Shipwright/soh/assets/soh_assets.h

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#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
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#define dgLinkAdultHatTrimDL "__OTR__objects/object_festivehats/gLinkAdultHatTrimDL"
static const ALIGN_ASSET(2) char gLinkAdultHatTrimDL[] = dgLinkAdultHatTrimDL;
#define dgLinkAdultPompomDL "__OTR__objects/object_festivehats/gLinkAdultPompomDL"
static const ALIGN_ASSET(2) char gLinkAdultPompomDL[] = dgLinkAdultPompomDL;
#define dgLinkChildHatTrimDL "__OTR__objects/object_festivehats/gLinkChildHatTrimDL"
static const ALIGN_ASSET(2) char gLinkChildHatTrimDL[] = dgLinkChildHatTrimDL;
#define dgPaperCrownGenericDL "__OTR__objects/object_festivehats/gPaperCrownGenericDL"
static const ALIGN_ASSET(2) char gPaperCrownGenericDL[] = dgPaperCrownGenericDL;
#define dgSantaHatGenericDL "__OTR__objects/object_festivehats/gSantaHatGenericDL"
static const ALIGN_ASSET(2) char gSantaHatGenericDL[] = dgSantaHatGenericDL;
#define dgHorseAntlersDL "__OTR__objects/object_festivehats/gHorseAntlersDL"
static const ALIGN_ASSET(2) char gHorseAntlersDL[] = dgHorseAntlersDL;
#define dgEponaRudolphHatDL "__OTR__objects/object_festivehats/gEponaRudolphHatDL"
static const ALIGN_ASSET(2) char gEponaRudolphHatDL[] = dgEponaRudolphHatDL;
#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;
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#define dgBossSoulSkullDL "__OTR__objects/object_boss_soul/gGIBossSoulSkullDL"
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static const ALIGN_ASSET(2) char gBossSoulSkullDL[] = dgBossSoulSkullDL;
#define dgFishingPoleGiDL "__OTR__objects/object_gi_fishing_pole/gFishingPoleGiDL"
static const ALIGN_ASSET(2) char gFishingPoleGiDL[] = dgFishingPoleGiDL;
#define dgMysteryItemDL "__OTR__objects/object_mystery_item/gMysteryItemDL"
static const ALIGN_ASSET(2) char gMysteryItemDL[] = dgMysteryItemDL;
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#define dgXmasTreeDL "__OTR__objects/object_xmas_tree/gXmasTreeDL"
static const ALIGN_ASSET(2) char gXmasTreeDL[] = dgXmasTreeDL;
#define dgXmasDecor10DL "__OTR__objects/object_xmas_tree/gXmasDecor10DL"
static const ALIGN_ASSET(2) char gXmasDecor10DL[] = dgXmasDecor10DL;
#define dgXmasDecor20DL "__OTR__objects/object_xmas_tree/gXmasDecor20DL"
static const ALIGN_ASSET(2) char gXmasDecor20DL[] = dgXmasDecor20DL;
#define dgXmasDecor30DL "__OTR__objects/object_xmas_tree/gXmasDecor30DL"
static const ALIGN_ASSET(2) char gXmasDecor30DL[] = dgXmasDecor30DL;
#define dgXmasDecor40DL "__OTR__objects/object_xmas_tree/gXmasDecor40DL"
static const ALIGN_ASSET(2) char gXmasDecor40DL[] = dgXmasDecor40DL;
#define dgXmasDecor50DL "__OTR__objects/object_xmas_tree/gXmasDecor50DL"
static const ALIGN_ASSET(2) char gXmasDecor50DL[] = dgXmasDecor50DL;
#define dgXmasDecor60DL "__OTR__objects/object_xmas_tree/gXmasDecor60DL"
static const ALIGN_ASSET(2) char gXmasDecor60DL[] = dgXmasDecor60DL;
#define dgXmasDecor70DL "__OTR__objects/object_xmas_tree/gXmasDecor70DL"
static const ALIGN_ASSET(2) char gXmasDecor70DL[] = dgXmasDecor70DL;
#define dgXmasDecor80DL "__OTR__objects/object_xmas_tree/gXmasDecor80DL"
static const ALIGN_ASSET(2) char gXmasDecor80DL[] = dgXmasDecor80DL;
#define dgXmasDecor90DL "__OTR__objects/object_xmas_tree/gXmasDecor90DL"
static const ALIGN_ASSET(2) char gXmasDecor90DL[] = dgXmasDecor90DL;
#define dgXmasDecor100DL "__OTR__objects/object_xmas_tree/gXmasDecor100DL"
static const ALIGN_ASSET(2) char gXmasDecor100DL[] = dgXmasDecor100DL;
#define dgXmasStarDL "__OTR__objects/object_xmas_tree/gXmasStarDL"
static const ALIGN_ASSET(2) char gXmasStarDL[] = dgXmasStarDL;
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#define dgPenguinDL "__OTR__objects/object_penguin/object_penguin_DL"
static const ALIGN_ASSET(2) char gPenguinDL[] = dgPenguinDL;
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#define dgKakarikoDecorDL "__OTR__objects/object_kakariko_decor/gKakarikoDecorDL"
static const ALIGN_ASSET(2) char gKakarikoDecorDL[] = dgKakarikoDecorDL;
#define dgTempleOfTimeDecorDL "__OTR__objects/object_temple_of_time_decor/gTempleOfTimeDecorDL"
static const ALIGN_ASSET(2) char gTempleOfTimeDecorDL[] = dgTempleOfTimeDecorDL;
#define dgKakarikoChildDecorDL "__OTR__objects/object_kakariko_decor/gKakarikoChildDecorDL"
static const ALIGN_ASSET(2) char gKakarikoChildDecorDL[] = dgKakarikoChildDecorDL;
#define dgKakarikoAdultDecorDL "__OTR__objects/object_kakariko_decor/gKakarikoAdultDecorDL"
static const ALIGN_ASSET(2) char gKakarikoAdultDecorDL[] = dgKakarikoAdultDecorDL;
// 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 dgWTriforcePiece "__OTR__textures/parameter_static/gWTriforcePiece"
static const ALIGN_ASSET(2) char gWTriforcePieceTex[] = dgWTriforcePiece;
#define dgSplitEntrance "__OTR__textures/parameter_static/gSplitEntrance"
static const ALIGN_ASSET(2) char gSplitEntranceTex[] = dgSplitEntrance;
Kaleido Menu for Miscellaneous Collectibles (#3852) * Adds in-game display of certain rando collectibles. Before, these were only available through the Item Tracker ImGui Window. With this commit, they can be accessed via holding C-Up on the Map Screen. Currently I've added Greg and Triforce Pieces (when applicable) to this menu. Boss Souls, Ocarina Buttons, and eventually Silver Rupees will be added later. * Adds ocarina buttons to in-game display * Initial pass on rendering the text on a black background. * Starting to render boss soul icons * Better alignment and rendering of Boss Soul icons. * Adds icons prefixing the list entries. * Switches boss souls to 32x32 icon. * Partially working Matrix/Vtx implementation Currently hardcoded Greg text, replacing map screen completely. * Now rendering properly thanks to Archez! * Better implementation of accessing the new page. - now attached to Quest status instead of Map - now triggered by a toggle instead of holding a button - now has its own background (temporarily save screen but will be replaced with something custom later) * Make KaleidoEntry's reactive to game state Adds Greg proper and Triforce Hunt to the Misc. Collectibles Page. * Conditionally render Triforce Hunt * Documentation/Cleanup * WIP Ocarina Buttons rendering * Working ocarina buttons display * Renders buttons as Gray instead of using Grayscale This may seem inconsistent, but with Grayscale they technically render as different shades of gray, especially with custom cosmetics. With this they now render as the same shade of gray. * Makes Ocarina Icon gray when no buttons have been collected. * Adds Boss Souls. Currently they run off the menu, need to implement scrolling. * Implement Scrolling for the menu. Need to figure out how to throttle the stick inputs still. * Moves input handling to draw function. I hate it but that's how Kaleido does it and there's some input throttling logic in there, so in order to make this feel like a kaleido menu I have to also handle input in the draw function. * Removes custom cosmetic handling of Ocarina Buttons. I've chosen not to respect the cosmetics for the sake of accessibility and color contrast, but the code is still present and commented out in case we want to reverse that decision. * Hopefully fixes mac build errors. * Implements update function via Hook. * Another mac fix hopefully * Cleans up unused code from the rectangle based attempt. * Clean up more unused code * Commit Boss Soul icon * Fix typo * Remove commented code * Improve toggle functionality * Re-introduce cosmetic matching for ocarina buttons * Revert some unnecessary formatting changes * Fix cursor/page turning issue More improvements to come here (drawing arrows, custom text at the bottom, etc.) * Fix some more formatting changes * One last batch of formatting reverts
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#define dgBossSoul "__OTR__textures/parameter_static/gBossSoul"
static const ALIGN_ASSET(2) char gBossSoulTex[] = dgBossSoul;
#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;