Give Deku Princess/King/Butler's objects the "correct" name (#1084)

* Give Deku Princess/King/Butler's objects the "correct" name

* Document the actor/object discrepancy in the actors

* format
This commit is contained in:
Tom Overton 2022-09-26 16:59:31 -07:00 committed by GitHub
parent 00bf71460f
commit 72d24b9995
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GPG Key ID: 4AEE18F83AFDEB23
15 changed files with 365 additions and 355 deletions

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<Limb Name="object_dnq_Standardlimb_00EA8C" Type="Standard" EnumName="OBJECT_DNQ_LIMB_1C" Offset="0xEA8C" />
<Limb Name="object_dnq_Standardlimb_00EA98" Type="Standard" EnumName="OBJECT_DNQ_LIMB_1D" Offset="0xEA98" />
<Limb Name="object_dnq_Standardlimb_00EAA4" Type="Standard" EnumName="OBJECT_DNQ_LIMB_1E" Offset="0xEAA4" />
<Limb Name="object_dnq_Standardlimb_00EAB0" Type="Standard" EnumName="OBJECT_DNQ_LIMB_1F" Offset="0xEAB0" />
<Limb Name="object_dnq_Standardlimb_00EABC" Type="Standard" EnumName="OBJECT_DNQ_LIMB_20" Offset="0xEABC" />
<Skeleton Name="object_dnq_Skel_00EB48" Type="Flex" LimbType="Standard" LimbNone="OBJECT_DNQ_LIMB_NONE" LimbMax="OBJECT_DNQ_LIMB_MAX" EnumName="ObjectDnqLimb" Offset="0xEB48" />
<Animation Name="object_dnq_Anim_00F504" Offset="0xF504" />
<DList Name="object_dnq_DL_00E260" Offset="0xE260" />
<DList Name="object_dnq_DL_00E2F8" Offset="0xE2F8" />
<DList Name="object_dnq_DL_00E340" Offset="0xE340" />
<DList Name="object_dnq_DL_00E410" Offset="0xE410" />
<DList Name="object_dnq_DL_00E530" Offset="0xE530" />
<DList Name="object_dnq_DL_00E650" Offset="0xE650" />
<DList Name="object_dnq_DL_00E768" Offset="0xE768" />
<DList Name="object_dnq_DL_00E888" Offset="0xE888" />
<DList Name="object_dnq_DL_00E9A8" Offset="0xE9A8" />
<DList Name="object_dnq_DL_00EAC0" Offset="0xEAC0" />
<DList Name="object_dnq_DL_00EBD8" Offset="0xEBD8" />
<Texture Name="object_dnq_Tex_00ECD0" OutName="tex_00ECD0" Format="rgba16" Width="16" Height="32" Offset="0xECD0" />
<Texture Name="object_dnq_Tex_00F0D0" OutName="tex_00F0D0" Format="rgba16" Width="16" Height="32" Offset="0xF0D0" />
<Texture Name="object_dnq_Tex_00F4D0" OutName="tex_00F4D0" Format="rgba16" Width="4" Height="16" Offset="0xF4D0" />
<Texture Name="object_dnq_Tex_00F550" OutName="tex_00F550" Format="rgba16" Width="8" Height="8" Offset="0xF550" />
<Texture Name="object_dnq_Tex_00F5D0" OutName="tex_00F5D0" Format="rgba16" Width="16" Height="16" Offset="0xF5D0" />
<Texture Name="object_dnq_Tex_00F7D0" OutName="tex_00F7D0" Format="rgba16" Width="32" Height="32" Offset="0xF7D0" />
<Texture Name="object_dnq_Tex_00FFD0" OutName="tex_00FFD0" Format="rgba16" Width="16" Height="32" Offset="0xFFD0" />
<Texture Name="object_dnq_Tex_0103D0" OutName="tex_0103D0" Format="rgba16" Width="16" Height="16" Offset="0x103D0" />
<Texture Name="object_dnq_Tex_0105D0" OutName="tex_0105D0" Format="rgba16" Width="16" Height="16" Offset="0x105D0" />
<Texture Name="object_dnq_Tex_0107D0" OutName="tex_0107D0" Format="rgba16" Width="16" Height="16" Offset="0x107D0" />
<Texture Name="object_dnq_Tex_0109D0" OutName="tex_0109D0" Format="rgba16" Width="16" Height="16" Offset="0x109D0" />
<Limb Name="object_dnq_Standardlimb_010BD0" Type="Standard" EnumName="OBJECT_DNQ_LIMB_01" Offset="0x10BD0" />
<Limb Name="object_dnq_Standardlimb_010BDC" Type="Standard" EnumName="OBJECT_DNQ_LIMB_02" Offset="0x10BDC" />
<Limb Name="object_dnq_Standardlimb_010BE8" Type="Standard" EnumName="OBJECT_DNQ_LIMB_03" Offset="0x10BE8" />
<Limb Name="object_dnq_Standardlimb_010BF4" Type="Standard" EnumName="OBJECT_DNQ_LIMB_04" Offset="0x10BF4" />
<Limb Name="object_dnq_Standardlimb_010C00" Type="Standard" EnumName="OBJECT_DNQ_LIMB_05" Offset="0x10C00" />
<Limb Name="object_dnq_Standardlimb_010C0C" Type="Standard" EnumName="OBJECT_DNQ_LIMB_06" Offset="0x10C0C" />
<Limb Name="object_dnq_Standardlimb_010C18" Type="Standard" EnumName="OBJECT_DNQ_LIMB_07" Offset="0x10C18" />
<Limb Name="object_dnq_Standardlimb_010C24" Type="Standard" EnumName="OBJECT_DNQ_LIMB_08" Offset="0x10C24" />
<Limb Name="object_dnq_Standardlimb_010C30" Type="Standard" EnumName="OBJECT_DNQ_LIMB_09" Offset="0x10C30" />
<Limb Name="object_dnq_Standardlimb_010C3C" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0A" Offset="0x10C3C" />
<Limb Name="object_dnq_Standardlimb_010C48" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0B" Offset="0x10C48" />
<Limb Name="object_dnq_Standardlimb_010C54" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0C" Offset="0x10C54" />
<Limb Name="object_dnq_Standardlimb_010C60" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0D" Offset="0x10C60" />
<Limb Name="object_dnq_Standardlimb_010C6C" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0E" Offset="0x10C6C" />
<Limb Name="object_dnq_Standardlimb_010C78" Type="Standard" EnumName="OBJECT_DNQ_LIMB_0F" Offset="0x10C78" />
<Limb Name="object_dnq_Standardlimb_010C84" Type="Standard" EnumName="OBJECT_DNQ_LIMB_10" Offset="0x10C84" />
<Limb Name="object_dnq_Standardlimb_010C90" Type="Standard" EnumName="OBJECT_DNQ_LIMB_11" Offset="0x10C90" />
<Limb Name="object_dnq_Standardlimb_010C9C" Type="Standard" EnumName="OBJECT_DNQ_LIMB_12" Offset="0x10C9C" />
<Limb Name="object_dnq_Standardlimb_010CA8" Type="Standard" EnumName="OBJECT_DNQ_LIMB_13" Offset="0x10CA8" />
<Limb Name="object_dnq_Standardlimb_010CB4" Type="Standard" EnumName="OBJECT_DNQ_LIMB_14" Offset="0x10CB4" />
<Limb Name="object_dnq_Standardlimb_010CC0" Type="Standard" EnumName="OBJECT_DNQ_LIMB_15" Offset="0x10CC0" />
<Limb Name="object_dnq_Standardlimb_010CCC" Type="Standard" EnumName="OBJECT_DNQ_LIMB_16" Offset="0x10CCC" />
<Limb Name="object_dnq_Standardlimb_010CD8" Type="Standard" EnumName="OBJECT_DNQ_LIMB_17" Offset="0x10CD8" />
<Limb Name="object_dnq_Standardlimb_010CE4" Type="Standard" EnumName="OBJECT_DNQ_LIMB_18" Offset="0x10CE4" />
<Limb Name="object_dnq_Standardlimb_010CF0" Type="Standard" EnumName="OBJECT_DNQ_LIMB_19" Offset="0x10CF0" />
<Skeleton Name="object_dnq_Skel_010D60" Type="Flex" LimbType="Standard" LimbNone="OBJECT_DNQ_LIMB_NONE" LimbMax="OBJECT_DNQ_LIMB_MAX" EnumName="ObjectDnpLimb" Offset="0x10D60" />
<Animation Name="object_dnq_Anim_0115B8" Offset="0x115B8" />
<Animation Name="object_dnq_Anim_012428" Offset="0x12428" />
</File>
</Root>

View File

@ -922,7 +922,7 @@ DECLARE_ROM_SEGMENT(object_driftice)
DECLARE_ROM_SEGMENT(object_fall)
DECLARE_ROM_SEGMENT(object_hanareyama_obj)
DECLARE_ROM_SEGMENT(object_crace_object)
DECLARE_ROM_SEGMENT(object_dnq)
DECLARE_ROM_SEGMENT(object_dno)
DECLARE_ROM_SEGMENT(object_obj_tokeidai)
DECLARE_ROM_SEGMENT(object_eg)
DECLARE_ROM_SEGMENT(object_tru)
@ -993,7 +993,7 @@ DECLARE_ROM_SEGMENT(object_gg)
DECLARE_ROM_SEGMENT(object_maruta)
DECLARE_ROM_SEGMENT(object_ghaka)
DECLARE_ROM_SEGMENT(object_oyu)
DECLARE_ROM_SEGMENT(object_dnp)
DECLARE_ROM_SEGMENT(object_dnq)
DECLARE_ROM_SEGMENT(object_dai)
DECLARE_ROM_SEGMENT(object_kgy)
DECLARE_ROM_SEGMENT(object_fb)
@ -1014,7 +1014,7 @@ DECLARE_ROM_SEGMENT(object_gi_loach)
DECLARE_ROM_SEGMENT(object_gi_seahorse)
DECLARE_ROM_SEGMENT(object_bigpo)
DECLARE_ROM_SEGMENT(object_hariko)
DECLARE_ROM_SEGMENT(object_dno)
DECLARE_ROM_SEGMENT(object_dnj)
DECLARE_ROM_SEGMENT(object_sinkai_kabe)
DECLARE_ROM_SEGMENT(object_kin2_obj)
DECLARE_ROM_SEGMENT(object_ishi)

View File

@ -404,7 +404,7 @@ typedef enum {
/* 0x188 */ OBJECT_FALL,
/* 0x189 */ OBJECT_HANAREYAMA_OBJ,
/* 0x18A */ OBJECT_CRACE_OBJECT,
/* 0x18B */ OBJECT_DNQ,
/* 0x18B */ OBJECT_DNO,
/* 0x18C */ OBJECT_OBJ_TOKEIDAI,
/* 0x18D */ OBJECT_EG,
/* 0x18E */ OBJECT_TRU,
@ -477,7 +477,7 @@ typedef enum {
/* 0x1D1 */ OBJECT_MARUTA,
/* 0x1D2 */ OBJECT_GHAKA,
/* 0x1D3 */ OBJECT_OYU,
/* 0x1D4 */ OBJECT_DNP,
/* 0x1D4 */ OBJECT_DNQ,
/* 0x1D5 */ OBJECT_DAI,
/* 0x1D6 */ OBJECT_KGY,
/* 0x1D7 */ OBJECT_FB,
@ -508,7 +508,7 @@ typedef enum {
/* 0x1F0 */ OBJECT_GI_SEAHORSE,
/* 0x1F1 */ OBJECT_BIGPO,
/* 0x1F2 */ OBJECT_HARIKO,
/* 0x1F3 */ OBJECT_DNO,
/* 0x1F3 */ OBJECT_DNJ,
/* 0x1F4 */ OBJECT_SINKAI_KABE,
/* 0x1F5 */ OBJECT_KIN2_OBJ,
/* 0x1F6 */ OBJECT_ISHI,

12
spec
View File

@ -7013,11 +7013,11 @@ beginseg
endseg
beginseg
name "object_dnq"
name "object_dno"
compress
romalign 0x1000
number 6
include "build/assets/objects/object_dnq/object_dnq.o"
include "build/assets/objects/object_dno/object_dno.o"
endseg
beginseg
@ -7581,11 +7581,11 @@ beginseg
endseg
beginseg
name "object_dnp"
name "object_dnq"
compress
romalign 0x1000
number 6
include "build/assets/objects/object_dnp/object_dnp.o"
include "build/assets/objects/object_dnq/object_dnq.o"
endseg
beginseg
@ -7749,11 +7749,11 @@ beginseg
endseg
beginseg
name "object_dno"
name "object_dnj"
compress
romalign 0x1000
number 6
include "build/assets/objects/object_dno/object_dno.o"
include "build/assets/objects/object_dnj/object_dnj.o"
endseg
beginseg

View File

@ -2,12 +2,16 @@
* File: z_en_dno.c
* Overlay: ovl_En_Dno
* Description: Deku Butler
*
* This actor's name is probably short for "Dekunuts Ou (king)". This is likely a misnamed actor,
* since it uses assets from object_dnj (probably short for "Dekunuts Jii (grandfather, elderly
* person"). Note that the Deku Princess and King both call the Butler "Jii" in the Japanese text.
*/
#include "z_en_dno.h"
#include "overlays/actors/ovl_Bg_Crace_Movebg/z_bg_crace_movebg.h"
#include "objects/gameplay_keep/gameplay_keep.h"
#include "objects/object_dno/object_dno.h"
#include "objects/object_dnj/object_dnj.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10 | ACTOR_FLAG_20)
@ -41,23 +45,23 @@ s32 EnDno_OverrideLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3f* p
void EnDno_PostLimbDraw(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot, Actor* thisx);
static AnimationSpeedInfo sAnimations[] = {
{ &object_dno_Anim_000470, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dno_Anim_0008F0, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dno_Anim_000F6C, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dno_Anim_001A50, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dno_Anim_002530, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dno_Anim_003320, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dno_Anim_0036D0, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dno_Anim_0041CC, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dno_Anim_004DD8, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dno_Anim_005F98, 1.0f, ANIMMODE_LOOP, 0.0f },
{ &object_dno_Anim_006488, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dno_Anim_0073E4, 1.0f, ANIMMODE_LOOP, 0.0f },
{ &object_dno_Anim_0077A8, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dno_Anim_007CA4, 1.0f, ANIMMODE_LOOP, 0.0f },
{ &object_dno_Anim_008324, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dno_Anim_008AE4, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dno_Anim_009100, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dno_Anim_0051E4, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dno_Anim_005E20, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dno_Anim_006F84, 1.0f, ANIMMODE_LOOP, 0.0f },
{ &object_dnj_Anim_000470, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dnj_Anim_0008F0, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dnj_Anim_000F6C, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dnj_Anim_001A50, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dnj_Anim_002530, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dnj_Anim_003320, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dnj_Anim_0036D0, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dnj_Anim_0041CC, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dnj_Anim_004DD8, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dnj_Anim_005F98, 1.0f, ANIMMODE_LOOP, 0.0f },
{ &object_dnj_Anim_006488, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dnj_Anim_0073E4, 1.0f, ANIMMODE_LOOP, 0.0f },
{ &object_dnj_Anim_0077A8, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dnj_Anim_007CA4, 1.0f, ANIMMODE_LOOP, 0.0f },
{ &object_dnj_Anim_008324, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dnj_Anim_008AE4, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dnj_Anim_009100, 1.0f, ANIMMODE_ONCE, 0.0f }, { &object_dnj_Anim_0051E4, 1.0f, ANIMMODE_ONCE, 0.0f },
{ &object_dnj_Anim_005E20, 1.0f, ANIMMODE_LOOP, 0.0f }, { &object_dnj_Anim_006F84, 1.0f, ANIMMODE_LOOP, 0.0f },
};
const ActorInit En_Dno_InitVars = {
ACTOR_EN_DNO,
ACTORCAT_NPC,
FLAGS,
OBJECT_DNO,
OBJECT_DNJ,
sizeof(EnDno),
(ActorFunc)EnDno_Init,
(ActorFunc)EnDno_Destroy,
@ -194,7 +198,7 @@ void EnDno_Init(Actor* thisx, PlayState* play) {
if (actor == NULL) {
Actor_ProcessInitChain(thisx, sInitChain);
ActorShape_Init(&thisx->shape, 0.0f, ActorShadow_DrawCircle, 21.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_dno_Skel_00E1F8, &object_dno_Anim_007CA4,
SkelAnime_InitFlex(play, &this->skelAnime, &object_dnj_Skel_00E1F8, &object_dnj_Anim_007CA4,
this->jointTable, this->morphTable, 28);
Collider_InitCylinder(play, &this->collider);
Collider_SetCylinder(play, &this->collider, thisx, &sCylinderInit);

View File

@ -2,10 +2,13 @@
* File: z_en_dnp.c
* Overlay: ovl_En_Dnp
* Description: Deku Princess
*
* This actor's name is probably short for "Dekunuts Princess". It uses assets from object_dnq,
* which is probably short for "Dekunuts Queen".
*/
#include "z_en_dnp.h"
#include "objects/object_dnp/object_dnp.h"
#include "objects/object_dnq/object_dnq.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8 | ACTOR_FLAG_10)
@ -26,7 +29,7 @@ const ActorInit En_Dnp_InitVars = {
ACTOR_EN_DNP,
ACTORCAT_NPC,
FLAGS,
OBJECT_DNP,
OBJECT_DNQ,
sizeof(EnDnp),
(ActorFunc)EnDnp_Init,
(ActorFunc)EnDnp_Destroy,
@ -57,32 +60,32 @@ static ColliderCylinderInit sCylinderInit = {
static CollisionCheckInfoInit2 sColChkInfoInit = { 0, 0, 0, 0, MASS_IMMOVABLE };
static AnimationInfoS sAnimationInfo[] = {
{ &object_dnp_Anim_0007D8, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnp_Anim_0021DC, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &object_dnp_Anim_0021DC, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_0026B8, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnp_Anim_004D08, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnp_Anim_0071F4, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnp_Anim_007960, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_008588, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnp_Anim_00A900, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_00AEB8, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_00B754, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnp_Anim_00674C, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_00BAD8, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnp_Anim_006B74, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_012428, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_00B324, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &object_dnp_Anim_00B324, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_0115B8, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_0115B8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &object_dnp_Anim_00923C, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnp_Anim_009AA0, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_00125C, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnp_Anim_0017F8, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnp_Anim_001C1C, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnp_Anim_0057AC, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnp_Anim_00625C, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_0007D8, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_0021DC, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &object_dnq_Anim_0021DC, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_0026B8, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_004D08, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_0071F4, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_007960, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_008588, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnq_Anim_00A900, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_00AEB8, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_00B754, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_00674C, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_00BAD8, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_006B74, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_012428, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_00B324, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &object_dnq_Anim_00B324, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_0115B8, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_0115B8, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &object_dnq_Anim_00923C, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_009AA0, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_00125C, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_0017F8, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnq_Anim_001C1C, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_0057AC, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnq_Anim_00625C, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
};
static s32 D_80B3DE58[] = {
@ -347,7 +350,7 @@ void EnDnp_Init(Actor* thisx, PlayState* play) {
EnDnp* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 16.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_dnp_Skel_010D60, NULL, this->jointTable, this->morphTable, 26);
SkelAnime_InitFlex(play, &this->skelAnime, &object_dnq_Skel_010D60, NULL, this->jointTable, this->morphTable, 26);
this->unk_340 = -1;
func_80B3CC38(this, 15);
Collider_InitAndSetCylinder(play, &this->collider, &this->actor, &sCylinderInit);
@ -479,10 +482,10 @@ void EnDnp_TransformLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
void EnDnp_Draw(Actor* thisx, PlayState* play) {
static TexturePtr D_80B3DEAC[] = {
object_dnp_Tex_0103D0,
object_dnp_Tex_0105D0,
object_dnp_Tex_0107D0,
object_dnp_Tex_0109D0,
object_dnq_Tex_0103D0,
object_dnq_Tex_0105D0,
object_dnq_Tex_0107D0,
object_dnq_Tex_0109D0,
};
EnDnp* this = THIS;

View File

@ -2,10 +2,13 @@
* File: z_en_dnq.c
* Overlay: ovl_En_Dnq
* Description: Deku King
*
* This actor's name is probably short for "Dekunuts Queen". This is likely a misnamed actor,
* since it uses assets from object_dno (probably short for "Dekunuts Ou (king)").
*/
#include "z_en_dnq.h"
#include "objects/object_dnq/object_dnq.h"
#include "objects/object_dno/object_dno.h"
#define FLAGS (ACTOR_FLAG_1 | ACTOR_FLAG_8)
@ -27,7 +30,7 @@ const ActorInit En_Dnq_InitVars = {
ACTOR_EN_DNQ,
ACTORCAT_NPC,
FLAGS,
OBJECT_DNQ,
OBJECT_DNO,
sizeof(EnDnq),
(ActorFunc)EnDnq_Init,
(ActorFunc)EnDnq_Destroy,
@ -58,26 +61,26 @@ static ColliderCylinderInit sCylinderInit = {
static CollisionCheckInfoInit2 sColChkInfoInit = { 1, 0, 0, 0, MASS_IMMOVABLE };
static AnimationInfoS sAnimationInfo[] = {
{ &object_dnq_Anim_008328, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &object_dnq_Anim_008328, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_007528, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_0006F0, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnq_Anim_000BF8, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_002690, 0.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnq_Anim_002690, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_003408, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_006984, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_005E18, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_005A14, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_005284, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_001AEC, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnq_Anim_001100, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dnq_Anim_004EA0, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_00F504, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_0047B8, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_003DBC, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dnq_Anim_005A14, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dnq_Anim_003DBC, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dno_Anim_008328, 1.0f, 0, -1, ANIMMODE_LOOP, 0 },
{ &object_dno_Anim_008328, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dno_Anim_007528, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dno_Anim_0006F0, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dno_Anim_000BF8, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dno_Anim_002690, 0.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dno_Anim_002690, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dno_Anim_003408, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dno_Anim_006984, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dno_Anim_005E18, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dno_Anim_005A14, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dno_Anim_005284, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dno_Anim_001AEC, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dno_Anim_001100, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
{ &object_dno_Anim_004EA0, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dno_Anim_00F504, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dno_Anim_0047B8, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dno_Anim_003DBC, 1.0f, 0, -1, ANIMMODE_ONCE, -4 },
{ &object_dno_Anim_005A14, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
{ &object_dno_Anim_003DBC, 1.0f, 0, -1, ANIMMODE_LOOP, -4 },
};
s32 EnDnq_ValidatePictograph(PlayState* play, Actor* thisx) {
@ -417,7 +420,7 @@ void EnDnq_Init(Actor* thisx, PlayState* play) {
EnDnq* this = THIS;
ActorShape_Init(&this->picto.actor.shape, 0.0f, NULL, 14.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &object_dnq_Skel_00EB48, NULL, this->jointTable, this->morphTable, 33);
SkelAnime_InitFlex(play, &this->skelAnime, &object_dno_Skel_00EB48, NULL, this->jointTable, this->morphTable, 33);
this->unk_398 = -1;
func_80A5257C(this, 0);
Collider_InitAndSetCylinder(play, &this->collider, &this->picto.actor, &sCylinderInit);

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@ -393,7 +393,7 @@ OBJECT_DRIFTICE
OBJECT_FALL
OBJECT_HANAREYAMA_OBJ
OBJECT_CRACE_OBJECT
OBJECT_DNQ
OBJECT_DNO
OBJECT_OBJ_TOKEIDAI
OBJECT_EG
OBJECT_TRU
@ -466,7 +466,7 @@ OBJECT_GG
OBJECT_MARUTA
OBJECT_GHAKA
OBJECT_OYU
OBJECT_DNP
OBJECT_DNQ
OBJECT_DAI
OBJECT_KGY
OBJECT_FB
@ -497,7 +497,7 @@ OBJECT_GI_LOACH
OBJECT_GI_SEAHORSE
OBJECT_BIGPO
OBJECT_HARIKO
OBJECT_DNO
OBJECT_DNJ
OBJECT_SINKAI_KABE
OBJECT_KIN2_OBJ
OBJECT_ISHI

View File

@ -885,7 +885,7 @@
'object_fall',
'object_hanareyama_obj',
'object_crace_object',
'object_dnq',
'object_dno',
'object_obj_tokeidai',
'object_eg',
'object_tru',
@ -956,7 +956,7 @@
'object_maruta',
'object_ghaka',
'object_oyu',
'object_dnp',
'object_dnq',
'object_dai',
'object_kgy',
'object_fb',
@ -977,7 +977,7 @@
'object_gi_seahorse',
'object_bigpo',
'object_hariko',
'object_dno',
'object_dnj',
'object_sinkai_kabe',
'object_kin2_obj',
'object_ishi',

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@ -892,7 +892,7 @@ FILE_NAMES = [
'object_fall',
'object_hanareyama_obj',
'object_crace_object',
'object_dnq',
'object_dno',
'object_obj_tokeidai',
'object_eg',
'object_tru',
@ -963,7 +963,7 @@ FILE_NAMES = [
'object_maruta',
'object_ghaka',
'object_oyu',
'object_dnp',
'object_dnq',
'object_dai',
'object_kgy',
'object_fb',
@ -984,7 +984,7 @@ FILE_NAMES = [
'object_gi_seahorse',
'object_bigpo',
'object_hariko',
'object_dno',
'object_dnj',
'object_sinkai_kabe',
'object_kin2_obj',
'object_ishi',

View File

@ -883,7 +883,7 @@
882,object_fall
883,object_hanareyama_obj
884,object_crace_object
885,object_dnq
885,object_dno
886,object_obj_tokeidai
887,object_eg
888,object_tru
@ -954,7 +954,7 @@
953,object_maruta
954,object_ghaka
955,object_oyu
956,object_dnp
956,object_dnq
957,object_dai
958,object_kgy
959,object_fb
@ -975,7 +975,7 @@
974,object_gi_seahorse
975,object_bigpo
976,object_hariko
977,object_dno
977,object_dnj
978,object_sinkai_kabe
979,object_kin2_obj
980,object_ishi

1 0 makerom
883 882 object_fall
884 883 object_hanareyama_obj
885 884 object_crace_object
886 885 object_dnq object_dno
887 886 object_obj_tokeidai
888 887 object_eg
889 888 object_tru
954 953 object_maruta
955 954 object_ghaka
956 955 object_oyu
957 956 object_dnp object_dnq
958 957 object_dai
959 958 object_kgy
960 959 object_fb
975 974 object_gi_seahorse
976 975 object_bigpo
977 976 object_hariko
978 977 object_dno object_dnj
979 978 object_sinkai_kabe
980 979 object_kin2_obj
981 980 object_ishi

View File

@ -233,7 +233,7 @@
882,object_fall
883,object_hanareyama_obj
884,object_crace_object
885,object_dnq
885,object_dno
886,object_obj_tokeidai
887,object_eg
888,object_tru
@ -304,7 +304,7 @@
953,object_maruta
954,object_ghaka
955,object_oyu
956,object_dnp
956,object_dnq
957,object_dai
958,object_kgy
959,object_fb
@ -325,7 +325,7 @@
974,object_gi_seahorse
975,object_bigpo
976,object_hariko
977,object_dno
977,object_dnj
978,object_sinkai_kabe
979,object_kin2_obj
980,object_ishi

1 649 gameplay_keep
233 882 object_fall
234 883 object_hanareyama_obj
235 884 object_crace_object
236 885 object_dnq object_dno
237 886 object_obj_tokeidai
238 887 object_eg
239 888 object_tru
304 953 object_maruta
305 954 object_ghaka
306 955 object_oyu
307 956 object_dnp object_dnq
308 957 object_dai
309 958 object_kgy
310 959 object_fb
325 974 object_gi_seahorse
326 975 object_bigpo
327 976 object_hariko
328 977 object_dno object_dnj
329 978 object_sinkai_kabe
330 979 object_kin2_obj
331 980 object_ishi