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Models.py
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Models.py
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from __future__ import annotations
import os
import random
from enum import IntEnum
from typing import TYPE_CHECKING
from Utils import data_path
if TYPE_CHECKING:
from Cosmetics import CosmeticsLog
from Rom import Rom
from Settings import Settings
def get_model_choices(age: int) -> list[str]:
names = ["Default"]
path = data_path("Models/Adult")
if age == 1:
path = data_path("Models/Child")
if os.path.exists(path):
for file in os.listdir(path):
if file.endswith(".zobj"):
names.append(file[:-5])
if len(names) > 2:
# If more than 2 non-default model choices, add random option
names.insert(1, "Random")
return names
class ModelError(RuntimeError):
pass
class ModelDefinitionError(ModelError):
pass
# Used for writer model pointers to the rom in place of the vanilla pointers
class ModelPointerWriter:
def __init__(self, rom: Rom) -> None:
self.rom: Rom = rom
self.offset: int = 0
self.advance: int = 4
self.base: int = CODE_START
def SetBase(self, base: str) -> None:
if base == 'Code':
self.base = CODE_START
elif base == 'Player':
self.base = PLAYER_START
elif base == 'Hook':
self.base = HOOK_START
elif base == 'Shield':
self.base = SHIELD_START
elif base == 'Stick':
self.base = STICK_START
elif base == 'GraveyardKid':
self.base = GRAVEYARD_KID_START
elif base == 'Guard':
self.base = GUARD_START
elif base == 'RunningMan':
self.base = RUNNING_MAN_START
def GoTo(self, dest: int) -> None:
self.offset = dest
def SetAdvance(self, adv: int) -> None:
self.advance = adv
def GetAddress(self) -> int:
return self.base + self.offset
def WriteModelData(self, data: int) -> None:
self.rom.write_bytes(self.GetAddress(), data.to_bytes(4, 'big'))
self.offset += self.advance
def WriteModelData16(self, data: int) -> None:
self.rom.write_bytes(self.GetAddress(), data.to_bytes(2, 'big'))
self.offset += 2
def WriteModelDataHi(self, data: int) -> None:
bytes = data.to_bytes(4, 'big')
for i in range(2):
self.rom.write_byte(self.GetAddress(), bytes[i])
self.offset += 1
def WriteModelDataLo(self, data: int) -> None:
bytes = data.to_bytes(4, 'big')
for i in range(2, 4):
self.rom.write_byte(self.GetAddress(), bytes[i])
self.offset += 1
# Either return the starting index of the requested data (when start == 0)
# or the offset of the element in the footer, if it exists (start > 0)
def scan(bytes: bytearray, data: bytearray | str, start: int = 0) -> int:
databytes = data
# If a string was passed, encode string as bytes
if isinstance(data, str):
databytes = data.encode()
dataindex = 0
for i in range(start, len(bytes)):
# Byte matches next byte in string
if bytes[i] == databytes[dataindex]:
dataindex += 1
# Special case: Bottle, Bow, Slingshot, Fist.L, and Fist.R are subsets of
# Bottle.Hand.L, Bow.String, Slingshot.String, Gauntlet.Fist.L, and Gauntlet.Fist.R respectively
# And Hookshot which is a subset of Hookshot.Spike, Hookshot.Chain, Hookshot.Aiming.Reticule
# This leads to false positives. So if the next byte is . (0x2E) then reset the count.
if isinstance(data, str) and data in ["Bottle", "Bow", "Slingshot", "Hookshot", "Fist.L", "Fist.R", "Blade.3"] and i < len(bytes) - 1 and bytes[i+1] == 0x2E:
# Blade.3 is even wackier, as it is a subset of Blade.3.Break,
# and also a forward subset of Broken.Blade.3, and has a period in it
if data == "Blade.3":
resetCount = False
# If current byte is the "e" in "Blade.3", the period detected is the expected one- Carry on
# If it isn't, then reset the count
if bytes[i] != 0x65:
resetCount = True
# Make sure i is large enough, "Broken.Blad" is 11 chars (remember we're currently at the e)
if not resetCount and i > 10:
# Check if "Broken." immediately preceeds this string
preceedingBytes = bytes[i-11:i-4]
if preceedingBytes == bytearray(b'Broken.'):
resetCount = True
if resetCount:
dataindex = 0
# Fist.L and Fist.R are forward subsets of Gauntlet.Fist.x, check for "Gauntlet."
# "Gauntlet.Fis" is 12 chars (we are currently at the t)
elif data in ["Fist.L", "Fist.R"] and i > 11:
# Check if "Gauntlet." immediately preceeds this string
preceedingBytes = bytes[i-12:i-3]
if preceedingBytes == bytearray(b'Gauntlet.'):
dataindex = 0
# Default case for Bottle, Bow, Slingshot, Hookshot, reset count
else:
dataindex = 0
# Special case for Hookshot: Forward subset of FPS.Hookshot, "FPS." is 4 chars
# (Blade.3 and fists can check in the previous stanza since a . will be encountered at some point)
if isinstance(data, str) and data == "Hookshot" and dataindex == 1 and i > 3:
# Check if "FPS." immediately preceeds this string
preceedingBytes = bytes[i-4:i]
if preceedingBytes == bytearray(b'FPS.'):
dataindex = 0
# More special cases added by the new pipeline...
# Hand.L and Hand.R are forward subsets of Gauntlet.Hand.X, FPS.Hand.X
# And Hand.L specifically is a forward subset of Bottle.Hand.L
if isinstance(data, str) and data in ["Hand.L", "Hand.R"] and dataindex == 1:
if i > 8:
preceedingBytes = bytes[i-9:i]
if preceedingBytes == bytearray(b'Gauntlet.'):
dataindex = 0
if dataindex == 1 and i > 3:
preceedingBytes = bytes[i-4:i]
if preceedingBytes == bytearray(b'FPS.'):
dataindex = 0
if data == "Hand.L" and dataindex == 1 and i > 6:
preceedingBytes = bytes[i-7:i]
if preceedingBytes == bytearray(b'Bottle.'):
dataindex = 0
# Forearm.L and Forearm.R are forward subsets of FPS.Forearm.X
if isinstance(data, str) and data in ["Forearm.L", "Forearm.R"] and dataindex == 1 and i > 3:
preceedingBytes = bytes[i-4:i]
if preceedingBytes == bytearray(b'FPS.'):
dataindex = 0
# All bytes have been found, so a match
if dataindex == len(databytes):
# If start is 0 then looking for the footer, return the index
if start == 0:
return i + 1
# Else, we want to know the offset, which will be after the footer and 1 padding byte
else:
i += 2
offsetbytes = []
for j in range(4):
offsetbytes.append(bytes[i + j])
return int.from_bytes(offsetbytes, 'big')
# Match has been broken, reset to start of string
else:
dataindex = 0
return -1
# Follows pointers from the LUT until finding the actual DList, and returns the offset of the DList
def unwrap(zobj: bytearray, address: int) -> int:
# An entry in the LUT will look something like 0xDE 01 0000 06014050
# Only the last 3 bytes should be necessary.
data = int.from_bytes(zobj[address+5:address+8], 'big')
# If the data here points to another entry in the LUT, keep searching until
# an address outside the table is found.
while LUT_START <= data <= LUT_END:
address = data
data = int.from_bytes(zobj[address+5:address+8], 'big')
return address
# Used to overwrite pointers in the displaylist with new ones
def WriteDLPointer(dl: list[int], index: int, data: int) -> None:
bytes = data.to_bytes(4, 'big')
for i in range(4):
dl[index + i] = bytes[i]
# An extensive function which loads pieces from the vanilla Link model to add to the user-provided zobj
# Based on https://github.com/hylian-modding/ML64-Z64Lib/blob/master/cores/Z64Lib/API/zzoptimize.ts function optimize()
def LoadVanilla(rom: Rom, missing: list[str], rebase: int, linkstart: int, linksize: int,
pieces: dict[str, tuple[Offsets, int]], skips: dict[str, list[tuple[int, int]]]) -> tuple[list[int], dict[str, int]]:
# Get vanilla "zobj" of Link's model
vanillaData = []
for i in range(linksize):
vanillaData.append(rom.buffer[linkstart + i])
segment = 0x06
vertices = {}
matrices = {}
textures = {}
displayLists = {}
# For each missing piece, grab data from its vanilla display list
for item in missing:
offset = pieces[item][1]
i = offset
displayList = []
# Crawl displaylist bytecode and handle each command
while i < len(vanillaData):
# Check if these bytes need to be skipped
if item in skips.keys():
skip = False
for skippedRanges in skips[item]:
itemIndex = i - offset
# Byte is in a range that must be skipped
if skippedRanges[0] <= itemIndex and itemIndex < skippedRanges[1]:
skip = True
if skip:
i += 8
continue
op = vanillaData[i]
seg = vanillaData[i+4]
lo = int.from_bytes(vanillaData[i+4:i+8], 'big')
# Source for displaylist bytecode: https://hack64.net/wiki/doku.php?id=f3dex2
if op == 0xDF: # End of list
# DF: G_ENDDL
# Terminates the current displaylist
# DF 00 00 00 00 00 00 00
displayList.extend(vanillaData[i:i+8]) # Make sure to write the DF
break
# Shouldn't have to deal with DE (branch to new display list)
elif op == 0x01 and seg == segment: # Vertex data
# 01: G_VTX
# Fills the vertex buffer with vertex information
# 01 0[N N]0 [II] [SS SS SS SS]
# N: Number of vertices
# I: Where to start writing vertices inside the vertex buffer (start = II - N*2)
# S: Segmented address to load vertices from
# Grab the address from the low byte without teh base offset
vtxStart = lo & 0x00FFFFFF
# Grab the length of vertices from the instruction
# (Number of vertices will be from the 4th and 5th nibble as shown above, but each length 16)
vtxLen = int.from_bytes(vanillaData[i+1:i+3], 'big')
if vtxStart not in vertices or len(vertices[vtxStart]) < vtxLen:
vertices[vtxStart] = vanillaData[vtxStart:vtxStart+vtxLen]
elif op == 0xDA and seg == segment: # Push matrix
# DA: G_MTX
# Apply transformation matrix
# DA 38 00 [PP] [AA AA AA AA]
# P: Parameters for matrix
# A: Segmented address of vectors of matrix
# Grab the address from the low byte without the base offset
mtxStart = lo & 0x00FFFFFF
if mtxStart not in matrices:
matrices[mtxStart] = vanillaData[mtxStart:mtxStart+0x40] # Matrices always 0x40 long
elif op == 0xFD and seg == segment: # Texture
# G_SETTIMG
# Sets the texture image offset
# FD [fi] 00 00 [bb bb bb bb]
# [fi] -> fffi i000
# f: Texture format
# i: Texture bitsize
# b: Segmented address of texture
# Use 3rd nibble to get the texture type
textureType = (vanillaData[i+1] >> 3) & 0x1F
# Find the number of texel bits from the type
numTexelBits = 4 * (2 ** (textureType & 0x3))
# Get how many bytes there are per texel
bytesPerTexel = int(numTexelBits / 8)
# Grab the address from the low byte without the base offset
texOffset = lo & 0x00FFFFFF
numTexels = -1
returnStack = []
j = i+8
# The point of this loop is just to find the number of texels
# so that it may be multiplied by the bytesPerTexel so we know
# the length of the texture.
while j < len(vanillaData) and numTexels == -1:
opJ = vanillaData[j]
segJ = vanillaData[j+4]
loJ = int.from_bytes(vanillaData[j+4:j+8], 'big')
if opJ == 0xDF:
# End of branched texture, or something wrong
if len(returnStack) == 0:
numTexels = 0
break
else:
j = returnStack.pop()
elif opJ == 0xFD:
# Another texture command encountered, something wrong
numTexels = 0
break
elif opJ == 0xDE:
# Branch to another texture
if segJ == segment:
if vanillaData[j+1] == 0x0:
returnStack.append(j)
j = loJ & 0x00FFFFFF
elif opJ == 0xF0:
# F0: G_LOADTLUT
# Loads a number of colors for a pallette
# F0 00 00 00 0[t] [cc c]0 00
# t: Tile descriptor to load from
# c: ((colour count-1) & 0x3FF) << 2
# Just grab c from the instruction above
# Shift right 12 to get past the first 3 0s, then
# 2 more since c is shifted left twice, then add 1
# to get the color count of this pallette.
numTexels = ((loJ & 0x00FFF000) >> 14) + 1
break
# Also error if numTexels > 256
elif opJ == 0xF3:
# F3: G_LOADBLOCK
# Determines how much data to load after SETTIMG
# F3 [SS S][T TT] 0[I] [XX X][D DD]
# S: Upper left corner of texture's S-axis
# T: Upper left corner of texture's T-axis
# I: Tile descriptor
# X: Number of texels to load, minus one
# D: dxt (?)
# Just grab X from the instruction, shift
# right 12 times to get past 0s
numTexels = ((loJ & 0x00FFF000) >> 12) + 1
break
j += 8
dataLen = bytesPerTexel * numTexels
if texOffset not in textures or len(textures[texOffset]) < dataLen:
textures[texOffset] = vanillaData[texOffset:texOffset+dataLen]
displayList.extend(vanillaData[i:i+8])
i += 8
displayLists[item] = (displayList, offset)
# Create vanilla zobj of the pieces from data collected during crawl
vanillaZobj = []
# Add textures, vertices, and matrices to the beginning of the zobj
# Textures
oldTex2New = {}
for (offset, texture) in textures.items():
newOffset = len(vanillaZobj)
oldTex2New[offset] = newOffset
vanillaZobj.extend(texture)
# Vertices
oldVer2New = {}
for (offset, vertex) in vertices.items():
newOffset = len(vanillaZobj)
oldVer2New[offset] = newOffset
vanillaZobj.extend(vertex)
# Matrices
oldMtx2New = {}
for (offset, matrix) in matrices.items():
newOffset = len(vanillaZobj)
oldMtx2New[offset] = newOffset
vanillaZobj.extend(matrix)
# Now add display lists which will reference the data from the beginning of the zobj
# Display lists
oldDL2New = {}
for data in displayLists.values():
dl = data[0]
offset = data[1]
oldDL2New[offset] = len(vanillaZobj)
for i in range (0, len(dl), 8):
op = dl[i]
seg = dl[i+4]
lo = int.from_bytes(dl[i+4:i+8], 'big')
if seg == segment:
# If this instruction points to some data, it must be repointed
if op == 0x01:
vertEntry = oldVer2New[lo & 0x00FFFFFF]
WriteDLPointer(dl, i + 4, BASE_OFFSET + vertEntry + rebase)
elif op == 0xDA:
mtxEntry = oldMtx2New[lo & 0x00FFFFFF]
WriteDLPointer(dl, i + 4, BASE_OFFSET + mtxEntry + rebase)
elif op == 0xFD:
texEntry = oldTex2New[lo & 0x00FFFFFF]
WriteDLPointer(dl, i + 4, BASE_OFFSET + texEntry + rebase)
elif op == 0xDE:
dlEntry = oldDL2New[lo & 0x00FFFFFF]
WriteDLPointer(dl, i + 4, BASE_OFFSET + dlEntry + rebase)
vanillaZobj.extend(dl)
# Pad to the nearest multiple of 16
while len(vanillaZobj) % 0x10 != 0:
vanillaZobj.append(0x00)
# Now find the relation of items to new offsets
DLOffsets = {}
for item in missing:
DLOffsets[item] = oldDL2New[pieces[item][1]]
return vanillaZobj, DLOffsets
# Finds the address of the model's hierarchy so we can write the hierarchy pointer
# Based on https://github.com/hylian-modding/Z64Online/blob/master/src/Z64Online/common/cosmetics/UniversalAliasTable.ts function findHierarchy()
def FindHierarchy(zobj: bytearray, agestr: str) -> int:
# Scan until we find a segmented pointer which is 0x0C or 0x10 more than
# the preceeding data and loop until something that's not a segmented pointer is found
# then return the position of the last segemented pointer.
for i in range(0, len(zobj), 4):
if zobj[i] == 0x06:
possible = int.from_bytes(zobj[i+1:i+4], 'big')
if possible < len(zobj):
possible2 = int.from_bytes(zobj[i-3:i], 'big')
diff = possible - possible2
if diff == 0x0C or diff == 0x10:
pos = i + 4
count = 1
while zobj[pos] == 0x06:
pos += 4
count += 1
a = zobj[pos]
if a != count:
continue
return pos - 4
raise ModelDefinitionError("No hierarchy found in " + agestr + " model- Did you check \"Link hierarchy format\" in zzconvert?")
TOLERANCE: int = 0x100
def CheckDiff(limb: int, skeleton: int) -> bool:
# The normal difference
normalDiff = abs(limb - skeleton)
# Underflow/overflow diff
# For example, if limb is 0xFFFF and skeleton is 0x0001, then they are technically only 2 apart
# So subtract 0xFFFF from the absolute value of the difference to get the true difference in this case
# Necessary since values are signed, but not represented as signed here
flowDiff = abs(normalDiff - 0xFFFF)
# Take the minimum of the two differences
diff = min(normalDiff, flowDiff)
# Return true if diff is too big
return diff > TOLERANCE
def CorrectSkeleton(zobj: bytearray, skeleton: list[list[int]], agestr: str) -> bool:
# Get the hierarchy pointer
hierarchy = FindHierarchy(zobj, agestr)
# Get what the hierarchy pointer points to (pointer to limb 0)
limbPointer = int.from_bytes(zobj[hierarchy+1:hierarchy+4], 'big')
# Get the limb this points to
limb = int.from_bytes(zobj[limbPointer+1:limbPointer+4], 'big')
# Go through each limb in the table
hasVanillaSkeleton = True
withinTolerance = True
for i in range(1, 21):
offset = limb + i * 0x10
# X, Y, Z components are 2 bytes each
limbX = int.from_bytes(zobj[offset:offset+2], 'big')
limbY = int.from_bytes(zobj[offset+2:offset+4], 'big')
limbZ = int.from_bytes(zobj[offset+4:offset+6], 'big')
skeletonX = skeleton[i][0]
skeletonY = skeleton[i][1]
skeletonZ = skeleton[i][2]
# Check if the X, Y, and Z components all match
if limbX != skeletonX or limbY != skeletonY or limbZ != skeletonZ:
hasVanillaSkeleton = False
# Now check if the components are within a tolerance
# Exclude limb 0 since that one is always zeroed out on models for some reason
if CheckDiff(limbX, skeletonX) or CheckDiff(limbY, skeletonY) or CheckDiff(limbZ, skeletonZ):
withinTolerance = False
break
# If the skeleton is not vanilla but all components are within the tolerance, then force to vanilla
if not hasVanillaSkeleton and withinTolerance:
hasVanillaSkeleton = True
for i in range(21):
offset = limb + i * 0x10
bytes = []
bytes.extend(int.to_bytes(skeleton[i][0], 2, 'big'))
bytes.extend(int.to_bytes(skeleton[i][1], 2, 'big'))
bytes.extend(int.to_bytes(skeleton[i][2], 2, 'big'))
# Overwrite the X, Y, Z bytes with their vanilla values
for j in range(6):
zobj[offset+j] = bytes[j]
return hasVanillaSkeleton
# Loads model from file and processes it by adding vanilla pieces and setting up the LUT if necessary.
def LoadModel(rom: Rom, model: str, age: int) -> int:
# age 0 = adult, 1 = child
linkstart = ADULT_START
linksize = ADULT_SIZE
hierarchy = ADULT_HIERARCHY
postconstantstart = ADULT_POST_START
pieces = AdultPieces
path = data_path('Models/Adult')
skips = adultSkips
skeleton = adultSkeleton
agestr = "adult" # Just used for error messages
if age == 1:
linkstart = CHILD_START
linksize = CHILD_SIZE
hierarchy = CHILD_HIERARCHY
postconstantstart = CHILD_POST_START
pieces = ChildPieces
path = data_path('Models/Child')
skips = childSkips
skeleton = childSkeleton
agestr = "child"
# Read model data from file
file = open(model, "rb")
zobj = file.read()
file.close()
zobj = bytearray(zobj)
if len(zobj) > linksize:
raise ModelDefinitionError("Model for " + agestr + " too large- It is " + str(len(zobj)) + " bytes, but must be at most " + str(linksize) + " bytes.")
# See if the string MODLOADER64 appears before the LUT- if so this is a PlayAs model and needs no further processing
if scan(zobj, "MODLOADER64") == -1:
# First, make sure all important bytes are zeroed out
for i in range(LUT_START, LUT_END):
zobj[i] = 0x00
# Locate the manifest
footerstart = scan(zobj, "!PlayAsManifest0")
if footerstart == -1:
raise ModelDefinitionError("No manifest found in " + agestr + " model- Did you check \"Embed play-as data\" in zzconvert?")
startaddr = footerstart - len("!PlayAsManifest0")
# Check if this is a new pipeline model
if scan(zobj, "riggedmesh", startaddr) != -1:
# Replace Limb x names with the new pipeline names
for oldName, newName in oldToNewPipeline.items():
pieces[newName] = pieces.pop(oldName)
# Find which pieces, if any, are missing from this model
missing = []
present = {}
DLOffsets = {}
for piece in pieces:
offset = scan(zobj, piece, footerstart)
if offset == -1:
missing.append(piece)
else:
present[piece] = offset
if len(missing) > 0:
# Load vanilla model data for missing pieces
(vanillaZobj, DLOffsets) = LoadVanilla(rom, missing, startaddr, linkstart, linksize, pieces, skips)
# Write vanilla zobj data to end of model zobj
i = 0
for byte in vanillaZobj:
zobj.insert(startaddr + i, byte)
i += 1
if len(zobj) > linksize:
raise ModelDefinitionError("After processing, model for " + agestr + " too large- It is "
+ str(len(zobj)) + " bytes, but must be at most " + str(linksize) + " bytes.")
# Now we have to set the lookup table for each item
for (piece, offset) in DLOffsets.items():
# Add the starting address to each offset so they're accurate to the updated zobj
DLOffsets[piece] = offset + startaddr
DLOffsets.update(present)
for item in pieces:
lut = pieces[item][0] - BASE_OFFSET
entry = unwrap(zobj, lut)
zobj[entry] = 0xDE
zobj[entry+1] = 0x01
entry += 4
dladdress = DLOffsets[item] + BASE_OFFSET
dladdressbytes = dladdress.to_bytes(4, 'big')
for byte in dladdressbytes:
zobj[entry] = byte
entry += 1
# Put prefix for easily finding LUT in RAM
i = 0
for byte in "HEYLOOKHERE".encode():
zobj[LUT_START+i] = byte
i += 1
# Set constants in the LUT
file = open(os.path.join(path, 'Constants/preconstants.zobj'), "rb")
constants = file.read()
file.close()
i = 0
for byte in constants:
zobj[PRE_CONSTANT_START + i] = byte
i += 1
file = open(os.path.join(path, 'Constants/postconstants.zobj'), "rb")
constants = file.read()
file.close()
i = 0
for byte in constants:
zobj[postconstantstart + i] = byte
i += 1
# Set up hierarchy pointer
hierarchyOffset = FindHierarchy(zobj, agestr)
hierarchyBytes = zobj[hierarchyOffset:hierarchyOffset+4] # Get the data the offset points to
for i in range(4):
zobj[hierarchy - BASE_OFFSET + i] = hierarchyBytes[i]
zobj[hierarchy - BASE_OFFSET + 4] = 0x15 # Number of limbs
zobj[hierarchy - BASE_OFFSET + 8] = 0x12 # Number of limbs to draw
# # Save zobj for testing
# with open(path + "/Test_Processed.zobj", "wb") as f:
# f.write(zobj)
# Correct skeleton if it should be corrected
CorrectSkeleton(zobj, skeleton, agestr)
# Write zobj to vanilla object (object_link_boy or object_link_child)
rom.write_bytes(linkstart, zobj)
# Finally, want to return an address with a DF instruction for use when writing the model data
dfBytes = bytearray(b'\xDF\x00\x00\x00\x00\x00\x00\x00')
return scan(zobj, dfBytes) - 8
# Write in the adult model and repoint references to it
def patch_model_adult(rom: Rom, settings: Settings, log: CosmeticsLog) -> None:
# Get model filepath
model = settings.model_adult_filepicker
# Default to filepicker if non-empty
if len(model) == 0:
model = settings.model_adult
if settings.model_adult == "Random":
choices = get_model_choices(0)
choices.remove("Default")
choices.remove("Random")
model = random.choice(choices)
model = data_path(f'Models/Adult/{model}.zobj')
pathsplit = os.path.basename(model)
log.settings.model_adult = pathsplit.split('.')[0]
# Load and process model
dfAddress = LoadModel(rom, model, 0)
dfAddress = dfAddress | 0x06000000 # Add segment to DF address
# Write adult Link pointer data
writer = ModelPointerWriter(rom)
writer.GoTo(0xE6718)
writer.SetAdvance(8)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST)
writer.WriteModelData(dfAddress)
writer.WriteModelData(dfAddress)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_SHIELD_HYLIAN)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_SHIELD_HYLIAN)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_SHIELD_MIRROR)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_SHIELD_MIRROR)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHEATHED)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHEATHED)
writer.WriteModelData(dfAddress)
writer.WriteModelData(dfAddress)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHIELD_HYLIAN)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHIELD_HYLIAN)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHIELD_MIRROR)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHIELD_MIRROR)
writer.WriteModelData(0x00000000)
writer.WriteModelData(0x00000000)
writer.WriteModelData(0x00000000)
writer.WriteModelData(0x00000000)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHEATH)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHEATH)
writer.WriteModelData(dfAddress)
writer.WriteModelData(dfAddress)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SHEATH0_HYLIAN)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SHEATH0_HYLIAN)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SHEATH0_MIRROR)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SHEATH0_MIRROR)
writer.WriteModelData(0x00000000)
writer.WriteModelData(0x00000000)
writer.WriteModelData(0x00000000)
writer.WriteModelData(0x00000000)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST_LONGSWORD)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST_LONGSWORD)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST_LONGSWORD_BROKEN)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST_LONGSWORD_BROKEN)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LHAND)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LHAND)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST)
writer.WriteModelData(dfAddress)
writer.WriteModelData(dfAddress)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST_SWORD)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST_SWORD)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RHAND)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RHAND)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_BOW)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_BOW)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHEATHED)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHEATHED)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHEATH)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_SWORD_SHEATH)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_WAIST)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_WAIST)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_BOW)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_BOW)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RHAND_OCARINA_TIME)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RHAND_OCARINA_TIME)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RHAND_OCARINA_TIME)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RHAND_OCARINA_TIME)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_HOOKSHOT)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RFIST_HOOKSHOT)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST_HAMMER)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LFIST_HAMMER)
writer.WriteModelData(dfAddress)
writer.WriteModelData(dfAddress)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LHAND_BOTTLE)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_LHAND_BOTTLE)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_FPS_LFOREARM)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_FPS_LHAND)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_RSHOULDER)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_FPS_RFOREARM)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_FPS_RHAND_BOW)
writer.GoTo(0xE6A4C)
writer.SetAdvance(4)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_BOOT_LIRON)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_BOOT_RIRON)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_BOOT_LHOVER)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_BOOT_RHOVER)
writer.GoTo(0xE6B28)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_BOTTLE)
writer.GoTo(0xE6B64)
writer.SetAdvance(4)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_BOW_STRING)
writer.WriteModelData(0x00000000) # string anchor x: 0.0
writer.WriteModelData(0xC3B43333) # string anchor y: -360.4
writer.GoTo(0x69112)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_UPGRADE_LFOREARM)
writer.GoTo(0x69116)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_UPGRADE_LFOREARM)
writer.GoTo(0x6912E)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_UPGRADE_RFOREARM)
writer.GoTo(0x69132)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_UPGRADE_RFOREARM)
writer.GoTo(0x6914E)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_UPGRADE_LFIST)
writer.GoTo(0x69162)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_UPGRADE_LFIST)
writer.GoTo(0x69166)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_UPGRADE_LHAND)
writer.GoTo(0x69172)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_UPGRADE_LHAND)
writer.GoTo(0x6919E)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_UPGRADE_RFIST)
writer.GoTo(0x691A2)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_UPGRADE_RFIST)
writer.GoTo(0x691AE)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_UPGRADE_RHAND)
writer.GoTo(0x691B2)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_UPGRADE_RHAND)
writer.GoTo(0x69DEA)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_FPS_LHAND_HOOKSHOT)
writer.GoTo(0x69DEE)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_FPS_LHAND_HOOKSHOT)
writer.GoTo(0x6A666)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_HOOKSHOT_AIM)
writer.GoTo(0x6A66A)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_HOOKSHOT_AIM)
writer.SetBase('Hook')
writer.GoTo(0xA72)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_HOOKSHOT_HOOK)
writer.GoTo(0xA76)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_HOOKSHOT_HOOK)
writer.GoTo(0xB66)
writer.WriteModelDataHi(Offsets.ADULT_LINK_LUT_DL_HOOKSHOT_CHAIN)
writer.GoTo(0xB6A)
writer.WriteModelDataLo(Offsets.ADULT_LINK_LUT_DL_HOOKSHOT_CHAIN)
writer.GoTo(0xBA8)
writer.WriteModelData16(0x0014)
writer.SetBase('Stick')
writer.GoTo(0x32C)
writer.WriteModelData(Offsets.ADULT_LINK_LUT_DL_BLADEBREAK)
writer.GoTo(0x328)
writer.WriteModelData16(0x0014)
writer.SetBase('Code')
writer.GoTo(0xE65A0)
writer.WriteModelData(ADULT_HIERARCHY) # Hierarchy pointer
# Write in the child model and repoint references to it
def patch_model_child(rom: Rom, settings: Settings, log: CosmeticsLog) -> None:
# Get model filepath
model = settings.model_child_filepicker
# Default to filepicker if non-empty
if len(model) == 0:
model = settings.model_child
if settings.model_child == "Random":
choices = get_model_choices(1)
choices.remove("Default")
choices.remove("Random")
model = random.choice(choices)
model = data_path(f'Models/Child/{model}.zobj')
pathsplit = os.path.basename(model)
log.settings.model_child = pathsplit.split('.')[0]
# Load and process model
dfAddress = LoadModel(rom, model, 1)
dfAddress = dfAddress | 0x06000000 # Add segment to DF address
# Write child Link pointer data
writer = ModelPointerWriter(rom)
writer.GoTo(0xE671C)
writer.SetAdvance(8)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST_SHIELD_DEKU)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST_SHIELD_DEKU)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST)
writer.WriteModelData(dfAddress)
writer.WriteModelData(dfAddress)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHEATHED)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHEATHED)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHIELD_DEKU)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHIELD_DEKU)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHIELD_HYLIAN)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHIELD_HYLIAN)
writer.WriteModelData(dfAddress)
writer.WriteModelData(dfAddress)
writer.WriteModelData(0x00000000)
writer.WriteModelData(0x00000000)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SHIELD_DEKU_BACK)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SHIELD_DEKU_BACK)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHEATH)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHEATH)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SHEATH0_DEKU)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SHEATH0_DEKU)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SHEATH0_HYLIAN)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SHEATH0_HYLIAN)
writer.WriteModelData(dfAddress)
writer.WriteModelData(dfAddress)
writer.WriteModelData(0x00000000)
writer.WriteModelData(0x00000000)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SHIELD_DEKU_BACK)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SHIELD_DEKU_BACK)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LHAND_PEDESTALSWORD)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LHAND_PEDESTALSWORD)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LHAND_PEDESTALSWORD)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LHAND_PEDESTALSWORD)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LHAND)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LHAND)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST_SWORD)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST_SWORD)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST_SWORD)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST_SWORD)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RHAND)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RHAND)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST_SLINGSHOT)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST_SLINGSHOT)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHEATHED)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHEATHED)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHEATH)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SWORD_SHEATH)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_WAIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_WAIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST_SLINGSHOT)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST_SLINGSHOT)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RHAND_OCARINA_FAIRY)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RHAND_OCARINA_FAIRY)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RHAND_OCARINA_TIME)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RHAND_OCARINA_TIME)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST_BOOMERANG)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LFIST_BOOMERANG)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LHAND_BOTTLE)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_LHAND_BOTTLE)
writer.WriteModelData(0x00000000)
writer.WriteModelData(0x00000000)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_RSHOULDER)
writer.WriteModelData(0x00000000)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_FPS_RARM_SLINGSHOT)
writer.GoTo(0xE6B2C)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_BOTTLE)
writer.GoTo(0xE6B74)
writer.SetAdvance(4)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_SLINGSHOT_STRING)
writer.WriteModelData(0x44178000) # string anchor x: 606.0
writer.WriteModelData(0x436C0000) # string anchor y: 236.0
writer.GoTo(0x6922E)
writer.WriteModelDataHi(Offsets.CHILD_LINK_LUT_DL_GORON_BRACELET)
writer.GoTo(0x69232)
writer.WriteModelDataLo(Offsets.CHILD_LINK_LUT_DL_GORON_BRACELET)
writer.GoTo(0x6A80E)
writer.WriteModelDataHi(Offsets.CHILD_LINK_LUT_DL_DEKU_STICK)
writer.GoTo(0x6A812)
writer.WriteModelDataLo(Offsets.CHILD_LINK_LUT_DL_DEKU_STICK)
writer.SetBase('Stick')
writer.GoTo(0x334)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_DEKU_STICK)
writer.GoTo(0x330)
writer.WriteModelData16(0x0015)
writer.SetBase('Shield')
writer.GoTo(0x7EE)
writer.WriteModelDataHi(Offsets.CHILD_LINK_LUT_DL_SHIELD_DEKU_ODD)
writer.GoTo(0x7F2)
writer.WriteModelDataLo(Offsets.CHILD_LINK_LUT_DL_SHIELD_DEKU_ODD)
writer.SetBase('Player')
writer.GoTo(0x2253C)
writer.SetAdvance(4)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_MASK_KEATON)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_MASK_SKULL)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_MASK_SPOOKY)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_MASK_BUNNY)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_MASK_GORON)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_MASK_ZORA)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_MASK_GERUDO)
writer.WriteModelData(Offsets.CHILD_LINK_LUT_DL_MASK_TRUTH)
writer.SetBase('GraveyardKid')
writer.GoTo(0xE62)
writer.WriteModelDataHi(Offsets.CHILD_LINK_LUT_DL_MASK_SPOOKY)
writer.GoTo(0xE66)
writer.WriteModelDataLo(Offsets.CHILD_LINK_LUT_DL_MASK_SPOOKY)
writer.SetBase('Guard')
writer.GoTo(0x1EA2)
writer.WriteModelDataHi(Offsets.CHILD_LINK_LUT_DL_MASK_KEATON)
writer.GoTo(0x1EA6)
writer.WriteModelDataLo(Offsets.CHILD_LINK_LUT_DL_MASK_KEATON)
writer.SetBase('RunningMan')
writer.GoTo(0x1142)
writer.WriteModelDataHi(Offsets.CHILD_LINK_LUT_DL_MASK_BUNNY)
writer.GoTo(0x1146)
writer.WriteModelDataLo(Offsets.CHILD_LINK_LUT_DL_MASK_BUNNY)
writer.SetBase('Code')
writer.GoTo(0xE65A4)
writer.WriteModelData(CHILD_HIERARCHY) # Hierarchy pointer
# LUT offsets for adult and child
class Offsets(IntEnum):
ADULT_LINK_LUT_DL_WAIST = 0x06005090
ADULT_LINK_LUT_DL_RTHIGH = 0x06005098
ADULT_LINK_LUT_DL_RSHIN = 0x060050A0
ADULT_LINK_LUT_DL_RFOOT = 0x060050A8
ADULT_LINK_LUT_DL_LTHIGH = 0x060050B0
ADULT_LINK_LUT_DL_LSHIN = 0x060050B8
ADULT_LINK_LUT_DL_LFOOT = 0x060050C0
ADULT_LINK_LUT_DL_HEAD = 0x060050C8
ADULT_LINK_LUT_DL_HAT = 0x060050D0
ADULT_LINK_LUT_DL_COLLAR = 0x060050D8
ADULT_LINK_LUT_DL_LSHOULDER = 0x060050E0
ADULT_LINK_LUT_DL_LFOREARM = 0x060050E8
ADULT_LINK_LUT_DL_RSHOULDER = 0x060050F0
ADULT_LINK_LUT_DL_RFOREARM = 0x060050F8
ADULT_LINK_LUT_DL_TORSO = 0x06005100
ADULT_LINK_LUT_DL_LHAND = 0x06005108
ADULT_LINK_LUT_DL_LFIST = 0x06005110
ADULT_LINK_LUT_DL_LHAND_BOTTLE = 0x06005118
ADULT_LINK_LUT_DL_RHAND = 0x06005120
ADULT_LINK_LUT_DL_RFIST = 0x06005128
ADULT_LINK_LUT_DL_SWORD_SHEATH = 0x06005130
ADULT_LINK_LUT_DL_SWORD_HILT = 0x06005138
ADULT_LINK_LUT_DL_SWORD_BLADE = 0x06005140
ADULT_LINK_LUT_DL_LONGSWORD_HILT = 0x06005148
ADULT_LINK_LUT_DL_LONGSWORD_BLADE = 0x06005150
ADULT_LINK_LUT_DL_LONGSWORD_BROKEN = 0x06005158
ADULT_LINK_LUT_DL_SHIELD_HYLIAN = 0x06005160
ADULT_LINK_LUT_DL_SHIELD_MIRROR = 0x06005168
ADULT_LINK_LUT_DL_HAMMER = 0x06005170
ADULT_LINK_LUT_DL_BOTTLE = 0x06005178
ADULT_LINK_LUT_DL_BOW = 0x06005180
ADULT_LINK_LUT_DL_OCARINA_TIME = 0x06005188
ADULT_LINK_LUT_DL_HOOKSHOT = 0x06005190
ADULT_LINK_LUT_DL_UPGRADE_LFOREARM = 0x06005198
ADULT_LINK_LUT_DL_UPGRADE_LHAND = 0x060051A0
ADULT_LINK_LUT_DL_UPGRADE_LFIST = 0x060051A8
ADULT_LINK_LUT_DL_UPGRADE_RFOREARM = 0x060051B0
ADULT_LINK_LUT_DL_UPGRADE_RHAND = 0x060051B8
ADULT_LINK_LUT_DL_UPGRADE_RFIST = 0x060051C0
ADULT_LINK_LUT_DL_BOOT_LIRON = 0x060051C8
ADULT_LINK_LUT_DL_BOOT_RIRON = 0x060051D0
ADULT_LINK_LUT_DL_BOOT_LHOVER = 0x060051D8
ADULT_LINK_LUT_DL_BOOT_RHOVER = 0x060051E0
ADULT_LINK_LUT_DL_FPS_LFOREARM = 0x060051E8
ADULT_LINK_LUT_DL_FPS_LHAND = 0x060051F0
ADULT_LINK_LUT_DL_FPS_RFOREARM = 0x060051F8
ADULT_LINK_LUT_DL_FPS_RHAND = 0x06005200
ADULT_LINK_LUT_DL_FPS_HOOKSHOT = 0x06005208
ADULT_LINK_LUT_DL_HOOKSHOT_CHAIN = 0x06005210
ADULT_LINK_LUT_DL_HOOKSHOT_HOOK = 0x06005218
ADULT_LINK_LUT_DL_HOOKSHOT_AIM = 0x06005220
ADULT_LINK_LUT_DL_BOW_STRING = 0x06005228
ADULT_LINK_LUT_DL_BLADEBREAK = 0x06005230
ADULT_LINK_LUT_DL_SWORD_SHEATHED = 0x06005238
ADULT_LINK_LUT_DL_SHIELD_HYLIAN_BACK = 0x06005258
ADULT_LINK_LUT_DL_SHIELD_MIRROR_BACK = 0x06005268