Shipwright/ZAPDTR
2022-06-16 20:35:52 -04:00
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ExporterTest Linux/GCC Support (#28) 2022-05-11 13:18:24 -04:00
lib Added support for multiple game versions (#107) 2022-03-31 19:42:44 -04:00
ZAPD Added names for the soundfonts. 2022-06-16 20:35:52 -04:00
ZAPDUtils Linux/GCC Support (#28) 2022-05-11 13:18:24 -04:00
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Makefile Linux/GCC Support (#28) 2022-05-11 13:18:24 -04:00
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ZAPD: Zelda Asset Processor for Decomp

Compiling

Dependencies

ZAPD needs a compiler with C++17 support.

ZAPD has the following library dependencies:

  • libpng

In a Debian/Ubuntu based environment, those could be installed with the following command:

sudo apt install libpng-dev

On a Mac, you will need to install libpng with Homebrew or MacPorts; we currently only support Homebrew. You can run

brew install libpng

to install it via Homebrew.

Building

Linux / *nix

ZAPD uses the clasic Makefile approach. To build just run make (or even better make -j for faster compilations).

You can configure a bit your ZAPD build with the following options:

  • OPTIMIZATION_ON: If set to 0 optimizations will be disabled (compile with -O0). Any other value compiles with -O2. Defaults to 1.
  • ASAN: If it is set to a non-zero then ZAPD will be compiled with Address Sanitizer enabled (-fsanitize=address). Defaults to 0.
  • DEPRECATION_ON: If it is set to a zero then deprecation warnings will be disabled. Defaults to 1.
  • DEBUG: If non-zero, ZAPD will be compiled in development mode. This implies the following:
    • Debugging symbols enabled (-g3). They are disabled by default.
    • OPTIMIZATION_ON=0: Disables optimizations (-O0).
    • DEPRECATION_ON=0: Disables deprecation warnings.
  • LLD=1: builds with the LLVM linker ld.lld instead of the system default.

As an example, if you want to build ZAPD with optimizations disabled and use the address sanitizer, you could use the following command:

make -j OPTIMIZATION_ON=0 ASAN=1

Windows

This repository contains vcxproj files for compiling under Visual Studio environments. See ZAPD/ZAPD.vcxproj.

Invoking ZAPD

ZAPD needs a File parsing mode to be passed as first parameter. The options are:

  • e: "Extraction" mode.
    • In this mode, ZAPD expects a XML file as input, a folder as ouput and a path to the baserom files.
    • ZAPD will read the XML and use it as a guide to extract the contents of the specified asset file from the baserom folder.
  • bsf: "Build source file" mode.
    • This is an experimental mode.
    • It was going to be used to let you have XMLs that aren't just for extraction. Might get used, might not. Still need to experiment on that.
  • btex: "Build texture" mode.
    • In this mode, ZAPD expects a PNG file as input, a filename as ouput and a texture type parameter (-tt).
    • ZAPD will try to convert the given PNG into the contents of a uint64_t C array.
  • bren: "Build (render) background" mode.
    • In this mode, ZAPD expects a JPG file as input and a filename as ouput.
    • ZAPD will try to convert the given JPG into the contents of a uint64_t C array.
  • blb: "Build blob" mode.
    • In this mode, ZAPD expects a BIN file as input and a filename as ouput.
    • ZAPD will try to convert the given BIN into the contents of a uint8_t C array.
  • bovl: "Build overlay" mode.
    • In this mode, ZAPD expects an overlay C file as input, a filename as ouput and an overlay configuration path (-cfg).
    • ZAPD will generate a reloc .s file.

ZAPD also accepts the following list of extra parameters:

  • -i PATH / --inputpath PATH: Set input path.
  • -o PATH / --outputpath PATH: Set output path.
  • -b PATH / --baserompath: Set baserom path.
    • Can be used only in e or bsf modes.
  • -osf PATH: Set source output path. This is the path where the .c and .h files will be extracted to. If omitted, it will use the value passed to --outputpath parameter.
  • -gsf MODE: Generate source file during extraction. If MODE is 1, C source files will be generated.
    • Can be used only in e mode.
  • -crc / --output-crc: Outputs a CRC file for each extracted texture.
    • Can be used only in e or bsf modes.
  • -ulzdl MODE: Use "Legacy ZDisplayList" instead of libgfxd. Set MODE to 1 to enable it.
    • Can be used only in e or bsf modes.
  • -profile MODE: Enable profiling. Set MODE to 1 to enable it.
  • -uer MODE: Split resources into their individual components (enabled by default). Set MODE to non-1 to disable it.
  • -tt TYPE: Set texture type.
    • Can be used only in mode btex.
    • Valid values:
      • rgba32
      • rgb5a1
      • i4
      • i8
      • ia4
      • ia8
      • ia16
      • ci4
      • ci8
  • -cfg PATH: Set cfg path (for overlays).
    • Can be used only in bovl mode.
  • -rconf PATH Read Config File.
  • -eh: Enable error handler.
    • Only available in non-Windows environments.
  • -v MODE: Enable verbosity. Currently there are 3 possible values:
    • 0: Default. Completely silent (except for warnings and errors).
    • 1: Information.
    • 2 (and higher): Debug.
  • -wu / --warn-unaccounted: Enable warnings for each unaccounted block of data found.
    • Can be used only in e or bsf modes.
  • -vu / --verbose-unaccounted: Changes how unaccounteds are outputted. Max 4 bytes per line (a word) and add a comment with the offset of each of those lines.
    • Could be useful for looking at raw data or testing.
    • Can be used only in e or bsf modes.
  • -tm MODE: Test Mode (enables certain experimental features). To enable it, set MODE to 1.
  • -se / --set-exporter : Sets which exporter to use.
  • --gcc-compat : Enables GCC compatibly mode. Slower.
  • -us / --unaccounted-static : Mark unaccounted data as static
  • -s / --static : Mark every asset as static.
    • This behaviour can be overridden per asset using Static= in the respective XML node.
  • -W...: warning flags, see below

Additionally, you can pass the flag --version to see the current ZAPD version. If that flag is passed, ZAPD will ignore any other parameter passed.

Warning flags

ZAPD contains a variety of warning types, with similar syntax to GCC or Clang's compiler warnings. Warnings can have three levels:

  • Off (does not display anything)
  • Warn (print a warning but continue processing)
  • Err (behave like an error, i.e. print and throw an exception to crash ZAPD when occurs)

Each warning type uses one of these by default, but can be modified with flags, similarly to GCC or Clang:

  • -Wfoo enables warnings of type foo
  • -Wno-foo disables warnings of type foo
  • -Werror=foo escalates foo to behave like an error
  • -Weverything enables all warnings (they may be turned off using -Wno- flags afterwards)
  • -Werror escalates all enabled warnings to errors

All warning types currently implemented, with their default levels:

Warning type Default level Description
-Wdeprecated Warn Deprecated features
-Whardcoded-pointer Warn ZAPD lacks the info to make a symbol, so must output a hardcoded pointer
-Wintersection Warn Two assets intersect
-Winvalid-attribute-value Err Attribute declared in XML is wrong
-Winvalid-extracted-data Err Extracted data does not have correct form
-Winvalid-jpeg Err JPEG file does not conform to the game's format requirements
-Winvalid-png Err Issues arising when processing PNG data
-Winvalid-xml Err XML has syntax errors
-Wmissing-attribute Warn Required attribute missing in XML tag
-Wmissing-offsets Warn Offset attribute missing in XML tag
-Wmissing-segment Warn Segment not given in File tag in XML
-Wnot-implemented Warn ZAPD does not currently support this feature
-Wunaccounted Off Large blocks of unaccounted
-Wunknown-attribute Warn Unknown attribute in XML entry tag

There are also errors that do not have a type, and cannot be disabled.

For example, here we have invoked ZAPD in the usual way to extract using a (rather badly-written) XML, but escalating -Wintersection to an error:

ZAPD warnings example