sm64coopdx/actors/bowser_key/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

115 lines
4.7 KiB
C

#include "pc/rom_assets.h"
// Bowser Key
// 0x030156E0, ambient color brown - light color orange
static const Lights1 bowser_key_lights = gdSPDefLights1(
0x3f, 0x2c, 0x00,
0xff, 0xb2, 0x00, 0x28, 0x28, 0x28
);
ALIGNED8 const Texture bowser_key_left_texture[] = {
#include "actors/bowser_key/bowser_key_left.rgba16.inc.c"
};
ALIGNED8 const Texture bowser_key_right_texture[] = {
#include "actors/bowser_key/bowser_key_right.rgba16.inc.c"
};
// 0x030156F8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group1, 0x00201410, 96653, 0x000156f8, 256);
// 0x030157F8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group2, 0x00201410, 96653, 0x000157f8, 256);
// 0x030158F8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group3, 0x00201410, 96653, 0x000158f8, 256);
// 0x030159F8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group4, 0x00201410, 96653, 0x000159f8, 256);
// 0x03015AF8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group5, 0x00201410, 96653, 0x00015af8, 256);
// 0x03015BF8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group6, 0x00201410, 96653, 0x00015bf8, 256);
// 0x03015CF8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group7, 0x00201410, 96653, 0x00015cf8, 224);
// 0x03015DD8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group8, 0x00201410, 96653, 0x00015dd8, 256);
// 0x03015ED8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group9, 0x00201410, 96653, 0x00015ed8, 256);
// 0x03015FD8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group10, 0x00201410, 96653, 0x00015fd8, 224);
// 0x030160B8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group11, 0x00201410, 96653, 0x000160b8, 256);
// 0x030161B8
ROM_ASSET_LOAD_VTX(bowser_key_dl_vertex_group12, 0x00201410, 96653, 0x000161b8, 64);
// 0x030161F8 - 0x03016530
const Gfx bowser_key_dl[] = {
gsSPLight(&bowser_key_lights.l, 1),
gsSPLight(&bowser_key_lights.a, 2),
gsSPVertex(bowser_key_dl_vertex_group1, 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(12, 13, 14, 0x0, 12, 14, 15, 0x0),
gsSPVertex(bowser_key_dl_vertex_group2, 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(12, 13, 14, 0x0, 12, 14, 15, 0x0),
gsSPVertex(bowser_key_dl_vertex_group3, 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(12, 13, 14, 0x0, 12, 14, 15, 0x0),
gsSPVertex(bowser_key_dl_vertex_group4, 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(12, 13, 14, 0x0, 15, 12, 14, 0x0),
gsSPVertex(bowser_key_dl_vertex_group5, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 6, 0x0, 5, 8, 6, 0x0),
gsSP2Triangles(10, 11, 12, 0x0, 10, 12, 13, 0x0),
gsSP2Triangles(13, 14, 15, 0x0, 13, 15, 10, 0x0),
gsSPVertex(bowser_key_dl_vertex_group6, 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(12, 13, 14, 0x0, 12, 14, 15, 0x0),
gsSPVertex(bowser_key_dl_vertex_group7, 14, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 10, 0x0, 11, 12, 13, 0x0),
gsSPVertex(bowser_key_dl_vertex_group8, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 3, 5, 0x0, 7, 8, 9, 0x0),
gsSP2Triangles(10, 11, 12, 0x0, 13, 14, 15, 0x0),
gsSPVertex(bowser_key_dl_vertex_group9, 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(12, 13, 14, 0x0, 15, 12, 14, 0x0),
gsSPVertex(bowser_key_dl_vertex_group10, 14, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 0, 3, 0x0, 4, 3, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 6, 8, 9, 0x0),
gsSP2Triangles(10, 11, 12, 0x0, 13, 10, 12, 0x0),
gsSPVertex(bowser_key_dl_vertex_group11, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 2, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
gsSP2Triangles(12, 13, 14, 0x0, 12, 14, 15, 0x0),
gsSPVertex(bowser_key_dl_vertex_group12, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 2, 0x0),
gsSPEndDisplayList(),
};