Paper Mario DX
Paper Mario (N64) modding
 
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BrickBlock.c
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1#include "common.h"
2#include "include_asset.h"
3
4#include "entity/model/BrickBlock.vtx.inc.c"
5
6INCLUDE_IMG("entity/model/BrickBlock_face.png", D_0A000140_E3DEF0);
7INCLUDE_PAL("entity/model/BrickBlock_face.pal", D_0A000340_E3E0F0);
9 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
10 gsDPPipeSync(),
11 gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
12 gsDPSetTextureDetail(G_TD_CLAMP),
13 gsDPSetTextureLOD(G_TL_TILE),
14 gsDPLoadTextureBlock_4b(D_0A000140_E3DEF0, G_IM_FMT_CI, 32, 32, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
15 gsDPSetTexturePersp(G_TP_PERSP),
16 gsDPSetTextureLUT(G_TT_RGBA16),
17 gsDPLoadTLUT_pal16(0, D_0A000340_E3E0F0),
18 gsDPSetTextureFilter(G_TF_BILERP),
19 gsDPSetTextureConvert(G_TC_FILT),
20 gsSPEndDisplayList(),
21};
22
24 gsDPPipeSync(),
25 gsDPSetCycleType(G_CYC_1CYCLE),
26 gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
27 gsSPDisplayList(Entity_BrickBlock_LoadTexture),
28 gsSPSetGeometryMode(G_CULL_BACK | G_SHADING_SMOOTH),
29 gsSPClearGeometryMode(G_LIGHTING),
30 gsSPEndDisplayList(),
31};
32
34 gsSPDisplayList(Entity_BrickBlock_InitTexture),
35 gsSPVertex(D_0A000000_E3DDB0, 4, 0),
36 gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
37 gsSPVertex(&D_0A000000_E3DDB0[4], 16, 0),
38 gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
39 gsSP2Triangles(0, 3, 4, 0, 0, 4, 5, 0),
40 gsSP2Triangles(6, 7, 8, 0, 6, 8, 9, 0),
41 gsSP2Triangles(10, 11, 2, 0, 10, 2, 1, 0),
42 gsSP2Triangles(12, 13, 14, 0, 12, 14, 15, 0),
43 gsSPEndDisplayList(),
44};
45
47 gsSPDisplayList(Entity_BrickBlock_RenderFaces),
48 gsSPEndDisplayList(),
49};
50
Gfx Entity_BrickBlock_RenderFaces[]
Definition BrickBlock.c:33
Gfx Entity_BrickBlock_LoadTexture[]
Definition BrickBlock.c:8
Gfx Entity_BrickBlock_Render[]
Definition BrickBlock.c:46
Gfx Entity_BrickBlock_InitTexture[]
Definition BrickBlock.c:23
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)