#include "pc/rom_assets.h" ROM_ASSET_LOAD_VTX(dl_castle_aquarium_light_vertex_group_1, 0x00396340, 232834, 0x00037e38, 256); ROM_ASSET_LOAD_VTX(dl_castle_aquarium_light_vertex_group_2, 0x00396340, 232834, 0x00037f38, 256); ROM_ASSET_LOAD_VTX(dl_castle_aquarium_light_vertex_group_3, 0x00396340, 232834, 0x00038038, 208); static const Gfx dl_castle_aquarium_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_aquarium_light_vertex_group_1, 16, 0), gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0), gsSP2Triangles( 3, 6, 4, 0x0, 7, 6, 3, 0x0), gsSP2Triangles( 7, 8, 6, 0x0, 5, 4, 9, 0x0), gsSP2Triangles( 5, 9, 10, 0x0, 10, 9, 8, 0x0), gsSP2Triangles(10, 8, 7, 0x0, 2, 1, 11, 0x0), gsSP2Triangles( 2, 11, 12, 0x0, 13, 14, 15, 0x0), gsSPVertex(dl_castle_aquarium_light_vertex_group_2, 16, 0), gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0), gsSP2Triangles( 3, 5, 6, 0x0, 6, 1, 0, 0x0), gsSP2Triangles( 6, 5, 1, 0x0, 7, 8, 9, 0x0), gsSP2Triangles( 9, 10, 11, 0x0, 9, 8, 10, 0x0), gsSP2Triangles(12, 13, 14, 0x0, 11, 10, 15, 0x0), gsSPVertex(dl_castle_aquarium_light_vertex_group_3, 13, 0), gsSP2Triangles( 0, 1, 2, 0x0, 2, 1, 3, 0x0), gsSP2Triangles( 1, 4, 3, 0x0, 5, 6, 7, 0x0), gsSP2Triangles( 8, 6, 5, 0x0, 5, 7, 9, 0x0), gsSP2Triangles( 8, 10, 6, 0x0, 9, 11, 12, 0x0), gsSP2Triangles(12, 10, 8, 0x0, 12, 11, 10, 0x0), gsSPEndDisplayList(), }; // 0x07038240 - 0x070382B0 const Gfx dl_castle_aquarium_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_aquarium_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(), };