mirror of
https://github.com/ACreTeam/ac-decomp
synced 2026-06-07 19:31:23 -04:00
204 lines
5.7 KiB
C
204 lines
5.7 KiB
C
#include "bootdata.h"
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#include "libforest/gbi_extensions.h"
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static u8 gam_win_moji1_tex[] ATTRIBUTE_ALIGN(32) = {
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#include "assets/bootdata/gam_win_moji1_tex.inc"
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};
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static u8 gam_win_moji2_tex[] ATTRIBUTE_ALIGN(32) = {
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#include "assets/bootdata/gam_win_moji2_tex.inc"
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};
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static u8 yes[] = {
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#include "assets/bootdata/yes.inc"
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};
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static u8 no[] = {
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#include "assets/bootdata/no.inc"
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};
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static u8 att_win_waku1_tex[] ATTRIBUTE_ALIGN(32) = {
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#include "assets/bootdata/att_win_waku1_tex.inc"
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};
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static u8 att_win_waku2_tex[] ATTRIBUTE_ALIGN(32) = {
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#include "assets/bootdata/att_win_waku2_tex.inc"
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};
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static u8 att_win_waku3_tex[] ATTRIBUTE_ALIGN(32) = {
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#include "assets/bootdata/att_win_waku3_tex.inc"
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};
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static u8 att_win_waku4_tex[] ATTRIBUTE_ALIGN(32) = {
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#include "assets/bootdata/att_win_waku4_tex.inc"
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};
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static u8 att_win_waku5_tex[] ATTRIBUTE_ALIGN(32) = {
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#include "assets/bootdata/att_win_waku5_tex.inc"
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};
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static u8 att_win_waku6_tex[] ATTRIBUTE_ALIGN(32) = {
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#include "assets/bootdata/att_win_waku6_tex.inc"
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};
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static Vtx gam_win1_v[] = {
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#include "assets/bootdata/gam_win1_v.inc"
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};
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Gfx gam_win1_cursor_model[] = {
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gsSPTexture(0, 0, 0, 0, G_ON),
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gsDPSetCombineMode(G_CC_PRIMITIVE, G_CC_PASS2),
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gsDPSetPrimColor(0, 255, 145, 40, 40, 255),
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_AA_ZB_OPA_SURF2),
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gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
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gsSPVertex(&gam_win1_v[0], 3, 0),
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gsSPNTrianglesInit_5b(
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1, // tri count
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0, 1, 2, // tri0
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0, 0, 0, // tri1
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0, 0, 0 // tri2
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),
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gsSPEndDisplayList(),
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};
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Gfx gam_win1_moji_model[] = {
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gsSPTexture(0, 0, 0, 0, G_ON),
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gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
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gsDPSetPrimColor(0, 255, 50, 50, 60, 255),
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
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gsDPLoadTextureBlock_4b_Dolphin(gam_win_moji2_tex, G_IM_FMT_I, 160, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
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gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
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gsSPVertex(&gam_win1_v[3], 8, 0),
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gsSPNTrianglesInit_5b(
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2, // tri count
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0, 1, 2, // tri0
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1, 3, 2, // tri1
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0, 0, 0 // tri2
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),
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gsDPLoadTextureBlock_4b_Dolphin(gam_win_moji1_tex, G_IM_FMT_I, 80, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
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gsSPNTrianglesInit_5b(
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2, // tri count
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4, 5, 6, // tri0
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5, 7, 6, // tri1
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0, 0, 0 // tri2
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),
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gsSPEndDisplayList(),
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};
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Gfx gam_win1_moji2_model[] = {
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gsSPTexture(0, 0, 0, 0, G_ON),
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gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
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gsDPSetPrimColor(0, 255, 90, 90, 155, 255),
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
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gsDPLoadTextureBlock_4b_Dolphin(yes, G_IM_FMT_I, 32, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
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gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
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gsSPVertex(&gam_win1_v[11], 4, 0),
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gsSPNTrianglesInit_5b(
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2, // tri count
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0, 1, 2, // tri0
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1, 3, 2, // tri1
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0, 0, 0 // tri2
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),
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gsSPEndDisplayList(),
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};
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Gfx gam_win1_moji3_model[] = {
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gsSPTexture(0, 0, 0, 0, G_ON),
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gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
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gsDPSetPrimColor(0, 255, 90, 90, 155, 255),
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
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gsDPLoadTextureBlock_4b_Dolphin(no, G_IM_FMT_I, 16, 16, 15, GX_CLAMP, GX_CLAMP, 0, 0),
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gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
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gsSPVertex(&gam_win1_v[15], 4, 0),
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gsSPNTrianglesInit_5b(
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2, // tri count
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0, 1, 2, // tri0
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1, 3, 2, // tri1
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0, 0, 0 // tri2
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),
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gsSPEndDisplayList(),
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};
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Gfx gam_win1_winT_model[] = {
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gsSPTexture(0, 0, 0, 0, G_ON),
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gsDPSetCombineMode(G_CC_BLENDPRIMDECALA, G_CC_PASS2),
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gsDPSetPrimColor(0, 255, 225, 255, 255, 255),
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gsDPSetRenderMode(G_RM_FOG_SHADE_A, G_RM_ZB_XLU_SURF2),
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gsDPLoadTextureBlock_4b_Dolphin(att_win_waku6_tex, G_IM_FMT_I, 16, 16, 15, GX_MIRROR, GX_MIRROR, 0, 0),
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gsSPLoadGeometryMode(G_ZBUFFER | G_SHADE | G_CULL_BACK | G_FOG | G_SHADING_SMOOTH),
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gsSPVertex(&gam_win1_v[19], 28, 0),
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gsSPNTrianglesInit_5b(
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2, // tri count
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0, 1, 2, // tri0
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1, 3, 2, // tri1
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0, 0, 0 // tri2
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),
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gsDPLoadTextureBlock_4b_Dolphin(att_win_waku5_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
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gsSPNTrianglesInit_5b(
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4, // tri count
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4, 5, 6, // tri0
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7, 4, 6, // tri1
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8, 9, 10 // tri2
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),
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gsSPNTriangles_5b(
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9, 11, 10, // tri0
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0, 0, 0, // tri1
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0, 0, 0, // tri2
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0, 0, 0 // tri3
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),
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gsDPLoadTextureBlock_4b_Dolphin(att_win_waku4_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
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gsSPNTrianglesInit_5b(
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4, // tri count
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12, 13, 14, // tri0
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15, 12, 14, // tri1
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16, 17, 18 // tri2
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),
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gsSPNTriangles_5b(
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17, 19, 18, // tri0
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0, 0, 0, // tri1
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0, 0, 0, // tri2
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0, 0, 0 // tri3
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),
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gsDPLoadTextureBlock_4b_Dolphin(att_win_waku3_tex, G_IM_FMT_I, 32, 64, 15, GX_MIRROR, GX_MIRROR, 0, 0),
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gsSPNTrianglesInit_5b(
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4, // tri count
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20, 21, 22, // tri0
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23, 20, 22, // tri1
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24, 25, 26 // tri2
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),
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gsSPNTriangles_5b(
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25, 27, 26, // tri0
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0, 0, 0, // tri1
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0, 0, 0, // tri2
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0, 0, 0 // tri3
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),
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gsDPLoadTextureBlock_4b_Dolphin(att_win_waku2_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
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gsSPVertex(&gam_win1_v[47], 16, 0),
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gsSPNTrianglesInit_5b(
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4, // tri count
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0, 1, 2, // tri0
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1, 3, 2, // tri1
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4, 5, 6 // tri2
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),
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gsSPNTriangles_5b(
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7, 4, 6, // tri0
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0, 0, 0, // tri1
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0, 0, 0, // tri2
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0, 0, 0 // tri3
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),
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gsDPLoadTextureBlock_4b_Dolphin(att_win_waku1_tex, G_IM_FMT_I, 64, 32, 15, GX_MIRROR, GX_MIRROR, 0, 0),
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gsSPNTrianglesInit_5b(
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4, // tri count
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8, 9, 10, // tri0
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11, 8, 10, // tri1
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12, 13, 14 // tri2
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),
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gsSPNTriangles_5b(
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13, 15, 14, // tri0
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0, 0, 0, // tri1
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0, 0, 0, // tri2
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0, 0, 0 // tri3
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),
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gsSPEndDisplayList(),
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};
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