Object Name Cleanup (#1427)

This commit is contained in:
engineer124 2023-10-09 10:57:25 +11:00 committed by GitHub
parent da0c9072f5
commit ae4a8fbe00
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
55 changed files with 192 additions and 192 deletions

View File

@ -1,7 +1,7 @@
<Root>
<File Name="week_static" Segment="9">
<Texture Name="gClockDay1stTex" OutName="clock_day_1st_tex" Format="i8" Width="48" Height="27" Offset="0x0"/>
<Texture Name="gClockDay2ndTex" OutName="clock_day_2nd_tex" Format="i8" Width="48" Height="27" Offset="0x510"/>
<Texture Name="gClockDayFinalTex" OutName="clock_day_final_tex" Format="i8" Width="48" Height="27" Offset="0xA20"/>
<Texture Name="gClockDay1stTex" OutName="clock_day_1st" Format="i8" Width="48" Height="27" Offset="0x0"/>
<Texture Name="gClockDay2ndTex" OutName="clock_day_2nd" Format="i8" Width="48" Height="27" Offset="0x510"/>
<Texture Name="gClockDayFinalTex" OutName="clock_day_final" Format="i8" Width="48" Height="27" Offset="0xA20"/>
</File>
</Root>

View File

@ -1223,8 +1223,8 @@
<Limb Name="gameplay_keep_Standardlimb_05272C" Type="Standard" EnumName="BUG_LIMB_16" Offset="0x5272C" />
<Limb Name="gameplay_keep_Standardlimb_052738" Type="Standard" EnumName="BUG_LIMB_17" Offset="0x52738" />
<Skeleton Name="gameplay_keep_Skel_0527A0" Type="Normal" LimbType="Standard" LimbNone="BUG_LIMB_NONE" LimbMax="BUG_LIMB_MAX" EnumName="BugLimb" Offset="0x527A0" />
<DList Name="gKakeraLeafMiddle" Offset="0x527F0" />
<DList Name="gKakeraLeafTip" Offset="0x528B0" />
<DList Name="gKakeraLeafMiddleDL" Offset="0x527F0" />
<DList Name="gKakeraLeafTipDL" Offset="0x528B0" />
<Texture Name="gameplay_keep_Tex_052940" OutName="tex_052940" Format="rgba16" Width="32" Height="32" Offset="0x52940" />
<Texture Name="gameplay_keep_Tex_053140" OutName="tex_053140" Format="rgba16" Width="32" Height="32" Offset="0x53140" />
<Texture Name="gameplay_keep_Tex_053940" OutName="tex_053940" Format="i4" Width="64" Height="64" Offset="0x53940" />
@ -1281,7 +1281,7 @@
<Texture Name="gDropArrows3Tex" OutName="drop_arrows_3" Format="rgba16" Width="32" Height="32" Offset="0x5C6F0" />
<Texture Name="gDropBombTex" OutName="drop_bomb" Format="rgba16" Width="32" Height="32" Offset="0x5CEF0" />
<Texture Name="gDropBombchuTex" OutName="drop_bombchu" Format="rgba16" Width="32" Height="32" Offset="0x5D6F0" />
<Texture Name="gDropUnknownPouch" OutName="drop_unknown_pouch" Format="rgba16" Width="32" Height="32" Offset="0x5DEF0" />
<Texture Name="gDropUnknownPouchTex" OutName="drop_unknown_pouch" Format="rgba16" Width="32" Height="32" Offset="0x5DEF0" />
<Texture Name="gDropRecoveryHeartTex" OutName="drop_recovery_heart" Format="rgba16" Width="32" Height="32" Offset="0x5E6F0" />
<Texture Name="gDropHeartPieceTex" OutName="drop_heart_piece" Format="rgba16" Width="32" Height="32" Offset="0x5EEF0" />
<DList Name="gItemDropDL" Offset="0x5F6F0" />
@ -1486,9 +1486,9 @@
<Texture Name="gElegyShellZoraFinTex" OutName="elegy_shell_zora_fin" Format="ci8" Width="16" Height="16" Offset="0x8C1E0" />
<Texture Name="gElegyShellZoraEyeTex" OutName="elegy_shell_zora_eye" Format="ci8" Width="32" Height="32" Offset="0x8C2E0" />
<Texture Name="gElegyShellZoraMouthTex" OutName="elegy_shell_zora_mouth" Format="ci8" Width="32" Height="32" Offset="0x8C6E0" />
<Texture Name="gElegyShellZoraRibsTattoo" OutName="elegy_shell_zora_ribs_tattoo" Format="ci8" Width="16" Height="32" Offset="0x8CAE0" />
<Texture Name="gElegyShellZoraArrowTattoo" OutName="elegy_shell_zora_arrow_tattoo" Format="ci8" Width="16" Height="32" Offset="0x8CCE0" />
<Texture Name="gElegyShellZoraRightShoulderTattoo" OutName="elegy_shell_zora_right_shoulder_tattoo" Format="ci8" Width="32" Height="32" Offset="0x8CEE0" />
<Texture Name="gElegyShellZoraRibsTattooTex" OutName="elegy_shell_zora_ribs_tattoo" Format="ci8" Width="16" Height="32" Offset="0x8CAE0" />
<Texture Name="gElegyShellZoraArrowTattooTex" OutName="elegy_shell_zora_arrow_tattoo" Format="ci8" Width="16" Height="32" Offset="0x8CCE0" />
<Texture Name="gElegyShellZoraRightShoulderTattooTex" OutName="elegy_shell_zora_right_shoulder_tattoo" Format="ci8" Width="32" Height="32" Offset="0x8CEE0" />
<Texture Name="gElegyShellZoraPlatformTex" OutName="elegy_shell_zora_platform" Format="rgba16" Width="8" Height="16" Offset="0x8D2E0" />
<Texture Name="gameplay_keep_Tex_08D3E0" OutName="tex_08D3E0" Format="i8" Width="64" Height="32" Offset="0x8D3E0" />

View File

@ -64,8 +64,8 @@
<Animation Name="gBeaverGlitchyLimbSpinAnim" Offset="0x750C" /> <!-- Original name might be "bea_wait". Unused -->
<Animation Name="gBeaverLaughLeftAnim" Offset="0x7D3C" /> <!-- Original name is "bev_chukletoL" -->
<Animation Name="gBeaverLaughRightAnim" Offset="0x86AC" /> <!-- Original name is "bev_chukletoR" -->
<Animation Name="gBeaverSwimWithSpinningTail" Offset="0x8960" /> <!-- Original name is "bev_propellerswim" -->
<Animation Name="gBeaverSwimWithRaisedTail" Offset="0x8BB4" /> <!-- Unused variation of gBeaverSwimWithSpinningTail where the tail just stays upright. Original name is "bev_propellerswim2" -->
<Animation Name="gBeaverSwimWithSpinningTailAnim" Offset="0x8960" /> <!-- Original name is "bev_propellerswim" -->
<Animation Name="gBeaverSwimWithRaisedTailAnim" Offset="0x8BB4" /> <!-- Unused variation of gBeaverSwimWithSpinningTailAnim where the tail just stays upright. Original name is "bev_propellerswim2" -->
<Animation Name="gBeaverSwimAnim" Offset="0x8EAC" /> <!-- Original name is "bev_swim" -->
<Animation Name="gBeaverTalkAnim" Offset="0x925C" /> <!-- Original name is "bev_talk1" -->
<Animation Name="gBeaverTalkWaveArmsAnim" Offset="0x9B4C" /> <!-- Original name is "bev_talk2" -->

View File

@ -7,13 +7,13 @@
<Animation Name="gBigPoeFloatAnim" Offset="0x924" /> <!-- Original name is "pog_fly" -->
<Animation Name="gBigPoeAwakenSpawnAnim" Offset="0xF9C" /> <!-- Original name is "pog_start" -->
<Animation Name="gBigPoeAwakenStretchAnim" Offset="0x1360" /> <!-- Original name is "pog_wait" -->
<Texture Name="gBigPoeSoulFace" OutName="bigpo_soul_face" Format="i8" Width="32" Height="64" Offset="0x1370" />
<Texture Name="gBigPoeSoulFaceTex" OutName="bigpo_soul_face" Format="i8" Width="32" Height="64" Offset="0x1370" />
<DList Name="gBigPoeSoulDL" Offset="0x1BB0" /> <!-- Original name is "bigpo_soul_modelT" -->
<Texture Name="gBigPoeNecklaceSkullHalfTex" OutName="bigpo_skull_necklace" Format="rgba16" Width="16" Height="16" Offset="0x1C70" />
<Texture Name="gBigPoeLanternGlassTex" OutName="bigpo_lantern_glass" Format="rgba16" Width="16" Height="16" Offset="0x1E70" />
<Texture Name="gBigPoeTornRobeTex" OutName="bigpo_torn_robe" Format="rgba16" Width="32" Height="32" Offset="0x2070" />
<Texture Name="gBigPoeArmSectionTex" OutName="bigpo_arm_section" Format="rgba16" Width="16" Height="16" Offset="0x2870" />
<Texture Name="gBigPoeHoodEdge" OutName="bigpo_hood_edge" Format="rgba16" Width="8" Height="8" Offset="0x2A70" />
<Texture Name="gBigPoeHoodEdgeTex" OutName="bigpo_hood_edge" Format="rgba16" Width="8" Height="8" Offset="0x2A70" />
<Texture Name="gBigPoeNecklaceBeadsTex" OutName="bigpo_necklace_beads" Format="rgba16" Width="16" Height="8" Offset="0x2AF0" />
<Texture Name="gBigPoeShawlTex" OutName="bigpo_shawl" Format="rgba16" Width="16" Height="16" Offset="0x2BF0" />
<Texture Name="gBigPoeGlowingEyeTex" OutName="bigpo_glowing_eye" Format="rgba16" Width="16" Height="16" Offset="0x2DF0" />
@ -57,7 +57,7 @@
<Limb Name="gBigPoeRightHandLimb" Type="Standard" EnumName="BIG_POE_LIMB_RIGHT_HAND" Offset="0x5BC4" />
<Limb Name="gBigPoeLanternLimb" Type="Standard" EnumName="BIG_POE_LIMB_LANTERN" Offset="0x5BD0" />
<Limb Name="gBigPoeHatAndCloakLimb" Type="Standard" EnumName="BIG_POE_LIMB_HAT_AND_CLOAK" Offset="0x5BDC" />
<Limb Name="gBigPoeLowerRobe" Type="Standard" EnumName="BIG_POE_LIMB_LOWER_ROBE" Offset="0x5BE8" />
<Limb Name="gBigPoeLowerRobeLimb" Type="Standard" EnumName="BIG_POE_LIMB_LOWER_ROBE" Offset="0x5BE8" />
<Skeleton Name="gBigPoeSkel" Type="Normal" LimbType="Standard" LimbNone="BIG_POE_LIMB_NONE" LimbMax="BIG_POE_LIMB_MAX" EnumName="BigPoeLimb" Offset="0x5C18" />
</File>
</Root>

View File

@ -150,7 +150,7 @@
<Animation Name="gMajorasMaskFloatingAnim" Offset="0x19E48" /> <!-- Original name is "last3_stop" -->
<!-- Majora's Wrath Animations. For unused animations, we don't know what the whips are supposed to do, since their physics are controlled by the Boss07 actor. -->
<Animation Name="gMajorasWrathFlipLeftAndSpin" Offset="0x1AE1C" /> <!-- Unused. Original name is "last_ac01" -->
<Animation Name="gMajorasWrathFlipLeftAndSpinAnim" Offset="0x1AE1C" /> <!-- Unused. Original name is "last_ac01" -->
<Animation Name="gMajorasWrathDoubleKickAndJumpBackAnim" Offset="0x1C430" /> <!-- Unused. Original name is "last_ac02" -->
<Animation Name="gMajorasWrathBackflipUppercutAttackAnim" Offset="0x1CFF0" /> <!-- Unused. Original name is "last_ac03" -->
<Animation Name="gMajorasWrathHighKickAnim" Offset="0x1D974" /> <!-- Unused and almost identical to gMajorasWrathKickAnim. Original name is "last_ac04" -->

View File

@ -11,12 +11,12 @@
<DList Name="gBoxChestLidDL" Offset="0x12E8" />
<DList Name="gBoxChestLidGildedDL" Offset="0x1850" />
<DList Name="gBoxChestLidOrnateDL" Offset="0x1D58" />
<Texture Name="gBoxChestLockTex" OutName="chest_lock_tex" Format="rgba16" Width="32" Height="64" Offset="0x1E60" />
<Texture Name="gBoxChestCornerTex" OutName="chest_corner_tex" Format="rgba16" Width="32" Height="32" Offset="0x2E60" />
<Texture Name="gBoxChestLockGildedTex" OutName="chest_lock_gilded_tex" Format="rgba16" Width="32" Height="64" Offset="0x3660" />
<Texture Name="gBoxChestCornerGildedTex" OutName="chest_corner_gilded_tex" Format="rgba16" Width="32" Height="32" Offset="0x4660" />
<Texture Name="gBoxChestLockOrnateTex" OutName="chest_lock_ornate_tex" Format="rgba16" Width="32" Height="64" Offset="0x4E60" />
<Texture Name="gBoxChestCornerOrnateTex" OutName="chest_corner_ornate_tex" Format="rgba16" Width="32" Height="32" Offset="0x5E60" />
<Texture Name="gBoxChestLockTex" OutName="chest_lock" Format="rgba16" Width="32" Height="64" Offset="0x1E60" />
<Texture Name="gBoxChestCornerTex" OutName="chest_corner" Format="rgba16" Width="32" Height="32" Offset="0x2E60" />
<Texture Name="gBoxChestLockGildedTex" OutName="chest_lock_gilded" Format="rgba16" Width="32" Height="64" Offset="0x3660" />
<Texture Name="gBoxChestCornerGildedTex" OutName="chest_corner_gilded" Format="rgba16" Width="32" Height="32" Offset="0x4660" />
<Texture Name="gBoxChestLockOrnateTex" OutName="chest_lock_ornate" Format="rgba16" Width="32" Height="64" Offset="0x4E60" />
<Texture Name="gBoxChestCornerOrnateTex" OutName="chest_corner_ornate" Format="rgba16" Width="32" Height="32" Offset="0x5E60" />
<Limb Name="object_box_Standardlimb_006660" Type="Standard" EnumName="OBJECT_BOX_CHEST_LIMB_01" Offset="0x6660" />
<Limb Name="object_box_Standardlimb_00666C" Type="Standard" EnumName="OBJECT_BOX_CHEST_LIMB_02" Offset="0x666C" />
<Limb Name="object_box_Standardlimb_006678" Type="Standard" EnumName="OBJECT_BOX_CHEST_LIMB_03" Offset="0x6678" />
@ -24,7 +24,7 @@
<Skeleton Name="gBoxChestSkel" Type="Normal" LimbType="Standard" LimbNone="OBJECT_BOX_CHEST_LIMB_NONE" LimbMax="OBJECT_BOX_CHEST_LIMB_MAX" EnumName="ObjectBoxChestLimb" Offset="0x66A0" />
<CurveAnimation Name="gBoxLightAdultCurveAnim" SkelOffset="0x7D78" Offset="0x6A20"/> <!-- Original name is "demo_tre_lgt_c_fcurve_data" -->
<CurveAnimation Name="gBoxLightChildCurveAnim" SkelOffset="0x7D78" Offset="0x6E30"/> <!-- Original name is "demo_tre_lgt_fcurve_data" -->
<Texture Name="gBoxLightTex" OutName="box_light_tex" Format="i8" Width="64" Height="32" Offset="0x6E40" />
<Texture Name="gBoxLightTex" OutName="box_light" Format="i8" Width="64" Height="32" Offset="0x6E40" />
<DList Name="object_box_DL_007890" Offset="0x7890" />
<DList Name="object_box_DL_007978" Offset="0x7978" />
<DList Name="object_box_DL_007A40" Offset="0x7A40" />

View File

@ -36,8 +36,8 @@
<Texture Name="gDinolfosScaleTex" OutName="dinolfos_scale" Format="rgba16" Width="16" Height="16" Offset="0x84B0" />
<Texture Name="gDinolfosArmorTex" OutName="dinolfos_armor" Format="rgba16" Width="16" Height="16" Offset="0x86B0" />
<Texture Name="gDinolfosSpikeTex" OutName="dinolfos_spike" Format="rgba16" Width="8" Height="8" Offset="0x88B0" />
<Texture Name="gDinolfosInnerMouth" OutName="dinolfos_inner_mouth" Format="rgba16" Width="16" Height="16" Offset="0x8930" />
<Texture Name="gDinolfosKnifeHole" OutName="dinolfos_knife_hole" Format="rgba16" Width="8" Height="8" Offset="0x8B30" />
<Texture Name="gDinolfosInnerMouthTex" OutName="dinolfos_inner_mouth" Format="rgba16" Width="16" Height="16" Offset="0x8930" />
<Texture Name="gDinolfosKnifeHoleTex" OutName="dinolfos_knife_hole" Format="rgba16" Width="8" Height="8" Offset="0x8B30" />
<Texture Name="gDinolfosJawTex" OutName="dinolfos_jaw" Format="rgba16" Width="8" Height="16" Offset="0x8BB0" />
<Texture Name="gDinolfosEyeHoleTex" OutName="dinolfos_eye_hole" Format="rgba16" Width="16" Height="8" Offset="0x8CB0" />
<Texture Name="gDinolfosClawTex" OutName="dinolfos_claw" Format="rgba16" Width="8" Height="8" Offset="0x8DB0" />
@ -64,7 +64,7 @@
<Limb Name="gDinolfosJawLimb" Type="Standard" EnumName="DINOLFOS_LIMB_JAW" Offset="0x94F0" />
<Limb Name="gDinolfosUpperTailLimb" Type="Standard" EnumName="DINOLFOS_LIMB_UPPER_TAIL" Offset="0x94FC" />
<Limb Name="gDinolfosLowerTailLimb" Type="Standard" EnumName="DINOLFOS_LIMB_LOWER_TAIL" Offset="0x9508" />
<Limb Name="gDinolfosKnife" Type="Standard" EnumName="DINOLFOS_LIMB_KNIFE" Offset="0x9514" />
<Limb Name="gDinolfosKnifeLimb" Type="Standard" EnumName="DINOLFOS_LIMB_KNIFE" Offset="0x9514" />
<Skeleton Name="gDinolfosSkel" Type="Flex" LimbType="Standard" LimbNone="DINOLFOS_LIMB_NONE" LimbMax="DINOLFOS_LIMB_MAX" EnumName="DinolfosLimb" Offset="0x9570" />
<Animation Name="gDinolfosCryAnim" Offset="0x9B70" /> <!-- Original name is "zf2_sakebi" -->

View File

@ -59,7 +59,7 @@
<Texture Name="gDekuButlerParasolPetalTex" OutName="deku_butler_parasol_petal" Format="rgba16" Width="16" Height="32" Offset="0xD848" />
<Texture Name="gDekuButlerCandleTex" OutName="deku_butler_candle" Format="rgba16" Width="16" Height="8" Offset="0xDC48" />
<Texture Name="gDekuButlerHairTex" OutName="deku_butler_hair" Format="rgba16" Width="16" Height="16" Offset="0xDD48" />
<Texture Name="gDekuButlerBowtieCenter" OutName="deku_butler_bowtie_center" Format="rgba16" Width="8" Height="16" Offset="0xDF48" />
<Texture Name="gDekuButlerBowtieCenterTex" OutName="deku_butler_bowtie_center" Format="rgba16" Width="8" Height="16" Offset="0xDF48" />
<!-- Deku Butler Limbs -->
<Limb Name="gDekuButlerRootLimb" Type="Standard" EnumName="DEKU_BUTLER_LIMB_ROOT" Offset="0xE048" />

View File

@ -33,7 +33,7 @@
<DList Name="gDekuPalaceGuardHead2DL" Offset="0x2400" />
<DList Name="gDekuPalaceGuardSnoutDL" Offset="0x2410" />
<DList Name="gDekuPalaceGuardSnout2DL" Offset="0x2510" />
<DList Name="gDekuPalaceGuardFlower" Offset="0x2700" />
<DList Name="gDekuPalaceGuardFlowerDL" Offset="0x2700" />
<Limb Name="gDekuPalaceGuardTorsoLimb" Type="Standard" EnumName="DEKU_PALACE_GUARD_LIMB_TORSO" Offset="0x27A8" />
<Limb Name="gDekuPalaceGuardHeadLimb" Type="Standard" EnumName="DEKU_PALACE_GUARD_LIMB_HEAD" Offset="0x27B4" />
<Limb Name="gDekuPalaceGuardLeftLeafLimb" Type="Standard" EnumName="DEKU_PALACE_GUARD_LIMB_LEFT_LEAF" Offset="0x27C0" />

View File

@ -25,7 +25,7 @@
<Texture Name="gKingsChamberDekuGuardEyeOpenTex" OutName="kings_chamber_deku_guard_eye_open" Format="rgba16" Width="8" Height="8" Offset="0x28E8" />" Format="rgba16" Width="8" Height="8" Offset="0x28E8" />
<Texture Name="gKingsChamberDekuGuardEyeHalfTex" OutName="kings_chamber_deku_guard_eye_half" Format="rgba16" Width="8" Height="8" Offset="0x2968" />
<Texture Name="gKingsChamberDekuGuardEyeClosedTex" OutName="kings_chamber_deku_guard_eye_closed" Format="rgba16" Width="8" Height="8" Offset="0x29E8" />
<DList Name="gKingsChamberDekuGuardDekuFlower" Offset="0x2C48" />
<DList Name="gKingsChamberDekuGuardDekuFlowerDL" Offset="0x2C48" />
<Limb Name="gKingsChamberDekuGuardTorsoLimb" Type="Standard" EnumName="KINGS_CHAMBER_DEKU_GUARD_LIMB_TORSO" Offset="0x2D18" />
<Limb Name="gKingsChamberDekuGuardHeadLimb" Type="Standard" EnumName="KINGS_CHAMBER_DEKU_GUARD_LIMB_HEAD" Offset="0x2D24" />
<Limb Name="gKingsChamberDekuGuardStalkLimb" Type="Standard" EnumName="KINGS_CHAMBER_DEKU_GUARD_LIMB_STALK" Offset="0x2D30" />

View File

@ -20,9 +20,9 @@
<DList Name="gDs2nLeftShinDL" Offset="0x3A68" />
<DList Name="gDs2nLeftFootDL" Offset="0x3B40" />
<Texture Name="gDs2nMainTlut" OutName="tlut_main" Format="rgba16" Width="16" Height="16" Offset="0x3CD8" />
<Texture Name="gDs2nFingersTlut" OutName="tlut_fingers" Format="rgba16" Width="16" Height="16" Offset="0x3ED8" />
<Texture Name="gDs2nEyesTlut" OutName="tlut_eyes" Format="rgba16" Width="16" Height="16" Offset="0x40D8" />
<Texture Name="gDs2nMainTLUT" OutName="main_tlut" Format="rgba16" Width="16" Height="16" Offset="0x3CD8" />
<Texture Name="gDs2nFingersTLUT" OutName="fingers_tlut" Format="rgba16" Width="16" Height="16" Offset="0x3ED8" />
<Texture Name="gDs2nEyesTLUT" OutName="eyes_tlut" Format="rgba16" Width="16" Height="16" Offset="0x40D8" />
<Texture Name="gDs2nPantsAndShirtBottomTex" OutName="pants_and_shirt_bottom" Format="rgba16" Width="16" Height="16" Offset="0x42D8" />
<Texture Name="gDs2nShoesTex" OutName="shoes" Format="rgba16" Width="16" Height="32" Offset="0x44D8" />
@ -49,9 +49,9 @@
<!-- 6418 -> 6450: unknown small data -->
<!-- Unused and unreferenced. Exact copies of the above used textures. -->
<Texture Name="gDs2nMain2Tlut" OutName="tlut_main2" Format="rgba16" Width="16" Height="16" Offset="0x6450" />
<Texture Name="gDs2nFingers2Tlut" OutName="tlut_fingers2" Format="rgba16" Width="16" Height="16" Offset="0x6650" />
<Texture Name="gDs2nEyes2Tlut" OutName="tlut_eyes2" Format="rgba16" Width="16" Height="16" Offset="0x6850" />
<Texture Name="gDs2nMain2TLUT" OutName="main2_tlut" Format="rgba16" Width="16" Height="16" Offset="0x6450" />
<Texture Name="gDs2nFingers2TLUT" OutName="fingers2_tlut" Format="rgba16" Width="16" Height="16" Offset="0x6650" />
<Texture Name="gDs2nEyes2TLUT" OutName="eyes2_tlut" Format="rgba16" Width="16" Height="16" Offset="0x6850" />
<Texture Name="gDs2nPantsAndShirtBottom2Tex" OutName="pants_and_shirt_bottom2" Format="rgba16" Width="16" Height="16" Offset="0x6A50" />
<Texture Name="gDs2nShoes2Tex" OutName="shoes2" Format="rgba16" Width="16" Height="32" Offset="0x6C50" />
<Texture Name="gDs2nFingers2Tex" OutName="fingers2" Format="ci8" Width="16" Height="16" Offset="0x7050" TlutOffset="0x6650" />

View File

@ -51,7 +51,7 @@
<DList Name="gGreatFairyLeftHandDL" Offset="0x158E8" />
<DList Name="gGreatFairyRightThighDL" Offset="0x15AC8" />
<DList Name="gGreatFairyRightLowerLegDL" Offset="0x15E88" />
<DList Name="gGreatFairyRightFoot" Offset="0x15FE8" />
<DList Name="gGreatFairyRightFootDL" Offset="0x15FE8" />
<DList Name="gGreatFairyLeftThighDL" Offset="0x160F8" />
<DList Name="gGreatFairyLeftLowerLegDL" Offset="0x16360" />
<DList Name="gGreatFairyLeftFootDL" Offset="0x164B8" />

View File

@ -41,7 +41,7 @@
<Texture Name="gEyegoreBeamosInnerEyeLidTex" OutName="eyegore_beamos_inner_eye_lid" Format="rgba16" Width="16" Height="8" Offset="0x4800" />
<Texture Name="gEyegoreBeamosEyeOutlineTex" OutName="eyegore_beamos_eye_outline" Format="rgba16" Width="16" Height="16" Offset="0x4900" />
<Texture Name="gEyegoreBeamosEyeTex" OutName="eyegore_beamos_eye" Format="rgba16" Width="32" Height="16" Offset="0x4B00" />
<Texture Name="gEyegoreBeamosBodyTex" OutName="eyegore_beamos_body_tex" Format="rgba16" Width="16" Height="16" Offset="0x4F00" />
<Texture Name="gEyegoreBeamosBodyTex" OutName="eyegore_beamos_body" Format="rgba16" Width="16" Height="16" Offset="0x4F00" />
<!-- Animated texture for Eyegore's laser attack. Uses gEyegoreEyeLaserTexAnim. -->
<Texture Name="gEyegoreLaserTex" OutName="eyegore_laser" Format="rgba16" Width="8" Height="8" Offset="0x5100" />

View File

@ -213,7 +213,7 @@
<!-- Loach DLs -->
<DList Name="gFishingLoachHeadDL" Offset="0xDED0" />
<DList Name="gFishingLoachLowerFrontFin" Offset="0xDFA8" />
<DList Name="gFishingLoachLowerFrontFinDL" Offset="0xDFA8" />
<DList Name="gFishingLoachFrontSegmentDL" Offset="0xE048" />
<DList Name="gFishingLoachMiddleSegmentDL" Offset="0xE168" />
<DList Name="gFishingLoachLowerBackFinDL" Offset="0xE460" />

View File

@ -31,7 +31,7 @@
<Texture Name="gGerudoPurpleSkinEdgeTex" OutName="gerudo_purple_skin_edge" Format="ci8" Width="8" Height="8" Offset="0x5328" TlutOffset="0x5178" />
<Texture Name="gGerudoPurpleEarTex" OutName="gerudo_purple_ear" Format="ci8" Width="8" Height="16" Offset="0x5368" TlutOffset="0x5178" />
<Texture Name="gGerudoPurpleEyeOpenTex" OutName="gerudo_purple_eye_open" Format="ci8" Width="32" Height="32" Offset="0x53E8" TlutOffset="0x5178" />
<Texture Name="gGerudoPurpleGlaiveGuard" OutName="gerudo_purple_glaive_guard" Format="i8" Width="8" Height="8" Offset="0x57E8" />
<Texture Name="gGerudoPurpleGlaiveGuardTex" OutName="gerudo_purple_glaive_guard" Format="i8" Width="8" Height="8" Offset="0x57E8" />
<Texture Name="gGerudoPurpleGlaiveBladeFabricPatternTex" OutName="gerudo_purple_fabric_pattern" Format="i8" Width="16" Height="16" Offset="0x5828" />
<Texture Name="gGerudoPurpleShoeUpperTex" OutName="gerudo_purple_shoe_upper" Format="ci8" Width="8" Height="16" Offset="0x5928" TlutOffset="0x5178" />
<Texture Name="gGerudoPurpleGlaiveHaftShoeSoleTex" OutName="gerudo_purple_glaive_haft_shoe_sole" Format="ci8" Width="8" Height="8" Offset="0x59A8" TlutOffset="0x5178" />

View File

@ -44,7 +44,7 @@
<Limb Name="object_hs_Standardlimb_0061F4" Type="Standard" EnumName="OBJECT_HS_LIMB_0C" Offset="0x61F4" />
<Limb Name="object_hs_Standardlimb_006200" Type="Standard" EnumName="OBJECT_HS_LIMB_0D" Offset="0x6200" />
<!-- shoulders down to toes plus box hes sitting on -->
<Limb Name="gHsChestAndLowerBodyPlusBox" Type="Standard" EnumName="HS_LIMB_LOWER_BODY_PLUS_BOX" Offset="0x620C" />
<Limb Name="gHsChestAndLowerBodyPlusBoxLimb" Type="Standard" EnumName="HS_LIMB_LOWER_BODY_PLUS_BOX" Offset="0x620C" />
<Limb Name="gHsCuccoFeedBagsLimb" Type="Standard" EnumName="HS_LIMB_CUCCO_FEED_BAGS" Offset="0x6218" />
<Skeleton Name="gHsSkel" Type="Flex" LimbType="Standard" LimbNone="OBJECT_HS_LIMB_NONE" LimbMax="OBJECT_HS_LIMB_MAX" EnumName="ObjectHsLimb" Offset="0x6260" />
</File>

View File

@ -52,25 +52,25 @@
<DList Name="gIronKnuckleBootTipRightDL" Offset="0x104A0" />
<DList Name="gIronKnuckleWaistArmorRightDL" Offset="0x106E0" />
<Texture Name="gIronKnuckleChainMailTLUT" OutName="iron_knuckle_chain_mail_tlut" Format="rgba16" Width="16" Height="16" Offset="0x10A30" />
<Texture Name="gIronKnuckleRivet1Tex" OutName="iron_knuckle_rivet_1_tex" Format="ia16" Width="16" Height="16" Offset="0x10C30" />
<Texture Name="gIronKnuckleHair1Tex" OutName="iron_knuckle_hair_1_tex" Format="ci8" Width="16" Height="16" Offset="0x10E30" />
<Texture Name="gIronKnuckleAxePomelJewel1Tex" OutName="iron_knuckle_axe_pomel_1_jewel_tex" Format="ci8" Width="16" Height="16" Offset="0x10F30" />
<Texture Name="gIronKnuckleRivet1Tex" OutName="iron_knuckle_rivet_1" Format="ia16" Width="16" Height="16" Offset="0x10C30" />
<Texture Name="gIronKnuckleHair1Tex" OutName="iron_knuckle_hair_1" Format="ci8" Width="16" Height="16" Offset="0x10E30" />
<Texture Name="gIronKnuckleAxePomelJewel1Tex" OutName="iron_knuckle_axe_pomel_1_jewel" Format="ci8" Width="16" Height="16" Offset="0x10F30" />
<Texture Name="gIronKnuckleAxeTLUT" OutName="iron_knuckle_axe_tlut" Format="rgba16" Width="4" Height="4" Offset="0x11030" />
<Texture Name="gIronKnuckleFireTex" OutName="iron_knuckle_fire_tex" Format="i4" Width="32" Height="64" Offset="0x111A0" />
<Texture Name="gIronKnuckleRivet2Tex" OutName="iron_knuckle_rivet_2_tex" Format="ia8" Width="32" Height="32" Offset="0x115A0" />
<Texture Name="gIronKnuckleFireTex" OutName="iron_knuckle_fire" Format="i4" Width="32" Height="64" Offset="0x111A0" />
<Texture Name="gIronKnuckleRivet2Tex" OutName="iron_knuckle_rivet_2" Format="ia8" Width="32" Height="32" Offset="0x115A0" />
<Texture Name="gIronKnuckleBlockPatternTex" OutName="iron_knuckle_block_pattern" Format="rgba16" Width="16" Height="16" Offset="0x119A0" />
<Texture Name="gIronKnuckleChainMailTex" OutName="iron_knuckle_chain_mail_tex" Format="rgba16" Width="16" Height="16" Offset="0x11BA0" />
<Texture Name="gIronKnuckleArmorEmblemTex" OutName="iron_knuckle_emblem_tex" Format="ia16" Width="32" Height="32" Offset="0x11DA0" />
<Texture Name="gIronKnuckleGerudoEyeTex" OutName="iron_knuckle_gerudo_eye_tex" Format="rgba16" Width="32" Height="32" Offset="0x125A0" />
<Texture Name="gIronKnuckleChestJewelTex" OutName="iron_knuckle_chest_jewel_tex" Format="ci8" Width="16" Height="16" Offset="0x12DA0" />
<Texture Name="gIronKnuckleArmorRivet2Tex" OutName="iron_knuckle_armor_rivet_2_tex" Format="ia8" Width="16" Height="16" Offset="0x12EA0" />
<Texture Name="gIronKnuckleChainMailTex" OutName="iron_knuckle_chain_mail" Format="rgba16" Width="16" Height="16" Offset="0x11BA0" />
<Texture Name="gIronKnuckleArmorEmblemTex" OutName="iron_knuckle_emblem" Format="ia16" Width="32" Height="32" Offset="0x11DA0" />
<Texture Name="gIronKnuckleGerudoEyeTex" OutName="iron_knuckle_gerudo_eye" Format="rgba16" Width="32" Height="32" Offset="0x125A0" />
<Texture Name="gIronKnuckleChestJewelTex" OutName="iron_knuckle_chest_jewel" Format="ci8" Width="16" Height="16" Offset="0x12DA0" />
<Texture Name="gIronKnuckleArmorRivet2Tex" OutName="iron_knuckle_armor_rivet_2" Format="ia8" Width="16" Height="16" Offset="0x12EA0" />
<Texture Name="gIronKnuckleArmorTLUT" OutName="iron_knuckle_armor_tlut" Format="rgba16" Width="4" Height="4" Offset="0x12FA0" />
<Texture Name="gIronKnuckleForeheadJewelTex" OutName="iron_knuckle_forehead_jewel_tex" Format="ci8" Width="16" Height="16" Offset="0x13090" />
<Texture Name="gIronKnuckleGerudoSkinTex" OutName="iron_knuckle_gerudo_skin_tex" Format="ci8" Width="8" Height="8" Offset="0x13190" />
<Texture Name="gIronKnuckleHair2Tex" OutName="iron_knuckle_hair_2_tex" Format="ci8" Width="16" Height="16" Offset="0x131D0" />
<Texture Name="gIronKnuckleEarTex" OutName="iron_knuckle_ear_tex" Format="ci8" Width="8" Height="16" Offset="0x132D0" />
<Texture Name="gIronKnuckleForeheadDecal1Tex" OutName="iron_knuckle_forehead_decal_1_tex" Format="ci8" Width="8" Height="16" Offset="0x13350" />
<Texture Name="gIronKnuckleForeheadDecal2Tex" OutName="iron_knuckle_forehead_decal_2_tex" Format="ci8" Width="16" Height="16" Offset="0x133D0" />
<Texture Name="gIronKnuckleForeheadJewelTex" OutName="iron_knuckle_forehead_jewel" Format="ci8" Width="16" Height="16" Offset="0x13090" />
<Texture Name="gIronKnuckleGerudoSkinTex" OutName="iron_knuckle_gerudo_skin" Format="ci8" Width="8" Height="8" Offset="0x13190" />
<Texture Name="gIronKnuckleHair2Tex" OutName="iron_knuckle_hair_2" Format="ci8" Width="16" Height="16" Offset="0x131D0" />
<Texture Name="gIronKnuckleEarTex" OutName="iron_knuckle_ear" Format="ci8" Width="8" Height="16" Offset="0x132D0" />
<Texture Name="gIronKnuckleForeheadDecal1Tex" OutName="iron_knuckle_forehead_decal_1" Format="ci8" Width="8" Height="16" Offset="0x13350" />
<Texture Name="gIronKnuckleForeheadDecal2Tex" OutName="iron_knuckle_forehead_decal_2" Format="ci8" Width="16" Height="16" Offset="0x133D0" />
<Limb Name="gIronKnuckleRootLimb" Type="Standard" EnumName="IRON_KNUCKLE_LIMB_ROOT" Offset="0x134D0" />
<Limb Name="gIronKnuckleTassetCenterLimb" EnumName="IRON_KNUCKLE_LIMB_TASSET_CENTER" Type="Standard" Offset="0x134DC" />
<Limb Name="gIronKnuckleTassetRightLimb" EnumName="IRON_KNUCKLE_LIMB_TASSET_RIGHT" Type="Standard" Offset="0x134E8" />

View File

@ -29,7 +29,7 @@
<Texture Name="object_kaizoku_obj_Tex_009508" OutName="tex_009508" Format="ci4" Width="4" Height="4" Offset="0x9508" />
<Collision Name="object_kaizoku_obj_Colheader_009A88" Offset="0x9A88" /> <!-- Original name is "Y2_boat_bgdatainfo" -->
<DList Name="gPiratesFortressDoorDL" Offset="0x9F20" /> <!-- Original name is "Y2_KaizokuDoor_model" -->
<Texture Name="gPiratesFortressDoorTexDL" OutName="door_tex" Format="rgba16" Width="16" Height="64" Offset="0xA210" />
<Texture Name="gPiratesFortressDoorTex" OutName="door" Format="rgba16" Width="16" Height="64" Offset="0xA210" />
<Texture Name="object_kaizoku_obj_Tex_00AA10" OutName="tex_00AA10" Format="i4" Width="32" Height="32" Offset="0xAA10" />
<DList Name="object_kaizoku_obj_DL_00AD50" Offset="0xAD50" /> <!-- Original name is "Y2_kibako_model" -->
<Texture Name="object_kaizoku_obj_TLUT_00AF38" OutName="tlut_00AF38" Format="rgba16" Width="4" Height="4" Offset="0xAF38" />

View File

@ -1,6 +1,6 @@
<Root>
<File Name="object_kusa" Segment="6">
<DList Name="gKusaSprout" Offset="0x140" /> <!-- Original name is "obj_kusa01_model" -->
<DList Name="gKusaStump" Offset="0x2E0" /> <!-- Original name is "obj_kusa03_model" -->
<DList Name="gKusaSproutDL" Offset="0x140" /> <!-- Original name is "obj_kusa01_model" -->
<DList Name="gKusaStumpDL" Offset="0x2E0" /> <!-- Original name is "obj_kusa03_model" -->
</File>
</Root>

View File

@ -65,10 +65,10 @@
<Texture Name="gMoonChildTLUT" OutName="moonchild_tlut" Format="rgba16" Width="16" Height="16" Offset="0x15B28" />
<Texture Name="gMoonChildFingersTex" OutName="moonchild_fingers" Format="ci8" Width="16" Height="16" Offset="0x15D28" />
<Texture Name="gMoonChildThighSkinTex" OutName="moonchild_thigh_skin" Format="ci8" Width="8" Height="8" Offset="0x15E28" />
<Texture Name="gMoonChildTshirtDetailTex" OutName="moonchild_tshirt_detail_tex" Format="ci8" Width="16" Height="32" Offset="0x15E68" />
<Texture Name="gMoonChildTshirtDetailTex" OutName="moonchild_tshirt_detail" Format="ci8" Width="16" Height="32" Offset="0x15E68" />
<Texture Name="gMoonChildHairTex" OutName="moonchild_hair" Format="ci8" Width="8" Height="16" Offset="0x16068" />
<Texture Name="gMoonChildEarTex" OutName="moonchild_ear" Format="ci8" Width="8" Height="8" Offset="0x160E8" />
<Texture Name="gMoonChildBackHair" OutName="moonchild_back_hair" Format="ci8" Width="8" Height="16" Offset="0x16128" />
<Texture Name="gMoonChildBackHairTex" OutName="moonchild_back_hair" Format="ci8" Width="8" Height="16" Offset="0x16128" />
<Texture Name="gMoonChildTshirtNecklineTex" OutName="moonchild_tshirt_neckline" Format="ci8" Width="16" Height="32" Offset="0x161A8" />
<!-- Moonchild Limbs -->

View File

@ -36,7 +36,7 @@
<DList Name="gClockTowerUnusedEmpty1DL" Offset="0x9A00" />
<DList Name="gClockTowerTerminaFieldWallsDL" Offset="0x9A08" />
<Texture Name="gClockTowerTerminaFieldWallsBrickTex" OutName="clock_tower_termina_field_walls_brick" Format="rgba16" Width="32" Height="32" Offset="0x9B48" />
<Texture Name="gClockTowerTerminaFieldWallsMask" OutName="clock_tower_termina_field_walls_mask" Format="i4" Width="64" Height="64" Offset="0xA348" />
<Texture Name="gClockTowerTerminaFieldWallsMaskTex" OutName="clock_tower_termina_field_walls_mask" Format="i4" Width="64" Height="64" Offset="0xA348" />
<DList Name="gClockTowerSpotlightDL" Offset="0xB0C0" />
<DList Name="gClockTowerCounterweightDL" Offset="0xB208" />
<TextureAnimation Name="gClockTowerUnusedTexAnim" Offset="0xB4E4" />
@ -68,11 +68,11 @@
<!-- Probably intended to be used as the xluDList for Clock Tower Clock Face -->
<DList Name="gClockTowerUnusedEmpty7DL" Offset="0xE810" />
<DList Name="gClockTowerClockFace" Offset="0xE818" />
<DList Name="gClockTowerClockFaceDL" Offset="0xE818" />
<!-- Probably intended to be used as the xluDList for Wall Clock Clock Face -->
<DList Name="gClockTowerUnusedEmpty8DL" Offset="0xF510" />
<DList Name="gWallClockClockFace" Offset="0xF518" />
<DList Name="gWallClockClockFaceDL" Offset="0xF518" />
<Texture Name="gWallClockClockFaceBackTex" OutName="wall_clock_clock_face_back" Format="rgba16" Width="16" Height="32" Offset="0xF7F8" />
<Texture Name="gWallClockClockFaceBottomTex" OutName="wall_clock_clock_face_bottom" Format="rgba16" Width="64" Height="32" Offset="0xFBF8" />
<Texture Name="gWallClockClockFaceTopTex" OutName="wall_clock_clock_face_top" Format="rgba16" Width="64" Height="32" Offset="0x10BF8" />

View File

@ -3,10 +3,10 @@
<File Name="object_obj_yasi" Segment="6">
<DList Name="gPalmTreeDL" Offset="0x360" />
<Texture Name="gPalmTreeTLUT" OutName="palm_tree_tlut" Format="rgba16" Width="4" Height="4" Offset="0x630" />
<Texture Name="gPalmTreeFrondTex" OutName="palm_tree_frond_tex" Format="ci4" Width="32" Height="128" Offset="0x650" />
<Texture Name="gPalmTreeDekuNutTex" OutName="palm_tree_deku_nut_tex" Format="rgba16" Width="16" Height="16" Offset="0xE50" />
<Texture Name="gPalmTreeScarredWoodTex" OutName="palm_tree_scarred_wood_tex" Format="rgba16" Width="16" Height="16" Offset="0x1050" />
<Texture Name="gPalmTreeWoodTex" OutName="palm_tree_wood_tex" Format="rgba16" Width="8" Height="8" Offset="0x1250" />
<Texture Name="gPalmTreeFrondTex" OutName="palm_tree_frond" Format="ci4" Width="32" Height="128" Offset="0x650" />
<Texture Name="gPalmTreeDekuNutTex" OutName="palm_tree_deku_nut" Format="rgba16" Width="16" Height="16" Offset="0xE50" />
<Texture Name="gPalmTreeScarredWoodTex" OutName="palm_tree_scarred_wood" Format="rgba16" Width="16" Height="16" Offset="0x1050" />
<Texture Name="gPalmTreeWoodTex" OutName="palm_tree_wood" Format="rgba16" Width="8" Height="8" Offset="0x1250" />
<Collision Name="gPalmTreeCol" Offset="0x1428" />
</File>
</Root>

View File

@ -3,7 +3,7 @@
<File Name="object_rotlift" Segment="6">
<!-- Rotating Platforms -->
<DList Name="gDekuMoonDungeonRotatingPlatformsDL" Offset="0x400" />
<Texture Name="gDekuMoonDungeonRotatingPlatformsWoodBarkTlut" OutName="deku_moon_dungeon_rotating_platforms_wood_bark_tlut" Format="rgba16" Width="16" Height="16" Offset="0x590" />
<Texture Name="gDekuMoonDungeonRotatingPlatformsWoodBarkTLUT" OutName="deku_moon_dungeon_rotating_platforms_wood_bark_tlut" Format="rgba16" Width="16" Height="16" Offset="0x590" />
<Texture Name="gDekuMoonDungeonRotatingPlatformsWoodBarkTex" OutName="deku_moon_dungeon_rotating_platforms_wood_bark" Format="ci8" Width="32" Height="64" Offset="0x790" />
<Texture Name="gDekuMoonDungeonRotatingPlatformsWoodTex" OutName="deku_moon_dungeon_rotating_platforms_wood" Format="rgba16" Width="32" Height="64" Offset="0xF90" />
<TextureAnimation Name="gDekuMoonDungeonRotatingPlatformsUnusedTexAnim" Offset="0x1F98" />
@ -11,7 +11,7 @@
<!-- Rotating Spikes -->
<DList Name="gDekuMoonDungeonRotatingSpikesDL" Offset="0x2CE0" />
<Texture Name="gDekuMoonDungeonRotatingSpikesWoodBarkTlut" OutName="deku_moon_dungeon_rotating_spikes_wood_bark_tlut" Format="rgba16" Width="16" Height="16" Offset="0x2FF8" />
<Texture Name="gDekuMoonDungeonRotatingSpikesWoodBarkTLUT" OutName="deku_moon_dungeon_rotating_spikes_wood_bark_tlut" Format="rgba16" Width="16" Height="16" Offset="0x2FF8" />
<Texture Name="gDekuMoonDungeonRotatingSpikesWoodBarkTex" OutName="deku_moon_dungeon_rotating_spikes_wood_bark" Format="ci8" Width="32" Height="64" Offset="0x31F8" />
<Texture Name="gDekuMoonDungeonRotatingSpikesWoodTex" OutName="deku_moon_dungeon_rotating_spikes_wood" Format="rgba16" Width="32" Height="64" Offset="0x39F8" />
<TextureAnimation Name="gDekuMoonDungeonRotatingSpikesUnusedTexAnim" Offset="0x4A08" />

View File

@ -17,7 +17,7 @@
<Texture Name="gAdultRutoEyeClosedTex" OutName="adult_ruto_eye_closed" Format="rgba16" Width="32" Height="32" Offset="0x2AE0"/>
<!-- Adult Ruto Textures -->
<Texture Name="gAdultRutoSkinGradient" OutName="adult_ruto_skin_gradient" Format="ci8" Width="8" Height="8" Offset="0x1720" TlutOffset="0xE00"/>
<Texture Name="gAdultRutoSkinGradientTex" OutName="adult_ruto_skin_gradient" Format="ci8" Width="8" Height="8" Offset="0x1720" TlutOffset="0xE00"/>
<Texture Name="gAdultRutoEar1Tex" OutName="adult_ruto_ear_1" Format="ci8" Width="16" Height="16" Offset="0x1760" TlutOffset="0xE00"/>
<Texture Name="gAdultRutoHeadGradientTex" OutName="adult_ruto_head_gradient" Format="ci8" Width="16" Height="16" Offset="0x1860" TlutOffset="0xE00"/>
<Texture Name="gAdultRutoHeadHoleTex" OutName="adult_ruto_head_hole" Format="ci8" Width="8" Height="8" Offset="0x1960" TlutOffset="0xE00"/>

View File

@ -3,19 +3,19 @@
<DList Name="gSoldierBottleDL" Offset="0x630" />
<DList Name="gSoldierBottleContentsDL" Offset="0x768" />
<DList Name="gSoldierBottleEmptyContentsDL" Offset="0x800" />
<Texture Name="gSoldierBottleTex" OutName="soldier_bottle_tex" Format="i4" Width="16" Height="16" Offset="0x808" />
<Animation Name="gSoldierStandWithHandOnChest" Offset="0xA54" />
<Animation Name="gSoldierDrink" Offset="0x20D8" />
<Animation Name="gSoldierCheerWithSpear" Offset="0x2A84" />
<Animation Name="gSoldierSitAndReach" Offset="0x3380" />
<Animation Name="gSoldierWave" Offset="0x3BFC" />
<Animation Name="gSoldierStandUp" Offset="0x4770" />
<Animation Name="gSoldierLookDown" Offset="0x4AC0" />
<Animation Name="gSoldierComeUpHere" Offset="0x5320" />
<Animation Name="object_sdn_Anim_0057BC" Offset="0x57BC" /><!-- gSoldierHaltStart? -->
<Animation Name="object_sdn_Anim_005D28" Offset="0x5D28" /><!-- gSoldierHaltIdle? -->
<Animation Name="object_sdn_Anim_0064C0" Offset="0x64C0" /><!-- gSoldierHaltLoop? -->
<Animation Name="gSoldierStandHandOnHip" Offset="0x6C18" />
<Texture Name="gSoldierBottleTex" OutName="soldier_bottle" Format="i4" Width="16" Height="16" Offset="0x808" />
<Animation Name="gSoldierStandWithHandOnChestAnim" Offset="0xA54" />
<Animation Name="gSoldierDrinkAnim" Offset="0x20D8" />
<Animation Name="gSoldierCheerWithSpearAnim" Offset="0x2A84" />
<Animation Name="gSoldierSitAndReachAnim" Offset="0x3380" />
<Animation Name="gSoldierWaveAnim" Offset="0x3BFC" />
<Animation Name="gSoldierStandUpAnim" Offset="0x4770" />
<Animation Name="gSoldierLookDownAnim" Offset="0x4AC0" />
<Animation Name="gSoldierComeUpHereAnim" Offset="0x5320" />
<Animation Name="object_sdn_Anim_0057BC" Offset="0x57BC" /><!-- gSoldierHaltStartAnim? -->
<Animation Name="object_sdn_Anim_005D28" Offset="0x5D28" /><!-- gSoldierHaltIdleAnim? -->
<Animation Name="object_sdn_Anim_0064C0" Offset="0x64C0" /><!-- gSoldierHaltLoopAnim? -->
<Animation Name="gSoldierStandHandOnHipAnim" Offset="0x6C18" />
<DList Name="gSoldierTorsoDL" Offset="0x9EB0" />
<DList Name="gSoldierHeadDL" Offset="0xA1A8" />
<DList Name="gSoldierRightShoulderDL" Offset="0xA678" />
@ -33,17 +33,17 @@
<DList Name="gSoldierLeftFootDL" Offset="0xBEB8" />
<Texture Name="gSoldierSkinTLUT" OutName="soldier_skin_tlut" Format="rgba16" Width="16" Height="16" Offset="0xC000" />
<Texture Name="gSoldierGeneralTLUT" OutName="soldier_general_tlut" Format="rgba16" Width="16" Height="16" Offset="0xC200" />
<Texture Name="gSoldierArmorStrapTex" OutName="soldier_armor_strap_tex" Format="ci8" Width="32" Height="32" Offset="0xC400" />
<Texture Name="gSoldierArmorPlate1Tex" OutName="soldier_armor_plate1_tex" Format="i8" Width="16" Height="16" Offset="0xC800" />
<Texture Name="gSoldierArmorEmblemTex" OutName="soldier_armor_emblem_tex" Format="i8" Width="32" Height="32" Offset="0xC900" />
<Texture Name="gSoldierSkinShadowGradient2Tex" OutName="soldier_skin_shadow_gradient2_tex" Format="ci8" Width="8" Height="8" Offset="0xCD00" />
<Texture Name="gSoldierShortsToLegTex" OutName="soldier_shorts_to_leg_tex" Format="ci8" Width="16" Height="16" Offset="0xCD40" />
<Texture Name="gSoldierArmorTex" OutName="soldier_armor_tex" Format="ci8" Width="8" Height="8" Offset="0xCE40" />
<Texture Name="gSoldierSkinShadowGradient1Tex" OutName="soldier_skin_shadow_gradient1_tex" Format="ci8" Width="8" Height="8" Offset="0xCE80" />
<Texture Name="gSoldierLipsTex" OutName="soldier_lips_tex" Format="ci8" Width="16" Height="16" Offset="0xCEC0" />
<Texture Name="gSoldierArmorCoatOfArmsTex" OutName="soldier_armor_coat_of_arms_tex" Format="ci8" Width="32" Height="32" Offset="0xCFC0" />
<Texture Name="gSoldierArmorPlate2Tex" OutName="soldier_armor_plate2_tex" Format="i8" Width="16" Height="8" Offset="0xD3C0" />
<Texture Name="gSoldierFingersTex" OutName="soldier_fingers_tex" Format="ci8" Width="16" Height="16" Offset="0xD440" />
<Texture Name="gSoldierArmorStrapTex" OutName="soldier_armor_strap" Format="ci8" Width="32" Height="32" Offset="0xC400" />
<Texture Name="gSoldierArmorPlate1Tex" OutName="soldier_armor_plate1" Format="i8" Width="16" Height="16" Offset="0xC800" />
<Texture Name="gSoldierArmorEmblemTex" OutName="soldier_armor_emblem" Format="i8" Width="32" Height="32" Offset="0xC900" />
<Texture Name="gSoldierSkinShadowGradient2Tex" OutName="soldier_skin_shadow_gradient2" Format="ci8" Width="8" Height="8" Offset="0xCD00" />
<Texture Name="gSoldierShortsToLegTex" OutName="soldier_shorts_to_leg" Format="ci8" Width="16" Height="16" Offset="0xCD40" />
<Texture Name="gSoldierArmorTex" OutName="soldier_armor" Format="ci8" Width="8" Height="8" Offset="0xCE40" />
<Texture Name="gSoldierSkinShadowGradient1Tex" OutName="soldier_skin_shadow_gradient1" Format="ci8" Width="8" Height="8" Offset="0xCE80" />
<Texture Name="gSoldierLipsTex" OutName="soldier_lips" Format="ci8" Width="16" Height="16" Offset="0xCEC0" />
<Texture Name="gSoldierArmorCoatOfArmsTex" OutName="soldier_armor_coat_of_arms" Format="ci8" Width="32" Height="32" Offset="0xCFC0" />
<Texture Name="gSoldierArmorPlate2Tex" OutName="soldier_armor_plate2" Format="i8" Width="16" Height="8" Offset="0xD3C0" />
<Texture Name="gSoldierFingersTex" OutName="soldier_fingers" Format="ci8" Width="16" Height="16" Offset="0xD440" />
<Limb Name="gSoldierRootLimb" Type="Standard" EnumName="SOLDIER_LIMB_ROOT" Offset="0xD540" />
<Limb Name="gSoldierPelvisLimb" Type="Standard" EnumName="SOLDIER_LIMB_PELVIS" Offset="0xD54C" />
<Limb Name="gSoldierLeftThighLimb" Type="Standard" EnumName="SOLDIER_LIMB_LEFT_THIGH" Offset="0xD558" />
@ -61,6 +61,6 @@
<Limb Name="gSoldierRightHandWithSpearLimb" Type="Standard" EnumName="SOLDIER_LIMB_RIGHT_HAND_WITH_SPEAR" Offset="0xD5E8" />
<Limb Name="gSoldierHeadLimb" Type="Standard" EnumName="SOLDIER_LIMB_HEAD" Offset="0xD5F4" />
<Skeleton Name="gSoldierSkel" Type="Flex" LimbType="Standard" LimbNone="SOLDIER_LIMB_NONE" LimbMax="SOLDIER_LIMB_MAX" EnumName="SoldierLimb" Offset="0xD640" />
<Animation Name="gSoldierStandAndLookDown" Offset="0xDC7C" />
<Animation Name="gSoldierStandAndLookDownAnim" Offset="0xDC7C" />
</File>
</Root>

View File

@ -1,6 +1,6 @@
<Root>
<File Name="object_sichitai_obj" Segment="6">
<DList Name="gSichitaiBoat" Offset="0x6B0" />
<DList Name="gSichitaiBoatDL" Offset="0x6B0" />
<Texture Name="gSichitaiThwartTex" OutName="tex_000878" Format="rgba16" Width="16" Height="16" Offset="0x878" />
<Texture Name="gSichitaiHullTex" OutName="tex_000A78" Format="rgba16" Width="32" Height="32" Offset="0xA78" />
<Collision Name="gSichitaiBoatCol" Offset="0x16DC" />

View File

@ -23,13 +23,13 @@
<Texture Name="gSkullKidUnusedEyeTex" OutName="skull_kid_unused_eye" Format="rgba16" Width="8" Height="8" Offset="0x7EA0" /> <!-- Duplicate of gSkullKidEyeTex -->
<!-- Various Hand DisplayLists -->
<DList Name="gSkullKidUntexturedLeftHand" Offset="0x84C0" />
<DList Name="gSkullKidOpenLeftHand" Offset="0x87B0" />
<DList Name="gSkullKidFluteHoldingLeftHand" Offset="0x8A80" />
<DList Name="gSkullKidTwoFingersExtendedLeftHand" Offset="0x90C0" />
<DList Name="gSkullKidMaskHoldingRightHand" Offset="0x9710" />
<DList Name="gSkullKidUntexturedRightHand" Offset="0x9AC0" />
<DList Name="gSkullKidOcarinaHoldingRightHand" Offset="0x9DA0" />
<DList Name="gSkullKidUntexturedLeftHandDL" Offset="0x84C0" />
<DList Name="gSkullKidOpenLeftHandDL" Offset="0x87B0" />
<DList Name="gSkullKidFluteHoldingLeftHandDL" Offset="0x8A80" />
<DList Name="gSkullKidTwoFingersExtendedLeftHandDL" Offset="0x90C0" />
<DList Name="gSkullKidMaskHoldingRightHandDL" Offset="0x9710" />
<DList Name="gSkullKidUntexturedRightHandDL" Offset="0x9AC0" />
<DList Name="gSkullKidOcarinaHoldingRightHandDL" Offset="0x9DA0" />
<!-- Head DisplayLists with two different expressions -->
<DList Name="gSkullKidNormalEyesDL" Offset="0xA530" />

View File

@ -1,6 +1,6 @@
<Root>
<File Name="object_tro" Segment="6">
<Animation Name="gKoumeKioskHeadMoving" Offset="0xA0" />
<Animation Name="gKoumeKioskHeadMovingAnim" Offset="0xA0" />
<DList Name="gKoumeKioskDL" Offset="0x6B0" />
<Texture Name="gKoumeKioskNoseTLUT" OutName="koume_kiosk_nose_tlut" Format="rgba16" Width="16" Height="16" Offset="0xAE0" />
<Texture Name="gKoumeKioskNostrilsTLUT" OutName="koume_kiosk_nostrils_tlut" Format="rgba16" Width="16" Height="16" Offset="0xCE0" />

View File

@ -2,6 +2,6 @@
<File Name="object_wdor04" Segment="6">
<DList Name="gMilkBarDoorEndDL" Offset="0x500"/>
<DList Name="gMilkBarDoorDL" Offset="0x508"/>
<Texture Name="gMilkBarDoorTex" OutName="milk_bar_door_tex" Format="rgba16" Width="32" Height="64" Offset="0x670"/>
<Texture Name="gMilkBarDoorTex" OutName="milk_bar_door" Format="rgba16" Width="32" Height="64" Offset="0x670"/>
</File>
</Root>

View File

@ -104,7 +104,7 @@
<!-- Used in MM -->
<Animation Name="gDmZl4TurningAroundAnim" Offset="0xF250" />
<Animation Name="gDmZl4FacingAwayIdle" Offset="0x11294" />
<Animation Name="gDmZl4FacingAwayIdleAnim" Offset="0x11294" />
<Animation Name="gDmZl4GivingItemStartAnim" Offset="0x11BB8" />
<Animation Name="gDmZl4GivingItemLoopAnim" Offset="0x122E0" />
<Animation Name="gDmZl4RaisingOcarinaToPlayAnim" Offset="0x12A84" />
@ -118,7 +118,7 @@
<!-- Used in MM -->
<Animation Name="gDmZl4TurningAround2Anim" Offset="0x15494" />
<Animation Name="gDmZl4HandsOverEmblemLoopAnim" Offset="0x15A4C" />
<Animation Name="gDmZl4FacingAwayHandsOverEmblemLoop" Offset="0x15DA0" />
<Animation Name="gDmZl4FacingAwayHandsOverEmblemLoopAnim" Offset="0x15DA0" />
<!-- Unused in MM, copy of OoT Animations in object_zl4:(0xE050 -> End) -->
<Animation Name="gDmZl4Anim_016328" Offset="0x16328" />

View File

@ -24,9 +24,9 @@
<Texture Name="gTijoHandTex" OutName="tijo_hand" Format="rgba16" Width="16" Height="16" Offset="0x53D0" />
<Texture Name="gTijoNoseTex" OutName="tijo_nose" Format="rgba16" Width="8" Height="8" Offset="0x55D0" />
<Texture Name="gTijoSkinSpotsTex" OutName="tijo_skin_spots" Format="rgba16" Width="32" Height="32" Offset="0x5650" />
<Texture Name="gTijoEyesOpen" OutName="tijo_eyes_open" Format="rgba16" Width="32" Height="32" Offset="0x5E50" />
<Texture Name="gTijoEyesHalfOpen" OutName="tijo_eyes_half_open" Format="rgba16" Width="32" Height="32" Offset="0x6650" />
<Texture Name="gTijoEyesClosed" OutName="tijo_eyes_closed" Format="rgba16" Width="32" Height="32" Offset="0x6E50" />
<Texture Name="gTijoEyesOpenTex" OutName="tijo_eyes_open" Format="rgba16" Width="32" Height="32" Offset="0x5E50" />
<Texture Name="gTijoEyesHalfOpenTex" OutName="tijo_eyes_half_open" Format="rgba16" Width="32" Height="32" Offset="0x6650" />
<Texture Name="gTijoEyesClosedTex" OutName="tijo_eyes_closed" Format="rgba16" Width="32" Height="32" Offset="0x6E50" />
<Texture Name="gTijoMouthClosedTex" OutName="tijo_mouth_closed" Format="rgba16" Width="32" Height="32" Offset="0x7650" />
<Texture Name="gTijoMouthOpenTex" OutName="tijo_mouth_open" Format="rgba16" Width="32" Height="32" Offset="0x7E50" />

View File

@ -197,13 +197,13 @@ We can see this is the guard's Deku Flower:
We can name the display list as such in the XML:
```xml
<DList Name="gKingsChamberDekuGuardDekuFlower" Offset="0x2C48" />
<DList Name="gKingsChamberDekuGuardDekuFlowerDL" Offset="0x2C48" />
```
Then, like all steps before, we can run `./extract_assets.py -s objects/object_dns` and then update `z_en_dns.c` with our new name:
```c
gSPDisplayList(POLY_OPA_DISP++, gKingsChamberDekuGuardDekuFlower);
gSPDisplayList(POLY_OPA_DISP++, gKingsChamberDekuGuardDekuFlowerDL);
```
## Step #5: Naming limb display lists

View File

@ -57,7 +57,7 @@ static ColliderCylinderInit sCylinderInit = {
};
void BgDkjailIvy_IvyCutEffects(BgDkjailIvy* this, PlayState* play) {
static Gfx* sLeafDlists[] = { gKakeraLeafMiddle, gKakeraLeafTip };
static Gfx* sLeafDlists[] = { gKakeraLeafMiddleDL, gKakeraLeafTipDL };
static s16 sLeafScales[] = { 110, 80, 60, 40 };
f32 phi_fs0;
s32 i;

View File

@ -386,7 +386,7 @@ void BgIngate_Draw(Actor* thisx, PlayState* play) {
Gfx_SetupDL25_Opa(play->state.gfxCtx);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gSichitaiBoat);
gSPDisplayList(POLY_OPA_DISP++, gSichitaiBoatDL);
CLOSE_DISPS(play->state.gfxCtx);
}

View File

@ -1998,17 +1998,17 @@ void DmStk_PostLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
switch (this->handType) {
case SK_HAND_TYPE_HOLDING_LINK_MASK_AND_FLUTE:
gSPDisplayList(POLY_OPA_DISP++, gSkullKidUntexturedRightHand);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidUntexturedRightHandDL);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidLinkMask2DL);
break;
case SK_HAND_TYPE_HOLDING_LINK_MASK:
gSPDisplayList(POLY_OPA_DISP++, gSkullKidMaskHoldingRightHand);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidMaskHoldingRightHandDL);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidLinkMask3DL);
break;
case SK_HAND_TYPE_HOLDING_OCARINA:
gSPDisplayList(POLY_OPA_DISP++, gSkullKidOcarinaHoldingRightHand);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidOcarinaHoldingRightHandDL);
if ((play->sceneId == SCENE_LOST_WOODS) && (gSaveContext.sceneLayer == 1)) {
gSPDisplayList(POLY_OPA_DISP++, gSkullKidOcarinaOfTimeDL);
@ -2042,11 +2042,11 @@ void DmStk_PostLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
break;
case SK_HAND_TYPE_HOLDING_LINK_MASK:
gSPDisplayList(POLY_OPA_DISP++, gSkullKidUntexturedLeftHand);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidUntexturedLeftHandDL);
break;
case SK_HAND_TYPE_HOLDING_MAJORAS_MASK:
gSPDisplayList(POLY_OPA_DISP++, gSkullKidTwoFingersExtendedLeftHand);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidTwoFingersExtendedLeftHandDL);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidMajorasMask2DL);
break;
@ -2054,21 +2054,21 @@ void DmStk_PostLimbDraw2(PlayState* play, s32 limbIndex, Gfx** dList, Vec3s* rot
if ((play->sceneId != SCENE_LOST_WOODS) || (gSaveContext.sceneLayer != 1)) {
gSPDisplayList(POLY_OPA_DISP++, gSkullKidOcarinaOfTimeDL);
}
gSPDisplayList(POLY_OPA_DISP++, gSkullKidTwoFingersExtendedLeftHand);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidTwoFingersExtendedLeftHandDL);
break;
case SK_HAND_TYPE_JUGGLING_OR_DROPPING_OCARINA:
gSPDisplayList(POLY_OPA_DISP++, gSkullKidTwoFingersExtendedLeftHand);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidTwoFingersExtendedLeftHandDL);
break;
case SK_HAND_TYPE_HOLDING_FLUTE:
gSPDisplayList(POLY_OPA_DISP++, gSkullKidFluteHoldingLeftHand);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidFluteHoldingLeftHandDL);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidFluteDL);
break;
case SK_HAND_TYPE_DEFAULT:
if (this->alpha == 255) {
gSPDisplayList(POLY_OPA_DISP++, gSkullKidOpenLeftHand);
gSPDisplayList(POLY_OPA_DISP++, gSkullKidOpenLeftHandDL);
}
break;

View File

@ -41,7 +41,7 @@ typedef enum {
} DmZlAnimation;
static AnimationInfo sAnimationInfo[ZELDA_ANIM_MAX] = {
{ &gDmZl4FacingAwayHandsOverEmblemLoop, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -10.0f }, // ZELDA_ANIM_FACING_AWAY
{ &gDmZl4FacingAwayHandsOverEmblemLoopAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -10.0f }, // ZELDA_ANIM_FACING_AWAY
{ &gDmZl4TurningAround2Anim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -10.0f }, // ZELDA_ANIM_TURNING_TOWARD_PLAYER
{ &gDmZl4HandsOverEmblemLoopAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_LOOP, -10.0f }, // ZELDA_ANIM_FACING_PLAYER
{ &gDmZl4GivingItemStartAnim, 1.0f, 0.0f, -1.0f, ANIMMODE_ONCE, -10.0f }, // ZELDA_ANIM_GIVING_OCARINA_START

View File

@ -78,20 +78,20 @@ typedef enum {
} BeaverAnimation;
static AnimationSpeedInfo sAnimationSpeedInfo[BEAVER_ANIM_IDLE_FACE_MAX] = {
{ &gBeaverIdleAnim, 1.0f, ANIMMODE_LOOP, -10.0f }, // BEAVER_ANIM_IDLE
{ &gBeaverWalkAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_WALK
{ &gBeaverSwimWithSpinningTail, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_SWIM_WITH_SPINNING_TAIL
{ &gBeaverSwimWithRaisedTail, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_SWIM_WITH_RAISED_TAIL
{ &gBeaverTalkAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_TALK
{ &gBeaverTalkWaveArmsAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_TALK_WAVE_ARMS
{ &gBeaverLaughRightAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_LAUGH_RIGHT
{ &gBeaverLaughLeftAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_LAUGH_LEFT
{ &gBeaverSwimAnim, 2.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_SWIM
{ &gBeaverTalkToLeftAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_TALK_TO_LEFT
{ &gBeaverTalkToRightAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_TALK_TO_RIGHT
{ &gBeaverBowAnim, 1.0f, ANIMMODE_ONCE, -5.0f }, // BEAVER_ANIM_BOW
{ &gBeaverIdleFaceLeftAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_IDLE_FACE_LEFT
{ &gBeaverIdleFaceRightAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_IDLE_FACE_RIGHT
{ &gBeaverIdleAnim, 1.0f, ANIMMODE_LOOP, -10.0f }, // BEAVER_ANIM_IDLE
{ &gBeaverWalkAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_WALK
{ &gBeaverSwimWithSpinningTailAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_SWIM_WITH_SPINNING_TAIL
{ &gBeaverSwimWithRaisedTailAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_SWIM_WITH_RAISED_TAIL
{ &gBeaverTalkAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_TALK
{ &gBeaverTalkWaveArmsAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_TALK_WAVE_ARMS
{ &gBeaverLaughRightAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_LAUGH_RIGHT
{ &gBeaverLaughLeftAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_LAUGH_LEFT
{ &gBeaverSwimAnim, 2.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_SWIM
{ &gBeaverTalkToLeftAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_TALK_TO_LEFT
{ &gBeaverTalkToRightAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_TALK_TO_RIGHT
{ &gBeaverBowAnim, 1.0f, ANIMMODE_ONCE, -5.0f }, // BEAVER_ANIM_BOW
{ &gBeaverIdleFaceLeftAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_IDLE_FACE_LEFT
{ &gBeaverIdleFaceRightAnim, 1.0f, ANIMMODE_LOOP, -5.0f }, // BEAVER_ANIM_IDLE_FACE_RIGHT
};
ActorInit En_Az_InitVars = {

View File

@ -58,7 +58,7 @@ void EnDemoheishi_Init(Actor* thisx, PlayState* play) {
EnDemoheishi* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierWave, this->jointTable, this->morphTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierWaveAnim, this->jointTable, this->morphTable,
SOLDIER_LIMB_MAX);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->actor.targetMode = TARGET_MODE_6;
@ -83,11 +83,11 @@ typedef enum {
} EnDemoheishiAnimation;
static AnimationHeader* sAnimations[DEMOHEISHI_ANIM_MAX] = {
&gSoldierStandHandOnHip, // DEMOHEISHI_ANIM_STAND_HAND_ON_HIP
&gSoldierCheerWithSpear, // DEMOHEISHI_ANIM_CHEER_WITH_SPEAR
&gSoldierWave, // DEMOHEISHI_ANIM_WAVE
&gSoldierSitAndReach, // DEMOHEISHI_ANIM_SIT_AND_REACH
&gSoldierStandUp, // DEMOHEISHI_ANIM_STAND_UP
&gSoldierStandHandOnHipAnim, // DEMOHEISHI_ANIM_STAND_HAND_ON_HIP
&gSoldierCheerWithSpearAnim, // DEMOHEISHI_ANIM_CHEER_WITH_SPEAR
&gSoldierWaveAnim, // DEMOHEISHI_ANIM_WAVE
&gSoldierSitAndReachAnim, // DEMOHEISHI_ANIM_SIT_AND_REACH
&gSoldierStandUpAnim, // DEMOHEISHI_ANIM_STAND_UP
};
static u8 sAnimationModes[DEMOHEISHI_ANIM_MAX] = {

View File

@ -60,7 +60,7 @@ typedef enum {
} EnDnhAnimation;
static AnimationInfoS sAnimationInfo[ENDNH_ANIM_MAX] = {
{ &gKoumeKioskHeadMoving, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENDNH_ANIM_HEAD_MOVING
{ &gKoumeKioskHeadMovingAnim, 1.0f, 0, -1, ANIMMODE_LOOP, 0 }, // ENDNH_ANIM_HEAD_MOVING
};
static TexturePtr sEyeTextures[] = {

View File

@ -386,7 +386,7 @@ void func_8092D108(EnDns* this, PlayState* play) {
Matrix_Scale(this->actor.scale.x, this->actor.scale.y, this->actor.scale.z, MTXMODE_APPLY);
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gKingsChamberDekuGuardDekuFlower);
gSPDisplayList(POLY_OPA_DISP++, gKingsChamberDekuGuardDekuFlowerDL);
CLOSE_DISPS(play->state.gfxCtx);
}

View File

@ -37,7 +37,7 @@ void EnEndingHero4_Init(Actor* thisx, PlayState* play) {
Actor_SetScale(&this->actor, 0.01f);
this->actor.targetMode = TARGET_MODE_6;
this->actor.gravity = -3.0f;
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierCheerWithSpear, this->jointTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierCheerWithSpearAnim, this->jointTable,
this->morphTable, SOLDIER_LIMB_MAX);
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
EnEndingHero4_SetupIdle(this);

View File

@ -56,15 +56,15 @@ static FlexSkeletonHeader* sSkeletons[ENDING_HERO6_TYPE_MAX] = {
};
static AnimationHeader* sAnimations[ENDING_HERO6_TYPE_MAX] = {
&object_dt_Anim_000BE0, // ENDING_HERO6_TYPE_DT
&object_bai_Anim_0011C0, // ENDING_HERO6_TYPE_BAI
&object_toryo_Anim_000E50, // ENDING_HERO6_TYPE_TORYO
&gSoldierCheerWithSpear, // ENDING_HERO6_TYPE_SOLDIER
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_RED
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_BLUE
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_GREEN
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_PURPLE
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_ORANGE
&object_dt_Anim_000BE0, // ENDING_HERO6_TYPE_DT
&object_bai_Anim_0011C0, // ENDING_HERO6_TYPE_BAI
&object_toryo_Anim_000E50, // ENDING_HERO6_TYPE_TORYO
&gSoldierCheerWithSpearAnim, // ENDING_HERO6_TYPE_SOLDIER
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_RED
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_BLUE
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_GREEN
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_PURPLE
&object_daiku_Anim_002FA0, // ENDING_HERO6_TYPE_DAIKU_ORANGE
};
static s32 sLimbCounts[ENDING_HERO6_TYPE_MAX] = {

View File

@ -389,7 +389,7 @@ void EnGuardNuts_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
gSPDisplayList(POLY_OPA_DISP++, gDekuPalaceGuardFlower);
gSPDisplayList(POLY_OPA_DISP++, gDekuPalaceGuardFlowerDL);
CLOSE_DISPS(play->state.gfxCtx);
}

View File

@ -56,7 +56,7 @@ void EnHeishi_Init(Actor* thisx, PlayState* play) {
EnHeishi* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierWave, this->jointTable, this->morphTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierWaveAnim, this->jointTable, this->morphTable,
SOLDIER_LIMB_MAX);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;
this->paramsCopy = this->actor.params;
@ -99,11 +99,11 @@ typedef enum EnHeishiAnimation {
} EnHeishiAnimation;
static AnimationHeader* sAnimations[HEISHI_ANIM_MAX] = {
&gSoldierStandHandOnHip, // HEISHI_ANIM_STAND_HAND_ON_HIP
&gSoldierCheerWithSpear, // HEISHI_ANIM_CHEER_WITH_SPEAR
&gSoldierWave, // HEISHI_ANIM_WAVE
&gSoldierSitAndReach, // HEISHI_ANIM_SIT_AND_REACH
&gSoldierStandUp, // HEISHI_ANIM_STAND_UP
&gSoldierStandHandOnHipAnim, // HEISHI_ANIM_STAND_HAND_ON_HIP
&gSoldierCheerWithSpearAnim, // HEISHI_ANIM_CHEER_WITH_SPEAR
&gSoldierWaveAnim, // HEISHI_ANIM_WAVE
&gSoldierSitAndReachAnim, // HEISHI_ANIM_SIT_AND_REACH
&gSoldierStandUpAnim, // HEISHI_ANIM_STAND_UP
};
static u8 sAnimationModes[HEISHI_ANIM_MAX] = {

View File

@ -307,7 +307,7 @@ void EnKusa_SpawnFragments(EnKusa* this, PlayState* play) {
scaleIndex = (s32)(Rand_ZeroOne() * 111.1f) & 7;
EffectSsKakera_Spawn(play, &pos, &velocity, &pos, -100, 64, 40, 3, 0, sFragmentScales[scaleIndex], 0, 0, 0x50,
-1, 1, gKakeraLeafMiddle);
-1, 1, gKakeraLeafMiddleDL);
pos.x = this->actor.world.pos.x + (directon->x * this->actor.scale.x * 40.0f);
pos.y = this->actor.world.pos.y + (directon->y * this->actor.scale.y * 40.0f) + 10.0f;
@ -319,7 +319,7 @@ void EnKusa_SpawnFragments(EnKusa* this, PlayState* play) {
scaleIndex = (s32)(Rand_ZeroOne() * 111.1f) % 7;
EffectSsKakera_Spawn(play, &pos, &velocity, &pos, -100, 64, 40, 3, 0, sFragmentScales[scaleIndex], 0, 0, 0x50,
-1, 1, gKakeraLeafTip);
-1, 1, gKakeraLeafTipDL);
}
}
@ -736,7 +736,7 @@ void EnKusa_DrawGrass(Actor* thisx, PlayState* play) {
EnKusa* this = THIS;
if (this->isCut) {
Gfx_DrawDListOpa(play, gKusaStump);
Gfx_DrawDListOpa(play, gKusaStumpDL);
} else {
if ((play->roomCtx.curRoom.behaviorType1 == ROOM_BEHAVIOR_TYPE1_0) &&
(this->actionFunc == EnKusa_WaitForInteract)) {
@ -744,6 +744,6 @@ void EnKusa_DrawGrass(Actor* thisx, PlayState* play) {
EnKusa_ApplySway(&D_80936AD8[this->kusaMtxIdx]);
}
}
Gfx_DrawDListOpa(play, gKusaSprout);
Gfx_DrawDListOpa(play, gKusaSproutDL);
}
}

View File

@ -1315,8 +1315,8 @@ void EnKusa2_Update(Actor* thisx, PlayState* play) {
void func_80A5E6F0(Actor* thisx, PlayState* play) {
static Gfx* D_80A5EB68[] = {
gKakeraLeafTip,
gKakeraLeafMiddle,
gKakeraLeafTipDL,
gKakeraLeafMiddleDL,
};
EnKusa2* this = THIS;
s32 i;

View File

@ -90,7 +90,7 @@ static AnimationInfoS sAnimationInfo[] = {
{ &gBusinessScrubFlyEndAnim, 1.0f, 0, -1, ANIMMODE_ONCE, 0 },
};
Gfx* D_80BCCCDC[] = { gKakeraLeafMiddle, gKakeraLeafTip };
Gfx* D_80BCCCDC[] = { gKakeraLeafMiddleDL, gKakeraLeafTipDL };
Vec3f D_80BCCCE4 = { 0.0f, -0.5f, 0.0f };

View File

@ -62,8 +62,8 @@ static ColliderCylinderInit sCylinderInit = {
static u16 sEnStoneHeishiTextIds[] = { 0x1473, 0x1474, 0x1475, 0x1476, 0x1477, 0x1478, 0x1479, 0x147A, 0x1472 };
static AnimationHeader* sAnimations[] = {
&gSoldierStandHandOnHip, &gSoldierDrink, &gSoldierCheerWithSpear, &gSoldierWave,
&gSoldierSitAndReach, &gSoldierDrink, &gSoldierStandUp,
&gSoldierStandHandOnHipAnim, &gSoldierDrinkAnim, &gSoldierCheerWithSpearAnim, &gSoldierWaveAnim,
&gSoldierSitAndReachAnim, &gSoldierDrinkAnim, &gSoldierStandUpAnim,
};
static u8 sAnimationModes[] = {
@ -107,7 +107,7 @@ void EnStoneheishi_Init(Actor* thisx, PlayState* play) {
EnStoneheishi* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierWave, this->jointTable, this->morphTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierWaveAnim, this->jointTable, this->morphTable,
SOLDIER_LIMB_MAX);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;

View File

@ -85,21 +85,21 @@ static u16 sThirdDayLeaveMessages[] = {
};
static AnimationHeader* sAnimations[SOLDIER_ANIM_MAX] = {
&gSoldierLookDown, // SOLDIER_ANIM_LOOK_DOWN
&gSoldierComeUpHere, // SOLDIER_ANIM_COME_UP_HERE
&gSoldierStandHandOnHip, // SOLDIER_ANIM_STAND_HAND_ON_HIP
&gSoldierStandAndLookDown, // SOLDIER_ANIM_STAND_LOOK_DOWN
&object_sdn_Anim_0057BC, // SOLDIER_ANIM_4
&object_sdn_Anim_005D28, // SOLDIER_ANIM_5
&object_sdn_Anim_0064C0, // SOLDIER_ANIM_6
&gSoldierStandWithHandOnChest, // SOLDIER_ANIM_STAND_HAND_ON_CHEST
&gSoldierLookDownAnim, // SOLDIER_ANIM_LOOK_DOWN
&gSoldierComeUpHereAnim, // SOLDIER_ANIM_COME_UP_HERE
&gSoldierStandHandOnHipAnim, // SOLDIER_ANIM_STAND_HAND_ON_HIP
&gSoldierStandAndLookDownAnim, // SOLDIER_ANIM_STAND_LOOK_DOWN
&object_sdn_Anim_0057BC, // SOLDIER_ANIM_4
&object_sdn_Anim_005D28, // SOLDIER_ANIM_5
&object_sdn_Anim_0064C0, // SOLDIER_ANIM_6
&gSoldierStandWithHandOnChestAnim, // SOLDIER_ANIM_STAND_HAND_ON_CHEST
};
void EnStopheishi_Init(Actor* thisx, PlayState* play) {
EnStopheishi* this = THIS;
ActorShape_Init(&this->actor.shape, 0.0f, ActorShadow_DrawCircle, 25.0f);
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierStandHandOnHip, this->jointTable,
SkelAnime_InitFlex(play, &this->skelAnime, &gSoldierSkel, &gSoldierStandHandOnHipAnim, this->jointTable,
this->morphTable, SOLDIER_LIMB_MAX);
this->actor.colChkInfo.mass = MASS_IMMOVABLE;

View File

@ -622,7 +622,7 @@ void EnZod_DrawDrums(EnZod* this, PlayState* play) {
}
void EnZod_Draw(Actor* thisx, PlayState* play) {
static TexturePtr sTijoEyesTextures[] = { &gTijoEyesOpen, &gTijoEyesHalfOpen, &gTijoEyesClosed };
static TexturePtr sTijoEyesTextures[] = { &gTijoEyesOpenTex, &gTijoEyesHalfOpenTex, &gTijoEyesClosedTex };
EnZod* this = THIS;
Gfx* gfx;

View File

@ -303,8 +303,8 @@ void func_809375C8(ObjBean* this, PlayState* play) {
void func_809375F4(ObjBean* this, PlayState* play) {
static Gfx* D_80939024[] = {
gKakeraLeafMiddle,
gKakeraLeafTip,
gKakeraLeafMiddleDL,
gKakeraLeafTipDL,
};
Vec3f spC4;
Vec3f spB8;

View File

@ -120,7 +120,7 @@ void func_809A9314(ObjGrassStruct1_1* ptr, PlayState* play) {
spBC.z = (Rand_ZeroOne() - 0.5f) * 8.0f;
EffectSsKakera_Spawn(play, &spB0, &spBC, &spB0, -100, 64, 40, 3, 0,
D_809AAB7C[(s32)(Rand_ZeroOne() * 111.1f) & 7], 0, 0, 80, -1, 1, gKakeraLeafMiddle);
D_809AAB7C[(s32)(Rand_ZeroOne() * 111.1f) & 7], 0, 0, 80, -1, 1, gKakeraLeafMiddleDL);
spB0.x = ptr->unk_00.x + (ptr2->x * 16.0f);
spB0.y = (ptr->unk_00.y + (ptr2->y * 16.0f)) + 10.0f;
@ -131,7 +131,7 @@ void func_809A9314(ObjGrassStruct1_1* ptr, PlayState* play) {
spBC.z = (Rand_ZeroOne() - 0.5f) * 6.0f;
EffectSsKakera_Spawn(play, &spB0, &spBC, &spB0, -100, 64, 40, 3, 0,
D_809AAB7C[(s32)(Rand_ZeroOne() * 111.1f) % 7], 0, 0, 80, -1, 1, gKakeraLeafTip);
D_809AAB7C[(s32)(Rand_ZeroOne() * 111.1f) % 7], 0, 0, 80, -1, 1, gKakeraLeafTipDL);
}
}

View File

@ -132,7 +132,7 @@ void func_809AAFE8(Vec3f* arg0, PlayState* play) {
spBC.z = (Rand_ZeroOne() - 0.5f) * 8.0f;
EffectSsKakera_Spawn(play, &spB0, &spBC, &spB0, -100, 64, 40, 3, 0,
D_809ABC3C[(s32)(Rand_ZeroOne() * 111.1f) & 7], 0, 0, 80, -1, 1, gKakeraLeafMiddle);
D_809ABC3C[(s32)(Rand_ZeroOne() * 111.1f) & 7], 0, 0, 80, -1, 1, gKakeraLeafMiddleDL);
spB0.x = arg0->x + (ptr->x * 16.0f);
spB0.y = arg0->y + (ptr->y * 16.0f) + 10.0f;
@ -143,7 +143,7 @@ void func_809AAFE8(Vec3f* arg0, PlayState* play) {
spBC.z = (Rand_ZeroOne() - 0.5f) * 6.0f;
EffectSsKakera_Spawn(play, &spB0, &spBC, &spB0, -100, 64, 40, 3, 0,
D_809ABC3C[(s32)(Rand_ZeroOne() * 111.1f) % 7], 0, 0, 80, -1, 1, gKakeraLeafTip);
D_809ABC3C[(s32)(Rand_ZeroOne() * 111.1f) % 7], 0, 0, 80, -1, 1, gKakeraLeafTipDL);
}
}

View File

@ -835,9 +835,9 @@ void ObjTokeidai_Clock_Draw(Actor* thisx, PlayState* play) {
gSPMatrix(POLY_OPA_DISP++, Matrix_NewMtx(play->state.gfxCtx), G_MTX_NOPUSH | G_MTX_LOAD | G_MTX_MODELVIEW);
if (OBJ_TOKEIDAI_TYPE(&this->actor) == OBJ_TOKEIDAI_TYPE_WALL_CLOCK ||
OBJ_TOKEIDAI_TYPE(&this->actor) == OBJ_TOKEIDAI_TYPE_SMALL_WALL_CLOCK) {
gSPDisplayList(POLY_OPA_DISP++, gWallClockClockFace);
gSPDisplayList(POLY_OPA_DISP++, gWallClockClockFaceDL);
} else {
gSPDisplayList(POLY_OPA_DISP++, gClockTowerClockFace);
gSPDisplayList(POLY_OPA_DISP++, gClockTowerClockFaceDL);
}
Matrix_Translate(0.0f, -1112.0f, -19.6f, MTXMODE_APPLY);

View File

@ -9917,7 +9917,7 @@ s32 func_8083F8A8(PlayState* play, Player* this, f32 radius, s32 countMax, f32 r
velocity.y = Rand_ZeroFloat(2.0f);
velocity.z = Rand_CenteredFloat(3.0f);
D_8085D288.y = -0.1f;
EffectSsHahen_Spawn(play, &pos, &velocity, &D_8085D288, 0, 0x96, 1, 0x10, gKakeraLeafTip);
EffectSsHahen_Spawn(play, &pos, &velocity, &D_8085D288, 0, 0x96, 1, 0x10, gKakeraLeafTipDL);
}
}