sm64coopdx/actors/test_platform/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

33 lines
1.2 KiB
C

#include "pc/rom_assets.h"
// Test Platform (small tiny platform 1/4th the size of a box. Probably used in early modeling tests?)
// 0x08026008
static const Lights1 unknown_seg8_lights_08026008 = gdSPDefLights1(
0x32, 0x32, 0x07,
0xc8, 0xc8, 0x1e, 0x28, 0x28, 0x28
);
// 0x08026020
ROM_ASSET_LOAD_VTX(unknown_seg8_vertex_08026020, 0x001f2200, 59076, 0x00026020, 240);
// 0x08026110
ROM_ASSET_LOAD_VTX(unknown_seg8_vertex_08026110, 0x001f2200, 59076, 0x00026110, 240);
// 0x08026200
ROM_ASSET_LOAD_VTX(unknown_seg8_vertex_08026200, 0x001f2200, 59076, 0x00026200, 96);
// 0x08026260 - 0x080262F8
const Gfx unknown_seg8_dl_08026260[] = {
gsSPSetLights1(unknown_seg8_lights_08026008),
gsSPVertex(unknown_seg8_vertex_08026020, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0),
gsSP1Triangle(12, 13, 14, 0x0),
gsSPVertex(unknown_seg8_vertex_08026110, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0),
gsSP1Triangle(12, 13, 14, 0x0),
gsSPVertex(unknown_seg8_vertex_08026200, 6, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSPEndDisplayList(),
};