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Wind Waker: Link now appears in cutscenes (Neat!!) #732

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merged 44 commits into from
Dec 7, 2024

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themikelester
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Screenshot 2024-11-28 at 5 00 01 PM Screenshot 2024-11-28 at 5 01 47 PM

This is a pretty straightforward actor implementation in d_a.ts, but I wanted to put it up as a PR because it'll require uploading a new extra.crg1_arc because of Link's animation table.

Most of the functionality is there, still a few things to clean up. Item equipping (mostly the sword), pupil animation, etc.

This is based off of the logic from Jasper's E4_WWZAT_b2 branch. Currently, we must manually set the translucency to false for the first eye alpha mask. When it's true (as it is in the BMD) noclip will always render it after the rest of the opaque body. I suspect something is not quite lining up with the game regarding how we're handling translucency sorting...
Basic translation and rotation is working
For easier debugging of which animations get played during demos
- The animation data table is extracted from the original object file
- This maps animation IDs to a BCK/BTP IDs
This covers most cases where Link is standing still and playing a simple animation. For instance, sleeping, scratching his head, etc.
Link now has facial animations in the Awaken demo
The cutscene is able to set this by using ShapeID
The eyes would animate, but the masks would not, clipping some of the eyebrows in some cases (and removing the alpha blending)
Almost all the demos expect the actor to be available
Link now snaps to the ground when walking/dashing. When in the tool demo mode (position data coming straight from the STB file), ground snapping is handled as expected based on the animation mode.
@themikelester themikelester changed the title Link now appears in cutscenes (Neat!!) Wind Waker: Link now appears in cutscenes (Neat!!) Nov 29, 2024
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@themikelester themikelester requested a review from magcius December 5, 2024 04:19
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@magcius magcius merged commit 5138e69 into magcius:master Dec 7, 2024
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