mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-23 20:45:11 +00:00
663e4549d8
* Proof of concept for loading rom assets at runtime * Added skybox textures * Adjusted format * Load all texture assets from rom * Adjusted rom asset loading * Load all Vtx lists from rom * clean up toad, wario and his cap conflicts * Load sound samples from rom * fix toad sounds * Loaded sequences from rom * Load collisions from rom * Object animations are now loaded from the rom * Load player animations from rom * Load goddard anims from rom * whoops * fix some compile errors * drag and drop rom checker, everything works now. * fix errors due to merge conflicts * fix compile errors on windows, switch to md5 * fix vertex colors during load Co-Authored-By: Agent X <44549182+agent-11@users.noreply.github.com> * Load dialogs from rom * Loaded course/act names from rom * Loaded ingame text from rom * rerun autogen & blacklist smlua_text_utils_init * fix ttc_seg7_vertex_0700B238 colors --------- Co-authored-by: MysterD <myster@d> Co-authored-by: Agent X <44549182+agent-11@users.noreply.github.com>
105 lines
4.6 KiB
C
105 lines
4.6 KiB
C
#include "pc/rom_assets.h"
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// Water Bubble
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// 0x0500FE68
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static const Lights1 water_bubble_seg5_lights_0500FE68 = gdSPDefLights1(
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0xbf, 0xbf, 0xbf,
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0xff, 0xff, 0xff, 0x28, 0x28, 0x28
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);
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// 0x0500FE80
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ROM_ASSET_LOAD_TEXTURE(water_bubble_seg5_texture_0500FE80, "actors/water_bubble/water_bubble.rgba16.inc.c", 0x00134d20, 26785, 0x0000fe80, 2048);
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// 0x05010680
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ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010680, 0x00134d20, 26785, 0x00010680, 256);
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// 0x05010780
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ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010780, 0x00134d20, 26785, 0x00010780, 240);
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// 0x05010870
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ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010870, 0x00134d20, 26785, 0x00010870, 224);
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// 0x05010950
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ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010950, 0x00134d20, 26785, 0x00010950, 256);
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// 0x05010A50
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ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010A50, 0x00134d20, 26785, 0x00010a50, 256);
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// 0x05010B50
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ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010B50, 0x00134d20, 26785, 0x00010b50, 256);
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// 0x05010C50
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ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010C50, 0x00134d20, 26785, 0x00010c50, 224);
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// 0x05010D30 - 0x05011000
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const Gfx water_bubble_seg5_dl_05010D30[] = {
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gsSPLight(&water_bubble_seg5_lights_0500FE68.l, 1),
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gsSPLight(&water_bubble_seg5_lights_0500FE68.a, 2),
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gsSPVertex(water_bubble_seg5_vertex_05010680, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 2, 0x0),
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gsSP2Triangles( 2, 3, 4, 0x0, 1, 5, 3, 0x0),
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gsSP2Triangles( 6, 0, 7, 0x0, 8, 7, 9, 0x0),
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gsSP2Triangles(10, 6, 8, 0x0, 6, 7, 8, 0x0),
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gsSP2Triangles(11, 12, 13, 0x0, 12, 14, 13, 0x0),
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gsSP2Triangles(12, 15, 14, 0x0, 13, 14, 5, 0x0),
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gsSPVertex(water_bubble_seg5_vertex_05010780, 15, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSP2Triangles( 3, 2, 4, 0x0, 5, 0, 3, 0x0),
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gsSP2Triangles( 6, 7, 8, 0x0, 8, 7, 9, 0x0),
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gsSP2Triangles(10, 11, 12, 0x0, 6, 13, 7, 0x0),
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gsSP1Triangle(14, 6, 8, 0x0),
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gsSPVertex(water_bubble_seg5_vertex_05010870, 14, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 4, 0x0),
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gsSP2Triangles( 0, 2, 4, 0x0, 4, 2, 5, 0x0),
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gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 6, 0x0),
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gsSP2Triangles(10, 11, 7, 0x0, 12, 9, 13, 0x0),
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gsSP2Triangles( 3, 12, 0, 0x0, 12, 13, 0, 0x0),
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gsSP1Triangle( 0, 13, 1, 0x0),
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gsSPVertex(water_bubble_seg5_vertex_05010950, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 2, 1, 3, 0x0),
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gsSP2Triangles( 4, 0, 2, 0x0, 0, 5, 1, 0x0),
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gsSP2Triangles( 6, 4, 7, 0x0, 8, 6, 9, 0x0),
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gsSP2Triangles( 6, 7, 9, 0x0, 9, 7, 10, 0x0),
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gsSP2Triangles(11, 12, 13, 0x0, 12, 14, 13, 0x0),
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gsSP1Triangle(13, 14, 15, 0x0),
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gsSPVertex(water_bubble_seg5_vertex_05010A50, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
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gsSP2Triangles( 6, 5, 7, 0x0, 3, 5, 6, 0x0),
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gsSP2Triangles( 8, 3, 6, 0x0, 9, 10, 11, 0x0),
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gsSP2Triangles(10, 12, 11, 0x0, 11, 12, 1, 0x0),
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gsSP2Triangles(10, 13, 12, 0x0, 14, 9, 15, 0x0),
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gsSP2Triangles(14, 15, 3, 0x0, 3, 15, 4, 0x0),
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gsSP1Triangle( 8, 14, 3, 0x0),
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gsSPVertex(water_bubble_seg5_vertex_05010B50, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 2, 0x0),
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gsSP2Triangles( 2, 3, 4, 0x0, 1, 5, 3, 0x0),
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gsSP2Triangles( 6, 0, 7, 0x0, 8, 7, 9, 0x0),
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gsSP2Triangles(10, 6, 8, 0x0, 6, 7, 8, 0x0),
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gsSP2Triangles(11, 12, 5, 0x0, 13, 12, 11, 0x0),
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gsSP2Triangles(14, 13, 11, 0x0, 13, 15, 12, 0x0),
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gsSPVertex(water_bubble_seg5_vertex_05010C50, 14, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 4, 0x0),
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gsSP2Triangles( 0, 2, 4, 0x0, 4, 2, 5, 0x0),
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gsSP2Triangles( 6, 7, 8, 0x0, 8, 7, 9, 0x0),
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gsSP2Triangles(10, 6, 8, 0x0, 0, 11, 1, 0x0),
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gsSP2Triangles( 6, 12, 7, 0x0, 13, 10, 11, 0x0),
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gsSP2Triangles( 3, 13, 0, 0x0, 13, 11, 0, 0x0),
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gsSPEndDisplayList(),
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};
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// 0x05011000 - 0x05011098
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const Gfx water_bubble_seg5_dl_05011000[] = {
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gsDPPipeSync(),
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gsSPSetGeometryMode(G_TEXTURE_GEN),
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gsDPSetCombineMode(G_CC_MODULATERGBFADE, G_CC_MODULATERGBFADE),
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gsDPSetEnvColor(255, 255, 255, 205),
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gsDPLoadTextureBlock(water_bubble_seg5_texture_0500FE80, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
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gsSPTexture(0x07C0, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
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gsSPDisplayList(water_bubble_seg5_dl_05010D30),
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gsSPTexture(0x07C0, 0x07C0, 0, G_TX_RENDERTILE, G_OFF),
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gsDPPipeSync(),
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gsSPClearGeometryMode(G_TEXTURE_GEN),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsDPSetEnvColor(255, 255, 255, 255),
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gsSPEndDisplayList(),
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};
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