Use C23 #embed for textures

This commit is contained in:
a
2025-06-23 23:31:21 -04:00
parent 2d642b9d24
commit 640633651e
175 changed files with 3980 additions and 3980 deletions

View File

@@ -302,7 +302,7 @@ else
endif
# C compiler options
CFLAGS = -G 0 $(TARGET_CFLAGS) $(DEF_INC_CFLAGS)
CFLAGS = -G 0 $(TARGET_CFLAGS) $(DEF_INC_CFLAGS) $(foreach i,$(INCLUDE_DIRS),--embed-dir=$(i))
CFLAGS += -std=gnu23 -Wno-unused-variable -mno-shared -march=vr4300 -mfix4300 -mabi=32 -mhard-float -mdivide-breaks -fno-stack-protector -fno-common -fno-zero-initialized-in-bss -fno-PIC -mno-abicalls -fno-strict-aliasing -fno-inline-functions -ffreestanding -fwrapv -Wall -Wextra
CFLAGS += -Wno-missing-braces
@@ -392,7 +392,7 @@ $(BUILD_DIR)/levels/scripts.o: $(BUILD_DIR)/include/level_headers.h
$(BUILD_DIR)/src/audio/sh/load.o: $(SOUND_BIN_DIR)/bank_sets.inc.c $(SOUND_BIN_DIR)/sequences_header.inc.c $(SOUND_BIN_DIR)/ctl_header.inc.c $(SOUND_BIN_DIR)/tbl_header.inc.c
$(CRASH_TEXTURE_C_FILES): TEXTURE_ENCODING := u32
$(CRASH_TEXTURE_C_FILES): TEXTURE_ENCODING := raw
ifeq ($(VERSION),eu)
TEXT_DIRS := text/de text/us text/fr
@@ -432,14 +432,14 @@ $(BUILD_DIR)/src/game/ingame_menu.o: $(BUILD_DIR)/include/text_strings.h
#==============================================================================#
# Texture Generation #
#==============================================================================#
TEXTURE_ENCODING := u8
TEXTURE_ENCODING := raw
# Convert PNGs to RGBA32, RGBA16, IA16, IA8, IA4, IA1, I8, I4 binary files
$(BUILD_DIR)/%: %.png
$(call print,Converting:,$<,$@)
$(V)$(N64GRAPHICS) -s raw -i $@ -g $< -f $(lastword $(subst ., ,$@))
$(BUILD_DIR)/%.inc.c: %.png
$(BUILD_DIR)/%.bin: %.png
$(call print,Converting:,$<,$@)
$(V)$(N64GRAPHICS) -s $(TEXTURE_ENCODING) -i $@ -g $< -f $(lastword ,$(subst ., ,$(basename $<)))

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@@ -103,26 +103,26 @@ SKEETER_FISH_TEXTURES := $(foreach dir,$(SKEETER_DIRS), $(wildcard
SPINDRIFT_PENGUIN_TEXTURES := $(foreach dir,$(SPINDRIFT_DIRS), $(wildcard actors/$(dir)/*.png))
# Actor dependencies
$(BUILD_DIR)/actors/group0.o: $(MARIO_WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group1.o: $(HOOT_THWOMP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group2.o: $(BULLY_BLARGG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group3.o: $(BOBOMBS_BUBBLE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group4.o: $(SEA_CREATURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group5.o: $(KLEPTO_EYEROK_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group6.o: $(MOLE_UKIKI_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group7.o: $(SPINDRIFT_PENGUIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group8.o: $(CAPSWITCH_SPRINGBOARD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group9.o: $(BOO_BOOKEND_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group10.o: $(PEACH_TOADSTOOL_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group11.o: $(BUBBA_WIGGLER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group12.o: $(BOWSER_FLAMES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group13.o: $(SKEETER_FISH_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group14.o: $(KOOPA_LOG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group15.o: $(LAKITU_TOAD_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group16.o: $(CHILLYCHIEF_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group17.o: $(MR_I_SWOOP_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/common0.o: $(AMP_CHUCKYA_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/common1.o: $(COINS_PIPE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/actors/group0.o: $(MARIO_WATER_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group1.o: $(HOOT_THWOMP_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group2.o: $(BULLY_BLARGG_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group3.o: $(BOBOMBS_BUBBLE_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group4.o: $(SEA_CREATURES_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group5.o: $(KLEPTO_EYEROK_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group6.o: $(MOLE_UKIKI_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group7.o: $(SPINDRIFT_PENGUIN_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group8.o: $(CAPSWITCH_SPRINGBOARD_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group9.o: $(BOO_BOOKEND_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group10.o: $(PEACH_TOADSTOOL_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group11.o: $(BUBBA_WIGGLER_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group12.o: $(BOWSER_FLAMES_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group13.o: $(SKEETER_FISH_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group14.o: $(KOOPA_LOG_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group15.o: $(LAKITU_TOAD_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group16.o: $(CHILLYCHIEF_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/group17.o: $(MR_I_SWOOP_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/common0.o: $(AMP_CHUCKYA_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/actors/common1.o: $(COINS_PIPE_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
# Actor Elf Files
$(BUILD_DIR)/actors/group0.elf: SEGMENT_ADDRESS := 0x04000000
@@ -155,7 +155,7 @@ $(BUILD_DIR)/levels/%/leveldata.elf: SEGMENT_ADDRESS := 0x07000000
# TODO: Generate these rules from the level configs?
define level_rules =
$(1)_SEG7_FILES := $$(patsubst %.png,%.inc.c,$$(wildcard levels/$(1)/*.png))
$(1)_SEG7_FILES := $$(patsubst %.png,%.bin,$$(wildcard levels/$(1)/*.png))
$$(BUILD_DIR)/levels/$(1)/leveldata.o: $$(addprefix $$(BUILD_DIR)/,$$($(1)_SEG7_FILES))
$$(BUILD_DIR)/levels/$(1)/leveldata.elf: TEXTURE_BIN := $(2)
endef
@@ -180,13 +180,13 @@ $(eval $(call level_rules,menu,generic)) # Menu (File Select)
# --------------------------------------
# Ending cake textures are generated in a special way
$(BUILD_DIR)/levels/ending/cake_cn.inc.c: levels/ending/cake_cn.png
$(BUILD_DIR)/levels/ending/cake_cn.bin: levels/ending/cake_cn.png
$(call print,Splitting:,$<,$@)
$(V)$(SKYCONV) --type cake-cn --split $^ $(BUILD_DIR)/levels/ending
$(BUILD_DIR)/levels/ending/cake_eu.inc.c: levels/ending/cake_eu.png
$(BUILD_DIR)/levels/ending/cake_eu.bin: levels/ending/cake_eu.png
$(call print,Splitting:,$<,$@)
$(V)$(SKYCONV) --type cake-eu --split $^ $(BUILD_DIR)/levels/ending
$(BUILD_DIR)/levels/ending/cake.inc.c: levels/ending/cake.png
$(BUILD_DIR)/levels/ending/cake.bin: levels/ending/cake.png
$(call print,Splitting:,$<,$@)
$(V)$(SKYCONV) --type cake --split $^ $(BUILD_DIR)/levels/ending
@@ -212,21 +212,21 @@ MOUNTAIN_TEXTURES := $(wildcard $(TEXTURE_DIR)/mountain/*.png)
GRASS_TEXTURES := $(wildcard $(TEXTURE_DIR)/grass/*.png)
# Texture Files
$(BUILD_DIR)/bin/segment2.o: $(SEGMENT2_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/title_screen_bg.o: $(TITLE_SCREEN_BG_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/spooky.o: $(SPOOKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/generic.o: $(GENERIC_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/outside.o: $(OUTSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/snow.o: $(SNOW_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/effect.o: $(EFFECT_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/cave.o: $(CAVE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/inside.o: $(INSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/water.o: $(WATER_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/fire.o: $(FIRE_TEXTURES_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/sky.o: $(SKY_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/machine.o: $(MACHINE_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/mountain.o: $(MOUNTAIN_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/grass.o: $(GRASS_TEXTURES:%.png=$(BUILD_DIR)/%.inc.c)
$(BUILD_DIR)/bin/segment2.o: $(SEGMENT2_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/title_screen_bg.o: $(TITLE_SCREEN_BG_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/spooky.o: $(SPOOKY_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/generic.o: $(GENERIC_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/outside.o: $(OUTSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/snow.o: $(SNOW_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/effect.o: $(EFFECT_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/cave.o: $(CAVE_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/inside.o: $(INSIDE_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/water.o: $(WATER_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/fire.o: $(FIRE_TEXTURES_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/sky.o: $(SKY_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/machine.o: $(MACHINE_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/mountain.o: $(MOUNTAIN_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
$(BUILD_DIR)/bin/grass.o: $(GRASS_TEXTURES:%.png=$(BUILD_DIR)/%.bin)
# Others
$(BUILD_DIR)/bin/segment2.elf: SEGMENT_ADDRESS := 0x02000000
@@ -266,10 +266,10 @@ $(BUILD_DIR)/bin/%_skybox.elf: SEGMENT_ADDRESS := 0x0A000000
# intro and ipl3 textures are not compressed
INTRO_RAW_FILES := $(wildcard $(TEXTURE_DIR)/intro_raw/*.png)
$(BUILD_DIR)/src/goddard/renderer.o: $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(INTRO_RAW_FILES)))
$(BUILD_DIR)/src/goddard/renderer.o: $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.bin,$(INTRO_RAW_FILES)))
IPL3_TEXTURE_FILES := $(wildcard $(TEXTURE_DIR)/ipl3_raw/*.png)
IPL3_RAW_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%,$(IPL3_TEXTURE_FILES)))
CRASH_TEXTURE_FILES := $(wildcard $(TEXTURE_DIR)/crash_screen/*.png)
CRASH_TEXTURE_C_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.inc.c,$(CRASH_TEXTURE_FILES)))
CRASH_TEXTURE_C_FILES := $(addprefix $(BUILD_DIR)/,$(patsubst %.png,%.bin,$(CRASH_TEXTURE_FILES)))

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@@ -1,19 +1,19 @@
// Amp
ALIGNED8 static const Texture dAmpElectricityTexture[] = {
#include "actors/amp/amp_electricity.rgba16.inc.c"
#embed "actors/amp/amp_electricity.rgba16.bin"
};
ALIGNED8 static const Texture dAmpEyesTexture[] = {
#include "actors/amp/amp_eyes.rgba16.inc.c"
#embed "actors/amp/amp_eyes.rgba16.bin"
};
ALIGNED8 static const Texture dAmpBodyTexture[] = {
#include "actors/amp/amp_body.rgba16.inc.c"
#embed "actors/amp/amp_body.rgba16.bin"
};
ALIGNED8 static const Texture dAmpMouthTexture[] = {
#include "actors/amp/amp_mouth.rgba16.inc.c"
#embed "actors/amp/amp_mouth.rgba16.bin"
};
static const Vtx dAmpElectricityVertices[] = {

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@@ -8,12 +8,12 @@ static const Lights1 blue_coin_switch_seg8_lights_08000000 = gdSPDefLights1(
// 0x08000018
ALIGNED8 static const Texture blue_coin_switch_seg8_texture_08000018[] = {
#include "actors/blue_coin_switch/blue_coin_switch_side.rgba16.inc.c"
#embed "actors/blue_coin_switch/blue_coin_switch_side.rgba16.bin"
};
// 0x08000418
ALIGNED8 static const Texture blue_coin_switch_seg8_texture_08000418[] = {
#include "actors/blue_coin_switch/blue_coin_switch_top.rgba16.inc.c"
#embed "actors/blue_coin_switch/blue_coin_switch_top.rgba16.bin"
};
// 0x08000C18

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@@ -8,7 +8,7 @@ ALIGNED8 static const Lights1 blue_fish_seg3_lights_0301B5C8 = gdSPDefLights1(
// 0x0301B5E0
ALIGNED8 static const Texture blue_fish_seg3_texture_0301B5E0[] = {
#include "actors/blue_fish/blue_fish.rgba16.inc.c"
#embed "actors/blue_fish/blue_fish.rgba16.bin"
};
// 0x0301BDE0

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@@ -2,32 +2,32 @@
// 0x0801DA60
ALIGNED8 static const Texture bobomb_seg8_texture_0801DA60[] = {
#include "actors/bobomb/bob-omb_left_side.rgba16.inc.c"
#embed "actors/bobomb/bob-omb_left_side.rgba16.bin"
};
// 0x0801EA60
ALIGNED8 static const Texture bobomb_seg8_texture_0801EA60[] = {
#include "actors/bobomb/bob-omb_right_side.rgba16.inc.c"
#embed "actors/bobomb/bob-omb_right_side.rgba16.bin"
};
// 0x0801FA60
ALIGNED8 static const Texture bobomb_seg8_texture_0801FA60[] = {
#include "actors/bobomb/bob-omb_buddy_left_side.rgba16.inc.c"
#embed "actors/bobomb/bob-omb_buddy_left_side.rgba16.bin"
};
// 0x08020A60
ALIGNED8 static const Texture bobomb_seg8_texture_08020A60[] = {
#include "actors/bobomb/bob-omb_buddy_right_side.rgba16.inc.c"
#embed "actors/bobomb/bob-omb_buddy_right_side.rgba16.bin"
};
// 0x08021A60
ALIGNED8 static const Texture bobomb_seg8_texture_08021A60[] = {
#include "actors/bobomb/bob-omb_eyes.rgba16.inc.c"
#embed "actors/bobomb/bob-omb_eyes.rgba16.bin"
};
// 0x08022260
ALIGNED8 static const Texture bobomb_seg8_texture_08022260[] = {
#include "actors/bobomb/bob-omb_eyes_blink.rgba16.inc.c"
#embed "actors/bobomb/bob-omb_eyes_blink.rgba16.bin"
};
// 0x08022A60

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@@ -8,17 +8,17 @@ static const Lights1 bomb_seg6_lights_06057AA8 = gdSPDefLights1(
// 0x06057AC0
ALIGNED8 static const Texture bomb_seg6_texture_06057AC0[] = {
#include "actors/bomb/bomb_left_side.rgba16.inc.c"
#embed "actors/bomb/bomb_left_side.rgba16.bin"
};
// 0x06058AC0
ALIGNED8 static const Texture bomb_seg6_texture_06058AC0[] = {
#include "actors/bomb/bomb_right_side.rgba16.inc.c"
#embed "actors/bomb/bomb_right_side.rgba16.bin"
};
// 0x06059AC0
ALIGNED8 static const Texture bomb_seg6_texture_06059AC0[] = {
#include "actors/bomb/bomb_spike.rgba16.inc.c"
#embed "actors/bomb/bomb_spike.rgba16.bin"
};
// 0x0605A2C0

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@@ -8,12 +8,12 @@ static const Lights1 boo_seg5_lights_05009B28 = gdSPDefLights1(
// 0x05009B40
ALIGNED8 static const Texture boo_seg5_texture_05009B40[] = {
#include "actors/boo/boo_eyes.rgba16.inc.c"
#embed "actors/boo/boo_eyes.rgba16.bin"
};
// 0x0500AB40
ALIGNED8 static const Texture boo_seg5_texture_0500AB40[] = {
#include "actors/boo/boo_mouth.rgba16.inc.c"
#embed "actors/boo/boo_mouth.rgba16.bin"
};
// 0x0500B340

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@@ -8,12 +8,12 @@ static const Lights1 boo_castle_seg6_lights_06015658 = gdSPDefLights1(
// 0x06015670
ALIGNED8 static const Texture boo_castle_seg6_texture_06015670[] = {
#include "actors/boo_castle/bbh_boo_eyes.rgba16.inc.c"
#embed "actors/boo_castle/bbh_boo_eyes.rgba16.bin"
};
// 0x06016670
ALIGNED8 static const Texture boo_castle_seg6_texture_06016670[] = {
#include "actors/boo_castle/bbh_boo_mouth.rgba16.inc.c"
#embed "actors/boo_castle/bbh_boo_mouth.rgba16.bin"
};
// 0x06016E70

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@@ -10,7 +10,7 @@ static const Lights1 book_seg5_lights_05002558 = gdSPDefLights1(
// 0x05002570
ALIGNED8 static const Texture book_seg5_texture_05002570[] = {
#include "actors/book/book_cover.rgba16.inc.c"
#embed "actors/book/book_cover.rgba16.bin"
};
// 0x05002D70

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@@ -26,27 +26,27 @@ UNUSED static const Lights1 bookend_lights_unused4 = gdSPDefLights1(
// 0x05000060
ALIGNED8 static const Texture bookend_seg5_texture_05000060[] = {
#include "actors/bookend/bookend_spine.rgba16.inc.c"
#embed "actors/bookend/bookend_spine.rgba16.bin"
};
// 0x05000460
ALIGNED8 static const Texture bookend_seg5_texture_05000460[] = {
#include "actors/bookend/bookend_tooth.rgba16.inc.c"
#embed "actors/bookend/bookend_tooth.rgba16.bin"
};
// 0x05000860
ALIGNED8 static const Texture bookend_seg5_texture_05000860[] = {
#include "actors/bookend/bookend_mouth.rgba16.inc.c"
#embed "actors/bookend/bookend_mouth.rgba16.bin"
};
// 0x05000C60
ALIGNED8 static const Texture bookend_seg5_texture_05000C60[] = {
#include "actors/bookend/bookend_pages.rgba16.inc.c"
#embed "actors/bookend/bookend_pages.rgba16.bin"
};
// 0x05001060
ALIGNED8 static const Texture bookend_seg5_texture_05001060[] = {
#include "actors/bookend/bookend_cover.rgba16.inc.c"
#embed "actors/bookend/bookend_cover.rgba16.bin"
};
// 0x05001860

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@@ -2,149 +2,149 @@
// 0x0601F438
ALIGNED8 static const Texture bowser_seg6_texture_0601F438[] = {
#include "actors/bowser/bowser_shell.rgba16.inc.c"
#embed "actors/bowser/bowser_shell.rgba16.bin"
};
// 0x0601FC38
ALIGNED8 static const Texture bowser_seg6_texture_0601FC38[] = {
#include "actors/bowser/bowser_eyebrow.rgba16.inc.c"
#embed "actors/bowser/bowser_eyebrow.rgba16.bin"
};
// 0x06020C38
ALIGNED8 static const Texture bowser_seg6_texture_06020C38[] = {
#include "actors/bowser/bowser_muzzle.rgba16.inc.c"
#embed "actors/bowser/bowser_muzzle.rgba16.bin"
};
// 0x06021438
ALIGNED8 static const Texture bowser_seg6_texture_06021438[] = {
#include "actors/bowser/bowser_nostrils.rgba16.inc.c"
#embed "actors/bowser/bowser_nostrils.rgba16.bin"
};
// 0x06022438
ALIGNED8 static const Texture bowser_seg6_texture_06022438[] = {
#include "actors/bowser/bowser_body.rgba16.inc.c"
#embed "actors/bowser/bowser_body.rgba16.bin"
};
// 0x06022C38
ALIGNED8 static const Texture bowser_seg6_texture_06022C38[] = {
#include "actors/bowser/bowser_armband_spike.rgba16.inc.c"
#embed "actors/bowser/bowser_armband_spike.rgba16.bin"
};
// 0x06023C38
ALIGNED8 static const Texture bowser_seg6_texture_06023C38[] = {
#include "actors/bowser/bowser_armband.rgba16.inc.c"
#embed "actors/bowser/bowser_armband.rgba16.bin"
};
// 0x06024438
ALIGNED8 static const Texture bowser_seg6_texture_06024438[] = {
#include "actors/bowser/bowser_tongue.rgba16.inc.c"
#embed "actors/bowser/bowser_tongue.rgba16.bin"
};
// 0x06025438
ALIGNED8 static const Texture bowser_seg6_texture_06025438[] = {
#include "actors/bowser/bowser_chest.rgba16.inc.c"
#embed "actors/bowser/bowser_chest.rgba16.bin"
};
// 0x06025C38
ALIGNED8 static const Texture bowser_seg6_texture_06025C38[] = {
#include "actors/bowser/bowser_shell_edge.rgba16.inc.c"
#embed "actors/bowser/bowser_shell_edge.rgba16.bin"
};
// unreferenced, seen in pre-Spaceworld 1995 B-roll footage build
// 0x06026438
ALIGNED8 static const Texture bowser_seg6_texture_06026438[] = {
#include "actors/bowser/bowser_blue_eye_unused.rgba16.inc.c"
#embed "actors/bowser/bowser_blue_eye_unused.rgba16.bin"
};
// unreferenced (stubbed texture? possibly original texture for mouth)
// 0x06027438
ALIGNED8 static const Texture bowser_seg6_texture_06027438[] = {
#include "actors/bowser/bowser_mouth_unused.rgba16.inc.c"
#embed "actors/bowser/bowser_mouth_unused.rgba16.bin"
};
// 0x06028438
ALIGNED8 static const Texture bowser_seg6_texture_06028438[] = {
#include "actors/bowser/bowser_upper_face.rgba16.inc.c"
#embed "actors/bowser/bowser_upper_face.rgba16.bin"
};
// 0x06028C38
ALIGNED8 static const Texture bowser_seg6_texture_06028C38[] = {
#include "actors/bowser/bowser_hair.rgba16.inc.c"
#embed "actors/bowser/bowser_hair.rgba16.bin"
};
// 0x06029C38
ALIGNED8 static const Texture bowser_seg6_texture_06029C38[] = {
#include "actors/bowser/bowser_claw_edge.rgba16.inc.c"
#embed "actors/bowser/bowser_claw_edge.rgba16.bin"
};
// 0x0602AC38
ALIGNED8 static const Texture bowser_seg6_texture_0602AC38[] = {
#include "actors/bowser/bowser_claw_horn_tooth.rgba16.inc.c"
#embed "actors/bowser/bowser_claw_horn_tooth.rgba16.bin"
};
// 0x0602BC38
ALIGNED8 static const Texture bowser_seg6_texture_0602BC38[] = {
#include "actors/bowser/bowser_claw_horn_angle.rgba16.inc.c"
#embed "actors/bowser/bowser_claw_horn_angle.rgba16.bin"
};
// 0x0602CC38
ALIGNED8 static const Texture bowser_seg6_texture_0602CC38[] = {
#include "actors/bowser/bowser_eye_left_0.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_left_0.rgba16.bin"
};
// 0x0602DC38
ALIGNED8 static const Texture bowser_seg6_texture_0602DC38[] = {
#include "actors/bowser/bowser_eye_half_closed_0.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_half_closed_0.rgba16.bin"
};
// 0x0602EC38
ALIGNED8 static const Texture bowser_seg6_texture_0602EC38[] = {
#include "actors/bowser/bowser_eye_closed_0.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_closed_0.rgba16.bin"
};
// 0x0602FC38
ALIGNED8 static const Texture bowser_seg6_texture_0602FC38[] = {
#include "actors/bowser/bowser_eye_center_0.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_center_0.rgba16.bin"
};
// 0x06030C38
ALIGNED8 static const Texture bowser_seg6_texture_06030C38[] = {
#include "actors/bowser/bowser_eye_right_0.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_right_0.rgba16.bin"
};
// 0x06031C38
ALIGNED8 static const Texture bowser_seg6_texture_06031C38[] = {
#include "actors/bowser/bowser_eye_far_left_0.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_far_left_0.rgba16.bin"
};
// 0x06032C38
ALIGNED8 static const Texture bowser_seg6_texture_06032C38[] = {
#include "actors/bowser/bowser_eye_left_1.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_left_1.rgba16.bin"
};
// 0x06033C38
ALIGNED8 static const Texture bowser_seg6_texture_06033C38[] = {
#include "actors/bowser/bowser_eye_half_closed_1.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_half_closed_1.rgba16.bin"
};
// 0x06034C38
ALIGNED8 static const Texture bowser_seg6_texture_06034C38[] = {
#include "actors/bowser/bowser_eye_closed_1.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_closed_1.rgba16.bin"
};
// 0x06035C38
ALIGNED8 static const Texture bowser_seg6_texture_06035C38[] = {
#include "actors/bowser/bowser_eye_center_1.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_center_1.rgba16.bin"
};
// 0x06036C38
ALIGNED8 static const Texture bowser_seg6_texture_06036C38[] = {
#include "actors/bowser/bowser_eye_right_1.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_right_1.rgba16.bin"
};
// 0x06037C38
ALIGNED8 static const Texture bowser_seg6_texture_06037C38[] = {
#include "actors/bowser/bowser_eye_far_left_1.rgba16.inc.c"
#embed "actors/bowser/bowser_eye_far_left_1.rgba16.bin"
};
// 0x06038C38

View File

@@ -4,72 +4,72 @@
// 0x06000000
ALIGNED8 static const Texture flame_seg6_texture_06000000[] = {
#include "actors/bowser_flame/bowser_flame_0.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_0.rgba16.bin"
};
// 0x06002000
ALIGNED8 static const Texture flame_seg6_texture_06002000[] = {
#include "actors/bowser_flame/bowser_flame_1.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_1.rgba16.bin"
};
// 0x06004000
ALIGNED8 static const Texture flame_seg6_texture_06004000[] = {
#include "actors/bowser_flame/bowser_flame_2.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_2.rgba16.bin"
};
// 0x06006000
ALIGNED8 static const Texture flame_seg6_texture_06006000[] = {
#include "actors/bowser_flame/bowser_flame_3.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_3.rgba16.bin"
};
// 0x06008000
ALIGNED8 static const Texture flame_seg6_texture_06008000[] = {
#include "actors/bowser_flame/bowser_flame_4.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_4.rgba16.bin"
};
// 0x0600A000
ALIGNED8 static const Texture flame_seg6_texture_0600A000[] = {
#include "actors/bowser_flame/bowser_flame_5.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_5.rgba16.bin"
};
// 0x0600C000
ALIGNED8 static const Texture flame_seg6_texture_0600C000[] = {
#include "actors/bowser_flame/bowser_flame_6.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_6.rgba16.bin"
};
// 0x0600E000
ALIGNED8 static const Texture flame_seg6_texture_0600E000[] = {
#include "actors/bowser_flame/bowser_flame_7.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_7.rgba16.bin"
};
// 0x06010000
ALIGNED8 static const Texture flame_seg6_texture_06010000[] = {
#include "actors/bowser_flame/bowser_flame_8.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_8.rgba16.bin"
};
// 0x06012000
ALIGNED8 static const Texture flame_seg6_texture_06012000[] = {
#include "actors/bowser_flame/bowser_flame_9.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_9.rgba16.bin"
};
// 0x06014000
ALIGNED8 static const Texture flame_seg6_texture_06014000[] = {
#include "actors/bowser_flame/bowser_flame_10.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_10.rgba16.bin"
};
// 0x06016000
ALIGNED8 static const Texture flame_seg6_texture_06016000[] = {
#include "actors/bowser_flame/bowser_flame_11.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_11.rgba16.bin"
};
// 0x06018000
ALIGNED8 static const Texture flame_seg6_texture_06018000[] = {
#include "actors/bowser_flame/bowser_flame_12.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_12.rgba16.bin"
};
// 0x0601A000
ALIGNED8 static const Texture flame_seg6_texture_0601A000[] = {
#include "actors/bowser_flame/bowser_flame_13.rgba16.inc.c"
#embed "actors/bowser_flame/bowser_flame_13.rgba16.bin"
};
// 0x0601C000

View File

@@ -8,12 +8,12 @@ static const Lights1 breakable_box_seg8_lights_08011A80 = gdSPDefLights1(
// 0x08011A90
ALIGNED8 static const Texture breakable_box_seg8_texture_08011A90[] = {
#include "actors/breakable_box/crazy_box_surface.rgba16.inc.c"
#embed "actors/breakable_box/crazy_box_surface.rgba16.bin"
};
// 0x08012290
ALIGNED8 static const Texture breakable_box_seg8_texture_08012290[] = {
#include "actors/breakable_box/cork_box_surface.rgba16.inc.c"
#embed "actors/breakable_box/cork_box_surface.rgba16.bin"
};
// 0x08012A90

View File

@@ -14,22 +14,22 @@ static const Lights1 bub_seg6_lights_0600E290 = gdSPDefLights1(
// 0x0600E2A8
ALIGNED8 static const Texture bub_seg6_texture_0600E2A8[] = {
#include "actors/bub/bub_eye_border.rgba16.inc.c"
#embed "actors/bub/bub_eye_border.rgba16.bin"
};
// 0x0600EAA8
ALIGNED8 static const Texture bub_seg6_texture_0600EAA8[] = {
#include "actors/bub/bub_fins.rgba16.inc.c"
#embed "actors/bub/bub_fins.rgba16.bin"
};
// 0x0600F2A8
ALIGNED8 static const Texture bub_seg6_texture_0600F2A8[] = {
#include "actors/bub/bub_eyes.rgba16.inc.c"
#embed "actors/bub/bub_eyes.rgba16.bin"
};
// 0x060102A8
ALIGNED8 static const Texture bub_seg6_texture_060102A8[] = {
#include "actors/bub/bub_scales.rgba16.inc.c"
#embed "actors/bub/bub_scales.rgba16.bin"
};
// 0x060112A8

View File

@@ -9,28 +9,28 @@ UNUSED static const u64 bubba_unused_1 = 0;
// 0x05000008
ALIGNED8 static const Texture bubba_seg5_texture_05000008[] = {
#include "actors/bubba/bubba_sunglasses.rgba16.inc.c"
#embed "actors/bubba/bubba_sunglasses.rgba16.bin"
};
// unused eye texture, assumed leftover from when actor file was copied from bub
// 0x05000408
ALIGNED8 static const Texture bubba_seg5_texture_05000408[] = {
#include "actors/bubba/bubba_eyes_unused.rgba16.inc.c"
#embed "actors/bubba/bubba_eyes_unused.rgba16.bin"
};
// 0x05001408
ALIGNED8 static const Texture bubba_seg5_texture_05001408[] = {
#include "actors/bubba/bubba_eye_border.rgba16.inc.c"
#embed "actors/bubba/bubba_eye_border.rgba16.bin"
};
// 0x05001C08
ALIGNED8 static const Texture bubba_seg5_texture_05001C08[] = {
#include "actors/bubba/bubba_fins.rgba16.inc.c"
#embed "actors/bubba/bubba_fins.rgba16.bin"
};
// 0x05002408
ALIGNED8 static const Texture bubba_seg5_texture_05002408[] = {
#include "actors/bubba/bubba_scales.rgba16.inc.c"
#embed "actors/bubba/bubba_scales.rgba16.bin"
};
// 0x05004408

View File

@@ -10,12 +10,12 @@ static const Vtx bubble_seg4_vertex_0401CD20[] = {
// 0x0401CD60
ALIGNED8 static const Texture bubble_seg4_texture_0401CD60[] = {
#include "actors/bubble/bubble.rgba16.inc.c"
#embed "actors/bubble/bubble.rgba16.bin"
};
// 0x0401D560
ALIGNED8 static const Texture bubble_seg4_texture_0401D560[] = {
#include "actors/bubble/mr_i_bubble.rgba16.inc.c"
#embed "actors/bubble/mr_i_bubble.rgba16.bin"
};
// 0x0401DD60 - 0x0401DDE0

View File

@@ -8,12 +8,12 @@ static const Lights1 bullet_bill_seg5_lights_0500BA90 = gdSPDefLights1(
// 0x0500BAA8
ALIGNED8 static const Texture bullet_bill_seg5_texture_0500BAA8[] = {
#include "actors/bullet_bill/bullet_bill_eye.rgba16.inc.c"
#embed "actors/bullet_bill/bullet_bill_eye.rgba16.bin"
};
// 0x0500CAA8
ALIGNED8 static const Texture bullet_bill_seg5_texture_0500CAA8[] = {
#include "actors/bullet_bill/bullet_bill_mouth.rgba16.inc.c"
#embed "actors/bullet_bill/bullet_bill_mouth.rgba16.bin"
};
// 0x0500DAA8

View File

@@ -20,7 +20,7 @@ static const Vtx bully_seg5_vertex_05000000[] = {
// 0x050000E0
ALIGNED8 static const Texture bully_seg5_texture_050000E0[] = {
#include "actors/bully/bully_horn.rgba16.inc.c"
#embed "actors/bully/bully_horn.rgba16.bin"
};
// 0x050002E0 - 0x05000398
@@ -86,17 +86,17 @@ static const Lights1 bully_seg5_lights_05000450 = gdSPDefLights1(
// //! There's another malformed light entry here.
// 0x05000468
ALIGNED8 static const Texture bully_seg5_texture_05000468[] = {
#include "actors/bully/bully_left_side.rgba16.inc.c"
#embed "actors/bully/bully_left_side.rgba16.bin"
};
// 0x05001468
ALIGNED8 static const Texture bully_seg5_texture_05001468[] = {
#include "actors/bully/bully_right_side.rgba16.inc.c"
#embed "actors/bully/bully_right_side.rgba16.bin"
};
// 0x05002468
ALIGNED8 static const Texture bully_seg5_texture_05002468[] = {
#include "actors/bully/bully_eye.rgba16.inc.c"
#embed "actors/bully/bully_eye.rgba16.bin"
};
// 0x05002C68

View File

@@ -13,7 +13,7 @@ static const Vtx burn_smoke_seg4_vertex_040217C0[] = {
// burn smoke, but mistakened for being intended as black smoke.
// 0x04021800
ALIGNED8 static const Texture burn_smoke_seg4_texture_04021800[] = {
#include "actors/burn_smoke/burn_smoke.ia16.inc.c"
#embed "actors/burn_smoke/burn_smoke.ia16.bin"
};
// 0x04022000 - 0x04022028

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