sm64coopdx/levels/castle_grounds/areas/1/11/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

95 lines
3.5 KiB
C

#include "pc/rom_assets.h"
// TODO: what is this? 0700C4C0-0700C4C8 [8,8]
UNUSED static const u64 castle_grounds_unused_0 = 0;
// 0x0700C4C8 - 0x0700C4E0
static const Lights1 castle_grounds_seg7_lights_0700C4C8 = gdSPDefLights1(
0x66, 0x00, 0x00,
0xff, 0x00, 0x00, 0x28, 0x28, 0x28
);
// 0x0700C4E0 - 0x0700C4F8
static const Lights1 castle_grounds_seg7_lights_0700C4E0 = gdSPDefLights1(
0x66, 0x66, 0x66,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// TODO: what is this? 0700C4F8-0700C500 [8,8]
UNUSED static const u64 castle_grounds_unused_1 = 0;
// 0x0700C500 - 0x0700C530
ROM_ASSET_LOAD_VTX(castle_grounds_seg7_vertex_0700C500, 0x0044abc0, 39442, 0x0000c500, 48);
// 0x0700C530 - 0x0700C570
ROM_ASSET_LOAD_VTX(castle_grounds_seg7_vertex_0700C530, 0x0044abc0, 39442, 0x0000c530, 64);
// 0x0700C570 - 0x0700C5B0
ROM_ASSET_LOAD_VTX(castle_grounds_seg7_vertex_0700C570, 0x0044abc0, 39442, 0x0000c570, 64);
// 0x0700C5B0 - 0x0700C5F0
ROM_ASSET_LOAD_VTX(castle_grounds_seg7_vertex_0700C5B0, 0x0044abc0, 39442, 0x0000c5b0, 64);
// 0x0700C5F0 - 0x0700C640
ROM_ASSET_LOAD_VTX(castle_grounds_seg7_vertex_0700C5F0, 0x0044abc0, 39442, 0x0000c5f0, 80);
// 0x0700C640 - 0x0700C670
ROM_ASSET_LOAD_VTX(castle_grounds_seg7_vertex_0700C640, 0x0044abc0, 39442, 0x0000c640, 48);
// 0x0700C670 - 0x0700C6A8
const Gfx castle_grounds_seg7_dl_0700C670[] = {
gsSPClearGeometryMode(G_CULL_BACK),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.l, 1),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.a, 2),
gsSPVertex(castle_grounds_seg7_vertex_0700C500, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0700C6A8 - 0x0700C6E8
const Gfx castle_grounds_seg7_dl_0700C6A8[] = {
gsSPClearGeometryMode(G_CULL_BACK),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.l, 1),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.a, 2),
gsSPVertex(castle_grounds_seg7_vertex_0700C530, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0700C6E8 - 0x0700C728
const Gfx castle_grounds_seg7_dl_0700C6E8[] = {
gsSPClearGeometryMode(G_CULL_BACK),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.l, 1),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.a, 2),
gsSPVertex(castle_grounds_seg7_vertex_0700C570, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0700C728 - 0x0700C768
const Gfx castle_grounds_seg7_dl_0700C728[] = {
gsSPClearGeometryMode(G_CULL_BACK),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.l, 1),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.a, 2),
gsSPVertex(castle_grounds_seg7_vertex_0700C5B0, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};
// 0x0700C768 - 0x0700C7C8
const Gfx castle_grounds_seg7_dl_0700C768[] = {
gsSPClearGeometryMode(G_CULL_BACK),
gsSPLight(&castle_grounds_seg7_lights_0700C4E0.l, 1),
gsSPLight(&castle_grounds_seg7_lights_0700C4E0.a, 2),
gsSPVertex(castle_grounds_seg7_vertex_0700C5F0, 5, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 2, 3, 4, 0x0),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.l, 1),
gsSPLight(&castle_grounds_seg7_lights_0700C4C8.a, 2),
gsSPVertex(castle_grounds_seg7_vertex_0700C640, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPEndDisplayList(),
};