sm64/shape/enemy1_e/handman/handB_eye_shape.sou
2022-12-04 22:27:02 -05:00

108 lines
3.8 KiB
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/***************************************************************************************************
Convert from NINGEN (handB_eye)
****************************************************************************************************/
#define handeye_scale 0.8
static Vtx vtx_handB_eye_0[] = {
{ 266*handeye_scale, 365, 79*handeye_scale, 0, 990, 0, -1, -1, -1, 255},
{ 266*handeye_scale, 365, -319*handeye_scale, 0, 0, 0, -1, -1, -1, 255},
{ -92*handeye_scale, 190, -319*handeye_scale, 0, 0, 990, -1, -1, -1, 255},
{ -92*handeye_scale, 190, 79*handeye_scale, 0, 990, 990, -1, -1, -1, 255},
};
Gfx gfx_handB_eye_1[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK ),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 7, 0, 0,0,0, 0,0,0),
gsSPTexture(0xffff,0xffff, 0, 0, G_ON),
gs_Tani_SetUpTileDescrip(G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 0, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD),
gs_Tani_LoadTextureImage2(boss_eye1_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
gsSPVertex(&vtx_handB_eye_0[0], 4, 0),
gsSP1Triangle( 0, 1, 2, 0),
gsSP1Triangle( 0, 2, 3, 0),
gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK ),
gsSPEndDisplayList()
};
Gfx gfx_handB_eye_2[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK ),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 7, 0, 0,0,0, 0,0,0),
gsSPTexture(0xffff,0xffff, 0, 0, G_ON),
gs_Tani_SetUpTileDescrip(G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 0, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD),
gs_Tani_LoadTextureImage2(boss_eye2_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
gsSPVertex(&vtx_handB_eye_0[0], 4, 0),
gsSP1Triangle( 0, 1, 2, 0),
gsSP1Triangle( 0, 2, 3, 0),
gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK ),
gsSPEndDisplayList()
};
Gfx gfx_handB_eye_3[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK ),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 7, 0, 0,0,0, 0,0,0),
gsSPTexture(0xffff,0xffff, 0, 0, G_ON),
gs_Tani_SetUpTileDescrip(G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 0, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD),
gs_Tani_LoadTextureImage2(boss_eye3_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
gsSPVertex(&vtx_handB_eye_0[0], 4, 0),
gsSP1Triangle( 0, 1, 2, 0),
gsSP1Triangle( 0, 2, 3, 0),
gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK ),
gsSPEndDisplayList()
};
Gfx gfx_handB_eye_4[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_DECALRGBA, G_CC_DECALRGBA),
gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK ),
gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, 7, 0, 0,0,0, 0,0,0),
gsSPTexture(0xffff,0xffff, 0, 0, G_ON),
gs_Tani_SetUpTileDescrip(G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 0, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP|G_TX_NOMIRROR, 5, G_TX_NOLOD),
gs_Tani_LoadTextureImage2(boss_eye4_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
gsSPVertex(&vtx_handB_eye_0[0], 4, 0),
gsSP1Triangle( 0, 1, 2, 0),
gsSP1Triangle( 0, 2, 3, 0),
gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPSetGeometryMode(G_LIGHTING | G_CULL_BACK ),
gsSPEndDisplayList()
};