Paper Mario DX
Paper Mario (N64) modding
 
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Chest.c
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1#include "common.h"
2#include "include_asset.h"
3
4#include "entity/model/Chest_1.vtx.inc.c"
5#include "entity/model/Chest_2.vtx.inc.c"
6#include "entity/model/Chest_3.vtx.inc.c"
7#include "entity/model/Chest_4.vtx.inc.c"
8
9INCLUDE_IMG("entity/model/Chest_tex1.png", D_0A000410_E64CE0);
11 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
12 gsDPPipeSync(),
13 gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
14 gsDPSetTextureDetail(G_TD_CLAMP),
15 gsDPSetTextureLOD(G_TL_TILE),
16 gsDPLoadTextureBlock(D_0A000410_E64CE0, G_IM_FMT_RGBA, G_IM_SIZ_16b, 16, 32, 0, G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP, 4, 5, G_TX_NOLOD, G_TX_NOLOD),
17 gsDPSetTexturePersp(G_TP_PERSP),
18 gsDPSetTextureLUT(G_TT_NONE),
19 gsDPSetTextureFilter(G_TF_BILERP),
20 gsDPSetTextureConvert(G_TC_FILT),
21 gsSPEndDisplayList(),
22};
23
24INCLUDE_IMG("entity/model/Chest_tex2.png", D_0A000898_E65168);
25INCLUDE_PAL("entity/model/Chest_tex2.pal", D_0A000998_E65268);
27 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
28 gsDPPipeSync(),
29 gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
30 gsDPSetTextureDetail(G_TD_CLAMP),
31 gsDPSetTextureLOD(G_TL_TILE),
32 gsDPLoadTextureBlock_4b(D_0A000898_E65168, G_IM_FMT_CI, 16, 32, 0, G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP, 4, 5, G_TX_NOLOD, G_TX_NOLOD),
33 gsDPSetTexturePersp(G_TP_PERSP),
34 gsDPSetTextureLUT(G_TT_RGBA16),
35 gsDPLoadTLUT_pal16(0, D_0A000998_E65268),
36 gsDPSetTextureFilter(G_TF_BILERP),
37 gsDPSetTextureConvert(G_TC_FILT),
38 gsSPEndDisplayList(),
39};
40
41INCLUDE_IMG("entity/model/Chest_lock.png", D_0A000A70_E65340);
42INCLUDE_PAL("entity/model/Chest_lock.pal", D_0A000B70_E65440);
44 gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
45 gsDPPipeSync(),
46 gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
47 gsDPSetTextureDetail(G_TD_CLAMP),
48 gsDPSetTextureLOD(G_TL_TILE),
49 gsDPLoadTextureBlock_4b(D_0A000A70_E65340, G_IM_FMT_CI, 16, 32, 0, G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP, 4, 5, G_TX_NOLOD, G_TX_NOLOD),
50 gsDPSetTexturePersp(G_TP_PERSP),
51 gsDPSetTextureLUT(G_TT_RGBA16),
52 gsDPLoadTLUT_pal16(0, D_0A000B70_E65440),
53 gsDPSetTextureFilter(G_TF_BILERP),
54 gsDPSetTextureConvert(G_TC_FILT),
55 gsSPEndDisplayList(),
56};
57
59 1.000000, 0.000000, 0.000000, 0.000000,
60 0.000000, 1.000000, 0.000000, 29.000000,
61 0.000000, 0.000000, 1.000000, -23.000000,
62 0.000000, 0.000000, 0.000000, 1.000000
63);
64
66 gsDPPipeSync(),
67 gsDPSetCycleType(G_CYC_1CYCLE),
68 gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
69 gsSPDisplayList(Entity_Chest_LoadTextureLock),
70 gsSPClearGeometryMode(G_LIGHTING | G_SHADING_SMOOTH),
71 gsSPSetGeometryMode(G_CULL_BACK),
72 gsSPVertex(D_0A000390_E64C60, 8, 0),
73 gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
74 gsSP2Triangles(0, 3, 4, 0, 0, 4, 5, 0),
75 gsSP2Triangles(3, 2, 6, 0, 3, 6, 4, 0),
76 gsSP2Triangles(4, 6, 7, 0, 4, 7, 5, 0),
77 gsSPEndDisplayList(),
78};
79
81 gsDPPipeSync(),
82 gsDPSetCycleType(G_CYC_1CYCLE),
83 gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
84 gsSPDisplayList(Entity_Chest_LoadTexture2),
85 gsSPClearGeometryMode(G_LIGHTING | G_SHADING_SMOOTH),
86 gsSPSetGeometryMode(G_CULL_BACK),
87 gsSPVertex(D_0A000210_E64AE0, 4, 0),
88 gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
89 gsSPClearGeometryMode(G_CULL_BACK),
90 gsSPVertex(&D_0A000210_E64AE0[1], 2, 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),
107 gsSPEndDisplayList(),
108};
109
111 gsSPDisplayList(Entity_Chest_RenderLidWooden),
112 gsSPDisplayList(Entity_Chest_RenderLidLock),
113 gsSPEndDisplayList(),
114};
115
117 gsDPPipeSync(),
118 gsDPSetCycleType(G_CYC_1CYCLE),
119 gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
120 gsSPDisplayList(Entity_Chest_LoadTextureLock),
121 gsSPClearGeometryMode(G_LIGHTING | G_SHADING_SMOOTH),
122 gsSPSetGeometryMode(G_CULL_BACK),
123 gsSPVertex(D_0A000190_E64A60, 8, 0),
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),
129 gsSPEndDisplayList(),
130};
131
133 gsDPPipeSync(),
134 gsDPSetCycleType(G_CYC_1CYCLE),
135 gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
136 gsSPDisplayList(Entity_Chest_LoadTexture1),
137 gsSPClearGeometryMode(G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
138 gsSPVertex(D_0A000000_E648D0, 25, 0),
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),
147 gsSPEndDisplayList(),
148};
149
151 gsSPDisplayList(Entity_Chest_RenderBoxWooden),
152 gsSPDisplayList(Entity_Chest_RenderBoxLock),
153 gsSPEndDisplayList(),
154};
Gfx Entity_Chest_RenderBox[]
Definition Chest.c:150
Mtx Entity_Chest_LidMtx
Definition Chest.c:58
Gfx Entity_Chest_RenderLid[]
Definition Chest.c:110
#define INCLUDE_PAL(FILENAME, SYMBOLNAME)
#define INCLUDE_IMG(FILENAME, SYMBOLNAME)
Gfx Entity_Chest_RenderLidWooden[]
Definition Chest.c:80
Gfx Entity_Chest_LoadTexture1[]
Definition Chest.c:10
Gfx Entity_Chest_RenderBoxWooden[]
Definition Chest.c:132
Gfx Entity_Chest_LoadTextureLock[]
Definition Chest.c:43
Gfx Entity_Chest_LoadTexture2[]
Definition Chest.c:26
Gfx Entity_Chest_RenderBoxLock[]
Definition Chest.c:116
Gfx Entity_Chest_RenderLidLock[]
Definition Chest.c:65
#define RDP_MATRIX( Ax, Bx, Cx, Dx, Ay, By, Cy, Dy, Az, Bz, Cz, Dz, Aw, Bw, Cw, Dw)
Definition macros.h:233