diff options
| author | mzxrules <mzxrules@gmail.com> | 2021-07-28 17:59:52 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-07-28 23:59:52 +0200 |
| commit | df5e1c63c08d74c7c558f7863e7fc1feac39aa2c (patch) | |
| tree | 981004a77b55e93c2ff24833b9b46b938087ac27 /docs/tutorial | |
| parent | 6f7312a3480f722425f31fcacbd031c1155bc4d6 (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.md | 6 | ||||
| -rw-r--r-- | docs/tutorial/object_decomp_example.md | 46 |
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> |
