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Dragorn421 / zcolchk_atacoc_names.md
Created January 11, 2023 17:08
oot64 collider names: at/ac/oc stuff
@Dragorn421
Dragorn421 / 1file.md
Created January 9, 2023 17:01
comparison between xml, yaml, toml for oot decomp assets description assuming one file per config file

1File xml

<File Name="object_am" Segment="6">
    <Skeleton Name="gArmosSkel" Type="Normal" LimbType="Standard" Offset="0x5948"/>
    <Animation Name="gArmosRicochetAnim" Offset="0x33C"/>
    <Animation Name="gArmosHopAnim" Offset="0x238"/>
    <Animation Name="gArmosDamagedAnim" Offset="0x5B3C"/>
    <Collision Name="gArmosCol" Offset="0x118"/>
</File>

Memory

The N64 has 4 MB of RAM, which can be extended to 8 MB by putting an expansion pack into the controller.

Many OoT versions only require 4 MB of RAM, but the OoT MQ Debug version does require 8 MB.

Permanently loaded code

The boot and code files contain code and data that is permanently loaded, until a reset or a shutdown.

@Dragorn421
Dragorn421 / oot_scene_names.csv
Last active November 26, 2022 20:18
Comparison of OoT scene names from different sources
id original cloudmodding zzrtl z64rom petrie's unreleased rom tool PR
0 ydan_scene Inside the Deku Tree Dungeon - Inside the Deku Tree Inside_the_Deku_Tree Deku_Tree deku_tree
1 ddan_scene Dodongo's Cavern Dungeon - Dodongo's Cavern Dodongos_Cavern Dodongo's_Cavern dodongos_cavern
2 bdan_scene Inside Jabu-Jabu's Belly Dungeon - Inside Jabu-Jabu's Belly Inside_Jabu_Jabus_Belly Inside_Jabu_Jabu's_Belly jabu_jabu
3 Bmori1_scene Forest Temple Dungeon - Forest Temple Forest_Temple Forest_Temple forest_temple
4 HIDAN_scene Fire Temple Dungeon - Fire Temple Fire_Temple Fire_Temple fire_temple
5 MIZUsin_scene Water Temple Dungeon - Water Temple Water_Temple Water_Temple water_temple
6 jyasinzou_scene Spirit Temple Dungeon - Spirit Temple Spirit_Temple Spirit_Temple spirit_temple
7 HAKAdan_scene Shadow Temple Dungeon - Shadow Temple Shadow_Temple Shadow_Temple shadow_temple
8 HAKAdanCH_scene Bottom of the Well Dungeon - Bottom of the Well Bottom_of_the_Well Bottom_of_the_Well bottom_of_the_well
@Dragorn421
Dragorn421 / cs_actor_action_doc_v2.py
Last active July 14, 2022 14:23
OoT64 decomp: (wip) tie cutscene cmd ids for npc actions to appropriate actors
import os
import re
def failimpl(*args):
print("! fail() vvvvv")
print(*args)
print("! fail() ^^^^^")
@Dragorn421
Dragorn421 / a_README.md
Created May 31, 2022 09:35
cflow on zeldaret/oot
@Dragorn421
Dragorn421 / setupdlinfo.py
Created March 18, 2022 12:05
python script for making sense of oot decomp's setup DLs
setupDLsSource = """
{
/* SETUPDL_0 */
gsDPPipeSync(),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPSetCombineLERP(PRIMITIVE, ENVIRONMENT, TEXEL0, ENVIRONMENT, PRIMITIVE, 0, TEXEL0, 0, 0, 0, 0, COMBINED, 0,
0, 0, COMBINED),
gsDPSetOtherMode(G_AD_NOISE | G_CD_NOISE | G_CK_NONE | G_TC_FILT | G_TF_BILERP | G_TT_NONE | G_TL_TILE |
G_TD_CLAMP | G_TP_PERSP | G_CYC_2CYCLE | G_PM_NPRIMITIVE,
G_AC_NONE | G_ZS_PIXEL | G_RM_FOG_SHADE_A | G_RM_ZB_CLD_SURF2),
import bpy
import mathutils
from math import pi
import json
anim_file = r"/home/dragorn421/Downloads/0x2330 - clink_demo_doorA_link.anim"
armature_object_name = "skeleton"
bones_names = [f"limb_{limb_index:02}" for limb_index in range(21)]
loc_scale = 1/1000
rot_fac_to_radians = pi / 0x8000
@Dragorn421
Dragorn421 / gbi.diff
Created January 20, 2022 02:21
oot gbi.h changes: "disable" fog and textures, shade everything using normal/vertex color data as vertex colors
diff --git a/include/ultra64/gbi.h b/include/ultra64/gbi.h
index 82b3589ae..60b87bf60 100644
--- a/include/ultra64/gbi.h
+++ b/include/ultra64/gbi.h
@@ -599,11 +599,11 @@
#define G_BL_CLR_IN 0
#define G_BL_CLR_MEM 1
#define G_BL_CLR_BL 2
-#define G_BL_CLR_FOG 3
+#define G_BL_CLR_FOG G_BL_CLR_IN//3
import os
import os.path
import re
replace_ignored = []
flags = dict()
def get_flag(index, mask):