Files
2ship2harkinian-Android/mm/assets/xml/GC_US/objects/object_bdoor.xml
inspectredc c897fc2399 Gamecube NTSC US Support (#155)
* 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
2024-05-22 09:05:02 -05:00

32 lines
2.3 KiB
XML

<Root>
<!-- Dependencies -->
<ExternalFile XmlPath="objects/gameplay_dangeon_keep.xml" OutPath="assets/objects/gameplay_dangeon_keep/"/>
<!-- Assets for Boss Doors -->
<File Name="object_bdoor" Segment="6">
<!-- Boss Door, Lock, and Chain DisplayLists -->
<DList Name="gBossDoorDL" Offset="0xC0" /> <!-- Original name is "bossdoor_model" -->
<DList Name="gBossDoorLockDL" Offset="0x400" /> <!-- Original name is "doorkagiboss_model" ("lock") -->
<DList Name="gBossDoorChainDL" Offset="0x530" /> <!-- Original name is "doorkusariboss_model" ("chain") -->
<!-- One of the Boss Door Textures -->
<Texture Name="gBossDoorSnowheadTex" OutName="boss_door_snowhead" Format="rgba16" Width="32" Height="64" Offset="0x5C0" />
<!-- Assets for an unused set of doors -->
<DList Name="gBossDoorUnusedDoor1LeftDL" Offset="0x1790" /> <!-- Original name is "i2_L_d1_model" -->
<DList Name="gBossDoorUnusedDoor1RightDL" Offset="0x1850" /> <!-- Original name is "i2_L_d1_2_model" -->
<Texture Name="gBossDoorUnusedDoor1Tex" OutName="boss_door_unused_door_1" Format="rgba16" Width="32" Height="64" Offset="0x1910" />
<DList Name="gBossDoorUnusedDoor2LeftDL" Offset="0x2A50" /> <!-- Original name is "i2_L_d2_model" -->
<DList Name="gBossDoorUnusedDoor2RightDL" Offset="0x2AF8" /> <!-- Original name is "i2_L_d2_2_model" -->
<Texture Name="gBossDoorUnusedDoor2Tex" OutName="boss_door_unused_door_2" Format="rgba16" Width="32" Height="64" Offset="0x2BA0" />
<!-- The rest of the Boss Door Textures -->
<Texture Name="gBossDoorStoneTowerTex" OutName="boss_door_stone_tower" Format="rgba16" Width="32" Height="64" Offset="0x3BA0" />
<Texture Name="gBossDoorGreatBayTex" OutName="boss_door_great_bay" Format="rgba16" Width="32" Height="64" Offset="0x4BA0" />
<Texture Name="gBossDoorWoodfallTex" OutName="boss_door_woodfall" Format="rgba16" Width="32" Height="64" Offset="0x5BA0" />
<!-- 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. -->
<Texture Name="gBossDoorDefaultTex" OutName="boss_door_unused" Format="rgba16" Width="32" Height="64" Offset="0x6BA0" />
</File>
</Root>