Paper Mario DX
Paper Mario (N64) modding
 
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entity_model_icons.c File Reference

Go to the source code of this file.

Functions

 INCLUDE_IMG ("ui/battle/cursor_hand.png", ui_battle_cursor_hand_png)
 
 INCLUDE_PAL ("ui/battle/cursor_hand.pal", ui_battle_cursor_hand_pal)
 

Variables

IMG_BIN ui_battle_menu_spirits_png []
 
PAL_BIN ui_battle_menu_spirits_pal []
 
IMG_BIN ui_battle_solid_star_png []
 
PAL_BIN ui_battle_solid_star_pal []
 
Vtx BtlCursorModelVtx []
 
Gfx BtlCursorModelGfx []
 
EntityModelScript EMS_CursorIcon = STANDARD_ENTITY_MODEL_SCRIPT(BtlCursorModelGfx, RENDER_MODE_ALPHATEST)
 
Vtx BtlBonkModelVtx []
 
Gfx BtlBonkModelGfx []
 
EntityModelScript EMS_BonkIcon = STANDARD_ENTITY_MODEL_SCRIPT(BtlBonkModelGfx, RENDER_MODE_CLOUD_NO_ZCMP)
 
Vtx BtlStarModelVtx []
 
Gfx BtlStarModelGfx []
 
EntityModelScript EMS_StarIcon = STANDARD_ENTITY_MODEL_SCRIPT(BtlStarModelGfx, RENDER_MODE_ALPHATEST)
 

Function Documentation

◆ INCLUDE_IMG()

INCLUDE_IMG ( "ui/battle/cursor_hand.png" ,
ui_battle_cursor_hand_png  )

◆ INCLUDE_PAL()

INCLUDE_PAL ( "ui/battle/cursor_hand.pal" ,
ui_battle_cursor_hand_pal  )

Variable Documentation

◆ ui_battle_menu_spirits_png

IMG_BIN ui_battle_menu_spirits_png[]
extern

◆ ui_battle_menu_spirits_pal

PAL_BIN ui_battle_menu_spirits_pal[]
extern

◆ ui_battle_solid_star_png

IMG_BIN ui_battle_solid_star_png[]
extern

◆ ui_battle_solid_star_pal

PAL_BIN ui_battle_solid_star_pal[]
extern

◆ BtlCursorModelVtx

Vtx BtlCursorModelVtx[]
Initial value:
= {
{{{ -22, -6, 0 }, 0, { 1024, 1024 }, { 0, 0, 0, 255 }}},
{{{ 9, -6, 0 }, 0, { 0, 1024 }, { 0, 0, 0, 255 }}},
{{{ 9, 25, 0 }, 0, { 0, 0 }, { 0, 0, 0, 255 }}},
{{{ -22, 25, 0 }, 0, { 1024, 0 }, { 0, 0, 0, 255 }}},
}

Definition at line 13 of file entity_model_icons.c.

13 {
14 {{{ -22, -6, 0 }, 0, { 1024, 1024 }, { 0, 0, 0, 255 }}},
15 {{{ 9, -6, 0 }, 0, { 0, 1024 }, { 0, 0, 0, 255 }}},
16 {{{ 9, 25, 0 }, 0, { 0, 0 }, { 0, 0, 0, 255 }}},
17 {{{ -22, 25, 0 }, 0, { 1024, 0 }, { 0, 0, 0, 255 }}},
18};

◆ BtlCursorModelGfx

Gfx BtlCursorModelGfx[]
Initial value:
= {
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureFilter(G_TF_AVERAGE),
gsDPSetTextureConvert(G_TC_FILT),
gsDPSetTextureLUT(G_TT_RGBA16),
gsDPLoadTLUT_pal16(0, ui_battle_cursor_hand_pal),
gsDPLoadTextureTile_4b(ui_battle_cursor_hand_png, G_IM_FMT_CI, 32, 0, 0, 0, 31, 31, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD),
gsSPClearGeometryMode(G_LIGHTING),
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsSPVertex(BtlCursorModelVtx, 4, 0),
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(0, 2, 3, 0),
gsSPEndDisplayList(),
}
Vtx BtlCursorModelVtx[]

Definition at line 20 of file entity_model_icons.c.

20 {
21 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
22 gsDPPipeSync(),
23 gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
24 gsDPSetTexturePersp(G_TP_PERSP),
25 gsDPSetTextureDetail(G_TD_CLAMP),
26 gsDPSetTextureLOD(G_TL_TILE),
27 gsDPSetTextureLUT(G_TT_NONE),
28 gsDPSetTextureFilter(G_TF_AVERAGE),
29 gsDPSetTextureConvert(G_TC_FILT),
30 gsDPSetTextureLUT(G_TT_RGBA16),
31 gsDPLoadTLUT_pal16(0, ui_battle_cursor_hand_pal),
32 gsDPLoadTextureTile_4b(ui_battle_cursor_hand_png, G_IM_FMT_CI, 32, 0, 0, 0, 31, 31, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD),
33 gsSPClearGeometryMode(G_LIGHTING),
34 gsSPClearGeometryMode(G_SHADING_SMOOTH),
35 gsSPVertex(BtlCursorModelVtx, 4, 0),
36 gsSP1Triangle(0, 1, 2, 0),
37 gsSP1Triangle(0, 2, 3, 0),
38 gsSPEndDisplayList(),
39};

◆ EMS_CursorIcon

◆ BtlBonkModelVtx

Vtx BtlBonkModelVtx[]
Initial value:
= {
{{{ -16, -16, 0 }, 0, { 0, 0 }, { 0, 0, 0, 255 }}},
{{{ 15, -16, 0 }, 0, { 1024, 0 }, { 0, 0, 0, 255 }}},
{{{ 15, 15, 0 }, 0, { 1024, 1024 }, { 0, 0, 0, 255 }}},
{{{ -16, 15, 0 }, 0, { 0, 1024 }, { 0, 0, 0, 255 }}},
}

Definition at line 43 of file entity_model_icons.c.

43 {
44 {{{ -16, -16, 0 }, 0, { 0, 0 }, { 0, 0, 0, 255 }}},
45 {{{ 15, -16, 0 }, 0, { 1024, 0 }, { 0, 0, 0, 255 }}},
46 {{{ 15, 15, 0 }, 0, { 1024, 1024 }, { 0, 0, 0, 255 }}},
47 {{{ -16, 15, 0 }, 0, { 0, 1024 }, { 0, 0, 0, 255 }}},
48};

◆ BtlBonkModelGfx

Gfx BtlBonkModelGfx[]
Initial value:
= {
gsDPPipeSync(),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPSetCombineMode(PM_CC_01, PM_CC_02),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureFilter(G_TF_AVERAGE),
gsDPSetTextureConvert(G_TC_FILT),
gsDPSetTextureLUT(G_TT_RGBA16),
gsDPLoadTLUT_pal16(0, ui_battle_menu_spirits_pal),
gsDPLoadTextureTile_4b(ui_battle_menu_spirits_png, G_IM_FMT_CI, 32, 0, 0, 0, 31, 31, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD),
gsSPClearGeometryMode(G_LIGHTING),
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsSPVertex(BtlBonkModelVtx, 4, 0),
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(0, 2, 3, 0),
gsDPPipeSync(),
gsSPEndDisplayList(),
}
IMG_BIN ui_battle_menu_spirits_png[]
PAL_BIN ui_battle_menu_spirits_pal[]
Vtx BtlBonkModelVtx[]
#define PM_CC_01
Definition macros.h:276
#define PM_CC_02
Definition macros.h:277

Definition at line 50 of file entity_model_icons.c.

50 {
51 gsDPPipeSync(),
52 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
53 gsDPSetCombineMode(PM_CC_01, PM_CC_02),
54 gsDPSetTexturePersp(G_TP_PERSP),
55 gsDPSetTextureDetail(G_TD_CLAMP),
56 gsDPSetTextureLOD(G_TL_TILE),
57 gsDPSetTextureLUT(G_TT_NONE),
58 gsDPSetTextureFilter(G_TF_AVERAGE),
59 gsDPSetTextureConvert(G_TC_FILT),
60 gsDPSetTextureLUT(G_TT_RGBA16),
61 gsDPLoadTLUT_pal16(0, ui_battle_menu_spirits_pal),
62 gsDPLoadTextureTile_4b(ui_battle_menu_spirits_png, G_IM_FMT_CI, 32, 0, 0, 0, 31, 31, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD),
63 gsSPClearGeometryMode(G_LIGHTING),
64 gsSPClearGeometryMode(G_SHADING_SMOOTH),
65 gsSPVertex(BtlBonkModelVtx, 4, 0),
66 gsSP1Triangle(0, 1, 2, 0),
67 gsSP1Triangle(0, 2, 3, 0),
68 gsDPPipeSync(),
69 gsSPEndDisplayList(),
70};

◆ EMS_BonkIcon

◆ BtlStarModelVtx

Vtx BtlStarModelVtx[]
Initial value:
= {
{{{ -16, -16, 0 }, 0, { 0, 1024 }, { 0, 0, 0, 255 }}},
{{{ 15, -16, 0 }, 0, { 1024, 1024 }, { 0, 0, 0, 255 }}},
{{{ 15, 15, 0 }, 0, { 1024, 0 }, { 0, 0, 0, 255 }}},
{{{ -16, 15, 0 }, 0, { 0, 0 }, { 0, 0, 0, 255 }}},
}

Definition at line 74 of file entity_model_icons.c.

74 {
75 {{{ -16, -16, 0 }, 0, { 0, 1024 }, { 0, 0, 0, 255 }}},
76 {{{ 15, -16, 0 }, 0, { 1024, 1024 }, { 0, 0, 0, 255 }}},
77 {{{ 15, 15, 0 }, 0, { 1024, 0 }, { 0, 0, 0, 255 }}},
78 {{{ -16, 15, 0 }, 0, { 0, 0 }, { 0, 0, 0, 255 }}},
79};

◆ BtlStarModelGfx

Gfx BtlStarModelGfx[]
Initial value:
= {
gsDPPipeSync(),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureFilter(G_TF_AVERAGE),
gsDPSetTextureConvert(G_TC_FILT),
gsDPSetTextureLUT(G_TT_RGBA16),
gsDPLoadTLUT_pal16(0, ui_battle_solid_star_pal),
gsDPLoadTextureTile_4b(ui_battle_solid_star_png, G_IM_FMT_CI, 32, 0, 0, 0, 31, 31, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD),
gsSPClearGeometryMode(G_LIGHTING),
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsSPVertex(BtlStarModelVtx, 4, 0),
gsSP1Triangle(0, 1, 2, 0),
gsSP1Triangle(0, 2, 3, 0),
gsDPPipeSync(),
gsSPEndDisplayList(),
}
PAL_BIN ui_battle_solid_star_pal[]
IMG_BIN ui_battle_solid_star_png[]
Vtx BtlStarModelVtx[]

Definition at line 81 of file entity_model_icons.c.

81 {
82 gsDPPipeSync(),
83 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
84 gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
85 gsDPSetTexturePersp(G_TP_PERSP),
86 gsDPSetTextureDetail(G_TD_CLAMP),
87 gsDPSetTextureLOD(G_TL_TILE),
88 gsDPSetTextureLUT(G_TT_NONE),
89 gsDPSetTextureFilter(G_TF_AVERAGE),
90 gsDPSetTextureConvert(G_TC_FILT),
91 gsDPSetTextureLUT(G_TT_RGBA16),
92 gsDPLoadTLUT_pal16(0, ui_battle_solid_star_pal),
93 gsDPLoadTextureTile_4b(ui_battle_solid_star_png, G_IM_FMT_CI, 32, 0, 0, 0, 31, 31, 0, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMIRROR | G_TX_WRAP, G_TX_NOMASK, G_TX_NOMASK, G_TX_NOLOD, G_TX_NOLOD),
94 gsSPClearGeometryMode(G_LIGHTING),
95 gsSPClearGeometryMode(G_SHADING_SMOOTH),
96 gsSPVertex(BtlStarModelVtx, 4, 0),
97 gsSP1Triangle(0, 1, 2, 0),
98 gsSP1Triangle(0, 2, 3, 0),
99 gsDPPipeSync(),
100 gsSPEndDisplayList(),
101};

◆ EMS_StarIcon