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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
19 lines
1.4 KiB
XML
19 lines
1.4 KiB
XML
<Root>
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<File Name="object_bh" Segment="6">
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<Animation Name="gBhFlyingAnim" Offset="0x74" /> <!-- Original name is "bh_fly" -->
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<DList Name="gBhBodyDL" Offset="0x2B0" />
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<DList Name="gBhRightWingToEdgeDL" Offset="0x3A0" />
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<DList Name="gBhRightWingToBodyDL" Offset="0x450" />
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<DList Name="gBhLeftWingToEdgeDL" Offset="0x4D8" />
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<DList Name="gBhLeftWingToBodyDL" Offset="0x588" />
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<Texture Name="gBhBodyTex" OutName="en_bh_body" Format="rgba16" Width="32" Height="32" Offset="0x610" />
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<Texture Name="gBhWingTex" OutName="en_bh_wing" Format="rgba16" Width="64" Height="32" Offset="0xE10" />
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<Limb Name="gBhBodyLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_BODY" Offset="0x1E10" />
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<Limb Name="gBhRightWingToBodyLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_RIGHT_WING_TO_BODY" Offset="0x1E1C" />
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<Limb Name="gBhRightWingToEdgeLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_RIGHT_WING_TO_EDGE" Offset="0x1E28" />
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<Limb Name="gBhLeftWingToBodyLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_LEFT_WING_TO_BODY" Offset="0x1E34" />
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<Limb Name="gBhLeftWingToEdgeLimb" Type="Standard" EnumName="OBJECT_BH_LIMB_LEFT_WING_TO_EDGE" Offset="0x1E40" />
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<Skeleton Name="gBhSkel" Type="Flex" LimbType="Standard" LimbNone="OBJECT_BH_LIMB_NONE" LimbMax="OBJECT_BH_LIMB_MAX" EnumName="ObjectBhLimb" Offset="0x1E60" />
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</File>
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</Root>
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