.section .rodata
.include "macros.inc"
.include "PR/gbi.inc"
.include "surface_terrains.inc"
.include "macro_presets.inc"
.include "special_presets.inc"
.include "moving_texture.inc"

.include "levels/wdw/texture.s"
.include "levels/wdw/areas/1/1/model.s"
.include "levels/wdw/areas/1/2/model.s"
.include "levels/wdw/areas/2/1/model.s"
.include "levels/wdw/areas/2/2/model.s"
.include "levels/wdw/areas/1/3/model.s"
.include "levels/wdw/double_arrows/model.s" # This is weird, but the only instance of a shared area object in a level. So we're treating it as a seperate model. It does not have collision anyway so it may have been combined in both areas by some sort of optimizer at compile time.
.include "levels/wdw/square_floating_platform/model.s"
.include "levels/wdw/arrow_lift/model.s"
.include "levels/wdw/water_level_diamond/model.s"
.include "levels/wdw/hidden_platform/model.s"
.include "levels/wdw/express_elevator/model.s"
.include "levels/wdw/rectangular_floating_platform/model.s"
.include "levels/wdw/rotating_platform/model.s"
.include "levels/wdw/areas/1/collision.s"
.include "levels/wdw/areas/1/macro.s"
.include "levels/wdw/areas/2/collision.s"
.include "levels/wdw/areas/2/macro.s"
.include "levels/wdw/square_floating_platform/collision.s"
.include "levels/wdw/arrow_lift/collision.s"
.include "levels/wdw/water_level_diamond/collision.s" # Unused
.include "levels/wdw/hidden_platform/collision.s"
.include "levels/wdw/express_elevator/collision.s"
.include "levels/wdw/rectangular_floating_platform/collision.s"
.include "levels/wdw/rotating_platform/collision.s"
.include "levels/wdw/areas/1/movtext.s"
.include "levels/wdw/areas/2/movtext.s"
