This document aims to be a small reference of how to create a compatible xml file for ZAPD.
An example of an object xml:
<Root>
<File Name="object_jj" Segment="6">
<Animation Name="gJabuJabuAnim" Offset="0x1F4C"/>
<Skeleton Name="gJabuJabuSkel" Type="Flex" LimbType="Standard" Offset="0xB9A8"/>
<!-- Jabu Jabu eye textures -->
<Texture Name="gJabuJabuEyeOpenTex" OutName="jabu_jabu_eye_open" Format="rgba16" Width="16" Height="32" Offset="0x7698"/>
<Texture Name="gJabuJabuEyeHalfTex" OutName="jabu_jabu_eye_half" Format="rgba16" Width="16" Height="32" Offset="0x7A98"/>
<Texture Name="gJabuJabuEyeClosedTex" OutName="jabu_jabu_eye_closed" Format="rgba16" Width="16" Height="32" Offset="0x7E98"/>
<Collision Name="gJabuJabu1Col" Offset="0x0A1C"/>
<Collision Name="gJabuJabu2Col" Offset="0x1830"/>
<Collision Name="gJabuJabu3Col" Offset="0xBA8C"/>
</File>
</Root>
Every xml must have a <Root>
tag. It must have at least one <File>
child.
The following is a list of the resources/tags supported by ZAPD, and the attributes needed by each one.
For most resources inside a <File>
tag you should also set an Offset
attribute. This is the offset (within the file) of the resource you are exporting. The Offset
attribute is expected to be in hexadecimal, for example Offset="0x41F0"
.
It's worth noting that every tag expects a Name="gNameOfTheAsset"
. This is will be the name of the extracted variable in the output C code. Every asset must be prefixed with g
and the suffix should represent the type of the variable.
Every tag can accept a Static
attribute to specify if the asset should be marked as static
or not.
There are 3 valid values (defaults to Global
):
Global
: Mark static if the flag--static
was used.On
: Override the global config and always mark asstatic
.Off
: Override the global config and don't mark asstatic
.
This table summarizes if the asset will be marked static
(✅) or not (❌)
Static="" attribute in XML |
Without --static flag |
With --static flag |
---|---|---|
On |
✅ | ✅ |
Global (default) |
❌ | ✅ |
Off |
❌ | ❌ |
- Example of this tag:
<File Name="object_gi_fire" Segment="6">
-
Attributes:
Name
: Required. The name of the file inbaserom/
which will be extracted.OutName
: Optional. The output name of the generated C source file. Defaults to the value passed toName
.Segment
: Optional. This is the segment number of the current file. Expects a decimal number between 0 and 15 inclusive, usually 6 if it is an object. If not specified, the file will use VRAM instead of segmented addresses.BaseAddress
: Optional. RAM address of the file. Expects a hex number (with0x
prefix). Default value:0
.RangeStart
: Optional. File offset where the extraction will begin. Hex. Default value:0x000000000
.RangeEnd
: Optional. File offset where the extraction will end. Hex. Default value:0xFFFFFFFF
.Game
: Optional. Valid values:OOT
,MM
,SW97
andOOTSW97
. Default value:OOT
.
Allows ZAPD to map segmented addresses to variables declared in other files by using its XML.
It is useful for objects that use variables from gameplay_keep
, gameplay_dangeon_keep
, gameplay_field_keep
, etc.
This tag can be used in the global config.xml
file.
- Example of this tag:
<ExternalFile XmlPath="objects/gameplay_keep.xml" OutPath="objects/gameplay_keep/"/>
-
Attributes:
XmlPath
: Required. The path of the XML, relative to the value set byExternalXMLFolder
in the configuration file.OutPath
: Required. The path were the header for the corresponding external file is. It is used to#include
it in the generated.c
file.
Textures are extracted as .png
files.
- Example:
<Texture Name="gCraterSmokeConeTex" OutName="crater_smoke_cone" Format="ia8" Width="32" Height="32" Offset="0xC30"/>
Will be defined as:
u64 gCraterSmokeConeTex[] = {
#include "assets/objects/object_spot17_obj/crater_smoke_cone.ia8.inc.c"
};
-
Attributes:
Name
: Required. Suffixed byTex
, unless it is a palette, in that case it is suffixed byTLUT
.OutName
: Required. The filename of the extracted.png
file.Format
: Required. The format of the image. Valid values:rgba32
,rgba16
,i4
,i8
,ia4
,ia8
,ia16
,ci4
andci8
.Width
: Required. Width in pixels of the image.Height
: Required. Height in pixels of the image.TlutOffset
: Optional. Specifies the tlut's offset used by this texture. This attribute is only valid ifFormat
is eitherci4
orci8
, otherwise an exception would be thrown.ExternalTlut
: Optional. Specifies that the texture's tlut is in a different file. Takes the filename of the file that contains the tlut.ExternalTlutOffset
: Optional. Specifies the offset in theExternalTlut
of the tlut for the given texture.SplitTlut
: Optional. Specifies that the given texture should take from the upper half of the tlut. Takes a bool, i.e. one oftrue
,false
,1
,0
.
The following is a list of the texture formats the Nintendo 64 supports, with their gfxdis names and ZAPD format names.
Format name | Typing in gsDPLoadTextureBlock |
"Format" in xml |
---|---|---|
4-bit intensity (I) | G_IM_FMT_I, G_IM_SIZ_4b |
i4 |
4-bit intensity with alpha (I/A) (3/1) | G_IM_FMT_IA, G_IM_SIZ_4b |
ia4 |
4-bit color index (CI) | G_IM_FMT_CI, G_IM_SIZ_4b |
ci4 |
8-bit I | G_IM_FMT_I, G_IM_SIZ_8b |
i8 |
8-bit IA (4/4) | G_IM_FMT_IA, G_IM_SIZ_8b |
ia8 |
8-bit CI | G_IM_FMT_CI, G_IM_SIZ_8b |
ci8 |
16-bit red, green, blue, alpha (RGBA) (5/5/5/1) | G_IM_FMT_RGBA, G_IM_SIZ_16b |
rgba16 |
16-bit IA (8/8) | G_IM_FMT_IA, G_IM_SIZ_16b |
ia16 |
16-bit YUV (Luminance, Blue-Y, Red-Y) | G_IM_FMT_YUV, G_IM_SIZ_16b |
(not used) |
32-bit RGBA (8/8/8/8) | G_IM_FMT_RGBA, G_IM_SIZ_32b |
rgba32 |
If you want to know more about this formats, you can check gsDPLoadTextureBlock
for most formats, or gDPLoadTextureBlock_4b
for the 4-bit formats.
- Example:
<Background Name="gGoronShopBackground" OutName="goron_shop_background" Offset="0x9D0"/>
-
Attributes:
Name
: Required. Suffixed byBackground
.OutName
: Required. The filename of the extracted.jpg
file.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element. You can use this to name them if you don't like the autogenerated name.
Blob are binary data that will be extracted as .bin
files.
- Example:
<Blob Name="gFireTempleBlob_00CCC0" Size="0x10E" Offset="0xCCC0"/>
Will be defined as:
u8 gFireTempleBlob_00CCC0[] = {
#include "assets/objects/object_hidan_objects/gFireTempleBlob_00CCC0.bin.inc.c"
};
-
Attributes:
Name
: Required. Suffixed byBlob
.Size
: Required. Amount of bytes to extract. Hex.
※ We usually use blobs when we can't figure out the content's type of chunk of data.
A.k.a. Display list, or Gfx.
- Example:
<DList Name="gGiGreenRupeeInnerColorDL" Offset="0x04A0"/>
-
Attributes:
Name
: Required. Suffixed byDL
.
A data type exclusive to Majora's Mask, that has scrolling, color changing, and texture changing capabilities. Declaring the main array will generate everything else; textures for the TextureCycle type must be declared manually in the XML to use symbols. (If it does reference any undeclared textures, ZAPD will warn and give the their offsets.)
<TextureAnimation Name="gRosaSistersTexAnim" Offset="0xD768"/>
-
Attributes:
Name
: Required. Suffixed byTexAnim
.
Scene
s and Room
s are a bit special, because Room
s usually needs assets declared in their respective Scene
(which is in a different file), so they need to be extracted together.
To accomplish this, the scene and each of their rooms must be declared in the same XML.
- Example:
<Root>
<File Name="spot12_scene" Segment="2">
<Cutscene Name="gSpot12Cs_006490" Offset="0x6490"/>
<Scene Name="spot12_scene" Offset="0x0"/>
</File>
<File Name="spot12_room_0" Segment="3">
<Room Name="spot12_room_0" Offset="0x0"/>
</File>
<File Name="spot12_room_1" Segment="3">
<Room Name="spot12_room_1" Offset="0x0"/>
</File>
</Root>
-
Attributes:
HackMode
: Optional. This is a simple non-hardcoded way to handle some edge cases. Valid values:syotes_room
.
Like Scene
s and Room
s, AltHeader
s is special too. It should always be declared in the same File
as a Scene
or a Room
.
- Example:
<File Name="spot01_scene" Segment="2">
<Path Name="gSpot01Path_0003D0" NumPaths="3" Offset="0x3D0"/>
<Texture Name="gSpot01TLUT_00A870" OutName="spot01_tlut_A870" Format="rgb5a1" Width="220" Height="1" Offset="0xA870"/>
<Texture Name="gSpot01GrassTex" OutName="spot01_grass" Format="rgb5a1" Width="32" Height="32" Offset="0xAA50"/>
<Texture Name="gSpot01WindowDayTex" OutName="spot01_window_day" Format="rgb5a1" Width="32" Height="64" Offset="0x15b50"/>
<Texture Name="gSpot01WindowNightTex" OutName="spot01_window_night" Format="rgb5a1" Width="32" Height="64" Offset="0x16b50"/>
<Cutscene Name="gKakarikoFirstTimeCs" Offset="0xA540"/>
<Scene Name="spot01_scene" Offset="0x0"/>
<AltHeader Name="gKakarikoAltHeader_009980" Offset="0x9980"/>
</File>
-
Attributes:
Name
: Required. Suffixed byAltHeader
.
- Example:
<Animation Name="gWallmasterDamageAnim" Offset="0x590"/>
-
Attributes:
Name
: Required. Suffixed byAnim
.
- Example:
<PlayerAnimation Name="gPlayer3Anim" Offset="0x2310"/>
-
Attributes:
Name
: Required. Suffixed byAnim
.
- Example:
<CurveAnimation Name="gEnBoxCurveAnim_4B60" SkelOffset="0x5EB8" Offset="0x4B60"/>
-
Attributes:
Name
: Required. Suffixed byAnim
.SkelOffset
: Required. Offset of theCurveSkeleton
(I.e. aSkeleton
resource withType="Curve"
) related to this animation.
Useful only for the unused object_human
's animation data.
- Example:
<LegacyAnimation Name="gHumanAnim_011A9C" Offset="0x11A9C"/>
-
Attributes:
Name
: Required. Suffixed byAnim
.
- Example:
<Skeleton Name="gEnBoxCurveSkel" Type="Curve" LimbType="Curve" Offset="0x5EB8"/>
-
Attributes:
Name
: Required. Suffixed bySkel
.Type
: Required. Valid values:Normal
,Flex
andCurve
.LimbType
: Required. Valid values:Standard
,LOD
,Skin
,Curve
andLegacy
.EnumName
: Optional. The name oftypedef
'd limb enum.LimbNone
: Optional. The name of the limb with index zero in the limb enum.LimbMax
: Optional. The name of the max limb index in the limb enum.
ZAPD is able to generate a limb enum by itself only if all the required data is provided. Providing some but not all the required data would trigger an error and the execution will halt.
The required data is providing the EnumName
, LimbNone
and LimbMax
attributes in the Skeleton
or LimbTable
node and the EnumName
attribute in every Limb
of this skeleton.
※ There are no restrictions in the Type
and LimbType
attributes besides the valid values, so any skeleton type can be combined with any limb type.
- Example:
<LimbTable Name="gHumanLimbTable_011FC8" LimbType="Legacy" Count="41" Offset="0x11FC8"/>
-
Attributes:
Name
: Required. Suffixed bySkel
.LimbType
: Required. Valid values:Standard
,LOD
,Skin
,Curve
andLegacy
.Count
: Required. Amount of limbs. Integer.EnumName
: Optional. The name oftypedef
'd limb enum.LimbNone
: Optional. The name of the limb with index zero in the limb enum.LimbMax
: Optional. The name of the max limb index in the limb enum.
See Skeleton for info on the limb enum generation.
- Example:
<Limb Name="gChuGirlHeadLimb" LimbType="Standard" Offset="0x6E34"/>
-
Attributes:
Name
: Required. Suffixed byLimb
.LimbType
: Required. Valid values:Standard
,LOD
,Skin
,Curve
andLegacy
.EnumName
: Optional. The name used for this limb in the limbs enum. It must be either present in every limb or in none.
See Skeleton for info on the limb enum generation.
A special element that allows declaring a variable without actually extracting it from the current file. Useful when a resource references an element from another file. The symbol will be declared as extern
.
- Example:
<Symbol Name="gJsjutanShadowTex" Type="u8" Size="1" Count="0x800" Offset="0x4E70"/>
Will be declared as:
extern u8 gJsjutanShadowTex[2048];
-
Attributes:
Type
: The type of the declared variable. If missing, it will default tovoid*
.TypeSize
: The size in bytes of the type. If missing, it will default to4
(the size of a word and a pointer). Integer or hex value.Count
: Optional. If it is present, the variable will be declared as an array instead of a plain variable. The value of this attribute specifies the length of the array. IfCount
is present but it has no value (Count=""
), then the length of the array will not be specified either in the declared variable. Integer or hex value.Static
: This attribute can't be enabled on a Symbol node. A warning will be showed in this case.
- Example:
<Collision Name="gDesertColossusBombableWallCol" Offset="0x1A58"/>
-
Attributes:
Name
: Required. Suffixed byCol
.
Allows the extraction of a single number.
- Example:
<Scalar Type="u64" Name="pad34F8"/>
Will be extracted as:
u64 pad34F8 = { 0 };
-
Attributes:
Name
: Required. Suffixed by.TBD
Type
: Required. Valid values:s8
,u8
,x8
,s16
,u16
,x16
,s32
,u32
,x32
,s64
,u64
,x64
,f32
andf64
.
※ Can be wrapped in an Array
tag.
Extracts a vector.
Current supported types are Vec3s
, Vec3i
or Vec3f
.
- Example:
<Array Name="D_04002040" Count="24" Offset="0x2040">
<Vector Type="s16" Dimensions="3" />
</Array>
Will be extracted as:
Vec3s D_04002040[24] = {
{ -37, 2346, 93 },
{ 0, 11995, 0 },
{ -16385, -305, -16333 },
{ 0, 51, 12 },
{ 3761, 2263, -384 },
{ 0, 0, 3786 },
{ 1594, 1384, -18344 },
{ -2288, -2428, -1562 },
{ 0, 0, 3219 },
{ -2148, -5, -16840 },
{ 15365, -1708, 15611 },
{ 1761, 8365, 17711 },
{ 0, 0, 18859 },
{ 0, 0, 0 },
{ -9392, -9579, 28686 },
{ 0, 0, -7093 },
{ -2748, 685, -14092 },
{ 213, 6553, -32212 },
{ 0, 0, -1877 },
{ 3267, 3309, -16090 },
{ -18101, 25946, -2670 },
{ -104, 0, 0 },
{ 0, 0, 0 },
{ 0, 0, 0 }
};
-
Attributes:
Name
: Required. Suffixed by.TBD
Type
: Required. Specifies the vector's type (Vec3s
,Vec3i
andVec3f
). Valid values:s16
,s32
andf32
.Dimensions
: Required. The amount of dimensions of the vector. Valid values:3
.
※ Can be wrapped in an Array
tag.
- Example:
<Array Name="gTriforceVtx" Count="32" Offset="0x0000">
<Vtx/>
</Array>
-
Attributes:
Name
: Required. Suffixed byVtx
.
※ Can be wrapped in an Array
tag.
- Example:
<Mtx Name="gBdanMtx_000C40" Offset="0xC40" />
-
Attributes:
Name
: Required. Suffixed byMtx
.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element.
- Example:
<Cutscene TODO/> <!-- Currently there are 0 xml in the repo using this tag. -->
-
Attributes:
Name
: Required. Suffixed byCs
.
※ Explicit use of this tag isn't often necesary because it would probably be extracted automatically by another extracted element.
The Array
element is special, because it needs an inner element to work. It will declare an array of its inner element.
Currently, only Pointer
, Scalar
, Vector
and Vtx
support being wrapped in an array.
- Example:
<Array Name="gTrialBarrierEnergyVtx" Count="102" Offset="0x4FD0">
<Vtx/>
</Array>
-
Attributes:
Name
: Required. How the variable will be named. By our convention it should be prefixed byg
. The sufix is mandated by the element contained.Count
: Required. Amount of elements. Integer.
- Example:
<Path Name="gSpot09Path_002F60" Offset="0x2F60"/>
-
Attributes:
Name
: Required. Suffixed byPath
.NumPaths
: Optional. The amount of paths contained in the array. It must be a positive integer.
Allows the extraction of the specific data of the player animations which are found in the link_animetion
file.
- Example:
<PlayerAnimationData Name="gPlayerAnimData_000000" FrameCount="20" Offset="0x0"/>
-
Attributes:
Name
: Required. Suffixed byAnimData
.FrameCount
: Required. The length of the animation in frames. It must be a positive integer.
Allows the extraction of a variable that contains a pointer
- Example:
<Array Name="object_hanareyama_obj_DLArray_004638" Count="54" Offset="0x4638">
<Pointer Type="Gfx"/>
</Array>
-
Attributes:
Name
: Required.Type
: Required. The type of the extracted pointer.
※ Can be wrapped in an Array
tag.