mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 13:35:12 +00:00
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>
96 lines
4.2 KiB
C
96 lines
4.2 KiB
C
#include "pc/rom_assets.h"
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// Water Ring
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// 0x06012368
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static const Lights1 water_ring_seg6_lights_06012368 = gdSPDefLights1(
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0x3f, 0x3f, 0x3f,
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0xff, 0xff, 0xff, 0x28, 0x28, 0x28
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);
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// 0x06012380
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ROM_ASSET_LOAD_TEXTURE(water_ring_seg6_texture_06012380, "actors/water_ring/water_ring.rgba16.inc.c", 0x001b9cc0, 41188, 0x00012380, 4096);
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// 0x06013380
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ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013380, 0x001b9cc0, 41188, 0x00013380, 256);
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// 0x06013480
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ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013480, 0x001b9cc0, 41188, 0x00013480, 256);
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// 0x06013580
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ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013580, 0x001b9cc0, 41188, 0x00013580, 256);
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// 0x06013680
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ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013680, 0x001b9cc0, 41188, 0x00013680, 256);
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// 0x06013780
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ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013780, 0x001b9cc0, 41188, 0x00013780, 256);
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// 0x06013880
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ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013880, 0x001b9cc0, 41188, 0x00013880, 256);
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// 0x06013980
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ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013980, 0x001b9cc0, 41188, 0x00013980, 256);
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// 0x06013A80
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ROM_ASSET_LOAD_VTX(water_ring_seg6_vertex_06013A80, 0x001b9cc0, 41188, 0x00013a80, 64);
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// 0x06013AC0 - 0x06013DD8
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const Gfx water_ring_seg6_dl_06013AC0[] = {
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gsDPPipeSync(),
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gsSPSetGeometryMode(G_TEXTURE_GEN),
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gsDPSetCombineMode(G_CC_DECALFADE, G_CC_DECALFADE),
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gsDPLoadTextureBlock(water_ring_seg6_texture_06012380, G_IM_FMT_RGBA, G_IM_SIZ_16b, 64, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 6, 5, G_TX_NOLOD, G_TX_NOLOD),
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gsSPTexture(0x1800, 0x07C0, 0, G_TX_RENDERTILE, G_ON),
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gsSPLight(&water_ring_seg6_lights_06012368.l, 1),
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gsSPLight(&water_ring_seg6_lights_06012368.a, 2),
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gsSPVertex(water_ring_seg6_vertex_06013380, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
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gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
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gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
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gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
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gsSPVertex(water_ring_seg6_vertex_06013480, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
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gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
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gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
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gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
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gsSPVertex(water_ring_seg6_vertex_06013580, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
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gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
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gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
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gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
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gsSPVertex(water_ring_seg6_vertex_06013680, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
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gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
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gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
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gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
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gsSPVertex(water_ring_seg6_vertex_06013780, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
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gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
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gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
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gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
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gsSPVertex(water_ring_seg6_vertex_06013880, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
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gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
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gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
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gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
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gsSPVertex(water_ring_seg6_vertex_06013980, 16, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSP2Triangles( 4, 5, 6, 0x0, 4, 6, 7, 0x0),
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gsSP2Triangles( 8, 9, 10, 0x0, 8, 10, 11, 0x0),
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gsSP2Triangles( 1, 12, 13, 0x0, 1, 13, 2, 0x0),
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gsSP2Triangles( 5, 14, 15, 0x0, 5, 15, 6, 0x0),
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gsSPVertex(water_ring_seg6_vertex_06013A80, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsDPPipeSync(),
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gsSPClearGeometryMode(G_TEXTURE_GEN),
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gsDPSetEnvColor(255, 255, 255, 255),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsSPTexture(0x0F80, 0x07C0, 0, G_TX_RENDERTILE, G_OFF),
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gsSPEndDisplayList(),
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};
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