sm64coopdx/actors/eyerok/anims/anim_0500FCCC.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

21 lines
597 B
C

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