6.8 KiB
This document describes the expected structure of xml files describing assets.
Top elements
Root
<Root>
...
</Root>
This is the root element in the file, containing exclusively <File> and <ExternalFile> elements as direct children.
File
<File Name="baserom_file" Segment="11">
...
</File>
A <File> contains resources elements as children.
- Required attributes:
Name - Optional attributes:
Segment
Name is the name of the baserom file from which the data is to be extracted.
Segment (decimal) is the segment number for the file.
ExternalFile
<ExternalFile OutPath="assets/name"/>
Declare the <File>s in the xml may reference symbols from an external file.
The external file is located by matching its name against the list of assets in the version's config.yml.
For example, baseroms/gc-eu/config.yml contains
assets:
- name: objects/gameplay_keep
xml_path: assets/xml/objects/gameplay_keep_pal.xml
then <ExternalFile OutPath="assets/objects/gameplay_keep/"/> refers to that gameplay_keep entry, which uses the gameplay_keep_pal.xml xml file when extracting assets for version gc-eu.
Resource elements
Resource elements describe resources. Resources are pieces of data corresponding to a symbol each.
Two attributes are required on all resource elements: Name and Offset.
Nameis the name of the symbol associated to the resource.Offsetis the location in bytes from the start of the file data.
Blob
<Blob Name="gNameBlob" Size="0x421" Offset="0x1230">
Unstructured binary data.
- Required attributes:
Size
Size is the size of the binary blob in bytes.
DList
<DList Name="gNameDL" Offset="0x1230" Ucode="f3dex2" RawPointers="0x08000000,0x09000000"/>
A display list.
- Optional attributes:
Ucode,RawPointers
Ucode (defaults to f3dex2) picks the graphics microcode for which to disassemble the dlist. It may be f3dex or f3dex2.
RawPointers (defaults to an empty value) is a comma-separated list of values the display list uses as raw pointers ("hex" instead of a symbol). The purpose of this attribute is to silence extraction warnings.
Mtx
<Mtx Name="gNameMtx" Offset="0x1230"/>
A fixed-point matrix.
Texture
<Texture Name="gNameTex" Format="rgba16" Width="16" Height="16" Offset="0x1230"/>
<Texture Name="gNameTex" Format="ci8" Width="16" Height="16" Offset="0x1230" TlutOffset="0x2340"/>
<Texture Name="gNameTex" Format="ci8" Width="16" Height="16" Offset="0x1230" ExternalTlut="baserom_file" ExternalTlutOffset="0x2340"/>
A texture, an image in one of the native N64 formats.
- Required attributes for all formats:
Format,Width,Height - Required attributes for CI formats (
ci4,ci8):TlutOffset, orExternalTlutandExternalTlutOffset
Format is the format of the texture, one of rgba32, rgba16, i4, i8, ia4, ia8, ia16, ci4 or ci8.
Width and Height specify the dimensions of the texture.
For CI formats, the TLUT (Texture Look Up Table, or palette) must be specified with either TlutOffset if the TLUT is in the same file as the texture, or both of ExternalTlut and ExternalTlutOffset if the TLUT is in a different file. ExternalTlut is the name of the baserom file where the TLUT is. In both cases, the TLUT must also be declared as a resource.
Array
<Array Name="gNameVtx" Count="42" Offset="0x1230">
<Vtx/>
</Array>
<Array Name="gNameVec3sArray" Count="42" Offset="0x1230">
<Vector Type="s16" Dimensions="3"/>
</Array>
<Array Name="gNameS16Array" Count="42" Offset="0x1230">
<Scalar Type="s16"/>
</Array>
An array of vertices, vectors or scalars. The child element determines the array's element type.
- Required attributes:
Count
Count is the length of the array.
The child element may be one of <Vtx/> (for Vtx[]), <Vector Type="s16" Dimensions="3"/> (for Vec3s[]) or <Scalar Type="s16"> (for s16[]).
Scene
<Scene Name="name" Offset="0x1230"/>
Scene commands.
Room
<Room Name="name" Offset="0x1230"/>
Room commands.
Collision
<Collision Name="gNameCol" Offset="0x1230"/>
Collision header.
Cutscene
<Cutscene Name="gNameCs" Offset="0x1230"/>
Cutscene script.
Path
<Path Name="gNamePathList" Offset="0x1230" NumPaths="12"/>
Path list.
- Required attributes:
NumPaths
NumPaths is the length of the path list.
Skeleton
<Skeleton Name="gNameSkel" Type="Normal" LimbType="Standard" LimbNone="NAME_LIMB_NONE" LimbMax="NAME_LIMB_MAX" EnumName="NameLimb" Offset="0x1230"/>
Skeleton header.
- Required attributes:
Type,LimbType - Optional attributes:
LimbNone,LimbMax,EnumName
Type is the type of the skeleton, one of Normal, Flex or Curve.
LimbType is the type of limb used in the skeleton, one of Standard, LOD, Skin, Curve or Legacy.
Not all skeleton types are compatible with all limb types:
LimbType |
Compatible skeleton Type |
|---|---|
Standard |
Normal, Flex |
LOD |
Normal, Flex |
Skin |
Normal |
Curve |
Curve |
Legacy |
none |
LimbNone, LimbMax, EnumName can be set to override the corresponding names in the generated limb enum:
typedef enum NameLimb {
NAME_LIMB_NONE,
...
NAME_LIMB_MAX
} NameLimb;
LimbTable
<LimbTable Name="gNameLimbs" LimbType="Standard" Count="12" Offset="0x1230"/>
Limb table.
- Required attributes:
LimbType,Count
LimbType is one of Standard, LOD, Skin, Curve or Legacy.
Count is the amount of limbs.
Limb
<Limb Name="gNameLimb" LimbType="Standard" EnumName="NAME_LIMB_NAME" Offset="0x1230"/>
Limb of a skeleton.
- Required attributes:
LimbType - Optional attributes:
EnumName
LimbType is one of Standard, LOD, Skin, Curve or Legacy.
EnumName can be set to override the limb name in the generated limb enum.
Animation
<Animation Name="gNameAnim" Offset="0x1230"/>
Animation header.
CurveAnimation
<CurveAnimation Name="gNameAnim" SkelOffset="0x120" Offset="0x1230"/>
Curve animation header.
- Required attributes:
SkelOffset
SkelOffset is the offset of the skeleton which uses this animation. The skeleton must also be declared as a resource.
LegacyAnimation
<LegacyAnimation Name="gNameAnim" Offset="0x1230"/>
Legacy animation header.
PlayerAnimation
<PlayerAnimation Name="gNamePlayerAnim" Offset="0x1230"/>
Player animation header.
PlayerAnimationData
<PlayerAnimationData Name="gNamePlayerAnimData" FrameCount="20" Offset="0x1230"/>
Player animation data.
- Required attributes:
FrameCount
FrameCount is the amount of frames in the animation.