sm64/shape/enemy1_f/indy/indy_Larm_shape.sou
2022-12-04 22:27:02 -05:00

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/***************************************************************************************************
Convert from NINGEN (indy_Larm)
****************************************************************************************************/
#define indy_Larm_AMB_SCALE 0.5
#define ShapeColor_indy_Larm(R,G,B) {{R*indy_Larm_AMB_SCALE ,G*indy_Larm_AMB_SCALE ,B*indy_Larm_AMB_SCALE ,0 ,R*indy_Larm_AMB_SCALE ,G*indy_Larm_AMB_SCALE ,B*indy_Larm_AMB_SCALE ,0 },{ R, G, B, 0, R, G, B, 0, LIGHT_X, LIGHT_Y, LIGHT_Z, 0} }
static Lights1 light_indy_Larm[] = {
ShapeColor_indy_Larm(255,255,255),
};
static Vtx vtx_indy_Larm_0[] = {
{ 85, -12, -77, 0, -6, 778, 33, -105, -62, 255},
{ -13, -8, 32, 0, 348, 972, -96, -62, 54, 255},
{ -13, -8, -24, 0, 150, 978, -103, 40, -61, 255},
{ -3, 7, 23, 0, 320, 950, -67, 99, 40, 255},
{ -3, 7, -18, 0, 176, 956, -49, 114, -23, 255},
{ 78, 15, -63, 0, 38, 790, 35, 107, -57, 255},
{ 85, -12, 81, 0, 540, 758, 68, 63, 85, 255},
{ 75, 7, 58, 0, 458, 782, 18, 121, 30, 255},
};
static Gfx gfx_indy_Larm_0[] = {
gs_Tani_LoadTextureImage2(indy_eye_txt, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, 7),
gsSPLight((&light_indy_Larm[0].l[0]),1 ),
gsSPLight((&light_indy_Larm[0].a ),2 ),
gsSPVertex(&vtx_indy_Larm_0[0], 8, 0),
gsSP1Triangle( 0, 1, 2, 0),
gsSP1Triangle( 2, 3, 4, 0),
gsSP1Triangle( 2, 1, 3, 0),
gsSP1Triangle( 5, 2, 4, 0),
gsSP1Triangle( 5, 0, 2, 0),
gsSP1Triangle( 6, 3, 1, 0),
gsSP1Triangle( 6, 7, 3, 0),
gsSP1Triangle( 7, 4, 3, 0),
gsSP1Triangle( 7, 5, 4, 0),
gsSP1Triangle( 0, 6, 1, 0),
gsSP1Triangle( 5, 6, 0, 0),
gsSP1Triangle( 5, 7, 6, 0),
gsSPEndDisplayList()
};
Gfx gfx_indy_Larm[] = {
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_MODULATERGB),
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_CLAMP|G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_CLAMP|G_TX_NOMIRROR, 5, G_TX_NOLOD),
gsSPDisplayList(gfx_indy_Larm_0),
gsSPTexture(0xffff, 0xffff, 0, 0, G_OFF),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
gsSPEndDisplayList()
};