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New assets system - #1886

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Dragorn421 wants to merge 18 commits into
zeldaret:mainfrom
Dragorn421:meta_new_assets
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New assets system#1886
Dragorn421 wants to merge 18 commits into
zeldaret:mainfrom
Dragorn421:meta_new_assets

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@Dragorn421

@Dragorn421 Dragorn421 commented Aug 9, 2026

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Currently WIP but OK!

Help welcome on implementing the MM-specific data structures:

  • AnimatedMaterial[] (partially started for matching reasons in tools/assets/extract/extase_oot64/animated_materials.py)
  • KeyFrameAnimation
  • KeyFrameSkel
  • various maps stuff: animated material list, actor cutscene list, map data, cutscene script list, actor cutscene cam list, map data chests, light list

Also need a csdis.py for MM like OoT has for disassembling cutscene data.

Comment thread include/array_count.h
// 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

@AngheloAlf AngheloAlf Aug 11, 2026

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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

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3 participants