NTSC Support (N64) (#4198)
* copy n64 pal 10 doing this so i can check diffs i make * transfer german->jp icon item * overlays, message data, icon item jpn, audio, code todo: title_static, gameplay keep * add kanji and fix title cards * title static * spell folder correctly * boss title cards, do action, icon item, item name, map name * headers for jpn stuff * gameplay_keep * Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia todo: test & disable darunia fix cvar for ntsc * msgptr init fix * icon item offsets * comment out title cards until zapd can fix itself (we extract these in a different file anyway) * compile and font implemented to get past title screen * file select * message, kaleido and everything else but rando * uintptr_t * rando and custom messages working! * ntsc-j 1.0 support * n64 logo? * copy ntsc 10 to 11 * ntsc 11 extraction * change title version names * copy ntsc 11 to 12 * ntsc 12 extraction * clean up some todos * re checkout submodules post merge * fix US filename * support cross-version filenames * add new versions to non-mq list * use correct message table init * Fix ntsc nes message table overriding pal nes message table * actual fix, allows extraction * fix file name using wrong font of file being hovered over * Fix barinade crash * re-add pal * better jabu fix and revert LUS * fix gerudo title cards * better better owl select * more owl fixes * build * fix some name decode issues * Switch Language Mid Text * Fix PAL displaying for JP filenames * Fix AskToEquip Crash * Disable Credits Timing Fix on NTSC * Fix JP Text positioning * basic language switching (BIG todo: file select, title screen) * Title Screen Hopefully working * add ntsc to linux appimage stuff, TODO: add .v64/.n64 support * Update OTRExporter * Fix pause to decide offset * Fix bomb item name crash * fix fire arrows and PoH * builds * update asset changes and fix menu language changing * fix name decode * Fix crashes and add rando/boss rush select stuff * Revive debug feature by setting language cvar too * Fix ocarina text speed softlock, and update jp text speed changes * Merge remote-tracking branch 'upstream/develop' into NTSC * Fix options menu and let pal use japanese fully * Resolve some suggestions * match up gTextSpeed changes to english (still broken!) * Fix text speed crash * Set default filename language on save init funcs * bump otrexporter * Display same correct info for n64 ntsc-j and ntsc-u * quicktext more closely aligned with decomp * linux appimage v64/n64 checksums * bump zapd * Credits Fix Tooltip Adjusted * update supported hashes json * update shasums to include JP n64
This commit is contained in:
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soh/assets/xml/N64_NTSC_12/objects/object_sst.xml
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71
soh/assets/xml/N64_NTSC_12/objects/object_sst.xml
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<Root>
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<File Name="object_sst" Segment="6">
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<Texture Name="object_sstTex_017FE0" OutName="object_sstTex_017FE0" Format="rgba16" Width="32" Height="64" Offset="0x16BE0" AddedByScript="true"/>
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<Texture Name="object_sstTex_019530" OutName="object_sstTex_019530" Format="rgba16" Width="4" Height="8" Offset="0x18130" AddedByScript="true"/>
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<Texture Name="object_sstTex_019570" OutName="object_sstTex_019570" Format="rgba16" Width="8" Height="16" Offset="0x18170" AddedByScript="true"/>
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<Texture Name="object_sstTex_019670" OutName="object_sstTex_019670" Format="rgba16" Width="8" Height="16" Offset="0x18270" AddedByScript="true"/>
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<Texture Name="object_sstTex_019770" OutName="object_sstTex_019770" Format="rgba16" Width="4" Height="8" Offset="0x18370" AddedByScript="true"/>
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<Texture Name="object_sstTex_0197B0" OutName="object_sstTex_0197B0" Format="rgba16" Width="16" Height="16" Offset="0x184B0" AddedByScript="true"/>
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<Texture Name="object_sstTex_0199B0" OutName="object_sstTex_0199B0" Format="rgba16" Width="8" Height="16" Offset="0x185B0" AddedByScript="true"/>
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<Texture Name="object_sstTex_019AB0" OutName="object_sstTex_019AB0" Format="rgba16" Width="8" Height="16" Offset="0x186B0" AddedByScript="true"/>
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<Texture Name="object_sstTex_019BB0" OutName="object_sstTex_019BB0" Format="rgba16" Width="16" Height="32" Offset="0x187B0" AddedByScript="true"/>
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<Texture Name="object_sstTex_019FB0" OutName="object_sstTex_019FB0" Format="rgba16" Width="8" Height="16" Offset="0x18BB0" AddedByScript="true"/>
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<Texture Name="object_sstTex_01A0B0" OutName="object_sstTex_01A0B0" Format="rgba16" Width="8" Height="16" Offset="0x18CB0" AddedByScript="true"/>
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<Texture Name="object_sstTex_01A1B0" OutName="object_sstTex_01A1B0" Format="rgba16" Width="8" Height="32" Offset="0x18DB0" AddedByScript="true"/>
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<Texture Name="object_sstTex_01A3B0" OutName="object_sstTex_01A3B0" Format="rgba16" Width="16" Height="16" Offset="0x18FB0" AddedByScript="true"/>
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<Texture Name="object_sstTex_01A5B0" OutName="object_sstTex_01A5B0" Format="rgba16" Width="8" Height="16" Offset="0x191B0" AddedByScript="true"/>
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<Texture Name="object_sstTex_01A730" OutName="object_sstTex_01A730" Format="rgba16" Width="4" Height="16" Offset="0x19330" AddedByScript="true"/>
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<Texture Name="object_sstTex_01A7B0" OutName="object_sstTex_01A7B0" Format="rgba16" Width="16" Height="16" Offset="0x193B0" AddedByScript="true"/>
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<!-- Boss Title Card -->
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<Texture Name="gBongoTitleCardTex" OutName="bongo_title_card" Format="i8" Width="128" Height="120" Offset="0x13D80"/>
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<!-- Skeletons -->
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<Skeleton Name="gBongoLeftHandSkel" Type="Flex" LimbType="Standard" Offset="0x04DE0"/>
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<Skeleton Name="gBongoRightHandSkel" Type="Flex" LimbType="Standard" Offset="0x0A350"/>
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<Skeleton Name="gBongoHeadSkel" Type="Flex" LimbType="Standard" Offset="0x16840"/>
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<!-- Left hand animations -->
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<Animation Name="gBongoLeftHandIdleAnim" Offset="0x002E8"/>
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<Animation Name="gBongoLeftHandFlatPoseAnim" Offset="0x04EC4"/>
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<Animation Name="gBongoLeftHandOpenPoseAnim" Offset="0x04FB4"/>
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<Animation Name="gBongoLeftHandFistPoseAnim" Offset="0x050A8"/>
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<Animation Name="gBongoLeftHandClenchAnim" Offset="0x0529C"/>
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<Animation Name="gBongoLeftHandDamagePoseAnim" Offset="0x0539C"/>
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<Animation Name="gBongoLeftHandPushoffPoseAnim" Offset="0x0549C"/>
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<Animation Name="gBongoLeftHandHangPoseAnim" Offset="0x05588"/>
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<!-- Right hand animations -->
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<Animation Name="gBongoRightHandIdleAnim" Offset="0x05860"/>
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<Animation Name="gBongoRightHandFlatPoseAnim" Offset="0x0A434"/>
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<Animation Name="gBongoRightHandOpenPoseAnim" Offset="0x0A524"/>
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<Animation Name="gBongoRightHandFistPoseAnim" Offset="0x0A618"/>
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<Animation Name="gBongoRightHandClenchAnim" Offset="0x0A848"/>
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<Animation Name="gBongoRightHandDamagePoseAnim" Offset="0x0A948"/>
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<Animation Name="gBongoRightHandPushoffPoseAnim" Offset="0x0AA4C"/>
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<Animation Name="gBongoRightHandHangPoseAnim" Offset="0x0AB38"/>
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<!-- Head animations -->
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<Animation Name="gBongoHeadStunnedAnim" Offset="0x0ACD4"/>
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<Animation Name="gBongoHeadChargeAnim" Offset="0x0B0D8"/>
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<Animation Name="gBongoHeadKnockoutAnim" Offset="0x0B6FC"/>
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<Animation Name="gBongoHeadEyeCloseAnim" Offset="0x0C288"/>
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<Animation Name="gBongoHeadDamagedHandAnim" Offset="0x0C5B0"/>
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<Animation Name="gBongoHeadEyeOpenAnim" Offset="0x0C9BC"/>
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<Animation Name="gBongoHeadDamageAnim" Offset="0x0CC6C"/>
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<Animation Name="gBongoHeadRecoverAnim" Offset="0x0D458"/>
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<Animation Name="gBongoHeadEyeCloseIdleAnim" Offset="0x0DC2C"/>
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<Animation Name="gBongoHeadEyeOpenIdleAnim" Offset="0x0E7B8"/>
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<!-- Ice effect display lists -->
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<DList Name="gBongoIceCrystalDL" Offset="0x16AE0"/>
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<DList Name="gBongoIceShardDL" Offset="0x16B80"/>
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<!-- Drum head data -->
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<DList Name="gBongoDrumDL" Offset="0x17E10"/>
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<Collision Name="gBongoDrumCol" Offset="0x180F8"/>
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<!-- Unused textures -->
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<Texture Name="gBongoUnused1Tex" OutName="bongo_unused_1" Format="rgba16" Width="8" Height="8" Offset="0x192B0"/>
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<Texture Name="gBongoUnused2Tex" OutName="bongo_unused_2" Format="rgba16" Width="16" Height="16" Offset="0x195B0"/>
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</File>
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</Root>
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