sm64coopdx/levels/rr/octagonal_platform/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

66 lines
2.8 KiB
C

#include "pc/rom_assets.h"
// 0x0701A6F0 - 0x0701A708
static const Lights1 rr_seg7_lights_0701A6F0 = gdSPDefLights1(
0x55, 0x5f, 0x53,
0xe3, 0xfe, 0xdf, 0x28, 0x28, 0x28
);
// 0x0701A708 - 0x0701A7F8
ROM_ASSET_LOAD_VTX(rr_seg7_vertex_0701A708, 0x00437870, 75979, 0x0001a540, 240);
// 0x0701A7F8 - 0x0701A8E8
ROM_ASSET_LOAD_VTX(rr_seg7_vertex_0701A7F8, 0x00437870, 75979, 0x0001a630, 240);
// 0x0701A8E8 - 0x0701A9D8
ROM_ASSET_LOAD_VTX(rr_seg7_vertex_0701A8E8, 0x00437870, 75979, 0x0001a720, 240);
// 0x0701A9D8 - 0x0701AA48
ROM_ASSET_LOAD_VTX(rr_seg7_vertex_0701A9D8, 0x00437870, 75979, 0x0001a810, 112);
// 0x0701AA48 - 0x0701AB78
static const Gfx rr_seg7_dl_0701AA48[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, sky_09001800),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&rr_seg7_lights_0701A6F0.l, 1),
gsSPLight(&rr_seg7_lights_0701A6F0.a, 2),
gsSPVertex(rr_seg7_vertex_0701A708, 15, 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),
gsSP1Triangle(11, 14, 12, 0x0),
gsSPVertex(rr_seg7_vertex_0701A7F8, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 6, 9, 7, 0x0),
gsSP2Triangles( 0, 2, 10, 0x0, 0, 11, 1, 0x0),
gsSP2Triangles( 0, 12, 11, 0x0, 0, 13, 12, 0x0),
gsSP1Triangle( 0, 14, 13, 0x0),
gsSPVertex(rr_seg7_vertex_0701A8E8, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 3, 6, 4, 0x0, 3, 7, 6, 0x0),
gsSP2Triangles( 3, 8, 7, 0x0, 3, 9, 8, 0x0),
gsSP2Triangles( 3, 10, 9, 0x0, 11, 12, 13, 0x0),
gsSP1Triangle(11, 14, 12, 0x0),
gsSPVertex(rr_seg7_vertex_0701A9D8, 7, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP1Triangle( 0, 6, 1, 0x0),
gsSPEndDisplayList(),
};
// 0x0701AB78 - 0x0701ABE8
const Gfx rr_seg7_dl_0701AB78[] = {
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(rr_seg7_dl_0701AA48),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};