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Identify some unaccounted and blob asset data #1953
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@@ -12,6 +12,6 @@ | |||
<DList Name="object_door_killer_DL_001550" Offset="0x1550"/> | |||
<DList Name="object_door_killer_DL_0017B8" Offset="0x17B8"/> | |||
<DList Name="object_door_killer_DL_001A58" Offset="0x1A58"/> | |||
<Skeleton Name="object_door_killer_Skel_001BC8" Type="Flex" LimbType="Standard" Offset="0x1BC8"/> | |||
<Skeleton Name="object_door_killer_Skel_001BC8" Type="Flex" LimbType="LOD" Offset="0x1BC8"/> |
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lod type? this seems weird, i dont think the code that draws it agrees. can the non-lod draw functions draw lod limbs?
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The struct layout for StandardLimb and LodLimb is the same except for an extra Gfx*
pointer, so I think non-lod draw functions would work on LodLimb. I'm not really sure what to make of this, for these limbs the two display lists are the same so it doesn't seem very LOD-y
SkelAnime_Init(play, &this->skelAnime, &gBarinadeBariSkel.sh, &gBarinadeBariAnim, NULL, NULL, 0); | ||
this->actor.shape.yOffset = 400.0f; |
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these cases of using the sh
field feel weird, wasnt aware there were cases of the wrong skelanime function being used. I guess if it ends up working in practice its fine
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An alternative could be: (SkeletonHeader*)&gBarinadeBariSkel
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right yeah I was thinking this as well. I think i like a cast more but someone else should prob weigh in too
Feedback from discord: skeleton weirdness should get Also this conflicts with #1973, I'd rather that get merged first and I'll update this PR after |
do we want to try reviving this soon? |
I'll get to this eventually sorry, just that doing this for other versions too is not the most exciting |
You don't have to do it for everything, assets are still very much best effort territory |
yeah I just mean solving merge conflicts with all the _v2.xml files |
I tried to go through all "unaccounted" or "blob" assets (except for room files). I kept track of things with a spreadsheet (notes with question marks are things I didn't solve in this PR).
Common problems:
gsDPLoadTLUT_pal256
. I left these as-is for now.