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https://github.com/Xeeynamo/sotn-decomp.git
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ac61a3139c
Mostly a proof of concept to extract resources from `BIN/F_GAME.BIN`. There are tons of hacks to make this work: * Tweaked png2s to decode binaries into PNGs * Add a `config/gfx.game.json` that describes how to extract different sprites out of a binary file * Coded the palette location by reading the `clut` parameter in the source code. A clut value of `0x196` corresponds to `"palette": "0x96"` or `"palette": 150`. * Coded the bits per pixel for a couple of 8-bit images * Coded the palette location of those graphics that expects the palette from DRA.BIN instead of F_GAME.BIN * For all the undiscovered palette, I called the files `unk` and defaulted their palette to grey The expectation is that sprites will slowly be documented and added into `config/gfx.game.json` by modders and enthusiasts. This does not yet pack back these PNGs into the binary file. The way these assets are extracted is probably not final or perfect, but we have to start from somewhere. ![image](https://github.com/Xeeynamo/sotn-decomp/assets/6128729/ce12ad2d-d95d-41e8-ac31-186cd36ac965) |
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.. | ||
asm-differ@e8bddb0257 | ||
dups | ||
function_finder | ||
gfxsotn | ||
lints/sotn-lint | ||
m2c@beb457dabf | ||
maspsx@34bd6f784c | ||
n64splat@e60277d696 | ||
saturn-splitter@8d549a8042 | ||
sotn-debugmodule | ||
sotn-disk | ||
splat_ext | ||
split_jpt_yaml | ||
vab-ex | ||
analyze_calls.py | ||
bin2c.py | ||
decompile.py | ||
dirt_patcher.py | ||
gfxstage.py | ||
m2ctx.py | ||
permuter_settings.toml | ||
png2bin.py | ||
png2s.py | ||
progress.py | ||
requirements-debian.txt | ||
requirements-python.txt | ||
richter_symbols.py | ||
sotn-str.py | ||
spritesheet.py | ||
symbols_test.py | ||
symbols.py | ||
tools.mk | ||
update.h |