inspectredc 6140b2ec8f
NTSC Support (N64) (#4198)
* copy n64 pal 10

doing this so i can check diffs i make

* transfer german->jp icon item

* overlays, message data, icon item jpn, audio, code

todo: title_static, gameplay keep

* add kanji and fix title cards

* title static

* spell folder correctly

* boss title cards, do action, icon item, item name, map name

* headers for jpn stuff

* gameplay_keep

* Scenes, audio, jp text extraction, rom support, overlay fixes, sheik & darunia

todo: test & disable darunia fix cvar for ntsc

* msgptr init fix

* icon item offsets

* comment out title cards until zapd can fix itself (we extract these in a different file anyway)

* compile and font implemented to get past title screen

* file select

* message, kaleido and everything else but rando

* uintptr_t

* rando and custom messages working!

* ntsc-j 1.0 support

* n64 logo?

* copy ntsc 10 to 11

* ntsc 11 extraction

* change title version names

* copy ntsc 11 to 12

* ntsc 12 extraction

* clean up some todos

* re checkout submodules post merge

* fix US filename

* support cross-version filenames

* add new versions to non-mq list

* use correct message table init

* Fix ntsc nes message table overriding pal nes message table

* actual fix, allows extraction

* fix file name using wrong font of file being hovered over

* Fix barinade crash

* re-add pal

* better jabu fix and revert LUS

* fix gerudo title cards

* better better owl select

* more owl fixes

* build

* fix some name decode issues

* Switch Language Mid Text

* Fix PAL displaying for JP filenames

* Fix AskToEquip Crash

* Disable Credits Timing Fix on NTSC

* Fix JP Text positioning

* basic language switching (BIG todo: file select, title screen)

* Title Screen Hopefully working

* add ntsc to linux appimage stuff, TODO: add .v64/.n64 support

* Update OTRExporter

* Fix pause to decide offset

* Fix bomb item name crash

* fix fire arrows and PoH

* builds

* update asset changes and fix menu language changing

* fix name decode

* Fix crashes and add rando/boss rush select stuff

* Revive debug feature by setting language cvar too

* Fix ocarina text speed softlock, and update jp text speed changes

* Merge remote-tracking branch 'upstream/develop' into NTSC

* Fix options menu and let pal use japanese fully

* Resolve some suggestions

* match up gTextSpeed changes to english (still broken!)

* Fix text speed crash

* Set default filename language on save init funcs

* bump otrexporter

* Display same correct info for n64 ntsc-j and ntsc-u

* quicktext more closely aligned with decomp

* linux appimage v64/n64 checksums

* bump zapd

* Credits Fix Tooltip Adjusted

* update supported hashes json

* update shasums to include JP n64
2025-03-30 12:29:59 -04:00

45 lines
4.3 KiB
XML

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<Texture Name="object_geldbTex_002780" OutName="object_geldbTex_002780" Format="ci8" Width="16" Height="16" Offset="0x2780" TlutOffset="0x2500" AddedByScript="true"/>
<Texture Name="object_geldbTex_002880" OutName="object_geldbTex_002880" Format="i8" Width="16" Height="16" Offset="0x2880" AddedByScript="true"/>
<Texture Name="object_geldbTex_002980" OutName="object_geldbTex_002980" Format="ci8" Width="16" Height="16" Offset="0x2980" TlutOffset="0x2500" AddedByScript="true"/>
<Texture Name="object_geldbTex_002A80" OutName="object_geldbTex_002A80" Format="i8" Width="16" Height="16" Offset="0x2A80" AddedByScript="true"/>
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<Texture Name="object_geldbTex_0063E8" OutName="object_geldbTex_0063E8" Format="i8" Width="16" Height="16" Offset="0x63E8" AddedByScript="true"/>
<Texture Name="object_geldbTex_0064E8" OutName="object_geldbTex_0064E8" Format="ci8" Width="8" Height="16" Offset="0x64E8" TlutOffset="0x5D30" AddedByScript="true"/>
<Texture Name="object_geldbTex_006568" OutName="object_geldbTex_006568" Format="ci8" Width="8" Height="8" Offset="0x6568" TlutOffset="0x5D30" AddedByScript="true"/>
<Texture Name="object_geldbTex_0069A8" OutName="object_geldbTex_0069A8" Format="i8" Width="8" Height="16" Offset="0x69A8" AddedByScript="true"/>
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<Texture Name="object_geldbTex_006B28" OutName="object_geldbTex_006B28" Format="ci8" Width="16" Height="16" Offset="0x6B28" TlutOffset="0x5D30" AddedByScript="true"/>
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<Texture Name="object_geldbTLUT_002500" OutName="object_geldbTLUT_002500" Format="rgba16" Width="16" Height="16" Offset="0x2500" AddedByScript="true"/>
<!-- Red-clothed Gerudo skeleton -->
<Skeleton Name="gGerudoRedSkel" Type="Flex" LimbType="Standard" Offset="0xA458"/>
<!-- Red-clothed Gerudo animations -->
<Animation Name="gGerudoRedJumpAnim" Offset="0xADF8"/>
<Animation Name="gGerudoRedNeutralAnim" Offset="0xB6D4"/>
<Animation Name="gGerudoRedSidestepAnim" Offset="0xA814"/>
<Animation Name="gGerudoRedFlipAnim" Offset="0x1390"/>
<Animation Name="gGerudoRedWalkAnim" Offset="0x24E8"/>
<Animation Name="gGerudoRedSlashAnim" Offset="0x03CC"/>
<Animation Name="gGerudoRedSpinAttackAnim" Offset="0x0F5C"/>
<Animation Name="gGerudoRedDamageAnim" Offset="0x2280"/>
<Animation Name="gGerudoRedDefeatAnim" Offset="0x1E10"/>
<Animation Name="gGerudoRedBlockAnim" Offset="0x1578"/>
<Animation Name="gGerudoRedStandAnim" Offset="0xB07C"/>
<!-- Red-clothed Gerudo eye textures -->
<Texture Name="gGerudoRedEyeOpenTex" OutName="gerudo_red_eye_open" Format="ci8" Width="32" Height="32" Offset="0x5FE8" TlutOffset="0x5D30"/>
<Texture Name="gGerudoRedEyeHalfTex" OutName="gerudo_red_eye_half" Format="ci8" Width="32" Height="32" Offset="0x65A8" TlutOffset="0x5D30"/>
<Texture Name="gGerudoRedEyeShutTex" OutName="gerudo_red_eye_shut" Format="ci8" Width="32" Height="32" Offset="0x6D28" TlutOffset="0x5D30"/>
<!-- These hints are currently needed for ZAPD to extract the textures properly. -->
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<Texture Name="sGerudoRedTexHint2" Format="ci8" Width="8" Height="8" Offset="0x5F28" TlutOffset="0x5D30"/>
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</Root>