Files
Microtransactions64/actors/tree/model.inc.c
thecozies f3e61a31aa HackerSM64 v2.0.0
* buffers: refresh 15 and revert to base decomp

* behavior script

* color helper functions

* extended bounds

* egeo_layout

* fixed model ids

* camera conf improved

* message panel ucode small

* graph node

* level script

* mathutil updates

* mathutil updates (allow unused funcs)

* behaviors a - beta_fish

* Add librtc and fix some data declarations

* Move GRUCODE define to proper location in makefile

* Refresh 15

* extra

* Make ROM name smaller and change messages printed on build a bit

* Fix console (lol)

* Update UNF to latest master

* Make ucode load from .o's (and also fix Super3D)

* Fix crash with rumble + custom mario model

* graph node and mathutil

* removed behaviors

* Ldtob documentation

* _Putfld labeling

* area

* behavior actions

* camera

* debug updates

* bubbles

* envfx snow

* farcall helpers

* game init

* geo misc

* hud

* only check if VC on render init

* ingame menu

* revert goddard to base decomp

* insn disasm

* interaction documentation

* level geo

* level update defines

* macro special objects formatting changes

* main.h documentation

* map parser documentation & formatting

* airborne documentation

* mario actions automatic documentation

* mario actions cutscene documentation

* mario actions moving documentation and options

* mario actions object documentation and options

* mario stationary documentation

* mario submerged documentation

* mario misc documentation

* mario step: ledge grab fixes and documentation

* mario documentation

* memory.h documentation

* moving textures

* object behaviors

* object collision

* fix flamethrower bug

* object helpers

* object list processor documentation

* paintings

* platform displacement

* print / printf

* puppycam absf

* puppyprint updates and formatting changes

* rendering graph node performance optimizations

* rumble opt and doc

* hqvm back to ultrasm64

* save file documentation and unlock defines

* s2d engine

* reset various files to ultrasm64

* file select

* intro geo documentation

* screen transition documentation

* segment2.h

* shadow overhaul

* skybox refactor

* sound init: clean up define usage + documentation

* spawn object optimizations and documentation

* spawn sound cleanup

* sram to ultrasm64

* star select cleanup

* title screen cleanup

* dialogs / text

* rename stomp smoke

* stomp smoke -> small water splash

* updated README

* compilation flags

* optimized file positions + support function/data sections

* surface collision performance improvements

* surface load optimizations

* camera conf documentation

* Allow easier command for opening puppyprint debug

* Rearranged framebuffers & fixed puppyprint console printing

* Fix shadow scaling and shifting

* Fix SILHOUETTE, OBJECTS_REJ, and ucode loading, also clean up render phase system a bit.

* Fixed build with BETTER_HANGING off

* Clean up OBJECTS_REJ ifdefs

* Fix duplicate comment & graph render layers/flags bitmask

* Fixed build with BETTER_HANGING off

* Fix Fast64 importing by reverting sSegmentTable change

* Readded missing functions that caused build errors with Mario head enabled

* Fixed clang compilation issues

* Add INTER mode for geo_update_layer_transparency

* Fix build warnings

* bugfix: miscalculation in obj_turn_toward_object

* Some puppytech fixes

* Further Puppycamera fixes

* Fix BUGFIX_DIALOG_TIME_STOP

Fixes #136

* Fix sliding platform bparams

* Add LEGACY_SHADOW_IDS define for Fast64 compatibility

* Apply suggested changes

* Better find_in_bounds_yaw_wdw_bob_thi ifdef

* Fix build warnings for unused functions

* Fixed stale reference bug from obj_mark_for_deletion change

* Fixed incorrect digit for 100s #145

* Change groundpound-fix define and functionality to just disable bonking

* Fixed puppyroll #134

* Adjust height value for terrain angle to kick in

* fixed hi score flashing

* Remove menudata backup (#131)

Not considered important enough to keep

* Fix fread() build warning

* Add COURSE_NUM_TO_INDEX to save_file_get_star_flags check in bhv_unagi_init

* Fix approach_s16 return value

* Use boolean defines for oCapDoScaleVertically

* Make the door lock a part of the key door model to eliminate z-fighting, also reduce z fighting on numbered doors with AUTO_LOD enabled.

* Move flames to LAYER_TRANSPARENT_INTER

* Resolved some compiler warnings and added FALL_THROUGH define (#168)

* Address some more compiler warnings with different define toggles

* Remove unnecessary fallthrough attribute

* fixed geo_process_billboard floating point exception

* Allow water to face any direction

* Initialize focOffset so that BBH doesn't crash

* Removed superfluous RDP commands when switching microcodes which would override scissor

* Set OBJ_FLAG_DONT_CALC_COLL_DIST on bhvUkikiCage

* Fix rumble build

* Fixed UNLOCK_FPS strobing

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update src/game/object_helpers.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Fix LEGACY_SHADOW_IDS id conflict

* Use the vanilla default value for rotating fire bars if bparam2 is 0

* START_LEVEL safeguard

* Fix some drawing distance issues caused by AUTO_COLLISION_DISTANCE

* Fix rumble build

* Fixed spline poll code using the wrong values for keyframes

* Update readme with better credits

Better credits for individual contributors

* add arthur

* added falco and moose

* add fazana

* le funny typo

* added S2DEX engine to credits

* silhouette + axo + ratio

* remove specific callouts + add auto col distance

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Update data/behavior_data.c

Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com>

* Revert formatting changes to match vanilla decomp

* Re-implement Y buffer for find_ceil

* Re-implement POWER_STARS_HEAL for normal Power Stars

* Start level comment & exit course comment/collapse

* utilize reonucam technique for FAST_VERTICAL_CAMERA_MOVEMENT

* Fix "MAX_REFERENCED_WALLS" typo

* Allow stop_and_set_height_to_floor to work at any height if Mario is teleporting (#213)

* Revert stop_and_set_height_to_floor to vanilla

Fixes #208

* Fixed sAudioEnabled so that it disables audio CPU processing as well

* Fixed puppyprint debug RDP us calculations

* Renamed sAudioEnabled to gAudioEnabled

* Replaced mtxf_to_mtx_asm with an equivalent implementation that supports WORLD_SCALE

* Moved extended bounds and world scale configuration to a new config_world.h file

* Default all objects to non-rej (#227)

Fixes #221 (Default all objects to non-rej)

* Fix #221

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled (#211)

* Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled

* Change vtl decrement in visual_surface_display from 6 to 3

Fixes #207

* Make area in SL igloo wider to prevent a softlock (#233)

Fixes #210

* Fix coin formation coins being deleted if they spawn in the middle of a floor, also fix TTM slide coin position (#232)

Fixes #201

* Make UNLOCK_ALL apply to more things

* Fix wrong ifdef/ifndef in bhv_invisible_objects_under_bridge_init

* Change chain chomp load/unload distances depending on number of segments (#237)

Fixes #192

* added WATER_PLUNGE_UPWARP define

* Add reonucam patch (#239)

* added reonucam patch
Fixes #218

* Fix how shadows handle water/transparency/height (#228)

* Fix how shadows handle water/transparency/height

* Change shadow check for flying carpets from a level specific check to a oPlatformOnTrackType check

Fixes #179

* added reonucam credit

* delete unnecesary patches

* Apply suggested changes

* murdered more patches

* UNLOCK_ALL unlocks the cap boxes

* UNLOCK_ALL unlocks cap boxes (slightly more epic edition)

* revert ceil buffer

* Renamed HD_INTRO_TEXTURES define, separated intro floombas

* prevent double definition of floombas

* actually prevent floomba redefinition

* Develop/refactor  default defines (#242)

* Changed default config options

* Added build dir to includePaths for pngs

* disable NO_SLEEP by default

* Disable puppyprint by default

Sorry fazana 😔

* fix typos

* add comment about BETTER_REVERB console perf

* disable blue coin switch retry by default

* Update config_audio.h

Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>

* revert air step line to vanilla to fix bitfs scaling platform issue (#247)

Fixes #200

* Fix stuttering on thin slopes (#248)

* Fix stuttering on thin slopes

* Revert vec3f_find_ceil calls to vanilla

* Rename vec3f_find_ceil to find_mario_ceil

* Update src/engine/surface_collision.h

Fixes #249

* Swap static and dynamic surface checks back to vanilla order (#253)

* Swap static and dynamic surface checks back to vanilla order

* re-enable DISABLE_ALL config

Fixes #251 #252

* Fixed save and quitting while in widescreen (#257)

* Fixed save and quitting while in widescreen

* use define for the level

* all my homies hate ifdefs

* skip wall offsets < 0 (#255)

Fixes #255

* #264: Document non-stop stars' issues (#267)

* #264: Document non-stop stars' issues

* Update include/config/config_game.h

* nonstop vanilla comment

* derive margin_radius from radius after capping at 200 (#266)

Fixes #259

* Config cleanup/refactor (#269)

* Moved puppyprint define to graphics / rearranged some debug defines for ease of access

* Moved compatibility safeguards to config_safeguards.h

* spacing and comment formatting

* #272 Move GFX_POOL_SIZE to config_graphics.h

* disable EASIER_DIALOG_TRIGGER by default

* prevent redefining warnings

* small ifdef typo

* changed ifndef to undefs

Fixes #262
Fixes #272

* Improved movement config documentation related to turning around (#271)

Fixes #270

* rename CUSTOM_DEBUG, add comments (#275)

* Update README.md (#277)

* v2.0.0

Co-authored-by: CrashOveride95 <crashoveride953@gmail.com>
Co-authored-by: Arceveti <73617174+Arceveti@users.noreply.github.com>
Co-authored-by: n64 <n64>
Co-authored-by: Fazana <52551480+FazanaJ@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com>
Co-authored-by: aglab2 <aglab3@gmail.com>
Co-authored-by: gheskett <gheskett@gmail.com>
Co-authored-by: Reonu <danileon95@gmail.com>
Co-authored-by: Axollyon <20480418+Axollyon@users.noreply.github.com>
Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
2021-12-30 16:57:51 +00:00

214 lines
8.9 KiB
C

// Tree
// 0x0302DE10
static const Lights1 tree_seg3_lights_0302DE10 = gdSPDefLights1(
0x3f, 0x3f, 0x3f,
0xff, 0xff, 0xff, 0x28, 0x28, 0x28
);
// 0x0302DE28
ALIGNED8 static const Texture tree_seg3_texture_bubbly_left_side[] = {
#include "actors/tree/tree_left_side.rgba16.inc.c"
};
// 0x0302EE28
ALIGNED8 static const Texture tree_seg3_texture_bubbly_right_side[] = {
#include "actors/tree/tree_right_side.rgba16.inc.c"
};
// 0x0302FE28
static const Vtx tree_seg3_vertex_bubbly_left_side[] = {
{{{ -356, -9, 0}, 0, { -796, 2012}, {0xff, 0xff, 0xff, 0xff}}},
{{{ 0, -9, 0}, 0, { 990, 2012}, {0xff, 0xff, 0xff, 0xff}}},
{{{ 0, 800, 0}, 0, { 990, -712}, {0xff, 0xff, 0xff, 0xff}}},
};
// 0x0302FE58
static const Vtx tree_seg3_vertex_bubbly_right_side[] = {
{{{ 0, -9, 0}, 0, { 0, 2012}, {0xff, 0xff, 0xff, 0xff}}},
{{{ 358, -9, 0}, 0, { 1756, 2012}, {0xff, 0xff, 0xff, 0xff}}},
{{{ 0, 800, 0}, 0, { 0, -712}, {0xff, 0xff, 0xff, 0xff}}},
};
// 0x0302FE88 - 0x0302FEB8
const Gfx tree_seg3_sub_dl_bubbly_left_side[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_bubbly_left_side),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(tree_seg3_vertex_bubbly_left_side, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPEndDisplayList(),
};
// 0x0302FEB8 - 0x0302FEE8
const Gfx tree_seg3_sub_dl_bubbly_right_side[] = {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_bubbly_right_side),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPVertex(tree_seg3_vertex_bubbly_right_side, 3, 0),
gsSP1Triangle( 0, 1, 2, 0x0),
gsSPEndDisplayList(),
};
// 0x0302FEE8 - 0x0302FF60
const Gfx tree_seg3_sub_dl_bubbly[] = {
gsSPClearGeometryMode(G_LIGHTING),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPTileSync(),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
gsSPDisplayList(tree_seg3_sub_dl_bubbly_left_side),
gsSPDisplayList(tree_seg3_sub_dl_bubbly_right_side),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING),
gsSPEndDisplayList(),
};
const Gfx tree_seg3_dl_bubbly[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPBranchList(tree_seg3_sub_dl_bubbly),
};
//! These shouldn't need to be separate. However, silhouette moment.
const Gfx tree_seg3_dl_bubbly_transparent[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
gsSPBranchList(tree_seg3_sub_dl_bubbly),
};
// 0x0302FF60
ALIGNED8 static const Texture tree_seg3_texture_pine[] = {
#include "actors/tree/pine_tree.rgba16.inc.c"
};
// 0x03030F60
static const Vtx tree_seg3_vertex_spiky[] = {
{{{ 128, 512, 0}, 0, { 990, 0}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ -127, 512, 0}, 0, { 0, 0}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ -127, 0, 0}, 0, { 0, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ 128, 0, 0}, 0, { 990, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
};
// 0x03030FA0 - 0x03031048
const Gfx tree_seg3_sub_dl_spiky[] = {
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPTileSync(),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_pine),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&tree_seg3_lights_0302DE10.l, 1),
gsSPLight(&tree_seg3_lights_0302DE10.a, 2),
gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};
const Gfx tree_seg3_dl_spiky[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPBranchList(tree_seg3_sub_dl_spiky),
};
//! These shouldn't need to be separate. However, silhouette moment.
const Gfx tree_seg3_dl_spiky_transparent[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
gsSPBranchList(tree_seg3_sub_dl_spiky),
};
// 0x03031048
ALIGNED8 static const Texture tree_seg3_texture_snowy_pine[] = {
#include "actors/tree/snowy_pine_tree.rgba16.inc.c"
};
// 0x03032088 - 0x03032130
const Gfx tree_seg3_sub_dl_snowy_pine[] = {
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPTileSync(),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_snowy_pine),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&tree_seg3_lights_0302DE10.l, 1),
gsSPLight(&tree_seg3_lights_0302DE10.a, 2),
gsSPVertex(tree_seg3_vertex_spiky, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};
const Gfx tree_seg3_dl_snowy_pine[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPBranchList(tree_seg3_sub_dl_snowy_pine),
};
//! These shouldn't need to be separate. However, silhouette moment.
const Gfx tree_seg3_dl_snowy_pine_transparent[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
gsSPBranchList(tree_seg3_sub_dl_snowy_pine),
};
// 0x03032218
ALIGNED8 static const Texture tree_seg3_texture_palm[] = {
#include "actors/tree/palm_tree.rgba16.inc.c"
};
// 0x03033218
static const Vtx tree_seg3_vertex_palm[] = {
{{{ 170, 512, 0}, 0, { 990, 0}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ -169, 512, 0}, 0, { 0, 0}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ -169, 0, 0}, 0, { 0, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
{{{ 170, 0, 0}, 0, { 990, 2012}, {0x00, 0x00, 0x7f, 0xff}}},
};
// 0x03033258 - 0x03033300
const Gfx tree_seg3_sub_dl_palm[] = {
gsSPClearGeometryMode(G_SHADING_SMOOTH),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPTileSync(),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_CLAMP, 6, G_TX_NOLOD, G_TX_CLAMP, 5, G_TX_NOLOD),
gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (64 - 1) << G_TEXTURE_IMAGE_FRAC),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, tree_seg3_texture_palm),
gsDPLoadSync(),
gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 64 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)),
gsSPLight(&tree_seg3_lights_0302DE10.l, 1),
gsSPLight(&tree_seg3_lights_0302DE10.a, 2),
gsSPVertex(tree_seg3_vertex_palm, 4, 0),
gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_SHADING_SMOOTH),
gsSPEndDisplayList(),
};
const Gfx tree_seg3_dl_palm[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPBranchList(tree_seg3_sub_dl_palm),
};
//! These shouldn't need to be separate. However, silhouette moment.
const Gfx tree_seg3_dl_palm_transparent[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALFADEA, G_CC_DECALFADEA),
gsSPBranchList(tree_seg3_sub_dl_palm),
};