Implement & link initial_menu

This commit is contained in:
Cuyler36
2023-05-23 18:49:30 -04:00
parent 2f7b56bdef
commit b709ef9fbc
26 changed files with 1276 additions and 108 deletions
+203
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#include "bootdata.h"
#include "libforest/gbi_extensions.h"
static u8 gam_win_moji1_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/gam_win_moji1_tex.inc"
};
static u8 gam_win_moji2_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/gam_win_moji2_tex.inc"
};
static u8 yes[] = {
#include "assets/bootdata/yes.inc"
};
static u8 no[] = {
#include "assets/bootdata/no.inc"
};
static u8 att_win_waku1_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku1_tex.inc"
};
static u8 att_win_waku2_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku2_tex.inc"
};
static u8 att_win_waku3_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku3_tex.inc"
};
static u8 att_win_waku4_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku4_tex.inc"
};
static u8 att_win_waku5_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku5_tex.inc"
};
static u8 att_win_waku6_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku6_tex.inc"
};
static Vtx gam_win1_v[] = {
#include "assets/bootdata/gam_win1_v.inc"
};
Gfx gam_win1_cursor_model[] = {
gsSPTexture(0, 0, 0, 0, G_ON),
gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PASS2),
gsDPSetPrimColor(0, 255, 145, 40, 40, 255),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
gsSPVertex(&gam_win1_v[0], 3, 0),
gsSPNTrianglesInit_5b(
1, // tri count
0, 1, 2, // tri0
0, 0, 0, // tri1
0, 0, 0 // tri2
),
gsSPEndDisplayList(),
};
Gfx gam_win1_moji_model[] = {
gsSPTexture(0, 0, 0, 0, G_ON),
gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
gsDPSetPrimColor(0, 255, 50, 50, 60, 255),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
gsDPLoadTextureBlock_4b_Dolphin(gam_win_moji2_tex, G_IM_FMT_I, 160, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
gsSPVertex(&gam_win1_v[3], 8, 0),
gsSPNTrianglesInit_5b(
2, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
0, 0, 0 // tri2
),
gsDPLoadTextureBlock_4b_Dolphin(gam_win_moji1_tex, G_IM_FMT_I, 80, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
gsSPNTrianglesInit_5b(
2, // tri count
4, 5, 6, // tri0
5, 7, 6, // tri1
0, 0, 0 // tri2
),
gsSPEndDisplayList(),
};
Gfx gam_win1_moji2_model[] = {
gsSPTexture(0, 0, 0, 0, G_ON),
gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
gsDPSetPrimColor(0, 255, 90, 90, 155, 255),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
gsDPLoadTextureBlock_4b_Dolphin(yes, G_IM_FMT_I, 32, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
gsSPVertex(&gam_win1_v[11], 4, 0),
gsSPNTrianglesInit_5b(
2, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
0, 0, 0 // tri2
),
gsSPEndDisplayList(),
};
Gfx gam_win1_moji3_model[] = {
gsSPTexture(0, 0, 0, 0, G_ON),
gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
gsDPSetPrimColor(0, 255, 90, 90, 155, 255),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
gsDPLoadTextureBlock_4b_Dolphin(no, G_IM_FMT_I, 16, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
gsSPVertex(&gam_win1_v[15], 4, 0),
gsSPNTrianglesInit_5b(
2, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
0, 0, 0 // tri2
),
gsSPEndDisplayList(),
};
Gfx gam_win1_winT_model[] = {
gsSPTexture(0, 0, 0, 0, G_ON),
gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
gsDPSetPrimColor(0, 255, 225, 255, 255, 255),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku6_tex, G_IM_FMT_I, 16, 16, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
gsSPVertex(&gam_win1_v[19], 28, 0),
gsSPNTrianglesInit_5b(
2, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
0, 0, 0 // tri2
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku5_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPNTrianglesInit_5b(
4, // tri count
4, 5, 6, // tri0
7, 4, 6, // tri1
8, 9, 10 // tri2
),
gsSPNTriangles_5b(
9, 11, 10, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku4_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPNTrianglesInit_5b(
4, // tri count
12, 13, 14, // tri0
15, 12, 14, // tri1
16, 17, 18 // tri2
),
gsSPNTriangles_5b(
17, 19, 18, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku3_tex, G_IM_FMT_I, 32, 64, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPNTrianglesInit_5b(
4, // tri count
20, 21, 22, // tri0
23, 20, 22, // tri1
24, 25, 26 // tri2
),
gsSPNTriangles_5b(
25, 27, 26, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku2_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPVertex(&gam_win1_v[47], 16, 0),
gsSPNTrianglesInit_5b(
4, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
4, 5, 6 // tri2
),
gsSPNTriangles_5b(
7, 4, 6, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku1_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPNTrianglesInit_5b(
4, // tri count
8, 9, 10, // tri0
11, 8, 10, // tri1
12, 13, 14 // tri2
),
gsSPNTriangles_5b(
13, 15, 14, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsSPEndDisplayList(),
};
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#include "bootdata.h"
#include "libforest/gbi_extensions.h"
static u8 gam_win_moji3_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/gam_win_moji3_tex.inc"
};
static u8 gam_win_moji4_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/gam_win_moji4_tex.inc"
};
static u8 att_win_waku1_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku1_tex_1.inc"
};
static u8 att_win_waku2_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku2_tex_1.inc"
};
static u8 att_win_waku3_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku3_tex_1.inc"
};
static u8 att_win_waku4_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku4_tex_1.inc"
};
static u8 att_win_waku5_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku5_tex_1.inc"
};
static u8 att_win_waku6_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/att_win_waku6_tex_1.inc"
};
static Vtx gam_win2_v[] = {
#include "assets/bootdata/gam_win2_v.inc"
};
Gfx gam_win2_moji_model[] = {
gsSPTexture(0, 0, 0, 0, G_ON),
gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
gsDPSetPrimColor(0, 255, 50, 50, 60, 255),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
gsDPLoadTextureBlock_4b_Dolphin(gam_win_moji4_tex, G_IM_FMT_I, 160, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
gsSPVertex(&gam_win2_v[0], 8, 0),
gsSPNTrianglesInit_5b(
2, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
0, 0, 0 // tri2
),
gsDPLoadTextureBlock_4b_Dolphin(gam_win_moji3_tex, G_IM_FMT_I, 160, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
gsSPNTrianglesInit_5b(
2, // tri count
4, 5, 6, // tri0
5, 7, 6, // tri1
0, 0, 0 // tri2
),
gsSPEndDisplayList(),
};
Gfx gam_win2_winT_model[] = {
gsSPTexture(0, 0, 0, 0, G_ON),
gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
gsDPSetPrimColor(0, 255, 225, 255, 255, 255),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku6_tex, G_IM_FMT_I, 16, 16, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
gsSPVertex(&gam_win2_v[8], 28, 0),
gsSPNTrianglesInit_5b(
2, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
0, 0, 0 // tri2
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku5_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPNTrianglesInit_5b(
4, // tri count
4, 5, 6, // tri0
7, 4, 6, // tri1
8, 9, 10 // tri2
),
gsSPNTriangles_5b(
9, 11, 10, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku4_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPNTrianglesInit_5b(
4, // tri count
12, 13, 14, // tri0
15, 12, 14, // tri1
16, 17, 18 // tri2
),
gsSPNTriangles_5b(
17, 19, 18, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku3_tex, G_IM_FMT_I, 32, 64, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPNTrianglesInit_5b(
4, // tri count
20, 21, 22, // tri0
23, 20, 22, // tri1
24, 25, 26 // tri2
),
gsSPNTriangles_5b(
25, 27, 26, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku2_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPVertex(&gam_win2_v[36], 16, 0),
gsSPNTrianglesInit_5b(
4, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
4, 5, 6 // tri2
),
gsSPNTriangles_5b(
7, 4, 6, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsDPLoadTextureBlock_4b_Dolphin(att_win_waku1_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
gsSPNTrianglesInit_5b(
4, // tri count
8, 9, 10, // tri0
11, 8, 10, // tri1
12, 13, 14 // tri2
),
gsSPNTriangles_5b(
13, 15, 14, // tri0
0, 0, 0, // tri1
0, 0, 0, // tri2
0, 0, 0 // tri3
),
gsSPEndDisplayList(),
};
+38
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#include "bootdata.h"
#include "libforest/gbi_extensions.h"
static u8 gam_win_moji3_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/gam_win_moji3_tex_1.inc"
};
static u8 gam_win_moji5_tex[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/gam_win_moji5_tex.inc"
};
static Vtx gam_win3_v[] = {
#include "assets/bootdata/gam_win3_v.inc"
};
Gfx gam_win3_moji_model[] = {
gsSPTexture(0, 0, 0, 0, G_ON),
gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
gsDPSetPrimColor(0, 255, 50, 50, 60, 255),
gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
gsDPLoadTextureBlock_4b_Dolphin(gam_win_moji5_tex, G_IM_FMT_I, 112, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
gsSPVertex(&gam_win3_v[0], 8, 0),
gsSPNTrianglesInit_5b(
2, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
0, 0, 0 // tri2
),
gsDPLoadTextureBlock_4b_Dolphin(gam_win_moji3_tex, G_IM_FMT_I, 160, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
gsSPNTrianglesInit_5b(
2, // tri count
4, 5, 6, // tri0
5, 7, 6, // tri1
0, 0, 0 // tri2
),
gsSPEndDisplayList(),
};
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#include "bootdata.h"
#include "libforest/gbi_extensions.h"
u8 nintendo_376x104[] ATTRIBUTE_ALIGN(32) = {
#include "assets/bootdata/nintendo_376x104.inc"
};
Vtx logo_nin_v[] = {
#include "assets/bootdata/logo_nin_v.inc"
};
Gfx logo_ninT_model[] = {
gsDPLoadTextureBlock_4b_Dolphin(nintendo_376x104, G_IM_FMT_I, 376, 104, 15, GX_CLAMP, GX_CLAMP, 0, 0),
gsSPVertex(&logo_nin_v[0], 4, 0),
gsSPNTrianglesInit_5b(
2, // tri count
0, 1, 2, // tri0
1, 3, 2, // tri1
0, 0, 0 // tri2
),
gsSPEndDisplayList(),
};