sm64coopdx/levels/bbh/areas/1/37/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

69 lines
2.9 KiB
C

#include "pc/rom_assets.h"
// 0x0701E948 - 0x0701E960
static const Lights1 bbh_seg7_lights_0701E948 = gdSPDefLights1(
0x24, 0x11, 0x0b,
0x5a, 0x2c, 0x1d, 0x28, 0x28, 0x28
);
// 0x0701E960 - 0x0701E978
static const Lights1 bbh_seg7_lights_0701E960 = gdSPDefLights1(
0x3c, 0x3c, 0x3c,
0x96, 0x96, 0x96, 0x28, 0x28, 0x28
);
// 0x0701E978 - 0x0701E9F8
ROM_ASSET_LOAD_VTX(bbh_seg7_vertex_0701E978, 0x00371c40, 68724, 0x0001e978, 128);
// 0x0701E9F8 - 0x0701EAE8
ROM_ASSET_LOAD_VTX(bbh_seg7_vertex_0701E9F8, 0x00371c40, 68724, 0x0001e9f8, 240);
// 0x0701EAE8 - 0x0701EBD8
ROM_ASSET_LOAD_VTX(bbh_seg7_vertex_0701EAE8, 0x00371c40, 68724, 0x0001eae8, 240);
// 0x0701EBD8 - 0x0701EC18
ROM_ASSET_LOAD_VTX(bbh_seg7_vertex_0701EBD8, 0x00371c40, 68724, 0x0001ebd8, 64);
// 0x0701EC18 - 0x0701ED18
static const Gfx bbh_seg7_dl_0701EC18[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, spooky_09006000),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bbh_seg7_lights_0701E948.l, 1),
gsSPLight(&bbh_seg7_lights_0701E948.a, 2),
gsSPVertex(bbh_seg7_vertex_0701E978, 8, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 4, 5, 6, 0x0, 4, 7, 5, 0x0),
gsSPLight(&bbh_seg7_lights_0701E960.l, 1),
gsSPLight(&bbh_seg7_lights_0701E960.a, 2),
gsSPVertex(bbh_seg7_vertex_0701E9F8, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 6, 4, 0x0, 7, 8, 9, 0x0),
gsSP2Triangles( 7, 10, 8, 0x0, 11, 12, 13, 0x0),
gsSP1Triangle(11, 14, 12, 0x0),
gsSPVertex(bbh_seg7_vertex_0701EAE8, 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, 13, 11, 0x0),
gsSP1Triangle( 0, 14, 1, 0x0),
gsSPVertex(bbh_seg7_vertex_0701EBD8, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 3, 1, 0x0),
gsSPEndDisplayList(),
};
// 0x0701ED18 - 0x0701ED88
const Gfx bbh_seg7_dl_0701ED18[] = {
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(bbh_seg7_dl_0701EC18),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};