port merge 1

This commit is contained in:
john doe 2021-12-27 14:23:03 -05:00 committed by Blake Warner
parent a862411f00
commit 1b4feced6a
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IndentWidth: 4
Language: Cpp
UseTab: Never
ColumnLimit: 120
PointerAlignment: Left
BreakBeforeBraces: Attach
SpaceAfterCStyleCast: false
Cpp11BracedListStyle: false
IndentCaseLabels: true
BinPackArguments: true
BinPackParameters: true
AlignAfterOpenBracket: Align
AlignOperands: true
BreakBeforeTernaryOperators: true
BreakBeforeBinaryOperators: None
AllowShortBlocksOnASingleLine: true
AllowShortIfStatementsOnASingleLine: false
AllowShortLoopsOnASingleLine: false
AllowShortCaseLabelsOnASingleLine: false
AllowShortFunctionsOnASingleLine: false
AlignEscapedNewlines: Left
AlignTrailingComments: true
SortIncludes: false

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Checks: '-*,readability-braces-around-statements'
WarningsAsErrors: ''
HeaderFilterRegex: '(src|include)\/.*\.h$'
FormatStyle: 'file'
CheckOptions:

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venv/
# Project-specific ignores
build/
expected/
notes/
baserom/

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[submodule "GLideN64"]
path = GLideN64
url = https://github.com/blawar/GLideN64.git

1
GLideN64 Submodule

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Subproject commit a054cb622bbeff139964fb4330fb4a959853eba0

339
LICENSE Normal file
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Yoyodyne, Inc., hereby disclaims all copyright interest in the program
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This General Public License does not permit incorporating your program into
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Public License instead of this License.

234
README.md
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# The Legend of Zelda: Ocarina of Time
[![Build Status][jenkins-badge]][jenkins] [![Decompilation Progress][progress-badge]][progress] [![Contributors][contributors-badge]][contributors] [![Discord Channel][discord-badge]][discord]
[jenkins]: https://jenkins.deco.mp/job/OOT/job/master
[jenkins-badge]: https://img.shields.io/jenkins/build?jobUrl=https%3A%2F%2Fjenkins.deco.mp%2Fjob%2FOOT%2Fjob%2Fmaster
[progress]: https://zelda64.dev/games/oot
[progress-badge]: https://img.shields.io/endpoint?url=https://zelda64.dev/assets/csv/progress-oot-shield.json
[contributors]: https://github.com/zeldaret/oot/graphs/contributors
[contributors-badge]: https://img.shields.io/github/contributors/zeldaret/oot
[discord]: https://discord.zelda64.dev
[discord-badge]: https://img.shields.io/discord/688807550715560050?color=%237289DA&logo=discord&logoColor=%23FFFFFF
# Open Ocarina - The Master Port
```diff
- WARNING! -
This repository is a work in progress, and while it can be used to make certain changes, it's still
constantly evolving. If you use it for modding purposes in its current state, please be aware that
the codebase can drastically change at any time. Also note that some parts of the ROM may not be
'shiftable' yet, so modifying them could be difficult at this point.
constantly evolving.
Currently assets are statically linked, however this is just until we get the game sorted. Once its stable,
we will switch to an external asset loader. Stability, 60 FPS, and external asset loading are the top priorities.
While it is playable in it's current state, if you are not interested in contributing, then you should
wait until the project is further along before playing it. This is a development branch. We need help
finding bugs and PR's for bug fixes and enhancements.
Only Visual Studio Debug 32-bit is currently supported.
Though most of the work for 64-bit is done, 32-bit is being buttoned up first.
32-bit Release works, but is buggy due to optimizations breaking many assumptions.
```
This is a WIP **decompilation** of ***The Legend of Zelda: Ocarina of Time***. The purpose of the project is to recreate a source code base for the game from scratch, using information found inside the game along with static and/or dynamic analysis. **It is not producing a PC port.** For more information you can get in touch with the team on our [Discord server](https://discord.zelda64.dev).
The only build currently supported is Master Quest (Debug), but other versions are planned to be supported.
It builds the following ROM:
* zelda_ocarina_mq_dbg.z64 `md5: f0b7f35375f9cc8ca1b2d59d78e35405`
**Note: This repository does not include any of the assets necessary to build the ROM. A prior copy of the game is required to extract the needed assets.**
**Website:** <https://zelda64.dev>
**Discord:** <https://discord.zelda64.dev>
**Discord:** <https://discord.gg/s4BskkKf>
## Installation
### Windows
For Windows 10 or 11, install WSL and a distribution by following this
[WSL Installation Guide](https://docs.microsoft.com/en-us/windows/wsl/install).
We recommend using Debian or Ubuntu 20.04 Linux distributions.
**Visual Studio 2019+ is the only currently supported build environment, and only the 32-bit X86 Debug build**
For older versions of Windows, install a Linux VM or refer to either [Cygwin](#Cygwin) or [Docker](#Docker) instructions.
**Visual Studio 2019+ is the only currently supported build environment, and only the 32-bit X86 Debug build**
**Visual Studio 2019+ is the only currently supported build environment, and only the 32-bit X86 Debug build**
**Visual Studio 2019+ is the only currently supported build environment, and only the 32-bit X86 Debug build**
To build, first you must use run ``make setup`` and ``make`` in this directory using either linux or WSL to extract the assets into the assets and build directories. If you run it on another computer, just copy over the asset, baserom and build directories.
You must use the ZAPD that is included with this repository, and not the main branch as it is modified.
Run these commands from the root ooot directory after you have extracted assets and build directories:
```
tools\extract_missing_assets.py
tools\create_luts.py
tools\create_actor_headers.py
tools\add_actor_header.py
tools\gen_headers.py
tools\apply_header_refs.py
```
You must then open up GLideN64/projects/msvc/GLideN64.sln and build **Debug_mupenplus - Win32**, which should copy GLideN64d.lib, libGLideNHQd.lib, and osald.lib files to externals/Win32/
Then open vs/OOT.sln, select **Debug - X86** then hit build.
Once the build completes, press F5 to start it.
### macOS
For macOS, use homebrew to install the following dependencies:
* coreutils
* make
* python3
* md5sha1sum
* libpng
You can install them with the following commands:
```bash
brew update
brew install coreutils make python3 md5sha1sum libpng
```
You'll also need to [build and install mips-linux-binutils](docs/BUILDING_BINUTILS_MACOS.md).
Going forward in this guide, please use `gmake` whenever you encounter a `make` command.
The `make` that comes with macOS behaves differently than GNU make and is incompatible with this project.
You should now be able to continue from [step 2](#2-clone-the-repository) of the Linux instructions.
Not currently supported, however a makefile and porting of GLideN64 would allow this and a PR is welcome.
### Linux (Native or under WSL / VM)
#### 1. Install build dependencies
Not currently supported, however a makefile and porting of GLideN64 would allow this and a PR is welcome.
The build process has the following package requirements:
* git
* build-essential
* binutils-mips-linux-gnu
* python3
* libpng-dev
Under Debian / Ubuntu (which we recommend using), you can install them with the following commands:
```bash
sudo apt-get update
sudo apt-get install git build-essential binutils-mips-linux-gnu python3 libpng-dev
```
#### 2. Clone the repository
Clone `https://github.com/zeldaret/oot.git` where you wish to have the project, with a command such as:
```bash
git clone https://github.com/zeldaret/oot.git
```
#### 3. Prepare a base ROM
Copy over your copy of the Master Quest (Debug) ROM inside the root of this new project directory.
Rename the file to "baserom_original.z64", "baserom_original.n64" or "baserom_original.v64", depending on the original extension.
#### 4. Setup the ROM and build process
Setup and extract everything from your ROM with the following command:
```bash
make setup
```
This will generate a new ROM called "baserom.z64" that will have the overdump removed and the header patched.
It will also extract the individual assets from the ROM.
#### 5. Build the ROM
Run make to build the ROM.
Make sure your path to the project is not too long, otherwise this process may error.
```bash
make
```
If all goes well, a new ROM called "zelda_ocarina_mq_debug.z64" should be built and the following text should be printed:
```bash
zelda_ocarina_mq_dbg.z64: OK
```
If you instead see the following:
```bash
zelda_ocarina_mq_dbg.z64: FAILED
md5sum: WARNING: 1 computed checksum did NOT match
```
This means that the built ROM isn't the same as the base one, so something went wrong or some part of the code doesn't match.
**NOTE:** to speed up the build, you can either:
* pass `-jN` to `make setup` and `make`, where N is the number of threads to use in the build. The generally-accepted wisdom is to use the number of virtual cores your computer has.
* pass `-j` to `make setup` and `make`, to use as many threads as possible, but beware that this can use too much memory on lower-end systems.
Both of these have the disadvantage that the ordering of the terminal output is scrambled, so for debugging it is best to stick to one thread (i.e. not pass `-j` or `-jN`).
### Cygwin
If you want to use Cygwin, you will need to:
* Download and install [Git Bash](https://git-scm.com/download/win).
* Download and install [Cygwin](https://cygwin.com).
* [Build and install mips-linux-binutils](docs/BUILDING_BINUTILS_CYGWIN.md).
Once mips-linux-binutils is installed you will need to install the following packages using Cygwin's installer:
* libiconv
* dos2unix
* python3
* libpng-devel
Then you can continue from step [step 2](#2-clone-the-repository) of the Linux instructions.
Note that, before building anything, you will need to run the following commands to fix line endings:
```bash
dos2unix fixle.sh
./fixle.sh
```
### Docker
#### 1. Setup requirements
To use Docker, you'll need either Docker Desktop or Docker Toolbox installed and setup based on your system.
You'll also need to prepare a local version of the project with a copied base ROM (see steps [2](#2-clone-the-repository) and [3](#3-prepare-a-base-rom) of the Linux instructions).
#### 2. Create the Docker image
From inside your local project, run the following command:
```bash
docker build . -t oot
```
#### 3. Start the container
To start the container, you can mount your local filesystem into the Docker container and run an interactive bash session.
```bash
docker run -it --rm --mount type=bind,source="$(pwd)",destination=/oot oot /bin/bash
```
#### 4. Setup and Build the ROM
Once inside the container, you can follow steps [4](#4-setup-the-rom-and-build-process) and [5](#5-build-the-rom) of the Linux instructions to setup and build the ROM, or run any other command you need.
## Contributing
All contributions are welcome. This is a group effort, and even small contributions can make a difference.
Some tasks also don't require much knowledge to get started.
This project is currently maintained by blawar/vertigo and Zel.
All contributions are welcome. This is a group effort, and even small contributions can make a difference.
Some tasks also don't require much knowledge to get started. The best contribution that can be made, is playing the game and reporting bugs by opening a github issue on this repository. Code contributions, as well as porting changes from the [upstream repo](https://github.com/zeldaret/oot) are greatly appreciated.
Most discussions happen on our [Discord Server](https://discord.gg/s4BskkKf), where you are welcome to ask if you need help getting started, or if you have any questions regarding this project and other decompilation projects.
## License
This software is licensed under the terms of the GPLv2, with exemptions noted below:
[Nintendo] (https://github.com/Nintendo) is exempt from GPLv2 licensing and may (at its option) instead license any source code authored for this project under the MIT license.
Most discussions happen on our [Discord Server](https://discord.zelda64.dev), where you are welcome to ask if you need help getting started, or if you have any questions regarding this project and other decompilation projects.

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*.bin
*.c
!text/*.c
*.h
*.cfg
*.vtx.inc
*.dlist.inc

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DEFINE_MESSAGE(0x0500, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Producer/Supervisor\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SHIGERU MIYAMOTO" QUICKTEXT_DISABLE FADE2("\x00\x32")
)
DEFINE_MESSAGE(0x0501, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x48") "Directors\n"
"\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x30") "Script Director\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x48") "TORU OSAWA" QUICKTEXT_DISABLE FADE2("\x00\x32")
)
DEFINE_MESSAGE(0x0502, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Game System Directors\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YOICHI YAMADA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "EIJI ONOZUKA\n"
"\n"
"\n"
"\n"
SHIFT("\x24") "3D System Director/Character Design\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YOSHIAKI KOIZUMI" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0503, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Program Director\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "TOSHIO IWAWAKI\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Music Composer\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "KOJI KONDO" QUICKTEXT_DISABLE FADE2("\x00\x42")
)
DEFINE_MESSAGE(0x0504, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Cinema Scene Directors\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "TAKUMI KAWAGOE\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "NAOKI MORI\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Map Data Manager\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "SHIGEO KIMURA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0505, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE SHIFT("\x24") SHIFT("\x36") "Programmers\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Main System\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "KENZO HAYAKAWA\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Display System\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "YASUNARI SOEJIMA\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Boss Enemy Program\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "KAZUAKI MORITA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0506, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Enemy Program\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "MASUMI TARUKADO\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIROSHI UMEMIYA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "MASARO SAKAKIBARA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0507, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Program\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SHIGEKI YOSHIDA \n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "TAKAMITSU KUZUHARA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SATORU TAKAHATA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0508, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Program\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "NOBUO OKAJIMA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "NOBUHIRO SUMIYOSHI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "ATSUSHI NISHIWAKI" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0509, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Technical Program\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "KENJI MATSUTANI\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Tool Program\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YUICHI YAMAMOTO\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Camera Program\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "MASATOSHI OGAWA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x050A, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Cinema Scene Program\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "MAKOTO SASAKI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "KUNIHIRO KOMATSU\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Sound Effects Program\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YOJI INAGAKI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "TAKUYA MAEKAWA" QUICKTEXT_DISABLE FADE2("\x00\x85")
)
DEFINE_MESSAGE(0x050B, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
SHIFT("\x24") SHIFT("\x42") "Designers\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Character Design\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YOSHIKI HARUHANA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SATORU TAKIZAWA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "JIN IKEDA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SATOMI MAEKAWA" QUICKTEXT_DISABLE FADE2("\x00\x85")
)
DEFINE_MESSAGE(0x050C, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Field Design\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "MAKOTO MIYANAGA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIROMASA SHIKATA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIROMU TAKEMURA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x050D, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Dungeon Design\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "KENTA USUI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SHINICHI IKEMATSU\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "TAKESHI HOSONO" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x050E, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Effects Design\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "TOMOAKI KUROUME\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Prerendered Background Design\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SHIGEKI YOSHIDA\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Item Design\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "REN UEHARA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x050F, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "Cinema Scene Unit\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Assistant Director\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "DAIKI IWAMOTO\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Cinema Scene Animators\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIROSHI MATSUNAGA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "DAISUKE KAGEYAMA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0510, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "MOCAP System Directors\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SHINYA TAKAHASHI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "TSUYOSHI WATANABE" QUICKTEXT_DISABLE FADE2("\x00\x42")
)
DEFINE_MESSAGE(0x0511, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
SHIFT("\x24") SHIFT("\x48") "Actor Unit\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Character Voices\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "FUJIKO TAKIMOTO\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "NOBUYUKI HIYAMA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "JUN MIZUSAWA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0512, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Character Voices\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "TAKASHI NAGASAKO\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YAYOI JINGUJI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "KAORI MIZUHASHI" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0513, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
SHIFT("\x24") " Motion Capture Actor\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x24") "YOSHINORI TSUJIMOTO (JAC)\n"
"\n"
"\n"
"\n"
SHIFT("\x24") " Action Coordinator\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x24") "YUTA MOROKAJI (JAC)" QUICKTEXT_DISABLE FADE2("\x00\x42")
)
DEFINE_MESSAGE(0x0514, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
SHIFT("\x24") SHIFT("\x36") "Art Work Unit\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Character Illustration\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YUSUKE NAKANO\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Illustration Support\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "WATARU YAMAGUCHI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "MINORU MAEDA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0515, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "Deleted" QUICKTEXT_DISABLE FADE2("\x00\x78")
)
DEFINE_MESSAGE(0x0516, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "Support Unit\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Supervisors\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "TAKASHI TEZUKA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "TOSHIHIKO NAKAGO\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Schedule Management\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YOSHITAKA NISHIKAWA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0517, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Script Support\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "KENSUKE TANABE\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "English Text Writer\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "DAN OWSEN\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "English Text Translation\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "HIRO YAMADA" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0518, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Technical Support\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIRONOBU KAKUI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIROHITO YOSHIMOTO\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YOSHINORI TANIMOTO" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x0519, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Technical Support\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIDEAKI SHIMIZU\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SHIN HASEGAWA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "YASUKI TAWARAISHI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "SHINGO OKAMOTO" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x051A, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Motion Editors\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIROSHI MOMOSE\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "RUI SHIMAMURA" QUICKTEXT_DISABLE FADE2("\x00\x42")
)
DEFINE_MESSAGE(0x051B, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "German Text Writer\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "MARCUS MENOLD\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "THOMAS RINKE\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "CLAUDE MOYSE\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "CLUB NINTENDO REDAKTION" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x051C, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Progress Management\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "KIMIYOSHI FUKUI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "KEIZO KATO" QUICKTEXT_DISABLE FADE2("\x00\x42")
)
DEFINE_MESSAGE(0x051D, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Special Thanks to\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x30") "MITSUHIRO HIKINO\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x30") "YOSHITAKA TAKESHITA\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x30") "GENTARO TAKAGI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x30") "ATSUSHI SAKAGUCHI\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x30") "HAJIME KITAGAWA" QUICKTEXT_DISABLE FADE2("\x00\xA6")
)
DEFINE_MESSAGE(0x051E, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x18") "Special Thanks to\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x2A") "NINTENDO E.A.D\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x2A") "SUPER MARIO CLUB\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x2A") "NINTENDO OF AMERICA INC.\n"
"\n"
SHIFT("\x24") SHIFT("\x30") "DEBUGGING STAFF" QUICKTEXT_DISABLE FADE2("\x00\x64")
)
DEFINE_MESSAGE(0x051F, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Executive Producer\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIROSHI YAMAUCHI" QUICKTEXT_DISABLE FADE2("\x00\x42")
)
DEFINE_MESSAGE(0x0520, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Special Thanks to\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "NINTENDO OF EUROPE GMBH\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "DEBUGGING STAFF\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "NINTENDO FRANCE\n"
"\n"
SHIFT("\x24") SHIFT("\x3C") "S.A.R.L STAFF" QUICKTEXT_DISABLE FADE2("\x00\x42")
)
DEFINE_MESSAGE(0x0521, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "Coordinator\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "MITSUHIRO TAKANO\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "MASASHI GOTO\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "HIROYUKI UESUGI" QUICKTEXT_DISABLE FADE2("\x00\x42")
)
DEFINE_MESSAGE(0x0522, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "\n"
"\n"
"\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x12") "French Text Writer\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "JULIEN BARDAKOFF\n"
"\n"
"\n"
SHIFT("\x24") SHIFT("\x36") "FLEURY JEAN-BAPTISTE" QUICKTEXT_DISABLE FADE2("\x00\x42")
)
DEFINE_MESSAGE(0x0523, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "Deleted" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x0524, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "24" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x0525, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "25" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x0526, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "26" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x0527, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "27" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x0528, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "28" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x0529, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "29" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x052A, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "2A" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x052B, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "2B" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x052C, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "2C" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x052D, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "2D" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x052E, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "2E" QUICKTEXT_DISABLE FADE2("\x00\x50")
)
DEFINE_MESSAGE(0x052F, TEXTBOX_TYPE_CREDITS, TEXTBOX_POS_VARIABLE,
QUICKTEXT_ENABLE "2F" QUICKTEXT_DISABLE FADE2("\x00\x50")
)

View File

@ -0,0 +1,40 @@
<Root>
<File Name="z_select_static" Segment="1">
<DList Name="gSelectStatic1DL" Ucode="f3dex" Offset="0x0"/>
<DList Name="gSelectStatic2DL" Ucode="f3dex" Offset="0x68"/>
<DList Name="gSelectStatic3DL" Ucode="f3dex" Offset="0xD0"/>
<DList Name="gSelectStatic4DL" Ucode="f3dex" Offset="0x140"/>
<DList Name="gSelectStatic5DL" Ucode="f3dex" Offset="0x1A8"/>
<DList Name="gSelectStatic6DL" Ucode="f3dex" Offset="0x210"/>
<DList Name="gSelectStatic7DL" Ucode="f3dex" Offset="0x278"/>
<DList Name="gSelectStatic8DL" Ucode="f3dex" Offset="0x2E8"/>
<DList Name="gSelectStatic9DL" Ucode="f3dex" Offset="0x350"/>
<DList Name="gSelectStatic10DL" Ucode="f3dex" Offset="0x3B8"/>
<DList Name="gSelectStatic11DL" Ucode="f3dex" Offset="0x420"/>
<DList Name="gSelectStatic12DL" Ucode="f3dex" Offset="0x488"/>
<DList Name="gSelectStatic13DL" Ucode="f3dex" Offset="0x4F8"/>
<DList Name="gSelectStatic14DL" Ucode="f3dex" Offset="0x560"/>
<DList Name="gSelectStatic15DL" Ucode="f3dex" Offset="0x5C8"/>
<DList Name="gSelectStatic16DL" Ucode="f3dex" Offset="0x630"/>
<DList Name="gSelectStatic17DL" Ucode="f3dex" Offset="0x698"/>
<DList Name="gSelectStatic18DL" Ucode="f3dex" Offset="0x700"/>
<DList Name="gSelectStatic19DL" Ucode="f3dex" Offset="0x770"/>
<DList Name="gSelectStatic20DL" Ucode="f3dex" Offset="0x7D8"/>
<DList Name="gSelectStatic21DL" Ucode="f3dex" Offset="0x840"/>
<DList Name="gSelectStatic22DL" Ucode="f3dex" Offset="0x8A8"/>
<DList Name="gSelectStatic23DL" Ucode="f3dex" Offset="0x918"/>
<DList Name="gSelectStatic24DL" Ucode="f3dex" Offset="0x980"/>
<DList Name="gSelectStatic25DL" Ucode="f3dex" Offset="0x9E8"/>
<DList Name="gSelectStatic26DL" Ucode="f3dex" Offset="0xA50"/>
<DList Name="gSelectStatic27DL" Ucode="f3dex" Offset="0xAB8"/>
<DList Name="gSelectStatic28DL" Ucode="f3dex" Offset="0xB20"/>
<DList Name="gSelectStatic29DL" Ucode="f3dex" Offset="0xB88"/>
<DList Name="gSelectStatic30DL" Ucode="f3dex" Offset="0xBF0"/>
<DList Name="gSelectStatic31DL" Ucode="f3dex" Offset="0xC60"/>
<DList Name="gSelectStatic32DL" Ucode="f3dex" Offset="0xCD0"/>
<DList Name="gSelectStaticMasterDL" Ucode="f3dex" Offset="0xE88"/>
<Array Name="gSelectStaticVtx" Count="294" Offset="0xF98">
<Vtx/>
</Array>
</File>
</Root>

View File

@ -6,6 +6,7 @@
<DList Name="gDoorLockDL" Offset="0x1100"/>
<DList Name="gDoorChainsDL" Offset="0x11F0"/>
<Texture Name="gUnusedGoldLockTex" OutName="unused_gold_lock" Format="rgba16" Width="32" Height="32" Offset="0x1A80"/>
<Texture Name="gDoorChainTex" OutName="door_chain" Format="rgba16" Width="16" Height="128" Offset="0x2280"/>
<DList Name="gUnusedBombBagDL" Offset="0x32C0"/>
<Texture Name="gPushBlockSilverTex" OutName="block_silver" Format="i4" Width="64" Height="64" Offset="0x3350"/>
<Texture Name="gPushBlockBaseTex" OutName="block_base" Format="i4" Width="64" Height="64" Offset="0x3B50"/>
@ -39,8 +40,9 @@
<Texture Name="gEyeSwitchSilverHalfTex" OutName="eye_silver_half" Format="rgba16" Width="32" Height="32" Offset="0xB8A0"/>
<Texture Name="gEyeSwitchSilverClosedTex" OutName="eye_silver_closed" Format="rgba16" Width="32" Height="32" Offset="0xC0A0"/>
<Texture Name="gDungeonKeepTex_00C8A0" OutName="dungeon_keep_tex_00C8A0" Format="rgba16" Width="32" Height="32" Offset="0xC8A0"/>
<Texture Name="gDungeonKeepTex_00E8A0" OutName="dungeon_keep_tex_00E8A0" Format="i8" Width="32" Height="32" Offset="0xE8A0"/>
<Texture Name="gDungeonKeepTex_00ECA0" OutName="dungeon_keep_tex_00ECA0" Format="i8" Width="32" Height="32" Offset="0xECA0"/>
<Texture Name="gDungeonkeepTex_00D0A0" OutName="dungeon_keep_tex_00D0A0" Format="rgba16" Width="32" Height="32" Offset="0xD0A0"/>
<Texture Name="gDungeonKeepTex_00E8A0" OutName="dungeon_keep_tex_00E8A0" Format="i8" Width="32" Height="32" Offset="0xE8A0"/>
<Texture Name="gDungeonKeepTex_00ECA0" OutName="dungeon_keep_tex_00ECA0" Format="i8" Width="32" Height="32" Offset="0xECA0"/>
<Texture Name="gDungeonKeepTex_00F0A0" OutName="dungeon_keep_tex_00F0A0" Format="rgba16" Width="32" Height="32" Offset="0xF0A0"/>
<Texture Name="gCrstalSwitchRedTex" OutName="crystal_red" Format="rgba16" Width="32" Height="32" Offset="0x144B0"/>
<Texture Name="gCrstalSwitchBlueTex" OutName="crystal_blue" Format="rgba16" Width="32" Height="32" Offset="0x14CB0"/>

View File

@ -23,7 +23,7 @@
<Texture Name="gButterflyWingTex" OutName="butterfly_wing" Format="rgba16" Width="32" Height="64" Offset="0x2680"/>
<Skeleton Name="gButterflySkel" Type="Normal" LimbType="Standard" Offset="0x36F0"/>
<Animation Name="gButterflyAnim" Offset="0x2470"/>
<Texture Name="gBgBombwallTLUT" OutName="bombwall_palette" Format="rgba16" Width="4" Height="4" Offset="0x3700"/>
<Texture Name="gBgBombwallTLUT" OutName="bombwall_tlut" Format="rgba16" Width="4" Height="4" Offset="0x3700"/>
<Texture Name="gBgBombwallNormalTex" OutName="bombwall_normal" Format="ci4" Width="32" Height="64" Offset="0x3720" TlutOffset="0x3700"/>
<Texture Name="gBgBombWallBrokenTex" OutName="bombwall_broken" Format="ci4" Width="32" Height="64" Offset="0x3B20" TlutOffset="0x3700"/>
<DList Name="gFieldDoorDL_004720" Offset="0x4720"/>
@ -41,10 +41,10 @@
<Texture Name="gFieldUnusedFishTex" OutName="unused_fish" Format="rgba16" Width="64" Height="32" Offset="0x64A8"/>
<Texture Name="gFieldUnusedFishBottomTex" OutName="unused_fish_bottom" Format="rgba16" Width="64" Height="32" Offset="0x074A8"/>
<Texture Name="gFieldUnusedFishFinTex" OutName="unused_fish_fin" Format="rgba16" Width="32" Height="16" Offset="0x84A8"/>
<DList Name="gSilverRockDL" Offset="0xA3B8"/>
<DList Name="gSilverRockDL" Offset="0xA3B8"/>
<DList Name="gFieldKakeraDL" Offset="0xA880"/>
<Texture Name="gFieldKakeraTex" OutName="kakera" Format="rgba16" Width="32" Height="32" Offset="0xA940"/>
<DList Name="gSilverRockFragmentsDL" Offset="0xA5E8"/>
<DList Name="gSilverRockFragmentsDL" Offset="0xA5E8"/>
<DList Name="gFieldBushDL" Offset="0xB9D0"/>
<Texture Name="gFieldBushTex" OutName="bush" Format="rgba16" Width="32" Height="32" Offset="0xB140"/>
<DList Name="gFieldBeehiveDL" Offset="0x95B0"/>
@ -52,11 +52,11 @@
<Texture Name="gFieldBeehiveTex" OutName="beehive" Format="rgba16" Width="32" Height="32" Offset="0x8900"/>
<Texture Name="gFieldBeehiveFragmentTex" OutName="beehive_fragment" Format="rgba16" Width="16" Height="16" Offset="0x9710"/>
<Texture Name="gFieldSilverRockTex" OutName="silver_rock" Format="ci4" Width="64" Height="64" Offset="0x99F8" TlutOffset="0x99D0"/>
<Texture Name="gFieldSilverRockTLUT" OutName="silver_rock_palette" Format="rgba16" Width="4" Height="4" Offset="0x99D0"/>
<Texture Name="gFieldSilverRockTLUT" OutName="silver_rock_tlut" Format="rgba16" Width="4" Height="4" Offset="0x99D0"/>
<Texture Name="gFieldSandstorm1Tex" OutName="sandstorm_1" Format="i8" Width="64" Height="32" Offset="0xBA70"/>
<Texture Name="gFieldSandstorm2Tex" OutName="sandstorm_2" Format="ia8" Width="64" Height="32" Offset="0xC270"/>
<DList Name="gFieldSandstormDL" Offset="0xCA70"/>
<Blob Name="gFieldUnaccounted_00CB30" Size="0x800"/>
<Texture Name="gFieldKeepTex_00CB30" OutName="gFieldKeep_00CB30" Format="rgba16" Width="32" Height="32" Offset="0xCB30"/>
</File>
</Root>

View File

@ -704,6 +704,10 @@
<Texture Name="gEffShockwaveTex" OutName="eff_shockwave" Format="i8" Width="64" Height="64" Offset="0x190B0"/>
<DList Name="gEffShockwaveDL" Offset="0x1A0B0"/>
<DList Name="gEffBubbleDL" Offset="0x1A160"/>
<Array Name="gGameplayKeepVtx_01A120" Count="4" Offset="0x1A120">
<Vtx/>
</Array>
<Texture Name="gEffFireFootprint1Tex" OutName="eff_fire_footprint_1" Format="ia8" Width="32" Height="32" Offset="0x1A220"/>
<Texture Name="gEffFireFootprint2Tex" OutName="eff_fire_footprint_2" Format="ia8" Width="32" Height="32" Offset="0x1A620"/>
<Texture Name="gEffFireFootprint3Tex" OutName="eff_fire_footprint_3" Format="ia8" Width="32" Height="32" Offset="0x1AA20"/>

View File

@ -1,7 +1,6 @@
<Root>
<File Name="object_ahg" Segment="6">
<!-- The textures used by these limbs aren't 64-bit aligned, so this won't compile to a matching ROM. -->
<!--
<!-- The textures used by these limbs aren't 64-bit aligned -->
<Limb Name="object_ahg_Limb_000000" LimbType="Standard" Offset="0x0"/>
<Limb Name="object_ahg_Limb_00000C" LimbType="Standard" Offset="0xC"/>
<Limb Name="object_ahg_Limb_000018" LimbType="Standard" Offset="0x18"/>
@ -17,28 +16,24 @@
<Limb Name="object_ahg_Limb_000090" LimbType="Standard" Offset="0x90"/>
<Limb Name="object_ahg_Limb_00009C" LimbType="Standard" Offset="0x9C"/>
<Limb Name="object_ahg_Limb_0000A8" LimbType="Standard" Offset="0xA8"/>
-->
<!--
<Skeleton Name="object_ahg_Skel_0000F0" Type="Flex" LimbType="Standard" Offset="0xF0"/>
-->
<!-- 32-bit aligned textures. -->
<!--
<Texture Name="object_ahg_TLUT_0000FC" OutName="tlut_000000FC" Format="rgba16" Width="16" Height="16" Offset="0xFC"/>
<Texture Name="object_ahg_Tex_0002FC" OutName="tex_000002FC" Format="ci8" Width="16" Height="16" Offset="0x2FC"/>
<Texture Name="object_ahg_Tex_0003FC" OutName="tex_000003FC" Format="ci8" Width="16" Height="16" Offset="0x3FC"/>
<Texture Name="object_ahg_Tex_0004FC" OutName="tex_000004FC" Format="ci8" Width="8" Height="8" Offset="0x4FC"/>
<Texture Name="object_ahg_Tex_00053C" OutName="tex_0000053C" Format="ci8" Width="8" Height="8" Offset="0x53C"/>
<Blob Name="object_ahg_Blob_00057C" Size="0x300" Offset="0x57C"/>
<Texture Name="object_ahg_Tex_00057C" OutName="tex_0000057C" Format="ci8" Width="16" Height="16" Offset="0x57C" TlutOffset="0xFC"/>
<Texture Name="object_ahg_Tex_00067C" OutName="tex_0000067C" Format="ci8" Width="16" Height="16" Offset="0x67C" TlutOffset="0xFC"/>
<Texture Name="object_ahg_Tex_00077C" OutName="tex_0000077C" Format="ci8" Width="16" Height="16" Offset="0x77C" TlutOffset="0xFC"/>
<Texture Name="object_ahg_Tex_00087C" OutName="tex_0000087C" Format="ci8" Width="16" Height="16" Offset="0x87C"/>
<Texture Name="object_ahg_Tex_00097C" OutName="tex_0000097C" Format="i8" Width="8" Height="8" Offset="0x97C"/>
<Texture Name="object_ahg_Tex_0009BC" OutName="tex_000009BC" Format="i8" Width="8" Height="8" Offset="0x9BC"/>
<Texture Name="object_ahg_Tex_0009FC" OutName="tex_000009FC" Format="ci8" Width="32" Height="16" Offset="0x9FC"/>
<Texture Name="object_ahg_Tex_000BFC" OutName="tex_00000BFC" Format="ci8" Width="16" Height="16" Offset="0xBFC"/>
-->
<!--
<DList Name="object_ahg_DL_0030F0" Offset="0x30F0"/>
<DList Name="object_ahg_DL_003500" Offset="0x3500"/>
<DList Name="object_ahg_DL_003670" Offset="0x3670"/>
@ -54,7 +49,6 @@
<DList Name="object_ahg_DL_0043C0" Offset="0x43C0"/>
<DList Name="object_ahg_DL_0044F0" Offset="0x44F0"/>
<DList Name="object_ahg_DL_004628" Offset="0x4628"/>
-->
<!-- <Blob Name="object_ahg_Blob_0047C8" Size="0x180" Offset="0x47C8"/> -->
<Texture Name="object_ahg_Tex_004948" OutName="tex_00004948" Format="ci8" Width="8" Height="8" Offset="0x4948"/>

View File

@ -2,7 +2,7 @@
<File Name="object_ani" Segment="6">
<!-- Kakariko Roof Man Skeleton -->
<Skeleton Name="gRoofManSkel" Type="Flex" LimbType="Standard" Offset="0xF0"/>
<!-- Kakariko Roof Man Limbs -->
<Limb Name="gRoofManRootLimb" LimbType="Standard" Offset="0x0"/>
<Limb Name="gRoofManLeftThighLimb" LimbType="Standard" Offset="0xC"/>
@ -35,8 +35,8 @@
<DList Name="gRoofManRightUpperArmDL" Offset="0x4D70"/>
<DList Name="gRoofManRightForearmDL" Offset="0x4C00"/>
<DList Name="gRoofManRightHandDL" Offset="0x4A68"/>
<DList Name="gRoofManHeadDL" Offset="0x2CD8"/>
<DList Name="gRoofManHeadDL" Offset="0x2CD8"/>
<!-- Kakariko Roof Man Palettes --> <!-- There's something weird going on with the TLUTs here... -->
<Texture Name="gRoofMan1TLUT" OutName="roof_man_1_tlut" Format="rgba16" Width="16" Height="16" Offset="0x00108"/>
<Texture Name="gRoofMan2TLUT" OutName="roof_man_2_tlut" Format="ci8" Width="16" Height="16" Offset="0x1088"/>

View File

@ -20,7 +20,7 @@
<Limb Name="gDogLadyLimb_09C" LimbType="Standard" Offset="0x09C"/>
<Limb Name="gDogLadyHeadLimb" LimbType="Standard" Offset="0x0A8"/>
<!-- Dog Lady Limb DisplayLists -->
<DList Name="gDogLadyDressDL" Offset="0x5588"/>
<DList Name="gDogLadyDL_54B8" Offset="0x54B8"/>

View File

@ -8,7 +8,7 @@
<DList Name="gBirdRightWingDL" Offset="0x180"/>
<DList Name="gBirdRightWingWrapper1DL" Offset="0x220"/>
<DList Name="gBirdRightWingWrapper2DL" Offset="0x230"/>
<DList Name="gBirdBodyDL" Offset="0x280"/>
<DList Name="gBirdBodyWrapper1DL" Offset="0x3D0"/>
<DList Name="gBirdBodyWrapper2DL" Offset="0x3E0"/>

View File

@ -1,7 +1,6 @@
<Root>
<File Name="object_bji" Segment="6">
<!-- The textures used by these limbs aren't 64-bit aligned, so this won't compile to a matching ROM. -->
<!--
<!-- The textures used by these limbs aren't 64-bit aligned -->
<Limb Name="object_bji_Limb_000000" LimbType="Standard" Offset="0x0"/>
<Limb Name="object_bji_Limb_00000C" LimbType="Standard" Offset="0xC"/>
<Limb Name="object_bji_Limb_000018" LimbType="Standard" Offset="0x18"/>
@ -17,14 +16,10 @@
<Limb Name="object_bji_Limb_000090" LimbType="Standard" Offset="0x90"/>
<Limb Name="object_bji_Limb_00009C" LimbType="Standard" Offset="0x9C"/>
<Limb Name="object_bji_Limb_0000A8" LimbType="Standard" Offset="0xA8"/>
-->
<!--
<Skeleton Name="object_bji_Skel_0000F0" Type="Flex" LimbType="Standard" Offset="0xF0"/>
-->
<!-- 32-bit aligned textures. -->
<!--
<Texture Name="object_bji_TLUT_0000FC" OutName="tlut_000000FC" Format="rgba16" Width="16" Height="16" Offset="0xFC"/>
<Texture Name="object_bji_Tex_0002FC" OutName="tex_000002FC" Format="ci8" Width="8" Height="8" Offset="0x2FC"/>
<Texture Name="object_bji_Tex_00033C" OutName="tex_0000033C" Format="ci8" Width="8" Height="8" Offset="0x33C"/>
@ -32,11 +27,11 @@
<Texture Name="object_bji_Tex_00047C" OutName="tex_0000047C" Format="ci8" Width="8" Height="8" Offset="0x47C"/>
<Texture Name="object_bji_Tex_0004BC" OutName="tex_000004BC" Format="ci8" Width="8" Height="8" Offset="0x4BC"/>
<Texture Name="object_bji_Tex_0004FC" OutName="tex_000004FC" Format="i8" Width="16" Height="16" Offset="0x4FC"/>
<Blob Name="object_bji_Blob_0005FC" Size="0xC00" Offset="0x5FC"/>
<Texture Name="object_bji_Tex_0005FC" OutName="tex_000005FC" Format="ci8" Width="32" Height="32" Offset="0x5FC" TlutOffset="0xFC"/>
<Texture Name="object_bji_Tex_0009FC" OutName="tex_000009FC" Format="ci8" Width="32" Height="32" Offset="0x9FC" TlutOffset="0xFC"/>
<Texture Name="object_bji_Tex_000DFC" OutName="tex_00000DFC" Format="ci8" Width="32" Height="32" Offset="0xDFC" TlutOffset="0xFC"/>
<Texture Name="object_bji_Tex_0011FC" OutName="tex_000011FC" Format="i8" Width="8" Height="8" Offset="0x11FC"/>
-->
<!--
<DList Name="object_bji_DL_002560" Offset="0x2560"/>
<DList Name="object_bji_DL_002B88" Offset="0x2B88"/>
<DList Name="object_bji_DL_002C50" Offset="0x2C50"/>
@ -52,7 +47,6 @@
<DList Name="object_bji_DL_003648" Offset="0x3648"/>
<DList Name="object_bji_DL_003710" Offset="0x3710"/>
<DList Name="object_bji_DL_0037D8" Offset="0x37D8"/>
-->
<Texture Name="object_bji_Tex_003908" OutName="tex_00003908" Format="rgba16" Width="8" Height="8" Offset="0x3908"/>
<Texture Name="object_bji_Tex_003988" OutName="tex_00003988" Format="rgba16" Width="8" Height="8" Offset="0x3988"/>

View File

@ -6,7 +6,7 @@
<!-- Illusion Room DLists -->
<DList Name="gIllusionRoomNormalDL" Offset="0x14E0"/>
<DList Name="gIllusionRoomIllusionDL" Offset="0x53D0"/>
<!-- Unused Content -->
<!-- Illusion room DLists -->

View File

@ -1,7 +1,6 @@
<Root>
<File Name="object_boj" Segment="6">
<!-- The textures used by these limbs aren't 64-bit aligned, so this won't compile to a matching ROM. -->
<!--
<!-- The textures used by these limbs aren't 64-bit aligned -->
<Limb Name="object_boj_Limb_000000" LimbType="Standard" Offset="0x0"/>
<Limb Name="object_boj_Limb_00000C" LimbType="Standard" Offset="0xC"/>
<Limb Name="object_boj_Limb_000018" LimbType="Standard" Offset="0x18"/>
@ -17,20 +16,18 @@
<Limb Name="object_boj_Limb_000090" LimbType="Standard" Offset="0x90"/>
<Limb Name="object_boj_Limb_00009C" LimbType="Standard" Offset="0x9C"/>
<Limb Name="object_boj_Limb_0000A8" LimbType="Standard" Offset="0xA8"/>
-->
<!--
<Skeleton Name="object_boj_Skel_0000F0" Type="Flex" LimbType="Standard" Offset="0xF0"/>
-->
<!-- 32-bit aligned textures. -->
<!--
<Texture Name="object_boj_TLUT_0000FC" OutName="tlut_000000FC" Format="rgba16" Width="16" Height="16" Offset="0xFC"/>
<Texture Name="object_boj_Tex_0002FC" OutName="tex_000002FC" Format="ci8" Width="8" Height="16" Offset="0x2FC"/>
<Texture Name="object_boj_Tex_00037C" OutName="tex_0000037C" Format="ci8" Width="8" Height="8" Offset="0x37C"/>
<Texture Name="object_boj_Tex_0003BC" OutName="tex_000003BC" Format="ci8" Width="32" Height="16" Offset="0x3BC"/>
<Texture Name="object_boj_Tex_0005BC" OutName="tex_000005BC" Format="ci8" Width="8" Height="8" Offset="0x5BC"/>
<Blob Name="object_boj_Blob_0005FC" Size="0x300" Offset="0x5FC"/>
<Texture Name="object_boj_Tex_0005FC" OutName="tex_000005FC" Format="ci8" Width="16" Height="16" Offset="0x5FC" TlutOffset="0xFC"/>
<Texture Name="object_boj_Tex_0006FC" OutName="tex_000006FC" Format="ci8" Width="16" Height="16" Offset="0x6FC" TlutOffset="0xFC"/>
<Texture Name="object_boj_Tex_0007FC" OutName="tex_000007FC" Format="ci8" Width="16" Height="16" Offset="0x7FC" TlutOffset="0xFC"/>
<Texture Name="object_boj_Tex_0008FC" OutName="tex_000008FC" Format="ci8" Width="8" Height="8" Offset="0x8FC"/>
<Texture Name="object_boj_Tex_00093C" OutName="tex_0000093C" Format="i8" Width="16" Height="16" Offset="0x93C"/>
<Texture Name="object_boj_Tex_000A3C" OutName="tex_00000A3C" Format="ci8" Width="8" Height="8" Offset="0xA3C"/>
@ -50,7 +47,6 @@
<DList Name="object_boj_DL_003798" Offset="0x3798"/>
<DList Name="object_boj_DL_0038A8" Offset="0x38A8"/>
<DList Name="object_boj_DL_0039B0" Offset="0x39B0"/>
-->
<!-- <Blob Name="object_boj_Blob_003B98" Size="0x1F8" Offset="0x3B98"/> -->
<Texture Name="object_boj_Tex_003D90" OutName="tex_00003D90" Format="ci8" Width="8" Height="8" Offset="0x3D90"/>

View File

@ -12,7 +12,7 @@
<DList Name="gTreasureChestBossKeyChestFrontDL" Offset="0xAE8"/>
<Texture Name="gTreasureChestBossKeyFrontTex" OutName="boss_key_front_tex" Format="rgba16" Width="32" Height="64" Offset="0x3798"/>
<DList Name="gTreasureChestChestSideAndLidDL" Offset="0x10C0"/>
<Texture Name="gTreasureChestSideAndTopTex" OutName="side_and_top" Format="rgba16" Width="32" Height="32" Offset="0x2798"/>

View File

@ -9,7 +9,7 @@
<Skeleton Name="gBarinadeStumpSkel" Type="Flex" LimbType="Standard" Offset="0x18870"/>
<Skeleton Name="gBarinadeBariSkel" Type="Normal" LimbType="Standard" Offset="0x4E70"/>
<Skeleton Name="gBarinadeCutSupportSkel" Type="Flex" LimbType="Standard" Offset="0x17FC8"/>
<Animation Name="gBarinadeBodyAnim" Offset="0x5184"/> <!-- Body anim 1-->
<Animation Name="gBarinadeSupportAttachedAnim" Offset="0x166A8"/> <!-- Support anim 1 -->
<Animation Name="gBarinadeZapperIdleAnim" Offset="0x18D18"/> <!-- Zapper anim 1 -->
@ -48,7 +48,7 @@
<!-- small spark -->
<DList Name="gBarinadeDL_008F08" Offset="0x8F08"/>
<DList Name="gBarinadeDL_008F70" Offset="0x8F70"/>
<Texture Name="gBarinadeSparkBall1Tex" Format="i8" Width="64" Height="64" Offset="0x96F8"/>
<Texture Name="gBarinadeSparkBall2Tex" Format="i8" Width="64" Height="64" Offset="0xA6F8"/>
<Texture Name="gBarinadeSparkBall3Tex" Format="i8" Width="64" Height="64" Offset="0xB6F8"/>

View File

@ -1,7 +1,6 @@
<Root>
<File Name="object_cne" Segment="6">
<!-- The textures used by these limbs aren't 64-bit aligned, so this won't compile to a matching ROM. -->
<!--
<!-- The textures used by these limbs aren't 64-bit aligned -->
<Limb Name="object_cne_Limb_000000" LimbType="Standard" Offset="0x0"/>
<Limb Name="object_cne_Limb_00000C" LimbType="Standard" Offset="0xC"/>
<Limb Name="object_cne_Limb_000018" LimbType="Standard" Offset="0x18"/>
@ -17,14 +16,10 @@
<Limb Name="object_cne_Limb_000090" LimbType="Standard" Offset="0x90"/>
<Limb Name="object_cne_Limb_00009C" LimbType="Standard" Offset="0x9C"/>
<Limb Name="object_cne_Limb_0000A8" LimbType="Standard" Offset="0xA8"/>
-->
<!--
<Skeleton Name="object_cne_Skel_0000F0" Type="Flex" LimbType="Standard" Offset="0xF0"/>
-->
<!-- 32-bit aligned textures. -->
<!--
<Texture Name="object_cne_TLUT_0000FC" OutName="tlut_000000FC" Format="rgba16" Width="16" Height="16" Offset="0xFC"/>
<Texture Name="object_cne_Tex_0002FC" OutName="tex_000002FC" Format="ci8" Width="8" Height="8" Offset="0x2FC"/>
<Texture Name="object_cne_Tex_00033C" OutName="tex_0000033C" Format="ci8" Width="8" Height="8" Offset="0x33C"/>
@ -33,9 +28,7 @@
<Texture Name="object_cne_Tex_0003FC" OutName="tex_000003FC" Format="ci8" Width="8" Height="16" Offset="0x3FC"/>
<Texture Name="object_cne_Tex_00047C" OutName="tex_0000047C" Format="i8" Width="8" Height="8" Offset="0x47C"/>
<Texture Name="object_cne_Tex_0004BC" OutName="tex_000004BC" Format="ci8" Width="8" Height="8" Offset="0x4BC"/>
-->
<!--
<DList Name="object_cne_DL_001300" Offset="0x1300"/>
<DList Name="object_cne_DL_001608" Offset="0x1608"/>
<DList Name="object_cne_DL_0016E8" Offset="0x16E8"/>
@ -51,7 +44,6 @@
<DList Name="object_cne_DL_002170" Offset="0x2170"/>
<DList Name="object_cne_DL_002238" Offset="0x2238"/>
<DList Name="object_cne_DL_002300" Offset="0x2300"/>
-->
<Texture Name="object_cne_Tex_0023D0" OutName="tex_000023D0" Format="rgba16" Width="8" Height="16" Offset="0x23D0"/>
<Texture Name="object_cne_Tex_0024D0" OutName="tex_000024D0" Format="rgba16" Width="8" Height="8" Offset="0x24D0"/>

View File

@ -1,7 +1,7 @@
<Root>
<File Name="object_crow" Segment="6">
<Animation Name="gGuayFlyAnim" Offset="0xF0"/>
<Texture Name="gGuayEyeTex" OutName="eye" Format="rgba16" Width="16" Height="16" Offset="0xC40"/>
<Texture Name="gGuayBodyTex" OutName="body" Format="rgba16" Width="16" Height="16" Offset="0xA40"/>
<Texture Name="gGuayTailTex" OutName="tail" Format="rgba16" Width="16" Height="16" Offset="0xE40"/>

View File

@ -11,12 +11,12 @@
<Texture Name="gDodongoBarsBottomTex" OutName="door_bars_bottom" Format="rgba16" Width="32" Height="32" Offset="0x6760"/>
<Texture Name="gDodongoTex_6F60" OutName="tex_6F60" Format="rgba16" Width="32" Height="32" Offset="0x6F60"/>
<Texture Name="gDodongoFallingStairsVinesTex" OutName="falling_stairs_vines" Format="rgba16" Width="32" Height="64" Offset="0x7760"/>
<!-- Palettes -->
<Texture Name="gDodongo1TLUT" OutName="tlut_1" Format="rgba16" Width="160" Height="1" Offset="0x02D0"/>
<Texture Name="gDodongo2TLUT" OutName="tlut_2" Format="rgba16" Width="16" Height="16" Offset="0x1E10"/> <!-- Palette seems to be actually 258 colors -->
<Texture Name="gDodongo3TLUT" OutName="tlut_3" Format="rgba16" Width="16" Height="16" Offset="0x3D10"/> <!-- Palette seems to be actually 258 colors -->
<!-- Dodongo's Cavern DisplayLists -->
<DList Name="gDodongoDoorDL" Offset="0xC0"/>
<DList Name="gDodongoBarsDL" Offset="0x1F0"/>

View File

@ -2,7 +2,7 @@
<File Name="object_dekunuts" Segment="6">
<!-- Deku Scrub skeleton -->
<Skeleton Name="gDekuNutsSkel" Type="Normal" LimbType="Standard" Offset="0x3268"/>
<!-- Deku Scrub animations -->
<Animation Name="gDekuNutsSpitAnim" Offset="0x1C4"/>
<Animation Name="gDekuNutsDamageAnim" Offset="0x368"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_demo_6k" Segment="6">
<Texture Name="object_demo_6k_Tex_000000" OutName="tex_00000000" Format="i8" Width="64" Height="64" Offset="0x0"/>
<DList Name="object_demo_6k_DL_001040" Offset="0x1040"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_demo_kekkai" Segment="6">
<!-- Demo_Kekkai -->
<DList Name="gTowerBarrierDL" Offset="0x4930"/>

View File

@ -2,7 +2,7 @@
<File Name="object_dnk" Segment="6">
<!-- Forest Stage scrub skeleton -->
<Skeleton Name="gDntStageSkel" Type="Normal" LimbType="Standard" Offset="0x2AF0"/>
<!-- Forest Stage scrub animations -->
<Animation Name="gDntStageSpitAnim" Offset="0x31C"/>
<Animation Name="gDntStageHideAnim" Offset="0x430"/>

View File

@ -16,7 +16,7 @@
<Texture Name="gDntJijiEyeOpenTex" Format="rgba16" Width="8" Height="8" Offset="0x30A0"/>
<Texture Name="gDntJijiEyeHalfTex" Format="rgba16" Width="8" Height="8" Offset="0x2EA0"/>
<Texture Name="gDntJijiEyeShutTex" Format="rgba16" Width="8" Height="8" Offset="0x3020"/>
<!-- Forest Stage leader flower -->
<DList Name="gDntJijiFlowerDL" Offset="0x2310"/>

View File

@ -31,7 +31,7 @@
<Texture Name="gPotionShopLadyShirtPatternTex" OutName="shirt_pattern" Format="ci8" Width="16" Height="16" Offset="0x4118" TlutOffset="0x3918"/>
<Texture Name="gPotionShopLadyCatPattern1Tex" OutName="cat_pattern_1" Format="ci8" Width="32" Height="32" Offset="0x4218" TlutOffset="0x3918"/>
<Texture Name="gPotionShopLadyCatPattern2Tex" OutName="cat_pattern_2" Format="ci8" Width="16" Height="16" Offset="0x4618" TlutOffset="0x3918"/>
<!-- Potion Shop Lady Animations-->
<Animation Name="gPotionShopLadyAnim" Offset="0x39C"/>
</File>

View File

@ -98,7 +98,7 @@
<!-- Great Fairy Mouth Textures -->
<Texture Name="gGreatFairyMouthClosedTex" OutName="mouth_closed" Format="rgba16" Width="64" Height="32" Offset="0x19130"/>
<Texture Name="gGreatFairyMouthOpenTex" OutName="mouth_open" Format="rgba16" Width="64" Height="32" Offset="0x1A130"/>
<!-- Great Fairy Animations -->
<Animation Name="gGreatFairyAnim_000108" Offset="0x108"/>
<Animation Name="gGreatFairySpellFountainSpinShrinkAnim" Offset="0x92C"/>
@ -116,6 +116,6 @@
<Array Name="gGreatFairySpiralBeamVtx" Count="27" Offset="0x1BFB0">
<Vtx/>
</Array>
</File>
</Root>

View File

@ -2,7 +2,7 @@
<File Name="object_ec" Segment="6">
<Animation Name="gDemoEcCuccoLadyAnim" Offset="0xCD8"/>
<Animation Name="gDemoEcCarpenterAnim" Offset="0x164C"/>
<Animation Name="gDemoEcWindmillManAnim" Offset="0x196C"/>
<Animation Name="gDemoEcWindmillManAnim" Offset="0x196C"/>
<Animation Name="gDemoEcGerudoAnim" Offset="0x2254"/>
<Animation Name="gDemoEcGoronAnim" Offset="0x2FA0"/>
<Animation Name="gDemoEcGoron2Anim" Offset="0x3A98"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_efc_erupc" Segment="6">
<Texture Name="object_efc_erupc_Tex_000000" OutName="tex_00000000" Format="i8" Width="32" Height="64" Offset="0x0"/>
<Texture Name="object_efc_erupc_Tex_000800" OutName="tex_00000800" Format="i4" Width="64" Height="64" Offset="0x800"/>

View File

@ -45,7 +45,7 @@
<Texture Name="gStingerFinTex" OutName="fin" Format="rgba16" Width="8" Height="8" Offset="0x1640"/>
<Texture Name="gStingerTailGradientTex" OutName="tail_gradient" Format="rgba16" Width="4" Height="4" Offset="0x16C0"/>
<Texture Name="gStingerTailConnectionGradientTex" OutName="tail_connection_gradient" Format="rgba16" Width="4" Height="4" Offset="0x16E0"/>
<!-- Stinger Animations -->
<Animation Name="gStingerPopOutAnim" Offset="0x288"/>
<Animation Name="gStingerDiveAnim" Offset="0x4C4"/>

View File

@ -47,7 +47,7 @@
<DList Name="gVolvagiaBodySeg16DL" Offset="0x8038"/>
<DList Name="gVolvagiaBodySeg17DL" Offset="0x8080"/>
<DList Name="gVolvagiaBodySeg18DL" Offset="0x80D8"/>
<!-- Particle display lists -->
<DList Name="gVolvagiaEmberMaterialDL" Offset="0xA880"/>
<DList Name="gVolvagiaEmberModelDL" Offset="0xA900"/>

View File

@ -24,7 +24,7 @@
<Texture Name="gHoleVolvagiaEyeHalfTex" OutName="hole_volvagia_eye_half" Format="i8" Width="32" Height="32" Offset="0x2708"/>
<Texture Name="gHoleVolvagiaEyeOpenTex" OutName="hole_volvagia_eye_open" Format="i8" Width="32" Height="32" Offset="0x2B08"/>
<Texture Name="gHoleVolvagiaEyeClosedTex" OutName="hole_volvagia_eye_closed" Format="i8" Width="32" Height="32" Offset="0x2F08"/>
<!-- Unused animation -->
<Animation Name="gHoleVolvagiaAnim_00CDAC" Offset="0xCDAC"/> <!-- Looks tired. Low health animation? -->

View File

@ -16,10 +16,10 @@
<Animation Name="gPhantomHorseUnusedRearingAnim" Offset="0x5804"/>
<Animation Name="gPhantomHorseStillAnim" Offset="0x5990"/>
<Animation Name="gPhantomHorseFenceJumpAnim" Offset="0xC180"/>
<!-- Boss title card -->
<Texture Name="gPhantomGanonTitleCardTex" OutName="phantom_ganon_title_card" Format="i8" Width="128" Height="120" Offset="0x59A0"/>
<!-- Energy attack DLists -->
<DList Name="gPhantomWarpDL" Offset="0xFAA0"/>
<DList Name="gPhantomLightningBlastDL" Offset="0xFCF8"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_fish" Segment="6">
<Animation Name="gFishingFishAnim" Offset="0x7C"/>
<DList Name="gFishingFishDL_000940" Offset="0x940"/>

View File

@ -27,13 +27,13 @@
<Texture Name="gWindmillManUpperHornAndCrankTex" OutName="upper_horn_and_crank" Format="ci8" Width="32" Height="32" Offset="0x56E0" TlutOffset="0x4C60"/>
<Texture Name="gWindmillManShirtTex" OutName="shirt" Format="ci8" Width="32" Height="32" Offset="0x5AE0" TlutOffset="0x4C60"/>
<Texture Name="gWindmillManHornAndPipeTex" OutName="horn_and_pipe" Format="ci8" Width="8" Height="8" Offset="0x5EE0" TlutOffset="0x4C60"/>
<Texture Name="gWindmillManEyeClosedTex" OutName="eye_closed" Format="ci8" Width="32" Height="32" Offset="0x5F20" TlutOffset="0x4E60"/>
<Texture Name="gWindmillManEyeAngryTex" OutName="eye_angry" Format="ci8" Width="32" Height="32" Offset="0x6320" TlutOffset="0x4E60"/>
<Texture Name="gWindmillManMouthOpenTex" OutName="mouth_open" Format="ci8" Width="32" Height="16" Offset="0x6720" TlutOffset="0x4E60"/>
<Texture Name="gWindmillManMouthAngryTex" OutName="mouth_angry" Format="ci8" Width="32" Height="16" Offset="0x6920" TlutOffset="0x4E60"/>
<Texture Name="gWindmillManHairTex" OutName="hair" Format="ci8" Width="8" Height="16" Offset="0x6B20" TlutOffset="0x4E60"/>
<Skeleton Name="gWindmillManSkel" Type="Flex" LimbType="Standard" Offset="0x6C90"/>
<Limb Name="gWindmillManTorsoLimb" LimbType="Standard" Offset="0x6BA0"/>

View File

@ -91,7 +91,7 @@
<Texture Name="gFlareDancerFuseTex" OutName="fuse" Format="rgba16" Width="16" Height="32" Offset="0x20F0"/>
<Texture Name="gFlareDancerSwordHiltTex" OutName="sword_hilt" Format="rgba16" Width="16" Height="16" Offset="0x24F0"/>
<Texture Name="gFlareDancerCoreBodyTex" OutName="core_body" Format="rgba16" Width="16" Height="32" Offset="0x26F0"/>
<!-- Flare Dancer Animations -->
<Animation Name="gFlareDancerCastingFireAnim" Offset="0x10B4"/>
<Animation Name="gFlareDancerBackflipAnim" Offset="0x5C64"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_fz" Segment="6">
<DList Name="gFreezardIntactDL" Offset="0x1130"/>
<DList Name="gFreezardTopRightHornChippedDL" Offset="0x21A0"/>

View File

@ -63,7 +63,7 @@
<!-- White-clothed Gerudo Hair textures -->
<Texture Name="gGerudoWhiteHairTex" OutName="gerudo_white_hair" Format="ci8" Width="16" Height="16" Offset="0x2A08" TlutOffset="0x2808"/>
<!-- White-clothed Gerudo Eye Textures -->
<Texture Name="gGerudoWhiteEyeOpenTex" OutName="gerudo_white_eye_open" Format="rgba16" Width="32" Height="32" Offset="0x0708"/>
<Texture Name="gGerudoWhiteEyeHalfTex" OutName="gerudo_white_eye_half" Format="rgba16" Width="32" Height="32" Offset="0x0F08"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_arrow" Segment="6">
<DList Name="gGiArrowSmallDL" Offset="0x0340"/>
<DList Name="gGiArrowMediumDL" Offset="0x0B90"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_arrowcase" Segment="6">
<DList Name="gGiQuiver30InnerColorDL" Offset="0x08D0"/>
<DList Name="gGiQuiver40InnerColorDL" Offset="0x08F0"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_bean" Segment="6">
<DList Name="gGiBeanDL" Offset="0x0580"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_bomb_1" Segment="6">
<DList Name="gGiBombDL" Offset="0x09A0"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_bomb_2" Segment="6">
<DList Name="gGiBombchuDL" Offset="0x04B0"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_bombpouch" Segment="6">
<DList Name="gGiBombBag20BagColorDL" Offset="0x0AD0"/>
<DList Name="gGiBombBag30BagColorDL" Offset="0x0AF0"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_boomerang" Segment="6">
<DList Name="gGiBoomerangDL" Offset="0x0A30"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_boots_2" Segment="6">
<DList Name="gGiIronBootsDL" Offset="0x1630"/>
<DList Name="gGiIronBootsRivetsDL" Offset="0x1A98"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_bosskey" Segment="6">
<DList Name="gGiBossKeyDL" Offset="0x0CA0"/>
<DList Name="gGiBossKeyGemDL" Offset="0x0F08"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_bottle" Segment="6">
<DList Name="gGiBottleStopperDL" Offset="0x0670"/>
<DList Name="gGiBottleDL" Offset="0x0750"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_bottle_letter" Segment="6">
<DList Name="gGiLetterBottleContentsDL" Offset="0x08E0"/>
<DList Name="gGiLetterBottleDL" Offset="0x0AE0"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_bow" Segment="6">
<DList Name="gGiBowDL" Offset="0x0990"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_bracelet" Segment="6">
<DList Name="gGiGoronBraceletDL" Offset="0x0960"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_brokensword" Segment="6">
<DList Name="gGiBrokenGoronSwordDL" Offset="0x06E0"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_butterfly" Segment="6">
<DList Name="gGiButterflyContainerDL" Offset="0x0830"/>
<DList Name="gGiButterflyGlassDL" Offset="0x0A70"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_coin" Segment="6">
<DList Name="gGiYellowCoinColorDL" Offset="0x0560"/>
<DList Name="gGiRedCoinColorDL" Offset="0x0580"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_compass" Segment="6">
<DList Name="gGiCompassDL" Offset="0x0960"/>
<DList Name="gGiCompassGlassDL" Offset="0x0C50"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_dekupouch" Segment="6">
<DList Name="gGiBulletBagColorDL" Offset="0x0AF0"/>
<DList Name="gGiBulletBag50ColorDL" Offset="0x0B10"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_egg" Segment="6">
<DList Name="gGiEggMaterialDL" Offset="0x0FD0"/>
<DList Name="gGiEggDL" Offset="0x1008"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_eye_lotion" Segment="6">
<DList Name="gGiEyeDropsCapDL" Offset="0x0680"/>
<DList Name="gGiEyeDropsBottleDL" Offset="0x0768"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_fire" Segment="6">
<DList Name="gGiBlueFireChamberstickDL" Offset="0x0C60"/>
<DList Name="gGiBlueFireFlameDL" Offset="0x0F08"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_fish" Segment="6">
<DList Name="gGiFishDL" Offset="0x0600"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_frog" Segment="6">
<DList Name="gGiFrogDL" Offset="0x0D60"/>
<DList Name="gGiFrogEyesDL" Offset="0x1060"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_gerudo" Segment="6">
<DList Name="gGiGerudoCardDL" Offset="0x0F60"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_gerudomask" Segment="6">
<DList Name="gGiGerudoMaskDL" Offset="0x10E8"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_ghost" Segment="6">
<DList Name="gGiPoeColorDL" Offset="0x0950"/>
<DList Name="gGiBigPoeColorDL" Offset="0x0970"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_glasses" Segment="6">
<DList Name="gGiLensDL" Offset="0x0D80"/>
<DList Name="gGiLensGlassDL" Offset="0x1010"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_gloves" Segment="6">
<DList Name="gGiSilverGauntletsColorDL" Offset="0x14C0"/>
<DList Name="gGiGoldenGauntletsColorDL" Offset="0x14E0"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_goddess" Segment="6">
<DList Name="gGiMagicSpellDiamondDL" Offset="0x0920"/>
<DList Name="gGiDinsFireColorDL" Offset="0x09E0"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_grass" Segment="6">
<DList Name="gGiGrassDL" Offset="0x08E0"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_hammer" Segment="6">
<DList Name="gGiHammerDL" Offset="0x09D0"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_heart" Segment="6">
<DList Name="gGiRecoveryHeartDL" Offset="0x00E0"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_hearts" Segment="6">
<DList Name="gGiHeartBorderDL" Offset="0x1290"/>
<DList Name="gGiHeartContainerDL" Offset="0x1470"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_hookshot" Segment="6">
<DList Name="gGiHookshotDL" Offset="0x0750"/>
<DList Name="gGiLongshotDL" Offset="0x1240"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_hoverboots" Segment="6">
<DList Name="gGiHoverBootsDL" Offset="0x1850"/>
</File>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
<File Name="object_gi_insect" Segment="6">
<DList Name="gGiBugsContainerDL" Offset="0x0830"/>
<DList Name="gGiBugsGlassDL" Offset="0x0B20"/>

View File

@ -1,4 +1,5 @@
<Root>
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
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