Merge branch 'main' of https://github.com/zeldaret/mm into zret

This commit is contained in:
RevoSucks
2023-10-31 19:07:44 -04:00
31 changed files with 3503 additions and 351 deletions
+5 -3
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@@ -42,9 +42,11 @@
<Texture Name="gameplay_field_keep_Tex_007010" OutName="tex_007010" Format="rgba16" Width="32" Height="32" Offset="0x7010" />
<DList Name="gKusaBushType1DL" Offset="0x78A0" />
<DList Name="gKusaBushType2DL" Offset="0x7938" />
<Texture Name="gameplay_field_keep_Tex_0079D0" OutName="tex_0079D0" Format="i8" Width="64" Height="32" Offset="0x79D0" />
<Texture Name="gameplay_field_keep_Tex_0081D0" OutName="tex_0081D0" Format="ia8" Width="64" Height="32" Offset="0x81D0" />
<DList Name="gameplay_field_keep_DL_0089D0" Offset="0x89D0" />
<Texture Name="gFieldSandstorm1Tex" OutName="sandstorm_1" Format="i8" Width="64" Height="32" Offset="0x79D0" />
<Texture Name="gFieldSandstorm2Tex" OutName="sandstorm_2" Format="ia8" Width="64" Height="32" Offset="0x81D0" />
<DList Name="gFieldSandstormDL" Offset="0x89D0" />
<Texture Name="gameplay_field_keep_Tex_008A90" OutName="tex_008A90" Format="rgba16" Width="32" Height="32" Offset="0x8A90" />
</File>
</Root>
+2 -2
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@@ -1230,7 +1230,7 @@
<Texture Name="gameplay_keep_Tex_053940" OutName="tex_053940" Format="i4" Width="64" Height="64" Offset="0x53940" />
<Texture Name="gameplay_keep_Tex_054140" OutName="tex_054140" Format="i4" Width="64" Height="64" Offset="0x54140" />
<DList Name="gLensFlareCircleDL" Offset="0x54940" />
<DList Name="gameplay_keep_DL_0549A8" Offset="0x549A8" />
<DList Name="gLensFlareRingDL" Offset="0x549A8" />
<DList Name="gEffSparklesDL" Offset="0x54A90" />
<Texture Name="gameplay_keep_Tex_054AF0" OutName="tex_054AF0" Format="i4" Width="16" Height="16" Offset="0x54AF0" />
<DList Name="gameplay_keep_DL_054C90" Offset="0x54C90" />
@@ -1347,7 +1347,7 @@
<DList Name="gameplay_keep_DL_06FF68" Offset="0x6FF68" />
<Texture Name="gameplay_keep_Tex_0700B0" OutName="tex_0700B0" Format="rgba16" Width="16" Height="32" Offset="0x700B0" />
<Texture Name="gameplay_keep_Tex_0704B0" OutName="tex_0704B0" Format="rgba16" Width="16" Height="16" Offset="0x704B0" />
<DList Name="gameplay_keep_DL_0706E0" Offset="0x706E0" />
<DList Name="gFallingRainDropDL" Offset="0x706E0" />
<!-- Popped Deku Bubbles (EffSsSbn) -->
+106 -77
View File
@@ -1,81 +1,110 @@
<Root>
<!-- Assets for Bio Deku Baba. The "Head" in this file refers to both the chomping head attached to the lily pad as well as -->
<!-- the entity with legs and eyes that spawns from the head after it is detached. The same skeleton and limbs are used for -->
<!-- both of these; when the head is attached to the lily pad, the Boss_05 actor is responsible for hiding most of the limbs. -->
<File Name="object_boss05" Segment="6">
<Animation Name="object_boss05_Anim_0006A4" Offset="0x6A4" /> <!-- Original name is "wdb_atackH" -->
<Animation Name="object_boss05_Anim_000A5C" Offset="0xA5C" /> <!-- Original name is "wdb_atackwalkH" -->
<Animation Name="object_boss05_Anim_000ABC" Offset="0xABC" />
<DList Name="object_boss05_DL_0011C0" Offset="0x11C0" />
<DList Name="object_boss05_DL_001288" Offset="0x1288" />
<DList Name="object_boss05_DL_001320" Offset="0x1320" />
<DList Name="object_boss05_DL_0013D0" Offset="0x13D0" />
<DList Name="object_boss05_DL_0014A0" Offset="0x14A0" />
<DList Name="object_boss05_DL_001538" Offset="0x1538" />
<DList Name="object_boss05_DL_0015F0" Offset="0x15F0" />
<DList Name="object_boss05_DL_001688" Offset="0x1688" />
<DList Name="object_boss05_DL_001740" Offset="0x1740" />
<Texture Name="object_boss05_Tex_0017D0" OutName="tex_0017D0" Format="rgba16" Width="8" Height="8" Offset="0x17D0" />
<Texture Name="object_boss05_Tex_001850" OutName="tex_001850" Format="rgba16" Width="32" Height="32" Offset="0x1850" />
<Texture Name="object_boss05_Tex_002050" OutName="tex_002050" Format="rgba16" Width="16" Height="32" Offset="0x2050" />
<Limb Name="object_boss05_Standardlimb_002450" Type="Standard" EnumName="OBJECT_BOSS05_1_LIMB_01" Offset="0x2450" />
<Limb Name="object_boss05_Standardlimb_00245C" Type="Standard" EnumName="OBJECT_BOSS05_1_LIMB_02" Offset="0x245C" />
<Limb Name="object_boss05_Standardlimb_002468" Type="Standard" EnumName="OBJECT_BOSS05_1_LIMB_03" Offset="0x2468" />
<Limb Name="object_boss05_Standardlimb_002474" Type="Standard" EnumName="OBJECT_BOSS05_1_LIMB_04" Offset="0x2474" />
<Limb Name="object_boss05_Standardlimb_002480" Type="Standard" EnumName="OBJECT_BOSS05_1_LIMB_05" Offset="0x2480" />
<Limb Name="object_boss05_Standardlimb_00248C" Type="Standard" EnumName="OBJECT_BOSS05_1_LIMB_06" Offset="0x248C" />
<Limb Name="object_boss05_Standardlimb_002498" Type="Standard" EnumName="OBJECT_BOSS05_1_LIMB_07" Offset="0x2498" />
<Limb Name="object_boss05_Standardlimb_0024A4" Type="Standard" EnumName="OBJECT_BOSS05_1_LIMB_08" Offset="0x24A4" />
<Limb Name="object_boss05_Standardlimb_0024B0" Type="Standard" EnumName="OBJECT_BOSS05_1_LIMB_09" Offset="0x24B0" />
<Skeleton Name="object_boss05_Skel_0024E0" Type="Flex" LimbType="Standard" LimbNone="OBJECT_BOSS05_1_LIMB_NONE" LimbMax="OBJECT_BOSS05_1_LIMB_MAX" EnumName="ObjectBoss051Limb" Offset="0x24E0" />
<Animation Name="object_boss05_Anim_002F0C" Offset="0x2F0C" /> <!-- Original name is "wdb_damageH" -->
<Animation Name="object_boss05_Anim_003448" Offset="0x3448" /> <!-- Original name is "wdb_hakkenH" ("detection") -->
<Animation Name="object_boss05_Anim_003500" Offset="0x3500" /> <!-- Original name is "wdb_head" -->
<DList Name="object_boss05_DL_004620" Offset="0x4620" />
<DList Name="object_boss05_DL_0046C8" Offset="0x46C8" />
<DList Name="object_boss05_DL_004788" Offset="0x4788" />
<DList Name="object_boss05_DL_004830" Offset="0x4830" />
<DList Name="object_boss05_DL_0048F0" Offset="0x48F0" />
<DList Name="object_boss05_DL_0049C0" Offset="0x49C0" />
<DList Name="object_boss05_DL_004A58" Offset="0x4A58" />
<DList Name="object_boss05_DL_004B10" Offset="0x4B10" />
<DList Name="object_boss05_DL_004C58" Offset="0x4C58" />
<DList Name="object_boss05_DL_004CF0" Offset="0x4CF0" />
<DList Name="object_boss05_DL_004DA8" Offset="0x4DA8" />
<DList Name="object_boss05_DL_004EF8" Offset="0x4EF8" />
<DList Name="object_boss05_DL_004FA0" Offset="0x4FA0" />
<DList Name="object_boss05_DL_005060" Offset="0x5060" />
<DList Name="object_boss05_DL_005130" Offset="0x5130" />
<DList Name="object_boss05_DL_0051D8" Offset="0x51D8" />
<DList Name="object_boss05_DL_005298" Offset="0x5298" />
<DList Name="object_boss05_DL_005348" Offset="0x5348" />
<DList Name="object_boss05_DL_005460" Offset="0x5460" />
<Texture Name="object_boss05_Tex_005598" OutName="tex_005598" Format="rgba16" Width="16" Height="16" Offset="0x5598" />
<Texture Name="object_boss05_Tex_005798" OutName="tex_005798" Format="rgba16" Width="16" Height="32" Offset="0x5798" />
<Texture Name="object_boss05_Tex_005B98" OutName="tex_005B98" Format="rgba16" Width="8" Height="8" Offset="0x5B98" />
<Texture Name="object_boss05_Tex_005C18" OutName="tex_005C18" Format="rgba16" Width="16" Height="16" Offset="0x5C18" />
<Texture Name="object_boss05_Tex_005E18" OutName="tex_005E18" Format="rgba32" Width="16" Height="16" Offset="0x5E18" />
<TextureAnimation Name="object_boss05_Matanimheader_006218" Offset="0x6240" />
<Limb Name="object_boss05_Standardlimb_006248" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_01" Offset="0x6248" />
<Limb Name="object_boss05_Standardlimb_006254" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_02" Offset="0x6254" />
<Limb Name="object_boss05_Standardlimb_006260" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_03" Offset="0x6260" />
<Limb Name="object_boss05_Standardlimb_00626C" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_04" Offset="0x626C" />
<Limb Name="object_boss05_Standardlimb_006278" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_05" Offset="0x6278" />
<Limb Name="object_boss05_Standardlimb_006284" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_06" Offset="0x6284" />
<Limb Name="object_boss05_Standardlimb_006290" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_07" Offset="0x6290" />
<Limb Name="object_boss05_Standardlimb_00629C" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_08" Offset="0x629C" />
<Limb Name="object_boss05_Standardlimb_0062A8" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_09" Offset="0x62A8" />
<Limb Name="object_boss05_Standardlimb_0062B4" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_0A" Offset="0x62B4" />
<Limb Name="object_boss05_Standardlimb_0062C0" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_0B" Offset="0x62C0" />
<Limb Name="object_boss05_Standardlimb_0062CC" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_0C" Offset="0x62CC" />
<Limb Name="object_boss05_Standardlimb_0062D8" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_0D" Offset="0x62D8" />
<Limb Name="object_boss05_Standardlimb_0062E4" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_0E" Offset="0x62E4" />
<Limb Name="object_boss05_Standardlimb_0062F0" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_0F" Offset="0x62F0" />
<Limb Name="object_boss05_Standardlimb_0062FC" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_10" Offset="0x62FC" />
<Limb Name="object_boss05_Standardlimb_006308" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_11" Offset="0x6308" />
<Limb Name="object_boss05_Standardlimb_006314" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_12" Offset="0x6314" />
<Limb Name="object_boss05_Standardlimb_006320" Type="Standard" EnumName="OBJECT_BOSS05_2_LIMB_13" Offset="0x6320" />
<Skeleton Name="object_boss05_Skel_006378" Type="Flex" LimbType="Standard" LimbNone="OBJECT_BOSS05_2_LIMB_NONE" LimbMax="OBJECT_BOSS05_2_LIMB_MAX" EnumName="ObjectBoss052Limb" Offset="0x6378" />
<Animation Name="object_boss05_Anim_006484" Offset="0x6484" /> <!-- Original name is "wdb_pakupaku" ("repeatedly opening and closing (one's mouth)") -->
<Animation Name="object_boss05_Anim_006E50" Offset="0x6E50" /> <!-- Original name is "wdb_startH" -->
<Animation Name="object_boss05_Anim_007488" Offset="0x7488" /> <!-- Original name is "wdb_waitH" -->
<Animation Name="object_boss05_Anim_007908" Offset="0x7908" /> <!-- Original name is "wdb_walkH" -->
<!-- Bio Deku Baba Head Animations -->
<Animation Name="gBioDekuBabaHeadAttackAnim" Offset="0x6A4" /> <!-- Original name is "wdb_atackH" ("H" is almost certainly short for "head") -->
<Animation Name="gBioDekuBabaHeadChargeAnim" Offset="0xA5C" /> <!-- Original name is "wdb_atackwalkH" -->
<!-- Bio Deku Baba Lily Pad Animation. This animation is completely stationary, and all it does is position the limbs in -->
<!-- a certain way. The Boss_05 actor manually rotates the limbs to move the lily pad around. -->
<Animation Name="gBioDekuBabaLilyPadIdleAnim" Offset="0xABC" /> <!-- Original name might be "wdb_body" -->
<!-- Bio Deku Baba Lily Pad Limb DisplayLists -->
<DList Name="gBioDekuBabaLilyPadRootsDL" Offset="0x11C0" />
<DList Name="gBioDekuBabaLilyPadLeafDL" Offset="0x1288" />
<DList Name="gBioDekuBabaLilyPadUpperStemDL" Offset="0x1320" />
<DList Name="gBioDekuBabaLilyPadMiddleStemDL" Offset="0x13D0" />
<DList Name="gBioDekuBabaLilyPadRightUpperArmDL" Offset="0x14A0" />
<DList Name="gBioDekuBabaLilyPadRightLowerArmDL" Offset="0x1538" />
<DList Name="gBioDekuBabaLilyPadLeftUpperArmDL" Offset="0x15F0" />
<DList Name="gBioDekuBabaLilyPadLeftLowerArmDL" Offset="0x1688" />
<DList Name="gBioDekuBabaLilyPadLowerStemDL" Offset="0x1740" />
<!-- Bio Deku Baba Lily Pad Textures -->
<Texture Name="gBioDekuBabaLilyPadStemTex" OutName="bio_deku_baba_lily_pad_stem" Format="rgba16" Width="8" Height="8" Offset="0x17D0" />
<Texture Name="gBioDekuBabaLilyPadLeafTex" OutName="bio_deku_baba_lily_pad_leaf" Format="rgba16" Width="32" Height="32" Offset="0x1850" />
<Texture Name="gBioDekuBabaLilyPadRootsTex" OutName="bio_deku_baba_lily_pad_roots" Format="rgba16" Width="16" Height="32" Offset="0x2050" />
<!-- Bio Deku Baba Lily Pad Limbs -->
<Limb Name="gBioDekuBabaLilyPadRootsLimb" Type="Standard" EnumName="BIO_DEKU_BABA_LILY_PAD_LIMB_ROOTS" Offset="0x2450" />
<Limb Name="gBioDekuBabaLilyPadUpperStemLimb" Type="Standard" EnumName="BIO_DEKU_BABA_LILY_PAD_LIMB_UPPER_STEM" Offset="0x245C" />
<Limb Name="gBioDekuBabaLilyPadMiddleStemLimb" Type="Standard" EnumName="BIO_DEKU_BABA_LILY_PAD_LIMB_MIDDLE_STEM" Offset="0x2468" />
<Limb Name="gBioDekuBabaLilyPadLowerStemLimb" Type="Standard" EnumName="BIO_DEKU_BABA_LILY_PAD_LIMB_LOWER_STEM" Offset="0x2474" />
<Limb Name="gBioDekuBabaLilyPadLeftUpperArmLimb" Type="Standard" EnumName="BIO_DEKU_BABA_LILY_PAD_LIMB_LEFT_UPPER_ARM" Offset="0x2480" />
<Limb Name="gBioDekuBabaLilyPadLeftLowerArmLimb" Type="Standard" EnumName="BIO_DEKU_BABA_LILY_PAD_LIMB_LEFT_LOWER_ARM" Offset="0x248C" />
<Limb Name="gBioDekuBabaLilyPadRightUpperArmLimb" Type="Standard" EnumName="BIO_DEKU_BABA_LILY_PAD_LIMB_RIGHT_UPPER_ARM" Offset="0x2498" />
<Limb Name="gBioDekuBabaLilyPadRightLowerArmLimb" Type="Standard" EnumName="BIO_DEKU_BABA_LILY_PAD_LIMB_RIGHT_LOWER_ARM" Offset="0x24A4" />
<Limb Name="gBioDekuBabaLilyPadLeafLimb" Type="Standard" EnumName="BIO_DEKU_BABA_LILY_PAD_LIMB_LEAF" Offset="0x24B0" />
<!-- Bio Deku Baba Lily Pad Skeleton -->
<Skeleton Name="gBioDekuBabaLilyPadSkel" Type="Flex" LimbType="Standard" LimbNone="BIO_DEKU_BABA_LILY_PAD_LIMB_NONE" LimbMax="BIO_DEKU_BABA_LILY_PAD_LIMB_MAX" EnumName="BioDekuBabaLilyPadLimb" Offset="0x24E0" />
<!-- Bio Deku Baba Head Animations -->
<Animation Name="gBioDekuBabaHeadDamagedAnim" Offset="0x2F0C" /> <!-- Original name is "wdb_damageH" -->
<Animation Name="gBioDekuBabaHeadSpotAnim" Offset="0x3448" /> <!-- Original name is "wdb_hakkenH" ("detection") -->
<Animation Name="gBioDekuBabaHeadRapidChompAnim" Offset="0x3500" /> <!-- Unused and one frame long. Original name is "wdb_head" -->
<!-- Bio Deku Baba Head Limb DisplayLists -->
<DList Name="gBioDekuBabaHeadBodyDL" Offset="0x4620" />
<DList Name="gBioDekuBabaHeadLeavesDL" Offset="0x46C8" />
<DList Name="gBioDekuBabaHeadRightUpperLegDL" Offset="0x4788" />
<DList Name="gBioDekuBabaHeadRightLowerLegDL" Offset="0x4830" />
<DList Name="gBioDekuBabaHeadRightFootDL" Offset="0x48F0" />
<DList Name="gBioDekuBabaHeadRightLowerEyestalkDL" Offset="0x49C0" />
<DList Name="gBioDekuBabaHeadRightUpperEyestalkDL" Offset="0x4A58" />
<DList Name="gBioDekuBabaHeadRightEyeDL" Offset="0x4B10" />
<DList Name="gBioDekuBabaHeadLeftLowerEyestalkDL" Offset="0x4C58" />
<DList Name="gBioDekuBabaHeadLeftUpperEyestalkDL" Offset="0x4CF0" />
<DList Name="gBioDekuBabaHeadLeftEyeDL" Offset="0x4DA8" />
<DList Name="gBioDekuBabaHeadLeftUpperLegDL" Offset="0x4EF8" />
<DList Name="gBioDekuBabaHeadLeftLowerLegDL" Offset="0x4FA0" />
<DList Name="gBioDekuBabaHeadLeftFootDL" Offset="0x5060" />
<DList Name="gBioDekuBabaHeadBackUpperLegDL" Offset="0x5130" />
<DList Name="gBioDekuBabaHeadBackLowerLegDL" Offset="0x51D8" />
<DList Name="gBioDekuBabaHeadBackFootDL" Offset="0x5298" />
<DList Name="gBioDekuBabaHeadUpperJawDL" Offset="0x5348" />
<DList Name="gBioDekuBabaHeadLowerJawDL" Offset="0x5460" />
<!-- Bio Deku Baba Head Textures -->
<Texture Name="gBioDekuBabaHeadLeavesTex" OutName="bio_deku_baba_head_leaves" Format="rgba16" Width="16" Height="16" Offset="0x5598" />
<Texture Name="gBioDekuBabaHeadJawOuterTex" OutName="bio_deku_baba_head_jaw_outer" Format="rgba16" Width="16" Height="32" Offset="0x5798" />
<Texture Name="gBioDekuBabaHeadLegAndEyestalkTex" OutName="bio_deku_baba_head_leg_and_eyestalk" Format="rgba16" Width="8" Height="8" Offset="0x5B98" />
<Texture Name="gBioDekuBabaHeadJawInnerTex" OutName="bio_deku_baba_head_jaw_inner" Format="rgba16" Width="16" Height="16" Offset="0x5C18" />
<Texture Name="gBioDekuBabaHeadEyeTex" OutName="bio_deku_baba_head_eye" Format="rgba32" Width="16" Height="16" Offset="0x5E18" />
<!-- Texture Animation that cycles between white and gray to give the Bio Deku Baba's eyes a flashing effect -->
<TextureAnimation Name="gBioDekuBabaHeadEyeFlashTexAnim" Offset="0x6240" />
<!-- Bio Deku Baba Head Limbs -->
<Limb Name="gBioDekuBabaHeadBodyLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_BODY" Offset="0x6248" />
<Limb Name="gBioDekuBabaHeadLowerJawLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_LOWER_JAW" Offset="0x6254" />
<Limb Name="gBioDekuBabaHeadUpperJawLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_UPPER_JAW" Offset="0x6260" />
<Limb Name="gBioDekuBabaHeadBackUpperLegLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_BACK_UPPER_LEG" Offset="0x626C" />
<Limb Name="gBioDekuBabaHeadBackLowerLegLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_BACK_LOWER_LEG" Offset="0x6278" />
<Limb Name="gBioDekuBabaHeadBackFootLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_BACK_FOOT" Offset="0x6284" />
<Limb Name="gBioDekuBabaHeadLeftUpperLegLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_LEFT_UPPER_LEG" Offset="0x6290" />
<Limb Name="gBioDekuBabaHeadLeftLowerLegLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_LEFT_LOWER_LEG" Offset="0x629C" />
<Limb Name="gBioDekuBabaHeadLeftFootLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_LEFT_FOOT" Offset="0x62A8" />
<Limb Name="gBioDekuBabaHeadLeftLowerEyestalkLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_LEFT_LOWER_EYESTALK" Offset="0x62B4" />
<Limb Name="gBioDekuBabaHeadLeftUpperEyestalkLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_LEFT_UPPER_EYESTALK" Offset="0x62C0" />
<Limb Name="gBioDekuBabaHeadLeftEyeLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_LEFT_EYE" Offset="0x62CC" />
<Limb Name="gBioDekuBabaHeadRightLowerEyestalkLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_RIGHT_LOWER_EYESTALK" Offset="0x62D8" />
<Limb Name="gBioDekuBabaHeadRightUpperEyestalkLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_RIGHT_UPPER_EYESTALK" Offset="0x62E4" />
<Limb Name="gBioDekuBabaHeadRightEyeLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_RIGHT_EYE" Offset="0x62F0" />
<Limb Name="gBioDekuBabaHeadRightUpperLegLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_RIGHT_UPPER_LEG" Offset="0x62FC" />
<Limb Name="gBioDekuBabaHeadRightLowerLegLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_RIGHT_LOWER_LEG" Offset="0x6308" />
<Limb Name="gBioDekuBabaHeadRightFootLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_RIGHT_FOOT" Offset="0x6314" />
<Limb Name="gBioDekuBabaHeadLeavesLimb" Type="Standard" EnumName="BIO_DEKU_BABA_HEAD_LIMB_LEAVES" Offset="0x6320" />
<!-- Bio Deku Baba Head Skeleton -->
<Skeleton Name="gBioDekuBabaHeadSkel" Type="Flex" LimbType="Standard" LimbNone="BIO_DEKU_BABA_HEAD_LIMB_NONE" LimbMax="BIO_DEKU_BABA_HEAD_LIMB_MAX" EnumName="BioDekuBabaHeadLimb" Offset="0x6378" />
<!-- Bio Deku Baba Head Animations -->
<Animation Name="gBioDekuBabaHeadChompAnim" Offset="0x6484" /> <!-- Original name is "wdb_pakupaku" ("repeatedly opening and closing (one's mouth)") -->
<Animation Name="gBioDekuBabaHeadTransformAnim" Offset="0x6E50" /> <!-- Original name is "wdb_startH" -->
<Animation Name="gBioDekuBabaHeadIdleAnim" Offset="0x7488" /> <!-- Original name is "wdb_waitH" -->
<Animation Name="gBioDekuBabaHeadWalkAnim" Offset="0x7908" /> <!-- Original name is "wdb_walkH" -->
</File>
</Root>
+1 -1
View File
@@ -541,7 +541,7 @@ void Lib_PlaySfx(u16 sfxId);
void Lib_PlaySfx_2(u16 sfxId);
void Lib_PlaySfx_AtPos(Vec3f* pos, u16 sfxId);
void Lib_Vec3f_TranslateAndRotateY(Vec3f* translation, s16 rotAngle, Vec3f* src, Vec3f* dst);
void Color_RGB8_Lerp(Color_RGB8* a, Color_RGB8* b, f32 t, Color_RGB8* dst);
void Color_RGB8_Lerp(Color_RGB8* from, Color_RGB8* to, f32 lerp, Color_RGB8* dst);
void Lib_Nop801004FC(void);
void* Lib_SegmentedToVirtual(void* ptr);
void* Lib_SegmentedToVirtualNull(void* ptr);
+4
View File
@@ -61,6 +61,7 @@ extern RegEditor* gRegEditor;
/* TODO: There are still a few OoT defines here that need confirmation */
#define R_ENV_DISABLE_DBG REG(9)
#define R_TIME_SPEED REG(15)
#define R_RUN_SPEED_LIMIT REG(45)
@@ -148,6 +149,9 @@ extern RegEditor* gRegEditor;
#define R_REVERSE_FLOOR_INDEX XREG(94)
#define R_MINIMAP_DISABLED XREG(95)
#define R_ENV_LIGHT1_DIR(i) cREG(3 + (i))
#define R_ENV_LIGHT2_DIR(i) cREG(6 + (i))
#define R_TRANS_FADE_FLASH_ALPHA_STEP iREG(50) // Set to a negative number to start the flash
#define R_ROOM_CULL_DEBUG_MODE iREG(86)
#define R_ROOM_CULL_NUM_ENTRIES iREG(87)
+2 -15
View File
@@ -32,7 +32,7 @@ extern u8* sYaz0MaxPtr;
extern void* gYaz0DecompressDstEnd;
// extern UNK_TYPE4 D_8009CD10;
extern u32 sRandFloat;
extern u32 gRandFloat;
// extern UNK_TYPE4 sArenaLockMsg;
extern DmaEntry dmadata[1568];
@@ -1679,20 +1679,7 @@ extern SaveContext gSaveContext;
// extern UNK_TYPE4 D_801F6B00;
// extern UNK_TYPE4 D_801F6B04;
// extern UNK_TYPE4 D_801F6B08;
// extern UNK_TYPE1 D_801F6B0C;
// extern UNK_TYPE1 D_801F6B0E;
// extern UNK_TYPE1 D_801F6B10;
// extern UNK_TYPE1 D_801F6B12;
// extern UNK_TYPE1 D_801F6B14;
// extern UNK_TYPE1 D_801F6B16;
// extern UNK_TYPE1 D_801F6B18;
// extern UNK_TYPE1 D_801F6B1A;
// extern UNK_TYPE1 D_801F6B1C;
// extern UNK_TYPE1 D_801F6B1E;
// extern UNK_TYPE1 D_801F6B20;
// extern UNK_TYPE1 D_801F6B22;
// extern UNK_TYPE4 sCurCsCamera;
// extern UNK_TYPE1 D_801F6B58;
extern void (*sKaleidoScopeUpdateFunc)(PlayState* play);
extern void (*sKaleidoScopeDrawFunc)(PlayState* play);
+30 -28
View File
@@ -737,18 +737,21 @@ typedef struct {
/* 0xA */ s16 relativeTo; // see `CutsceneCamRelativeTo`
} CsCmdCamPoint; // size = 0xC
typedef enum {
/* 0 */ CS_CAM_INTERP_0,
/* 1 */ CS_CAM_INTERP_1,
/* 2 */ CS_CAM_INTERP_2,
/* 3 */ CS_CAM_INTERP_3,
/* 4 */ CS_CAM_INTERP_4,
/* 5 */ CS_CAM_INTERP_5,
/* 6 */ CS_CAM_INTERP_6,
/* 7 */ CS_CAM_INTERP_7
typedef enum CutsceneCamInterpType {
/* 0 */ CS_CAM_INTERP_NONE, // values do not change.
// values 1-3 only uses a single point from the cmd
/* 1 */ CS_CAM_INTERP_SET, // values immediately set to cmd values.
/* 2 */ CS_CAM_INTERP_LINEAR, // Lerp to the target position
/* 3 */ CS_CAM_INTERP_SCALE, // Step to the target position in increments scaled by the remaining distance
// values 4-5 uses multiple points from the cmd
/* 4 */ CS_CAM_INTERP_MP_CUBIC, // cubic multi-point (identical to SM64/OoT)
/* 5 */ CS_CAM_INTERP_MP_QUAD, // quadratic multi-point
// value 6 only uses a single point from the cmd
/* 6 */ CS_CAM_INTERP_GEO, // does VecGeo calculations using fov
/* 7 */ CS_CAM_INTERP_OFF // interpolation is not processed.
} CutsceneCamInterpType;
typedef enum {
typedef enum CutsceneCamRelativeTo {
/* 0 */ CS_CAM_REL_0,
/* 1 */ CS_CAM_REL_1,
/* 2 */ CS_CAM_REL_2,
@@ -759,26 +762,25 @@ typedef enum {
// Roll and Fov Data
typedef struct {
/* 0x0 */ s16 unused0; // unused
typedef struct CsCmdCamMisc {
/* 0x0 */ s16 unused0; // used only in the unused interp function
/* 0x2 */ s16 roll;
/* 0x4 */ s16 fov;
/* 0x6 */ s16 unused1; // unused
} CsCmdCamMisc; // size = 0x8
typedef struct {
/* 0x00 */ Vec3f unk_00;
/* 0x0C */ Vec3f unk_0C;
/* 0x18 */ f32 unk_18;
/* 0x1C */ f32 unk_1C;
/* 0x2A */ f32 unk_20;
/* 0x24 */ s16 unk_24;
/* 0x26 */ s16 unk_26;
/* 0x28 */ s16 unk_28;
typedef struct CutsceneCameraInterp {
/* 0x00 */ Vec3f curPos;
/* 0x0C */ Vec3f initPos;
/* 0x18 */ f32 initFov;
/* 0x1C */ f32 initRoll;
/* 0x2A */ f32 unk_20; // position adjustment based on fov?
/* 0x24 */ s16 curFrame;
/* 0x26 */ s16 waypoint;
/* 0x28 */ s16 duration;
/* 0x2A */ s16 numEntries;
/* 0x1E */ u8 curPoint;
/* 0x2D */ u8 unk_2D;
/* 0x2E */ UNK_TYPE1 unk_2E[2];
/* 0x2D */ u8 type; // See `CutsceneCamInterpType`
} CutsceneCameraInterp; // size = 0x30
typedef struct CutsceneCamera {
@@ -798,11 +800,11 @@ typedef struct CutsceneCamera {
} CutsceneCamera; // size = 0x80
typedef enum {
/* 0 */ CS_CAM_STATE_UPDATE_ALL, // Update spline and next spline timer
/* 0 */ CS_CAM_STATE_UPDATE_SPLINE, // Update spline, do not advance next spline timer
/* 0 */ CS_CAM_STATE_PAUSE, // No updates
/* 0 */ CS_CAM_STATE_DONE_SPLINE, // Finished the current spline, ready for the next one
/* 0 */ CS_CAM_STATE_DONE = 999 // Finished all the splines.
/* 0 */ CS_CAM_STATE_UPDATE_ALL, // Update spline and next spline timer
/* 1 */ CS_CAM_STATE_UPDATE_SPLINE, // Update spline, do not advance next spline timer
/* 2 */ CS_CAM_STATE_PAUSE, // No updates
/* 3 */ CS_CAM_STATE_DONE_SPLINE, // Finished the current spline, ready for the next one
/* 999 */ CS_CAM_STATE_DONE = 999 // Finished all the splines.
} CutsceneCameraState;
// OoT Remnant
+3
View File
@@ -131,7 +131,10 @@ typedef union {
} MtxF; // size = 0x40
#define LERPIMP(v0, v1, t) ((v0) + (((v1) - (v0)) * (t)))
#define LERPIMP_ALT(v0, v1, t) (((v1) - (v0)) * (t) + (v0))
#define S16_LERP(v0, v1, t) ((s16)(((v1) - (v0)) * (t)) + (v0))
#define F32_LERP(v0, v1, t) ((1.0f - (t)) * (f32)(v0) + (t) * (f32)(v1))
#define F32_LERP_ALT(v0, v1, t) ((f32)(v0) * (1.0f - (t)) + (t) * (f32)(v1))
#define F32_LERPIMP(v0, v1, t) ((f32)(v0) + (((f32)(v1) - (f32)(v0)) * (t)))
#define F32_LERPIMPINV(v0, v1, t) ((f32)(v0) + (((f32)(v1) - (f32)(v0)) / (t)))
#define BINANG_LERPIMP(v0, v1, t) ((v0) + (s16)(BINANG_SUB((v1), (v0)) * (t)))
+10 -4
View File
@@ -240,7 +240,7 @@ typedef struct PermanentSceneFlags {
/* 0x08 */ u32 switch1;
/* 0x0C */ u32 clearedRoom;
/* 0x10 */ u32 collectible;
/* 0x14 */ u32 unk_14; // varies based on scene. For dungeons, floors visited.
/* 0x14 */ u32 unk_14; // varies based on scene. For dungeons, floors visited.
/* 0x18 */ u32 rooms;
} PermanentSceneFlags; // size = 0x1C
@@ -1598,9 +1598,8 @@ typedef enum {
#define EVENTINF_THREEDAYRESET_LOST_STICK_AMMO 0x73
#define EVENTINF_THREEDAYRESET_LOST_ARROW_AMMO 0x74
#define EVENTINF_75 0x75
#define EVENTINF_76 0x76
#define EVENTINF_77 0x77
// Checked in Kankyo as one to store the day: gSaveContext.eventInf[7] & 0xE0
// EVENTINF_75 to EVENTINF_77
#define CHECK_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] & (1 << ((flag) & 0xF)))
#define SET_EVENTINF(flag) (gSaveContext.eventInf[(flag) >> 4] |= (1 << ((flag) & 0xF)))
@@ -1628,6 +1627,13 @@ typedef enum {
#define SET_EVENTINF_DOG_RACE_RACE_STANDING(raceStanding) \
(gSaveContext.eventInf[0] = (gSaveContext.eventInf[0] & EVENTINF_DOG_RACE_STATE_MASK) | (raceStanding << 3))
#define EVENTINF_GET_7_E0 ((gSaveContext.eventInf[7] & 0xE0) >> 5)
#define EVENTINF_SET_7_E0(day, temp) \
(temp) = gSaveContext.eventInf[7] & (u8)~0xE0; \
(temp) |= (u8)((day) << 5); \
gSaveContext.eventInf[7] = (temp)
typedef enum {
/* 0 */ DUNGEON_INDEX_WOODFALL_TEMPLE,
/* 1 */ DUNGEON_INDEX_SNOWHEAD_TEMPLE,
-1
View File
@@ -531,7 +531,6 @@ beginseg
include "build/src/code/z_player_call.o"
include "build/src/code/z_shrink_window.o"
include "build/src/code/cutscene_camera.o"
include "build/data/code/cutscene_camera.bss.o"
include "build/src/code/z_kaleido_manager.o"
include "build/src/code/z_kaleido_scope_call.o"
include "build/src/code/z_fbdemo_dlftbls.o"
+9 -9
View File
@@ -5,7 +5,7 @@ static u32 sRandInt = 1;
//! Space to store a value to be re-interpreted as a float.
//! This can't be static because it is used in z_kankyo.
u32 sRandFloat;
u32 gRandFloat;
//! These values are recommended by the algorithms book *Numerical Recipes in C. The Art of Scientific Computing*, 2nd
//! Edition, 1992, ISBN 0-521-43108-5. (p. 284):
@@ -37,8 +37,8 @@ void Rand_Seed(u32 seed) {
*/
f32 Rand_ZeroOne(void) {
sRandInt = (sRandInt * RAND_MULTIPLIER) + RAND_INCREMENT;
sRandFloat = ((sRandInt >> 9) | 0x3F800000);
return *((f32*)&sRandFloat) - 1.0f;
gRandFloat = ((sRandInt >> 9) | 0x3F800000);
return *((f32*)&gRandFloat) - 1.0f;
}
/**
@@ -46,8 +46,8 @@ f32 Rand_ZeroOne(void) {
*/
f32 Rand_Centered(void) {
sRandInt = (sRandInt * RAND_MULTIPLIER) + RAND_INCREMENT;
sRandFloat = ((sRandInt >> 9) | 0x3F800000);
return *((f32*)&sRandFloat) - 1.5f;
gRandFloat = ((sRandInt >> 9) | 0x3F800000);
return *((f32*)&gRandFloat) - 1.5f;
}
//! All functions below are unused variants of the above four, that use a provided random number variable instead of the
@@ -79,8 +79,8 @@ u32 Rand_Next_Variable(u32* rndNum) {
f32 Rand_ZeroOne_Variable(u32* rndNum) {
u32 next = (*rndNum * RAND_MULTIPLIER) + RAND_INCREMENT;
sRandFloat = ((*rndNum = next) >> 9) | 0x3F800000;
return *((f32*)&sRandFloat) - 1.0f;
gRandFloat = ((*rndNum = next) >> 9) | 0x3F800000;
return *((f32*)&gRandFloat) - 1.0f;
}
/**
@@ -91,6 +91,6 @@ f32 Rand_ZeroOne_Variable(u32* rndNum) {
f32 Rand_Centered_Variable(u32* rndNum) {
u32 next = (*rndNum * RAND_MULTIPLIER) + RAND_INCREMENT;
sRandFloat = ((*rndNum = next) >> 9) | 0x3F800000;
return *((f32*)&sRandFloat) - 1.5f;
gRandFloat = ((*rndNum = next) >> 9) | 0x3F800000;
return *((f32*)&gRandFloat) - 1.5f;
}
File diff suppressed because it is too large Load Diff
+2620 -55
View File
File diff suppressed because it is too large Load Diff
+7 -7
View File
@@ -663,15 +663,15 @@ void Lib_Vec3f_TranslateAndRotateY(Vec3f* translation, s16 rotAngle, Vec3f* src,
dst->z = translation->z + (src->z * cos - src->x * sin);
}
void Color_RGB8_Lerp(Color_RGB8* a, Color_RGB8* b, f32 t, Color_RGB8* dst) {
void Color_RGB8_Lerp(Color_RGB8* from, Color_RGB8* to, f32 lerp, Color_RGB8* dst) {
f32 aF;
aF = a->r;
dst->r = aF + (b->r - aF) * t;
aF = a->g;
dst->g = aF + (b->g - aF) * t;
aF = a->b;
dst->b = aF + (b->b - aF) * t;
aF = from->r;
dst->r = aF + (to->r - aF) * lerp;
aF = from->g;
dst->g = aF + (to->g - aF) * lerp;
aF = from->b;
dst->b = aF + (to->b - aF) * lerp;
}
f32 Math_Vec3f_StepTo(Vec3f* start, Vec3f* target, f32 speed) {
+6 -5
View File
@@ -385,7 +385,7 @@ void Play_Destroy(GameState* thisx) {
BombersNotebook_Destroy(&sBombersNotebook);
this->state.gfxCtx->callback = NULL;
this->state.gfxCtx->callbackArg = 0;
this->state.gfxCtx->callbackArg = NULL;
Play_DestroyMotionBlur();
if (R_PAUSE_BG_PRERENDER_STATE != PAUSE_BG_PRERENDER_OFF) {
@@ -1332,7 +1332,7 @@ void Play_DrawMain(PlayState* this) {
}
if (1) {
Environment_FillScreen(gfxCtx, 0, 0, 0, this->bgCoverAlpha, 1);
Environment_FillScreen(gfxCtx, 0, 0, 0, this->bgCoverAlpha, FILL_SCREEN_OPA);
}
if (1) {
@@ -1353,13 +1353,14 @@ void Play_DrawMain(PlayState* this) {
if (1) {
if (R_PLAY_FILL_SCREEN_ON) {
Environment_FillScreen(gfxCtx, R_PLAY_FILL_SCREEN_R, R_PLAY_FILL_SCREEN_G, R_PLAY_FILL_SCREEN_B,
R_PLAY_FILL_SCREEN_ALPHA, 3);
R_PLAY_FILL_SCREEN_ALPHA, FILL_SCREEN_OPA | FILL_SCREEN_XLU);
}
switch (this->envCtx.fillScreen) {
case 1:
Environment_FillScreen(gfxCtx, this->envCtx.screenFillColor[0], this->envCtx.screenFillColor[1],
this->envCtx.screenFillColor[2], this->envCtx.screenFillColor[3], 3);
this->envCtx.screenFillColor[2], this->envCtx.screenFillColor[3],
FILL_SCREEN_OPA | FILL_SCREEN_XLU);
break;
default:
@@ -1374,7 +1375,7 @@ void Play_DrawMain(PlayState* this) {
}
if (this->worldCoverAlpha != 0) {
Environment_FillScreen(gfxCtx, 0, 0, 0, this->worldCoverAlpha, 3);
Environment_FillScreen(gfxCtx, 0, 0, 0, this->worldCoverAlpha, FILL_SCREEN_OPA | FILL_SCREEN_XLU);
}
if (1) {
@@ -159,7 +159,7 @@ void EnEncount3_Update(Actor* thisx, PlayState* play2) {
Math_ApproachZeroF(&this->unk170, 0.3f, 10.0f);
Math_ApproachZeroF(&this->unk160, 0.3f, 5.0f);
if (this->unk160 < 1.0f) {
play->unk_18880 = 0;
play->unk_18880 = false;
}
} else if (this->unk148 != 0) {
Math_ApproachF(&this->unk170, 255.0f, 0.4f, 10.0f);
@@ -750,7 +750,8 @@ void EnInvadepohDemo_Ufo_Draw(EnInvadepohDemo* this, PlayState* play) {
CLOSE_DISPS(play->state.gfxCtx);
if (EnInvadepohDemo_Ufo_ShouldDrawLensFlare(play, &flashPos)) {
Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, flashPos, 20.0f, 9.0f, 0, 0);
Environment_DrawLensFlare(play, &play->envCtx, &play->view, play->state.gfxCtx, flashPos, 20.0f, 9.0f, 0,
false);
}
}
+1 -1
View File
@@ -553,7 +553,7 @@ void EnJso_HandleIntroCutscene(EnJso* this, PlayState* play) {
if (parent->actor.update != NULL) {
parent->unk148 = 1;
play->unk_18880 = 1;
play->unk_18880 = true;
}
}
@@ -48,7 +48,7 @@ void EnOkarinaEffect_Init(Actor* thisx, PlayState* play) {
}
void func_8096B104(EnOkarinaEffect* this, PlayState* play) {
this->unk144 = 0x50;
this->timer = 80;
play->envCtx.precipitation[PRECIP_SOS_MAX] = 60;
gLightningStrike.delayTimer = 501.0f;
play->envCtx.lightningState = LIGHTNING_LAST;
@@ -57,9 +57,9 @@ void func_8096B104(EnOkarinaEffect* this, PlayState* play) {
}
void func_8096B174(EnOkarinaEffect* this, PlayState* play) {
DECR(this->unk144);
DECR(this->timer);
if ((play->pauseCtx.state == PAUSE_STATE_OFF) && (play->gameOverCtx.state == GAMEOVER_INACTIVE) &&
(play->msgCtx.msgLength == 0) && !FrameAdvance_IsEnabled(&play->state) && (this->unk144 == 0)) {
(play->msgCtx.msgLength == 0) && !FrameAdvance_IsEnabled(&play->state) && (this->timer == 0)) {
EnOkarinaEffect_SetupAction(this, func_8096B1FC);
}
}
@@ -9,8 +9,7 @@ typedef void (*EnOkarinaEffectActionFunc)(struct EnOkarinaEffect*, PlayState*);
typedef struct EnOkarinaEffect {
/* 0x000 */ Actor actor;
/* 0x144 */ u16 unk144;
/* 0x146 */ u16 unk146;
/* 0x144 */ u16 timer;
/* 0x148 */ EnOkarinaEffectActionFunc actionFunc;
} EnOkarinaEffect; // size = 0x14C

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