sotn-decomp/tools/sotn-disk
Luciano Ciccariello 807375d669
CEN cutscene parser (#1680)
`CutsceneUnk2` uses 8 prims but only 7 are allocated. It looks like at
some point the game writes to the address `0x00000000` but I did not
confirm it with a PS1 debugger. This is a potential bug. `CutsceneUnk2`
signature was also wrong.

I had to get rid of `GfxBank` in `src/st/cen/header.c` and I probably
need to do the same for the other header files. The code reads chunks of
WORDS at the time and a structure would be too large to include
`GFX_TERMINATE` in it.

CEN is there but not linked because it conflicts with some WRP symbols.
I decided to take a much simpler approach compared to what I did with
WRP (which needs to be refactored later on).

There's a cutscene parser. The asset manager is exporting it to
`src/st/cen/cutscene_data.h` if you want to have a look. I know I am
still using `config/assets.us.weapon.yaml` and it probably needs to be
renamed as `config/assets.us.yaml` later on. I am still deciding.
2024-09-27 23:13:29 +01:00
..
iso9660 Patch DRA stages when rebuilding the disk image 2023-02-21 11:20:04 +00:00
cue.go Support Single BIN CUE Files (#1127) 2024-05-14 19:59:56 +01:00
extract.go Add tool to extract the game image 2022-12-26 20:37:34 +00:00
go.mod CEN cutscene parser (#1680) 2024-09-27 23:13:29 +01:00
list.go Creates a new game image based on built binaries (#34) 2023-01-01 20:49:12 +00:00
main.go sotn-disk: show error when the command is not recognised 2023-01-24 02:08:52 +00:00
make.go Create CUE and BIN in the same folder 2023-01-02 10:15:50 +00:00
patch.go Patch DRA stages when rebuilding the disk image 2023-02-21 11:20:04 +00:00
ps_logo.go Creates a new game image based on built binaries (#34) 2023-01-01 20:49:12 +00:00