static u8 con_kaiwa2_w1_tex[] ATTRIBUTE_ALIGN(32) = { #include "assets/msg/con_kaiwa2_w1_tex.inc" }; static u8 con_kaiwa2_w2_tex[] ATTRIBUTE_ALIGN(32) = { #include "assets/msg/con_kaiwa2_w2_tex.inc" }; static u8 con_kaiwa2_w3_tex[] ATTRIBUTE_ALIGN(32) = { #include "assets/msg/con_kaiwa2_w3_tex.inc" }; static Vtx con_kaiwa2_v[] = { #include "assets/msg/con_kaiwa2_v.inc" }; static Gfx con_kaiwa2_modelT[] = { gsSPTexture(0, 0, 0, 0, G_ON), gsDPLoadTextureBlock_4b_Dolphin(con_kaiwa2_w3_tex, G_IM_FMT_I, 128, 64, 15, GX_CLAMP, GX_CLAMP, 0, 0), gsSPVertex(&con_kaiwa2_v[0], 24, 0), gsSPNTrianglesInit_5b( 4, // tri count 0, 1, 2, // tri0 2, 3, 0, // tri1 4, 5, 6 // tri2 ), gsSPNTriangles_5b( 6, 7, 4, // tri0 0, 0, 0, // tri1 0, 0, 0, // tri2 0, 0, 0 // tri3 ), gsDPLoadTextureBlock_4b_Dolphin(con_kaiwa2_w2_tex, G_IM_FMT_I, 128, 64, 15, GX_CLAMP, GX_CLAMP, 0, 0), gsSPNTrianglesInit_5b( 4, // tri count 8, 9, 10, // tri0 10, 11, 8, // tri1 12, 13, 14 // tri2 ), gsSPNTriangles_5b( 14, 15, 12, // tri0 0, 0, 0, // tri1 0, 0, 0, // tri2 0, 0, 0 // tri3 ), gsDPLoadTextureBlock_4b_Dolphin(con_kaiwa2_w1_tex, G_IM_FMT_I, 64, 64, 15, GX_CLAMP, GX_CLAMP, 0, 0), gsSPNTrianglesInit_5b( 4, // tri count 16, 17, 18, // tri0 18, 19, 16, // tri1 20, 21, 22 // tri2 ), gsSPNTriangles_5b( 22, 23, 20, // tri0 0, 0, 0, // tri1 0, 0, 0, // tri2 0, 0, 0 // tri3 ), gsSPEndDisplayList(), }; static u8 con_namefuti_TXT[] ATTRIBUTE_ALIGN(32) = { #include "assets/msg/con_namefuti_TXT.inc" }; static Vtx con_kaiwaname_v[] = { #include "assets/msg/con_kaiwaname_v.inc" }; static Gfx con_kaiwaname_modelT[] = { gsSPTexture(0, 0, 0, 0, G_ON), gsDPLoadTextureBlock_4b_Dolphin(con_namefuti_TXT, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0), gsSPVertex(&con_kaiwaname_v[0], 4, 0), gsSPNTrianglesInit_5b( 2, // tri count 0, 1, 2, // tri0 2, 3, 0, // tri1 0, 0, 0 // tri2 ), gsSPEndDisplayList(), }; static Gfx mMsg_init_disp[] = { gsDPPipeSync(), gsSPClearGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BOTH | G_FOG | G_LIGHTING | G_TEXTURE_GEN | G_TEXTURE_GEN_LINEAR | G_LOD | G_SHADING_SMOOTH), gsDPSetTextureLOD(G_TL_TILE), gsDPSetTextureConvert(G_TC_FILT), gsDPSetTextureFilter(G_TF_BILERP), gsDPSetCycleType(G_CYC_1CYCLE), gsDPSetTexturePersp(G_TP_PERSP), gsDPSetAlphaDither(G_AD_DISABLE), gsDPSetColorDither(G_CD_DISABLE), gsDPSetCombineKey(G_CK_NONE), gsDPSetCombineLERP(0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0, 0, 0, 0, PRIMITIVE, 0, 0, 0, TEXEL0), gsDPSetRenderMode(G_RM_XLU_SURF, G_RM_XLU_SURF2), gsSPEndDisplayList(), };