sotn-decomp/.gitignore
Luciano Ciccariello 30652db2dd
Asset cutscene two stages (#1738)
I completely rewrote the cutscene asset handler. Now instead of parsing
the data from the original overlay into a C-like header file, it instead
follows a two-stage process. This works by extracting it in `asset/`
with `make extract_assets`, to then allow modders to modify the file and
build it as a C-like header with `make build_assets`. This also aims to
fix #1701 as the build process takes account of the two-stage process.

I created a framework where each asset type should only make available
the two methods `Extract` and `Build`. The entire transformation process
should be isolated to not create cognitive overload like what we can
find in `build.go`. I would need to migrate all the existing asset types
to properly use this new framework. The old code served well enough to
understand how to build the entire infrastructure, but it needs to be
migrated using the new pattern.

Last, but not least, I renamed `config/assets.us.weapon.yaml` to
`config/assets.us.yaml` as it is now used by all the overlays
2024-10-06 13:10:06 +01:00

36 lines
438 B
Plaintext

main.exe
DRA.BIN
BIN/ARC_F.BIN
BIN/RIC.BIN
ST/
ctx.c
ctx.c.m2c
*.map
*auto.*.txt
generated.symbols.*.txt
__pycache__
asm/
/assets/
build/
expected/
disks/
.vscode/settings.json
.idea/
.venv/
tools/go
!tools/sotn-debugmodule/sotn-debugmodule.ld
tools/saturn_toolchain/GCCSH
config/saturn/game_syms.txt
config/saturn/stage_02_syms.txt
config/saturn/t_bat_syms.txt
config/saturn/zero_syms.txt
sotn_calltree.txt
function_calls
gmon.out