Merge branch 'develop' into NoMS

This commit is contained in:
Patrick12115 2024-10-28 12:56:58 -04:00
commit 9b8835117c
560 changed files with 65104 additions and 45193 deletions

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@ -9,11 +9,11 @@ jobs:
generate-soh-otr:
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
with:
submodules: true
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2.11
uses: hendrikmuhs/ccache-action@v1.2.14
with:
key: ${{ runner.os }}-otr-ccache-${{ github.ref }}-${{ github.sha }}
restore-keys: |
@ -73,11 +73,11 @@ jobs:
needs: generate-soh-otr
runs-on: macos-14
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
with:
submodules: true
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2.13
uses: hendrikmuhs/ccache-action@v1.2.14
with:
create-symlink: true
key: ${{ runner.os }}-14-ccache-${{ github.ref }}-${{ github.sha }}
@ -91,7 +91,7 @@ jobs:
sudo chmod +x /opt/homebrew/bin/gtar
- name: Cache MacPorts
id: cache-macports
uses: actions/cache@v2
uses: actions/cache@v4
with:
path: /opt/local/
key: ${{ runner.os }}-14-macports-${{ hashFiles('.github/workflows/macports-deps.txt') }}
@ -135,7 +135,7 @@ jobs:
needs: generate-soh-otr
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v3
- uses: actions/checkout@v4
with:
submodules: true
- name: Install dependencies
@ -143,7 +143,7 @@ jobs:
sudo apt-get update
sudo apt-get install -y $(cat .github/workflows/apt-deps.txt)
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2.11
uses: hendrikmuhs/ccache-action@v1.2.14
with:
key: linux-ccache-${{ github.ref }}-${{ github.sha }}
restore-keys: |
@ -229,11 +229,11 @@ jobs:
run: |
choco install ninja
Remove-Item -Path "C:\ProgramData\Chocolatey\bin\ccache.exe" -Force -ErrorAction SilentlyContinue
- uses: actions/checkout@v3
- uses: actions/checkout@v4
with:
submodules: true
- name: ccache
uses: hendrikmuhs/ccache-action@v1.2.11
uses: hendrikmuhs/ccache-action@v1.2.14
with:
variant: sccache
max-size: "1G"

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@ -59,7 +59,7 @@ jobs:
cmake ..
make
sudo make install
- uses: actions/checkout@v3
- uses: actions/checkout@v4
with:
submodules: true
- name: Build SoH

1
.gitignore vendored
View File

@ -41,6 +41,7 @@ tools/asmsplitter/c/*
ctx.c
tools/*dSYM/
graphs/
.netcoredbg_hist
# Assets
*.png

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@ -8,7 +8,6 @@ set(CVAR_SDL_WINDOWED_FULLSCREEN "${CVAR_PREFIX_SETTING}.SdlWindowedFullscreen"
set(CVAR_TEXTURE_FILTER "${CVAR_PREFIX_SETTING}.TextureFilter" CACHE STRING "")
set(CVAR_IMGUI_CONTROLLER_NAV "${CVAR_PREFIX_SETTING}.ControlNav" CACHE STRING "")
set(CVAR_CONSOLE_WINDOW_OPEN "${CVAR_PREFIX_WINDOW}.Console" CACHE STRING "")
set(CVAR_CONTROLLER_CONFIGURATION_WINDOW_OPEN "${CVAR_PREFIX_WINDOW}.ControllerConfiguration" CACHE STRING "")
set(CVAR_CONTROLLER_DISCONNECTED_WINDOW_OPEN "${CVAR_PREFIX_WINDOW}.ControllerDisconnected" CACHE STRING "")
set(CVAR_CONTROLLER_REORDERING_WINDOW_OPEN "${CVAR_PREFIX_WINDOW}.ControllerReordering" CACHE STRING "")
set(CVAR_GFX_DEBUGGER_WINDOW_OPEN "${CVAR_PREFIX_WINDOW}.GfxDebugger" CACHE STRING "")

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@ -8,7 +8,21 @@ set(CMAKE_OSX_DEPLOYMENT_TARGET "10.15" CACHE STRING "Minimum OS X deployment ve
project(Ship VERSION 8.0.6 LANGUAGES C CXX)
include(CMake/soh-cvars.cmake)
include(CMake/lus-cvars.cmake)
set(PROJECT_BUILD_NAME "MacReady Golf" CACHE STRING "" FORCE)
set(NATO_PHONETIC_ALPHABET
"Alfa" "Bravo" "Charlie" "Delta" "Echo" "Foxtrot" "Golf" "Hotel"
"India" "Juliett" "Kilo" "Lima" "Mike" "November" "Oscar" "Papa"
"Quebec" "Romeo" "Sierra" "Tango" "Uniform" "Victor" "Whiskey"
"Xray" "Yankee" "Zulu"
)
# Get the patch version number from the project version
math(EXPR PATCH_INDEX "${PROJECT_VERSION_PATCH}")
# Use the patch number to select the correct word
list(GET NATO_PHONETIC_ALPHABET ${PATCH_INDEX} PROJECT_PATCH_WORD)
set(PROJECT_BUILD_NAME "MacReady ${PROJECT_PATCH_WORD}" CACHE STRING "" FORCE)
set(PROJECT_TEAM "github.com/harbourmasters" CACHE STRING "" FORCE)
execute_process(
@ -116,11 +130,20 @@ include(CMake/GlobalSettingsInclude.cmake OPTIONAL)
set_property(GLOBAL PROPERTY USE_FOLDERS ON)
################################################################################
# Set GBI version
# Set LUS vars
################################################################################
# Enable the Gfx debugger in LUS to use libgfxd from ZAPDTR
set(GFX_DEBUG_DISASSEMBLER ON)
# Tell LUS we're using F3DEX_GBI_2 (in a way that doesn't break libgfxd)
set(GBI_UCODE F3DEX_GBI_2)
################################################################################
# Set CONTROLLERBUTTONS_T
################################################################################
add_compile_definitions(CONTROLLERBUTTONS_T=uint32_t)
################################################################################
# Sub-projects
################################################################################

@ -1 +1 @@
Subproject commit 2cfdb3960900ba059f570b2ded2fed3494a96a9b
Subproject commit 467f36589b0d6fe6c7f9d248945650a459bce768

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@ -70,12 +70,17 @@ Congratulations, you are now sailing with the Ship of Harkinian! Have fun!
| Tab | Toggle Alternate assets |
| Ctrl+R | Reset |
# Project Overview
Ship of Harkinian (SOH) is built atop a custom library dubbed libultraship (LUS). Back in the N64 days, there was an SDK distributed to developers named libultra; LUS is designed to mimic the functionality of libultra on modern hardware. In addition, we are dependant on the source code provided by the OOT decompilation project.
In order for the game to function, you will require a **legally aquired** ROM for Ocarina of Time. Click [here](https://ship.equipment/) to check the compatability of your specific rom. Any copyrighted assets are extracted from the ROM and reformated as a .otr archive file which the code uses.
### Graphics Backends
Currently, there are three rendering APIs supported: DirectX11 (Windows), OpenGL (all platforms), and Metal (MacOS). You can change which API to use in the `Settings` menu of the menubar, which requires a restart. If you're having an issue with crashing, you can change the API in the `shipofharkinian.json` file by finding the line `gfxbackend:""` and changing the value to `sdl` for OpenGL. DirectX 11 is the default on Windows.
# Custom Assets
Custom assets are packed in `.otr` files. To use custom assets, place them in the `mods` folder.
Custom assets are packed in `.otr` archive files. To use custom assets, place them in the `mods` folder.
If you're interested in creating and/or packing your own custom asset `.otr` files, check out the following tools:
* [**retro - OTR generator**](https://github.com/HarbourMasters64/retro)
@ -93,6 +98,15 @@ If you want to playtest a continuous integration build, you can find them at the
* [macOS](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-mac.zip)
* [Linux](https://nightly.link/HarbourMasters/Shipwright/workflows/generate-builds/develop/soh-linux.zip)
### Further Reading
More detailed documentation can be found in the 'docs' directory, including the afformentioned [building instructions](docs/BUILDING.md).
*[Credits](docs/CREDITS.md)
*[Custom Music](docs/CUSTOM_MUSIC.md)
*[Controler Maping](docs/GAME_CONTROLLER_DB.md)
*[Modding](docs/MODDING.md)
*[Versioning](docs/VERSIONING.md)
<a href="https://github.com/Kenix3/libultraship/">
<picture>
<source media="(prefers-color-scheme: dark)" srcset="./docs/poweredbylus.darkmode.png">

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@ -20,9 +20,9 @@ It is recommended that you install Python and Git standalone, the install proces
1. Clone the Ship of Harkinian repository
_Note: Be sure to either clone with the ``--recursive`` flag or do ``git submodule init`` after cloning to pull in the libultraship submodule!_
_Note: Be sure to either clone with the ``--recursive`` flag or do ``git submodule update --init`` after cloning to pull in the libultraship submodule!_
2. Place one or more [compatible](#compatible-roms) roms in the `OTRExporter` directory with namings of your choice
2. After setup and initial build, use the built-in OTR extraction to make your oot.otr/oot-mq.otr files.
_Note: Instructions assume using powershell_
```powershell
@ -30,22 +30,17 @@ _Note: Instructions assume using powershell_
cd Shipwright
# Setup cmake project
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v143 -A x64 # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging)
# Extract assets & generate OTR (run this anytime you need to regenerate OTR)
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target ExtractAssets # --config Release (if you're packaging)
# Compile project
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 # --config Release (if you're packaging)
# Add `-DCMAKE_BUILD_TYPE:STRING=Release` if you're packaging
& 'C:\Program Files\CMake\bin\cmake' -S . -B "build/x64" -G "Visual Studio 17 2022" -T v143 -A x64
# Now you can run the executable in .\build\x64
# If you need to clean the project you can run
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target clean
# If you need to regenerate the asset headers to check them into source
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target ExtractAssetHeaders
# If you need a newer soh.otr only
# Generate soh.otr
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64 --target GenerateSohOtr
# Compile project
# Add `--config Release` if you're packaging
& 'C:\Program Files\CMake\bin\cmake.exe' --build .\build\x64
# Now you can run the executable in .\build\x64 or run in Visual Studio
```
### Developing SoH
@ -76,6 +71,19 @@ cd "build/x64"
& 'C:\Program Files\CMake\bin\cpack.exe' -G ZIP
```
### Additional CMake Targets
#### Clean
```powershell
# If you need to clean the project you can run
C:\Program Files\CMake\bin\cmake.exe --build build-cmake --target clean
```
#### Regenerate Asset Headers
```powershell
# If you need to regenerate the asset headers to check them into source
C:\Program Files\CMake\bin\cmake.exe --build build-cmake --target ExtractAssetHeaders
```
## Linux
### Install dependencies
#### Debian/Ubuntu
@ -124,13 +132,16 @@ cd Shipwright
git submodule update --init
# Generate Ninja project
cmake -H. -Bbuild-cmake -GNinja # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging) -DPython3_EXECUTABLE=$(which python3) (if you are using non-standard Python installations such as PyEnv)
# Add `-DCMAKE_BUILD_TYPE:STRING=Release` if you're packaging
# Add `-DPython3_EXECUTABLE=$(which python3)` if you are using non-standard Python installations such as PyEnv
cmake -H. -Bbuild-cmake -GNinja
# Generate soh.otr
cmake --build build-cmake --target GenerateSohOtr
# Compile the project
cmake --build build-cmake # --config Release (if you're packaging)
# Add `--config Release` if you're packaging
cmake --build build-cmake
# Now you can run the executable in ./build-cmake/soh/soh.elf
# To develop the project open the repository in VSCode (or your preferred editor)
@ -153,11 +164,9 @@ cpack -G External (creates appimage)
# If you need to clean the project you can run
cmake --build build-cmake --target clean
```
#### Regenerate Asset Headers
```bash
# If you need to regenerate the asset headers to check them into source
cp <path to your ROM> OTRExporter
cmake --build build-cmake --target ExtractAssetHeaders
```
@ -172,32 +181,24 @@ _Note: If you're using Visual Studio Code, the [cpack plugin](https://marketplac
# Clone the repo
git clone https://github.com/HarbourMasters/Shipwright.git
cd ShipWright
# Clone the submodule libultraship
git submodule update --init
# Copy the baserom to the OTRExporter folder
cp <path to your ROM> OTRExporter
# Generate Ninja project
cmake -H. -Bbuild-cmake -GNinja # -DCMAKE_BUILD_TYPE:STRING=Release (if you're packaging)
# Extract assets & generate OTR (run this anytime you need to regenerate OTR)
cmake --build build-cmake --target ExtractAssets
# Compile the project
cmake --build build-cmake # --config Release (if you're packaging)
# Copy oot.otr into the Application Support directory
cp build-cmake/soh/oot.otr ~/Library/Application\ Support/com.shipofharkinian.soh/
# Generate Ninja project
# Add `-DCMAKE_BUILD_TYPE:STRING=Release` if you're packaging
cmake -H. -Bbuild-cmake -GNinja
# Generate soh.otr
cmake --build build-cmake --target GenerateSohOtr
# Compile the project
# Add `--config Release` if you're packaging
cmake --build build-cmake
# Now you can run the executable file:
./build-cmake/soh/soh-macos
# To develop the project open the repository in VSCode (or your preferred editor)
# If you need to clean the project you can run
cmake --build build-cmake --target clean
# If you need to regenerate the asset headers to check them into source
cmake --build build-cmake --target ExtractAssetHeaders
# If you need a newer soh.otr only
cmake --build build-cmake --target GenerateSohOtr
```
### Generating a distributable
@ -209,6 +210,19 @@ cd build-cmake
cpack
```
### Additional CMake Targets
#### Clean
```bash
# If you need to clean the project you can run
cmake --build build-cmake --target clean
```
#### Regenerate Asset Headers
```bash
# If you need to regenerate the asset headers to check them into source
cmake --build build-cmake --target ExtractAssetHeaders
```
## Switch
1. Requires that your build machine is setup with the tools necessary for your platform above
2. Requires that you have the switch build tools installed

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@ -120,94 +120,55 @@ source_group("include" FILES ${Header_Files__include})
# }}}
# soh (root)
file(GLOB soh__ RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "soh/*.c" "soh/*.cpp" "soh/*.h")
source_group("soh" FILES ${soh__})
file(GLOB_RECURSE soh__ RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "soh/*.c" "soh/*.cpp" "soh/*.h" "soh/*.hpp")
# Add specific files that don't match the pattern
list(APPEND soh__ ${CMAKE_CURRENT_SOURCE_DIR}/soh/Enhancements/savestates_extern.inc)
list(APPEND soh__ ${CMAKE_CURRENT_SOURCE_DIR}/soh/Enhancements/speechsynthesizer/DarwinSpeechSynthesizer.mm)
# Create source groups that match the real file directory paths
foreach(source IN LISTS soh__)
get_filename_component(source_path "${source}" PATH)
string(REPLACE "/" "\\" source_path_adjusted "${source_path}")
source_group("${source_path_adjusted}" FILES "${source}")
endforeach()
# Fix UTF-8 issues for MSVC
if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
set_source_files_properties(soh/OTRGlobals.cpp PROPERTIES COMPILE_FLAGS "/utf-8")
set_source_files_properties(soh/Enhancements/tts/tts.cpp PROPERTIES COMPILE_FLAGS "/utf-8")
endif()
# soh/config {{{
file(GLOB_RECURSE soh__config RELATIVE ${CMAKE_CURRENT_SOURCE_DIR}
"soh/config/*.h"
"soh/config/*.cpp"
)
# }}}
# soh/enhancements {{{
file(GLOB_RECURSE soh__Enhancements RELATIVE ${CMAKE_CURRENT_SOURCE_DIR}
"soh/Enhancements/*.c"
"soh/Enhancements/*.cpp"
"soh/Enhancements/*.h"
"soh/Enhancements/*.hpp"
"soh/Enhancements/*_extern.inc"
"soh/Enhancements/*.mm"
)
list(REMOVE_ITEM soh__Enhancements "soh/Enhancements/gamecommand.h")
list(FILTER soh__Enhancements EXCLUDE REGEX "soh/Enhancements/gfx.*")
# handle crowd control removals
list(REMOVE_ITEM soh__Enhancements "soh/Enhancements/crowd-control/soh.cs")
list(REMOVE_ITEM soh__Enhancements "soh/Enhancements/crowd-control/soh.ccpak")
# handle Network removals
if (!BUILD_REMOTE_CONTROL)
list(FILTER soh__Enhancements EXCLUDE REGEX "soh/Enhancements/crowd-control/*")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/crowd-control/*")
endif()
# handle speechsynthesizer removals
if (CMAKE_SYSTEM_NAME STREQUAL "Windows")
list(FILTER soh__Enhancements EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/Darwin*")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/Darwin*")
elseif (CMAKE_SYSTEM_NAME STREQUAL "Darwin")
list(FILTER soh__Enhancements EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/SAPI*")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/SAPI*")
else()
list(FILTER soh__Enhancements EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/(Darwin|SAPI).*")
list(FILTER soh__ EXCLUDE REGEX "soh/Enhancements/speechsynthesizer/(Darwin|SAPI).*")
endif()
source_group("soh\\Enhancements" REGULAR_EXPRESSION "soh/Enhancements/*")
source_group("soh\\Enhancements\\audio" REGULAR_EXPRESSION "soh/Enhancements/audio/*")
source_group("soh\\Enhancements\\controls" REGULAR_EXPRESSION "soh/Enhancements/controls/*")
source_group("soh\\Enhancements\\cosmetics" REGULAR_EXPRESSION "soh/Enhancements/cosmetics/*")
source_group("soh\\Enhancements\\crowd-control" REGULAR_EXPRESSION "soh/Enhancements/crowd-control/*")
source_group("soh\\Enhancements\\custom-message" REGULAR_EXPRESSION "soh/Enhancements/custom-message/*")
source_group("soh\\Enhancements\\debugger" REGULAR_EXPRESSION "soh/Enhancements/debugger/*")
source_group("soh\\Enhancements\\game-interactor" REGULAR_EXPRESSION "soh/Enhancements/game-interactor/*")
source_group("soh\\Enhancements\\item-tables" REGULAR_EXPRESSION "soh/Enhancements/item-tables/*")
source_group("soh\\Enhancements\\randomizer" REGULAR_EXPRESSION "soh/Enhancements/randomizer/*")
source_group("soh\\Enhancements\\randomizer\\3drando" REGULAR_EXPRESSION "soh/Enhancements/randomizer/3drando/*")
source_group("soh\\Enhancements\\randomizer\\3drando\\hint_list" REGULAR_EXPRESSION "soh/Enhancements/randomizer/3drando/hint_list/*")
source_group("soh\\Enhancements\\randomizer\\3drando\\location_access" REGULAR_EXPRESSION "soh/Enhancements/randomizer/3drando/location_access/*")
source_group("soh\\Enhancements\\speechsynthesizer" REGULAR_EXPRESSION "soh/Enhancements/speechsynthesizer/*")
source_group("soh\\Enhancements\\tts" REGULAR_EXPRESSION "soh/Enhancements/tts/*")
if (CMAKE_CXX_COMPILER_ID STREQUAL "MSVC")
set_source_files_properties(soh/Enhancements/tts/tts.cpp PROPERTIES COMPILE_FLAGS "/utf-8")
endif()
# }}}
# soh/Extractor {{{
list(FILTER ship__ EXCLUDE REGEX "soh/Extractor/*")
if(NOT CMAKE_SYSTEM_NAME MATCHES "NintendoSwitch|CafeOS")
# soh/Extractor {{{
file(GLOB_RECURSE soh__Extractor RELATIVE ${CMAKE_CURRENT_SOURCE_DIR}
"soh/Extractor/*.c"
"soh/Extractor/*.cpp"
"soh/Extractor/*.h"
"soh/Extractor/*.hpp"
)
# }}}
else()
file(GLOB_RECURSE soh__Extractor RELATIVE ${CMAKE_CURRENT_SOURCE_DIR}
"soh/Extractor/*.h"
"soh/Extractor/*.hpp"
)
# }}}
endif()
# soh/resource {{{
file(GLOB_RECURSE soh__Resource RELATIVE ${CMAKE_CURRENT_SOURCE_DIR} "soh/resource/*.cpp" "soh/resource/*.h")
source_group("soh\\resource\\type" REGULAR_EXPRESSION "soh/resource/type/*")
source_group("soh\\resource\\type\\scenecommand" REGULAR_EXPRESSION "soh/resource/type/scenecommand/*")
source_group("soh\\resource\\importer" REGULAR_EXPRESSION "soh/resource/importer/*")
source_group("soh\\resource\\importer\\scenecommand" REGULAR_EXPRESSION "soh/resource/importer/scenecommand/*")
# }}}
# src (decomp) {{{
@ -246,10 +207,7 @@ set(ALL_FILES
${Header_Files}
${Header_Files__include}
${soh__}
${soh__config}
${soh__Enhancements}
${soh__Extractor}
${soh__Resource}
${src__}
)
@ -648,6 +606,9 @@ endif()
################################################################################
# Pre build events
################################################################################
if (MSVC)
set(MSVC_CMD ${CMAKE_COMMAND} -E copy_directory $<TARGET_FILE_DIR:soh>/assets ${CMAKE_BINARY_DIR}/soh/assets)
endif()
if(NOT CMAKE_SYSTEM_NAME MATCHES "NintendoSwitch|CafeOS")
add_custom_command(
TARGET ${PROJECT_NAME}
@ -660,6 +621,7 @@ if(NOT CMAKE_SYSTEM_NAME MATCHES "NintendoSwitch|CafeOS")
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_SOURCE_DIR}/OTRExporter/CFG/ActorList_OoTMqDbg.txt $<TARGET_FILE_DIR:soh>/assets/extractor/symbols
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_SOURCE_DIR}/OTRExporter/CFG/ObjectList_OoTMqDbg.txt $<TARGET_FILE_DIR:soh>/assets/extractor/symbols
COMMAND ${CMAKE_COMMAND} -E copy ${CMAKE_SOURCE_DIR}/OTRExporter/CFG/SymbolMap_OoTMqDbg.txt $<TARGET_FILE_DIR:soh>/assets/extractor/symbols
COMMAND ${MSVC_CMD}
)
endif()
################################################################################

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@ -0,0 +1,19 @@
<DisplayList Version="0">
<CallDisplayList Path="objects/object_boss_soul/mat_gGIBossSoulSkullDL_skull_surface"/>
<CallDisplayList Path="objects/object_boss_soul/gGIBossSoulSkullDL_tri_0"/>
<CallDisplayList Path="objects/object_boss_soul/mat_gGIBossSoulSkullDL_skull_black"/>
<CallDisplayList Path="objects/object_boss_soul/gGIBossSoulSkullDL_tri_1"/>
<CallDisplayList Path="objects/object_boss_soul/mat_gGIBossSoulSkullDL_skull_eyes"/>
<CallDisplayList Path="objects/object_boss_soul/gGIBossSoulSkullDL_tri_2"/>
<CallDisplayList Path="objects/object_boss_soul/mat_gGIBossSoulSkullDL_skull_horns"/>
<CallDisplayList Path="objects/object_boss_soul/gGIBossSoulSkullDL_tri_3"/>
<CallDisplayList Path="objects/object_boss_soul/mat_gGIBossSoulSkullDL_Gem_eyes"/>
<CallDisplayList Path="objects/object_boss_soul/gGIBossSoulSkullDL_tri_4"/>
<PipeSync/>
<SetGeometryMode G_LIGHTING="1" />
<ClearGeometryMode G_TEXTURE_GEN="1" />
<SetCombineLERP A0="G_CCMUX_0" B0="G_CCMUX_0" C0="G_CCMUX_0" D0="G_CCMUX_SHADE" Aa0="G_ACMUX_0" Ab0="G_ACMUX_0" Ac0="G_ACMUX_0" Ad0="G_ACMUX_ENVIRONMENT" A1="G_CCMUX_0" B1="G_CCMUX_0" C1="G_CCMUX_0" D1="G_CCMUX_SHADE" Aa1="G_ACMUX_0" Ab1="G_ACMUX_0" Ac1="G_ACMUX_0" Ad1="G_ACMUX_ENVIRONMENT"/>
<Texture S="65535" T="65535" Level="0" Tile="0" On="0"/>
<EndDisplayList/>
</DisplayList>

View File

@ -0,0 +1,163 @@
<DisplayList Version="0">
<LoadVertices Path="objects/object_boss_soul/gGIBossSoulSkullDL_vtx_0" VertexBufferIndex="0" VertexOffset="0" Count="16"/>
<Triangle1 V00="0" V01="1" V02="2"/>
<Triangle1 V00="0" V01="2" V02="3"/>
<Triangle1 V00="3" V01="2" V02="4"/>
<Triangle1 V00="2" V01="5" V02="4"/>
<Triangle1 V00="2" V01="6" V02="5"/>
<Triangle1 V00="7" V01="6" V02="2"/>
<Triangle1 V00="2" V01="8" V02="7"/>
<Triangle1 V00="2" V01="9" V02="8"/>
<Triangle1 V00="8" V01="9" V02="10"/>
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