Skip to content

Commit

Permalink
Log asset types when we read an asset.
Browse files Browse the repository at this point in the history
  • Loading branch information
npjg committed Sep 21, 2024
1 parent adce5ad commit 5a55aa2
Showing 1 changed file with 3 additions and 1 deletion.
4 changes: 3 additions & 1 deletion src/MediaStation/Assets/Asset.py
Original file line number Diff line number Diff line change
Expand Up @@ -6,6 +6,7 @@
from asset_extraction_framework.Asserts import assert_equal
from asset_extraction_framework.Exceptions import BinaryParsingError

from .. import global_variables
from ..Primitives.Datum import Datum
from ..Primitives.Polygon import Polygon
from .BitmapSet import BitmapSet, BitmapSetBitmapDeclaration
Expand Down Expand Up @@ -122,6 +123,7 @@ def __init__(self, chunk):
self.type = Asset.AssetType(Datum(chunk).d)
# The ID of this asset. Unique within each game.
self.id: int = Datum(chunk).d
global_variables.application.logger.debug(f'*** ASSET {self.id} ({self.type.name}) ***')
# The asset ID of the stage on which this asset is shown.
# None if the asset does not belong to a stage.
self.stage_id = None
Expand Down Expand Up @@ -408,7 +410,7 @@ def _read_section(self, section_type, chunk):
self.viewport_origin = Datum(chunk).d

elif section_type == 0x0770: # CAM
self.lens_open = bool(Datum(chunk.d))
self.lens_open = bool(Datum(chunk).d)

elif section_type == 0x0771: # STG
self.unks.append({hex(section_type): Datum(chunk).d})
Expand Down

0 comments on commit 5a55aa2

Please sign in to comment.