sm64coopdx/assets/anims/anim_AD.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

20 lines
431 B
C

#include "pc/rom_assets.h"
static const struct Animation anim_AD[] = {
1,
189,
0,
0,
0x19,
ANIMINDEX_NUMPARTS(anim_AD_indices),
anim_AD_values,
anim_AD_indices,
0,
ANIM_FIELD_LENGTH(anim_AD_values),
ANIM_FIELD_LENGTH(anim_AD_indices),
};
ROM_ASSET_LOAD_ANIM(anim_AD_indices, 0x00565de8, 252, 0x00000000, 252);
ROM_ASSET_LOAD_ANIM(anim_AD_values, 0x00565ee4, 1860, 0x00000000, 1860);