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				https://github.com/coop-deluxe/sm64coopdx.git
				synced 2025-10-30 08:01:01 +00:00 
			
		
		
		
	* 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>
		
			
				
	
	
		
			23 lines
		
	
	
	
		
			948 B
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			23 lines
		
	
	
	
		
			948 B
		
	
	
	
		
			C
		
	
	
	
	
	
#include "pc/rom_assets.h"
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// Sand
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// 0x0302BA90
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ROM_ASSET_LOAD_VTX(sand_seg3_vertex_0302BA90, 0x00201410, 96653, 0x0002ba90, 64);
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// 0x0302BAD0
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ROM_ASSET_LOAD_TEXTURE(sand_seg3_texture_0302BAD0, "actors/sand/sand_particle.rgba16.inc.c", 0x00201410, 96653, 0x0002bad0, 512);
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// 0x0302BCD0 - 0x0302BD60
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const Gfx sand_seg3_dl_0302BCD0[] = {
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    gsDPPipeSync(),
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    gsSPClearGeometryMode(G_LIGHTING),
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    gsDPSetCombineMode(G_CC_MODULATERGBA, G_CC_MODULATERGBA),
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    gsDPLoadTextureBlock(sand_seg3_texture_0302BAD0, G_IM_FMT_RGBA, G_IM_SIZ_16b, 16, 16, 0, G_TX_CLAMP, G_TX_CLAMP, 4, 4, G_TX_NOLOD, G_TX_NOLOD),
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    gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
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    gsSPVertex(sand_seg3_vertex_0302BA90, 4, 0),
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    gsSP2Triangles( 0,  1,  2, 0x0,  0,  2,  3, 0x0),
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    gsSPTexture(0xFFFF, 0xFFFF, 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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