#include "pc/rom_assets.h" // 0x07009E30 - 0x07009E48 static const Lights1 wf_seg7_lights_07009E30 = gdSPDefLights1( 0x66, 0x66, 0x66, 0xff, 0xff, 0xff, 0x28, 0x28, 0x28 ); // 0x07009E48 - 0x07009F48 ROM_ASSET_LOAD_VTX(wf_seg7_vertex_07009E48, 0x00496090, 31162, 0x00009e48, 256); // 0x07009F48 - 0x0700A048 ROM_ASSET_LOAD_VTX(wf_seg7_vertex_07009F48, 0x00496090, 31162, 0x00009f48, 256); // 0x0700A048 - 0x0700A0A8 ROM_ASSET_LOAD_VTX(wf_seg7_vertex_0700A048, 0x00496090, 31162, 0x0000a048, 96); // 0x0700A0A8 - 0x0700A170 static const Gfx wf_seg7_dl_0700A0A8[] = { gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, grass_09007800), gsDPLoadSync(), gsDPLoadBlock(G_TX_LOADTILE, 0, 0, 32 * 32 - 1, CALC_DXT(32, G_IM_SIZ_16b_BYTES)), gsSPLight(&wf_seg7_lights_07009E30.l, 1), gsSPLight(&wf_seg7_lights_07009E30.a, 2), gsSPVertex(wf_seg7_vertex_07009E48, 16, 0), gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0), gsSP2Triangles( 3, 5, 6, 0x0, 3, 6, 7, 0x0), gsSP2Triangles( 3, 7, 8, 0x0, 9, 10, 11, 0x0), gsSP2Triangles(12, 13, 14, 0x0, 12, 15, 13, 0x0), gsSPVertex(wf_seg7_vertex_07009F48, 16, 0), gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0), gsSP2Triangles( 6, 7, 8, 0x0, 9, 10, 11, 0x0), gsSP2Triangles( 9, 12, 10, 0x0, 13, 14, 15, 0x0), gsSPVertex(wf_seg7_vertex_0700A048, 6, 0), gsSP2Triangles( 0, 1, 2, 0x0, 3, 4, 5, 0x0), gsSPEndDisplayList(), }; // 0x0700A170 - 0x0700A1E0 const Gfx wf_seg7_dl_0700A170[] = { gsDPPipeSync(), gsDPSetCombineMode(G_CC_MODULATERGB, G_CC_MODULATERGB), gsSPClearGeometryMode(G_SHADING_SMOOTH), gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 0, 0, G_TX_LOADTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, G_TX_NOMASK, G_TX_NOLOD), gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON), gsDPTileSync(), gsDPSetTile(G_IM_FMT_RGBA, G_IM_SIZ_16b, 8, 0, G_TX_RENDERTILE, 0, G_TX_WRAP | G_TX_NOMIRROR, 5, G_TX_NOLOD, G_TX_WRAP | G_TX_NOMIRROR, 5, G_TX_NOLOD), gsDPSetTileSize(0, 0, 0, (32 - 1) << G_TEXTURE_IMAGE_FRAC, (32 - 1) << G_TEXTURE_IMAGE_FRAC), gsSPDisplayList(wf_seg7_dl_0700A0A8), gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF), gsDPPipeSync(), gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE), gsSPSetGeometryMode(G_SHADING_SMOOTH), gsSPEndDisplayList(), };