sm64coopdx/actors/water_bubble/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

105 lines
4.6 KiB
C

#include "pc/rom_assets.h"
// Water Bubble
// 0x0500FE68
static const Lights1 water_bubble_seg5_lights_0500FE68 = gdSPDefLights1(
0xbf, 0xbf, 0xbf,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x0500FE80
ROM_ASSET_LOAD_TEXTURE(water_bubble_seg5_texture_0500FE80, "actors/water_bubble/water_bubble.rgba16.inc.c", 0x00134d20, 26785, 0x0000fe80, 2048);
// 0x05010680
ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010680, 0x00134d20, 26785, 0x00010680, 256);
// 0x05010780
ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010780, 0x00134d20, 26785, 0x00010780, 240);
// 0x05010870
ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010870, 0x00134d20, 26785, 0x00010870, 224);
// 0x05010950
ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010950, 0x00134d20, 26785, 0x00010950, 256);
// 0x05010A50
ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010A50, 0x00134d20, 26785, 0x00010a50, 256);
// 0x05010B50
ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010B50, 0x00134d20, 26785, 0x00010b50, 256);
// 0x05010C50
ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010C50, 0x00134d20, 26785, 0x00010c50, 224);
// 0x05010D30 - 0x05011000
const Gfx water_bubble_seg5_dl_05010D30[] = {
gsSPLight(&water_bubble_seg5_lights_0500FE68.l, 1),
gsSPLight(&water_bubble_seg5_lights_0500FE68.a, 2),
gsSPVertex(water_bubble_seg5_vertex_05010680, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 2, 0x0),
gsSP2Triangles( 2, 3, 4, 0x0, 1, 5, 3, 0x0),
gsSP2Triangles( 6, 0, 7, 0x0, 8, 7, 9, 0x0),
gsSP2Triangles(10, 6, 8, 0x0, 6, 7, 8, 0x0),
gsSP2Triangles(11, 12, 13, 0x0, 12, 14, 13, 0x0),
gsSP2Triangles(12, 15, 14, 0x0, 13, 14, 5, 0x0),
gsSPVertex(water_bubble_seg5_vertex_05010780, 15, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSP2Triangles( 3, 2, 4, 0x0, 5, 0, 3, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 8, 7, 9, 0x0),
gsSP2Triangles(10, 11, 12, 0x0, 6, 13, 7, 0x0),
gsSP1Triangle(14, 6, 8, 0x0),
gsSPVertex(water_bubble_seg5_vertex_05010870, 14, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 4, 0x0),
gsSP2Triangles( 0, 2, 4, 0x0, 4, 2, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 6, 0x0),
gsSP2Triangles(10, 11, 7, 0x0, 12, 9, 13, 0x0),
gsSP2Triangles( 3, 12, 0, 0x0, 12, 13, 0, 0x0),
gsSP1Triangle( 0, 13, 1, 0x0),
gsSPVertex(water_bubble_seg5_vertex_05010950, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 2, 1, 3, 0x0),
gsSP2Triangles( 4, 0, 2, 0x0, 0, 5, 1, 0x0),
gsSP2Triangles( 6, 4, 7, 0x0, 8, 6, 9, 0x0),
gsSP2Triangles( 6, 7, 9, 0x0, 9, 7, 10, 0x0),
gsSP2Triangles(11, 12, 13, 0x0, 12, 14, 13, 0x0),
gsSP1Triangle(13, 14, 15, 0x0),
gsSPVertex(water_bubble_seg5_vertex_05010A50, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 5, 7, 0x0, 3, 5, 6, 0x0),
gsSP2Triangles( 8, 3, 6, 0x0, 9, 10, 11, 0x0),
gsSP2Triangles(10, 12, 11, 0x0, 11, 12, 1, 0x0),
gsSP2Triangles(10, 13, 12, 0x0, 14, 9, 15, 0x0),
gsSP2Triangles(14, 15, 3, 0x0, 3, 15, 4, 0x0),
gsSP1Triangle( 8, 14, 3, 0x0),
gsSPVertex(water_bubble_seg5_vertex_05010B50, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 2, 0x0),
gsSP2Triangles( 2, 3, 4, 0x0, 1, 5, 3, 0x0),
gsSP2Triangles( 6, 0, 7, 0x0, 8, 7, 9, 0x0),
gsSP2Triangles(10, 6, 8, 0x0, 6, 7, 8, 0x0),
gsSP2Triangles(11, 12, 5, 0x0, 13, 12, 11, 0x0),
gsSP2Triangles(14, 13, 11, 0x0, 13, 15, 12, 0x0),
gsSPVertex(water_bubble_seg5_vertex_05010C50, 14, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 4, 0x0),
gsSP2Triangles( 0, 2, 4, 0x0, 4, 2, 5, 0x0),
gsSP2Triangles( 6, 7, 8, 0x0, 8, 7, 9, 0x0),
gsSP2Triangles(10, 6, 8, 0x0, 0, 11, 1, 0x0),
gsSP2Triangles( 6, 12, 7, 0x0, 13, 10, 11, 0x0),
gsSP2Triangles( 3, 13, 0, 0x0, 13, 11, 0, 0x0),
gsSPEndDisplayList(),
};
// 0x05011000 - 0x05011098
const Gfx water_bubble_seg5_dl_05011000[] = {
gsDPPipeSync(),
gsSPSetGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_MODULATERGBFADE, G_CC_MODULATERGBFADE),
gsDPSetEnvColor(255, 255, 255, 205),
gsDPLoadTextureBlock(water_bubble_seg5_texture_0500FE80, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
gsSPTexture(0x07C0, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
gsSPDisplayList(water_bubble_seg5_dl_05010D30),
gsSPTexture(0x07C0, 0x07C0, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsSPClearGeometryMode(G_TEXTURE_GEN),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsDPSetEnvColor(255, 255, 255, 255),
gsSPEndDisplayList(),
};