#include "pc/rom_assets.h" // Water Bubble // 0x0500FE68 static const Lights1 water_bubble_seg5_lights_0500FE68 = gdSPDefLights1( 0xbf, 0xbf, 0xbf, 0xff, 0xff, 0xff, 0x28, 0x28, 0x28 ); // 0x0500FE80 ROM_ASSET_LOAD_TEXTURE(water_bubble_seg5_texture_0500FE80, "actors/water_bubble/water_bubble.rgba16.inc.c", 0x00134d20, 26785, 0x0000fe80, 2048); // 0x05010680 ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010680, 0x00134d20, 26785, 0x00010680, 256); // 0x05010780 ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010780, 0x00134d20, 26785, 0x00010780, 240); // 0x05010870 ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010870, 0x00134d20, 26785, 0x00010870, 224); // 0x05010950 ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010950, 0x00134d20, 26785, 0x00010950, 256); // 0x05010A50 ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010A50, 0x00134d20, 26785, 0x00010a50, 256); // 0x05010B50 ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010B50, 0x00134d20, 26785, 0x00010b50, 256); // 0x05010C50 ROM_ASSET_LOAD_VTX(water_bubble_seg5_vertex_05010C50, 0x00134d20, 26785, 0x00010c50, 224); // 0x05010D30 - 0x05011000 const Gfx water_bubble_seg5_dl_05010D30[] = { gsSPLight(&water_bubble_seg5_lights_0500FE68.l, 1), gsSPLight(&water_bubble_seg5_lights_0500FE68.a, 2), gsSPVertex(water_bubble_seg5_vertex_05010680, 16, 0), gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 2, 0x0), gsSP2Triangles( 2, 3, 4, 0x0, 1, 5, 3, 0x0), gsSP2Triangles( 6, 0, 7, 0x0, 8, 7, 9, 0x0), gsSP2Triangles(10, 6, 8, 0x0, 6, 7, 8, 0x0), gsSP2Triangles(11, 12, 13, 0x0, 12, 14, 13, 0x0), gsSP2Triangles(12, 15, 14, 0x0, 13, 14, 5, 0x0), gsSPVertex(water_bubble_seg5_vertex_05010780, 15, 0), gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0), gsSP2Triangles( 3, 2, 4, 0x0, 5, 0, 3, 0x0), gsSP2Triangles( 6, 7, 8, 0x0, 8, 7, 9, 0x0), gsSP2Triangles(10, 11, 12, 0x0, 6, 13, 7, 0x0), gsSP1Triangle(14, 6, 8, 0x0), gsSPVertex(water_bubble_seg5_vertex_05010870, 14, 0), gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 4, 0x0), gsSP2Triangles( 0, 2, 4, 0x0, 4, 2, 5, 0x0), gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 6, 0x0), gsSP2Triangles(10, 11, 7, 0x0, 12, 9, 13, 0x0), gsSP2Triangles( 3, 12, 0, 0x0, 12, 13, 0, 0x0), gsSP1Triangle( 0, 13, 1, 0x0), gsSPVertex(water_bubble_seg5_vertex_05010950, 16, 0), gsSP2Triangles( 0, 1, 2, 0x0, 2, 1, 3, 0x0), gsSP2Triangles( 4, 0, 2, 0x0, 0, 5, 1, 0x0), gsSP2Triangles( 6, 4, 7, 0x0, 8, 6, 9, 0x0), gsSP2Triangles( 6, 7, 9, 0x0, 9, 7, 10, 0x0), gsSP2Triangles(11, 12, 13, 0x0, 12, 14, 13, 0x0), gsSP1Triangle(13, 14, 15, 0x0), gsSPVertex(water_bubble_seg5_vertex_05010A50, 16, 0), gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0), gsSP2Triangles( 6, 5, 7, 0x0, 3, 5, 6, 0x0), gsSP2Triangles( 8, 3, 6, 0x0, 9, 10, 11, 0x0), gsSP2Triangles(10, 12, 11, 0x0, 11, 12, 1, 0x0), gsSP2Triangles(10, 13, 12, 0x0, 14, 9, 15, 0x0), gsSP2Triangles(14, 15, 3, 0x0, 3, 15, 4, 0x0), gsSP1Triangle( 8, 14, 3, 0x0), gsSPVertex(water_bubble_seg5_vertex_05010B50, 16, 0), gsSP2Triangles( 0, 1, 2, 0x0, 1, 3, 2, 0x0), gsSP2Triangles( 2, 3, 4, 0x0, 1, 5, 3, 0x0), gsSP2Triangles( 6, 0, 7, 0x0, 8, 7, 9, 0x0), gsSP2Triangles(10, 6, 8, 0x0, 6, 7, 8, 0x0), gsSP2Triangles(11, 12, 5, 0x0, 13, 12, 11, 0x0), gsSP2Triangles(14, 13, 11, 0x0, 13, 15, 12, 0x0), gsSPVertex(water_bubble_seg5_vertex_05010C50, 14, 0), gsSP2Triangles( 0, 1, 2, 0x0, 3, 0, 4, 0x0), gsSP2Triangles( 0, 2, 4, 0x0, 4, 2, 5, 0x0), gsSP2Triangles( 6, 7, 8, 0x0, 8, 7, 9, 0x0), gsSP2Triangles(10, 6, 8, 0x0, 0, 11, 1, 0x0), gsSP2Triangles( 6, 12, 7, 0x0, 13, 10, 11, 0x0), gsSP2Triangles( 3, 13, 0, 0x0, 13, 11, 0, 0x0), gsSPEndDisplayList(), }; // 0x05011000 - 0x05011098 const Gfx water_bubble_seg5_dl_05011000[] = { gsDPPipeSync(), gsSPSetGeometryMode(G_TEXTURE_GEN), gsDPSetCombineMode(G_CC_MODULATERGBFADE, G_CC_MODULATERGBFADE), gsDPSetEnvColor(255, 255, 255, 205), gsDPLoadTextureBlock(water_bubble_seg5_texture_0500FE80, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_WRAP | G_TX_NOMIRROR, 5, 5, G_TX_NOLOD, G_TX_NOLOD), gsSPTexture(0x07C0, 0x07C0, 0, G_TX_RENDERTILE, G_ON), gsSPDisplayList(water_bubble_seg5_dl_05010D30), gsSPTexture(0x07C0, 0x07C0, 0, G_TX_RENDERTILE, G_OFF), gsDPPipeSync(), gsSPClearGeometryMode(G_TEXTURE_GEN), gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE), gsDPSetEnvColor(255, 255, 255, 255), gsSPEndDisplayList(), };