#include "pc/rom_assets.h" ROM_ASSET_LOAD_VTX(dl_castle_lobby_wing_cap_light_vertex_group, 0x00396340, 232834, 0x0002a6d8, 256); static const Gfx dl_castle_lobby_wing_cap_light_model[] = { gsDPSetTextureImage(G_IM_FMT_IA, G_IM_SIZ_16b, 1, texture_castle_light), gsDPLoadSync(), gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)), gsSPVertex(dl_castle_lobby_wing_cap_light_vertex_group, 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, 10, 9, 11, 0x0), gsSP2Triangles(10, 11, 12, 0x0, 12, 11, 1, 0x0), gsSP2Triangles(12, 1, 0, 0x0, 13, 8, 3, 0x0), gsSP2Triangles( 0, 2, 14, 0x0, 14, 2, 15, 0x0), gsSP2Triangles(14, 15, 13, 0x0, 13, 15, 8, 0x0), gsSPEndDisplayList(), }; const Gfx dl_castle_lobby_wing_cap_light[] = { gsDPPipeSync(), gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA), gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK), gsDPSetTile(G_IM_FMT_IA, 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_IA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 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(dl_castle_lobby_wing_cap_light_model), gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF), gsDPPipeSync(), gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE), gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK), gsSPEndDisplayList(), };