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
597 B
C
21 lines
597 B
C
#include "pc/rom_assets.h"
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// 0x0500F408
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ROM_ASSET_LOAD_ANIM(eyerok_seg5_animvalue_0500F408, 0x00145e90, 48337, 0x0000f408, 1728);
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// 0x0500FAC8
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ROM_ASSET_LOAD_ANIM(eyerok_seg5_animindex_0500FAC8, 0x00145e90, 48337, 0x0000fac8, 516);
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// 0x0500FCCC
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static const struct Animation eyerok_seg5_anim_0500FCCC = {
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32,
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0,
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0,
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0,
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0x1D,
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ANIMINDEX_NUMPARTS(eyerok_seg5_animindex_0500FAC8),
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eyerok_seg5_animvalue_0500F408,
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eyerok_seg5_animindex_0500FAC8,
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0,
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ANIM_FIELD_LENGTH(eyerok_seg5_animvalue_0500F408),
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ANIM_FIELD_LENGTH(eyerok_seg5_animindex_0500FAC8),
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};
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