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* Document `EnHs` and `EnHs2` (Carpenter's son)
* focusOffset -> sFocusOffset
* Rename tracking flag fields
* Roll back subrepo changes
* Remove comment on trackingFlags
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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(#2614)
* 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
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Due to the layout of the pitch_frequencies lookup table, note values
computed in extraction were reflected around middle C (midi note
number 60). This didn't matter for matching, values would successfully
roundtrip. However when using samples in external programs or
converting soundfonts to standard formats the note values would lead
to incorrect playback of sounds. This change corrects the note values
so that external programs correctly infer the pitch of the sound when
played at a particular MIDI key.
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* 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* remove outdated comment on deps in makefile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 -> gOcarinaOfTimeDesignTex
* fix typo: gLinkAdultEyesClosedfTex, gLinkChildEyesClosedfTex -> remove extra f
* fix typo: gCrstalSwitchRedTex, gCrstalSwitchBlueTex -> gCrystal
* fix PARAMS_GET_U amount of bits
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* document z_bg_haka_meganebg
* Dragorn suggestions and @bug documentation
* i swear i was good at grammar as a child
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* document bg_haka_megane
* BGHAKAMEGANE_TYPE_MAX
* dragorn suggestion
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* document pass on bg_haka_trap
* formatting
* suggestions
* dragorn suggestions
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* document z_bg_haka_zou
* suggestions
* dragorn suggestions
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* 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 -> door_skel.h
* gArrowNAnim -> gArrowN_Anim
* split arrow_anims into gArrow1_Anim + gArrow2_Anim
* fix merge
* bss
* bss
* Fix bss
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Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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* Pause docs: "InfoPanel" quads
* bss
* rename infoPanelVtx to decorVtx
* rename to uiOverlayVtx / UI_OVERLAY_QUAD_
* fixup
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* Name most `object_gi_*` textures
* gGiButterflyTex
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* Commit some `assets/overlays/` 2
* format
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* Add Vtx[] resources in xmls for (partially) documented assets 10
* bss
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* Add Vtx[] resources in xmls for (partially) documented assets 7
* bss
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* add unreferenced display lists to shop1 room 0 xml
* match naming scheme
* add missed display lists for shop1 room 0
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* Add various undocumented resources in xmls 1
* bss
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* Add Vtx[] resources in xmls for (partially) documented assets 3
* revert bombf
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* Add Vtx[] resources in xmls for (partially) documented assets 2
* non-pal too
* Revert "non-pal too"
This reverts commit ac8b38b3a827046cd33441b8c8c577e54a33bc4c.
* fix
* bss
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`item_name_static` (#2562)
* commit icon_item_24_static
* commit icon_item_LANG_static for LANG in fra,ger,jpn,nes
* commit item_name_static
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* Add Vtx[] resources in xmls for documented assets 1
* fix duplicate gTriforceVtx (the existing gTriforceVtx resource was too short)
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* Fix gLinkAdultEyes Left/Right Tex names
* swap PLAYER_EYES_ LEFT/RIGHT and related
* comment on gLinkChildEyesLeftTex/Right appearing swapped
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* add Vtx resources to object_link_child.xml
* object_link_child.xml limb enum and tlut blob
* cp extracted/... assets/...
* start cleanup, delete useless declarations
* inhibit object_link_child.c source gen
* move textures _WIDTH and _HEIGHT to .c, remove useless tex decls
* comments
* fixup object_link_boy comments
* remove unreferenced DLs decls
* rm 0 padding
* format the .c
* fixup
* bss
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* Finalize and commit object_link_boy
* bss
* format
* dont write extracted/.../object_link_boy.c
* sizes for dls and texs
* fix OK
* TEX_LEN
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* 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 && 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 -> -j$(N_THREADS)
* .bss
* change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME
* 0XHEX -> 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
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* Identify some unaccounted and blob asset data
* Add bug comments for flex skeleton weirdness
* Use (SkeletonHeader*) cast instead of .sh
* Fix vtx counts
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* Assets fixups
* gDCRoom0TLUT, also object_mo.xml and ddan.xml
* gMegami3TLUT -> Tex
* yeet gDCRoom0TLUT (crashes ZAPD for an unknown reason)
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* git subrepo clone git@github.com:Thar0/com-plugin.git tools/com-plugin
subrepo:
subdir: "tools/com-plugin"
merged: "e8543312d"
upstream:
origin: "git@github.com:Thar0/com-plugin.git"
branch: "main"
commit: "e8543312d"
git-subrepo:
version: "0.4.6"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "110b9eb"
* ique-cn OK
* Review suggestions
* Most suggestions
* git subrepo pull tools/com-plugin
subrepo:
subdir: "tools/com-plugin"
merged: "81595ed1c"
upstream:
origin: "git@github.com:Thar0/com-plugin.git"
branch: "main"
commit: "81595ed1c"
git-subrepo:
version: "0.4.6"
origin: "https://github.com/ingydotnet/git-subrepo"
commit: "110b9eb"
* Fix other versions
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* [iQue] Match z_en_mag
* Add comment for iQue "PRESS"
* Format
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