sm64coopdx/actors/water_wave/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

75 lines
2.9 KiB
C

#include "pc/rom_assets.h"
// Water Waves
// 0x04025318
ROM_ASSET_LOAD_VTX(water_wave_seg4_vertex_04025318, 0x00114750, 78432, 0x00025318, 64);
// 0x04025358
ROM_ASSET_LOAD_TEXTURE(water_wave_seg4_texture_04025358, "actors/water_wave/water_wave_0.ia16.inc.c", 0x00114750, 78432, 0x00025358, 2048);
// 0x04025B58
ROM_ASSET_LOAD_TEXTURE(water_wave_seg4_texture_04025B58, "actors/water_wave/water_wave_1.ia16.inc.c", 0x00114750, 78432, 0x00025b58, 2048);
// 0x04026358
ROM_ASSET_LOAD_TEXTURE(water_wave_seg4_texture_04026358, "actors/water_wave/water_wave_2.ia16.inc.c", 0x00114750, 78432, 0x00026358, 2048);
// 0x04026B58
ROM_ASSET_LOAD_TEXTURE(water_wave_seg4_texture_04026B58, "actors/water_wave/water_wave_3.ia16.inc.c", 0x00114750, 78432, 0x00026b58, 2048);
// 0x04027358 - 0x040273A0
const Gfx water_wave_seg4_dl_04027358[] = {
gsSPClearGeometryMode(G_LIGHTING),
gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_CLAMP, 5, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 5, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC),
gsSPEndDisplayList(),
};
// 0x040273A0 - 0x040273D8
const Gfx water_wave_seg4_dl_040273A0[] = {
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsDPPipeSync(),
gsSPTexture(0x0001, 0x0001, 0, G_TX_RENDERTILE, G_OFF),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING),
gsSPEndDisplayList(),
};
// 0x040273D8 - 0x040273F0
const Gfx water_wave_seg4_dl_040273D8[] = {
gsSPDisplayList(water_wave_seg4_dl_04027358),
gsSPVertex(water_wave_seg4_vertex_04025318, 4, 0),
gsSPBranchList(water_wave_seg4_dl_040273A0),
};
// 0x040273F0 - 0x04027408
const Gfx water_wave_seg4_dl_040273F0[] = {
gsDPPipeSync(),
gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_16b, 1, water_wave_seg4_texture_04025358),
gsSPBranchList(water_wave_seg4_dl_040273D8),
};
// 0x04027408 - 0x04027420
const Gfx water_wave_seg4_dl_04027408[] = {
gsDPPipeSync(),
gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_16b, 1, water_wave_seg4_texture_04025B58),
gsSPBranchList(water_wave_seg4_dl_040273D8),
};
// 0x04027420 - 0x04027438
const Gfx water_wave_seg4_dl_04027420[] = {
gsDPPipeSync(),
gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_16b, 1, water_wave_seg4_texture_04026358),
gsSPBranchList(water_wave_seg4_dl_040273D8),
};
// 0x04027438 - 0x04027450
const Gfx water_wave_seg4_dl_04027438[] = {
gsDPPipeSync(),
gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_16b, 1, water_wave_seg4_texture_04026B58),
gsSPBranchList(water_wave_seg4_dl_040273D8),
};