sm64coopdx/levels/bowser_2/tilting_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

118 lines
5.2 KiB
C

#include "pc/rom_assets.h"
// 0x07000800 - 0x07000900
ROM_ASSET_LOAD_VTX(bowser_2_seg7_vertex_07000800, 0x004cdbd0, 3611, 0x00000800, 256);
// 0x07000900 - 0x07000A00
ROM_ASSET_LOAD_VTX(bowser_2_seg7_vertex_07000900, 0x004cdbd0, 3611, 0x00000900, 256);
// 0x07000A00 - 0x07000AA0
ROM_ASSET_LOAD_VTX(bowser_2_seg7_vertex_07000A00, 0x004cdbd0, 3611, 0x00000a00, 160);
// 0x07000AA0 - 0x07000BA0
ROM_ASSET_LOAD_VTX(bowser_2_seg7_vertex_07000AA0, 0x004cdbd0, 3611, 0x00000aa0, 256);
// 0x07000BA0 - 0x07000C30
ROM_ASSET_LOAD_VTX(bowser_2_seg7_vertex_07000BA0, 0x004cdbd0, 3611, 0x00000ba0, 144);
// 0x07000C30 - 0x07000D30
ROM_ASSET_LOAD_VTX(bowser_2_seg7_vertex_07000C30, 0x004cdbd0, 3611, 0x00000c30, 256);
// 0x07000D30 - 0x07000E28
const Gfx bowser_2_seg7_dl_07000D30[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, fire_09009800),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(bowser_2_seg7_vertex_07000800, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 4, 3, 0x0, 3, 5, 7, 0x0),
gsSP2Triangles( 6, 8, 4, 0x0, 7, 5, 9, 0x0),
gsSP2Triangles( 7, 9, 10, 0x0, 2, 11, 12, 0x0),
gsSP2Triangles( 2, 1, 11, 0x0, 13, 14, 15, 0x0),
gsSPVertex(bowser_2_seg7_vertex_07000900, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 1, 0, 0x0),
gsSP2Triangles( 3, 4, 1, 0x0, 5, 4, 3, 0x0),
gsSP2Triangles( 5, 6, 4, 0x0, 7, 6, 5, 0x0),
gsSP2Triangles( 7, 8, 6, 0x0, 9, 10, 11, 0x0),
gsSP2Triangles(10, 12, 13, 0x0, 12, 14, 15, 0x0),
gsSPVertex(bowser_2_seg7_vertex_07000A00, 10, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 4, 0x0),
gsSP2Triangles( 5, 6, 7, 0x0, 6, 8, 9, 0x0),
gsSPEndDisplayList(),
};
// 0x07000E28 - 0x07000ED0
static const Gfx bowser_2_seg7_dl_07000E28[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, fire_09003000),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(bowser_2_seg7_vertex_07000AA0, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 6, 7, 3, 0x0, 3, 7, 4, 0x0),
gsSP2Triangles( 6, 8, 7, 0x0, 5, 4, 9, 0x0),
gsSP2Triangles( 5, 9, 10, 0x0, 11, 8, 6, 0x0),
gsSP2Triangles(11, 12, 8, 0x0, 11, 13, 14, 0x0),
gsSP2Triangles(11, 14, 12, 0x0, 10, 9, 15, 0x0),
gsSP2Triangles( 2, 1, 14, 0x0, 0, 15, 1, 0x0),
gsSP2Triangles( 2, 14, 13, 0x0, 10, 15, 0, 0x0),
gsSPEndDisplayList(),
};
// 0x07000ED0 - 0x07000F38
static const Gfx bowser_2_seg7_dl_07000ED0[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, fire_09005800),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(bowser_2_seg7_vertex_07000BA0, 9, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 2, 0x0),
gsSP2Triangles( 3, 4, 2, 0x0, 5, 0, 2, 0x0),
gsSP2Triangles( 6, 7, 2, 0x0, 4, 6, 2, 0x0),
gsSP2Triangles( 8, 5, 2, 0x0, 7, 8, 2, 0x0),
gsSPEndDisplayList(),
};
// 0x07000F38 - 0x07000FE0
static const Gfx bowser_2_seg7_dl_07000F38[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, fire_09005000),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(bowser_2_seg7_vertex_07000C30, 16, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0),
gsSP2Triangles( 5, 4, 6, 0x0, 5, 6, 7, 0x0),
gsSP2Triangles( 3, 8, 4, 0x0, 7, 6, 9, 0x0),
gsSP2Triangles( 7, 9, 10, 0x0, 0, 8, 3, 0x0),
gsSP2Triangles( 0, 11, 8, 0x0, 12, 13, 2, 0x0),
gsSP2Triangles(14, 13, 12, 0x0, 12, 2, 1, 0x0),
gsSP2Triangles( 0, 2, 11, 0x0, 10, 9, 15, 0x0),
gsSP2Triangles(14, 15, 13, 0x0, 10, 15, 14, 0x0),
gsSPEndDisplayList(),
};
// 0x07000FE0 - 0x070010B0
const Gfx bowser_2_seg7_dl_07000FE0[] = {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_2CYCLE),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2),
gsDPSetDepthSource(G_ZS_PIXEL),
gsDPSetFogColor(200, 50, 0, 255),
gsSPFogPosition(960, 1000),
gsSPSetGeometryMode(G_FOG),
gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_PASS2),
gsSPClearGeometryMode(G_LIGHTING),
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(bowser_2_seg7_dl_07000D30),
gsSPDisplayList(bowser_2_seg7_dl_07000E28),
gsSPDisplayList(bowser_2_seg7_dl_07000ED0),
gsSPDisplayList(bowser_2_seg7_dl_07000F38),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_NOOP2),
gsSPClearGeometryMode(G_FOG),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING),
gsSPEndDisplayList(),
};