sm64coopdx/actors/water_ring/model.inc.c
Isaac0-dev 663e4549d8
extract assets from rom at runtime (#4)
* 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>
2024-03-23 16:11:30 -04:00

96 lines
4.2 KiB
C

#include "pc/rom_assets.h"
// Water Ring
// 0x06012368
static const Lights1 water_ring_seg6_lights_06012368 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x06012380
ROM_ASSET_LOAD_TEXTURE(water_ring_seg6_texture_06012380, "actors/water_ring/water_ring.rgba16.inc.c", 0x001b9cc0, 41188, 0x00012380, 4096);
// 0x06013380
ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013380, 0x001b9cc0, 41188, 0x00013380, 256);
// 0x06013480
ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013480, 0x001b9cc0, 41188, 0x00013480, 256);
// 0x06013580
ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013580, 0x001b9cc0, 41188, 0x00013580, 256);
// 0x06013680
ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013680, 0x001b9cc0, 41188, 0x00013680, 256);
// 0x06013780
ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013780, 0x001b9cc0, 41188, 0x00013780, 256);
// 0x06013880
ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013880, 0x001b9cc0, 41188, 0x00013880, 256);
// 0x06013980
ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013980, 0x001b9cc0, 41188, 0x00013980, 256);
// 0x06013A80
ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013A80, 0x001b9cc0, 41188, 0x00013a80, 64);
// 0x06013AC0 - 0x06013DD8
const Gfx water_ring_seg6_dl_06013AC0[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
gsDPLoadTextureBlock(water_ring_seg6_texture_06012380, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x1800, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPLight(&water_ring_seg6_lights_06012368.l, 1),
gsSPLight(&water_ring_seg6_lights_06012368.a, 2),
gsSPVertex(water_ring_seg6_vertex_06013380, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
gsSPVertex(water_ring_seg6_vertex_06013480, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
gsSPVertex(water_ring_seg6_vertex_06013580, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
gsSPVertex(water_ring_seg6_vertex_06013680, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
gsSPVertex(water_ring_seg6_vertex_06013780, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
gsSPVertex(water_ring_seg6_vertex_06013880, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
gsSPVertex(water_ring_seg6_vertex_06013980, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
gsSPVertex(water_ring_seg6_vertex_06013A80, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsDPPipeSync(),
gsSPClearGeometryMode(G_TEXTURE_GEN),
gsDPSetEnvColor(255, 255, 255, 255),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_OFF),
gsSPEndDisplayList(),
};