mirror of
https://github.com/coop-deluxe/sm64coopdx.git
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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>
21 lines
587 B
C
21 lines
587 B
C
#include "pc/rom_assets.h"
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// 0x060110F0
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ROM_ASSET_LOAD_ANIM(koopa_seg6_animvalue_060110F0, 0x001c4230, 80474, 0x000110f0, 412);
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// 0x0601128C
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ROM_ASSET_LOAD_ANIM(koopa_seg6_animindex_0601128C, 0x001c4230, 80474, 0x0001128c, 192);
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// 0x0601134C
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static const struct Animation koopa_seg6_anim_0601134C = {
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1,
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0,
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0,
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0,
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0x08,
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ANIMINDEX_NUMPARTS(koopa_seg6_animindex_0601128C),
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koopa_seg6_animvalue_060110F0,
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koopa_seg6_animindex_0601128C,
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0,
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ANIM_FIELD_LENGTH(koopa_seg6_animvalue_060110F0),
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ANIM_FIELD_LENGTH(koopa_seg6_animindex_0601128C),
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};
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