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* initial asset xml split * move otrexporter back * update exporter * update xml progress * update xmls -- todo: rename actor.xml * use latest otrexporter * cherry pick over gc support changes * zapdtr gc support * fix title screen * fix jumpslash * add gc file list * add additional asset header * Update OTRExporter * Update ZAPDTR * Update libultraship * Update OTRExporter * submodule * attempt 3 at submodules * add gPowderKegFuseVtx to gc xml * lus main * for pr * zapdtr rebased * move game versions to benport * update xml for PRs * move audio, todo: add to GC * gc audio * explain commented assets * zapdtr * pull and update zapdtr * Update OTRExporter
32 lines
2.3 KiB
XML
32 lines
2.3 KiB
XML
<Root>
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<!-- Dependencies -->
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<ExternalFile XmlPath="objects/gameplay_dangeon_keep.xml" OutPath="assets/objects/gameplay_dangeon_keep/"/>
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<!-- Assets for Boss Doors -->
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<File Name="object_bdoor" Segment="6">
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<!-- Boss Door, Lock, and Chain DisplayLists -->
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<DList Name="gBossDoorDL" Offset="0xC0" /> <!-- Original name is "bossdoor_model" -->
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<DList Name="gBossDoorLockDL" Offset="0x400" /> <!-- Original name is "doorkagiboss_model" ("lock") -->
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<DList Name="gBossDoorChainDL" Offset="0x530" /> <!-- Original name is "doorkusariboss_model" ("chain") -->
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<!-- One of the Boss Door Textures -->
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<Texture Name="gBossDoorSnowheadTex" OutName="boss_door_snowhead" Format="rgba16" Width="32" Height="64" Offset="0x5C0" />
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<!-- Assets for an unused set of doors -->
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<DList Name="gBossDoorUnusedDoor1LeftDL" Offset="0x1790" /> <!-- Original name is "i2_L_d1_model" -->
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<DList Name="gBossDoorUnusedDoor1RightDL" Offset="0x1850" /> <!-- Original name is "i2_L_d1_2_model" -->
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<Texture Name="gBossDoorUnusedDoor1Tex" OutName="boss_door_unused_door_1" Format="rgba16" Width="32" Height="64" Offset="0x1910" />
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<DList Name="gBossDoorUnusedDoor2LeftDL" Offset="0x2A50" /> <!-- Original name is "i2_L_d2_model" -->
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<DList Name="gBossDoorUnusedDoor2RightDL" Offset="0x2AF8" /> <!-- Original name is "i2_L_d2_2_model" -->
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<Texture Name="gBossDoorUnusedDoor2Tex" OutName="boss_door_unused_door_2" Format="rgba16" Width="32" Height="64" Offset="0x2BA0" />
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<!-- The rest of the Boss Door Textures -->
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<Texture Name="gBossDoorStoneTowerTex" OutName="boss_door_stone_tower" Format="rgba16" Width="32" Height="64" Offset="0x3BA0" />
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<Texture Name="gBossDoorGreatBayTex" OutName="boss_door_great_bay" Format="rgba16" Width="32" Height="64" Offset="0x4BA0" />
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<Texture Name="gBossDoorWoodfallTex" OutName="boss_door_woodfall" Format="rgba16" Width="32" Height="64" Offset="0x5BA0" />
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<!-- A default texture only used if a Boss Door is present outside of the four main dungeons, which is never the case in the final game. -->
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<Texture Name="gBossDoorDefaultTex" OutName="boss_door_unused" Format="rgba16" Width="32" Height="64" Offset="0x6BA0" />
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</File>
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</Root>
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