mirror of
https://github.com/coop-deluxe/sm64coopdx.git
synced 2024-11-25 05:25:14 +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>
75 lines
2.9 KiB
C
75 lines
2.9 KiB
C
#include "pc/rom_assets.h"
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// Water Waves
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// 0x04025318
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ROM_ASSET_LOAD_VTX(water_wave_seg4_vertex_04025318, 0x00114750, 78432, 0x00025318, 64);
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// 0x04025358
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ROM_ASSET_LOAD_TEXTURE(water_wave_seg4_texture_04025358, "actors/water_wave/water_wave_0.ia16.inc.c", 0x00114750, 78432, 0x00025358, 2048);
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// 0x04025B58
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ROM_ASSET_LOAD_TEXTURE(water_wave_seg4_texture_04025B58, "actors/water_wave/water_wave_1.ia16.inc.c", 0x00114750, 78432, 0x00025b58, 2048);
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// 0x04026358
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ROM_ASSET_LOAD_TEXTURE(water_wave_seg4_texture_04026358, "actors/water_wave/water_wave_2.ia16.inc.c", 0x00114750, 78432, 0x00026358, 2048);
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// 0x04026B58
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ROM_ASSET_LOAD_TEXTURE(water_wave_seg4_texture_04026B58, "actors/water_wave/water_wave_3.ia16.inc.c", 0x00114750, 78432, 0x00026b58, 2048);
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// 0x04027358 - 0x040273A0
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const Gfx water_wave_seg4_dl_04027358[] = {
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gsSPClearGeometryMode(G_LIGHTING),
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gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
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gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_CLAMP, 5, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
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gsDPLoadSync(),
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gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
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gsDPSetTile(G_IM_FMT_IA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 5, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
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gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC),
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gsSPEndDisplayList(),
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};
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// 0x040273A0 - 0x040273D8
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const Gfx water_wave_seg4_dl_040273A0[] = {
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsDPPipeSync(),
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gsSPTexture(0x0001, 0x0001, 0, G_TX_RENDERTILE, G_OFF),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsSPSetGeometryMode(G_LIGHTING),
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gsSPEndDisplayList(),
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};
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// 0x040273D8 - 0x040273F0
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const Gfx water_wave_seg4_dl_040273D8[] = {
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gsSPDisplayList(water_wave_seg4_dl_04027358),
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gsSPVertex(water_wave_seg4_vertex_04025318, 4, 0),
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gsSPBranchList(water_wave_seg4_dl_040273A0),
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};
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// 0x040273F0 - 0x04027408
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const Gfx water_wave_seg4_dl_040273F0[] = {
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gsDPPipeSync(),
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gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_16b, 1, water_wave_seg4_texture_04025358),
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gsSPBranchList(water_wave_seg4_dl_040273D8),
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};
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// 0x04027408 - 0x04027420
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const Gfx water_wave_seg4_dl_04027408[] = {
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gsDPPipeSync(),
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gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_16b, 1, water_wave_seg4_texture_04025B58),
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gsSPBranchList(water_wave_seg4_dl_040273D8),
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};
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// 0x04027420 - 0x04027438
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const Gfx water_wave_seg4_dl_04027420[] = {
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gsDPPipeSync(),
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gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_16b, 1, water_wave_seg4_texture_04026358),
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gsSPBranchList(water_wave_seg4_dl_040273D8),
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};
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// 0x04027438 - 0x04027450
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const Gfx water_wave_seg4_dl_04027438[] = {
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gsDPPipeSync(),
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gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_16b, 1, water_wave_seg4_texture_04026B58),
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gsSPBranchList(water_wave_seg4_dl_040273D8),
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};
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