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

46 lines
3.3 KiB
XML

<Root>
<File Name="object_gj" Segment="6">
<Texture Name="object_gjTex_003B20" OutName="object_gjTex_003B20" Format="ia8" Width="16" Height="16" Offset="0x3B20" AddedByScript="true"/>
<Texture Name="object_gjTex_003C20" OutName="object_gjTex_003C20" Format="i4" Width="16" Height="32" Offset="0x3C20" AddedByScript="true"/>
<Texture Name="object_gjTex_003D20" OutName="object_gjTex_003D20" Format="rgba16" Width="16" Height="16" Offset="0x3D20" AddedByScript="true"/>
<Texture Name="object_gjTex_003F20" OutName="object_gjTex_003F20" Format="i8" Width="64" Height="64" Offset="0x3F20" AddedByScript="true"/>
<Texture Name="object_gjTex_004F20" OutName="object_gjTex_004F20" Format="i8" Width="64" Height="64" Offset="0x4F20" AddedByScript="true"/>
<Texture Name="object_gjTex_005F20" OutName="object_gjTex_005F20" Format="i8" Width="64" Height="64" Offset="0x5F20" AddedByScript="true"/>
<Texture Name="object_gjTex_006F20" OutName="object_gjTex_006F20" Format="i4" Width="32" Height="64" Offset="0x6F20" AddedByScript="true"/>
<Texture Name="object_gjTex_007320" OutName="object_gjTex_007320" Format="i8" Width="64" Height="16" Offset="0x7320" AddedByScript="true"/>
<Texture Name="object_gjTex_007720" OutName="object_gjTex_007720" Format="ia8" Width="32" Height="32" Offset="0x7720" AddedByScript="true"/>
<Texture Name="object_gjTex_007B20" OutName="object_gjTex_007B20" Format="i8" Width="128" Height="32" Offset="0x7B20" AddedByScript="true"/>
<!-- This is the decorative rubble around the fight arena -->
<DList Name="gGanonsCastleRubbleAroundArenaDL" Offset="0xDC0"/>
<Collision Name="gGanonsCastleRubbleAroundArenaCol" Offset="0x1B70"/>
<!-- Those four are used as the pile of rubble from where Ganondorf rises to transform into Ganon -->
<DList Name="gGanonsCastleRubble4DL" Offset="0x2600"/>
<Collision Name="gGanonsCastleRubble4Col" Offset="0x2850"/>
<DList Name="gGanonsCastleRubble5DL" Offset="0x2A40"/>
<Collision Name="gGanonsCastleRubble5Col" Offset="0x2D28"/>
<DList Name="gGanonsCastleRubble6DL" Offset="0x2E80"/>
<Collision Name="gGanonsCastleRubble6Col" Offset="0x2FE4"/>
<DList Name="gGanonsCastleRubble7DL" Offset="0x3190"/>
<Collision Name="gGanonsCastleRubble7Col" Offset="0x33E0"/>
<!-- This three rubbles are the ones that Ganon can destroy during the fight -->
<DList Name="gGanonsCastleRubble2DL" Offset="0x1D20"/>
<Collision Name="gGanonsCastleRubble2Col" Offset="0x1F70"/>
<DList Name="gGanonsCastleRubble3DL" Offset="0x2160"/>
<Collision Name="gGanonsCastleRubble3Col" Offset="0x2448"/>
<DList Name="gGanonsCastleRubbleTallDL" Offset="0x3710"/>
<Collision Name="gGanonsCastleRubbleTallCol" Offset="0x3AF0"/>
<!-- The following are unused -->
<Texture Name="gGanonsCastleUnusedSpikeVariantTex" OutName="ganons_castle_unused_spike_variant" Format="ia16" Width="64" Height="32" Offset="0x8B20"/>
<Texture Name="gGanonsCastleUnusedWallTex" OutName="ganons_castle_unused_wall" Format="rgba16" Width="32" Height="32" Offset="0x9B20"/>
<Texture Name="gGanonsCastleUnusedTex_00A320" OutName="ganons_castle_unused_00A320" Format="ia16" Width="16" Height="32" Offset="0xA320"/>
</File>
</Root>