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Extract NTSC assets for gc-us #1973

Merged
merged 2 commits into from
Jun 26, 2024
Merged

Extract NTSC assets for gc-us #1973

merged 2 commits into from
Jun 26, 2024

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cadmic
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@cadmic cadmic commented Jun 24, 2024

except text, which @Thar0 has been working on.

I created new XMLs for:

  • gameplay_keep, based on https://discord.com/channels/688807550715560050/793267277859520563/880509593917194250. Many other unchanged XML files depend on gameplay_keep as an <ExternalFile>, so I moved this <ExternalFile> to Config.xml instead so it can change between versions. I think this probably slows down the build a bit but it's not too bad.
  • Boss objects: title cards are smaller (2 languages instead of 3) which shifts everything after
  • object_du and object_xc (different animations)
  • spot20 (LLR credits cutscene?)
  • Language-specific icons (do_action_static, icon_item_gameover_static, icon_item_static, item_name_static, map_name_static, place_title_cards, title_static)
  • The NTSC-only kanji ROM segment (based on Extract Kanji + some adjacent docs mm#1536)

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Good job on the steady progress, thanks :)

Can't say I'm enthusiastic about the amount of duplication. Is this specific to introducing ntsc versions or can we expect even more?

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cadmic commented Jun 24, 2024

AFAIK the NTSC/PAL assets are the same for all NTSC/PAL versions so this is basically the last round of duplication. The remaining differences are:

nintendo_rogo_static: changed after NTSC 1.0
object_mag: changed between N64/GC versions (also gc-jp and gc-jp-mq have different versions from the rest of the GC versions)

EDIT: at least for objects. I'm not sure about scenes/rooms

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cadmic commented Jun 25, 2024

cadmic and others added 2 commits June 25, 2024 12:39
zeldaret/mm#1536

Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
Co-authored-by: emilybrooks <emilybrooksemilybrooks@gmail.com>
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Okay for now, again I didn't look closely at the xmls, we'll catch things to fix eventually and I'm sure it's fine ™️ .

FTR, two things I want to change later (with the new assets system):

  1. reference gkeep per-asset instead of globally (this PR references it globally with <ExternalFile XmlPath="objects/gameplay_keep_pal.xml" OutPath="assets/objects/gameplay_keep/"/> in tools/ZAPDConfigs/VERSION/Config.xml).
    The reason this PR references it globally is because it introduces two gkeep versions, one ntsc and one pal. If each xml had to reference it we currently would have to duplicate these xmls for ntsc and pal too.
    In the future we'll probably add a better way to indicate referencing gkeep with some indirection rather than pointing to the xml directly

  2. un-duplicate the xmls, this PR duplicates a lot of them because of changing offsets mostly, and some resources are also added/removed.
    In the future we'll figure out a way to have finer grained version handling inside the xmls rather than completely duplicate them
    (my personal preference for now would leverage xml namespaces as someone suggested on discord and could look like <Resource ... Offset="0x120" gc_eu_mq:Offset="0x150" /> but this is up for discussion)

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also did not review too thoroughly

@fig02 fig02 merged commit 1b0e35c into zeldaret:main Jun 26, 2024
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3 participants