#! /usr/bin/env python3 import struct import sys import re import xml.etree.ElementTree as ET from dataclasses import dataclass, field from pathlib import Path from typing import Any, Dict, List, Optional, Set, Tuple import crunch64 import png # type: ignore import yaml as yaml_loader from n64img.image import CI4 from splat.segtypes.n64.segment import N64Segment from splat.util import options from splat.util.color import unpack_color sys.path.insert(0, str(Path(__file__).parent)) from sprite_common import AnimComponent, iter_in_groups, read_offset_list sys.path.insert(0, str(Path(__file__).parent.parent)) from common import get_asset_path # TODO move into yaml PLAYER_PAL_TO_RASTER: Dict[str, int] = { "8bit": 0x57C90, "BareCake": 0x63F10, "BerryCake": 0x65D10, "Bowl": 0x63910, "Bowl_Dark": 0x63910, "Bowl_Poisoned": 0x63910, "Bowl_Shocked": 0x63910, "Burnt": 0x38390, "Burnt_Crouch": 0x0C380, "Butter": 0x63010, "CakeBatter": 0x63D90, "CakeBowl": 0x63910, "CakeMixed": 0x63A90, "CakePan": 0x63C10, "Cleanser": 0x63190, "CompleteCake": 0x63790, "Cream": 0x62D10, "Dark": 0x00B80, "Default": 0x00B80, "Egg": 0x63610, "Flour": 0x63490, "Frozen_Dark": 0x00B80, "Glove": 0x89610, "Glove_Dark": 0x89610, "Glove_Poisoned": 0x89610, "Glove_Shocked": 0x89610, "Golden": 0x00B80, "Golden_19": 0x00B80, "Golden_Dark": 0x00B80, "Golden_Poisoned": 0x00B80, "Golden_Shocked": 0x00B80, "Hammer1": 0x2C950, "Hammer1_Dark": 0x2C950, "Hammer1_Poisoned": 0x2C950, "Hammer1_Shocked": 0x2C950, "Hammer2": 0x2DE50, "Hammer2_Dark": 0x2DE50, "Hammer2_Poisoned": 0x2DE50, "Hammer2_Shocked": 0x2DE50, "Hammer3": 0x2F350, "Hammer3_Dark": 0x2F350, "Hammer3_Poisoned": 0x2F350, "Hammer3_Shocked": 0x2F350, "IcingCake": 0x65B90, "Milk": 0x63310, "Parasol": 0x8D410, "Parasol_Dark": 0x8D410, "Parasol_Poisoned": 0x8D410, "Parasol_Shocked": 0x8D410, "Peach": 0x58B10, "Peach_Dark": 0x58B10, "Peach_Poisoned": 0x58B10, "Peach_Shocked": 0x58B10, "Poisoned": 0x00B80, "Red": 0x00B80, "Red_Dark": 0x00B80, "Red_Poisoned": 0x00B80, "Red_Shocked": 0x00B80, "Salt": 0x63490, "Shocked": 0x00B80, "Strawberry": 0x62E90, "Sugar": 0x63490, "Water": 0x63310, } PLAYER_SPRITE_MEDADATA_XML_FILENAME = "player.xml" NPC_SPRITE_MEDADATA_XML_FILENAME = "npc.xml" MAX_COMPONENTS_XML = "maxComponents" PALETTE_GROUPS_XML = "paletteGroups" HAS_BACK_XML = "hasBack" PALETTE_XML = "palette" BACK_PALETTE_XML = "backPalette" SPECIAL_RASTER = 0x1F880 LIST_END_BYTES = b"\xFF\xFF\xFF\xFF" def indent(elem, level=0): i = "\n" + level * " " if len(elem): if not elem.text or not elem.text.strip(): elem.text = i + " " if not elem.tail or not elem.tail.strip(): elem.tail = i for elem in elem: indent(elem, level + 1) if not elem.tail or not elem.tail.strip(): elem.tail = i else: if level and (not elem.tail or not elem.tail.strip()): elem.tail = i def pretty_print_xml(tree: ET.ElementTree, path: Path): root = tree.getroot() indent(root) xml_str = ET.tostring(root, encoding="unicode") xml_str = re.sub(" />", "/>", xml_str) with open(path, "w") as f: f.write(xml_str) @dataclass class RasterTableEntry: offset: int size: int height: int = 0 width: int = 0 raster_bytes: bytes = field(default_factory=bytes) palette: Optional[bytes] = None def write_png(self, raster_buffer: bytes, path: Path, palette: Optional[bytes] = None): if self.height == 0 or self.width == 0: raise ValueError("Raster size has not been set") if palette is None: palette = self.palette if palette is None: raise ValueError("Palette has not been set") if self.raster_bytes is not None: self.raster_bytes = raster_buffer[self.offset : self.offset + (self.width * self.height // 2)] img = CI4(self.raster_bytes, self.width, self.height) img.set_palette(palette) img.write(path) @dataclass class PlayerSpriteRasterSet: start: int count: int raster_offsets: List[int] = field(default_factory=list) raster_positions: List[int] = field(default_factory=list) raster_table_entries: List[RasterTableEntry] = field(default_factory=list) loaded_position: int = 0 def add_table_entry(self, raster: RasterTableEntry): self.raster_table_entries.append(raster) self.raster_offsets.append(raster.offset) self.raster_positions.append(self.loaded_position) self.loaded_position += raster.size @dataclass class PlayerRaster: offset: int width: int height: int palette_idx: int is_special: bool @staticmethod def from_bytes( metadata: bytes, raster_set: PlayerSpriteRasterSet, palettes: List[bytes], img_idx: int, ) -> "PlayerRaster": offset, width, height, default_palette = struct.unpack(">iBBB", metadata) assert offset == raster_set.raster_positions[img_idx] is_special = raster_set.raster_offsets[img_idx] == SPECIAL_RASTER if not is_special: rte = raster_set.raster_table_entries[img_idx] rte.width = width rte.height = height rte.palette = palettes[default_palette] return PlayerRaster(offset, width, height, default_palette, is_special) @dataclass class PlayerSprite: max_components: int num_variations: int animations: List[List[AnimComponent]] palettes: List[bytes] palette_indexes: List[int] rasters: List[PlayerRaster] @staticmethod def from_bytes(data: bytes, raster_set: PlayerSpriteRasterSet) -> "PlayerSprite": raster_list_offset = int.from_bytes(data[0x0:0x4], byteorder="big") palette_list_offset = int.from_bytes(data[0x4:0x8], byteorder="big") max_components = int.from_bytes(data[0x8:0xC], "big") num_variations = int.from_bytes(data[0xC:0x10], "big") raster_offsets = read_offset_list(data[raster_list_offset:]) palette_offsets = read_offset_list(data[palette_list_offset:]) animation_offsets = read_offset_list(data[0x10:]) palettes: List[bytes] = [] palette_indexes: List[int] = [] rasters: List[PlayerRaster] = [] animations: List[List[AnimComponent]] = [] # Read palettes for i, pal_offset in enumerate(palette_offsets): pal = data[pal_offset : pal_offset + 0x20] palettes.append(pal) palette_indexes.append(i) # Read rasters for i, metadata_offset in enumerate(raster_offsets): raster = PlayerRaster.from_bytes( data[metadata_offset : metadata_offset + 7], raster_set, palettes, i, ) rasters.append(raster) # Read animations for anim_offset in animation_offsets: anim: List[AnimComponent] = [] for comp_offset in read_offset_list(data[anim_offset:]): anim.append(AnimComponent.from_bytes(data[comp_offset:], data)) animations.append(anim) return PlayerSprite( max_components, num_variations, animations, palettes, palette_indexes, rasters, ) def extract_raster_table_entries(data: bytes, raster_sets: List[PlayerSpriteRasterSet]) -> Dict[int, RasterTableEntry]: ret: Dict[int, RasterTableEntry] = {} current_section_pos = 0 current_section = 0 for i in range(0, len(data) - 4, 4): packed = int.from_bytes(data[i : i + 4], "big") size = (packed >> 20) << 4 offset = packed & 0xFFFFF rte = RasterTableEntry(offset, size) if offset in ret: assert ret[offset].size == size else: ret[offset] = rte if current_section > len(raster_sets) - 1: continue # skip the last one, because it's weird...? raster_sets[current_section].add_table_entry(rte) current_section_pos += 1 if current_section_pos == raster_sets[current_section].count: current_section += 1 current_section_pos = 0 return ret def extract_sprites(yay0_data: bytes, raster_sets: List[PlayerSpriteRasterSet]) -> List[PlayerSprite]: yay0_splits = [] for i in range(14): yay0_splits.append(int.from_bytes(yay0_data[i * 4 : i * 4 + 4], "big")) yay0_sprite_data = [] for i in range(0, len(yay0_splits) - 1): yay0_sprite_data.append(yay0_data[yay0_splits[i] : yay0_splits[i + 1]]) ret: List[PlayerSprite] = [] for i, yay0_piece in enumerate(yay0_sprite_data): sprite_data = crunch64.yay0.decompress(yay0_piece) sprite = PlayerSprite.from_bytes(sprite_data, raster_sets[i]) ret.append(sprite) return ret def write_player_metadata( out_path: Path, cfg: Any, raster_names: List[str], build_date: str, ) -> None: Names = ET.Element("Names") BuildDate = ET.SubElement(Names, "BuildDate") BuildDate.text = build_date Sprites = ET.SubElement(Names, "Sprites") for sprite_name in cfg: ET.SubElement( Sprites, "Sprite", name=sprite_name, ) Rasters = ET.SubElement(Names, "Rasters") for raster_name in raster_names: ET.SubElement( Rasters, "Raster", name=raster_name, ) xml = ET.ElementTree(Names) pretty_print_xml(xml, out_path / PLAYER_SPRITE_MEDADATA_XML_FILENAME) def write_npc_metadata( out_path: Path, cfg: Any, ) -> None: Names = ET.Element("Names") Sprites = ET.SubElement(Names, "Sprites") for sprite_name in cfg: ET.SubElement( Sprites, "Sprite", name=sprite_name, ) xml = ET.ElementTree(Names) pretty_print_xml(xml, out_path / NPC_SPRITE_MEDADATA_XML_FILENAME) def write_player_xmls( out_path: Path, cfg: Any, sprites: List[PlayerSprite], sprite_names: List[str], raster_sets: List[PlayerSpriteRasterSet], raster_table_entry_dict: Dict[int, RasterTableEntry], raster_names: List[str], ) -> None: def get_sprite_name_from_offset(offset: int, offsets: List[int], names: List[str]) -> str: return names[offsets.index(offset)] sprite_idx = 0 num_sprite_cfgs = len(list(cfg.keys())) sprite_offsets: list[int] = list(raster_table_entry_dict.keys()) for cfg_idx in range(num_sprite_cfgs): cur_sprite_name = sprite_names[sprite_idx] cur_sprite: PlayerSprite = sprites[sprite_idx] cur_sprite_back: Optional[PlayerSprite] = None has_back = cfg[cur_sprite_name].get("has_back", False) if has_back: if cfg_idx == num_sprite_cfgs - 1: print("ERROR: Last sprite has back, but no sprite to pair with") sys.exit(1) cur_sprite_back = sprites[sprite_idx + 1] SpriteSheet = ET.Element( "SpriteSheet", { MAX_COMPONENTS_XML: str(cur_sprite.max_components), PALETTE_GROUPS_XML: str(cur_sprite.num_variations), HAS_BACK_XML: str(has_back).lower(), }, ) PaletteList = ET.SubElement(SpriteSheet, "PaletteList") RasterList = ET.SubElement(SpriteSheet, "RasterList") AnimationList = ET.SubElement(SpriteSheet, "AnimationList") for i, raster in enumerate(cur_sprite.rasters): name_offset = raster_sets[sprite_idx].raster_offsets[i] raster_attributes = { "id": f"{i:X}", "name": f"{i:02X}", PALETTE_XML: f"{raster.palette_idx:X}", "src": f"{get_sprite_name_from_offset(name_offset, sprite_offsets, raster_names)}.png", } if has_back: assert cur_sprite_back is not None back_raster = cur_sprite_back.rasters[i] if back_raster.is_special: raster_attributes["special"] = f"{back_raster.width & 0xFF:X},{back_raster.height & 0xFF:X}" else: back_name_offset = raster_sets[sprite_idx + 1].raster_offsets[i] raster_attributes["back"] = ( f"{get_sprite_name_from_offset(back_name_offset, sprite_offsets, raster_names)}.png" ) if back_raster.palette_idx != raster.palette_idx: raster_attributes[BACK_PALETTE_XML] = f"{back_raster.palette_idx:X}" ET.SubElement(RasterList, "Raster", raster_attributes) palette_names = cfg[cur_sprite_name].get("palettes") for i, pal in enumerate(palette_names): front_only = False if isinstance(pal, str): name = pal elif isinstance(pal, dict): name = str(pal["name"]) front_only = pal.get("front_only", False) else: raise Exception("Invalid palette format for palette: " + pal) pal_attributes = { "id": f"{i:X}", "name": name, "src": name + ".png", } if front_only: pal_attributes["front_only"] = "True" ET.SubElement(PaletteList, "Palette", pal_attributes) animation_names = cfg[cur_sprite_name].get("animations") for i, components in enumerate(cur_sprite.animations): Animation = ET.SubElement( AnimationList, "Animation", { "name": animation_names[i] if animation_names else f"Anim{i:02X}", }, ) for j, comp in enumerate(components): Component = ET.SubElement( Animation, "Component", { "name": f"Comp_{j:X}", "xyz": ",".join(map(str, [comp.x, comp.y, comp.z])), }, ) for anim in comp.animations: ET.SubElement(Component, anim.__class__.__name__, anim.get_attributes()) xml = ET.ElementTree(SpriteSheet) pretty_print_xml(xml, out_path / f"{cur_sprite_name}.xml") if has_back: sprite_idx += 2 else: sprite_idx += 1 def write_player_rasters( out_path: Path, raster_table_entry_dict: Dict[int, RasterTableEntry], raster_data: bytes, raster_names: List[str], ) -> None: base_path = out_path / "rasters" base_path.mkdir(parents=True, exist_ok=True) for i, (offset, rte) in enumerate(raster_table_entry_dict.items()): if offset == SPECIAL_RASTER: with open(base_path / f"{raster_names[i]}.png", "wb") as f: f.write(b"\x00" * 0x10) continue # Last raster... weird for some reason if offset == 0x9CD50: with open(base_path / f"{raster_names[i]}.png", "wb") as f: f.write(b"\x00" * 0x10) continue rte.write_png(raster_data, base_path / f"{raster_names[i]}.png") def write_player_palettes( out_path: Path, cfg: Any, sprites: List[PlayerSprite], sprite_names: List[str], raster_table_entry_dict: Dict[int, RasterTableEntry], raster_data: bytes, ) -> None: dumped_palettes: Set[str] = set() for i, sprite in enumerate(sprites): sprite_name = sprite_names[i] path = out_path / "palettes" path.mkdir(parents=True, exist_ok=True) for i, palette in enumerate(sprite.palettes): pal = cfg[sprite_name]["palettes"][sprite.palette_indexes[i]] if isinstance(pal, str): pal_name = pal elif isinstance(pal, dict): pal_name = str(pal["name"]) else: raise Exception("Invalid palette format for palette: " + pal) if pal_name not in dumped_palettes: offset = PLAYER_PAL_TO_RASTER[pal_name] if pal_name not in PLAYER_PAL_TO_RASTER: print(f"WARNING: Palette {pal_name} has no specified raster, not dumping!") raster_table_entry_dict[offset].write_png(raster_data, path / (pal_name + ".png"), palette) ########### ### NPC ### ########### @dataclass class NpcRaster: width: int height: int palette_index: int raster: bytearray @staticmethod def from_bytes(data, sprite_data) -> "NpcRaster": raster_offset = int.from_bytes(data[0:4], byteorder="big") width = data[4] & 0xFF height = data[5] & 0xFF palette_index = data[6] assert data[7] == 0xFF # CI4 raster = bytearray() for i in range(width * height // 2): raster.append(sprite_data[raster_offset + i] >> 4) raster.append(sprite_data[raster_offset + i] & 0xF) return NpcRaster(width, height, palette_index, raster) def write(self, path, palette): w = png.Writer(self.width, self.height, palette=palette) with open(path, "wb") as f: w.write_array(f, self.raster) @dataclass class NpcSprite: max_components: int num_variations: int animations: List[List[AnimComponent]] palettes: List[List[Tuple[int, int, int, int]]] images: List[NpcRaster] image_names: List[str] = field(default_factory=list) palette_names: List[str] = field(default_factory=list) animation_names: List[str] = field(default_factory=list) variation_names: List[str] = field(default_factory=list) @staticmethod def from_bytes(data: bytearray): image_offsets = read_offset_list(data[int.from_bytes(data[0:4], byteorder="big") :]) palette_offsets = read_offset_list(data[int.from_bytes(data[4:8], byteorder="big") :]) max_components = int.from_bytes(data[8:0xC], byteorder="big") num_variations = int.from_bytes(data[0xC:0x10], byteorder="big") animation_offsets = read_offset_list(data[0x10:]) palettes = [] for offset in palette_offsets: # 16 colors color_data = data[offset : offset + 16 * 2] palettes.append([unpack_color(c) for c in iter_in_groups(color_data, 2)]) images = [] for offset in image_offsets: img = NpcRaster.from_bytes(data[offset:], data) images.append(img) animations = [] for offset in animation_offsets: anim = [] for comp_offset in read_offset_list(data[offset:]): comp = AnimComponent.from_bytes(data[comp_offset:], data) anim.append(comp) animations.append(anim) return NpcSprite(max_components, num_variations, animations, palettes, images) def write_to_dir(self, path): if len(self.variation_names) > 1: SpriteSheet = ET.Element( "SpriteSheet", { MAX_COMPONENTS_XML: str(self.max_components), PALETTE_GROUPS_XML: str(self.num_variations), "variations": ",".join(self.variation_names), }, ) else: SpriteSheet = ET.Element( "SpriteSheet", { MAX_COMPONENTS_XML: str(self.max_components), PALETTE_GROUPS_XML: str(self.num_variations), }, ) PaletteList = ET.SubElement(SpriteSheet, "PaletteList") RasterList = ET.SubElement(SpriteSheet, "RasterList") AnimationList = ET.SubElement(SpriteSheet, "AnimationList") palette_to_raster = {} for i, image in enumerate(self.images): name = self.image_names[i] if self.image_names else f"Raster{i:02X}" (path / "rasters").mkdir(parents=True, exist_ok=True) image.write(path / "rasters" / (name + ".png"), self.palettes[image.palette_index]) if image.palette_index not in palette_to_raster: palette_to_raster[image.palette_index] = [] palette_to_raster[image.palette_index].append(image) ET.SubElement( RasterList, "Raster", { "id": f"{i:X}", "palette": f"{image.palette_index:X}", "src": name + ".png", }, ) for i, palette in enumerate(self.palettes): name = self.palette_names[i] if (self.palette_names and i < len(self.palette_names)) else f"Pal{i:02X}" if i in palette_to_raster: img = palette_to_raster[i][0] else: img = self.images[0] (path / "palettes").mkdir(parents=True, exist_ok=True) img.write(path / "palettes" / (name + ".png"), palette) ET.SubElement( PaletteList, "Palette", { "id": f"{i:X}", "src": name + ".png", }, ) for i, components in enumerate(self.animations): Animation = ET.SubElement( AnimationList, "Animation", { "name": self.animation_names[i] if self.animation_names else f"Anim{i:02X}", }, ) for j, comp in enumerate(components): Component = ET.SubElement( Animation, "Component", { "name": f"Comp_{j:X}", "xyz": ",".join(map(str, [comp.x, comp.y, comp.z])), }, ) for anim in comp.animations: ET.SubElement(Component, anim.__class__.__name__, anim.get_attributes()) xml = ET.ElementTree(SpriteSheet) pretty_print_xml(xml, path / "SpriteSheet.xml") class N64SegPm_sprites(N64Segment): DEFAULT_NPC_SPRITE_NAMES = [f"{i:02X}" for i in range(0xEA)] def __init__(self, rom_start, rom_end, type, name, vram_start, args, yaml) -> None: super().__init__(rom_start, rom_end, type, name, vram_start, args=args, yaml=yaml) with (Path(__file__).parent / f"npc_sprite_names.yaml").open("r") as f: self.npc_cfg = yaml_loader.load(f.read(), Loader=yaml_loader.SafeLoader) with (Path(__file__).parent / f"player_sprite_names.yaml").open("r") as f: self.player_cfg = yaml_loader.load(f.read(), Loader=yaml_loader.SafeLoader) def out_path(self): return options.opts.asset_path / "sprite" / "sprites" def split_player(self, build_date: str, player_raster_data: bytes, player_yay0_data: bytes) -> None: player_sprite_cfg = self.player_cfg["player_sprites"] player_raster_names: List[str] = self.player_cfg["player_rasters"] player_sprite_names = [] for sprite_name in player_sprite_cfg.keys(): player_sprite_names.append(sprite_name) if player_sprite_cfg[sprite_name].get("has_back", False): player_sprite_names.append(sprite_name) # Header parsing index_ranges_offset = int.from_bytes(player_raster_data[0:0x4], "big") raster_info_offset = int.from_bytes(player_raster_data[0x4:0x8], "big") ci4_raster_data_offset = int.from_bytes(player_raster_data[0x8:0xC], "big") index_ranges = player_raster_data[index_ranges_offset:raster_info_offset] raster_info = player_raster_data[raster_info_offset:ci4_raster_data_offset] # ci4_raster_data = player_raster_data[ci4_raster_data_offset:] # Parse raster sets (readSpriteSections) raster_sets: List[PlayerSpriteRasterSet] = [] for i in range(0, len(index_ranges) - 4, 4): start = int.from_bytes(index_ranges[i : i + 4], "big") end = int.from_bytes(index_ranges[i + 4 : i + 8], "big") raster_sets.append(PlayerSpriteRasterSet(start, end - start)) raster_table_entry_dict = extract_raster_table_entries(raster_info, raster_sets) player_sprites = extract_sprites(player_yay0_data, raster_sets) ######### # Writing ######### player_out_path = self.out_path().parent / "player" player_out_path.mkdir(parents=True, exist_ok=True) write_player_metadata( self.out_path().parent, player_sprite_cfg, player_raster_names, build_date, ) write_player_xmls( player_out_path, player_sprite_cfg, player_sprites, player_sprite_names, raster_sets, raster_table_entry_dict, player_raster_names, ) write_player_rasters( player_out_path, raster_table_entry_dict, player_raster_data, player_raster_names, ) write_player_palettes( player_out_path, player_sprite_cfg, player_sprites, player_sprite_names, raster_table_entry_dict, player_raster_data, ) def split_npc(self, data: bytes) -> None: out_dir = self.out_path().parent / "npc" write_npc_metadata( self.out_path().parent, self.npc_cfg, ) for i, sprite_name in enumerate(self.npc_cfg): sprite_dir = out_dir / sprite_name sprite_dir.mkdir(parents=True, exist_ok=True) start = int.from_bytes(data[i * 4 : (i + 1) * 4], byteorder="big") end = int.from_bytes(data[(i + 1) * 4 : (i + 2) * 4], byteorder="big") sprite_data = crunch64.yay0.decompress(data[start:end]) sprite = NpcSprite.from_bytes(sprite_data) sprite.image_names = self.npc_cfg[sprite_name].get("frames", []) sprite.palette_names = self.npc_cfg[sprite_name].get("palettes", []) sprite.animation_names = self.npc_cfg[sprite_name].get("animations", []) sprite.variation_names = self.npc_cfg[sprite_name].get("variations", []) sprite.write_to_dir(sprite_dir) def split(self, rom_bytes) -> None: sprite_in_bytes = rom_bytes[self.rom_start : self.rom_end] build_date = sprite_in_bytes[0:0x10].decode("ascii").rstrip("\0") player_raster_offset = int.from_bytes(sprite_in_bytes[0x10:0x14], "big") + 0x10 player_yay0_offset = int.from_bytes(sprite_in_bytes[0x14:0x18], "big") + 0x10 npc_yay0_offset = int.from_bytes(sprite_in_bytes[0x18:0x1C], "big") + 0x10 sprite_end_offset = int.from_bytes(sprite_in_bytes[0x1C:0x20], "big") + 0x10 player_raster_data: bytes = sprite_in_bytes[player_raster_offset:player_yay0_offset] player_yay0_data: bytes = sprite_in_bytes[player_yay0_offset:npc_yay0_offset] npc_yay0_data: bytes = sprite_in_bytes[npc_yay0_offset:sprite_end_offset] self.split_player(build_date, player_raster_data, player_yay0_data) self.split_npc(npc_yay0_data) def get_linker_entries(self): from splat.segtypes.linker_entry import LinkerEntry import splat.scripts.split as split src_paths = [options.opts.asset_path / "sprite"] # read npc.xml - we can't use self.npc_cfg because nonvanilla asset packs can change it # for each sprite, add to src_paths asset_stack = tuple(Path(p) for p in split.config["asset_stack"]) orderings_tree = ET.parse(get_asset_path(Path("sprite") / NPC_SPRITE_MEDADATA_XML_FILENAME, asset_stack)) for sprite_tag in orderings_tree.getroot()[0]: name = sprite_tag.attrib["name"] src_paths.append(options.opts.asset_path / "sprite" / "npc" / name) return [LinkerEntry(self, src_paths, self.out_path(), self.get_linker_section(), self.get_linker_section())] def cache(self): return (self.yaml, self.rom_end, self.player_cfg, self.npc_cfg)