From 70a54256b78babf66b534981c5d53cdc0b9d8110 Mon Sep 17 00:00:00 2001 From: Tom Overton Date: Sat, 29 Jul 2023 06:44:02 -0700 Subject: [PATCH] Remove plural "Limbs" from object decomp example (#1344) * Remove plural "Limbs" from object decomp example * Missed one --- docs/tutorial/object_decomp_example.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/tutorial/object_decomp_example.md b/docs/tutorial/object_decomp_example.md index 829dbb9175..e4025caaeb 100644 --- a/docs/tutorial/object_decomp_example.md +++ b/docs/tutorial/object_decomp_example.md @@ -32,7 +32,7 @@ Now that we've gotten around the error, we can see what each limb in the skeleto Note that some limbs don't actually render anything, so sometimes clicking on a limb will not turn anything red; this may indicate a "Root" limb that has no associated display list, or it may indicate something like an eye limb that doesn't have the right textures loaded to display anything in Z64Utils. It may be useful to skip ahead to [Step #5](#step-5-naming-limb-display-lists) to learn how to check if the limb has a display list. If it doesn't have a display list, then it's a "Root" limb that will never be highlighted. -We can now start naming the skeleton and individual limbs. Since we know this particular skeleton is the King's Chamber Deku Guard, we can name the skeleton `gKingsChamberDekuGuardSkel`. For the LimbNone name, we can call it something like `KINGS_CHAMBER_DEKU_GUARD_LIMB_NONE`, and we can name the LimbMax similarly. For the EnumName, we can name it `KingsChamberDekuGuardLimbs`. For each individual limb, we can name them based on what we see in Z64Utils; just make sure to update both the Name and the EnumName. After naming everything, we have something that looks like this: +We can now start naming the skeleton and individual limbs. Since we know this particular skeleton is the King's Chamber Deku Guard, we can name the skeleton `gKingsChamberDekuGuardSkel`. For the LimbNone name, we can call it something like `KINGS_CHAMBER_DEKU_GUARD_LIMB_NONE`, and we can name the LimbMax similarly. For the EnumName, we can name it `KingsChamberDekuGuardLimb`. For each individual limb, we can name them based on what we see in Z64Utils; just make sure to update both the Name and the EnumName. After naming everything, we have something that looks like this: ```xml @@ -47,7 +47,7 @@ We can now start naming the skeleton and individual limbs. Since we know this pa - + ``` Now we can run `./extract_assets.py -s objects/object_dns` to extract the object again, this time with our new names. What can we do with this? Quite a bit actually. In `z_en_dns.h`, we can add this to the top of the file to start using these new names in our code: