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eee04d6ea1
Thanks to @MottZilla research I was able to extract the spritesheets of Richter as PNGs in conjunction with the original palette from `F_GAME2.BIN`. When the binaries are built, the PNGs are recompiled back into binary. In case of modding, it is possible to modify the sprite size to accommodate bigger or smaller sprites. Although it is not possible to modify the existing palette as currently we have no way to extract and rebuild `F_GAME2.BIN`. You would have to modify the palette via hex yourself. The file `config/splat.us.ric.yaml` shows in which offset the palette is located. Just for reference, the colour format for the palette is RGBA5551. It is important that edited PNGs has 16 colours otherwise the build will fail. The `padding` field is required to reconstruct some left-over / junk data that is not part of the data sprite. For the sake of modding, the `padding` field can be whatever. I am not sure if `RIC.BIN` pointers can be relocated. If that is the case you might get a black screen when playing with Richter. It should be easily fixable though. ![image](https://user-images.githubusercontent.com/6128729/233791249-0155a6fb-c5fc-4142-b294-9f44b5524dde.png) |
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asm-differ@52c04b6e65 | ||
aspatch | ||
gfxsotn | ||
m2c@c5625f0460 | ||
n64splat@a27dc436a6 | ||
sotn-disk | ||
splat_ext | ||
split_jpt_yaml | ||
bin2c.py | ||
decompile.py | ||
find_duplicates.py | ||
function_finder.py | ||
gfxstage.py | ||
m2ctx.py | ||
permuter_settings.toml | ||
progress.py | ||
requirements-debian.txt | ||
requirements-python.txt |