mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 13:35:12 +00:00
663e4549d8
* 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>
72 lines
3.2 KiB
C
72 lines
3.2 KiB
C
#include "pc/rom_assets.h"
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// 0x070039C0 - 0x070039D8
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static const Lights1 bowser_3_seg7_lights_070039C0 = gdSPDefLights1(
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0x22, 0x22, 0x22,
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0x89, 0x89, 0x8a, 0x28, 0x28, 0x28
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);
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// 0x070039D8 - 0x070039F0
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static const Lights1 bowser_3_seg7_lights_070039D8 = gdSPDefLights1(
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0x3f, 0x3f, 0x3f,
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0xff, 0xff, 0xff, 0x28, 0x28, 0x28
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);
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// 0x070039F0 - 0x07003A50
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ROM_ASSET_LOAD_VTX(bowser_3_seg7_vertex_070039F0, 0x004cec00, 10476, 0x000039f0, 96);
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// 0x07003A50 - 0x07003A90
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ROM_ASSET_LOAD_VTX(bowser_3_seg7_vertex_07003A50, 0x004cec00, 10476, 0x00003a50, 64);
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// 0x07003A90 - 0x07003B90
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ROM_ASSET_LOAD_VTX(bowser_3_seg7_vertex_07003A90, 0x004cec00, 10476, 0x00003a90, 256);
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// 0x07003B90 - 0x07003C00
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static const Gfx bowser_3_seg7_dl_07003B90[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_3_seg7_texture_07000800),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPLight(&bowser_3_seg7_lights_070039C0.l, 1),
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gsSPLight(&bowser_3_seg7_lights_070039C0.a, 2),
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gsSPVertex(bowser_3_seg7_vertex_070039F0, 6, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
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gsSPLight(&bowser_3_seg7_lights_070039D8.l, 1),
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gsSPLight(&bowser_3_seg7_lights_070039D8.a, 2),
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gsSPVertex(bowser_3_seg7_vertex_07003A50, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSPEndDisplayList(),
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};
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// 0x07003C00 - 0x07003C68
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static const Gfx bowser_3_seg7_dl_07003C00[] = {
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gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, bowser_3_seg7_texture_07001000),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsSPVertex(bowser_3_seg7_vertex_07003A90, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
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gsSP2Triangles( 6, 3, 5, 0x0, 7, 8, 9, 0x0),
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gsSP2Triangles(10, 7, 9, 0x0, 11, 12, 13, 0x0),
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gsSP2Triangles(11, 14, 12, 0x0, 0, 15, 1, 0x0),
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gsSPEndDisplayList(),
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};
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// 0x07003C68 - 0x07003CF8
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const Gfx bowser_3_seg7_dl_07003C68[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_MODULATERGB),
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gsSPClearGeometryMode(G_SHADING_SMOOTH),
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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),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
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gsDPTileSync(),
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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),
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gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsSPDisplayList(bowser_3_seg7_dl_07003B90),
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gsDPTileSync(),
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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),
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gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsSPDisplayList(bowser_3_seg7_dl_07003C00),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsSPSetGeometryMode(G_SHADING_SMOOTH),
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gsSPEndDisplayList(),
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};
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