sm64coopdx/levels/bowser_3/falling_platform_5/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

72 lines
3.2 KiB
C

#include "pc/rom_assets.h"
// 0x07002CE0 - 0x07002CF8
static const Lights1 bowser_3_seg7_lights_07002CE0 = gdSPDefLights1(
0x22, 0x22, 0x22,
0x89, 0x89, 0x8a, 0x28, 0x28, 0x28
);
// 0x07002CF8 - 0x07002D10
static const Lights1 bowser_3_seg7_lights_07002CF8 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x07002D10 - 0x07002D70
ROM_ASSET_LOAD_VTX(bowser_3_seg7_vertex_07002D10, 0x004cec00, 10476, 0x00002d10, 96);
// 0x07002D70 - 0x07002DB0
ROM_ASSET_LOAD_VTX(bowser_3_seg7_vertex_07002D70, 0x004cec00, 10476, 0x00002d70, 64);
// 0x07002DB0 - 0x07002EB0
ROM_ASSET_LOAD_VTX(bowser_3_seg7_vertex_07002DB0, 0x004cec00, 10476, 0x00002db0, 256);
// 0x07002EB0 - 0x07002F20
static const Gfx bowser_3_seg7_dl_07002EB0[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_3_seg7_texture_07000800),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&bowser_3_seg7_lights_07002CE0.l, 1),
gsSPLight(&bowser_3_seg7_lights_07002CE0.a, 2),
gsSPVertex(bowser_3_seg7_vertex_07002D10, 6, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSPLight(&bowser_3_seg7_lights_07002CF8.l, 1),
gsSPLight(&bowser_3_seg7_lights_07002CF8.a, 2),
gsSPVertex(bowser_3_seg7_vertex_07002D70, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPEndDisplayList(),
};
// 0x07002F20 - 0x07002F88
static const Gfx bowser_3_seg7_dl_07002F20[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_3_seg7_texture_07001000),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(bowser_3_seg7_vertex_07002DB0, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 5, 6, 0x0, 7, 8, 9, 0x0),
gsSP2Triangles( 7, 9, 10, 0x0, 11, 12, 13, 0x0),
gsSP2Triangles(11, 14, 12, 0x0, 1, 15, 2, 0x0),
gsSPEndDisplayList(),
};
// 0x07002F88 - 0x07003018
const Gfx bowser_3_seg7_dl_07002F88[] = {
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(bowser_3_seg7_dl_07002EB0),
gsDPTileSync(),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, 6, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
gsSPDisplayList(bowser_3_seg7_dl_07002F20),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};