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https://github.com/Xeeynamo/sotn-decomp.git
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f1faef333a
Allow to compile weapon overlays as a single C files. The benefit is to disallow symbols to be exported by statically compile them all but the header. We would no longer need to use `OVL_EXPORT` as long as the symbols are marked as `static`. The frames data is also generated as an array of data that can be just included into their respective C files, generated by JSON files on the fly. I changed `animset` to `frameset` as the data does not represent a set of animations but rather a set of frames, where every frame has multiple sprites. The information on how the frames are played (e.g. animation) is found elsewhere. Following the full list of changes to achieve this project: * The `animset` from splat is now dummied out * The `frameset` JSON is now generated by the asset manager * The `frameset` JSON is now compiled into `src/weapon/w_0xx_y.h` * The `header.c` has been moved into `shared.h` * For simplicity I added a `#define g_Animset w_000_1`. I did not want to hack the asset manager too much to force the name to be `g_Animset` and I did not want to change all the symbols yet. * Simplified `weapon_pc.c` as we now only need the exported header * Always try to build the most up-to-date asset manager: this should avoid weird errors whenever people pull new changes As the asset manager now can accept those `config` files, now the CLI supports the following commands: * `stage extract` * `stage build` * `config extract` (NEW) * `config build` (NEW) The config structure is heavily inspired to Splat to maintain consistency and continuity. |
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.. | ||
psx | ||
asset_config.go | ||
build.go | ||
data_range.go | ||
go.mod | ||
go.sum | ||
graphics.go | ||
layer.go | ||
layout.go | ||
main.go | ||
paths.go | ||
room.go | ||
sprites.go | ||
tile_def.go | ||
tile_map.go | ||
utils.go |