sm64coopdx/levels/lll/rolling_log/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

74 lines
3.2 KiB
C

#include "pc/rom_assets.h"
// 0x0701A8E8 - 0x0701A900
static const Lights1 lll_seg7_lights_0701A8E8 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xfe, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x0701A900 - 0x0701A9F0
ROM_ASSET_LOAD_VTX(lll_seg7_vertex_0701A900, 0x004784a0, 83204, 0x0001a900, 240);
// 0x0701A9F0 - 0x0701AAE0
ROM_ASSET_LOAD_VTX(lll_seg7_vertex_0701A9F0, 0x004784a0, 83204, 0x0001a9f0, 240);
// 0x0701AAE0 - 0x0701AB20
ROM_ASSET_LOAD_VTX(lll_seg7_vertex_0701AAE0, 0x004784a0, 83204, 0x0001aae0, 64);
// 0x0701AB20 - 0x0701AC20
ROM_ASSET_LOAD_VTX(lll_seg7_vertex_0701AB20, 0x004784a0, 83204, 0x0001ab20, 256);
// 0x0701AC20 - 0x0701ACE8
static const Gfx lll_seg7_dl_0701AC20[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, fire_0900A800),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&lll_seg7_lights_0701A8E8.l, 1),
gsSPLight(&lll_seg7_lights_0701A8E8.a, 2),
gsSPVertex(lll_seg7_vertex_0701A900, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 5, 6, 0x0, 7, 8, 9, 0x0),
gsSP2Triangles( 7, 10, 8, 0x0, 11, 12, 13, 0x0),
gsSP1Triangle(11, 13, 14, 0x0),
gsSPVertex(lll_seg7_vertex_0701A9F0, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 6, 9, 7, 0x0),
gsSP2Triangles(10, 11, 12, 0x0, 10, 12, 13, 0x0),
gsSP1Triangle( 0, 2, 14, 0x0),
gsSPVertex(lll_seg7_vertex_0701AAE0, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSPEndDisplayList(),
};
// 0x0701ACE8 - 0x0701AD70
static const Gfx lll_seg7_dl_0701ACE8[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, fire_0900B000),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(lll_seg7_vertex_0701AB20, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 5, 6, 0x0, 3, 6, 7, 0x0),
gsSP2Triangles( 3, 7, 8, 0x0, 3, 8, 9, 0x0),
gsSP2Triangles( 3, 9, 10, 0x0, 0, 11, 1, 0x0),
gsSP2Triangles( 0, 12, 13, 0x0, 0, 14, 12, 0x0),
gsSP2Triangles( 0, 2, 14, 0x0, 0, 15, 11, 0x0),
gsSPEndDisplayList(),
};
// 0x0701AD70 - 0x0701ADE8
const Gfx lll_seg7_dl_0701AD70[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_MODULATERGB),
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPTileSync(),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC),
gsSPDisplayList(lll_seg7_dl_0701AC20),
gsSPDisplayList(lll_seg7_dl_0701ACE8),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};