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HackerOoT/assets/xml/objects/object_mori_objects.xml

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<Root>
New assets system (#2481) * 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
2025-05-18 01:29:09 +02:00
<ExternalFile OutPath="assets/objects/object_mori_tex/"/>
<File Name="object_mori_objects" Segment="6">
<Texture Name="gMoriHashiraTLUT" Format="rgba16" Width="112" Height="1" Offset="0x0000"/>
<Texture Name="gMoriHashiraTex" Format="ci8" Width="32" Height="32" Offset="0x00E0" TlutOffset="0x0000"/>
<Texture Name="gMoriHashigoClaspTLUT" Format="rgba16" Width="112" Height="1" Offset="0x3810"/>
<Texture Name="gMoriHashigoClaspTex" Format="ci8" Width="32" Height="32" Offset="0x38F0" TlutOffset="0x3810"/>
<Collision Name="gMoriBigstCol" Offset="0x221C"/>
<Array Name="gMoriBigstVtx" Count="50" Offset="0x1B30">
<Vtx/>
</Array>
<DList Name="gMoriBigstDL" Offset="0x1E50"/>
<Collision Name="gMoriElevatorCol" Offset="0x35F8"/>
<Array Name="gMoriElevatorVtx" Count="136" Offset="0x2250">
<Vtx/>
</Array>
<DList Name="gMoriElevatorDL" Offset="0x2AD0"/>
<Collision Name="gMoriHashigoCol" Offset="0x37D8"/>
<Array Name="gMoriHashigoLadderVtx" Count="8" Offset="0x3630">
<Vtx/>
</Array>
<DList Name="gMoriHashigoLadderDL" Offset="0x36B0"/>
<Array Name="gMoriHashigoClaspVtx" Count="168" Offset="0x3CF0">
<Vtx/>
</Array>
<DList Name="gMoriHashigoClaspDL" Offset="0x4770"/>
<Collision Name="gMoriHashira1Col" Offset="0x1AF8"/>
<Collision Name="gMoriHashira2Col" Offset="0x89E0"/>
<Array Name="gMoriHashiraPlatformsVtx" Count="226" Offset="0x4E0">
<Vtx/>
</Array>
<DList Name="gMoriHashiraPlatformsDL" Offset="0x1300"/>
<Array Name="gMoriHashiraGateVtx" Count="6" Offset="0x87E0">
<Vtx/>
</Array>
<DList Name="gMoriHashiraGateDL" Offset="0x8840"/>
<Array Name="gMoriIdomizuWaterVtx" Count="4" Offset="0x4990">
<Vtx/>
</Array>
<DList Name="gMoriIdomizuWaterDL" Offset="0x49D0"/>
<Collision Name="gMoriKaitenkabeCol" Offset="0x63B8"/>
<Array Name="gMoriKaitenkabeVtx" Count="195" Offset="0x4A80">
<Vtx/>
</Array>
<DList Name="gMoriKaitenkabeDL" Offset="0x56B0"/>
<Collision Name="gMoriRakkatenjoCol" Offset="0x87AC"/>
<Array Name="gMoriRakkatenjoVtx" Count="298" Offset="0x63F0">
<Vtx/>
</Array>
<DList Name="gMoriRakkatenjoDL" Offset="0x7690"/>
</File>
</Root>