/*************************************************************************************************** Convert from NINGEN (star) ****************************************************************************************************/ #define SCALE 0.25 #define ShapeColor_star(R,G,B) {{R*SCALE ,G*SCALE ,B*SCALE ,0 ,R*SCALE ,G*SCALE ,B*SCALE ,0 },{ R, G, B, 0, R, G, B, 0, LIGHT_X, LIGHT_Y, LIGHT_Z, 0} } static Lights1 light_star[] = { ShapeColor_star(255,255,255), }; static Vtx vtx_star_0[] = { { 0, 8, -89, 0, 0, 0, 0, 7, -126, 255}, { 190, -201, 0, 0, 0, 0, 85, -93, 0, 255}, { 0, -129, 0, 0, 0, 0, 0, -126, 0, 255}, { 146, -42, 0, 0, 0, 0, 124, -25, 0, 255}, { 0, 8, 90, 0, 0, 0, 0, 7, 126, 255}, { 257, 84, 0, 0, 0, 0, 104, 71, 0, 255}, { -145, -42, 0, 0, 0, 0, -124, -25, 0, 255}, { -189, -201, 0, 0, 0, 0, -86, -93, 0, 255}, { -256, 84, 0, 0, 0, 0, -105, 71, 0, 255}, { 0, 246, 0, 0, 0, 0, 0, 126, 0, 255}, { 96, 99, 0, 0, 0, 0, 61, 111, 0, 255}, { -95, 99, 0, 0, 0, 0, -61, 111, 0, 255}, }; static Gfx gfx_star_0[] = { gsSPLight((&light_star[0].l[0]),1 ), gsSPLight((&light_star[0].a ),2 ), gsSPVertex(&vtx_star_0[0], 12, 0), gsSP1Triangle( 0, 1, 2, 0), gsSP1Triangle( 0, 3, 1, 0), gsSP1Triangle( 2, 1, 4, 0), gsSP1Triangle( 1, 3, 4, 0), gsSP1Triangle( 5, 3, 0, 0), gsSP1Triangle( 4, 3, 5, 0), gsSP1Triangle( 6, 7, 4, 0), gsSP1Triangle( 7, 2, 4, 0), gsSP1Triangle( 8, 6, 4, 0), gsSP1Triangle( 9, 4,10, 0), gsSP1Triangle( 9,11, 4, 0), gsSP1Triangle( 4, 5,10, 0), gsSP1Triangle(11, 8, 4, 0), gsSP1Triangle( 0, 2, 7, 0), gsSP1Triangle( 0, 7, 6, 0), gsSP1Triangle( 0, 6, 8, 0), gsSP1Triangle( 0, 8,11, 0), gsSP1Triangle( 0,11, 9, 0), gsSP1Triangle(10, 5, 0, 0), gsSP1Triangle(10, 0, 9, 0), gsSPEndDisplayList() }; Gfx gfx_star[] = { gsDPPipeSync(), gsSPSetGeometryMode(G_TEXTURE_GEN), gsDPSetEnvColor(255, 255, 255, 255), gsDPSetCombineMode(G_CC_MODULATERGB_ENVA, G_CC_MODULATERGB_ENVA), gsDPLoadTextureBlock(star_env_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 64, 0, G_TX_WRAP|G_TX_NOMIRROR, G_TX_WRAP|G_TX_NOMIRROR, 5, 6, G_TX_NOLOD, G_TX_NOLOD), gsSPTexture(0x07c0, (0x07c0*2), 0, G_TX_RENDERTILE, G_ON), gsSPDisplayList(gfx_star_0), gsDPPipeSync(), gsSPTexture(0x07c0, (0x07c0*2), 0, G_TX_RENDERTILE, G_OFF), gsSPClearGeometryMode(G_TEXTURE_GEN), gsDPSetEnvColor(255, 255, 255, 255), gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE), gsSPEndDisplayList() };