sm64coopdx/actors/eyerok/anims/anim_050116CC.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

21 lines
597 B
C

#include "pc/rom_assets.h"
// 0x0500FCE4
ROM_ASSET_LOAD_ANIM(eyerok_seg5_animvalue_0500FCE4, 0x00145e90, 48337, 0x0000fce4, 6116);
// 0x050114C8
ROM_ASSET_LOAD_ANIM(eyerok_seg5_animindex_050114C8, 0x00145e90, 48337, 0x000114c8, 516);
// 0x050116CC
static const struct Animation eyerok_seg5_anim_050116CC = {
32,
0,
0,
0,
0x50,
ANIMINDEX_NUMPARTS(eyerok_seg5_animindex_050114C8),
eyerok_seg5_animvalue_0500FCE4,
eyerok_seg5_animindex_050114C8,
0,
ANIM_FIELD_LENGTH(eyerok_seg5_animvalue_0500FCE4),
ANIM_FIELD_LENGTH(eyerok_seg5_animindex_050114C8),
};