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authormzxrules <mzxrules@gmail.com>2021-07-28 17:59:52 -0400
committerGitHub <noreply@github.com>2021-07-28 23:59:52 +0200
commitdf5e1c63c08d74c7c558f7863e7fc1feac39aa2c (patch)
tree981004a77b55e93c2ff24833b9b46b938087ac27 /docs/tutorial
parent6f7312a3480f722425f31fcacbd031c1155bc4d6 (diff)
z_en_ko OK (#869)
* .data OK * Progress * push some old stuff * Finish a chain * Progress * Progress * Run mathfixer.py * Progress * match one more * Up to date * Match func_80A97610 * func_80A96FD0 * most of the way through the mega switch * small formatting thing. still stuck on the switch * start a big switch function * a little closer * done with matching for now starting objects * func_80A97738 OK! * func_80A995CC OK! * func_80A99864 OK! * en_ko OK! * Code clean-up pass * more EnKo cleanups, object_fa and object_kw1 textures documented * complete object_km1, more EnKo documentation * More documentation * delete asm * Clean-up rebase issues * bleh * Implement Dragorn's suggestions * fix spec, implement fig's suggestions * whoops (ill leave it for the docs tho lol) * whoops again * i made an ouchie * smile * last one for real Co-authored-by: Louis <35883445+louist103@users.noreply.github.com> Co-authored-by: fig02 <fig02srl@gmail.com>
Diffstat (limited to 'docs/tutorial')
-rw-r--r--docs/tutorial/object_decomp.md6
-rw-r--r--docs/tutorial/object_decomp_example.md46
2 files changed, 26 insertions, 26 deletions
diff --git a/docs/tutorial/object_decomp.md b/docs/tutorial/object_decomp.md
index 1bef74525..7c2366c7a 100644
--- a/docs/tutorial/object_decomp.md
+++ b/docs/tutorial/object_decomp.md
@@ -83,7 +83,7 @@ The following is a list of the texture formats the Nintendo 64 supports, with th
| 8-bit I | `G_IM_FMT_I, G_IM_SIZ_8b` | i8 |
| 8-bit IA (4/4) | `G_IM_FMT_IA, G_IM_SIZ_8b` | ia8 |
| 8-bit CI | `G_IM_FMT_CI, G_IM_SIZ_8b` | ci8 |
-| 16-bit red, green, blue, alpha (RGBA) (5/5/5/1) | `G_IM_FMT_RGBA, G_IM_SIZ_16b` | rgb5a1 |
+| 16-bit red, green, blue, alpha (RGBA) (5/5/5/1) | `G_IM_FMT_RGBA, G_IM_SIZ_16b` | rgba16 |
| 16-bit IA (8/8) | `G_IM_FMT_IA, G_IM_SIZ_16b` | ia16 |
| 16-bit YUV (Luminance, Blue-Y, Red-Y) | `G_IM_FMT_YUV, G_IM_SIZ_16b` | (not used) |
| 32-bit RGBA (8/8/8/8) | `G_IM_FMT_RGBA, G_IM_SIZ_32b` | rgba32 |
@@ -96,10 +96,10 @@ For example,
gsDPLoadTextureBlock(D_06006110, G_IM_FMT_RGBA, G_IM_SIZ_16b, 16, 16, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 4, 4, 0, 0),
```
-says that there is a texture at offset `0x6110`, its Format is `rgb5a1`, Width is `16` and Height is `16`, so we can declare
+says that there is a texture at offset `0x6110`, its Format is `rgba16`, Width is `16` and Height is `16`, so we can declare
```XML
-<Texture Name="gObjectNameSomethingTex" OutName="object_name_something" Format="rgb5a1" Width="16" Height="16" Offset="0x6110"/>
+<Texture Name="gObjectNameSomethingTex" OutName="object_name_something" Format="rgba16" Width="16" Height="16" Offset="0x6110"/>
```
See [this web page](http://n64devkit.square7.ch/tutorial/graphics/3/3_3.htm) for more information about these formats, and [gSP functions](http://n64devkit.square7.ch/n64man/gsp/gSP_INDEX.htm) and [gDP functions](http://n64devkit.square7.ch/n64man/gdp/gDP_INDEX.htm) for more about the graphics functions used.
diff --git a/docs/tutorial/object_decomp_example.md b/docs/tutorial/object_decomp_example.md
index 6afe87416..052305ab5 100644
--- a/docs/tutorial/object_decomp_example.md
+++ b/docs/tutorial/object_decomp_example.md
@@ -48,7 +48,7 @@ Looking in the actor, the unknowns are assigned to segment 8 using `SEGMENTED_TO
06002FD8: gsDPLoadTextureBlock(D_08000000, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_NOMIRROR | G_TX_CLAMP, G_TX_NOMIRROR | G_TX_CLAMP, 5, 5, 0, 0),
```
-So all three are `Format="rgb5a1" Width="32" Height="32"`.
+So all three are `Format="rgba16" Width="32" Height="32"`.
```xml
<Root>
@@ -63,9 +63,9 @@ So all three are `Format="rgb5a1" Width="32" Height="32"`.
<Animation Name="gChuGirlLeanOverCounterAnim" Offset="0x72AC"/>
<!-- Bombchu Bowling Girl eye textures -->
- <Texture Name="gChuGirlEyeOpenTex" OutName="chu_girl_eye_open" Format="rgb5a1" Width="32" Height="32" Offset="0x4110"/>
- <Texture Name="gChuGirlEyeHalfTex" OutName="chu_girl_eye_half" Format="rgb5a1" Width="32" Height="32" Offset="0x4910"/>
- <Texture Name="gChuGirlEyeClosedTex" OutName="chu_girl_eye_closed" Format="rgb5a1" Width="32" Height="32" Offset="0x5110"/>
+ <Texture Name="gChuGirlEyeOpenTex" OutName="chu_girl_eye_open" Format="rgba16" Width="32" Height="32" Offset="0x4110"/>
+ <Texture Name="gChuGirlEyeHalfTex" OutName="chu_girl_eye_half" Format="rgba16" Width="32" Height="32" Offset="0x4910"/>
+ <Texture Name="gChuGirlEyeClosedTex" OutName="chu_girl_eye_closed" Format="rgba16" Width="32" Height="32" Offset="0x5110"/>
</File>
</Root>
@@ -142,9 +142,9 @@ In this case naming is easy: we just have to note down the limb each is attached
<DList Name="gChuGirlRightHandDL" Offset="0x3968"/>
<!-- Bombchu Bowling Girl eye textures -->
- <Texture Name="gChuGirlEyeOpenTex" OutName="chu_girl_eye_open" Format="rgb5a1" Width="32" Height="32" Offset="0x4110"/>
- <Texture Name="gChuGirlEyeHalfTex" OutName="chu_girl_eye_half" Format="rgb5a1" Width="32" Height="32" Offset="0x4910"/>
- <Texture Name="gChuGirlEyeClosedTex" OutName="chu_girl_eye_closed" Format="rgb5a1" Width="32" Height="32" Offset="0x5110"/>
+ <Texture Name="gChuGirlEyeOpenTex" OutName="chu_girl_eye_open" Format="rgba16" Width="32" Height="32" Offset="0x4110"/>
+ <Texture Name="gChuGirlEyeHalfTex" OutName="chu_girl_eye_half" Format="rgba16" Width="32" Height="32" Offset="0x4910"/>
+ <Texture Name="gChuGirlEyeClosedTex" OutName="chu_girl_eye_closed" Format="rgba16" Width="32" Height="32" Offset="0x5110"/>
</File>
@@ -182,16 +182,16 @@ This is the difficult bit: we have to work out what each texture in the extracte
<DList Name="gChuGirlRightHandDL" Offset="0x3968"/>
<!-- Bombchu Bowling Girl limb textures -->
- <Texture Name="gChuGirlMouthTex" OutName="chu_girl_mouth" Format="rgb5a1" Width="32" Height="32" Offset="0x5910"/>
- <Texture Name="gChuGirlSkinGradientTex" OutName="chu_girl_skin_gradient" Format="rgb5a1" Width="16" Height="16" Offset="0x6110"/>
- <Texture Name="gChuGirlSweaterTex" OutName="chu_girl_sweater" Format="rgb5a1" Width="32" Height="32" Offset="0x6510"/>
- <Texture Name="gChuGirlUmbEarLicusTex" OutName="chu_girl_umb_ear_licus" Format="rgb5a1" Width="16" Height="16" Offset="0x6310"/>
- <Texture Name="gChuGirlHairTex" OutName="chu_girl_hair" Format="rgb5a1" Width="8" Height="16" Offset="0x6D10"/>
+ <Texture Name="gChuGirlMouthTex" OutName="chu_girl_mouth" Format="rgba16" Width="32" Height="32" Offset="0x5910"/>
+ <Texture Name="gChuGirlSkinGradientTex" OutName="chu_girl_skin_gradient" Format="rgba16" Width="16" Height="16" Offset="0x6110"/>
+ <Texture Name="gChuGirlSweaterTex" OutName="chu_girl_sweater" Format="rgba16" Width="32" Height="32" Offset="0x6510"/>
+ <Texture Name="gChuGirlUmbEarLicusTex" OutName="chu_girl_umb_ear_licus" Format="rgba16" Width="16" Height="16" Offset="0x6310"/>
+ <Texture Name="gChuGirlHairTex" OutName="chu_girl_hair" Format="rgba16" Width="8" Height="16" Offset="0x6D10"/>
<!-- Bombchu Bowling Girl eye textures -->
- <Texture Name="gChuGirlEyeOpenTex" OutName="chu_girl_eye_open" Format="rgb5a1" Width="32" Height="32" Offset="0x4110"/>
- <Texture Name="gChuGirlEyeHalfTex" OutName="chu_girl_eye_half" Format="rgb5a1" Width="32" Height="32" Offset="0x4910"/>
- <Texture Name="gChuGirlEyeClosedTex" OutName="chu_girl_eye_closed" Format="rgb5a1" Width="32" Height="32" Offset="0x5110"/>
+ <Texture Name="gChuGirlEyeOpenTex" OutName="chu_girl_eye_open" Format="rgba16" Width="32" Height="32" Offset="0x4110"/>
+ <Texture Name="gChuGirlEyeHalfTex" OutName="chu_girl_eye_half" Format="rgba16" Width="32" Height="32" Offset="0x4910"/>
+ <Texture Name="gChuGirlEyeClosedTex" OutName="chu_girl_eye_closed" Format="rgba16" Width="32" Height="32" Offset="0x5110"/>
</File>
@@ -239,16 +239,16 @@ Therefore, we end up with the following:
<Limb Name="gChuGirlRightHandLimb" Type="Standard" Offset="0x6E7C"/>
<!-- Bombchu Bowling Girl limb textures -->
- <Texture Name="gChuGirlMouthTex" OutName="chu_girl_mouth" Format="rgb5a1" Width="32" Height="32" Offset="0x5910"/>
- <Texture Name="gChuGirlSkinGradientTex" OutName="chu_girl_skin_gradient" Format="rgb5a1" Width="16" Height="16" Offset="0x6110"/>
- <Texture Name="gChuGirlSweaterTex" OutName="chu_girl_sweater" Format="rgb5a1" Width="32" Height="32" Offset="0x6510"/>
- <Texture Name="gChuGirlUmbEarLicusTex" OutName="chu_girl_umb_ear_licus" Format="rgb5a1" Width="16" Height="16" Offset="0x6310"/>
- <Texture Name="gChuGirlHairTex" OutName="chu_girl_hair" Format="rgb5a1" Width="8" Height="16" Offset="0x6D10"/>
+ <Texture Name="gChuGirlMouthTex" OutName="chu_girl_mouth" Format="rgba16" Width="32" Height="32" Offset="0x5910"/>
+ <Texture Name="gChuGirlSkinGradientTex" OutName="chu_girl_skin_gradient" Format="rgba16" Width="16" Height="16" Offset="0x6110"/>
+ <Texture Name="gChuGirlSweaterTex" OutName="chu_girl_sweater" Format="rgba16" Width="32" Height="32" Offset="0x6510"/>
+ <Texture Name="gChuGirlUmbEarLicusTex" OutName="chu_girl_umb_ear_licus" Format="rgba16" Width="16" Height="16" Offset="0x6310"/>
+ <Texture Name="gChuGirlHairTex" OutName="chu_girl_hair" Format="rgba16" Width="8" Height="16" Offset="0x6D10"/>
<!-- Bombchu Bowling Girl eye textures -->
- <Texture Name="gChuGirlEyeOpenTex" OutName="chu_girl_eye_open" Format="rgb5a1" Width="32" Height="32" Offset="0x4110"/>
- <Texture Name="gChuGirlEyeHalfTex" OutName="chu_girl_eye_half" Format="rgb5a1" Width="32" Height="32" Offset="0x4910"/>
- <Texture Name="gChuGirlEyeClosedTex" OutName="chu_girl_eye_closed" Format="rgb5a1" Width="32" Height="32" Offset="0x5110"/>
+ <Texture Name="gChuGirlEyeOpenTex" OutName="chu_girl_eye_open" Format="rgba16" Width="32" Height="32" Offset="0x4110"/>
+ <Texture Name="gChuGirlEyeHalfTex" OutName="chu_girl_eye_half" Format="rgba16" Width="32" Height="32" Offset="0x4910"/>
+ <Texture Name="gChuGirlEyeClosedTex" OutName="chu_girl_eye_closed" Format="rgba16" Width="32" Height="32" Offset="0x5110"/>
</File>