037eb232d5465b84a943539bca3</id>
<content type='text'>
* z64 - a

* z64 - b

* z64 - c

* z64 - d

* z64 - e

* z64 - f

* z64 - g

* z64 - h

* z64 - i

* z64 - l

* z64 - m

* z64 - o

* z64 - p

* z64 - q

* z64 - r

* z64 - s

* z64 - t

* z64 - v

* restore file

* fix merge

* fix merge

---------

Co-authored-by: Dragorn421 &lt;Dragorn421@users.noreply.github.com&gt;</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* z64 - a

* z64 - b

* z64 - c

* z64 - d

* z64 - e

* z64 - f

* z64 - g

* z64 - h

* z64 - i

* z64 - l

* z64 - m

* z64 - o

* z64 - p

* z64 - q

* z64 - r

* z64 - s

* z64 - t

* z64 - v

* restore file

* fix merge

* fix merge

---------

Co-authored-by: Dragorn421 &lt;Dragorn421@users.noreply.github.com&gt;</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>Delete macros.h; Delete global.h (#2516)</title>
<updated>2025-04-27T16:48:11+00:00</updated>
<author>
<name>fig02</name>
<email>fig02srl@gmail.com</email>
</author>
<published>2025-04-27T16:48:11+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=f7a270655bd974242a286856bd56b490a998ac44'/>
<id>f7a270655bd974242a286856bd56b490a998ac44</id>
<content type='text'>
</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
</pre>
</div>
</content>
</entry>
<entry>
<title>macros.h 1/?: `PRINTF` and `T` (#2509)</title>
<updated>2025-04-23T23:31:49+00:00</updated>
<author>
<name>fig02</name>
<email>fig02srl@gmail.com</email>
</author>
<published>2025-04-23T23:31:49+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=de59ad3db71a7e1d0134fa8be0c047c4cb1efacd'/>
<id>de59ad3db71a7e1d0134fa8be0c047c4cb1efacd</id>
<content type='text'>
* create printf and translation headers

* non-overlays complete

* printf finished

* move T macro

* edit comment

* fix error

* fix bss

* remove is_64

* fix bss</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* create printf and translation headers

* non-overlays complete

* printf finished

* move T macro

* edit comment

* fix error

* fix bss

* remove is_64

* fix bss</pre>
</div>
</content>
</entry>
<entry>
<title>Remove functions.h (#2501)</title>
<updated>2025-04-05T23:16:52+00:00</updated>
<author>
<name>fig02</name>
<email>fig02srl@gmail.com</email>
</author>
<published>2025-04-05T23:16:52+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=5133db15a3d3f554e7936a600ff358a6aa38540a'/>
<id>5133db15a3d3f554e7936a600ff358a6aa38540a</id>
<content type='text'>
* split most of functions.h

* osdriverominit

* forgot include

* fix

* remove functions.h

* temporary fix for fix_bss

* fix bss

* revert fix_bss.py change</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* split most of functions.h

* osdriverominit

* forgot include

* fix

* remove functions.h

* temporary fix for fix_bss

* fix bss

* revert fix_bss.py change</pre>
</div>
</content>
</entry>
<entry>
<title>Cleanup gSPMatrix, rename `Matrix_New` -&gt; `Matrix_Finalize`, add `MATRIX_FINALIZE_AND_LOAD` (#1983)</title>
<updated>2024-09-11T07:59:23+00:00</updated>
<author>
<name>Dragorn421</name>
<email>Dragorn421@users.noreply.github.com</email>
</author>
<published>2024-09-11T07:59:23+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=5441559b30d4419eb25e77abc4ff2eb1f34027aa'/>
<id>5441559b30d4419eb25e77abc4ff2eb1f34027aa</id>
<content type='text'>
* clean up gSPMatrix usage

* add weird hybrid macro gSPMATRIX_SET_NEW

* Matrix_NewMtx, MATRIX_NEW -&gt; Matrix_Finalize, MATRIX_FINALIZE

* gSPMATRIX_SET_NEW -&gt; MATRIX_FINALIZE_AND_LOAD

* format</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* clean up gSPMatrix usage

* add weird hybrid macro gSPMATRIX_SET_NEW

* Matrix_NewMtx, MATRIX_NEW -&gt; Matrix_Finalize, MATRIX_FINALIZE

* gSPMATRIX_SET_NEW -&gt; MATRIX_FINALIZE_AND_LOAD

* format</pre>
</div>
</content>
</entry>
<entry>
<title>Replace most osSyncPrintf calls with PRINTF macro (#1598)</title>
<updated>2024-01-12T15:38:13+00:00</updated>
<author>
<name>cadmic</name>
<email>cadmic24@gmail.com</email>
</author>
<published>2024-01-12T15:38:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=324db1d57830dcb2a45720445ac5d7904a6f5c6a'/>
<id>324db1d57830dcb2a45720445ac5d7904a6f5c6a</id>
<content type='text'>
* Replace most osSyncPrintf calls with PRINTF macro

* DEBUG -&gt; OOT_DEBUG</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Replace most osSyncPrintf calls with PRINTF macro

* DEBUG -&gt; OOT_DEBUG</pre>
</div>
</content>
</entry>
<entry>
<title>TransitionFade docs and clean up other transitions (#1459)</title>
<updated>2022-12-24T02:46:56+00:00</updated>
<author>
<name>Derek Hensley</name>
<email>hensley.derek58@gmail.com</email>
</author>
<published>2022-12-24T02:46:56+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=4a9873775cfda32008cc1f66bd26310b3c2afdf3'/>
<id>4a9873775cfda32008cc1f66bd26310b3c2afdf3</id>
<content type='text'>
* TransitionFade docs

* PR suggestions

* Fix

* Fill

* Other transitions + enums

* Prefix transition assests with trans

* Fix end_title

* format

* OutNames

* nitpicks PR

* cleaner</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* TransitionFade docs

* PR suggestions

* Fix

* Fill

* Other transitions + enums

* Prefix transition assests with trans

* Fix end_title

* format

* OutNames

* nitpicks PR

* cleaner</pre>
</div>
</content>
</entry>
<entry>
<title>Fix asset file includes to always start with assets/ (#1260)</title>
<updated>2022-06-06T19:37:25+00:00</updated>
<author>
<name>Roman971</name>
<email>32455037+Roman971@users.noreply.github.com</email>
</author>
<published>2022-06-06T19:37:25+00:00</published>
<link rel='alternate' type='text/html' href='https://git.dog6.net/oot/commit/?id=b0bfa9eb692636663d3871a5d0731750ab6dab55'/>
<id>b0bfa9eb692636663d3871a5d0731750ab6dab55</id>
<content type='text'>
* Fix asset includes to consistently start with assets/

* Fix header paths in asset xmls to start with assets/

* Remove -Iassets from compiler options</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Fix asset includes to consistently start with assets/

* Fix header paths in asset xmls to start with assets/

* Remove -Iassets from compiler options</pre>
</div>
</content>
</entry>
</feed>
