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tools/assets/descriptor/spec.md

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This document describes the expected structure of xml files describing assets.

Top elements

Root

xml
<Root>
    ...
</Root>

This is the root element in the file, containing exclusively <File> and <ExternalFile> elements as direct children.

File

xml
<File Name="baserom_file" Segment="11">
    ...
</File>

A <File> contains resources elements as children.

  • Required attributes: Name
  • Optional attributes: Segment

Name is the name of the baserom file from which the data is to be extracted.

Segment (decimal) is the segment number for the file.

ExternalFile

xml
<ExternalFile OutPath="assets/name"/>

Declare the <File>s in the xml may reference symbols from an external file.

The external file is located by matching its name against the list of assets in the version's config.yml.

For example, baseroms/gc-eu/config.yml contains

yml
assets:
- name: objects/gameplay_keep
  xml_path: assets/xml/objects/gameplay_keep_pal.xml

then <ExternalFile OutPath="assets/objects/gameplay_keep/"/> refers to that gameplay_keep entry, which uses the gameplay_keep_pal.xml xml file when extracting assets for version gc-eu.

Resource elements

Resource elements describe resources. Resources are pieces of data corresponding to a symbol each.

Two attributes are required on all resource elements: Name and Offset.

  • Name is the name of the symbol associated to the resource.
  • Offset is the location in bytes from the start of the file data.

Blob

xml
<Blob Name="gNameBlob" Size="0x421" Offset="0x1230">

Unstructured binary data.

  • Required attributes: Size

Size is the size of the binary blob in bytes.

DList

xml
<DList Name="gNameDL" Offset="0x1230" Ucode="f3dex2" RawPointers="0x08000000,0x09000000"/>

A display list.

  • Optional attributes: Ucode, RawPointers

Ucode (defaults to f3dex2) picks the graphics microcode for which to disassemble the dlist. It may be f3dex or f3dex2.

RawPointers (defaults to an empty value) is a comma-separated list of values the display list uses as raw pointers ("hex" instead of a symbol). The purpose of this attribute is to silence extraction warnings.

Mtx

xml
<Mtx Name="gNameMtx" Offset="0x1230"/>

A fixed-point matrix.

Texture

xml
<Texture Name="gNameTex" Format="rgba16" Width="16" Height="16" Offset="0x1230"/>
<Texture Name="gNameTex" Format="ci8" Width="16" Height="16" Offset="0x1230" TlutOffset="0x2340"/>
<Texture Name="gNameTex" Format="ci8" Width="16" Height="16" Offset="0x1230" ExternalTlut="baserom_file" ExternalTlutOffset="0x2340"/>

A texture, an image in one of the native N64 formats.

  • Required attributes for all formats: Format, Width, Height
  • Required attributes for CI formats (ci4, ci8): TlutOffset, or ExternalTlut and ExternalTlutOffset

Format is the format of the texture, one of rgba32, rgba16, i4, i8, ia4, ia8, ia16, ci4 or ci8.

Width and Height specify the dimensions of the texture.

For CI formats, the TLUT (Texture Look Up Table, or palette) must be specified with either TlutOffset if the TLUT is in the same file as the texture, or both of ExternalTlut and ExternalTlutOffset if the TLUT is in a different file. ExternalTlut is the name of the baserom file where the TLUT is. In both cases, the TLUT must also be declared as a resource.

Array

xml
<Array Name="gNameVtx" Count="42" Offset="0x1230">
    <Vtx/>
</Array>
<Array Name="gNameVec3sArray" Count="42" Offset="0x1230">
    <Vector Type="s16" Dimensions="3"/>
</Array>
<Array Name="gNameS16Array" Count="42" Offset="0x1230">
    <Scalar Type="s16"/>
</Array>

An array of vertices, vectors or scalars. The child element determines the array's element type.

  • Required attributes: Count

Count is the length of the array.

The child element may be one of <Vtx/> (for Vtx[]), <Vector Type="s16" Dimensions="3"/> (for Vec3s[]) or <Scalar Type="s16"> (for s16[]).

Scene

xml
<Scene Name="name" Offset="0x1230"/>

Scene commands.

Room

xml
<Room Name="name" Offset="0x1230"/>

Room commands.

Collision

xml
<Collision Name="gNameCol" Offset="0x1230"/>

Collision header.

Cutscene

xml
<Cutscene Name="gNameCs" Offset="0x1230"/>

Cutscene script.

Path

xml
<Path Name="gNamePathList" Offset="0x1230" NumPaths="12"/>

Path list.

  • Required attributes: NumPaths

NumPaths is the length of the path list.

Skeleton

xml
<Skeleton Name="gNameSkel" Type="Normal" LimbType="Standard" LimbNone="NAME_LIMB_NONE" LimbMax="NAME_LIMB_MAX" EnumName="NameLimb" Offset="0x1230"/>

Skeleton header.

  • Required attributes: Type, LimbType
  • Optional attributes: LimbNone, LimbMax, EnumName

Type is the type of the skeleton, one of Normal, Flex or Curve.

LimbType is the type of limb used in the skeleton, one of Standard, LOD, Skin, Curve or Legacy.

Not all skeleton types are compatible with all limb types:

LimbTypeCompatible skeleton Type
StandardNormal, Flex
LODNormal, Flex
SkinNormal
CurveCurve
Legacynone

LimbNone, LimbMax, EnumName can be set to override the corresponding names in the generated limb enum:

c
typedef enum NameLimb {
    NAME_LIMB_NONE,
    ...
    NAME_LIMB_MAX
} NameLimb;

LimbTable

xml
<LimbTable Name="gNameLimbs" LimbType="Standard" Count="12" Offset="0x1230"/>

Limb table.

  • Required attributes: LimbType, Count

LimbType is one of Standard, LOD, Skin, Curve or Legacy.

Count is the amount of limbs.

Limb

xml
<Limb Name="gNameLimb" LimbType="Standard" EnumName="NAME_LIMB_NAME" Offset="0x1230"/>

Limb of a skeleton.

  • Required attributes: LimbType
  • Optional attributes: EnumName

LimbType is one of Standard, LOD, Skin, Curve or Legacy.

EnumName can be set to override the limb name in the generated limb enum.

Animation

xml
<Animation Name="gNameAnim" Offset="0x1230"/>

Animation header.

CurveAnimation

xml
<CurveAnimation Name="gNameAnim" SkelOffset="0x120" Offset="0x1230"/>

Curve animation header.

  • Required attributes: SkelOffset

SkelOffset is the offset of the skeleton which uses this animation. The skeleton must also be declared as a resource.

LegacyAnimation

xml
<LegacyAnimation Name="gNameAnim" Offset="0x1230"/>

Legacy animation header.

PlayerAnimation

xml
<PlayerAnimation Name="gNamePlayerAnim" Offset="0x1230"/>

Player animation header.

PlayerAnimationData

xml
<PlayerAnimationData Name="gNamePlayerAnimData" FrameCount="20" Offset="0x1230"/>

Player animation data.

  • Required attributes: FrameCount

FrameCount is the amount of frames in the animation.