sotn-decomp/config/assets.hd.yaml
Luciano Ciccariello 3649d507c1
Decompress image assets found in the stage files as PNGs (#1868)
Instead of outputting a `D_80123456.dec` from an extracted compressed
asset, now a PNG is written from the decompressed data from the
specified YAML entry. The asset tool will synchronize with splat to
retrieve the symbol names for graphics and palettes. The new splat
extension `cmpgfx` will also be able to detect unused graphics by
failing with a hint on how to tweak the YAML. That way I found some
unused placeholders under the name `stage_placeholder` and some kind of
beta graphics from the prologue stage.
2024-11-03 08:51:42 +00:00

34 lines
1.1 KiB
YAML

files:
- target: disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/cen.bin
asset_path: assets/st/cen
src_path: src/st/cen
splat_config_path: config/splat.hd.stcen.yaml
segments:
- start: 0
vram: 0x80180000
assets:
- [0x40, sprite_banks, sprite_banks]
- [0xA0, paldef, palette_def]
- [0xDC, layers, layers]
- [0x134, gfx_banks, graphics_banks]
- [0x1EC, layout, entity_layouts]
- [0x394, skip]
- [0x1308, rooms, rooms]
- [0x1334, skip]
- target: disks/pspeu/PSP_GAME/USRDIR/res/ps/hdbin/wrp.bin
asset_path: assets/st/wrp
src_path: src/st/wrp
splat_config_path: config/splat.hd.stwrp.yaml
segments:
- start: 0
vram: 0x80180000
assets:
- [0x40, sprite_banks, sprite_banks]
- [0xA0, paldef, palette_def]
- [0xB8, layers, layers]
- [0x1B8, gfx_banks, graphics_banks]
- [0x23C, layout, entity_layouts]
- [0x3E4, skip]
- [0x11B0, rooms, rooms]
- [0x122C, skip]