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Yaml Asset Definitions

MegaMech edited this page Mar 13, 2024 · 3 revisions

See the available data types for asset extraction below and the required nodes to use them.

Generic Types

# Gfx
my_asset:
    symbol: name
    type: gfx
    offset: 0x100

# Vtx
my_asset:
    symbol: name
    type: vtx
    offset: 0x100
    count: 4      # Number of vertices to generate. One vtx has a size of 0x14

# Lights
my_asset:
    symbol: name
    type: lights
    offset: 0x100

# Texture
my_asset:
  symbol: name
  type: texture
  ctype: u16     # Valid values: u8, u16.
  offset: 0x100
  size: 2048     # Generally, (width * height * 2)
  width: 32
  height: 32
  format: RGBA16  # Valid values: rgba32, ci4, ci8, i4, i8, ia1, ia4, ia8, ia16, tlut

Note that games can implement small variations in texture formats, especially with texture palettes. In these cases, custom texture factories or additional editing to the default factory would be required.

Super Mario 64 Types

Mario Kart 64 Types

# Course Vtx
my_asset:
  symbol: name
  type: mk64:course_vtx
  offset: 0x100
  count: 4    # Number of vertices in the array

# Spawn Data
my_asset:
  symbol: name
  type: mk64:spawn_data
  offset: 0x100
  count: 4     # Number of entries in the array.

# Track Sections
my_asset:
  symbol: name
  type: mk64:track_sections
  offset: 0x100
  count: 4     # Number of entries in the array.

# Waypoints
my_asset:
  symbol: name
  type: mk64:waypoints
  offset: 0x100
  count: 4     # Number of entries in the array.

Starfox 64 Types

Environment Settings

my_asset:
  symbol: name
  type: sf64:env_settings
  offset: 0x100
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