ZAPD
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Zelda Asset Processor for Decomp
Consider an xml using `OutName` for files, such as a split gameplay_keep: ```xml ... ... ``` Headers are created such as `assets/objects/gameplay_keep/hilite_textures.h`, `assets/objects/gameplay_keep/gameplay_keep_0x32090.h`, etc. Other assets that refer to gameplay_keep...
For example consider ```xml ``` This file has 8 bytes of padding at the end. Currently this causes it to emit an array containing the rest of gameplay_keep, that is...
Here's the output of the target: ```bash rm -rf build ZAPD.out make -C lib/libgfxd clean make[1]: Entering directory '/home/github/ZAPD/lib/libgfxd' rm -f gfxd.o uc_f3d.o uc_f3db.o uc_f3dex.o uc_f3dexb.o uc_f3dex2.o libgfxd.a make[1]: Leaving...
In many cases when ZAPD loads a file and the file can't be found, it will just crash. It should output a message like "file not found." - [ ]...
We need a clean way to support other versions. Clean means not having a full set of XMLs for each version.
gSunTex is a 64x64 but OOT decomp is forced to split it into four odd sized resolutions in order to match. In sunDL we need `gSunTex[offset]` but zapd is generating...
Currently color index textures are virtually impossible to modify since afaik there isn't any easy way to generate a palette for these. To solve this I had the idea of...
Need a pipeline for ZAP to be able to take external data and recompile via XML files into .c files for inclusion into decomp. - Scenes/Rooms - Objects - Text...
this adds support for the different values of skybox settings, sound settings and room behavior commands, builds OK for both games (note: on OoT the `SkyboxConfig` enum doesn't exist but...
Is there a technical reason for ZAPD to not handle grayscale textures as input? I was looking over the code once it erroed out on one of those and noticed...