This commit is contained in:
Mittenz
2020-08-25 00:38:13 -05:00
59 changed files with 16686 additions and 9866 deletions
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@@ -1,252 +0,0 @@
# DKR Assets
This document explains the different kinds of assets in Diddy Kong Racing.
The assets folder is not included within the repository itself, but rather extracted from a vanilla Diddy Kong Racing ROM file. You will need to provide your own ROM file and place it within the `/baseroms/` directory.
## Structure of the assets folder
```
assets/
us_1.0/
animations/ | All the animations used by 3D models.
audio/ | All the instruments, sound effects, and music tracks.
billboards/ | Information for the 2D billboards.
bin/ | All the unknown/miscellaneous files.
cheats/ | All of the "Magic Codes" and their descriptions.
fonts/ | Information on the 4 fonts used in the game.
levels/ | Level headers, names, models, and object maps
objects/ | Object headers and models.
particles/ | Information on particles and their behaviors.
text/ | Tables containing game & menu text.
textures/
2d/ | Textures used by Fonts/Sprites/Billboards.
3d/ | Textures used by 3D models.
tt_ghosts/ | Information on the T.T. ghost for the 20 main tracks.
ucode/ | RSP Microcodes
```
## File types
```
.bin: Standard binary file.
.cbin: Binary file that will be compressed during building.
.cheats: Formatted text file for the magic codes.
.png: Image file used for textures.
```
## Asset types
### Animations
No notes have been created at this time. However, according to SubDrag, the format itself is simple. Click the image below to see his video.
[![Diddy Kong Racing Animations](https://img.youtube.com/vi/aFByZEBA-4E/0.jpg)](https://www.youtube.com/watch?v=aFByZEBA-4E)
TODO: More notes are needed.
---
### Audio
Currently, the instruments, sound effects, and songs are all part of the giant 3.85 MB `audio.6cc230.bin` file. This is because the offsets for all the look-up tables are relative to the rom offset `0x6CC230`, so I thought it would be confusing to seperate the bin files.
| Table name | offset in file |
|--- | --- |
|Instruments | 0xBACC |
|Sound effects | 0xC7AEC |
|Music tracks | 0x38E44C |
The `audio_header.6cc1f0.bin` file contains a table with offsets to different parts of the`audio.6cc230.bin` file.
TODO: More notes are needed.
---
### Billboards
The billboard files contain information on the textures and positioning.
| Offset | Type | Description |
|--- | --- | --- |
|0x00 | u16 | Starting texture index |
|0x02 | u16 | Number of textures |
|0x04 | u16 | X/Width coordinate? |
|0x06 | u16 | Y/Height coordinate? |
|0x08 | u32 | Unknown |
|0x0C | u8[] | Texture indicies, length varies based on the number of textures |
TODO: More notes are needed.
---
### Bin
Directory that contains unknown/uncategorized files.
---
### Cheats
The magic codes are encrypted in the ROM by moving the bits around every 4 bytes in the file using this symmetric algorithm: https://pastebin.com/raw/d875C5LV
The `magic_codes.3833a0.cheats` file contains all the magic codes in the game along with the description of the cheat. Once the ROM becomes shiftable, then adding in new cheats will be as simple as adding a new line to this file. Do note that the game can only support up to 32 cheats.
```
"1058732594", "Control T.T."
"8649305321", "Control Drumstick"
"0986754321", "Mirrored tracks"
"1234567890", "High Speed Racing"
"ARNOLD", "Big Characters"
"TEENYWEENIES", "Small Characters"
"JUKEBOX", "Music Menu"
"FREEFRUIT", "Start With 10 Bananas"
"BLABBERMOUTH", "Horn Cheat"
"8846325012", "Print coords"
"WHODIDTHIS", "Display Credits"
"BYEBYEBALLOONS", "Disable Weapons"
"NOYELLOWSTUFF", "Disable Bananas"
"BOGUSBANANAS", "Bananas Reduce Speed"
"VITAMINB", "No Limit To Bananas"
"BOMBSAWAY", "All Balloons are Red"
"TOXICOFFENDER", "All Balloons are Green"
"ROCKETFUEL", "All Balloons are Blue"
"BODYARMOR", "All Balloons are Yellow"
"OPPOSITESATTRACT", "All Balloons are Rainbow"
"FREEFORALL", "Maximum Power Up"
"ZAPTHEZIPPERS", "Turn Off Zippers"
"DOUBLEVISION", "Select Same Player"
"OFFROAD", "Four Wheel Drive"
"JOINTVENTURE", "Two Player Adventure"
"TIMETOLOSE", "Ultimate AI"
"EOLAOBFENRLONE", "Free Balloon"
"EPC", "EPC Lock Up Display"
"DODGYROMMER", "ROM checksum"
```
---
### Fonts
Contains information for the 4 fonts used by the game. You can find the textures for the fonts within the `/textures/2d/` directory.
TODO: More notes are needed.
---
### Levels
There are 5 kinds of files (exluding the lookup tables):
* Level Names
* Level Headers
* Level Models
* Level Object Maps
* Level Object ID to Object Header translation table
The level headers contain information to how the level is setup. It connects the level model, object maps, backgrounds, music, camera settings, etc. You can find some information about the header in [this old JUL post from 2011](https://jul.rustedlogic.net/thread.php?pid=357838#357838).
The level models contain information to the 3D geometry and collision.
TODO: Link to more detailed documentation.
A level object map contains a list of objects used in the level. The first 0x10 bytes is the header, and each object has a variable number of bytes determined by it's second byte AND'd by 0x7F. The ID of the object is determined by first byte OR'd with the highest bit within the second byte shifted left by 8.
TODO: Link to more detailed documentation.
The level object id translation table (`level_object_translate_table.6cbde0.bin`) contains 512 u16 values. It is used to convert the 9-bit id number from the level object map into an object header ID.
Level names aren't directly linked to the headers. There are the same number of names as headers, so I assume the level header ID is the same as the level name ID.
TODO: More notes are needed.
---
### Objects
The objects folder has 2 main file types:
* Object Headers
* Object Models
Just like levels, the object header is used to define the attributes of an object. The object model format is somewhat similar to level models.
TODO: More notes are needed. Link to more detailed documentation.
---
### Particles
Contains information related to the different particles used by the game. The `particle` files relate to the textures used, and the `particleBehavior` files relate to how the particles behave.
TODO: More notes are needed.
---
### Text
Contains the English, French, and German text for gameplay and the menus.
TODO: More notes are needed.
---
### Textures
There are two different look-up tables relating to textures. There is one for the 3D models for levels & objects, and another for 2D billboards, fonts, etc.
In this decomp every texture has it's own .png file with a specific filename. The filename is important for building.
Examples:
```
texture.0ecd50.CFS.00000008000.rgba16.png
texture.0fee30.8.CFS.00000000080.rgba32.png
texture.2b5990.CNZ.0140604D100.ia8.png
texture.2e3530.10.CNS.00000000000.rgba32.png
```
The filename format is:
`<name>.<rom_offset>[.<number_frames>].<flags>.<header_bytes>.<format>.png`
```
<name> = The name of the texture, currently just "texture" for all of them.
<rom_offset> = The offset within the ROM file.
<number_frames> = Number of frames in an animated image. Optional.
<flags> = 3 characters determining different aspects about the texture.
Char 0: `C` if the texture is compressed, or `U` if not compressed.
Char 1: `F` if the texture should be flipped vertically, or `N` if not flipped.
Char 2: `S` if the texture size is computed in the header, or `Z` for zero.
<header_bytes> = 5 1/2 hex bytes needed to recreate the texture header.
Hex digit 0: Upper 4 bits of header byte 0x02
Hex digits 1-2: header byte 0x03
Hex digits 3-4: header byte 0x04
Hex digits 5-6: header byte 0x06
Hex digits 7-8: header byte 0x07
Hex digits 9-10: header byte 0x15
<format> = N64 texture format
rgba32: 8 bits red, green, blue, alpha (transparency)
rgba16: 5 bits red, green, blue, 1 bit alpha
i8: 8 bits grayscale, no alpha
i4: 4 bits grayscale, no alpha
ia16: 8 bits grayscale, 8 bits alpha
ia8: 4 bits grayscale, 4 bits alpha
ia4: 3 bits grayscale, 1 bit alpha
ci formats are currently not supported.
```
TODO: More notes are needed.
---
### T.T. Ghosts
Contains ghost data of T.T. for each of the 20 main tracks. The first byte is the level ID, and the second byte is the vehicle id (0 = car, 1 = hover, 2 = plane).
TODO: More notes are needed.
---
### Microcode
DKR uses a modified version of Fast3D that draws lists of triangles instead of individual ones.
TODO: More notes are needed.
---
+129 -96
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@@ -4,6 +4,11 @@
SHELL := /bin/bash
########################### Version ##########################
# Currently, only US 1.0 is supported.
VERSION := us_1.0
############################ Setup ###########################
# Don't do setup checks if cleaning.
@@ -68,7 +73,7 @@ ifeq ($(wildcard ./ucode/.*),)
endif
ifeq ($(NEED_TO_EXTRACT),yes)
DUMMY != ./extract.sh >&2 || echo FAIL
DUMMY != ./extract.sh $(VERSION) >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to extract assets)
endif
@@ -76,7 +81,7 @@ endif
##### Generate linker file #####
DUMMY != ./generate_ld.sh >&2 || echo FAIL
DUMMY != ./generate_ld.sh $(VERSION) >&2 || echo FAIL
ifeq ($(DUMMY),FAIL)
$(error Failed to generate the linker file)
endif
@@ -91,7 +96,7 @@ endif
# BUILD_DIR is location where all build artifacts are placed
# TODO: Support other versions of DKR
BUILD_DIR = build/us_1.0
BUILD_DIR = build/$(VERSION)
##################### Compiler Options #######################
@@ -135,12 +140,10 @@ FixPath = $(subst /,,$1)
N64CRC = $(TOOLS_DIR)/n64crc
TEXBUILDER = $(TOOLS_DIR)/dkr_texbuilder
COMPRESS = $(TOOLS_DIR)/dkr_decompressor -c
CHEAT_ENCRYPTOR = $(TOOLS_DIR)/dkr_cheats_encryptor
LIB_DIRS := lib
ASM_DIRS := asm asm/boot asm/assets data lib/asm
SRC_DIRS := src src/mips1 lib/src
ASSETS_DIRS := animations audio billboards bin cheats fonts levels lut objects particles text textures textures/2d textures/3d tt_ghosts ucode
GLOBAL_ASM_C_FILES != grep -rl 'GLOBAL_ASM(' $(wildcard src/*.c lib/src/*.c)
GLOBAL_ASM_O_FILES = $(foreach file,$(GLOBAL_ASM_C_FILES),$(BUILD_DIR)/$(file:.c=.o))
@@ -157,93 +160,107 @@ O_FILES := $(foreach file,$(S_FILES),$(BUILD_DIR)/$(file:.s=.o)) \
# TODO: Clean this up if possible
ASSETS_DIR = assets/us_1.0
UCODE_DIR = ucode/us_1.0
# All the asset subfolders to create in the build folder.
ASSETS_DIRS := audio bin fonts ids levels levels/headers levels/models levels/names levels/objectMaps misc objects objects/animations objects/headers objects/models particles particles/behaviors particles/particles sprites text text/game text/menu textures textures/2d textures/3d tt_ghosts unknown_0 ucode
ASSETS_OBJCOPY = $(CROSS)objcopy --input-target=binary --output-target=binary
ASSETS_DIR = assets/$(VERSION)
UCODE_DIR = ucode/$(VERSION)
ANIMATIONS_IN_DIR = $(ASSETS_DIR)/animations
ANIMATIONS_OUT_DIR = $(BUILD_DIR)/animations
ANIMATIONS = $(wildcard $(ANIMATIONS_IN_DIR)/*.bin $(ANIMATIONS_IN_DIR)/*.cbin)
ANIMATIONS_BUILT = $(patsubst $(ANIMATIONS_IN_DIR)/%.bin,$(ANIMATIONS_OUT_DIR)/%.bin,$(ANIMATIONS))
ANIMATIONS_BUILT += $(patsubst $(ANIMATIONS_IN_DIR)/%.cbin,$(ANIMATIONS_OUT_DIR)/%.cbin,$(ANIMATIONS))
ASSETS_COPY = cp
AUDIO_IN_DIR = $(ASSETS_DIR)/audio
AUDIO_OUT_DIR = $(BUILD_DIR)/audio
AUDIO = $(wildcard $(AUDIO_IN_DIR)/*.bin)
AUDIO_BUILT := $(patsubst $(AUDIO_IN_DIR)/%.bin,$(AUDIO_OUT_DIR)/%.bin,$(AUDIO))
ALL_ASSETS_BUILT += $(patsubst $(AUDIO_IN_DIR)/%.bin,$(AUDIO_OUT_DIR)/%.bin,$(wildcard $(AUDIO_IN_DIR)/*.bin))
BINS_IN_DIR = $(ASSETS_DIR)/bin
BINS_OUT_DIR = $(BUILD_DIR)/bin
BINS = $(wildcard $(BINS_IN_DIR)/*.bin)
BINS_BUILT := $(patsubst $(BINS_IN_DIR)/%.bin,$(BINS_OUT_DIR)/%.bin,$(BINS))
BILLBOARDS_IN_DIR = $(ASSETS_DIR)/billboards
BILLBOARDS_OUT_DIR = $(BUILD_DIR)/billboards
BILLBOARDS = $(wildcard $(BILLBOARDS_IN_DIR)/*.bin)
BILLBOARDS_BUILT := $(patsubst $(BILLBOARDS_IN_DIR)/%.bin,$(BILLBOARDS_OUT_DIR)/%.bin,$(BILLBOARDS))
CHEATS_IN_DIR = $(ASSETS_DIR)/cheats
CHEATS_OUT_DIR = $(BUILD_DIR)/cheats
CHEATS = $(wildcard $(CHEATS_IN_DIR)/*.cheats)
CHEATS_BUILT := $(patsubst %.cheats,%.bin,$(patsubst $(CHEATS_IN_DIR)/%.cheats,$(CHEATS_OUT_DIR)/%.cheats,$(CHEATS)))
BIN_IN_DIR = $(ASSETS_DIR)/bin
BIN_OUT_DIR = $(BUILD_DIR)/bin
ALL_ASSETS_BUILT += $(patsubst $(BIN_IN_DIR)/%.bin,$(BIN_OUT_DIR)/%.bin,$(wildcard $(BIN_IN_DIR)/*.bin))
FONTS_IN_DIR = $(ASSETS_DIR)/fonts
FONTS_OUT_DIR = $(BUILD_DIR)/fonts
FONTS = $(wildcard $(FONTS_IN_DIR)/*.bin)
FONTS_BUILT := $(patsubst $(FONTS_IN_DIR)/%.bin,$(FONTS_OUT_DIR)/%.bin,$(FONTS))
ALL_ASSETS_BUILT += $(patsubst $(FONTS_IN_DIR)/%.bin,$(FONTS_OUT_DIR)/%.bin,$(wildcard $(FONTS_IN_DIR)/*.bin))
IDS_IN_DIR = $(ASSETS_DIR)/ids
IDS_OUT_DIR = $(BUILD_DIR)/ids
ALL_ASSETS_BUILT += $(patsubst $(IDS_IN_DIR)/%.bin,$(IDS_OUT_DIR)/%.bin,$(wildcard $(IDS_IN_DIR)/*.bin))
LEVELS_IN_DIR = $(ASSETS_DIR)/levels
LEVELS_OUT_DIR = $(BUILD_DIR)/levels
LEVELS = $(wildcard $(LEVELS_IN_DIR)/*.bin $(LEVELS_IN_DIR)/*.cbin)
LEVELS_BUILT = $(patsubst $(LEVELS_IN_DIR)/%.bin,$(LEVELS_OUT_DIR)/%.bin,$(LEVELS))
LEVELS_BUILT += $(patsubst $(LEVELS_IN_DIR)/%.cbin,$(LEVELS_OUT_DIR)/%.cbin,$(LEVELS))
LEVEL_HEADERS_IN_DIR = $(LEVELS_IN_DIR)/headers
LEVEL_HEADERS_OUT_DIR = $(LEVELS_OUT_DIR)/headers
LEVEL_MODELS_IN_DIR = $(LEVELS_IN_DIR)/models
LEVEL_MODELS_OUT_DIR = $(LEVELS_OUT_DIR)/models
LEVEL_NAMES_IN_DIR = $(LEVELS_IN_DIR)/names
LEVEL_NAMES_OUT_DIR = $(LEVELS_OUT_DIR)/names
LEVEL_OBJMAPS_IN_DIR = $(LEVELS_IN_DIR)/objectMaps
LEVEL_OBJMAPS_OUT_DIR = $(LEVELS_OUT_DIR)/objectMaps
ALL_ASSETS_BUILT += $(patsubst $(LEVEL_HEADERS_IN_DIR)/%.bin,$(LEVEL_HEADERS_OUT_DIR)/%.bin,$(wildcard $(LEVEL_HEADERS_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(LEVEL_MODELS_IN_DIR)/%.cbin,$(LEVEL_MODELS_OUT_DIR)/%.bin,$(wildcard $(LEVEL_MODELS_IN_DIR)/*.cbin))
ALL_ASSETS_BUILT += $(patsubst $(LEVEL_NAMES_IN_DIR)/%.bin,$(LEVEL_NAMES_OUT_DIR)/%.bin,$(wildcard $(LEVEL_NAMES_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(LEVEL_OBJMAPS_IN_DIR)/%.cbin,$(LEVEL_OBJMAPS_OUT_DIR)/%.bin,$(wildcard $(LEVEL_OBJMAPS_IN_DIR)/*.cbin))
LUT_IN_DIR = $(ASSETS_DIR)/lut
LUT_OUT_DIR = $(BUILD_DIR)/lut
LUT = $(wildcard $(LUT_IN_DIR)/*.bin)
LUT_BUILT := $(patsubst $(LUT_IN_DIR)/%.bin,$(LUT_OUT_DIR)/%.bin,$(LUT))
MISC_IN_DIR = $(ASSETS_DIR)/misc
MISC_OUT_DIR = $(BUILD_DIR)/misc
ALL_ASSETS_BUILT += $(patsubst $(MISC_IN_DIR)/%.bin,$(MISC_OUT_DIR)/%.bin,$(wildcard $(MISC_IN_DIR)/*.bin))
OBJECTS_IN_DIR = $(ASSETS_DIR)/objects
OBJECTS_OUT_DIR = $(BUILD_DIR)/objects
OBJECTS = $(wildcard $(OBJECTS_IN_DIR)/*.bin $(OBJECTS_IN_DIR)/*.cbin)
OBJECTS_BUILT = $(patsubst $(OBJECTS_IN_DIR)/%.bin,$(OBJECTS_OUT_DIR)/%.bin,$(OBJECTS))
OBJECTS_BUILT += $(patsubst $(OBJECTS_IN_DIR)/%.cbin,$(OBJECTS_OUT_DIR)/%.cbin,$(OBJECTS))
OBJECT_ANIMS_IN_DIR = $(OBJECTS_IN_DIR)/animations
OBJECT_ANIMS_OUT_DIR = $(OBJECTS_OUT_DIR)/animations
OBJECT_HEADERS_IN_DIR = $(OBJECTS_IN_DIR)/headers
OBJECT_HEADERS_OUT_DIR = $(OBJECTS_OUT_DIR)/headers
OBJECT_MODELS_IN_DIR = $(OBJECTS_IN_DIR)/models
OBJECT_MODELS_OUT_DIR = $(OBJECTS_OUT_DIR)/models
ALL_ASSETS_BUILT += $(patsubst $(OBJECTS_IN_DIR)/%.bin,$(OBJECTS_OUT_DIR)/%.bin,$(wildcard $(OBJECTS_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(OBJECT_ANIMS_IN_DIR)/%.cbin,$(OBJECT_ANIMS_OUT_DIR)/%.bin,$(wildcard $(OBJECT_ANIMS_IN_DIR)/*.cbin))
ALL_ASSETS_BUILT += $(patsubst $(OBJECT_HEADERS_IN_DIR)/%.bin,$(OBJECT_HEADERS_OUT_DIR)/%.bin,$(wildcard $(OBJECT_HEADERS_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(OBJECT_MODELS_IN_DIR)/%.cbin,$(OBJECT_MODELS_OUT_DIR)/%.bin,$(wildcard $(OBJECT_MODELS_IN_DIR)/*.cbin))
PARTICLES_IN_DIR = $(ASSETS_DIR)/particles
PARTICLES_OUT_DIR = $(BUILD_DIR)/particles
PARTICLES = $(wildcard $(PARTICLES_IN_DIR)/*.bin)
PARTICLES_BUILT := $(patsubst $(PARTICLES_IN_DIR)/%.bin,$(PARTICLES_OUT_DIR)/%.bin,$(PARTICLES))
PART_BEHAVIORS_IN_DIR = $(PARTICLES_IN_DIR)/behaviors
PART_BEHAVIORS_OUT_DIR = $(PARTICLES_OUT_DIR)/behaviors
PART_PARTICLES_IN_DIR = $(PARTICLES_IN_DIR)/particles
PART_PARTICLES_OUT_DIR = $(PARTICLES_OUT_DIR)/particles
ALL_ASSETS_BUILT += $(patsubst $(PART_BEHAVIORS_IN_DIR)/%.bin,$(PART_BEHAVIORS_OUT_DIR)/%.bin,$(wildcard $(PART_BEHAVIORS_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(PART_PARTICLES_IN_DIR)/%.bin,$(PART_PARTICLES_OUT_DIR)/%.bin,$(wildcard $(PART_PARTICLES_IN_DIR)/*.bin))
SPRITES_IN_DIR = $(ASSETS_DIR)/sprites
SPRITES_OUT_DIR = $(BUILD_DIR)/sprites
ALL_ASSETS_BUILT += $(patsubst $(SPRITES_IN_DIR)/%.bin,$(SPRITES_OUT_DIR)/%.bin,$(wildcard $(SPRITES_IN_DIR)/*.bin))
TEXT_IN_DIR = $(ASSETS_DIR)/text
TEXT_OUT_DIR = $(BUILD_DIR)/text
TEXT = $(wildcard $(TEXT_IN_DIR)/*.bin)
TEXT_BUILT := $(patsubst $(TEXT_IN_DIR)/%.bin,$(TEXT_OUT_DIR)/%.bin,$(TEXT))
TEXT_GAME_IN_DIR = $(TEXT_IN_DIR)/game
TEXT_GAME_OUT_DIR = $(TEXT_OUT_DIR)/game
TEXT_MENU_IN_DIR = $(TEXT_IN_DIR)/menu
TEXT_MENU_OUT_DIR = $(TEXT_OUT_DIR)/menu
ALL_ASSETS_BUILT += $(patsubst $(TEXT_GAME_IN_DIR)/%.bin,$(TEXT_GAME_OUT_DIR)/%.bin,$(wildcard $(TEXT_GAME_IN_DIR)/*.bin))
ALL_ASSETS_BUILT += $(patsubst $(TEXT_MENU_IN_DIR)/%.bin,$(TEXT_MENU_OUT_DIR)/%.bin,$(wildcard $(TEXT_MENU_IN_DIR)/*.bin))
TEXTURES_IN_DIR = $(ASSETS_DIR)/textures
TEXTURES_2D_IN_DIR = $(ASSETS_DIR)/textures/2d
TEXTURES_3D_IN_DIR = $(ASSETS_DIR)/textures/3d
TEXTURES_OUT_DIR = $(BUILD_DIR)/textures
TEXTURES_2D_OUT_DIR = $(BUILD_DIR)/textures/2d
TEXTURES_3D_OUT_DIR = $(BUILD_DIR)/textures/3d
TEXTURES_BIN = $(wildcard $(TEXTURES_IN_DIR)/*.bin)
TEXTURES_2D = $(wildcard $(TEXTURES_2D_IN_DIR)/*.png)
TEXTURES_3D = $(wildcard $(TEXTURES_3D_IN_DIR)/*.png)
TEXTURES_BUILT = $(patsubst $(TEXTURES_IN_DIR)/%.bin,$(TEXTURES_OUT_DIR)/%.bin,$(TEXTURES_BIN))
TEXTURES_BUILT += $(patsubst $(TEXTURES_2D_IN_DIR)/%.png,$(TEXTURES_2D_OUT_DIR)/%.bin,$(TEXTURES_2D))
TEXTURES_BUILT += $(patsubst $(TEXTURES_3D_IN_DIR)/%.png,$(TEXTURES_3D_OUT_DIR)/%.bin,$(TEXTURES_3D))
TEXTURES_2D_IN_DIR = $(TEXTURES_IN_DIR)/2d
TEXTURES_2D_OUT_DIR = $(TEXTURES_OUT_DIR)/2d
TEXTURES_3D_IN_DIR = $(TEXTURES_IN_DIR)/3d
TEXTURES_3D_OUT_DIR = $(TEXTURES_OUT_DIR)/3d
ALL_ASSETS_BUILT += $(patsubst $(TEXTURES_2D_IN_DIR)/%.png,$(TEXTURES_2D_OUT_DIR)/%.bin,$(wildcard $(TEXTURES_2D_IN_DIR)/*.png))
ALL_ASSETS_BUILT += $(patsubst $(TEXTURES_3D_IN_DIR)/%.png,$(TEXTURES_3D_OUT_DIR)/%.bin,$(wildcard $(TEXTURES_3D_IN_DIR)/*.png))
TT_GHOSTS_IN_DIR = $(ASSETS_DIR)/tt_ghosts
TT_GHOSTS_OUT_DIR = $(BUILD_DIR)/tt_ghosts
TT_GHOSTS = $(wildcard $(TT_GHOSTS_IN_DIR)/*.bin)
TT_GHOSTS_BUILT := $(patsubst $(TT_GHOSTS_IN_DIR)/%.bin,$(TT_GHOSTS_OUT_DIR)/%.bin,$(TT_GHOSTS))
ALL_ASSETS_BUILT += $(patsubst $(TT_GHOSTS_IN_DIR)/%.bin,$(TT_GHOSTS_OUT_DIR)/%.bin,$(wildcard $(TT_GHOSTS_IN_DIR)/*.bin))
UNKNOWN_0_IN_DIR = $(ASSETS_DIR)/unknown_0
UNKNOWN_0_OUT_DIR = $(BUILD_DIR)/unknown_0
ALL_ASSETS_BUILT += $(patsubst $(UNKNOWN_0_IN_DIR)/%.bin,$(UNKNOWN_0_OUT_DIR)/%.bin,$(wildcard $(UNKNOWN_0_IN_DIR)/*.bin))
UCODE_IN_DIR = $(UCODE_DIR)
UCODE_OUT_DIR = $(BUILD_DIR)/ucode
UCODE = $(wildcard $(UCODE_IN_DIR)/*.bin)
UCODE_BUILT := $(patsubst $(UCODE_IN_DIR)/%.bin,$(UCODE_OUT_DIR)/%.bin,$(UCODE))
ALL_ASSETS_BUILT += $(patsubst $(UCODE_IN_DIR)/%.bin,$(UCODE_OUT_DIR)/%.bin,$(UCODE))
ALL_ASSETS_BUILT := $(ANIMATIONS_BUILT) $(AUDIO_BUILT) $(BILLBOARDS_BUILT) $(BINS_BUILT) $(CHEATS_BUILT) $(FONTS_BUILT) $(LEVELS_BUILT) $(OBJECTS_BUILT) $(TEXTURES_BUILT) $(PARTICLES_BUILT) $(TEXT_BUILT) $(TT_GHOSTS_BUILT) $(UCODE_BUILT) $(LUT_BUILT)
#ALL_ASSETS_BUILT := $(ANIMATIONS_BUILT) $(AUDIO_BUILT) $(BILLBOARDS_BUILT) $(BINS_BUILT) $(CHEATS_BUILT) $(FONTS_BUILT) $(LEVELS_BUILT) $(OBJECTS_BUILT) $(TEXTURES_BUILT) $(PARTICLES_BUILT) $(TEXT_BUILT) $(TT_GHOSTS_BUILT) $(UCODE_BUILT) $(LUT_BUILT)
####################### LIBULTRA #########################
@@ -317,62 +334,79 @@ dont_remove_asset_files: $(ALL_ASSETS_BUILT)
######## Asset Targets ########
$(ANIMATIONS_OUT_DIR)/%.bin: $(ANIMATIONS_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
# All assets should output a .bin file
$(ANIMATIONS_OUT_DIR)/%.cbin: $(ANIMATIONS_IN_DIR)/%.cbin
$(COMPRESS) $^ $@
$(AUDIO_OUT_DIR)/%.bin: $(AUDIO_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(ASSETS_COPY) $^ $@
$(BILLBOARDS_OUT_DIR)/%.bin: $(BILLBOARDS_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(BINS_OUT_DIR)/%.bin: $(BINS_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(CHEATS_OUT_DIR)/%.bin: $(CHEATS_IN_DIR)/%.cheats
$(CHEAT_ENCRYPTOR) $^ $@
$(BIN_OUT_DIR)/%.bin: $(BIN_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(FONTS_OUT_DIR)/%.bin: $(FONTS_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(ASSETS_COPY) $^ $@
$(LEVELS_OUT_DIR)/%.bin: $(LEVELS_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(IDS_OUT_DIR)/%.bin: $(IDS_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(LEVEL_HEADERS_OUT_DIR)/%.bin: $(LEVEL_HEADERS_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(LEVELS_OUT_DIR)/%.cbin: $(LEVELS_IN_DIR)/%.cbin
$(LEVEL_MODELS_OUT_DIR)/%.bin: $(LEVEL_MODELS_IN_DIR)/%.cbin
$(COMPRESS) $^ $@
$(LEVEL_NAMES_OUT_DIR)/%.bin: $(LEVEL_NAMES_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(LEVEL_OBJMAPS_OUT_DIR)/%.bin: $(LEVEL_OBJMAPS_IN_DIR)/%.cbin
$(COMPRESS) $^ $@
$(LUT_OUT_DIR)/%.bin: $(LUT_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(MISC_OUT_DIR)/%.bin: $(MISC_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(OBJECTS_OUT_DIR)/%.bin: $(OBJECTS_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(ASSETS_COPY) $^ $@
$(OBJECTS_OUT_DIR)/%.cbin: $(OBJECTS_IN_DIR)/%.cbin
$(OBJECT_ANIMS_OUT_DIR)/%.bin: $(OBJECT_ANIMS_IN_DIR)/%.cbin
$(COMPRESS) $^ $@
$(OBJECT_HEADERS_OUT_DIR)/%.bin: $(OBJECT_HEADERS_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(TEXTURES_2D_OUT_DIR)/%.bin: $(TEXTURES_2D_IN_DIR)/%.png $(TEXTURES_2D_IN_DIR)/%.header
$(OBJECT_MODELS_OUT_DIR)/%.bin: $(OBJECT_MODELS_IN_DIR)/%.cbin
$(COMPRESS) $^ $@
$(PART_BEHAVIORS_OUT_DIR)/%.bin: $(PART_BEHAVIORS_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(PART_PARTICLES_OUT_DIR)/%.bin: $(PART_PARTICLES_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(SPRITES_OUT_DIR)/%.bin: $(SPRITES_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(TEXT_GAME_OUT_DIR)/%.bin: $(TEXT_GAME_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(TEXT_MENU_OUT_DIR)/%.bin: $(TEXT_MENU_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(TEXTURES_2D_OUT_DIR)/%.bin: $(TEXTURES_2D_IN_DIR)/%.png
$(TEXBUILDER) $^ $@
$(TEXTURES_3D_OUT_DIR)/%.bin: $(TEXTURES_3D_IN_DIR)/%.png $(TEXTURES_3D_IN_DIR)/%.header
$(TEXTURES_3D_OUT_DIR)/%.bin: $(TEXTURES_3D_IN_DIR)/%.png
$(TEXBUILDER) $^ $@
$(TEXTURES_OUT_DIR)/%.bin: $(TEXTURES_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(PARTICLES_OUT_DIR)/%.bin: $(PARTICLES_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(TEXT_OUT_DIR)/%.bin: $(TEXT_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(TEXT_MENU_OUT_DIR)/%.bin: $(TEXT_MENU_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(TT_GHOSTS_OUT_DIR)/%.bin: $(TT_GHOSTS_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(ASSETS_COPY) $^ $@
$(UNKNOWN_0_OUT_DIR)/%.bin: $(UNKNOWN_0_IN_DIR)/%.bin
$(ASSETS_COPY) $^ $@
$(UCODE_OUT_DIR)/%.bin: $(UCODE_IN_DIR)/%.bin
$(ASSETS_OBJCOPY) $^ $@
$(ASSETS_COPY) $^ $@
###############################
@@ -390,12 +424,11 @@ $(BUILD_DIR)/$(TARGET).elf: $(O_FILES) $(BUILD_DIR)/$(LD_SCRIPT) | $(ALL_ASSETS_
$(BUILD_DIR)/$(TARGET).bin: $(BUILD_DIR)/$(TARGET).elf | $(ALL_ASSETS_BUILT)
$(OBJCOPY) $< $@ -O binary
# final z64 updates checksum
$(BUILD_DIR)/$(TARGET).z64: $(BUILD_DIR)/$(TARGET).bin | $(ALL_ASSETS_BUILT)
cp $< $@
$(N64CRC) $@
sha1sum -c sha1/dkr.us_1.0.sha1
sha1sum -c sha1/dkr.$(VERSION).sha1
$(BUILD_DIR)/$(TARGET).hex: $(BUILD_DIR)/$(TARGET).z64
xxd $< > $@
+7 -13
View File
@@ -19,16 +19,13 @@ Currently, only the US 1.0 version of the game is supported. US 1.1, EU 1.0, EU
`sudo apt install build-essential pkg-config git binutils-mips-linux-gnu python3 libssl-dev wget`
## Setup / Building
1. Place the ROM file within the `baseroms` directory.
1. Install the dependencies
2. Place the ROM file within the `baseroms` directory.
**a.** Any DKR ROM should work as long as it is US 1.0.
**b.** The name of the ROM file does not matter. It will be detected automatically from an md5 checksum.
**c.** If you use a byte-swapped or little-endian ROM, then it will automatically be converted to a big-endian (.z64) ROM file.
2. Run `make` in the main directory.
3. Run `make` in the main directory.
**a.** Use the `-jN` argument to use `N` number of threads to speed up building. For example, if you have a system with 4 cores / 4 threads, you should do `make -j4`.
## Assets
See the [ASSETS_README.md](ASSETS_README.md) file for more information on the assets within this decompilation.
## Scripts
@@ -36,11 +33,9 @@ There are some useful scripts that should be kept in mind when working on this r
---
#### `./extract.sh`
#### `./extract.sh <version>`
This script will extract all the assets from the DKR ROM and place them into `/assets/` folder according to the extract-config file within the `/extract-ver/` folder. You will need to run this every time you update one of the `.extract-config` files.
Note: The `/assets/` folder will get deleted if it already exists, so don't put anything important in there!
This script will extract all the assets from a DKR ROM and place them into `/assets/` folder according to the config file within the `/extract-ver/` folder. The version parameter should either be `us_1.0`, `us_1.1`, `eu_1.0`, `eu_1.1`, or `jp`.
---
@@ -84,12 +79,11 @@ What should be focused on.
What can be done, but not essential.
* Create file formats for all the assets files, instead of just having .bin files.
* Figuring out the unknown .bin files within the /assets/bin/ directory.
* Figuring out the formats for the assets in the /assets/ folder.
### Future
These features won't be complete anytime soon.
* Make the ROM shiftable.
* Make the ROM fully shiftable.
* Add support for the other 4 versions.
+13834 -4187
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File diff suppressed because it is too large Load Diff
-3
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@@ -1,3 +0,0 @@
# This file was generated by generate_ld.py
.incbin "./build/us_1.0/lut/assets_lut.0ECB60.bin"
+4 -4
View File
@@ -1,6 +1,6 @@
# This file was generated by generate_ld.py
.incbin "./build/us_1.0/ucode/data_f3ddkr_dram.0EA7A0.bin"
.incbin "./build/us_1.0/ucode/data_f3ddkr_fifo.0EAFA0.bin"
.incbin "./build/us_1.0/ucode/data_f3ddkr_xbus.0EB7A0.bin"
.incbin "./build/us_1.0/ucode/data_unknown.0EBFA0.bin"
.incbin "./build/us_1.0/ucode/data_f3ddkr_dram.bin"
.incbin "./build/us_1.0/ucode/data_f3ddkr_fifo.bin"
.incbin "./build/us_1.0/ucode/data_f3ddkr_xbus.bin"
.incbin "./build/us_1.0/ucode/data_unknown.bin"
+6 -6
View File
@@ -1,8 +1,8 @@
# This file was generated by generate_ld.py
.incbin "./build/us_1.0/ucode/ucode_unknown.0D8200.bin"
.incbin "./build/us_1.0/ucode/ucode_boot.0D90C0.bin"
.incbin "./build/us_1.0/ucode/ucode_f3ddkr_dram.0D9190.bin"
.incbin "./build/us_1.0/ucode/ucode_f3ddkr_fifo.0DA390.bin"
.incbin "./build/us_1.0/ucode/ucode_f3ddkr_xbus.0DB570.bin"
.incbin "./build/us_1.0/ucode/ucode_unknown.0DC770.bin"
.incbin "./build/us_1.0/ucode/ucode_unknown.bin"
.incbin "./build/us_1.0/ucode/ucode_boot.bin"
.incbin "./build/us_1.0/ucode/ucode_f3ddkr_dram.bin"
.incbin "./build/us_1.0/ucode/ucode_f3ddkr_fifo.bin"
.incbin "./build/us_1.0/ucode/ucode_f3ddkr_xbus.bin"
.incbin "./build/us_1.0/ucode/ucode_unknown_2.bin"
+1 -1
View File
@@ -1 +1 @@
.incbin "assets/us_1.0/bin/boot.000040.bin"
.incbin "./assets/us_1.0/bin/boot.bin"
-19
View File
@@ -1,19 +0,0 @@
# -------------------------------------------------------------------------- #
# Name of this configuration
config-name: "Diddy Kong Racing (Europe v1.0)"
# Instead of providing a specific baserom name, the rom gets detected by it's
# md5 checksum. As long as there is a vanilla Europe v1.0 DKR ROM in the
# /baseroms/ directory, then it should be detected automatically.
checksum-md5: "0f0b7b78b345fbf2581d834cb4a81245"
# Sub-folder to place extracted assets in
subfolder: "eu_1.0"
# -------------------------------------------------------------------------- #
# This decomp currently doesn't support Europe v1.0 at the moment
not-supported: "true"
# -------------------------------------------------------------------------- #
-19
View File
@@ -1,19 +0,0 @@
# -------------------------------------------------------------------------- #
# Name of this configuration
config-name: "Diddy Kong Racing (Europe v1.1)"
# Instead of providing a specific baserom name, the rom gets detected by it's
# md5 checksum. As long as there is a vanilla Europe v1.1 DKR ROM in the
# /baseroms/ directory, then it should be detected automatically.
checksum-md5: "6b2bafe540e0af052a78e85b992be999"
# Sub-folder to place extracted assets in
subfolder: "eu_1.1"
# -------------------------------------------------------------------------- #
# This decomp currently doesn't support Europe v1.1 at the moment
not-supported: "true"
# -------------------------------------------------------------------------- #
-19
View File
@@ -1,19 +0,0 @@
# -------------------------------------------------------------------------- #
# Name of this configuration
config-name: "Diddy Kong Racing (Japan)"
# Instead of providing a specific baserom name, the rom gets detected by it's
# md5 checksum. As long as there is a vanilla Japanese DKR ROM in the
# /baseroms/ directory, then it should be detected automatically.
checksum-md5: "10747662a55241b9234cd114c940504f"
# Sub-folder to place extracted assets in
subfolder: "jp"
# -------------------------------------------------------------------------- #
# This decomp currently doesn't support Japanese at the moment
not-supported: "true"
# -------------------------------------------------------------------------- #
-310
View File
@@ -1,310 +0,0 @@
# -------------------------------------------------------------------------- #
# Name of this configuration
config-name: "Diddy Kong Racing (USA v1.0)"
# Instead of providing a specific baserom name, the rom gets detected by it's
# md5 checksum. As long as there is a vanilla USA v1.0 DKR ROM in the
# /baseroms/ directory, then it should be detected automatically.
checksum-md5: "4f0e07f0eeac7e5d7ce3a75461888d03"
# Sub-folder within EXTRACT_LOCATION to seperate versions
subfolder: "us_1.0"
# -------------------------------------------------------------------------- #
# General format: [SIZE]: TYPE, NAME, EXTRACT_LOCATION
# Valid types (not case-sensitive): "NoExtract" or "Binary"
# NAME & EXTRACT_LOCATION are not needed for "NoExtract" type.
# All of the sizes must add up to the total ROM size!
# -------------------------------------------------------------------------- #
asset-category: "none"
# [0x000000, 0x000040] = ROM Header, not extracted
[0x40]: "NoExtract"
# [0x000040, 0x001000] = ROM boot code
[0xFC0]: "Binary", "boot", "bin"
# [0x001000, 0x0D8200] = Game code, not extracted
[0xD7200]: "NoExtract"
# [0x0D8200, 0x0D90C0] = Unknown microcode
[0xEC0]: "Binary", "ucode_unknown", "../../ucode/us_1.0"
# [0x0D90C0, 0x0D9190] = Microcode boot code
[0xD0]: "Binary", "ucode_boot", "../../ucode/us_1.0"
# [0x0D9190, 0x0DA390] = DRAM Dump version of F3DDKR
[0x1200]: "Binary", "ucode_f3ddkr_dram", "../../ucode/us_1.0"
# [0x0DA390, 0x0DB570] = FIFO version of F3DDKR
[0x11E0]: "Binary", "ucode_f3ddkr_fifo", "../../ucode/us_1.0"
# [0x0DB570, 0x0DC770] = XBUS version of F3DDKR
[0x1200]: "Binary", "ucode_f3ddkr_xbus", "../../ucode/us_1.0"
# [0x0DC770, 0x0DD230] = Unknown microcode
[0xAC0]: "Binary", "ucode_unknown", "../../ucode/us_1.0"
# [0x0DD230, 0x0EA7A0] = .data section of the game code
[0xD570]: "NoExtract"
# [0x0EA7A0, 0x0EAFA0] = Data section of F3DDKR-DRAM
[0x800]: "Binary", "data_f3ddkr_dram", "../../ucode/us_1.0"
# [0x0EAFA0, 0x0EB7A0] = Data section of F3DDKR-FIFO
[0x800]: "Binary", "data_f3ddkr_fifo", "../../ucode/us_1.0"
# [0x0EB7A0, 0x0EBFA0] = Data section of F3DDKR-XBUS
[0x800]: "Binary", "data_f3ddkr_xbus", "../../ucode/us_1.0"
# [0x0EBFA0, 0x0ECB60] = Unknown
[0xBC0]: "Binary", "data_unknown", "../../ucode/us_1.0"
# -------------------------------------------------------------------------- #
asset-category: "main"
# [0x0ECB60, 0x0ECC30] = Assets lookup table.
[0xD0]: "Binary", "assets_lut", "lut"
# -------------------------------------------------------------------------- #
asset-category: "other"
# [0x0ECC30, 0x0ECD50] = Unknown
[0x120]: "Binary", "unknown", "bin"
# -------------------------------------------------------------------------- #
asset-category: "textures_3d"
# [0x0ECD50, 0x296CA0] = Textures for 3D models
include: "extract-textures/textures_3d-us-1.0.extract-config"
# [0x296CA0, 0x298290] = 3D Textures lookup table
[0x15F0]: "Binary", "textures_3d_lut", "lut"
# -------------------------------------------------------------------------- #
asset-category: "textures_2d"
# [0x298290, 0x375D70] = Textures for HUD & billboards
include: "extract-textures/textures_2d-us-1.0.extract-config"
# [0x375D70, 0x376BA0] = 2D Textures lookup table
[0xE30]: "Binary", "textures_2d_lut", "lut"
# -------------------------------------------------------------------------- #
asset-category: "text"
# [0x376BA0, 0x37E030] = Game Text (English, French, German)
[0x7490]: "Binary", "game_text", "text"
# [0x37E030, 0x37ED10] = English menu text
[0xCE0]: "Binary", "menu_text_english", "text"
# [0x37ED10, 0x37FB30] = French menu text
[0xE20]: "Binary", "menu_text_french", "text"
# [0x37FB30, 0x3808C8] = German menu text
# [0x3808C8, 0x380BB0] is 0xFF Padding
[0x1080]: "Binary", "menu_text_german", "text"
# -------------------------------------------------------------------------- #
asset-category: "other"
# [0x380BB0, 0x380BE0] = Unknown
[0x30]: "Binary", "unknown", "bin"
# -------------------------------------------------------------------------- #
asset-category: "sprites"
# [0x380BE0, 0x381AA0] = Sprites
include: "extract-billboards/billboards-us-1.0.extract-config"
# [0x381AA0, 0x381DB0] = Billboards lookup table
[0x310]: "Binary", "billboards_lut", "lut"
# -------------------------------------------------------------------------- #
asset-category: "other"
# [0x381DB0, 0x3833A0] = Unknown
[0x15F0]: "Binary", "unknown", "bin"
# -------------------------------------------------------------------------- #
asset-category: "cheats"
# [0x3833A0, 0x383760] = Magic Codes
[0x3C0]: "Cheats", "magic_codes", "cheats"
# -------------------------------------------------------------------------- #
asset-category: "other"
# [0x383760, 0x383AA0] = Unknown
[0x340]: "Binary", "unknown", "bin"
# -------------------------------------------------------------------------- #
asset-category: "level_object_maps"
# [0x383AA0, 0x383CD0] = Object placements map lookup table
[0x230]: "Binary", "level_object_maps_lut", "lut"
# [0x383CD0, 0x3A1440] = Object placements map
include: "extract-levels/object-maps-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "level_headers"
# [0x3A1440, 0x3A1550] = Level headers lookup table
[0x110]: "Binary", "level_headers_lut", "lut"
# [0x3A1550, 0x3A4820] = Level headers
include: "extract-levels/level_headers-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "level_names"
# [0x3A4820, 0x3A4930] = Level names lookup
[0x110]: "Binary", "level_names_lut", "lut"
# [0x3A4930, 0x3A5670] = Level names in each language
include: "extract-levels/level_names-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "level_models"
# [0x3A5670, 0x3A5760] = Level models lookup table
[0xF0]: "Binary", "level_models_lut", "lut"
# [0x3A5760, 0x54F4B0] = Level models
include: "extract-levels/levels-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "object_models"
# [0x54F4B0, 0x54FAD0] = Objects lookup table
[0x620]: "Binary", "object_models_lut", "lut"
# [0x54FAD0, 0x61FA70] = Objects data
include: "extract-objects/objects-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "other"
# [0x61FA70, 0x61FD80] = Unknown
[0x310]: "Binary", "unknown", "bin"
# -------------------------------------------------------------------------- #
asset-category: "object_animations"
# [0x61FD80, 0x6204E0] = Animations lookup table
[0x760]: "Binary", "animations_lut", "lut"
# [0x6204E0, 0x6C0050] = Animations
include: "extract-animations/animations-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "object_headers"
# [0x6C0050, 0x6C0520] = Object headers lookup table
[0x4D0]: "Binary", "object_headers_lut", "lut"
# [0x6C0520, 0x6CBDE0] = Object headers
include: "extract-objects/object_headers-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "object_other"
# [0x6CBDE0, 0x6CC1E0] = Level Object Map Id to Object Header Id translatation table.
[0x400]: "Binary", "level_object_translate_table", "levels"
# -------------------------------------------------------------------------- #
asset-category: "other"
# [0x6CC1E0, 0x6CC1F0] = Unknown.
[0x10]: "Binary", "unknown", "bin"
# -------------------------------------------------------------------------- #
asset-category: "audio"
# [0x6CC1F0, 0x6CC1F0] = Header/Lookup table for the huge audio file.
[0x40]: "Binary", "audio_header", "audio"
# [0x6CC1E0, 0xAA6330] = Audio (Instruments, Sound effects, Music)
[0x3DA100]: "Binary", "audio", "audio"
# -------------------------------------------------------------------------- #
asset-category: "particles"
# [0xAA6330, 0xAA6450] = Particles lookup table
[0x120]: "Binary", "particles_lut", "lut"
# [0xAA6450, 0xAA6AE0] = Particles
# [0x690]: "Binary", "particles", "particles"
include: "extract-particles/particles-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "particle_behaviors"
# [0xAA6AE0, 0xAA6C20] = Particle Behaviors lookup table
[0x140]: "Binary", "particle_behaviors_lut", "lut"
# [0xAA6C20, 0xAA9B00] = Particle Behaviors
include: "extract-particles/particle_behaviors-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "fonts"
# [0xAA9B00, 0xAAAB00] = Fonts
include: "extract-fonts/fonts-us-1.0.extract-config"
# [0xAAAB00, 0xABBDA0] = Unused fontsheet?
[0x112A0]: "Binary", "unknown_4bpp_fontsheet_192x732", "fonts"
# -------------------------------------------------------------------------- #
asset-category: "other"
# [0xABBDA0, 0xABBDC0] = Unknown.
[0x20]: "Binary", "unknown", "bin"
# -------------------------------------------------------------------------- #
asset-category: "tt_ghosts"
# [0xABBDC0, 0xAC9630] = T.T. Ghosts
include: "extract-tt_ghosts/tt_ghosts-us-1.0.extract-config"
# -------------------------------------------------------------------------- #
asset-category: "none"
# [0xAC9630, 0xC00000] = 0xFF padding
[0x1369D0]: "NoExtract"
# -------------------------------------------------------------------------- #
-19
View File
@@ -1,19 +0,0 @@
# -------------------------------------------------------------------------- #
# Name of this configuration
config-name: "Diddy Kong Racing (USA v1.1)"
# Instead of providing a specific baserom name, the rom gets detected by it's
# md5 checksum. As long as there is a vanilla USA v1.1 DKR ROM in the
# /baseroms/ directory, then it should be detected automatically.
checksum-md5: "b31f8cca50f31acc9b999ed5b779d6ed"
# Sub-folder to place extracted assets in
subfolder: "us_1.1"
# -------------------------------------------------------------------------- #
# This decomp currently doesn't support US v1.1 at the moment
not-supported: "true"
# -------------------------------------------------------------------------- #
File diff suppressed because one or more lines are too long
File diff suppressed because one or more lines are too long
@@ -1,472 +0,0 @@
# Part of the "Diddy Kong Racing (USA v1.0)" config
[0x00640]: "Compressed", "animation", "animations"
[0x00560]: "Compressed", "animation", "animations"
[0x002b0]: "Compressed", "animation", "animations"
[0x002a0]: "Compressed", "animation", "animations"
[0x003b0]: "Compressed", "animation", "animations"
[0x00600]: "Compressed", "animation", "animations"
[0x00530]: "Compressed", "animation", "animations"
[0x00280]: "Compressed", "animation", "animations"
[0x00270]: "Compressed", "animation", "animations"
[0x00380]: "Compressed", "animation", "animations"
[0x00530]: "Compressed", "animation", "animations"
[0x00470]: "Compressed", "animation", "animations"
[0x00210]: "Compressed", "animation", "animations"
[0x00210]: "Compressed", "animation", "animations"
[0x00300]: "Compressed", "animation", "animations"
[0x00470]: "Compressed", "animation", "animations"
[0x003d0]: "Compressed", "animation", "animations"
[0x001c0]: "Compressed", "animation", "animations"
[0x001c0]: "Compressed", "animation", "animations"
[0x00290]: "Compressed", "animation", "animations"
[0x003b0]: "Compressed", "animation", "animations"
[0x00410]: "Compressed", "animation", "animations"
[0x003a0]: "Compressed", "animation", "animations"
[0x001a0]: "Compressed", "animation", "animations"
[0x00180]: "Compressed", "animation", "animations"
[0x00200]: "Compressed", "animation", "animations"
[0x003a0]: "Compressed", "animation", "animations"
[0x00310]: "Compressed", "animation", "animations"
[0x00180]: "Compressed", "animation", "animations"
[0x00160]: "Compressed", "animation", "animations"
[0x001d0]: "Compressed", "animation", "animations"
[0x00310]: "Compressed", "animation", "animations"
[0x00280]: "Compressed", "animation", "animations"
[0x00140]: "Compressed", "animation", "animations"
[0x00120]: "Compressed", "animation", "animations"
[0x00180]: "Compressed", "animation", "animations"
[0x002c0]: "Compressed", "animation", "animations"
[0x00230]: "Compressed", "animation", "animations"
[0x00120]: "Compressed", "animation", "animations"
[0x00110]: "Compressed", "animation", "animations"
[0x00150]: "Compressed", "animation", "animations"
[0x00200]: "Compressed", "animation", "animations"
[0x00550]: "Compressed", "animation", "animations"
[0x00520]: "Compressed", "animation", "animations"
[0x002e0]: "Compressed", "animation", "animations"
[0x002c0]: "Compressed", "animation", "animations"
[0x003a0]: "Compressed", "animation", "animations"
[0x003b0]: "Compressed", "animation", "animations"
[0x003c0]: "Compressed", "animation", "animations"
[0x00200]: "Compressed", "animation", "animations"
[0x001e0]: "Compressed", "animation", "animations"
[0x002a0]: "Compressed", "animation", "animations"
[0x00350]: "Compressed", "animation", "animations"
[0x00370]: "Compressed", "animation", "animations"
[0x001e0]: "Compressed", "animation", "animations"
[0x001c0]: "Compressed", "animation", "animations"
[0x00270]: "Compressed", "animation", "animations"
[0x00230]: "Compressed", "animation", "animations"
[0x00240]: "Compressed", "animation", "animations"
[0x00130]: "Compressed", "animation", "animations"
[0x00120]: "Compressed", "animation", "animations"
[0x00190]: "Compressed", "animation", "animations"
[0x00240]: "Compressed", "animation", "animations"
[0x00510]: "Compressed", "animation", "animations"
[0x00460]: "Compressed", "animation", "animations"
[0x00250]: "Compressed", "animation", "animations"
[0x00390]: "Compressed", "animation", "animations"
[0x002f0]: "Compressed", "animation", "animations"
[0x003b0]: "Compressed", "animation", "animations"
[0x00350]: "Compressed", "animation", "animations"
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@@ -1,195 +0,0 @@
# Part of the "Diddy Kong Racing (USA v1.0)" config
[0x0010]: "Binary", "billboard00", "billboards" # 0x380be0
[0x0010]: "Binary", "billboard01", "billboards" # 0x380bf0
[0x0010]: "Binary", "billboard02", "billboards" # 0x380c00
[0x0010]: "Binary", "billboard03", "billboards" # 0x380c10
[0x0010]: "Binary", "billboard04", "billboards" # 0x380c20
[0x0010]: "Binary", "billboard05", "billboards" # 0x380c30
[0x0010]: "Binary", "billboard06", "billboards" # 0x380c40
[0x0010]: "Binary", "billboard07", "billboards" # 0x380c50
[0x0010]: "Binary", "billboard08", "billboards" # 0x380c60
[0x0010]: "Binary", "billboard09", "billboards" # 0x380c70
[0x0010]: "Binary", "billboard0a", "billboards" # 0x380c80
[0x0010]: "Binary", "billboard0b", "billboards" # 0x380c90
[0x0010]: "Binary", "billboard0c", "billboards" # 0x380ca0
[0x0010]: "Binary", "billboard0d", "billboards" # 0x380cb0
[0x0010]: "Binary", "billboard0e", "billboards" # 0x380cc0
[0x0010]: "Binary", "billboard0f", "billboards" # 0x380cd0
[0x0010]: "Binary", "billboard10", "billboards" # 0x380ce0
[0x0010]: "Binary", "billboard11", "billboards" # 0x380cf0
[0x0010]: "Binary", "billboard12", "billboards" # 0x380d00
[0x0010]: "Binary", "billboard13", "billboards" # 0x380d10
[0x0010]: "Binary", "billboard14", "billboards" # 0x380d20
[0x0010]: "Binary", "billboard15", "billboards" # 0x380d30
[0x0010]: "Binary", "billboard16", "billboards" # 0x380d40
[0x0010]: "Binary", "billboard17", "billboards" # 0x380d50
[0x0010]: "Binary", "billboard18", "billboards" # 0x380d60
[0x0010]: "Binary", "billboard19", "billboards" # 0x380d70
[0x0010]: "Binary", "billboard1a", "billboards" # 0x380d80
[0x0010]: "Binary", "billboard1b", "billboards" # 0x380d90
[0x0010]: "Binary", "billboard1c", "billboards" # 0x380da0
[0x0010]: "Binary", "billboard1d", "billboards" # 0x380db0
[0x0010]: "Binary", "billboard1e", "billboards" # 0x380dc0
[0x0010]: "Binary", "billboard1f", "billboards" # 0x380dd0
[0x0010]: "Binary", "billboard20", "billboards" # 0x380de0
[0x0010]: "Binary", "billboard21", "billboards" # 0x380df0
[0x0020]: "Binary", "billboard22", "billboards" # 0x380e00
[0x0010]: "Binary", "billboard23", "billboards" # 0x380e20
[0x0010]: "Binary", "billboard24", "billboards" # 0x380e30
[0x0010]: "Binary", "billboard25", "billboards" # 0x380e40
[0x0010]: "Binary", "billboard26", "billboards" # 0x380e50
[0x0010]: "Binary", "billboard27", "billboards" # 0x380e60
[0x0010]: "Binary", "billboard28", "billboards" # 0x380e70
[0x0020]: "Binary", "billboard29", "billboards" # 0x380e80
[0x0010]: "Binary", "billboard2a", "billboards" # 0x380ea0
[0x0010]: "Binary", "billboard2b", "billboards" # 0x380eb0
[0x0020]: "Binary", "billboard2c", "billboards" # 0x380ec0
[0x0020]: "Binary", "billboard2d", "billboards" # 0x380ee0
[0x0010]: "Binary", "billboard2e", "billboards" # 0x380f00
[0x0010]: "Binary", "billboard2f", "billboards" # 0x380f10
[0x0010]: "Binary", "billboard30", "billboards" # 0x380f20
[0x0010]: "Binary", "billboard31", "billboards" # 0x380f30
[0x0010]: "Binary", "billboard32", "billboards" # 0x380f40
[0x0010]: "Binary", "billboard33", "billboards" # 0x380f50
[0x0010]: "Binary", "billboard34", "billboards" # 0x380f60
[0x0010]: "Binary", "billboard35", "billboards" # 0x380f70
[0x0010]: "Binary", "billboard36", "billboards" # 0x380f80
[0x0010]: "Binary", "billboard37", "billboards" # 0x380f90
[0x0010]: "Binary", "billboard38", "billboards" # 0x380fa0
[0x0010]: "Binary", "billboard39", "billboards" # 0x380fb0
[0x0010]: "Binary", "billboard3a", "billboards" # 0x380fc0
[0x0010]: "Binary", "billboard3b", "billboards" # 0x380fd0
[0x0010]: "Binary", "billboard3c", "billboards" # 0x380fe0
[0x0010]: "Binary", "billboard3d", "billboards" # 0x380ff0
[0x0010]: "Binary", "billboard3e", "billboards" # 0x381000
[0x0010]: "Binary", "billboard3f", "billboards" # 0x381010
[0x0010]: "Binary", "billboard40", "billboards" # 0x381020
[0x0010]: "Binary", "billboard41", "billboards" # 0x381030
[0x0010]: "Binary", "billboard42", "billboards" # 0x381040
[0x0010]: "Binary", "billboard43", "billboards" # 0x381050
[0x0020]: "Binary", "billboard44", "billboards" # 0x381060
[0x0020]: "Binary", "billboard45", "billboards" # 0x381080
[0x0010]: "Binary", "billboard46", "billboards" # 0x3810a0
[0x0020]: "Binary", "billboard47", "billboards" # 0x3810b0
[0x0010]: "Binary", "billboard48", "billboards" # 0x3810d0
[0x0010]: "Binary", "billboard49", "billboards" # 0x3810e0
[0x0010]: "Binary", "billboard4a", "billboards" # 0x3810f0
[0x0010]: "Binary", "billboard4b", "billboards" # 0x381100
[0x0010]: "Binary", "billboard4c", "billboards" # 0x381110
[0x0010]: "Binary", "billboard4d", "billboards" # 0x381120
[0x0010]: "Binary", "billboard4e", "billboards" # 0x381130
[0x0010]: "Binary", "billboard4f", "billboards" # 0x381140
[0x0010]: "Binary", "billboard50", "billboards" # 0x381150
[0x0010]: "Binary", "billboard51", "billboards" # 0x381160
[0x0010]: "Binary", "billboard52", "billboards" # 0x381170
[0x0010]: "Binary", "billboard53", "billboards" # 0x381180
[0x0010]: "Binary", "billboard54", "billboards" # 0x381190
[0x0010]: "Binary", "billboard55", "billboards" # 0x3811a0
[0x0020]: "Binary", "billboard56", "billboards" # 0x3811b0
[0x0020]: "Binary", "billboard57", "billboards" # 0x3811d0
[0x0020]: "Binary", "billboard58", "billboards" # 0x3811f0
[0x0020]: "Binary", "billboard59", "billboards" # 0x381210
[0x0010]: "Binary", "billboard5a", "billboards" # 0x381230
[0x0010]: "Binary", "billboard5b", "billboards" # 0x381240
[0x0010]: "Binary", "billboard5c", "billboards" # 0x381250
[0x0010]: "Binary", "billboard5d", "billboards" # 0x381260
[0x0010]: "Binary", "billboard5e", "billboards" # 0x381270
[0x0010]: "Binary", "billboard5f", "billboards" # 0x381280
[0x0010]: "Binary", "billboard60", "billboards" # 0x381290
[0x0010]: "Binary", "billboard61", "billboards" # 0x3812a0
[0x0010]: "Binary", "billboard62", "billboards" # 0x3812b0
[0x0030]: "Binary", "billboard63", "billboards" # 0x3812c0
[0x0020]: "Binary", "billboard64", "billboards" # 0x3812f0
[0x0020]: "Binary", "billboard65", "billboards" # 0x381310
[0x0020]: "Binary", "billboard66", "billboards" # 0x381330
[0x0010]: "Binary", "billboard67", "billboards" # 0x381350
[0x0010]: "Binary", "billboard68", "billboards" # 0x381360
[0x0020]: "Binary", "billboard69", "billboards" # 0x381370
[0x0010]: "Binary", "billboard6a", "billboards" # 0x381390
[0x0010]: "Binary", "billboard6b", "billboards" # 0x3813a0
[0x0010]: "Binary", "billboard6c", "billboards" # 0x3813b0
[0x0010]: "Binary", "billboard6d", "billboards" # 0x3813c0
[0x0010]: "Binary", "billboard6e", "billboards" # 0x3813d0
[0x0010]: "Binary", "billboard6f", "billboards" # 0x3813e0
[0x0010]: "Binary", "billboard70", "billboards" # 0x3813f0
[0x0010]: "Binary", "billboard71", "billboards" # 0x381400
[0x0010]: "Binary", "billboard72", "billboards" # 0x381410
[0x0010]: "Binary", "billboard73", "billboards" # 0x381420
[0x0010]: "Binary", "billboard74", "billboards" # 0x381430
[0x0010]: "Binary", "billboard75", "billboards" # 0x381440
[0x0010]: "Binary", "billboard76", "billboards" # 0x381450
[0x0010]: "Binary", "billboard77", "billboards" # 0x381460
[0x0010]: "Binary", "billboard78", "billboards" # 0x381470
[0x0010]: "Binary", "billboard79", "billboards" # 0x381480
[0x0010]: "Binary", "billboard7a", "billboards" # 0x381490
[0x0010]: "Binary", "billboard7b", "billboards" # 0x3814a0
[0x0010]: "Binary", "billboard7c", "billboards" # 0x3814b0
[0x0010]: "Binary", "billboard7d", "billboards" # 0x3814c0
[0x0010]: "Binary", "billboard7e", "billboards" # 0x3814d0
[0x0010]: "Binary", "billboard7f", "billboards" # 0x3814e0
[0x0010]: "Binary", "billboard80", "billboards" # 0x3814f0
[0x0010]: "Binary", "billboard81", "billboards" # 0x381500
[0x0010]: "Binary", "billboard82", "billboards" # 0x381510
[0x0010]: "Binary", "billboard83", "billboards" # 0x381520
[0x0010]: "Binary", "billboard84", "billboards" # 0x381530
[0x0010]: "Binary", "billboard85", "billboards" # 0x381540
[0x0010]: "Binary", "billboard86", "billboards" # 0x381550
[0x0010]: "Binary", "billboard87", "billboards" # 0x381560
[0x0010]: "Binary", "billboard88", "billboards" # 0x381570
[0x0010]: "Binary", "billboard89", "billboards" # 0x381580
[0x0010]: "Binary", "billboard8a", "billboards" # 0x381590
[0x0010]: "Binary", "billboard8b", "billboards" # 0x3815a0
[0x0010]: "Binary", "billboard8c", "billboards" # 0x3815b0
[0x0010]: "Binary", "billboard8d", "billboards" # 0x3815c0
[0x0010]: "Binary", "billboard8e", "billboards" # 0x3815d0
[0x0010]: "Binary", "billboard8f", "billboards" # 0x3815e0
[0x0010]: "Binary", "billboard90", "billboards" # 0x3815f0
[0x0010]: "Binary", "billboard91", "billboards" # 0x381600
[0x0010]: "Binary", "billboard92", "billboards" # 0x381610
[0x0010]: "Binary", "billboard93", "billboards" # 0x381620
[0x0010]: "Binary", "billboard94", "billboards" # 0x381630
[0x0010]: "Binary", "billboard95", "billboards" # 0x381640
[0x0010]: "Binary", "billboard96", "billboards" # 0x381650
[0x0010]: "Binary", "billboard97", "billboards" # 0x381660
[0x0010]: "Binary", "billboard98", "billboards" # 0x381670
[0x0010]: "Binary", "billboard99", "billboards" # 0x381680
[0x0010]: "Binary", "billboard9a", "billboards" # 0x381690
[0x0010]: "Binary", "billboard9b", "billboards" # 0x3816a0
[0x0020]: "Binary", "billboard9c", "billboards" # 0x3816b0
[0x0020]: "Binary", "billboard9d", "billboards" # 0x3816d0
[0x0020]: "Binary", "billboard9e", "billboards" # 0x3816f0
[0x0020]: "Binary", "billboard9f", "billboards" # 0x381710
[0x0010]: "Binary", "billboarda0", "billboards" # 0x381730
[0x0010]: "Binary", "billboarda1", "billboards" # 0x381740
[0x0020]: "Binary", "billboarda2", "billboards" # 0x381750
[0x0020]: "Binary", "billboarda3", "billboards" # 0x381770
[0x0020]: "Binary", "billboarda4", "billboards" # 0x381790
[0x0010]: "Binary", "billboarda5", "billboards" # 0x3817b0
[0x0010]: "Binary", "billboarda6", "billboards" # 0x3817c0
[0x0010]: "Binary", "billboarda7", "billboards" # 0x3817d0
[0x0010]: "Binary", "billboarda8", "billboards" # 0x3817e0
[0x0010]: "Binary", "billboarda9", "billboards" # 0x3817f0
[0x0020]: "Binary", "billboardaa", "billboards" # 0x381800
[0x0020]: "Binary", "billboardab", "billboards" # 0x381820
[0x0020]: "Binary", "billboardac", "billboards" # 0x381840
[0x0020]: "Binary", "billboardad", "billboards" # 0x381860
[0x0020]: "Binary", "billboardae", "billboards" # 0x381880
[0x0020]: "Binary", "billboardaf", "billboards" # 0x3818a0
[0x0020]: "Binary", "billboardb0", "billboards" # 0x3818c0
[0x0020]: "Binary", "billboardb1", "billboards" # 0x3818e0
[0x0020]: "Binary", "billboardb2", "billboards" # 0x381900
[0x0020]: "Binary", "billboardb3", "billboards" # 0x381920
[0x0020]: "Binary", "billboardb4", "billboards" # 0x381940
[0x0020]: "Binary", "billboardb5", "billboards" # 0x381960
[0x0020]: "Binary", "billboardb6", "billboards" # 0x381980
[0x0020]: "Binary", "billboardb7", "billboards" # 0x3819a0
[0x0020]: "Binary", "billboardb8", "billboards" # 0x3819c0
[0x0020]: "Binary", "billboardb9", "billboards" # 0x3819e0
[0x0020]: "Binary", "billboardba", "billboards" # 0x381a00
[0x0010]: "Binary", "billboardbb", "billboards" # 0x381a20
[0x0010]: "Binary", "billboardbc", "billboards" # 0x381a30
[0x0010]: "Binary", "billboardbd", "billboards" # 0x381a40
[0x0010]: "Binary", "billboardbe", "billboards" # 0x381a50
[0x0020]: "Binary", "billboardbf", "billboards" # 0x381a60
[0x0020]: "Binary", "billboardc0", "billboards" # 0x381a80
@@ -1,6 +0,0 @@
# Part of the "Diddy Kong Racing (USA v1.0)" config
[0x400]: "Binary", "FunFont", "fonts"
[0x400]: "Binary", "SmallFont", "fonts"
[0x400]: "Binary", "BigFont", "fonts"
[0x400]: "Binary", "SubtitleFont", "fonts"
@@ -1,69 +0,0 @@
# Part of the "Diddy Kong Racing (USA v1.0)" config
[0x000c8]: "Binary", "levelHeader00_CentralAreaHub", "levels"
[0x000c8]: "Binary", "levelHeader01_Bluey1", "levels"
[0x000c8]: "Binary", "levelHeader02_DragonForestHub", "levels"
[0x000c8]: "Binary", "levelHeader03_FossilCanyon", "levels"
[0x000c8]: "Binary", "levelHeader04_PirateLagoon", "levels"
[0x000c8]: "Binary", "levelHeader05_AncientLake", "levels"
[0x000c8]: "Binary", "levelHeader06_WalrusCove", "levels"
[0x000c8]: "Binary", "levelHeader07_HotTopVolcano", "levels"
[0x000c8]: "Binary", "levelHeader08_WhaleBay", "levels"
[0x000c8]: "Binary", "levelHeader09_SnowballValley", "levels"
[0x000c8]: "Binary", "levelHeader0A_CrescentIsland", "levels"
[0x000c8]: "Binary", "levelHeader0B_FireMountain", "levels"
[0x000c8]: "Binary", "levelHeader0C_DinoDomainHub", "levels"
[0x000c8]: "Binary", "levelHeader0D_EverfrostPeak", "levels"
[0x000c8]: "Binary", "levelHeader0E_SherbetIslandHub", "levels"
[0x000c8]: "Binary", "levelHeader0F_SpaceportAlpha", "levels"
[0x000c8]: "Binary", "levelHeader10_HorseshoeGulch", "levels"
[0x000c8]: "Binary", "levelHeader11_SpacedustAlley", "levels"
[0x000c8]: "Binary", "levelHeader12_GreenwoodVillage", "levels"
[0x000c8]: "Binary", "levelHeader13_BoulderCanyon", "levels"
[0x000c8]: "Binary", "levelHeader14_WindmillPlains", "levels"
[0x000c8]: "Binary", "levelHeader15_FrontEnd", "levels"
[0x000c8]: "Binary", "levelHeader16_CharacterSelect", "levels"
[0x000c8]: "Binary", "levelHeader17_TitleScreenSequence", "levels"
[0x000c8]: "Binary", "levelHeader18_SnowflakeMountainHub", "levels"
[0x000c8]: "Binary", "levelHeader19_SmokeyCastle", "levels"
[0x000c8]: "Binary", "levelHeader1A_DarkwaterBeach", "levels"
[0x000c8]: "Binary", "levelHeader1B_IciclePyramid", "levels"
[0x000c8]: "Binary", "levelHeader1C_FrostyVillage", "levels"
[0x000c8]: "Binary", "levelHeader1D_JungleFalls", "levels"
[0x000c8]: "Binary", "levelHeader1E_TreasureCaves", "levels"
[0x000c8]: "Binary", "levelHeader1F_HauntedWoods", "levels"
[0x000c8]: "Binary", "levelHeader20_DarkmoonCaverns", "levels"
[0x000c8]: "Binary", "levelHeader21_StarCity", "levels"
[0x000c8]: "Binary", "levelHeader22_TrophyRace", "levels"
[0x000c8]: "Binary", "levelHeader23_FutureFunLandHub", "levels"
[0x000c8]: "Binary", "levelHeader24_OpeningSequence", "levels"
[0x000c8]: "Binary", "levelHeader25_Wizpig1", "levels"
[0x000c8]: "Binary", "levelHeader26_Trickytops1", "levels"
[0x000c8]: "Binary", "levelHeader27_OptionsBackground", "levels"
[0x000c8]: "Binary", "levelHeader28_Bubbler1", "levels"
[0x000c8]: "Binary", "levelHeader29_Smokey1", "levels"
[0x000c8]: "Binary", "levelHeader2A_WizpigMouthSequence", "levels"
[0x000c8]: "Binary", "levelHeader2B_WizpigAmuletSequence", "levels"
[0x000c8]: "Binary", "levelHeader2C_TTAmuletSequence", "levels"
[0x000c8]: "Binary", "levelHeader2D_RocketSequence", "levels"
[0x000c8]: "Binary", "levelHeader2E_Trickytops2", "levels"
[0x000c8]: "Binary", "levelHeader2F_DinoDomainTrophyAnim", "levels"
[0x000c8]: "Binary", "levelHeader30_SnowflakeMountainTrophyAnim", "levels"
[0x000c8]: "Binary", "levelHeader31_SherbetIslandTrophyAnim", "levels"
[0x000c8]: "Binary", "levelHeader32_DragonForestTrophyAnim", "levels"
[0x000c8]: "Binary", "levelHeader33_FutureFunLandTrophyAnim", "levels"
[0x000c8]: "Binary", "levelHeader34_Bluey2", "levels"
[0x000c8]: "Binary", "levelHeader35_Bubbler2", "levels"
[0x000c8]: "Binary", "levelHeader36_Smokey2", "levels"
[0x000c8]: "Binary", "levelHeader37_Wizpig2", "levels"
[0x000c8]: "Binary", "levelHeader38_PartySequence", "levels"
[0x000c8]: "Binary", "levelHeader39_TricktopsAnim", "levels"
[0x000c8]: "Binary", "levelHeader3A_SmokeyAnim", "levels"
[0x000c8]: "Binary", "levelHeader3B_BlueyAnim", "levels"
[0x000c8]: "Binary", "levelHeader3C_Wizpig1Anim", "levels"
[0x000c8]: "Binary", "levelHeader3D_BubblerAnim", "levels"
[0x000c8]: "Binary", "levelHeader3E_Wizpig2Anim", "levels"
[0x000c8]: "Binary", "levelHeader3F_LastBit", "levels"
[0x000c8]: "Binary", "levelHeader40_LastBitB", "levels"
[0x00008]: "NoExtract" # Padding
@@ -1,69 +0,0 @@
# Part of the "Diddy Kong Racing (USA v1.0)" config
[0x00034]: "Binary", "name00_CentralAreaHub", "levels"
[0x00030]: "Binary", "name01_Bluey1", "levels"
[0x00035]: "Binary", "name02_DragonForestHub", "levels"
[0x0003b]: "Binary", "name03_FossilCanyon", "levels"
[0x00037]: "Binary", "name04_PirateLagoon", "levels"
[0x0002e]: "Binary", "name05_AncientLake", "levels"
[0x00030]: "Binary", "name06_WalrusCove", "levels"
[0x00037]: "Binary", "name07_HotTopVolcano", "levels"
[0x00033]: "Binary", "name08_WhaleBay", "levels"
[0x0003e]: "Binary", "name09_SnowballValley", "levels"
[0x0003a]: "Binary", "name0A_CrescentIsland", "levels"
[0x00031]: "Binary", "name0B_FireMountain", "levels"
[0x0002b]: "Binary", "name0C_DinoDomainHub", "levels"
[0x00036]: "Binary", "name0D_EverfrostPeak", "levels"
[0x00032]: "Binary", "name0E_SherbetIslandHub", "levels"
[0x00037]: "Binary", "name0F_SpaceportAlpha", "levels"
[0x00039]: "Binary", "name10_HorseshoeGulch", "levels"
[0x00035]: "Binary", "name11_SpacedustAlley", "levels"
[0x00038]: "Binary", "name12_GreenwoodVillage", "levels"
[0x0003a]: "Binary", "name13_BoulderCanyon", "levels"
[0x0003e]: "Binary", "name14_WindmillPlains", "levels"
[0x00027]: "Binary", "name15_FrontEnd", "levels"
[0x0004b]: "Binary", "name16_CharacterSelect", "levels"
[0x00039]: "Binary", "name17_TitleScreenSequence", "levels"
[0x00037]: "Binary", "name18_SnowflakeMountainHub", "levels"
[0x00030]: "Binary", "name19_SmokeyCastle", "levels"
[0x00031]: "Binary", "name1A_DarkwaterBeach", "levels"
[0x00038]: "Binary", "name1B_IciclePyramid", "levels"
[0x00031]: "Binary", "name1C_FrostyVillage", "levels"
[0x00039]: "Binary", "name1D_JungleFalls", "levels"
[0x00037]: "Binary", "name1E_TreasureCaves", "levels"
[0x0002f]: "Binary", "name1F_HauntedWoods", "levels"
[0x0003b]: "Binary", "name20_DarkmoonCaverns", "levels"
[0x0002e]: "Binary", "name21_StarCity", "levels"
[0x00033]: "Binary", "name22_TrophyRace", "levels"
[0x00037]: "Binary", "name23_FutureFunLandHub", "levels"
[0x00033]: "Binary", "name24_OpeningSequence", "levels"
[0x00024]: "Binary", "name25_Wizpig1", "levels"
[0x00034]: "Binary", "name26_Trickytops1", "levels"
[0x00042]: "Binary", "name27_OptionsBackground", "levels"
[0x00034]: "Binary", "name28_Bubbler1", "levels"
[0x00030]: "Binary", "name29_Smokey1", "levels"
[0x00044]: "Binary", "name2A_WizpigMouthSequence", "levels"
[0x00024]: "Binary", "name2B_WizpigAmuletSequence", "levels"
[0x00036]: "Binary", "name2C_TTAmuletSequence", "levels"
[0x00039]: "Binary", "name2D_RocketSequence", "levels"
[0x00034]: "Binary", "name2E_Trickytops2", "levels"
[0x0002d]: "Binary", "name2F_DinoDomainTrophyAnim", "levels"
[0x0003c]: "Binary", "name30_SnowflakeMountainTrophyAnim", "levels"
[0x00036]: "Binary", "name31_SherbetIslandTrophyAnim", "levels"
[0x00033]: "Binary", "name32_DragonForestTrophyAnim", "levels"
[0x00030]: "Binary", "name33_FutureFunLandTrophyAnim", "levels"
[0x00024]: "Binary", "name34_Bluey2", "levels"
[0x00028]: "Binary", "name35_Bubbler2", "levels"
[0x00024]: "Binary", "name36_Smokey2", "levels"
[0x00024]: "Binary", "name37_Wizpig2", "levels"
[0x00030]: "Binary", "name38_PartySequence", "levels"
[0x00048]: "Binary", "name39_TricktopsAnim", "levels"
[0x0004c]: "Binary", "name3A_SmokeyAnim", "levels"
[0x0004c]: "Binary", "name3B_BlueyAnim", "levels"
[0x00038]: "Binary", "name3C_Wizpig1Anim", "levels"
[0x00028]: "Binary", "name3D_BubblerAnim", "levels"
[0x00033]: "Binary", "name3E_Wizpig2Anim", "levels"
[0x00020]: "Binary", "name3F_LastBit", "levels"
[0x00024]: "Binary", "name40_LastBitB", "levels"
[0x00005]: "NoExtract" # Padding

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