papermario
Decompilation of Paper Mario
 
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Chest.c File Reference

Functions

 INCLUDE_IMG ("entity/model/Chest_tex1.png", D_0A000410_E64CE0)
 
 INCLUDE_IMG ("entity/model/Chest_tex2.png", D_0A000898_E65168)
 
 INCLUDE_PAL ("entity/model/Chest_tex2.pal", D_0A000998_E65268)
 
 INCLUDE_IMG ("entity/model/Chest_lock.png", D_0A000A70_E65340)
 
 INCLUDE_PAL ("entity/model/Chest_lock.pal", D_0A000B70_E65440)
 

Variables

Gfx Entity_Chest_LoadTexture1 []
 
Gfx Entity_Chest_LoadTexture2 []
 
Gfx Entity_Chest_LoadTextureLock []
 
Mtx Entity_Chest_LidMtx
 
Gfx Entity_Chest_RenderLidLock []
 
Gfx Entity_Chest_RenderLidWooden []
 
Gfx Entity_Chest_RenderLid []
 
Gfx Entity_Chest_RenderBoxLock []
 
Gfx Entity_Chest_RenderBoxWooden []
 
Gfx Entity_Chest_RenderBox []
 

Function Documentation

◆ INCLUDE_IMG() [1/3]

INCLUDE_IMG ( "entity/model/Chest_lock.png" ,
D_0A000A70_E65340  )

◆ INCLUDE_IMG() [2/3]

INCLUDE_IMG ( "entity/model/Chest_tex1.png" ,
D_0A000410_E64CE0  )

◆ INCLUDE_IMG() [3/3]

INCLUDE_IMG ( "entity/model/Chest_tex2.png" ,
D_0A000898_E65168  )

◆ INCLUDE_PAL() [1/2]

INCLUDE_PAL ( "entity/model/Chest_lock.pal" ,
D_0A000B70_E65440  )

◆ INCLUDE_PAL() [2/2]

INCLUDE_PAL ( "entity/model/Chest_tex2.pal" ,
D_0A000998_E65268  )

Variable Documentation

◆ Entity_Chest_LidMtx

Mtx Entity_Chest_LidMtx
Initial value:
1.000000, 0.000000, 0.000000, 0.000000,
0.000000, 1.000000, 0.000000, 29.000000,
0.000000, 0.000000, 1.000000, -23.000000,
0.000000, 0.000000, 0.000000, 1.000000
)
#define RDP_MATRIX( Ax, Bx, Cx, Dx, Ay, By, Cy, Dy, Az, Bz, Cz, Dz, Aw, Bw, Cw, Dw)
Definition macros.h:244

Referenced by entity_Chest_setupGfx().

◆ Entity_Chest_LoadTexture1

Gfx Entity_Chest_LoadTexture1[]
Initial value:
= {
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPLoadTextureBlock(D_0A000410_E64CE0, G_IM_FMT_RGBA, G_IM_SIZ_16b, 16, 32, 0, G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP, 4, 5, G_TX_NOLOD, G_TX_NOLOD),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureLUT(G_TT_NONE),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPSetTextureConvert(G_TC_FILT),
gsSPEndDisplayList(),
}

◆ Entity_Chest_LoadTexture2

Gfx Entity_Chest_LoadTexture2[]
Initial value:
= {
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPLoadTextureBlock_4b(D_0A000898_E65168, G_IM_FMT_CI, 16, 32, 0, G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP, 4, 5, G_TX_NOLOD, G_TX_NOLOD),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureLUT(G_TT_RGBA16),
gsDPLoadTLUT_pal16(0, D_0A000998_E65268),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPSetTextureConvert(G_TC_FILT),
gsSPEndDisplayList(),
}

◆ Entity_Chest_LoadTextureLock

Gfx Entity_Chest_LoadTextureLock[]
Initial value:
= {
gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
gsDPPipeSync(),
gsDPSetCombineMode(G_CC_MODULATEIA, G_CC_MODULATEIA),
gsDPSetTextureDetail(G_TD_CLAMP),
gsDPSetTextureLOD(G_TL_TILE),
gsDPLoadTextureBlock_4b(D_0A000A70_E65340, G_IM_FMT_CI, 16, 32, 0, G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP, 4, 5, G_TX_NOLOD, G_TX_NOLOD),
gsDPSetTexturePersp(G_TP_PERSP),
gsDPSetTextureLUT(G_TT_RGBA16),
gsDPLoadTLUT_pal16(0, D_0A000B70_E65440),
gsDPSetTextureFilter(G_TF_BILERP),
gsDPSetTextureConvert(G_TC_FILT),
gsSPEndDisplayList(),
}

◆ Entity_Chest_RenderBox

Gfx Entity_Chest_RenderBox[]
Initial value:
= {
gsSPDisplayList(Entity_Chest_RenderBoxWooden),
gsSPDisplayList(Entity_Chest_RenderBoxLock),
gsSPEndDisplayList(),
}
Gfx Entity_Chest_RenderBoxWooden[]
Definition Chest.c:132
Gfx Entity_Chest_RenderBoxLock[]
Definition Chest.c:116

◆ Entity_Chest_RenderBoxLock

Gfx Entity_Chest_RenderBoxLock[]
Initial value:
= {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
gsSPDisplayList(Entity_Chest_LoadTextureLock),
gsSPClearGeometryMode(G_LIGHTING | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPVertex(D_0A000190_E64A60, 8, 0),
gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
gsSP2Triangles(3, 2, 4, 0, 3, 4, 5, 0),
gsSP2Triangles(2, 1, 6, 0, 2, 6, 4, 0),
gsSP2Triangles(5, 4, 6, 0, 5, 6, 7, 0),
gsSP2Triangles(7, 6, 1, 0, 7, 1, 0, 0),
gsSPEndDisplayList(),
}
Gfx Entity_Chest_LoadTextureLock[]
Definition Chest.c:43

◆ Entity_Chest_RenderBoxWooden

Gfx Entity_Chest_RenderBoxWooden[]
Initial value:
= {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
gsSPDisplayList(Entity_Chest_LoadTexture1),
gsSPClearGeometryMode(G_CULL_BACK | G_LIGHTING | G_SHADING_SMOOTH),
gsSPVertex(D_0A000000_E648D0, 25, 0),
gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
gsSP2Triangles(4, 5, 6, 0, 4, 6, 7, 0),
gsSP2Triangles(7, 8, 9, 0, 7, 9, 10, 0),
gsSP2Triangles(9, 11, 12, 0, 9, 12, 13, 0),
gsSP2Triangles(14, 15, 10, 0, 14, 10, 16, 0),
gsSP2Triangles(12, 14, 16, 0, 12, 16, 13, 0),
gsSP2Triangles(17, 18, 19, 0, 17, 19, 20, 0),
gsSP2Triangles(21, 22, 23, 0, 21, 23, 24, 0),
gsSPEndDisplayList(),
}
Gfx Entity_Chest_LoadTexture1[]
Definition Chest.c:10

◆ Entity_Chest_RenderLid

Gfx Entity_Chest_RenderLid[]
Initial value:
= {
gsSPDisplayList(Entity_Chest_RenderLidWooden),
gsSPDisplayList(Entity_Chest_RenderLidLock),
gsSPEndDisplayList(),
}
Gfx Entity_Chest_RenderLidWooden[]
Definition Chest.c:80
Gfx Entity_Chest_RenderLidLock[]
Definition Chest.c:65

Referenced by entity_Chest_setupGfx().

◆ Entity_Chest_RenderLidLock

Gfx Entity_Chest_RenderLidLock[]
Initial value:
= {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
gsSPDisplayList(Entity_Chest_LoadTextureLock),
gsSPClearGeometryMode(G_LIGHTING | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPVertex(D_0A000390_E64C60, 8, 0),
gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
gsSP2Triangles(0, 3, 4, 0, 0, 4, 5, 0),
gsSP2Triangles(3, 2, 6, 0, 3, 6, 4, 0),
gsSP2Triangles(4, 6, 7, 0, 4, 7, 5, 0),
gsSPEndDisplayList(),
}

◆ Entity_Chest_RenderLidWooden

Gfx Entity_Chest_RenderLidWooden[]
Initial value:
= {
gsDPPipeSync(),
gsDPSetCycleType(G_CYC_1CYCLE),
gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
gsSPDisplayList(Entity_Chest_LoadTexture2),
gsSPClearGeometryMode(G_LIGHTING | G_SHADING_SMOOTH),
gsSPSetGeometryMode(G_CULL_BACK),
gsSPVertex(D_0A000210_E64AE0, 4, 0),
gsSP2Triangles(0, 1, 2, 0, 0, 2, 3, 0),
gsSPClearGeometryMode(G_CULL_BACK),
gsSPVertex(&D_0A000210_E64AE0[1], 2, 0),
gsSPVertex(&D_0A000210_E64AE0[4], 20, 2),
gsSP2Triangles(1, 2, 3, 0, 1, 3, 0, 0),
gsSP2Triangles(4, 5, 6, 0, 4, 6, 7, 0),
gsSP2Triangles(4, 8, 9, 0, 4, 9, 10, 0),
gsSP2Triangles(4, 10, 11, 0, 4, 11, 12, 0),
gsSP2Triangles(4, 12, 13, 0, 4, 13, 14, 0),
gsSP2Triangles(3, 15, 8, 0, 3, 8, 7, 0),
gsSP2Triangles(16, 17, 18, 0, 16, 18, 19, 0),
gsSP2Triangles(16, 19, 20, 0, 16, 20, 21, 0),
gsSP2Triangles(16, 21, 15, 0, 16, 15, 2, 0),
gsSP2Triangles(8, 15, 21, 0, 8, 21, 9, 0),
gsSP2Triangles(9, 21, 20, 0, 9, 20, 10, 0),
gsSP2Triangles(10, 20, 19, 0, 10, 19, 11, 0),
gsSP2Triangles(11, 19, 18, 0, 11, 18, 12, 0),
gsSP2Triangles(12, 18, 17, 0, 12, 17, 13, 0),
gsSP2Triangles(13, 17, 16, 0, 13, 16, 14, 0),
gsSPEndDisplayList(),
}
Gfx Entity_Chest_LoadTexture2[]
Definition Chest.c:26