Shipwright/soh/assets/soh_assets.h

138 lines
7.8 KiB
C
Raw Normal View History

#pragma once
#include "align_asset_macro.h"
// This file is manually made
// When new assets are added to the soh.otr file
// We need to add the aligned version of the resource names here and use in code
// On Mac, not using aligned resource names was causing crashes in release builds
// objects
#define dgChristmasGreenTreasureChestFrontTex "__OTR__objects/object_box/gChristmasGreenTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gChristmasGreenTreasureChestFrontTex[] = dgChristmasGreenTreasureChestFrontTex;
#define dgChristmasGreenTreasureChestSideAndTopTex "__OTR__objects/object_box/gChristmasGreenTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gChristmasGreenTreasureChestSideAndTopTex[] = dgChristmasGreenTreasureChestSideAndTopTex;
#define dgChristmasRedTreasureChestFrontTex "__OTR__objects/object_box/gChristmasRedTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gChristmasRedTreasureChestFrontTex[] = dgChristmasRedTreasureChestFrontTex;
#define dgChristmasRedTreasureChestSideAndTopTex "__OTR__objects/object_box/gChristmasRedTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gChristmasRedTreasureChestSideAndTopTex[] = dgChristmasRedTreasureChestSideAndTopTex;
#define dgGoldTreasureChestFrontTex "__OTR__objects/object_box/gGoldTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gGoldTreasureChestFrontTex[] = dgGoldTreasureChestFrontTex;
#define dgGoldTreasureChestSideAndTopTex "__OTR__objects/object_box/gGoldTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gGoldTreasureChestSideAndTopTex[] = dgGoldTreasureChestSideAndTopTex;
#define dgKeyTreasureChestFrontTex "__OTR__objects/object_box/gKeyTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gKeyTreasureChestFrontTex[] = dgKeyTreasureChestFrontTex;
#define dgKeyTreasureChestSideAndTopTex "__OTR__objects/object_box/gKeyTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gKeyTreasureChestSideAndTopTex[] = dgKeyTreasureChestSideAndTopTex;
#define dgSkullTreasureChestFrontTex "__OTR__objects/object_box/gSkullTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gSkullTreasureChestFrontTex[] = dgSkullTreasureChestFrontTex;
#define dgSkullTreasureChestSideAndTopTex "__OTR__objects/object_box/gSkullTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gSkullTreasureChestSideAndTopTex[] = dgSkullTreasureChestSideAndTopTex;
#define dgTitleRandomizerSubtitleTex "__OTR__objects/object_mag/gTitleRandomizerSubtitleTex"
static const ALIGN_ASSET(2) char gTitleRandomizerSubtitleTex[] = dgTitleRandomizerSubtitleTex;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
#define dgTitleBossRushSubtitleTex "__OTR__objects/object_mag/gTitleBossRushSubtitleTex"
static const ALIGN_ASSET(2) char gTitleBossRushSubtitleTex[] = dgTitleBossRushSubtitleTex;
#define dgOcarinaAButtonDL "__OTR__objects/object_ocarina_a_button/gOcarinaAButtonDL"
static const ALIGN_ASSET(2) char gOcarinaAButtonDL[] = dgOcarinaAButtonDL;
#define dgOcarinaCLeftButtonDL "__OTR__objects/object_ocarina_c_left_button/gOcarinaCLeftButtonDL"
static const ALIGN_ASSET(2) char gOcarinaCLeftButtonDL[] = dgOcarinaCLeftButtonDL;
#define dgOcarinaCRightButtonDL "__OTR__objects/object_ocarina_c_right_button/gOcarinaCRightButtonDL"
static const ALIGN_ASSET(2) char gOcarinaCRightButtonDL[] = dgOcarinaCRightButtonDL;
#define dgOcarinaCUpButtonDL "__OTR__objects/object_ocarina_c_up_button/gOcarinaCUpButtonDL"
static const ALIGN_ASSET(2) char gOcarinaCUpButtonDL[] = dgOcarinaCUpButtonDL;
#define dgOcarinaCDownButtonDL "__OTR__objects/object_ocarina_c_down_button/gOcarinaCDownButtonDL"
static const ALIGN_ASSET(2) char gOcarinaCDownButtonDL[] = dgOcarinaCDownButtonDL;
#define dgTriforcePiece0DL "__OTR__objects/object_triforce_piece_0/gTriforcePiece0DL"
static const ALIGN_ASSET(2) char gTriforcePiece0DL[] = dgTriforcePiece0DL;
#define dgTriforcePiece1DL "__OTR__objects/object_triforce_piece_1/gTriforcePiece1DL"
static const ALIGN_ASSET(2) char gTriforcePiece1DL[] = dgTriforcePiece1DL;
#define dgTriforcePiece2DL "__OTR__objects/object_triforce_piece_2/gTriforcePiece2DL"
static const ALIGN_ASSET(2) char gTriforcePiece2DL[] = dgTriforcePiece2DL;
#define dgTriforcePieceCompletedDL "__OTR__objects/object_triforce_completed/gTriforcePieceCompletedDL"
static const ALIGN_ASSET(2) char gTriforcePieceCompletedDL[] = dgTriforcePieceCompletedDL;
2023-11-05 13:33:28 -05:00
#define dgBossSoulSkullDL "__OTR__objects/object_boss_soul/gGIBossSoulSkullDL"
2023-10-30 21:50:00 -04:00
static const ALIGN_ASSET(2) char gBossSoulSkullDL[] = dgBossSoulSkullDL;
// overlays
#define dgOptionsDividerChangeLangVtx "__OTR__overlays/ovl_file_choose/gOptionsDividerChangeLangVtx"
static const ALIGN_ASSET(2) char gOptionsDividerChangeLangVtx[] = dgOptionsDividerChangeLangVtx;
// textures
#define dgDPad "__OTR__textures/parameter_static/gDPad"
static const ALIGN_ASSET(2) char gDPadTex[] = dgDPad;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
#define dgArrowUp "__OTR__textures/parameter_static/gArrowUp"
static const ALIGN_ASSET(2) char gArrowUpTex[] = dgArrowUp;
#define dgArrowDown "__OTR__textures/parameter_static/gArrowDown"
static const ALIGN_ASSET(2) char gArrowDownTex[] = dgArrowDown;
#define dgTriforcePiece "__OTR__textures/parameter_static/gTriforcePiece"
static const ALIGN_ASSET(2) char gTriforcePieceTex[] = dgTriforcePiece;
#define dgFileSelMQButtonTex "__OTR__textures/title_static/gFileSelMQButtonTex"
static const ALIGN_ASSET(2) char gFileSelMQButtonTex[] = dgFileSelMQButtonTex;
#define dgFileSelPleaseChooseAQuestENGTex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestENGTex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestENGTex[] = dgFileSelPleaseChooseAQuestENGTex;
#define dgFileSelPleaseChooseAQuestFRATex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestFRATex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestFRATex[] = dgFileSelPleaseChooseAQuestFRATex;
#define dgFileSelPleaseChooseAQuestGERTex "__OTR__textures/title_static/gFileSelPleaseChooseAQuestGERTex"
static const ALIGN_ASSET(2) char gFileSelPleaseChooseAQuestGERTex[] = dgFileSelPleaseChooseAQuestGERTex;
[Feature] Boss Rush (#2923) * Ganon(dorf) cutscene skips * Remove leftover code * Load into chamber of sages * Fix loading into chamber without fast file select * Boss warps in chamber done * Change warps back to chamber * Initial proof of concept done * ganon(dorf) cutscene skips * Code cleanup & auto age equipment * Gameplay stats timer + tweaks * Scuffed timer * Better timer * remove arena props + fix arena exits * Fix blue warps * Attempt to fix build * Fix build again * And again.. * Try no. 9001 * Handle dying and saving * Child link face fire medallion * Fix build * Fix warps after reset/death * Disable doors and move player spawns in boss rooms * Fix boss rush logo rendering * Start of ingame options menu * File Select cleanup * Fix build * Render char text PoC * Move functions to be more generic * Fix build * Fix other builds * Initial text scaling/kerning * Special characters prep * All special characters work now * Attempt to fix build * Fix build question mark * Finish all kerning * Start of ingame options menu with vertical scrolling * Barebones functional options menu * More options menu progress * More visual elements for options menu * Options menu visual changes, implement all options, tons of cleanup * Cleanup and comments * Shorter enums * More options * Change default heart count * Finish French translations * Implement timer in cosmetics editor * Uncomment timer requirement * Variable name change * German translation & small UI tweaks * Animated up/down arrows in options UI * Better arrows in options UI * Cleaner timer + make it usable for general gameplay * More cleanup + ganon & ganondorf boss option * Implement never heal option * Slight up arrow in options UI tweak * Add BGS option * Reintroduce ganondorf cutscene skip * Change encoding to UTF on bossrush.cpp * Fix build hopefully * Fixed static variables leading to options not properly resetting * Fix BR completed timestamp * Change timer to render on top of everything * Offset final BR time by 0.1 second from boss timestamps * Add missing check for boss rush * Implement soh_assets.h * Revert merge mistake * Fix special characters with UTF-8 * Fix build * here's the fix you can merge from your phone * Fix quest select crash with oot.otr only * Use OoT's kerning * Fix HD textures on options menu * Fix special character kerning * "Heal every boss" fixes * Seperate headers + bunny hood option * Remove GetUnixTimestamp() externing * Clean up extern "C"'s * Address review comments * Fix build question mark * Remove accidental styling change --------- Co-authored-by: briaguya <briaguya@alice>
2023-06-01 21:40:10 -04:00
#define dgFileSelBossRushSettingsENGTex "__OTR__textures/title_static/gFileSelBossRushSettingsENGTex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsENGText[] = dgFileSelBossRushSettingsENGTex;
#define dgFileSelBossRushSettingsFRATex "__OTR__textures/title_static/gFileSelBossRushSettingsFRATex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsFRAText[] = dgFileSelBossRushSettingsFRATex;
#define dgFileSelBossRushSettingsGERTex "__OTR__textures/title_static/gFileSelBossRushSettingsGERTex"
static const ALIGN_ASSET(2) char gFileSelBossRushSettingsGERText[] = dgFileSelBossRushSettingsGERTex;
#define dgFileSelRANDButtonTex "__OTR__textures/title_static/gFileSelRANDButtonTex"
static const ALIGN_ASSET(2) char gFileSelRANDButtonTex[] = dgFileSelRANDButtonTex;
#define dgFileSelLangEnglishENGTex "__OTR__textures/title_static/gFileSelLangEnglishENGTex"
static const ALIGN_ASSET(2) char gFileSelLangEnglishENGTex[] = dgFileSelLangEnglishENGTex;
#define dgFileSelLangDeutschGERTex "__OTR__textures/title_static/gFileSelLangDeutschGERTex"
static const ALIGN_ASSET(2) char gFileSelLangDeutschGERTex[] = dgFileSelLangDeutschGERTex;
#define dgFileSelLangFrancaisFRATex "__OTR__textures/title_static/gFileSelLangFrancaisFRATex"
static const ALIGN_ASSET(2) char gFileSelLangFrancaisFRATex[] = dgFileSelLangFrancaisFRATex;
#define dgFileSelLanguageENGTex "__OTR__textures/title_static/gFileSelLanguageENGTex"
static const ALIGN_ASSET(2) char gFileSelLanguageENGTex[] = dgFileSelLanguageENGTex;
#define dgFileSelLanguageFRATex "__OTR__textures/title_static/gFileSelLanguageFRATex"
static const ALIGN_ASSET(2) char gFileSelLanguageFRATex[] = dgFileSelLanguageFRATex;
#define dgFileSelLanguageGERTex "__OTR__textures/title_static/gFileSelLanguageGERTex"
static const ALIGN_ASSET(2) char gFileSelLanguageGERTex[] = dgFileSelLanguageGERTex;
#define dgEmptyTexture "__OTR__textures/virtual/gEmptyTexture"
static const ALIGN_ASSET(2) char gEmptyTexture[] = dgEmptyTexture;