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Update documentation to use updated Z64Utils release + updated directions (#1223)
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@ -327,17 +327,13 @@ the fourth element is the object (it is actually an enum, but the file itself ha
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## Z64Utils
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The latest release of Z64Utils can be downloaded from [https://github.com/Random06457/Z64Utils/releases]. To use it with MM, you also need a json file to fill in the file names: the latest version can be obtained from [https://github.com/Random06457/Z64Utils-Config]. It should work on Wine. Some graphics cards don't love it, but the 3D graphical part is only required for skeleton and animations.
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The latest release of Z64Utils can be downloaded from [https://github.com/zeldaret/Z64Utils/releases]. It should work on Wine. Some graphics cards don't love it, but the 3D graphical part is only required for skeleton and animations.
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Having downloaded and unzipped it, open the baserom file. This will populate the main window with a list:
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Search for the object file, right-click and select "Open in Object Analyzer". It will ask you to choose a segment: this is the segment that the file is put on, and allows Z64Utils to resolve the segmented addresses it references into symbols. The json already knows it should be segment `6`, so just click okay. This will open this window:
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Go to "Analysis -> Find Dlists" and press OK (the defaults are usually fine). This will automatically search for displaylists in the object, which are a sufficiently distinctive format to be easy to find. We want to see the other stuff in the object too, so also do "Analysis -> Analyze Dlists". This will populate the window with even more stuff:
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Search for the object file, then either double-click it or right-click it and select "Open in Object Analyzer" to open it. It will ask you to choose a segment: this is the segment that the file is put on, and allows Z64Utils to resolve the segmented addresses it references into symbols. The json already knows it should be segment `6`, so just click okay. This will open this window; displaylists and other data will automatically be analyzed when the object is opened:
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@ -347,7 +343,7 @@ We will talk about what all these types of data are next time, but for now, all
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static void* D_80C106B0[4] = { object_bg_Tex_00F8F0, object_bg_Tex_00FCF0, object_bg_Tex_0100F0, object_bg_Tex_00FCF0 };
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```
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actually are. We know they are set on segment 8, so we need to find where the skeleton uses them. We know from `object_bg_Skel_011B60` that this is at `0x06011B60`, so scroll down to it, right-click on it, and choose "Open in Skeleton Viewer". Pick an animation that we know it uses (sometimes Z64Utils misidentifies other things for animations), such as `object_bg_Anim_000968`, and you will get this error:
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actually are. We know they are set on segment 8, so we need to find where the skeleton uses them. We know from `object_bg_Skel_011B60` that this is at `0x06011B60`, so scroll down to it and either double-click on it or right-click on it and choose "Open in Skeleton Viewer". Pick an animation that we know it uses (sometimes Z64Utils misidentifies other things for animations), such as `object_bg_Anim_000968`, and you will get this error:
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@ -447,7 +443,7 @@ void EnRecepgirl_UnkLimbDraw(PlayState* play, s32 limbIndex, Actor* thisx) {
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}
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```
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It is used to do a rotation of whatever limb `5` is. (The `+=` is because `rot->x` is the base rotation of the limb, and we have to add the same thing to it every frame to keep the angle changed and constant.) We can use Z64Utils to : setting segment `8` to one of what we know now are the eye textures, we can view the model in the skeleton viewer. The limb numbers in the object are one smaller than those in the actor (the root limb is only a concept for the code, not the object), so we find limb 4:
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It is used to do a rotation of whatever limb `5` is. (The `+=` is because `rot->x` is the base rotation of the limb, and we have to add the same thing to it every frame to keep the angle changed and constant.) We can use Z64Utils to figure this out: setting segment `8` to one of what we know now are the eye textures, we can view the model in the skeleton viewer. The limb numbers in the object are one smaller than those in the actor (the root limb is only a concept for the code, not the object), so we find limb 4:
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@ -111,7 +111,7 @@ If in doubt, look at completed objects in the repo, and if still in doubt, ask.
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We are very fortunate that several nice tools have been written recently that are excellent for documenting asset files:
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- [Z64Utils](https://github.com/Random06457/Z64Utils/releases), for looking at displaylists, textures they reference, the skeleton, animations, etc.
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- [Z64Utils](https://github.com/zeldaret/Z64Utils/releases), for looking at displaylists, textures they reference, the skeleton, animations, etc.
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- [Texture64](https://github.com/queueRAM/Texture64/releases), for looking at textures in all the common N64 formats (needed since Z64Utils cannot interpret textures not explicitly referenced in displaylists currently)
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## Building and investigative modding
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@ -6,11 +6,11 @@ Let's take a look at `object_dns`, which is a pretty typical NPC object. It's us
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## Step 1: Naming the skeleton and limbs
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We already went through the steps of opening an object file in Z64Utils in the [documenting step](documenting.md#z64utils), but we'll do it in more detail here. First, search for the object file, then right-click and select "Open in Object Analyzer". It will ask you to choose a segment: this is the segment that the file is put on, and allows Z64Utils to resolve the segmented addresses it references into symbols. The json already knows it should be segment 6, so just click OK.
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We already went through the steps of opening an object file in Z64Utils in the [documenting step](documenting.md#z64utils), but we'll do it in more detail here. First, search for the object file, then either double-click on it or right-click it and select "Open in Object Analyzer". It will ask you to choose a segment: this is the segment that the file is put on, and allows Z64Utils to resolve the segmented addresses it references into symbols. The json already knows it should be segment 6, so just click OK.
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In the resulting window, go to "Analysis -> Find Dlists" and press OK (the defaults are usually fine). This will only find display lists, so to find everything else in the obect, do "Analysis -> Analyze Dlists". We're looking for the skeleton, so scroll down to the SkeletonHeader, right-click it, and select "Open in Skeleton Viewer":
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In the resulting window, you'll see displaylists, textures, and other assets. We're looking for the skeleton, so scroll down to the SkeletonHeader, then either double-click on it or right-click it and select "Open in Skeleton Viewer":
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@ -186,7 +186,7 @@ For some actors, there may be a few other things left to name that are directly
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gSPDisplayList(POLY_OPA_DISP++, &D_06002C48);
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```
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In Z64Utils, scroll to find this display list, then right-click and select "Open in Dlist Viewer":
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In Z64Utils, scroll to find this display list, then either double-click it or right-click it and select "Open in Dlist Viewer":
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