merge master

This commit is contained in:
engineer124
2022-10-18 16:53:13 -04:00
1153 changed files with 2586 additions and 4674 deletions
+102 -90
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@@ -1,94 +1,106 @@
<Root>
<!-- Assets for the Deku King -->
<File Name="object_dno" Segment="6">
<Animation Name="object_dno_Anim_0006F0" Offset="0x6F0" />
<Animation Name="object_dno_Anim_000BF8" Offset="0xBF8" />
<Animation Name="object_dno_Anim_001100" Offset="0x1100" />
<Animation Name="object_dno_Anim_001AEC" Offset="0x1AEC" />
<Animation Name="object_dno_Anim_002690" Offset="0x2690" />
<Animation Name="object_dno_Anim_003408" Offset="0x3408" />
<Animation Name="object_dno_Anim_003DBC" Offset="0x3DBC" />
<Animation Name="object_dno_Anim_0047B8" Offset="0x47B8" />
<Animation Name="object_dno_Anim_004EA0" Offset="0x4EA0" />
<Animation Name="object_dno_Anim_005284" Offset="0x5284" />
<Animation Name="object_dno_Anim_005A14" Offset="0x5A14" />
<Animation Name="object_dno_Anim_005E18" Offset="0x5E18" />
<Animation Name="object_dno_Anim_006984" Offset="0x6984" />
<Animation Name="object_dno_Anim_007528" Offset="0x7528" />
<Animation Name="object_dno_Anim_008328" Offset="0x8328" />
<Texture Name="object_dno_Tex_008340" OutName="tex_008340" Format="rgba16" Width="16" Height="16" Offset="0x8340" />
<Texture Name="object_dno_Tex_008540" OutName="tex_008540" Format="rgba16" Width="16" Height="16" Offset="0x8540" />
<Texture Name="object_dno_Tex_008740" OutName="tex_008740" Format="rgba16" Width="32" Height="32" Offset="0x8740" />
<Texture Name="object_dno_Tex_008F40" OutName="tex_008F40" Format="rgba16" Width="32" Height="64" Offset="0x8F40" />
<Texture Name="object_dno_Tex_009F40" OutName="tex_009F40" Format="rgba16" Width="32" Height="32" Offset="0x9F40" />
<Texture Name="object_dno_Tex_00A740" OutName="tex_00A740" Format="rgba16" Width="16" Height="16" Offset="0xA740" />
<Texture Name="object_dno_Tex_00A940" OutName="tex_00A940" Format="rgba16" Width="8" Height="8" Offset="0xA940" />
<Texture Name="object_dno_Tex_00A9C0" OutName="tex_00A9C0" Format="rgba16" Width="16" Height="16" Offset="0xA9C0" />
<Texture Name="object_dno_Tex_00ABC0" OutName="tex_00ABC0" Format="rgba16" Width="8" Height="8" Offset="0xABC0" />
<Texture Name="object_dno_Tex_00AC40" OutName="tex_00AC40" Format="rgba16" Width="8" Height="8" Offset="0xAC40" />
<DList Name="object_dno_DL_00C9B0" Offset="0xC9B0" />
<DList Name="object_dno_DL_00CB70" Offset="0xCB70" />
<DList Name="object_dno_DL_00CC10" Offset="0xCC10" />
<DList Name="object_dno_DL_00CE38" Offset="0xCE38" />
<DList Name="object_dno_DL_00CED0" Offset="0xCED0" />
<DList Name="object_dno_DL_00CFA8" Offset="0xCFA8" />
<DList Name="object_dno_DL_00D050" Offset="0xD050" />
<DList Name="object_dno_DL_00D140" Offset="0xD140" />
<DList Name="object_dno_DL_00D230" Offset="0xD230" />
<DList Name="object_dno_DL_00D2E8" Offset="0xD2E8" />
<DList Name="object_dno_DL_00D3D8" Offset="0xD3D8" />
<DList Name="object_dno_DL_00D4C8" Offset="0xD4C8" />
<DList Name="object_dno_DL_00D668" Offset="0xD668" />
<DList Name="object_dno_DL_00D758" Offset="0xD758" />
<DList Name="object_dno_DL_00D848" Offset="0xD848" />
<DList Name="object_dno_DL_00D938" Offset="0xD938" />
<DList Name="object_dno_DL_00DA28" Offset="0xDA28" />
<DList Name="object_dno_DL_00DB00" Offset="0xDB00" />
<DList Name="object_dno_DL_00DCA8" Offset="0xDCA8" />
<DList Name="object_dno_DL_00DD50" Offset="0xDD50" />
<DList Name="object_dno_DL_00DE40" Offset="0xDE40" />
<DList Name="object_dno_DL_00DF30" Offset="0xDF30" />
<DList Name="object_dno_DL_00DFE8" Offset="0xDFE8" />
<DList Name="object_dno_DL_00E0D8" Offset="0xE0D8" />
<DList Name="object_dno_DL_00E1C8" Offset="0xE1C8" />
<DList Name="object_dno_DL_00E318" Offset="0xE318" />
<DList Name="object_dno_DL_00E420" Offset="0xE420" />
<DList Name="object_dno_DL_00E538" Offset="0xE538" />
<DList Name="object_dno_DL_00E630" Offset="0xE630" />
<DList Name="object_dno_DL_00E738" Offset="0xE738" />
<DList Name="object_dno_DL_00E850" Offset="0xE850" />
<Limb Name="object_dno_Standardlimb_00E948" Type="Standard" EnumName="OBJECT_DNO_LIMB_01" Offset="0xE948" />
<Limb Name="object_dno_Standardlimb_00E954" Type="Standard" EnumName="OBJECT_DNO_LIMB_02" Offset="0xE954" />
<Limb Name="object_dno_Standardlimb_00E960" Type="Standard" EnumName="OBJECT_DNO_LIMB_03" Offset="0xE960" />
<Limb Name="object_dno_Standardlimb_00E96C" Type="Standard" EnumName="OBJECT_DNO_LIMB_04" Offset="0xE96C" />
<Limb Name="object_dno_Standardlimb_00E978" Type="Standard" EnumName="OBJECT_DNO_LIMB_05" Offset="0xE978" />
<Limb Name="object_dno_Standardlimb_00E984" Type="Standard" EnumName="OBJECT_DNO_LIMB_06" Offset="0xE984" />
<Limb Name="object_dno_Standardlimb_00E990" Type="Standard" EnumName="OBJECT_DNO_LIMB_07" Offset="0xE990" />
<Limb Name="object_dno_Standardlimb_00E99C" Type="Standard" EnumName="OBJECT_DNO_LIMB_08" Offset="0xE99C" />
<Limb Name="object_dno_Standardlimb_00E9A8" Type="Standard" EnumName="OBJECT_DNO_LIMB_09" Offset="0xE9A8" />
<Limb Name="object_dno_Standardlimb_00E9B4" Type="Standard" EnumName="OBJECT_DNO_LIMB_0A" Offset="0xE9B4" />
<Limb Name="object_dno_Standardlimb_00E9C0" Type="Standard" EnumName="OBJECT_DNO_LIMB_0B" Offset="0xE9C0" />
<Limb Name="object_dno_Standardlimb_00E9CC" Type="Standard" EnumName="OBJECT_DNO_LIMB_0C" Offset="0xE9CC" />
<Limb Name="object_dno_Standardlimb_00E9D8" Type="Standard" EnumName="OBJECT_DNO_LIMB_0D" Offset="0xE9D8" />
<Limb Name="object_dno_Standardlimb_00E9E4" Type="Standard" EnumName="OBJECT_DNO_LIMB_0E" Offset="0xE9E4" />
<Limb Name="object_dno_Standardlimb_00E9F0" Type="Standard" EnumName="OBJECT_DNO_LIMB_0F" Offset="0xE9F0" />
<Limb Name="object_dno_Standardlimb_00E9FC" Type="Standard" EnumName="OBJECT_DNO_LIMB_10" Offset="0xE9FC" />
<Limb Name="object_dno_Standardlimb_00EA08" Type="Standard" EnumName="OBJECT_DNO_LIMB_11" Offset="0xEA08" />
<Limb Name="object_dno_Standardlimb_00EA14" Type="Standard" EnumName="OBJECT_DNO_LIMB_12" Offset="0xEA14" />
<Limb Name="object_dno_Standardlimb_00EA20" Type="Standard" EnumName="OBJECT_DNO_LIMB_13" Offset="0xEA20" />
<Limb Name="object_dno_Standardlimb_00EA2C" Type="Standard" EnumName="OBJECT_DNO_LIMB_14" Offset="0xEA2C" />
<Limb Name="object_dno_Standardlimb_00EA38" Type="Standard" EnumName="OBJECT_DNO_LIMB_15" Offset="0xEA38" />
<Limb Name="object_dno_Standardlimb_00EA44" Type="Standard" EnumName="OBJECT_DNO_LIMB_16" Offset="0xEA44" />
<Limb Name="object_dno_Standardlimb_00EA50" Type="Standard" EnumName="OBJECT_DNO_LIMB_17" Offset="0xEA50" />
<Limb Name="object_dno_Standardlimb_00EA5C" Type="Standard" EnumName="OBJECT_DNO_LIMB_18" Offset="0xEA5C" />
<Limb Name="object_dno_Standardlimb_00EA68" Type="Standard" EnumName="OBJECT_DNO_LIMB_19" Offset="0xEA68" />
<Limb Name="object_dno_Standardlimb_00EA74" Type="Standard" EnumName="OBJECT_DNO_LIMB_1A" Offset="0xEA74" />
<Limb Name="object_dno_Standardlimb_00EA80" Type="Standard" EnumName="OBJECT_DNO_LIMB_1B" Offset="0xEA80" />
<Limb Name="object_dno_Standardlimb_00EA8C" Type="Standard" EnumName="OBJECT_DNO_LIMB_1C" Offset="0xEA8C" />
<Limb Name="object_dno_Standardlimb_00EA98" Type="Standard" EnumName="OBJECT_DNO_LIMB_1D" Offset="0xEA98" />
<Limb Name="object_dno_Standardlimb_00EAA4" Type="Standard" EnumName="OBJECT_DNO_LIMB_1E" Offset="0xEAA4" />
<Limb Name="object_dno_Standardlimb_00EAB0" Type="Standard" EnumName="OBJECT_DNO_LIMB_1F" Offset="0xEAB0" />
<Limb Name="object_dno_Standardlimb_00EABC" Type="Standard" EnumName="OBJECT_DNO_LIMB_20" Offset="0xEABC" />
<Skeleton Name="object_dno_Skel_00EB48" Type="Flex" LimbType="Standard" LimbNone="OBJECT_DNO_LIMB_NONE" LimbMax="OBJECT_DNO_LIMB_MAX" EnumName="ObjectDnqLimb" Offset="0xEB48" />
<Animation Name="object_dno_Anim_00F504" Offset="0xF504" />
<!-- Deku King Animations -->
<Animation Name="gDekuKingJumpedOnStartAnim" Offset="0x6F0" /> <!-- Original name is "dno_attack2" -->
<Animation Name="gDekuKingJumpedOnLoopAnim" Offset="0xBF8" /> <!-- Original name is "dno_attack2_loop" -->
<Animation Name="gDekuKingSpinScepterAnim" Offset="0x1100" /> <!-- Original name is "dno_batton" -->
<Animation Name="gDekuKingMarchAnim" Offset="0x1AEC" /> <!-- Original name is "dno_battonwalk" -->
<Animation Name="gDekuKingJumpedOnEndAnim" Offset="0x2690" /> <!-- Original name is "dno_gaku" -->
<Animation Name="gDekuKingLyingDownTwitchAnim" Offset="0x3408" /> <!-- Original name is "dno_gaku_loop" -->
<Animation Name="gDekuKingLaughAnim" Offset="0x3DBC" /> <!-- Original name is "dno_gebohaha" (onomatopoetic for a boisterous laugh) -->
<Animation Name="gDekuKingJumpAnim" Offset="0x47B8" /> <!-- Original name is "dno_gogojump" -->
<Animation Name="gDekuKingIntimidateAnim" Offset="0x4EA0" /> <!-- Original name is "dno_horehore" -->
<Animation Name="gDekuKingWailStartAnim" Offset="0x5284" /> <!-- Original name is "dno_jidaTOnage" -->
<Animation Name="gDekuKingFootStampLoopAnim" Offset="0x5A14" /> <!-- Original name is "dno_jidanda" ("to stamp one's feet (in frustration, impatience, etc.)") -->
<Animation Name="gDekuKingFootStampStartAnim" Offset="0x5E18" /> <!-- Original name is "dno_nageTOjida" -->
<Animation Name="gDekuKingWailLoopAnim" Offset="0x6984" /> <!-- Original name is "dno_nageki" ("grief; lamentation") -->
<Animation Name="gDekuKingSurpriseAnim" Offset="0x7528" /> <!-- Original name is "dno_oh" -->
<Animation Name="gDekuKingIdleAnim" Offset="0x8328" /> <!-- Original name is "dno_wait" -->
<!-- Deku King Textures -->
<Texture Name="gDekuKingBodyTex" OutName="deku_king_body" Format="rgba16" Width="16" Height="16" Offset="0x8340" />
<Texture Name="gDekuKingMustacheAndLoinclothLeafTex" OutName="deku_king_mustache_and_loincloth_leaf" Format="rgba16" Width="16" Height="16" Offset="0x8540" />
<Texture Name="gDekuKingCrownTex" OutName="deku_king_crown" Format="rgba16" Width="32" Height="32" Offset="0x8740" />
<Texture Name="gDekuKingLeavesTex" OutName="deku_king_leaves" Format="rgba16" Width="32" Height="64" Offset="0x8F40" />
<Texture Name="gDekuKingBeardLeavesTex" OutName="deku_king_beard_leaves" Format="rgba16" Width="32" Height="32" Offset="0x9F40" />
<Texture Name="gDekuKingEyeTex" OutName="deku_king_eye" Format="rgba16" Width="16" Height="16" Offset="0xA740" />
<Texture Name="gDekuKingScepterTipTex" OutName="deku_king_scepter_tip" Format="rgba16" Width="8" Height="8" Offset="0xA940" />
<Texture Name="gDekuKingScepterPetalTex" OutName="deku_king_scepter_petal" Format="rgba16" Width="16" Height="16" Offset="0xA9C0" />
<Texture Name="gDekuKingSnoutTex" OutName="deku_king_snout" Format="rgba16" Width="8" Height="8" Offset="0xABC0" />
<Texture Name="gDekuKingMouthTex" OutName="deku_king_mouth" Format="rgba16" Width="8" Height="8" Offset="0xAC40" />
<!-- Deku King Limb DisplayLists -->
<DList Name="gDekuKingCrownDL" Offset="0xC9B0" />
<DList Name="gDekuKingCrownLeavesDL" Offset="0xCB70" />
<DList Name="gDekuKingUpperBodyDL" Offset="0xCC10" />
<DList Name="gDekuKingEyesDL" Offset="0xCE38" />
<DList Name="gDekuKingLeftHandDL" Offset="0xCED0" />
<DList Name="gDekuKingLeftForearmDL" Offset="0xCFA8" />
<DList Name="gDekuKingLeftForearmLowerLeavesDL" Offset="0xD050" />
<DList Name="gDekuKingLeftForearmUpperLeavesDL" Offset="0xD140" />
<DList Name="gDekuKingLeftUpperArmDL" Offset="0xD230" />
<DList Name="gDekuKingLeftUpperArmLowerLeavesDL" Offset="0xD2E8" />
<DList Name="gDekuKingLeftUpperArmUpperLeavesDL" Offset="0xD3D8" />
<DList Name="gDekuKingSnoutDL" Offset="0xD4C8" />
<DList Name="gDekuKingRightLowerMustacheDL" Offset="0xD668" />
<DList Name="gDekuKingRightUpperMustacheDL" Offset="0xD758" />
<DList Name="gDekuKingLeftLowerMustacheDL" Offset="0xD848" />
<DList Name="gDekuKingLeftUpperMustacheDL" Offset="0xD938" />
<DList Name="gDekuKingRightHandDL" Offset="0xDA28" />
<DList Name="gDekuKingScepterDL" Offset="0xDB00" />
<DList Name="gDekuKingRightForearmDL" Offset="0xDCA8" />
<DList Name="gDekuKingRightForearmLowerLeavesDL" Offset="0xDD50" />
<DList Name="gDekuKingRightForearmUpperLeavesDL" Offset="0xDE40" />
<DList Name="gDekuKingRightUpperArmDL" Offset="0xDF30" />
<DList Name="gDekuKingRightUpperArmLowerLeavesDL" Offset="0xDFE8" />
<DList Name="gDekuKingRightUpperArmUpperLeavesDL" Offset="0xE0D8" />
<DList Name="gDekuKingPelvisDL" Offset="0xE1C8" />
<DList Name="gDekuKingRightFootDL" Offset="0xE318" />
<DList Name="gDekuKingRightShinDL" Offset="0xE420" />
<DList Name="gDekuKingRightThighDL" Offset="0xE538" />
<DList Name="gDekuKingLeftFootDL" Offset="0xE630" />
<DList Name="gDekuKingLeftShinDL" Offset="0xE738" />
<DList Name="gDekuKingLeftThighDL" Offset="0xE850" />
<!-- Deku King Limbs -->
<Limb Name="gDekuKingRootLimb" Type="Standard" EnumName="DEKU_KING_LIMB_ROOT" Offset="0xE948" />
<Limb Name="gDekuKingPelvisLimb" Type="Standard" EnumName="DEKU_KING_LIMB_PELVIS" Offset="0xE954" />
<Limb Name="gDekuKingLeftThighLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_THIGH" Offset="0xE960" />
<Limb Name="gDekuKingLeftShinLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_SHIN" Offset="0xE96C" />
<Limb Name="gDekuKingLeftFootLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_FOOT" Offset="0xE978" />
<Limb Name="gDekuKingRightThighLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_THIGH" Offset="0xE984" />
<Limb Name="gDekuKingRightShinLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_SHIN" Offset="0xE990" />
<Limb Name="gDekuKingRightFootLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_FOOT" Offset="0xE99C" />
<Limb Name="gDekuKingUpperBodyLimb" Type="Standard" EnumName="DEKU_KING_LIMB_UPPER_BODY" Offset="0xE9A8" />
<Limb Name="gDekuKingRightUpperArmLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_UPPER_ARM" Offset="0xE9B4" />
<Limb Name="gDekuKingRightUpperArmUpperLeavesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_UPPER_ARM_UPPER_LEAVES" Offset="0xE9C0" />
<Limb Name="gDekuKingRightUpperArmLowerLeavesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_UPPER_ARM_LOWER_LEAVES" Offset="0xE9CC" />
<Limb Name="gDekuKingRightForearmLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_FOREARM" Offset="0xE9D8" />
<Limb Name="gDekuKingRightForearmUpperLeavesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_FOREARM_UPPER_LEAVES" Offset="0xE9E4" />
<Limb Name="gDekuKingRightForearmLowerLeavesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_FOREARM_LOWER_LEAVES" Offset="0xE9F0" />
<Limb Name="gDekuKingRightHandLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_HAND" Offset="0xE9FC" />
<Limb Name="gDekuKingScepterLimb" Type="Standard" EnumName="DEKU_KING_LIMB_SCEPTER" Offset="0xEA08" />
<Limb Name="gDekuKingSnoutLimb" Type="Standard" EnumName="DEKU_KING_LIMB_SNOUT" Offset="0xEA14" />
<Limb Name="gDekuKingLeftUpperMustacheLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_UPPER_MUSTACHE" Offset="0xEA20" />
<Limb Name="gDekuKingLeftLowerMustacheLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_LOWER_MUSTACHE" Offset="0xEA2C" />
<Limb Name="gDekuKingRightUpperMustacheLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_UPPER_MUSTACHE" Offset="0xEA38" />
<Limb Name="gDekuKingRightLowerMustacheLimb" Type="Standard" EnumName="DEKU_KING_LIMB_RIGHT_LOWER_MUSTACHE" Offset="0xEA44" />
<Limb Name="gDekuKingLeftUpperArmLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_UPPER_ARM" Offset="0xEA50" />
<Limb Name="gDekuKingLeftUpperArmUpperLeavesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_UPPER_ARM_UPPER_LEAVES" Offset="0xEA5C" />
<Limb Name="gDekuKingLeftUpperArmLowerLeavesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_UPPER_ARM_LOWER_LEAVES" Offset="0xEA68" />
<Limb Name="gDekuKingLeftForearmLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_FOREARM" Offset="0xEA74" />
<Limb Name="gDekuKingLeftForearmUpperLeavesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_FOREARM_UPPER_LEAVES" Offset="0xEA80" />
<Limb Name="gDekuKingLeftForearmLowerLeavesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_FOREARM_LOWER_LEAVES" Offset="0xEA8C" />
<Limb Name="gDekuKingLeftHandLimb" Type="Standard" EnumName="DEKU_KING_LIMB_LEFT_HAND" Offset="0xEA98" />
<Limb Name="gDekuKingEyesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_EYES" Offset="0xEAA4" />
<Limb Name="gDekuKingCrownLimb" Type="Standard" EnumName="DEKU_KING_LIMB_CROWN" Offset="0xEAB0" />
<Limb Name="gDekuKingCrownLeavesLimb" Type="Standard" EnumName="DEKU_KING_LIMB_CROWN_LEAVES" Offset="0xEABC" />
<!-- Deku King Skeleton -->
<Skeleton Name="gDekuKingSkel" Type="Flex" LimbType="Standard" LimbNone="DEKU_KING_LIMB_NONE" LimbMax="DEKU_KING_LIMB_MAX" EnumName="DekuKingLimb" Offset="0xEB48" />
<!-- Deku King Animation -->
<Animation Name="gDekuKingPointScepterAnim" Offset="0xF504" /> <!-- Original name is "dno_yubisashi" ("pointing at") -->
</File>
</Root>
+96 -84
View File
@@ -1,88 +1,100 @@
<Root>
<!-- Assets for the Deku Princess. -->
<File Name="object_dnq" Segment="6">
<Animation Name="object_dnq_Anim_0007D8" Offset="0x7D8" />
<Animation Name="object_dnq_Anim_00125C" Offset="0x125C" />
<Animation Name="object_dnq_Anim_0017F8" Offset="0x17F8" />
<Animation Name="object_dnq_Anim_001C1C" Offset="0x1C1C" />
<Animation Name="object_dnq_Anim_0021DC" Offset="0x21DC" />
<Animation Name="object_dnq_Anim_0026B8" Offset="0x26B8" />
<Animation Name="object_dnq_Anim_004D08" Offset="0x4D08" />
<Animation Name="object_dnq_Anim_0057AC" Offset="0x57AC" />
<Animation Name="object_dnq_Anim_00625C" Offset="0x625C" />
<Animation Name="object_dnq_Anim_00674C" Offset="0x674C" />
<Animation Name="object_dnq_Anim_006B74" Offset="0x6B74" />
<Animation Name="object_dnq_Anim_0071F4" Offset="0x71F4" />
<Animation Name="object_dnq_Anim_007960" Offset="0x7960" />
<Animation Name="object_dnq_Anim_008588" Offset="0x8588" />
<Animation Name="object_dnq_Anim_00923C" Offset="0x923C" />
<Animation Name="object_dnq_Anim_009AA0" Offset="0x9AA0" />
<Animation Name="object_dnq_Anim_00A900" Offset="0xA900" />
<Animation Name="object_dnq_Anim_00AEB8" Offset="0xAEB8" />
<Animation Name="object_dnq_Anim_00B324" Offset="0xB324" />
<Animation Name="object_dnq_Anim_00B754" Offset="0xB754" />
<Animation Name="object_dnq_Anim_00BAD8" Offset="0xBAD8" />
<DList Name="object_dnq_DL_00D670" Offset="0xD670" />
<DList Name="object_dnq_DL_00D978" Offset="0xD978" />
<DList Name="object_dnq_DL_00DA08" Offset="0xDA08" />
<DList Name="object_dnq_DL_00DAA0" Offset="0xDAA0" />
<DList Name="object_dnq_DL_00DB38" Offset="0xDB38" />
<DList Name="object_dnq_DL_00DBD0" Offset="0xDBD0" />
<DList Name="object_dnq_DL_00DC68" Offset="0xDC68" />
<DList Name="object_dnq_DL_00DD00" Offset="0xDD00" />
<DList Name="object_dnq_DL_00DD98" Offset="0xDD98" />
<DList Name="object_dnq_DL_00DE30" Offset="0xDE30" />
<DList Name="object_dnq_DL_00DEC8" Offset="0xDEC8" />
<DList Name="object_dnq_DL_00E018" Offset="0xE018" />
<DList Name="object_dnq_DL_00E1C8" Offset="0xE1C8" />
<DList Name="object_dnq_DL_00E260" Offset="0xE260" />
<DList Name="object_dnq_DL_00E2F8" Offset="0xE2F8" />
<DList Name="object_dnq_DL_00E340" Offset="0xE340" />
<DList Name="object_dnq_DL_00E410" Offset="0xE410" />
<DList Name="object_dnq_DL_00E530" Offset="0xE530" />
<DList Name="object_dnq_DL_00E650" Offset="0xE650" />
<DList Name="object_dnq_DL_00E768" Offset="0xE768" />
<DList Name="object_dnq_DL_00E888" Offset="0xE888" />
<DList Name="object_dnq_DL_00E9A8" Offset="0xE9A8" />
<DList Name="object_dnq_DL_00EAC0" Offset="0xEAC0" />
<DList Name="object_dnq_DL_00EBD8" Offset="0xEBD8" />
<Texture Name="object_dnq_Tex_00ECD0" OutName="tex_00ECD0" Format="rgba16" Width="16" Height="32" Offset="0xECD0" />
<Texture Name="object_dnq_Tex_00F0D0" OutName="tex_00F0D0" Format="rgba16" Width="16" Height="32" Offset="0xF0D0" />
<Texture Name="object_dnq_Tex_00F4D0" OutName="tex_00F4D0" Format="rgba16" Width="4" Height="16" Offset="0xF4D0" />
<Texture Name="object_dnq_Tex_00F550" OutName="tex_00F550" Format="rgba16" Width="8" Height="8" Offset="0xF550" />
<Texture Name="object_dnq_Tex_00F5D0" OutName="tex_00F5D0" Format="rgba16" Width="16" Height="16" Offset="0xF5D0" />
<Texture Name="object_dnq_Tex_00F7D0" OutName="tex_00F7D0" Format="rgba16" Width="32" Height="32" Offset="0xF7D0" />
<Texture Name="object_dnq_Tex_00FFD0" OutName="tex_00FFD0" Format="rgba16" Width="16" Height="32" Offset="0xFFD0" />
<Texture Name="object_dnq_Tex_0103D0" OutName="tex_0103D0" Format="rgba16" Width="16" Height="16" Offset="0x103D0" />
<Texture Name="object_dnq_Tex_0105D0" OutName="tex_0105D0" Format="rgba16" Width="16" Height="16" Offset="0x105D0" />
<Texture Name="object_dnq_Tex_0107D0" OutName="tex_0107D0" Format="rgba16" Width="16" Height="16" Offset="0x107D0" />
<Texture Name="object_dnq_Tex_0109D0" OutName="tex_0109D0" Format="rgba16" Width="16" Height="16" Offset="0x109D0" />
<Limb Name="object_dnq_Standardlimb_010BD0" Type="Standard" EnumName="OBJECT_DNQ_LIMB_01" Offset="0x10BD0" />
<Limb Name="object_dnq_Standardlimb_010BDC" Type="Standard" EnumName="OBJECT_DNQ_LIMB_02" Offset="0x10BDC" />
<Limb Name="object_dnq_Standardlimb_010BE8" Type="Standard" EnumName="OBJECT_DNQ_LIMB_03" Offset="0x10BE8" />
<Limb Name="object_dnq_Standardlimb_010BF4" Type="Standard" EnumName="OBJECT_DNQ_LIMB_04" Offset="0x10BF4" />
<Limb Name="object_dnq_Standardlimb_010C00" Type="Standard" EnumName="OBJECT_DNQ_LIMB_05" Offset="0x10C00" />
<Limb Name="object_dnq_Standardlimb_010C0C" Type="Standard" EnumName="OBJECT_DNQ_LIMB_06" Offset="0x10C0C" />
<Limb Name="object_dnq_Standardlimb_010C18" Type="Standard" EnumName="OBJECT_DNQ_LIMB_07" Offset="0x10C18" />
<Limb Name="object_dnq_Standardlimb_010C24" Type="Standard" EnumName="OBJECT_DNQ_LIMB_08" Offset="0x10C24" />
<Limb Name="object_dnq_Standardlimb_010C30" Type="Standard" EnumName="OBJECT_DNQ_LIMB_09" Offset="0x10C30" />
<Limb Name="object_dnq_Standardlimb_010C3C" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0A" Offset="0x10C3C" />
<Limb Name="object_dnq_Standardlimb_010C48" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0B" Offset="0x10C48" />
<Limb Name="object_dnq_Standardlimb_010C54" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0C" Offset="0x10C54" />
<Limb Name="object_dnq_Standardlimb_010C60" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0D" Offset="0x10C60" />
<Limb Name="object_dnq_Standardlimb_010C6C" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0E" Offset="0x10C6C" />
<Limb Name="object_dnq_Standardlimb_010C78" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0F" Offset="0x10C78" />
<Limb Name="object_dnq_Standardlimb_010C84" Type="Standard" EnumName="OBJECT_DNQ_LIMB_10" Offset="0x10C84" />
<Limb Name="object_dnq_Standardlimb_010C90" Type="Standard" EnumName="OBJECT_DNQ_LIMB_11" Offset="0x10C90" />
<Limb Name="object_dnq_Standardlimb_010C9C" Type="Standard" EnumName="OBJECT_DNQ_LIMB_12" Offset="0x10C9C" />
<Limb Name="object_dnq_Standardlimb_010CA8" Type="Standard" EnumName="OBJECT_DNQ_LIMB_13" Offset="0x10CA8" />
<Limb Name="object_dnq_Standardlimb_010CB4" Type="Standard" EnumName="OBJECT_DNQ_LIMB_14" Offset="0x10CB4" />
<Limb Name="object_dnq_Standardlimb_010CC0" Type="Standard" EnumName="OBJECT_DNQ_LIMB_15" Offset="0x10CC0" />
<Limb Name="object_dnq_Standardlimb_010CCC" Type="Standard" EnumName="OBJECT_DNQ_LIMB_16" Offset="0x10CCC" />
<Limb Name="object_dnq_Standardlimb_010CD8" Type="Standard" EnumName="OBJECT_DNQ_LIMB_17" Offset="0x10CD8" />
<Limb Name="object_dnq_Standardlimb_010CE4" Type="Standard" EnumName="OBJECT_DNQ_LIMB_18" Offset="0x10CE4" />
<Limb Name="object_dnq_Standardlimb_010CF0" Type="Standard" EnumName="OBJECT_DNQ_LIMB_19" Offset="0x10CF0" />
<Skeleton Name="object_dnq_Skel_010D60" Type="Flex" LimbType="Standard" LimbNone="OBJECT_DNQ_LIMB_NONE" LimbMax="OBJECT_DNQ_LIMB_MAX" EnumName="ObjectDnpLimb" Offset="0x10D60" />
<Animation Name="object_dnq_Anim_0115B8" Offset="0x115B8" />
<Animation Name="object_dnq_Anim_012428" Offset="0x12428" />
<!-- Deku Princess Animations -->
<Animation Name="gDekuPrincessJumpKickAnim" Offset="0x7D8" /> <!-- Original name is "dnq_atack" -->
<Animation Name="gDekuPrincessJumpAnim" Offset="0x125C" /> <!-- Original name is "dnq_attack1" -->
<Animation Name="gDekuPrincessBounceStartAnim" Offset="0x17F8" /> <!-- Original name is "dnq_attack2" -->
<Animation Name="gDekuPrincessBounceLoopAnim" Offset="0x1C1C" /> <!-- Original name is "dnq_attack2_loop" -->
<Animation Name="gDekuPrincessHurryAnim" Offset="0x21DC" /> <!-- Original name is "dnq_awate" ("to hurry; to rush; to hasten") -->
<Animation Name="gDekuPrincessHurryEndAnim" Offset="0x26B8" /> <!-- Original name is "dnq_awateTOwait" -->
<Animation Name="gDekuPrincessScoldAnim" Offset="0x4D08" /> <!-- Original name is "dnq_baka" ("idiot; moron; fool") -->
<Animation Name="gDekuPrincessGlareStartAnim" Offset="0x57AC" /> <!-- Original name is "dnq_gekido" ("rage; fury") -->
<Animation Name="gDekuPrincessGlareLoopAnim" Offset="0x625C" /> <!-- Origianl name is "dnq_gekido_loop" -->
<Animation Name="gDekuPrincessThinkLoopAnim" Offset="0x674C" /> <!-- Original name is "dnq_hatena" ("question") -->
<Animation Name="gDekuPrincessArmsTogetherLoopAnim" Offset="0x6B74" /> <!-- Original name is "dnq_ho" -->
<Animation Name="gDekuPrincessLaughStartAnim" Offset="0x71F4" /> <!-- Original name is "dnq_hoTOhohoho" -->
<Animation Name="gDekuPrincessLaughLoopAnim" Offset="0x7960" /> <!-- Original name is "dnq_hohoho" -->
<Animation Name="gDekuPrincessTurnAroundAnim" Offset="0x8588" /> <!-- Original name is "dnq_maji" (from her Japanese dialogue, like "really?!" or "seriously?!")-->
<Animation Name="gDekuPrincessAngryStartAnim" Offset="0x923C" /> <!-- Original name is "dnq_okoru" ("to get angry; to get mad") -->
<Animation Name="gDekuPrincessAngryLoopAnim" Offset="0x9AA0" /> <!-- Original name is "dnq_okoru_loop" -->
<Animation Name="gDekuPrincessBowAnim" Offset="0xA900" /> <!-- Original name is "dnq_orei" ("bow") -->
<Animation Name="gDekuPrincessRunAnim" Offset="0xAEB8" /> <!-- Original name is "dnq_run" -->
<Animation Name="gDekuPrincessIdleAnim" Offset="0xB324" /> <!-- Original name is "dnq_wait" -->
<Animation Name="gDekuPrincessThinkStartAnim" Offset="0xB754" /> <!-- Original name is "dnq_waitTOhatena" -->
<Animation Name="gDekuPrincessArmsTogetherStartAnim" Offset="0xBAD8" /> <!-- Original name is "dnq_waitTOho" -->
<!-- Deku Princess Limb DisplayLists -->
<DList Name="gDekuPrincessHeadDL" Offset="0xD670" />
<DList Name="gDekuPrincessEyesDL" Offset="0xD978" />
<DList Name="gDekuPrincessHair9DL" Offset="0xDA08" />
<DList Name="gDekuPrincessHair8DL" Offset="0xDAA0" />
<DList Name="gDekuPrincessHair7DL" Offset="0xDB38" />
<DList Name="gDekuPrincessHair6DL" Offset="0xDBD0" />
<DList Name="gDekuPrincessHair5DL" Offset="0xDC68" />
<DList Name="gDekuPrincessHair4DL" Offset="0xDD00" />
<DList Name="gDekuPrincessHair3DL" Offset="0xDD98" />
<DList Name="gDekuPrincessHair2DL" Offset="0xDE30" />
<DList Name="gDekuPrincessHair1DL" Offset="0xDEC8" />
<DList Name="gDekuPrincessSnoutDL" Offset="0xE018" />
<DList Name="gDekuPrincessRightEarringDL" Offset="0xE1C8" />
<DList Name="gDekuPrincessLeftEarringDL" Offset="0xE260" />
<DList Name="gDekuPrincessNeckDL" Offset="0xE2F8" /> <!-- Renders a single triangle instead of a normal-looking limb -->
<DList Name="gDekuPrincessTorsoDL" Offset="0xE340" />
<DList Name="gDekuPrincessRightSleeveEndDL" Offset="0xE410" />
<DList Name="gDekuPrincessRightForearmDL" Offset="0xE530" />
<DList Name="gDekuPrincessRightUpperArmDL" Offset="0xE650" />
<DList Name="gDekuPrincessLeftSleeveEndDL" Offset="0xE768" />
<DList Name="gDekuPrincessLeftForearmDL" Offset="0xE888" />
<DList Name="gDekuPrincessLeftUpperArmDL" Offset="0xE9A8" />
<DList Name="gDekuPrincessDressDL" Offset="0xEAC0" />
<DList Name="gDekuPrincessDressTrainDL" Offset="0xEBD8" />
<!-- Deku Princess Textures -->
<Texture Name="gDekuPrincessPetalTex" OutName="deku_princess_petal" Format="rgba16" Width="16" Height="32" Offset="0xECD0" />
<Texture Name="gDekuPrincessHairLeafTex" OutName="deku_princess_hair_leaf" Format="rgba16" Width="16" Height="32" Offset="0xF0D0" />
<Texture Name="gDekuPrincessHeadTex" OutName="deku_princess_head" Format="rgba16" Width="4" Height="16" Offset="0xF4D0" />
<Texture Name="gDekuPrincessMouthTex" OutName="deku_princess_mouth" Format="rgba16" Width="8" Height="8" Offset="0xF550" />
<Texture Name="gDekuPrincessFaceTex" OutName="deku_princess_face" Format="rgba16" Width="16" Height="16" Offset="0xF5D0" />
<Texture Name="gDekuPrincessDressTex" OutName="deku_princess_dress" Format="rgba16" Width="32" Height="32" Offset="0xF7D0" />
<Texture Name="gDekuPrincessSleeveTex" OutName="deku_princess_sleeve" Format="rgba16" Width="16" Height="32" Offset="0xFFD0" />
<Texture Name="gDekuPrincessEyeOpenTex" OutName="deku_princess_eye_open" Format="rgba16" Width="16" Height="16" Offset="0x103D0" />
<Texture Name="gDekuPrincessEyeHalfTex" OutName="deku_princess_eye_half" Format="rgba16" Width="16" Height="16" Offset="0x105D0" />
<Texture Name="gDekuPrincessEyeClosedTex" OutName="deku_princess_eye_closed" Format="rgba16" Width="16" Height="16" Offset="0x107D0" />
<Texture Name="gDekuPrincessEyeAngryTex" OutName="deku_princess_eye_angry" Format="rgba16" Width="16" Height="16" Offset="0x109D0" />
<!-- Deku Princess Limbs -->
<Limb Name="gDekuPrincessRootLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_ROOT" Offset="0x10BD0" />
<Limb Name="gDekuPrincessDressLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_DRESS" Offset="0x10BDC" />
<Limb Name="gDekuPrincessDressTrainLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_DRESS_TRAIN" Offset="0x10BE8" />
<Limb Name="gDekuPrincessTorsoLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_TORSO" Offset="0x10BF4" />
<Limb Name="gDekuPrincessLeftUpperArmLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_LEFT_UPPER_ARM" Offset="0x10C00" />
<Limb Name="gDekuPrincessLeftForearmLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_LEFT_FOREARM" Offset="0x10C0C" />
<Limb Name="gDekuPrincessLeftSleeveEndLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_LEFT_SLEEVE_END" Offset="0x10C18" />
<Limb Name="gDekuPrincessRightUpperArmLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_RIGHT_UPPER_ARM" Offset="0x10C24" />
<Limb Name="gDekuPrincessRightForearmLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_RIGHT_FOREARM" Offset="0x10C30" />
<Limb Name="gDekuPrincessRightSleeveEndLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_RIGHT_SLEEVE_END" Offset="0x10C3C" />
<Limb Name="gDekuPrincessNeckLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_NECK" Offset="0x10C48" />
<Limb Name="gDekuPrincessHeadLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HEAD" Offset="0x10C54" />
<Limb Name="gDekuPrincessLeftEarringLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_LEFT_EARRING" Offset="0x10C60" />
<Limb Name="gDekuPrincessRightEarringLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_RIGHT_EARRING" Offset="0x10C6C" />
<Limb Name="gDekuPrincessSnoutLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_SNOUT" Offset="0x10C78" />
<Limb Name="gDekuPrincessHair1Limb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HAIR_1" Offset="0x10C84" />
<Limb Name="gDekuPrincessHair2Limb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HAIR_2" Offset="0x10C90" />
<Limb Name="gDekuPrincessHair3Limb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HAIR_3" Offset="0x10C9C" />
<Limb Name="gDekuPrincessHair4Limb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HAIR_4" Offset="0x10CA8" />
<Limb Name="gDekuPrincessHair5Limb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HAIR_5" Offset="0x10CB4" />
<Limb Name="gDekuPrincessHair6Limb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HAIR_6" Offset="0x10CC0" />
<Limb Name="gDekuPrincessHair7Limb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HAIR_7" Offset="0x10CCC" />
<Limb Name="gDekuPrincessHair8Limb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HAIR_8" Offset="0x10CD8" />
<Limb Name="gDekuPrincessHair9Limb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_HAIR_9" Offset="0x10CE4" />
<Limb Name="gDekuPrincessEyesLimb" Type="Standard" EnumName="DEKU_PRINCESS_LIMB_EYES" Offset="0x10CF0" />
<!-- Deku Princess Skeleton -->
<Skeleton Name="gDekuPrincessSkel" Type="Flex" LimbType="Standard" LimbNone="DEKU_PRINCESS_LIMB_NONE" LimbMax="DEKU_PRINCESS_LIMB_MAX" EnumName="DekuPrincessLimb" Offset="0x10D60" />
<!-- Deku Princess Animations -->
<Animation Name="gDekuPrincessWalkAnim" Offset="0x115B8" /> <!-- Original name is "dnq_walk" -->
<Animation Name="gDekuPrincessGreetingAnim" Offset="0x12428" /> <!-- Original name is "dnq_yorosiku" (probably short for "pleased to meet you") -->
</File>
</Root>
+50 -38
View File
@@ -1,46 +1,58 @@
<Root>
<!-- Assets for Anju's Grandma -->
<File Name="object_nb" Segment="6">
<Animation Name="object_nb_Anim_000290" Offset="0x290" />
<Animation Name="object_nb_Anim_00052C" Offset="0x52C" />
<Animation Name="object_nb_Anim_0006D4" Offset="0x6D4" />
<Animation Name="object_nb_Anim_000990" Offset="0x990" />
<DList Name="object_nb_DL_004A70" Offset="0x4A70" />
<DList Name="object_nb_DL_005170" Offset="0x5170" />
<DList Name="object_nb_DL_005430" Offset="0x5430" />
<DList Name="object_nb_DL_0056F0" Offset="0x56F0" />
<DList Name="object_nb_DL_005988" Offset="0x5988" />
<DList Name="object_nb_DL_005AA8" Offset="0x5AA8" />
<DList Name="object_nb_DL_006390" Offset="0x6390" />
<!-- Anju's Grandma Animations-->
<Animation Name="gNbTalkAnim" Offset="0x290" />
<Animation Name="gNbAngryAnim" Offset="0x52C" />
<Animation Name="gNbRelievedAnim" Offset="0x6D4" />
<Animation Name="gNbIdleAnim" Offset="0x990" />
<!-- Anju's Grandma DisplayLists -->
<DList Name="gNbWheelchairDL" Offset="0x4A70" /> <!-- Includes legs -->
<DList Name="gNbRightWheelDL" Offset="0x5170" />
<DList Name="gNbLeftWheelDL" Offset="0x5430" />
<DList Name="gNbTorsoDL" Offset="0x56F0" />
<DList Name="gNbNeckDL" Offset="0x5988" />
<DList Name="gNbHeadDL" Offset="0x5AA8" />
<DList Name="gNbArmsBookDL" Offset="0x6390" />
<!-- Anju's Grandma TLUTs -->
<Texture Name="object_nb_TLUT_006910" OutName="tlut_006910" Format="rgba16" Width="16" Height="16" Offset="0x6910" />
<Texture Name="object_nb_TLUT_006B10" OutName="tlut_006B10" Format="rgba16" Width="16" Height="16" Offset="0x6B10" />
<Texture Name="object_nb_TLUT_006D10" OutName="tlut_006D10" Format="rgba16" Width="16" Height="16" Offset="0x6D10" />
<Texture Name="object_nb_Tex_006F10" OutName="tex_006F10" Format="ci8" Width="8" Height="8" Offset="0x6F10" />
<Texture Name="object_nb_Tex_006F50" OutName="tex_006F50" Format="ci8" Width="16" Height="16" Offset="0x6F50" />
<Texture Name="object_nb_Tex_007050" OutName="tex_007050" Format="ci8" Width="16" Height="16" Offset="0x7050" />
<Texture Name="object_nb_Tex_007150" OutName="tex_007150" Format="ci8" Width="16" Height="8" Offset="0x7150" />
<Texture Name="object_nb_Tex_0071D0" OutName="tex_0071D0" Format="ci8" Width="16" Height="32" Offset="0x71D0" />
<Texture Name="object_nb_Tex_0073D0" OutName="tex_0073D0" Format="ci8" Width="16" Height="8" Offset="0x73D0" />
<Texture Name="object_nb_Tex_007450" OutName="tex_007450" Format="ci8" Width="16" Height="8" Offset="0x7450" />
<Texture Name="object_nb_Tex_0074D0" OutName="tex_0074D0" Format="ci8" Width="16" Height="8" Offset="0x74D0" />
<Texture Name="object_nb_Tex_007550" OutName="tex_007550" Format="ci8" Width="16" Height="16" Offset="0x7550" />
<Texture Name="gNbTigerTLUT" OutName="nb_tiger_tlut" Format="rgba16" Width="16" Height="16" Offset="0x6D10" />
<!-- Anju's Grandma Textures -->
<Texture Name="gNbSkinTex" OutName="nb_skin" Format="ci8" Width="8" Height="8" Offset="0x6F10" TlutOffset="0x6910" />
<Texture Name="gNbEarTex" OutName="nb_ear" Format="ci8" Width="16" Height="16" Offset="0x6F50" TlutOffset="0x6910" />
<Texture Name="object_nb_Tex_007050" OutName="tex_007050" Format="ci8" Width="16" Height="16" Offset="0x7050" TlutOffset="0x6910" />
<Texture Name="gNbUpperEyelidTex" OutName="nb_upper_eyelid" Format="ci8" Width="16" Height="8" Offset="0x7150" TlutOffset="0x6910" />
<Texture Name="gNbHairTex" OutName="nb_hair" Format="ci8" Width="16" Height="32" Offset="0x71D0" TlutOffset="0x6B10" />
<Texture Name="gNbEyeTex" OutName="nb_eye" Format="ci8" Width="16" Height="8" Offset="0x73D0" TlutOffset="0x6910" />
<Texture Name="gNbLowerEyelidTex" OutName="nb_lower_eyelid" Format="ci8" Width="16" Height="8" Offset="0x7450" TlutOffset="0x6910" />
<Texture Name="object_nb_Tex_0074D0" OutName="tex_0074D0" Format="ci8" Width="16" Height="8" Offset="0x74D0" TlutOffset="0x6D10" />
<Texture Name="object_nb_Tex_007550" OutName="tex_007550" Format="ci8" Width="16" Height="16" Offset="0x7550" TlutOffset="0x6B10" />
<Texture Name="object_nb_Tex_007650" OutName="tex_007650" Format="i8" Width="16" Height="16" Offset="0x7650" />
<Texture Name="object_nb_Tex_007750" OutName="tex_007750" Format="rgba16" Width="8" Height="8" Offset="0x7750" />
<Texture Name="object_nb_Tex_0077D0" OutName="tex_0077D0" Format="ci8" Width="16" Height="16" Offset="0x77D0" />
<Texture Name="object_nb_Tex_0078D0" OutName="tex_0078D0" Format="ci8" Width="16" Height="16" Offset="0x78D0" />
<Texture Name="object_nb_Tex_0079D0" OutName="tex_0079D0" Format="ci8" Width="32" Height="16" Offset="0x79D0" />
<Texture Name="object_nb_Tex_007BD0" OutName="tex_007BD0" Format="ci8" Width="16" Height="16" Offset="0x7BD0" />
<Texture Name="object_nb_Tex_007CD0" OutName="tex_007CD0" Format="ci8" Width="16" Height="16" Offset="0x7CD0" />
<Texture Name="object_nb_Tex_007DD0" OutName="tex_007DD0" Format="ci8" Width="16" Height="16" Offset="0x7DD0" />
<Texture Name="object_nb_Tex_007ED0" OutName="tex_007ED0" Format="ci8" Width="16" Height="16" Offset="0x7ED0" />
<Texture Name="object_nb_Tex_007FD0" OutName="tex_007FD0" Format="ci8" Width="32" Height="64" Offset="0x7FD0" />
<Texture Name="object_nb_Tex_0087D0" OutName="tex_0087D0" Format="ci8" Width="32" Height="32" Offset="0x87D0" />
<Limb Name="object_nb_Standardlimb_008BD0" Type="Standard" EnumName="OBJECT_NB_LIMB_01" Offset="0x8BD0" />
<Limb Name="object_nb_Standardlimb_008BDC" Type="Standard" EnumName="OBJECT_NB_LIMB_02" Offset="0x8BDC" />
<Limb Name="object_nb_Standardlimb_008BE8" Type="Standard" EnumName="OBJECT_NB_LIMB_03" Offset="0x8BE8" />
<Limb Name="object_nb_Standardlimb_008BF4" Type="Standard" EnumName="OBJECT_NB_LIMB_04" Offset="0x8BF4" />
<Limb Name="object_nb_Standardlimb_008C00" Type="Standard" EnumName="OBJECT_NB_LIMB_05" Offset="0x8C00" />
<Limb Name="object_nb_Standardlimb_008C0C" Type="Standard" EnumName="OBJECT_NB_LIMB_06" Offset="0x8C0C" />
<Limb Name="object_nb_Standardlimb_008C18" Type="Standard" EnumName="OBJECT_NB_LIMB_07" Offset="0x8C18" />
<Skeleton Name="object_nb_Skel_008C40" Type="Flex" LimbType="Standard" LimbNone="OBJECT_NB_LIMB_NONE" LimbMax="OBJECT_NB_LIMB_MAX" EnumName="ObjectNbLimb" Offset="0x8C40" />
<Texture Name="object_nb_Tex_0077D0" OutName="tex_0077D0" Format="ci8" Width="16" Height="16" Offset="0x77D0" TlutOffset="0x6B10" />
<Texture Name="object_nb_Tex_0078D0" OutName="tex_0078D0" Format="ci8" Width="16" Height="16" Offset="0x78D0" TlutOffset="0x6B10" />
<Texture Name="object_nb_Tex_0079D0" OutName="tex_0079D0" Format="ci8" Width="32" Height="16" Offset="0x79D0" TlutOffset="0x6B10" />
<Texture Name="gNbBookCoverTex" OutName="nb_book_cover" Format="ci8" Width="16" Height="16" Offset="0x7BD0" TlutOffset="0x6B10" />
<Texture Name="gNbSkirtTex" OutName="nb_skirt" Format="ci8" Width="16" Height="16" Offset="0x7CD0" TlutOffset="0x6910" />
<Texture Name="gNbBookPageTex" OutName="nb_book_page" Format="ci8" Width="16" Height="16" Offset="0x7DD0" TlutOffset="0x6D10" />
<Texture Name="gNbFingersTex" OutName="nb_fingers" Format="ci8" Width="16" Height="16" Offset="0x7ED0" TlutOffset="0x6910" />
<Texture Name="gNbTigerTex" OutName="nb_tiger" Format="ci8" Width="32" Height="64" Offset="0x7FD0" TlutOffset="0x6D10" />
<Texture Name="object_nb_Tex_0087D0" OutName="tex_0087D0" Format="ci8" Width="32" Height="32" Offset="0x87D0" TlutOffset="0x6B10" />
<!-- Anju's Grandma Limbs -->
<Limb Name="gNbWheelchairLimb" Type="Standard" EnumName="NB_LIMB_WHEELCHAIR" Offset="0x8BD0" />
<Limb Name="gNbTorsoLimb" Type="Standard" EnumName="NB_LIMB_TORSO" Offset="0x8BDC" />
<Limb Name="gNbArmsBookLimb" Type="Standard" EnumName="NB_LIMB_ARMS_BOOK" Offset="0x8BE8" />
<Limb Name="gNbNeckLimb" Type="Standard" EnumName="NB_LIMB_NECK" Offset="0x8BF4" />
<Limb Name="gNbHeadLimb" Type="Standard" EnumName="NB_LIMB_HEAD" Offset="0x8C00" />
<Limb Name="gNbLeftWheelLimb" Type="Standard" EnumName="NB_LIMB_LEFT_WHEEL" Offset="0x8C0C" />
<Limb Name="gNbRightWheelLimb" Type="Standard" EnumName="NB_LIMB_RIGHT_WHEEL" Offset="0x8C18" />
<!-- Anju's Grandma Skeleton -->
<Skeleton Name="gNbSkel" Type="Flex" LimbType="Standard" LimbNone="NB_LIMB_NONE" LimbMax="NB_LIMB_MAX" EnumName="NbLimb" Offset="0x8C40" />
</File>
</Root>
+1 -1
View File
@@ -26,7 +26,7 @@ void func_809527F8(EnMs* this, PlayState* play);
void func_809529AC(EnMs* this, PlayState* play);
void func_80952A1C(EnMs* this, PlayState* play);
const ActorInit En_Ms_InitVars = {
ActorInit En_Ms_InitVars = {
ACTOR_EN_MS,
ACTORCAT_NPC,
FLAGS,
+2 -4
View File
@@ -27,7 +27,7 @@ void EnRecepgirl_Draw(Actor* thisx, PlayState* play);
// --------------- 4 ---------------
#if 0
const ActorInit En_Recepgirl_InitVars = {
ActorInit En_Recepgirl_InitVars = {
ACTOR_EN_RECEPGIRL,
ACTORCAT_NPC,
FLAGS,
@@ -122,8 +122,6 @@ typedef struct EnRecepgirl {
/* 0x02AC */ char unk_2AC[0x8];
} EnRecepgirl; // size = 0x2B4
extern const ActorInit En_Recepgirl_InitVars;
#endif // Z_EN_RECEPGIRL_H
```
@@ -337,7 +335,7 @@ For now, we do not want to consider the data that mips2c has kindly imported for
```C
#if 0
const ActorInit En_Recepgirl_InitVars = {
ActorInit En_Recepgirl_InitVars = {
ACTOR_EN_RECEPGIRL,
ACTORCAT_NPC,
FLAGS,
+3 -3
View File
@@ -43,7 +43,7 @@ Once we have decompiled enough things to know what the data is, we can import it
```C
#if 0
const ActorInit En_Recepgirl_InitVars = {
ActorInit En_Recepgirl_InitVars = {
ACTOR_EN_RECEPGIRL,
ACTORCAT_NPC,
FLAGS,
@@ -99,7 +99,7 @@ endseg
Next remove all the externs, and uncomment their corresponding commented data:
```C
const ActorInit En_Recepgirl_InitVars = {
ActorInit En_Recepgirl_InitVars = {
ACTOR_EN_RECEPGIRL,
ACTORCAT_NPC,
FLAGS,
@@ -139,7 +139,7 @@ As we'd expect, of course: we didn't fulfil our promise that they were defined e
For actors which have yet to be decompiled, this is mitigated by use of the file `undefined_syms.txt`, which feeds the linker the raw addresses to use as the symbol definitions. However, we want to replace these segmented addresses with proper object symbols whenever possible. In `En_Recepgirl_InitVars`, we can see that this actor uses the object `OBJECT_BG`:
```c
const ActorInit En_Recepgirl_InitVars = {
ActorInit En_Recepgirl_InitVars = {
ACTOR_EN_RECEPGIRL,
ACTORCAT_NPC,
FLAGS,
+2 -2
View File
@@ -48,7 +48,7 @@ void func_80C1019C(EnRecepgirl* this, PlayState* play);
void func_80C10290(EnRecepgirl* this);
void func_80C102D4(EnRecepgirl* this, PlayState* play);
const ActorInit En_Recepgirl_InitVars = {
ActorInit En_Recepgirl_InitVars = {
ACTOR_EN_RECEPGIRL,
ACTORCAT_NPC,
FLAGS,
@@ -316,7 +316,7 @@ So it is used as an index into the array `D_80C106B0`, and the element with that
As we discussed last time, `D_80C106B0` is an array of [segmented pointers](data.md#segmented-pointers). Since they are in segment `6`, they are in the actor's object file. Which object? The InitVars tell us: namely,
```C
const ActorInit En_Recepgirl_InitVars = {
ActorInit En_Recepgirl_InitVars = {
ACTOR_EN_RECEPGIRL,
ACTORCAT_NPC,
FLAGS,
+2 -2
View File
@@ -1675,7 +1675,7 @@ void Map_Update(PlayState* play);
// void func_8010BEBC(void);
// void func_8010BEF0(void);
// void func_8010BF24(void);
s32 func_8010BF58(Actor* actor, PlayState* play, s32* param_3, UNK_PTR param_4, s32* param_5);
s32 func_8010BF58(Actor* actor, PlayState* play, void* param_3, UNK_PTR param_4, s32* param_5);
void Nmi_Init(void);
void Nmi_SetPrenmiStart(void);
// s32 Nmi_GetPrenmiHasStarted(void);
@@ -2370,7 +2370,7 @@ s32 func_8016A02C(GameState* thisx, Actor* actor, s16* yaw);
s32 Play_IsUnderwater(PlayState* this, Vec3f* pos);
s32 Play_IsDebugCamEnabled(void);
void Play_AssignPlayerActorCsIdsFromScene(GameState* thisx, s32 startActorCsId);
void func_8016A268(GameState* gameState, s16 arg1, u8 arg2, u8 arg3, u8 arg4, u8 arg5);
void Play_FillScreen(GameState* gameState, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha);
void Play_Init(GameState* gameState);
// void func_8016AC10(UNK_TYPE1 param_1, UNK_TYPE1 param_2, UNK_TYPE1 param_3, UNK_TYPE1 param_4, UNK_TYPE4 param_5, UNK_TYPE4 param_6, UNK_TYPE4 param_7, UNK_TYPE4 param_8, UNK_TYPE4 param_9, UNK_TYPE4 param_10);
// void func_8016AE1C(void);
-576
View File
File diff suppressed because it is too large Load Diff
+6
View File
@@ -50,6 +50,12 @@
#define R_UPDATE_RATE SREG(30)
#define R_PAUSE_MENU_MODE SREG(94)
#define R_PLAY_FILL_SCREEN_ON MREG(64)
#define R_PLAY_FILL_SCREEN_R MREG(65)
#define R_PLAY_FILL_SCREEN_G MREG(66)
#define R_PLAY_FILL_SCREEN_B MREG(67)
#define R_PLAY_FILL_SCREEN_ALPHA MREG(68)
#define R_PAUSE_WORLD_MAP_YAW YREG(24)
#define R_PAUSE_WORLD_MAP_Y_OFFSET YREG(25)
#define R_PAUSE_WORLD_MAP_DEPTH YREG(26)
+10 -573
View File
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
-1
View File
@@ -358,7 +358,6 @@ extern u16 viRetrace;
extern DmaEntry dmadata[1568];
// extern UNK_TYPE1 D_80186028;
extern u64 aspMainTextStart[];
extern ActorInit En_A_Obj_InitVars;
extern ColliderCylinderInit enAObjCylinderInit;
extern InitChainEntry enAObjInitVar;
extern Gfx* enAObjDisplayLists[2];
+12 -692
View File
File diff suppressed because it is too large Load Diff
+1 -2
View File
@@ -4297,8 +4297,7 @@ beginseg
name "ovl_En_Nb"
compress
include "build/src/overlays/actors/ovl_En_Nb/z_en_nb.o"
include "build/data/ovl_En_Nb/ovl_En_Nb.data.o"
include "build/data/ovl_En_Nb/ovl_En_Nb.reloc.o"
include "build/src/overlays/actors/ovl_En_Nb/ovl_En_Nb_reloc.o"
endseg
beginseg
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -23,7 +23,7 @@ void EnItem00_DrawSprite(EnItem00* this, PlayState* play);
void EnItem00_DrawHeartContainer(EnItem00* this, PlayState* play);
void EnItem00_DrawHeartPiece(EnItem00* this, PlayState* play);
const ActorInit En_Item00_InitVars = {
ActorInit En_Item00_InitVars = {
ACTOR_EN_ITEM00,
ACTORCAT_MISC,
FLAGS,
+7 -7
View File
@@ -540,13 +540,13 @@ void Play_AssignPlayerActorCsIdsFromScene(GameState* thisx, s32 startActorCsId)
}
}
// These regs are used by Gameplay_Draw, and several actors, purpose as yet unclear.
void func_8016A268(GameState* thisx, s16 arg1, u8 arg2, u8 arg3, u8 arg4, u8 arg5) {
MREG(64) = arg1;
MREG(65) = arg2;
MREG(66) = arg3;
MREG(67) = arg4;
MREG(68) = arg5;
// Set values to fill screen
void Play_FillScreen(GameState* thisx, s16 fillScreenOn, u8 red, u8 green, u8 blue, u8 alpha) {
R_PLAY_FILL_SCREEN_ON = fillScreenOn;
R_PLAY_FILL_SCREEN_R = red;
R_PLAY_FILL_SCREEN_G = green;
R_PLAY_FILL_SCREEN_B = blue;
R_PLAY_FILL_SCREEN_ALPHA = alpha;
}
#pragma GLOBAL_ASM("asm/non_matchings/code/z_play/Play_Init.s")
+1 -1
View File
@@ -14,7 +14,7 @@ void PlayerCall_Destroy(Actor* thisx, PlayState* play);
void PlayerCall_Update(Actor* thisx, PlayState* play);
void PlayerCall_Draw(Actor* thisx, PlayState* play);
const ActorInit Player_InitVars = {
ActorInit Player_InitVars = {
ACTOR_PLAYER,
ACTORCAT_PLAYER,
FLAGS,
@@ -20,7 +20,7 @@ void ArmsHook_Draw(Actor* thisx, PlayState* play);
void ArmsHook_Wait(ArmsHook* this, PlayState* play);
void ArmsHook_Shoot(ArmsHook* this, PlayState* play);
const ActorInit Arms_Hook_InitVars = {
ActorInit Arms_Hook_InitVars = {
ACTOR_ARMS_HOOK,
ACTORCAT_ITEMACTION,
FLAGS,

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