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

Go to the source code of this file.

Functions

 INCLUDE_IMG ("entity/model/Chest_tex1.png", D_0A000410_E64CE0)
 
 INCLUDE_IMG ("entity/model/Chest_tex2.png", D_0A000898_E65168)
 
 INCLUDE_PAL ("entity/model/Chest_tex2.pal", D_0A000998_E65268)
 
 INCLUDE_IMG ("entity/model/Chest_lock.png", D_0A000A70_E65340)
 
 INCLUDE_PAL ("entity/model/Chest_lock.pal", D_0A000B70_E65440)
 

Variables

Gfx Entity_Chest_LoadTexture1 []
 
Gfx Entity_Chest_LoadTexture2 []
 
Gfx Entity_Chest_LoadTextureLock []
 
Mtx Entity_Chest_LidMtx
 
Gfx Entity_Chest_RenderLidLock []
 
Gfx Entity_Chest_RenderLidWooden []
 
Gfx Entity_Chest_RenderLid []
 
Gfx Entity_Chest_RenderBoxLock []
 
Gfx Entity_Chest_RenderBoxWooden []
 
Gfx Entity_Chest_RenderBox []
 

Function Documentation

◆ INCLUDE_IMG() [1/3]

INCLUDE_IMG ( "entity/model/Chest_tex1.png" ,
D_0A000410_E64CE0  )

◆ INCLUDE_IMG() [2/3]

INCLUDE_IMG ( "entity/model/Chest_tex2.png" ,
D_0A000898_E65168  )

◆ INCLUDE_PAL() [1/2]

INCLUDE_PAL ( "entity/model/Chest_tex2.pal" ,
D_0A000998_E65268  )

◆ INCLUDE_IMG() [3/3]

INCLUDE_IMG ( "entity/model/Chest_lock.png" ,
D_0A000A70_E65340  )

◆ INCLUDE_PAL() [2/2]

INCLUDE_PAL ( "entity/model/Chest_lock.pal" ,
D_0A000B70_E65440  )

Variable Documentation

◆ Entity_Chest_LoadTexture1

◆ Entity_Chest_LoadTexture2

◆ Entity_Chest_LoadTextureLock

◆ Entity_Chest_LidMtx

Mtx Entity_Chest_LidMtx
Initial value:
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 29.000000,
0.000000, 0.000000, 1.000000, -23.000000,
0.000000, 0.000000, 0.000000, 1.000000
)
#define RDP_MATRIX( Ax, Bx, Cx, Dx, Ay, By, Cy, Dy, Az, Bz, Cz, Dz, Aw, Bw, Cw, Dw)
Definition macros.h:237

Definition at line 58 of file Chest.c.

Referenced by entity_Chest_setupGfx().

◆ Entity_Chest_RenderLidLock

Gfx Entity_Chest_RenderLidLock[]

◆ Entity_Chest_RenderLidWooden

Gfx Entity_Chest_RenderLidWooden[]
Initial value:
= {
gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
gsSP2Triangles(1, 2, 3, 0, 1, 3, 0, 0),
gsSP2Triangles(4, 5, 6, 0, 4, 6, 7, 0),
gsSP2Triangles(4, 8, 9, 0, 4, 9, 10, 0),
gsSP2Triangles(4, 10, 11, 0, 4, 11, 12, 0),
gsSP2Triangles(4, 12, 13, 0, 4, 13, 14, 0),
gsSP2Triangles(3, 15, 8, 0, 3, 8, 7, 0),
gsSP2Triangles(16, 17, 18, 0, 16, 18, 19, 0),
gsSP2Triangles(16, 19, 20, 0, 16, 20, 21, 0),
gsSP2Triangles(16, 21, 15, 0, 16, 15, 2, 0),
gsSP2Triangles(8, 15, 21, 0, 8, 21, 9, 0),
gsSP2Triangles(9, 21, 20, 0, 9, 20, 10, 0),
gsSP2Triangles(10, 20, 19, 0, 10, 19, 11, 0),
gsSP2Triangles(11, 19, 18, 0, 11, 18, 12, 0),
gsSP2Triangles(12, 18, 17, 0, 12, 17, 13, 0),
gsSP2Triangles(13, 17, 16, 0, 13, 16, 14, 0),
}
Gfx Entity_Chest_LoadTexture2[]
Definition Chest.c:26

Definition at line 80 of file Chest.c.

80 {
88 gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
91 gsSPVertex(&D_0A000210_E64AE0[4], 20, 2),
92 gsSP2Triangles(1, 2, 3, 0, 1, 3, 0, 0),
93 gsSP2Triangles(4, 5, 6, 0, 4, 6, 7, 0),
94 gsSP2Triangles(4, 8, 9, 0, 4, 9, 10, 0),
95 gsSP2Triangles(4, 10, 11, 0, 4, 11, 12, 0),
96 gsSP2Triangles(4, 12, 13, 0, 4, 13, 14, 0),
97 gsSP2Triangles(3, 15, 8, 0, 3, 8, 7, 0),
98 gsSP2Triangles(16, 17, 18, 0, 16, 18, 19, 0),
99 gsSP2Triangles(16, 19, 20, 0, 16, 20, 21, 0),
100 gsSP2Triangles(16, 21, 15, 0, 16, 15, 2, 0),
101 gsSP2Triangles(8, 15, 21, 0, 8, 21, 9, 0),
102 gsSP2Triangles(9, 21, 20, 0, 9, 20, 10, 0),
103 gsSP2Triangles(10, 20, 19, 0, 10, 19, 11, 0),
104 gsSP2Triangles(11, 19, 18, 0, 11, 18, 12, 0),
105 gsSP2Triangles(12, 18, 17, 0, 12, 17, 13, 0),
106 gsSP2Triangles(13, 17, 16, 0, 13, 16, 14, 0),
108};

◆ Entity_Chest_RenderLid

Gfx Entity_Chest_RenderLid[]

◆ Entity_Chest_RenderBoxLock

Gfx Entity_Chest_RenderBoxLock[]
Initial value:

Definition at line 116 of file Chest.c.

116 {
117 gsDPPipeSync(),
124 gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
125 gsSP2Triangles(3, 2, 4, 0, 3, 4, 5, 0),
126 gsSP2Triangles(2, 1, 6, 0, 2, 6, 4, 0),
127 gsSP2Triangles(5, 4, 6, 0, 5, 6, 7, 0),
128 gsSP2Triangles(7, 6, 1, 0, 7, 1, 0, 0),
130};

◆ Entity_Chest_RenderBoxWooden

Gfx Entity_Chest_RenderBoxWooden[]
Initial value:
= {
gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
gsSP2Triangles(4, 5, 6, 0, 4, 6, 7, 0),
gsSP2Triangles(7, 8, 9, 0, 7, 9, 10, 0),
gsSP2Triangles(9, 11, 12, 0, 9, 12, 13, 0),
gsSP2Triangles(14, 15, 10, 0, 14, 10, 16, 0),
gsSP2Triangles(12, 14, 16, 0, 12, 16, 13, 0),
gsSP2Triangles(17, 18, 19, 0, 17, 19, 20, 0),
gsSP2Triangles(21, 22, 23, 0, 21, 23, 24, 0),
}
Gfx Entity_Chest_LoadTexture1[]
Definition Chest.c:10

Definition at line 132 of file Chest.c.

132 {
133 gsDPPipeSync(),
139 gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
140 gsSP2Triangles(4, 5, 6, 0, 4, 6, 7, 0),
141 gsSP2Triangles(7, 8, 9, 0, 7, 9, 10, 0),
142 gsSP2Triangles(9, 11, 12, 0, 9, 12, 13, 0),
143 gsSP2Triangles(14, 15, 10, 0, 14, 10, 16, 0),
144 gsSP2Triangles(12, 14, 16, 0, 12, 16, 13, 0),
145 gsSP2Triangles(17, 18, 19, 0, 17, 19, 20, 0),
146 gsSP2Triangles(21, 22, 23, 0, 21, 23, 24, 0),
148};

◆ Entity_Chest_RenderBox

Gfx Entity_Chest_RenderBox[]