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https://github.com/HackerN64/HackerOoT.git
synced 2026-01-21 10:37:37 -08:00
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$(N_THREADS)
* .bss
* change LIMB_NONE/MAX defaults to be FILE_OFFSET instead of SKELNAME
* 0XHEX -> 0xHEX
* fix bss
* Proper includes for assets
mostly proper, some includes like dlists resources always causing a sys_matrix.h include (when not every dlist references gIdentityMtx) could be done better
* rm z64.h
* rm z64.h take two
* bss
* Make .u64 suffix for pngs optional
* fixup: rm .u64 suffix from n64dd image paths
* Remove elemtype suffixes from .bin and .jpg files
* Update images.md
* some build_from_png cleanup, more error handling, comments
* Handle skybox textures
Introduce "sub-format" suffix for pngs, with sub-formats split_lo and split_hi being used for skybox textures
* fixup for older python
* improve collision output some
* fully use SURFACETYPE[01] macros in writing extracted surface types
* use WATERBOX_PROPERTIES in extracted waterboxes
* some SceneCommandsResource cleanup
* format EnvLightSettingsList output
This commit is contained in:
20
Makefile
20
Makefile
@@ -791,9 +791,9 @@ setup: venv
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$(MAKE) -C tools
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$(PYTHON) tools/decompress_baserom.py $(VERSION)
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$(PYTHON) tools/extract_baserom.py $(BASEROM_DIR)/baserom-decompressed.z64 $(EXTRACTED_DIR)/baserom -v $(VERSION)
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$(PYTHON) -m tools.assets.extract $(EXTRACTED_DIR)/baserom $(EXTRACTED_DIR) -v $(VERSION) -j$(N_THREADS)
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$(PYTHON) tools/extract_incbins.py $(EXTRACTED_DIR)/baserom $(EXTRACTED_DIR)/incbin -v $(VERSION)
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$(PYTHON) tools/extract_text.py $(EXTRACTED_DIR)/baserom $(EXTRACTED_DIR)/text -v $(VERSION)
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$(PYTHON) tools/extract_assets.py $(EXTRACTED_DIR)/baserom $(EXTRACTED_DIR)/assets -v $(VERSION) -j$(N_THREADS)
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$(PYTHON) tools/extract_audio.py -b $(EXTRACTED_DIR)/baserom -o $(EXTRACTED_DIR) -v $(VERSION) --read-xml
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disasm:
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@@ -979,21 +979,25 @@ $(BUILD_DIR)/src/overlays/%_reloc.o: $(BUILD_DIR)/spec
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$(POSTPROCESS_OBJ) $(@:.o=.s)
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$(AS) $(ASFLAGS) $(@:.o=.s) -o $@
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$(BUILD_DIR)/assets/%.inc.c: assets/%.png
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$(N64TEXCONV) $(subst .,,$(suffix $*)) "$(findstring u32,$(subst .,,$(suffix $(basename $*))))" $< $@ $(@:.inc.c=.pal.inc.c)
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# Assets from assets/
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$(BUILD_DIR)/assets/%.inc.c: $(EXTRACTED_DIR)/assets/%.png
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$(N64TEXCONV) $(subst .,,$(suffix $*)) "$(findstring u32,$(subst .,,$(suffix $(basename $*))))" $< $@ $(@:.inc.c=.pal.inc.c)
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$(BUILD_DIR)/assets/%.inc.c: assets/%.png
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tools/assets/build_from_png/build_from_png $< $(dir $@) assets/$(dir $*) $(wildcard $(EXTRACTED_DIR)/assets/$(dir $*))
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$(BUILD_DIR)/assets/%.bin.inc.c: assets/%.bin
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$(BIN2C) -t 1 $< $@
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$(BUILD_DIR)/assets/%.bin.inc.c: $(EXTRACTED_DIR)/assets/%.bin
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$(BIN2C) -t 1 $< $@
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$(BUILD_DIR)/assets/%.jpg.inc.c: assets/%.jpg
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$(N64TEXCONV) JFIF "" $< $@
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# Assets from extracted/
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$(BUILD_DIR)/assets/%.inc.c: $(EXTRACTED_DIR)/assets/%.png
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tools/assets/build_from_png/build_from_png $< $(dir $@) $(wildcard assets/$(dir $*)) $(EXTRACTED_DIR)/assets/$(dir $*)
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$(BUILD_DIR)/assets/%.bin.inc.c: $(EXTRACTED_DIR)/assets/%.bin
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$(BIN2C) -t 1 $< $@
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$(BUILD_DIR)/assets/%.jpg.inc.c: $(EXTRACTED_DIR)/assets/%.jpg
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$(N64TEXCONV) JFIF "" $< $@
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@@ -7,7 +7,6 @@
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<Array Name="sTransCircleVtx" Count="34" Offset="0x1000">
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<Vtx/>
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</Array>
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<!-- ZAPD isn't finding symbols correctly, instead finding them much later in `code`-->
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<!--<DList Name="sTransCircleDL" Offset="0x1220"/>-->
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<DList Name="sTransCircleDL" Offset="0x1220"/>
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</File>
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</Root>
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@@ -4,7 +4,6 @@
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<Vtx/>
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</Array>
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<Texture Name="sTransWipeTex" OutName="trans_wipe" Format="i4" Width="64" Height="64" Offset="0x190"/>
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<!-- ZAPD isn't finding symbols correctly, instead finding them much later in `code`-->
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<!-- <DList Name="sTransWipeDL" Offset="0x990"/> -->
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<DList Name="sTransWipeDL" Offset="0x990"/>
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</File>
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</Root>
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@@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/link_animetion.xml" OutPath="assets/misc/link_animetion/"/>
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<ExternalFile OutPath="assets/misc/link_animetion/"/>
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<File Name="gameplay_keep" Segment="4">
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<Texture Name="gHilite1Tex" OutName="hilite_1" Format="rgba16" Width="16" Height="16" Offset="0x0"/>
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<Texture Name="gHilite2Tex" OutName="hilite_2" Format="rgba16" Width="16" Height="16" Offset="0x200"/>
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@@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="misc/link_animetion.xml" OutPath="assets/misc/link_animetion/"/>
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<ExternalFile OutPath="assets/misc/link_animetion/"/>
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<File Name="gameplay_keep" Segment="4">
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<Texture Name="gHilite1Tex" OutName="hilite_1" Format="rgba16" Width="16" Height="16" Offset="0x0"/>
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<Texture Name="gHilite2Tex" OutName="hilite_2" Format="rgba16" Width="16" Height="16" Offset="0x200"/>
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@@ -1,5 +1,5 @@
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<Root>
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<ExternalFile XmlPath="objects/gameplay_dangeon_keep.xml" OutPath="assets/objects/gameplay_dangeon_keep/"/>
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<ExternalFile OutPath="assets/objects/gameplay_dangeon_keep/"/>
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<File Name="object_bdoor" Segment="6">
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<!-- One of the Boss Door Textures -->
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<Texture Name="gBossDoorGanonsCastleTex" OutName="boss_door_ganons_castle" Format="rgba16" Width="32" Height="64" Offset="0x0"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_demo_6k" Segment="6">
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<Texture Name="object_demo_6k_Tex_000000" OutName="tex_00000000" Format="i8" Width="64" Height="64" Offset="0x0"/>
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<DList Name="object_demo_6k_DL_001040" Offset="0x1040"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_demo_kekkai" Segment="6">
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<!-- Demo_Kekkai -->
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<DList Name="gTowerBarrierDL" Offset="0x4930"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_efc_erupc" Segment="6">
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<Texture Name="object_efc_erupc_Tex_000000" OutName="tex_00000000" Format="i8" Width="32" Height="64" Offset="0x0"/>
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<Texture Name="object_efc_erupc_Tex_000800" OutName="tex_00000800" Format="i4" Width="64" Height="64" Offset="0x800"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_fish" Segment="6">
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<Animation Name="gFishingFishAnim" Offset="0x7C"/>
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<DList Name="gFishingFishDL_000940" Offset="0x940"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_fz" Segment="6">
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<DList Name="gFreezardIntactDL" Offset="0x1130"/>
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<DList Name="gFreezardTopRightHornChippedDL" Offset="0x21A0"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_gi_arrow" Segment="6">
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<DList Name="gGiArrowSmallDL" Offset="0x0340"/>
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<DList Name="gGiArrowMediumDL" Offset="0x0B90"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_gi_arrowcase" Segment="6">
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<DList Name="gGiQuiver30InnerColorDL" Offset="0x08D0"/>
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<DList Name="gGiQuiver40InnerColorDL" Offset="0x08F0"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_gi_bean" Segment="6">
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<DList Name="gGiBeanDL" Offset="0x0580"/>
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</File>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_gi_bomb_1" Segment="6">
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<DList Name="gGiBombDL" Offset="0x09A0"/>
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</File>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_gi_bomb_2" Segment="6">
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<DList Name="gGiBombchuDL" Offset="0x04B0"/>
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</File>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_gi_bombpouch" Segment="6">
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<DList Name="gGiBombBag20BagColorDL" Offset="0x0AD0"/>
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<DList Name="gGiBombBag30BagColorDL" Offset="0x0AF0"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_gi_boomerang" Segment="6">
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<DList Name="gGiBoomerangDL" Offset="0x0A30"/>
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</File>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_gi_boots_2" Segment="6">
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<DList Name="gGiIronBootsDL" Offset="0x1630"/>
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<DList Name="gGiIronBootsRivetsDL" Offset="0x1A98"/>
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@@ -1,4 +1,5 @@
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<Root>
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<ExternalFile OutPath="assets/objects/gameplay_keep"/>
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<File Name="object_gi_bosskey" Segment="6">
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<DList Name="gGiBossKeyDL" Offset="0x0CA0"/>
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<DList Name="gGiBossKeyGemDL" Offset="0x0F08"/>
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