New assets system - #1886
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AngheloAlf
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Aug 11, 2026
AngheloAlf
reviewed
Aug 11, 2026
| // Reference data: used to store the original vertices | ||
| static Vtx sBigslimeStaticVtx[BIGSLIME_NUM_VTX] = { | ||
| #include "assets/overlays/ovl_En_Bigslime/sBigslimeStaticVtx.vtx.inc" | ||
| #include "assets/overlays/ovl_En_Bigslime/sBigslimeStaticVtx.inc.c" |
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I kinda prefer the .inc extension over the .c extension for these generated assets.
They aren't C files, they can't be compiled on their own, they have to be included this way to have meaning, so an extension reflecting this sounds better to me
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Hmm but the .c extension has the advantage that IDEs will at least syntax-highlight the contents like it's C which is mostly correct
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IDEs usually let you configure this, so people can decide to opt in instead of forcing everyone into this.
For example, you can add this to your .vscode/settings.json
{
"files.associations": {
"*.inc": "c"
}
}but whatever, i guess it is fine
New assets build warning fixups
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Currently WIP but OK!
Help welcome on implementing the MM-specific data structures:
AnimatedMaterial[](partially started for matching reasons intools/assets/extract/extase_oot64/animated_materials.py)KeyFrameAnimationKeyFrameSkelAlso need a csdis.py for MM like OoT has for disassembling cutscene data.