sm64coopdx/actors/heart/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

24 lines
1,005 B
C

#include "pc/rom_assets.h"
// Heart
// 0x0800D7A0
ROM_ASSET_LOAD_VTX(heart_seg8_vertex_0800D7A0, 0x001f2200, 59076, 0x0000d7a0, 64);
// 0x0800D7E0
ROM_ASSET_LOAD_TEXTURE(heart_seg8_texture_0800D7E0, "actors/heart/spinning_heart.rgba16.inc.c", 0x001f2200, 59076, 0x0000d7e0, 2048);
// 0x0800DFE0 - 0x0800E078
const Gfx heart_seg8_dl_0800DFE0[] = {
gsDPPipeSync(),
gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
gsDPSetCombineMode(G_CC_MODULATERGBA, G_CC_MODULATERGBA),
gsDPLoadTextureBlock(heart_seg8_texture_0800D7E0, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_CLAMP, G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsSPVertex(heart_seg8_vertex_0800D7A0, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK),
gsSPEndDisplayList(),
};