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Simplify Asset Headers (#2474)

pull/2571/head
Amaro Martínez 4 weeks ago committed by GitHub
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d3f864cea9
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  1. 1
      .gitattributes
  2. 21
      ZAPDTR/ZAPD/ZFile.cpp
  3. 24
      ZAPDTR/ZAPD/ZResource.cpp
  4. 43
      soh/assets/code/fbdemo_circle/z_fbdemo_circle.h
  5. 19
      soh/assets/code/fbdemo_triforce/z_fbdemo_triforce.h
  6. 19
      soh/assets/code/fbdemo_wipe1/z_fbdemo_wipe1.h
  7. 1
      soh/assets/misc/link_animetion/link_animetion.h
  8. 571
      soh/assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h
  9. 491
      soh/assets/objects/gameplay_field_keep/gameplay_field_keep.h
  10. 7571
      soh/assets/objects/gameplay_keep/gameplay_keep.h
  11. 147
      soh/assets/objects/object_Bb/object_Bb.h
  12. 291
      soh/assets/objects/object_ahg/object_ahg.h
  13. 179
      soh/assets/objects/object_am/object_am.h
  14. 235
      soh/assets/objects/object_ane/object_ane.h
  15. 267
      soh/assets/objects/object_ani/object_ani.h
  16. 235
      soh/assets/objects/object_anubice/object_anubice.h
  17. 227
      soh/assets/objects/object_aob/object_aob.h
  18. 35
      soh/assets/objects/object_b_heart/object_b_heart.h
  19. 211
      soh/assets/objects/object_bba/object_bba.h
  20. 403
      soh/assets/objects/object_bdan_objects/object_bdan_objects.h
  21. 83
      soh/assets/objects/object_bdoor/object_bdoor.h
  22. 179
      soh/assets/objects/object_bg/object_bg.h
  23. 283
      soh/assets/objects/object_bigokuta/object_bigokuta.h
  24. 115
      soh/assets/objects/object_bird/object_bird.h
  25. 251
      soh/assets/objects/object_bji/object_bji.h
  26. 139
      soh/assets/objects/object_bl/object_bl.h
  27. 211
      soh/assets/objects/object_blkobj/object_blkobj.h
  28. 227
      soh/assets/objects/object_bob/object_bob.h
  29. 331
      soh/assets/objects/object_boj/object_boj.h
  30. 59
      soh/assets/objects/object_bombf/object_bombf.h
  31. 27
      soh/assets/objects/object_bombiwa/object_bombiwa.h
  32. 75
      soh/assets/objects/object_bowl/object_bowl.h
  33. 195
      soh/assets/objects/object_box/object_box.h
  34. 99
      soh/assets/objects/object_brob/object_brob.h
  35. 19
      soh/assets/objects/object_bubble/object_bubble.h
  36. 1035
      soh/assets/objects/object_bv/object_bv.h
  37. 115
      soh/assets/objects/object_bw/object_bw.h
  38. 27
      soh/assets/objects/object_bwall/object_bwall.h
  39. 75
      soh/assets/objects/object_bxa/object_bxa.h
  40. 219
      soh/assets/objects/object_cne/object_cne.h
  41. 179
      soh/assets/objects/object_cob/object_cob.h
  42. 195
      soh/assets/objects/object_cow/object_cow.h
  43. 99
      soh/assets/objects/object_crow/object_crow.h
  44. 291
      soh/assets/objects/object_cs/object_cs.h
  45. 27
      soh/assets/objects/object_d_elevator/object_d_elevator.h
  46. 51
      soh/assets/objects/object_d_hsblock/object_d_hsblock.h
  47. 35
      soh/assets/objects/object_d_lift/object_d_lift.h
  48. 323
      soh/assets/objects/object_daiku/object_daiku.h
  49. 171
      soh/assets/objects/object_ddan_objects/object_ddan_objects.h
  50. 131
      soh/assets/objects/object_dekubaba/object_dekubaba.h
  51. 75
      soh/assets/objects/object_dekujr/object_dekujr.h
  52. 227
      soh/assets/objects/object_dekunuts/object_dekunuts.h
  53. 59
      soh/assets/objects/object_demo_6k/object_demo_6k.h
  54. 291
      soh/assets/objects/object_demo_kekkai/object_demo_kekkai.h
  55. 11
      soh/assets/objects/object_demo_tre_lgt/object_demo_tre_lgt.h
  56. 299
      soh/assets/objects/object_dh/object_dh.h
  57. 227
      soh/assets/objects/object_dnk/object_dnk.h
  58. 275
      soh/assets/objects/object_dns/object_dns.h
  59. 123
      soh/assets/objects/object_dodojr/object_dodojr.h
  60. 299
      soh/assets/objects/object_dodongo/object_dodongo.h
  61. 203
      soh/assets/objects/object_dog/object_dog.h
  62. 27
      soh/assets/objects/object_door_gerudo/object_door_gerudo.h
  63. 107
      soh/assets/objects/object_door_killer/object_door_killer.h
  64. 147
      soh/assets/objects/object_ds/object_ds.h
  65. 179
      soh/assets/objects/object_ds2/object_ds2.h
  66. 483
      soh/assets/objects/object_du/object_du.h
  67. 539
      soh/assets/objects/object_dy_obj/object_dy_obj.h
  68. 179
      soh/assets/objects/object_ec/object_ec.h
  69. 19
      soh/assets/objects/object_efc_crystal_light/object_efc_crystal_light.h
  70. 35
      soh/assets/objects/object_efc_doughnut/object_efc_doughnut.h
  71. 67
      soh/assets/objects/object_efc_erupc/object_efc_erupc.h
  72. 27
      soh/assets/objects/object_efc_fire_ball/object_efc_fire_ball.h
  73. 11
      soh/assets/objects/object_efc_flash/object_efc_flash.h
  74. 19
      soh/assets/objects/object_efc_lgt_shower/object_efc_lgt_shower.h
  75. 35
      soh/assets/objects/object_efc_star_field/object_efc_star_field.h
  76. 43
      soh/assets/objects/object_efc_tw/object_efc_tw.h
  77. 203
      soh/assets/objects/object_ei/object_ei.h
  78. 91
      soh/assets/objects/object_fa/object_fa.h
  79. 747
      soh/assets/objects/object_fd/object_fd.h
  80. 531
      soh/assets/objects/object_fd2/object_fd2.h
  81. 436
      soh/assets/objects/object_fhg/object_fhg.h
  82. 75
      soh/assets/objects/object_fire/object_fire.h
  83. 187
      soh/assets/objects/object_firefly/object_firefly.h
  84. 987
      soh/assets/objects/object_fish/object_fish.h
  85. 307
      soh/assets/objects/object_fr/object_fr.h
  86. 267
      soh/assets/objects/object_fu/object_fu.h
  87. 403
      soh/assets/objects/object_fw/object_fw.h
  88. 67
      soh/assets/objects/object_fz/object_fz.h
  89. 491
      soh/assets/objects/object_ganon/object_ganon.h
  90. 867
      soh/assets/objects/object_ganon2/object_ganon2.h
  91. 203
      soh/assets/objects/object_ganon_anime1/object_ganon_anime1.h
  92. 139
      soh/assets/objects/object_ganon_anime2/object_ganon_anime2.h
  93. 75
      soh/assets/objects/object_ganon_anime3/object_ganon_anime3.h
  94. 19
      soh/assets/objects/object_ganon_objects/object_ganon_objects.h
  95. 331
      soh/assets/objects/object_ge1/object_ge1.h
  96. 27
      soh/assets/objects/object_geff/object_geff.h
  97. 419
      soh/assets/objects/object_geldb/object_geldb.h
  98. 27
      soh/assets/objects/object_gi_arrow/object_gi_arrow.h
  99. 67
      soh/assets/objects/object_gi_arrowcase/object_gi_arrowcase.h
  100. 11
      soh/assets/objects/object_gi_bean/object_gi_bean.h
  101. Some files were not shown because too many files have changed in this diff Show More

1
.gitattributes vendored

@ -0,0 +1 @@ @@ -0,0 +1 @@
* text=auto eol=lf

21
ZAPDTR/ZAPD/ZFile.cpp

@ -800,19 +800,22 @@ void ZFile::GenerateSourceHeaderFiles() @@ -800,19 +800,22 @@ void ZFile::GenerateSourceHeaderFiles()
{
OutputFormatter formatter;
formatter.Write("#pragma once\n");
formatter.Write("#pragma once\n\n");
formatter.Write("#include \"align_asset_macro.h\"\n");
std::set<std::string> nameSet;
for (ZResource* res : resources)
{
std::string resSrc = res->GetSourceOutputHeader("", &nameSet);
formatter.Write(resSrc);
if (resSrc != "")
formatter.Write("\n");
if (!resSrc.empty())
{
formatter.Write(resSrc.front() == '\n' ? resSrc : "\n" + resSrc);
formatter.Write(res == resources.back() ? "" : "\n");
}
}
for (auto& sym : symbolResources)
{
formatter.Write("\n\n");
formatter.Write(sym.second->GetSourceOutputHeader("", &nameSet));
}
@ -823,8 +826,12 @@ void ZFile::GenerateSourceHeaderFiles() @@ -823,8 +826,12 @@ void ZFile::GenerateSourceHeaderFiles()
if (Globals::Instance->verbosity >= VerbosityLevel::VERBOSITY_INFO)
printf("Writing H file: %s\n", headerFilename.c_str());
std::string output = formatter.GetOutput();
while (output.back() == '\n')
output.pop_back();
if (Globals::Instance->fileMode != ZFileMode::ExtractDirectory)
File::WriteAllText(headerFilename, formatter.GetOutput());
File::WriteAllText(headerFilename, output);
else if (Globals::Instance->sourceOutputPath != "")
{
std::string xmlPath = xmlFilePath.string();
@ -849,7 +856,7 @@ void ZFile::GenerateSourceHeaderFiles() @@ -849,7 +856,7 @@ void ZFile::GenerateSourceHeaderFiles()
outPath += "/";
}
File::WriteAllText(outPath, formatter.GetOutput());
File::WriteAllText(outPath, output);
}
}

24
ZAPDTR/ZAPD/ZResource.cpp

@ -309,7 +309,7 @@ std::string ZResource::GetSourceOutputHeader([[maybe_unused]] const std::string& @@ -309,7 +309,7 @@ std::string ZResource::GetSourceOutputHeader([[maybe_unused]] const std::string&
{
if (Globals::Instance->otrMode && genOTRDef)
{
std::string str = "";;
std::string str = "";
std::string nameStr = StringHelper::Strip(StringHelper::Strip(name, "\n"), "\r");
std::string outName = parent->GetOutName();
@ -344,18 +344,13 @@ std::string ZResource::GetSourceOutputHeader([[maybe_unused]] const std::string& @@ -344,18 +344,13 @@ std::string ZResource::GetSourceOutputHeader([[maybe_unused]] const std::string&
if (prefix != "") {
str += StringHelper::Sprintf("#define d%s \"__OTR__%s/%s/%s\"", name.c_str(), prefix.c_str(), outName.c_str(), nameStr.c_str());
}
}
else
str += StringHelper::Sprintf("#define d%s \"__OTR__%s/%s\"", name.c_str(), outName.c_str(), nameStr.c_str());
if (nameSet && nameSet->find(name) == nameSet->end()) {
str += StringHelper::Sprintf(R"(
#ifdef _WIN32
static const __declspec(align(2)) char %s[] = d%s;
#else
static const char %s[] __attribute__((aligned (2))) = d%s;
#endif
)", name.c_str(), name.c_str(), name.c_str(), name.c_str());
str += StringHelper::Sprintf("\n");
str += StringHelper::Sprintf(R"(static const ALIGN_ASSET(2) char %s[] = d%s;)", name.c_str(), name.c_str());
if (nameSet) {
nameSet->insert(name);
@ -366,16 +361,11 @@ static const char %s[] __attribute__((aligned (2))) = d%s; @@ -366,16 +361,11 @@ static const char %s[] __attribute__((aligned (2))) = d%s;
{
std::string addName = "gTitleZeldaShieldLogoTex";
nameStr = StringHelper::Strip(StringHelper::Strip(addName, "\n"), "\r");
str += StringHelper::Sprintf("\n#define d%s \"__OTR__%s/%s/%s\"", addName.c_str(), prefix.c_str(), outName.c_str(), nameStr.c_str());
str += StringHelper::Sprintf("\n\n#define d%s \"__OTR__%s/%s/%s\"", addName.c_str(), prefix.c_str(), outName.c_str(), nameStr.c_str());
if (nameSet && nameSet->find(addName) == nameSet->end())
{
str += StringHelper::Sprintf(R"(
#ifdef _WIN32
static const __declspec(align(2)) char %s[] = d%s;
#else
static const char %s[] __attribute__((aligned (2))) = d%s;
#endif
)", addName.c_str(), addName.c_str(), addName.c_str(), addName.c_str());
str += StringHelper::Sprintf("\n");
str += StringHelper::Sprintf(R"(static const ALIGN_ASSET(2) char %s[] = d%s;)", addName.c_str(), addName.c_str());
if (nameSet)
{

43
soh/assets/code/fbdemo_circle/z_fbdemo_circle.h

@ -1,37 +1,18 @@ @@ -1,37 +1,18 @@
#pragma once
#include "align_asset_macro.h"
#define dsTransCircleNormalTex "__OTR__code/z_fbdemo_circle/sTransCircleNormalTex"
#ifdef _WIN32
static const __declspec(align(2)) char sTransCircleNormalTex[] = dsTransCircleNormalTex;
#else
static const char sTransCircleNormalTex[] __attribute__((aligned (2))) = dsTransCircleNormalTex;
#endif
static const ALIGN_ASSET(2) char sTransCircleNormalTex[] = dsTransCircleNormalTex;
#define dsTransCircleWaveTex "__OTR__code/z_fbdemo_circle/sTransCircleWaveTex"
#ifdef _WIN32
static const __declspec(align(2)) char sTransCircleWaveTex[] = dsTransCircleWaveTex;
#else
static const char sTransCircleWaveTex[] __attribute__((aligned (2))) = dsTransCircleWaveTex;
#endif
static const ALIGN_ASSET(2) char sTransCircleWaveTex[] = dsTransCircleWaveTex;
#define dsTransCircleRippleTex "__OTR__code/z_fbdemo_circle/sTransCircleRippleTex"
#ifdef _WIN32
static const __declspec(align(2)) char sTransCircleRippleTex[] = dsTransCircleRippleTex;
#else
static const char sTransCircleRippleTex[] __attribute__((aligned (2))) = dsTransCircleRippleTex;
#endif
static const ALIGN_ASSET(2) char sTransCircleRippleTex[] = dsTransCircleRippleTex;
#define dsTransCircleStarburstTex "__OTR__code/z_fbdemo_circle/sTransCircleStarburstTex"
#ifdef _WIN32
static const __declspec(align(2)) char sTransCircleStarburstTex[] = dsTransCircleStarburstTex;
#else
static const char sTransCircleStarburstTex[] __attribute__((aligned (2))) = dsTransCircleStarburstTex;
#endif
#define dsCircleWipeVtx "__OTR__code/z_fbdemo_circle/sCircleWipeVtx"
#ifdef _WIN32
static const __declspec(align(2)) char sCircleWipeVtx[] = dsCircleWipeVtx;
#else
static const char sCircleWipeVtx[] __attribute__((aligned (2))) = dsCircleWipeVtx;
#endif
static const ALIGN_ASSET(2) char sTransCircleStarburstTex[] = dsTransCircleStarburstTex;
#define dsCircleWipeVtx "__OTR__code/z_fbdemo_circle/sCircleWipeVtx"
static const ALIGN_ASSET(2) char sCircleWipeVtx[] = dsCircleWipeVtx;

19
soh/assets/code/fbdemo_triforce/z_fbdemo_triforce.h

@ -1,16 +1,9 @@ @@ -1,16 +1,9 @@
#pragma once
#include "align_asset_macro.h"
#define dsTriforceWipeDL "__OTR__code/z_fbdemo_triforce/sTriforceWipeDL"
#ifdef _WIN32
static const __declspec(align(2)) char sTriforceWipeDL[] = dsTriforceWipeDL;
#else
static const char sTriforceWipeDL[] __attribute__((aligned (2))) = dsTriforceWipeDL;
#endif
#define dsTriforceWipeVtx "__OTR__code/z_fbdemo_triforce/sTriforceWipeVtx"
#ifdef _WIN32
static const __declspec(align(2)) char sTriforceWipeVtx[] = dsTriforceWipeVtx;
#else
static const char sTriforceWipeVtx[] __attribute__((aligned (2))) = dsTriforceWipeVtx;
#endif
static const ALIGN_ASSET(2) char sTriforceWipeDL[] = dsTriforceWipeDL;
#define dsTriforceWipeVtx "__OTR__code/z_fbdemo_triforce/sTriforceWipeVtx"
static const ALIGN_ASSET(2) char sTriforceWipeVtx[] = dsTriforceWipeVtx;

19
soh/assets/code/fbdemo_wipe1/z_fbdemo_wipe1.h

@ -1,16 +1,9 @@ @@ -1,16 +1,9 @@
#pragma once
#include "align_asset_macro.h"
#define dsWipe1Vtx "__OTR__code/z_fbdemo_wipe1/sWipe1Vtx"
#ifdef _WIN32
static const __declspec(align(2)) char sWipe1Vtx[] = dsWipe1Vtx;
#else
static const char sWipe1Vtx[] __attribute__((aligned (2))) = dsWipe1Vtx;
#endif
#define dsWipe1Tex "__OTR__code/z_fbdemo_wipe1/sWipe1Tex"
#ifdef _WIN32
static const __declspec(align(2)) char sWipe1Tex[] = dsWipe1Tex;
#else
static const char sWipe1Tex[] __attribute__((aligned (2))) = dsWipe1Tex;
#endif
static const ALIGN_ASSET(2) char sWipe1Vtx[] = dsWipe1Vtx;
#define dsWipe1Tex "__OTR__code/z_fbdemo_wipe1/sWipe1Tex"
static const ALIGN_ASSET(2) char sWipe1Tex[] = dsWipe1Tex;

1
soh/assets/misc/link_animetion/link_animetion.h

@ -1,2 +1,3 @@ @@ -1,2 +1,3 @@
#pragma once
#include "align_asset_macro.h"

571
soh/assets/objects/gameplay_dangeon_keep/gameplay_dangeon_keep.h

@ -1,499 +1,216 @@ @@ -1,499 +1,216 @@
#pragma once
#include "align_asset_macro.h"
#define dgUnusedCandleDL "__OTR__objects/gameplay_dangeon_keep/gUnusedCandleDL"
#ifdef _WIN32
static const __declspec(align(2)) char gUnusedCandleDL[] = dgUnusedCandleDL;
#else
static const char gUnusedCandleDL[] __attribute__((aligned (2))) = dgUnusedCandleDL;
#endif
static const ALIGN_ASSET(2) char gUnusedCandleDL[] = dgUnusedCandleDL;
#define dgBrownFragmentDL "__OTR__objects/gameplay_dangeon_keep/gBrownFragmentDL"
#ifdef _WIN32
static const __declspec(align(2)) char gBrownFragmentDL[] = dgBrownFragmentDL;
#else
static const char gBrownFragmentDL[] __attribute__((aligned (2))) = dgBrownFragmentDL;
#endif
static const ALIGN_ASSET(2) char gBrownFragmentDL[] = dgBrownFragmentDL;
#define dgUnusedStoneTex "__OTR__objects/gameplay_dangeon_keep/gUnusedStoneTex"
#ifdef _WIN32
static const __declspec(align(2)) char gUnusedStoneTex[] = dgUnusedStoneTex;
#else
static const char gUnusedStoneTex[] __attribute__((aligned (2))) = dgUnusedStoneTex;
#endif
static const ALIGN_ASSET(2) char gUnusedStoneTex[] = dgUnusedStoneTex;
#define dgDoorLockDL "__OTR__objects/gameplay_dangeon_keep/gDoorLockDL"
#ifdef _WIN32
static const __declspec(align(2)) char gDoorLockDL[] = dgDoorLockDL;
#else
static const char gDoorLockDL[] __attribute__((aligned (2))) = dgDoorLockDL;
#endif
static const ALIGN_ASSET(2) char gDoorLockDL[] = dgDoorLockDL;
#define dgDoorChainsDL "__OTR__objects/gameplay_dangeon_keep/gDoorChainsDL"
#ifdef _WIN32
static const __declspec(align(2)) char gDoorChainsDL[] = dgDoorChainsDL;
#else
static const char gDoorChainsDL[] __attribute__((aligned (2))) = dgDoorChainsDL;
#endif
static const ALIGN_ASSET(2) char gDoorChainsDL[] = dgDoorChainsDL;
#define dgUnusedGoldLockTex "__OTR__objects/gameplay_dangeon_keep/gUnusedGoldLockTex"
#ifdef _WIN32
static const __declspec(align(2)) char gUnusedGoldLockTex[] = dgUnusedGoldLockTex;
#else
static const char gUnusedGoldLockTex[] __attribute__((aligned (2))) = dgUnusedGoldLockTex;
#endif
static const ALIGN_ASSET(2) char gUnusedGoldLockTex[] = dgUnusedGoldLockTex;
#define dgDoorChainTex "__OTR__objects/gameplay_dangeon_keep/gDoorChainTex"
#ifdef _WIN32
static const __declspec(align(2)) char gDoorChainTex[] = dgDoorChainTex;
#else
static const char gDoorChainTex[] __attribute__((aligned (2))) = dgDoorChainTex;
#endif
static const ALIGN_ASSET(2) char gDoorChainTex[] = dgDoorChainTex;
#define dgUnusedBombBagDL "__OTR__objects/gameplay_dangeon_keep/gUnusedBombBagDL"
#ifdef _WIN32
static const __declspec(align(2)) char gUnusedBombBagDL[] = dgUnusedBombBagDL;
#else
static const char gUnusedBombBagDL[] __attribute__((aligned (2))) = dgUnusedBombBagDL;
#endif
static const ALIGN_ASSET(2) char gUnusedBombBagDL[] = dgUnusedBombBagDL;
#define dgPushBlockSilverTex "__OTR__objects/gameplay_dangeon_keep/gPushBlockSilverTex"
#ifdef _WIN32
static const __declspec(align(2)) char gPushBlockSilverTex[] = dgPushBlockSilverTex;
#else
static const char gPushBlockSilverTex[] __attribute__((aligned (2))) = dgPushBlockSilverTex;
#endif
static const ALIGN_ASSET(2) char gPushBlockSilverTex[] = dgPushBlockSilverTex;
#define dgPushBlockBaseTex "__OTR__objects/gameplay_dangeon_keep/gPushBlockBaseTex"
#ifdef _WIN32
static const __declspec(align(2)) char gPushBlockBaseTex[] = dgPushBlockBaseTex;
#else
static const char gPushBlockBaseTex[] __attribute__((aligned (2))) = dgPushBlockBaseTex;
#endif
static const ALIGN_ASSET(2) char gPushBlockBaseTex[] = dgPushBlockBaseTex;
#define dgPushBlockGrayTex "__OTR__objects/gameplay_dangeon_keep/gPushBlockGrayTex"
#ifdef _WIN32
static const __declspec(align(2)) char gPushBlockGrayTex[] = dgPushBlockGrayTex;
#else
static const char gPushBlockGrayTex[] __attribute__((aligned (2))) = dgPushBlockGrayTex;
#endif
static const ALIGN_ASSET(2) char gPushBlockGrayTex[] = dgPushBlockGrayTex;
#define dgPushBlockDL "__OTR__objects/gameplay_dangeon_keep/gPushBlockDL"
#ifdef _WIN32
static const __declspec(align(2)) char gPushBlockDL[] = dgPushBlockDL;
#else
static const char gPushBlockDL[] __attribute__((aligned (2))) = dgPushBlockDL;
#endif
static const ALIGN_ASSET(2) char gPushBlockDL[] = dgPushBlockDL;
#define dgPushBlockCol "__OTR__objects/gameplay_dangeon_keep/gPushBlockCol"
#ifdef _WIN32
static const __declspec(align(2)) char gPushBlockCol[] = dgPushBlockCol;
#else
static const char gPushBlockCol[] __attribute__((aligned (2))) = dgPushBlockCol;
#endif
static const ALIGN_ASSET(2) char gPushBlockCol[] = dgPushBlockCol;
#define dgWoodenPlatofrmDL "__OTR__objects/gameplay_dangeon_keep/gWoodenPlatofrmDL"
#ifdef _WIN32
static const __declspec(align(2)) char gWoodenPlatofrmDL[] = dgWoodenPlatofrmDL;
#else
static const char gWoodenPlatofrmDL[] __attribute__((aligned (2))) = dgWoodenPlatofrmDL;
#endif
static const ALIGN_ASSET(2) char gWoodenPlatofrmDL[] = dgWoodenPlatofrmDL;
#define dgSmallWoodenBoxDL "__OTR__objects/gameplay_dangeon_keep/gSmallWoodenBoxDL"
#ifdef _WIN32
static const __declspec(align(2)) char gSmallWoodenBoxDL[] = dgSmallWoodenBoxDL;
#else
static const char gSmallWoodenBoxDL[] __attribute__((aligned (2))) = dgSmallWoodenBoxDL;
#endif
static const ALIGN_ASSET(2) char gSmallWoodenBoxDL[] = dgSmallWoodenBoxDL;
#define dgSmallWoodenBoxFragmentDL "__OTR__objects/gameplay_dangeon_keep/gSmallWoodenBoxFragmentDL"
#ifdef _WIN32
static const __declspec(align(2)) char gSmallWoodenBoxFragmentDL[] = dgSmallWoodenBoxFragmentDL;
#else
static const char gSmallWoodenBoxFragmentDL[] __attribute__((aligned (2))) = dgSmallWoodenBoxFragmentDL;
#endif
static const ALIGN_ASSET(2) char gSmallWoodenBoxFragmentDL[] = dgSmallWoodenBoxFragmentDL;
#define dgBetaKokiriSwordSpriteDL "__OTR__objects/gameplay_dangeon_keep/gBetaKokiriSwordSpriteDL"
#ifdef _WIN32
static const __declspec(align(2)) char gBetaKokiriSwordSpriteDL[] = dgBetaKokiriSwordSpriteDL;
#else
static const char gBetaKokiriSwordSpriteDL[] __attribute__((aligned (2))) = dgBetaKokiriSwordSpriteDL;
#endif
static const ALIGN_ASSET(2) char gBetaKokiriSwordSpriteDL[] = dgBetaKokiriSwordSpriteDL;
#define dgMagicJarSpriteDL "__OTR__objects/gameplay_dangeon_keep/gMagicJarSpriteDL"
#ifdef _WIN32
static const __declspec(align(2)) char gMagicJarSpriteDL[] = dgMagicJarSpriteDL;
#else
static const char gMagicJarSpriteDL[] __attribute__((aligned (2))) = dgMagicJarSpriteDL;
#endif
static const ALIGN_ASSET(2) char gMagicJarSpriteDL[] = dgMagicJarSpriteDL;
#define dgBetaSlingshotSpriteDL "__OTR__objects/gameplay_dangeon_keep/gBetaSlingshotSpriteDL"
#ifdef _WIN32
static const __declspec(align(2)) char gBetaSlingshotSpriteDL[] = dgBetaSlingshotSpriteDL;
#else
static const char gBetaSlingshotSpriteDL[] __attribute__((aligned (2))) = dgBetaSlingshotSpriteDL;
#endif
static const ALIGN_ASSET(2) char gBetaSlingshotSpriteDL[] = dgBetaSlingshotSpriteDL;
#define dgFloorSwitch1DL "__OTR__objects/gameplay_dangeon_keep/gFloorSwitch1DL"
#ifdef _WIN32
static const __declspec(align(2)) char gFloorSwitch1DL[] = dgFloorSwitch1DL;
#else
static const char gFloorSwitch1DL[] __attribute__((aligned (2))) = dgFloorSwitch1DL;
#endif
static const ALIGN_ASSET(2) char gFloorSwitch1DL[] = dgFloorSwitch1DL;
#define dgRustyFloorSwitchDL "__OTR__objects/gameplay_dangeon_keep/gRustyFloorSwitchDL"
#ifdef _WIN32
static const __declspec(align(2)) char gRustyFloorSwitchDL[] = dgRustyFloorSwitchDL;
#else
static const char gRustyFloorSwitchDL[] __attribute__((aligned (2))) = dgRustyFloorSwitchDL;
#endif
static const ALIGN_ASSET(2) char gRustyFloorSwitchDL[] = dgRustyFloorSwitchDL;
#define dgFloorSwitch2DL "__OTR__objects/gameplay_dangeon_keep/gFloorSwitch2DL"
#ifdef _WIN32
static const __declspec(align(2)) char gFloorSwitch2DL[] = dgFloorSwitch2DL;
#else
static const char gFloorSwitch2DL[] __attribute__((aligned (2))) = dgFloorSwitch2DL;
#endif
static const ALIGN_ASSET(2) char gFloorSwitch2DL[] = dgFloorSwitch2DL;
#define dgFloorSwitchCol "__OTR__objects/gameplay_dangeon_keep/gFloorSwitchCol"
#ifdef _WIN32
static const __declspec(align(2)) char gFloorSwitchCol[] = dgFloorSwitchCol;
#else
static const char gFloorSwitchCol[] __attribute__((aligned (2))) = dgFloorSwitchCol;
#endif
static const ALIGN_ASSET(2) char gFloorSwitchCol[] = dgFloorSwitchCol;
#define dgFloorSwitch3DL "__OTR__objects/gameplay_dangeon_keep/gFloorSwitch3DL"
#ifdef _WIN32
static const __declspec(align(2)) char gFloorSwitch3DL[] = dgFloorSwitch3DL;
#else
static const char gFloorSwitch3DL[] __attribute__((aligned (2))) = dgFloorSwitch3DL;
#endif
static const ALIGN_ASSET(2) char gFloorSwitch3DL[] = dgFloorSwitch3DL;
#define dgBetaFloorSwitchDL "__OTR__objects/gameplay_dangeon_keep/gBetaFloorSwitchDL"
#ifdef _WIN32
static const __declspec(align(2)) char gBetaFloorSwitchDL[] = dgBetaFloorSwitchDL;
#else
static const char gBetaFloorSwitchDL[] __attribute__((aligned (2))) = dgBetaFloorSwitchDL;
#endif
static const ALIGN_ASSET(2) char gBetaFloorSwitchDL[] = dgBetaFloorSwitchDL;
#define dgEyeSwitch1DL "__OTR__objects/gameplay_dangeon_keep/gEyeSwitch1DL"
#ifdef _WIN32
static const __declspec(align(2)) char gEyeSwitch1DL[] = dgEyeSwitch1DL;
#else
static const char gEyeSwitch1DL[] __attribute__((aligned (2))) = dgEyeSwitch1DL;
#endif
static const ALIGN_ASSET(2) char gEyeSwitch1DL[] = dgEyeSwitch1DL;
#define dgEyeSwitch2DL "__OTR__objects/gameplay_dangeon_keep/gEyeSwitch2DL"
#ifdef _WIN32
static const __declspec(align(2)) char gEyeSwitch2DL[] = dgEyeSwitch2DL;
#else
static const char gEyeSwitch2DL[] __attribute__((aligned (2))) = dgEyeSwitch2DL;
#endif
static const ALIGN_ASSET(2) char gEyeSwitch2DL[] = dgEyeSwitch2DL;
#define dgCrystalSwitchCoreOpaDL "__OTR__objects/gameplay_dangeon_keep/gCrystalSwitchCoreOpaDL"
#ifdef _WIN32
static const __declspec(align(2)) char gCrystalSwitchCoreOpaDL[] = dgCrystalSwitchCoreOpaDL;
#else
static const char gCrystalSwitchCoreOpaDL[] __attribute__((aligned (2))) = dgCrystalSwitchCoreOpaDL;
#endif
static const ALIGN_ASSET(2) char gCrystalSwitchCoreOpaDL[] = dgCrystalSwitchCoreOpaDL;
#define dgCrystalSwitchCoreXluDL "__OTR__objects/gameplay_dangeon_keep/gCrystalSwitchCoreXluDL"
#ifdef _WIN32
static const __declspec(align(2)) char gCrystalSwitchCoreXluDL[] = dgCrystalSwitchCoreXluDL;
#else
static const char gCrystalSwitchCoreXluDL[] __attribute__((aligned (2))) = dgCrystalSwitchCoreXluDL;
#endif
static const ALIGN_ASSET(2) char gCrystalSwitchCoreXluDL[] = dgCrystalSwitchCoreXluDL;
#define dgCrystalSwitchDiamondOpaDL "__OTR__objects/gameplay_dangeon_keep/gCrystalSwitchDiamondOpaDL"
#ifdef _WIN32
static const __declspec(align(2)) char gCrystalSwitchDiamondOpaDL[] = dgCrystalSwitchDiamondOpaDL;
#else
static const char gCrystalSwitchDiamondOpaDL[] __attribute__((aligned (2))) = dgCrystalSwitchDiamondOpaDL;
#endif
static const ALIGN_ASSET(2) char gCrystalSwitchDiamondOpaDL[] = dgCrystalSwitchDiamondOpaDL;
#define dgCrystalSwitchDiamondXluDL "__OTR__objects/gameplay_dangeon_keep/gCrystalSwitchDiamondXluDL"
#ifdef _WIN32
static const __declspec(align(2)) char gCrystalSwitchDiamondXluDL[] = dgCrystalSwitchDiamondXluDL;
#else
static const char gCrystalSwitchDiamondXluDL[] __attribute__((aligned (2))) = dgCrystalSwitchDiamondXluDL;
#endif
static const ALIGN_ASSET(2) char gCrystalSwitchDiamondXluDL[] = dgCrystalSwitchDiamondXluDL;
#define dgBetaCrystalSwitchDL "__OTR__objects/gameplay_dangeon_keep/gBetaCrystalSwitchDL"
#ifdef _WIN32
static const __declspec(align(2)) char gBetaCrystalSwitchDL[] = dgBetaCrystalSwitchDL;
#else
static const char gBetaCrystalSwitchDL[] __attribute__((aligned (2))) = dgBetaCrystalSwitchDL;
#endif
static const ALIGN_ASSET(2) char gBetaCrystalSwitchDL[] = dgBetaCrystalSwitchDL;
#define dgEyeSwitchGoldClosedTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchGoldClosedTex"
#ifdef _WIN32
static const __declspec(align(2)) char gEyeSwitchGoldClosedTex[] = dgEyeSwitchGoldClosedTex;
#else
static const char gEyeSwitchGoldClosedTex[] __attribute__((aligned (2))) = dgEyeSwitchGoldClosedTex;
#endif
static const ALIGN_ASSET(2) char gEyeSwitchGoldClosedTex[] = dgEyeSwitchGoldClosedTex;
#define dgEyeSwitchGoldOpeningTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchGoldOpeningTex"
#ifdef _WIN32
static const __declspec(align(2)) char gEyeSwitchGoldOpeningTex[] = dgEyeSwitchGoldOpeningTex;
#else
static const char gEyeSwitchGoldOpeningTex[] __attribute__((aligned (2))) = dgEyeSwitchGoldOpeningTex;
#endif
static const ALIGN_ASSET(2) char gEyeSwitchGoldOpeningTex[] = dgEyeSwitchGoldOpeningTex;
#define dgEyeSwitchGoldClosingTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchGoldClosingTex"
#ifdef _WIN32
static const __declspec(align(2)) char gEyeSwitchGoldClosingTex[] = dgEyeSwitchGoldClosingTex;
#else
static const char gEyeSwitchGoldClosingTex[] __attribute__((aligned (2))) = dgEyeSwitchGoldClosingTex;
#endif
static const ALIGN_ASSET(2) char gEyeSwitchGoldClosingTex[] = dgEyeSwitchGoldClosingTex;
#define dgEyeSwitchGoldOpenTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchGoldOpenTex"
#ifdef _WIN32
static const __declspec(align(2)) char gEyeSwitchGoldOpenTex[] = dgEyeSwitchGoldOpenTex;
#else
static const char gEyeSwitchGoldOpenTex[] __attribute__((aligned (2))) = dgEyeSwitchGoldOpenTex;
#endif
static const ALIGN_ASSET(2) char gEyeSwitchGoldOpenTex[] = dgEyeSwitchGoldOpenTex;
#define dgEyeSwitchSilverOpenTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchSilverOpenTex"
#ifdef _WIN32
static const __declspec(align(2)) char gEyeSwitchSilverOpenTex[] = dgEyeSwitchSilverOpenTex;
#else
static const char gEyeSwitchSilverOpenTex[] __attribute__((aligned (2))) = dgEyeSwitchSilverOpenTex;
#endif
static const ALIGN_ASSET(2) char gEyeSwitchSilverOpenTex[] = dgEyeSwitchSilverOpenTex;
#define dgEyeSwitchSilverHalfTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchSilverHalfTex"
#ifdef _WIN32
static const __declspec(align(2)) char gEyeSwitchSilverHalfTex[] = dgEyeSwitchSilverHalfTex;
#else
static const char gEyeSwitchSilverHalfTex[] __attribute__((aligned (2))) = dgEyeSwitchSilverHalfTex;
#endif
static const ALIGN_ASSET(2) char gEyeSwitchSilverHalfTex[] = dgEyeSwitchSilverHalfTex;
#define dgEyeSwitchSilverClosedTex "__OTR__objects/gameplay_dangeon_keep/gEyeSwitchSilverClosedTex"
#ifdef _WIN32
static const __declspec(align(2)) char gEyeSwitchSilverClosedTex[] = dgEyeSwitchSilverClosedTex;
#else
static const char gEyeSwitchSilverClosedTex[] __attribute__((aligned (2))) = dgEyeSwitchSilverClosedTex;
#endif
static const ALIGN_ASSET(2) char gEyeSwitchSilverClosedTex[] = dgEyeSwitchSilverClosedTex;
#define dgDungeonKeepTex_00C8A0 "__OTR__objects/gameplay_dangeon_keep/gDungeonKeepTex_00C8A0"
#ifdef _WIN32
static const __declspec(align(2)) char gDungeonKeepTex_00C8A0[] = dgDungeonKeepTex_00C8A0;
#else
static const char gDungeonKeepTex_00C8A0[] __attribute__((aligned (2))) = dgDungeonKeepTex_00C8A0;
#endif
static const ALIGN_ASSET(2) char gDungeonKeepTex_00C8A0[] = dgDungeonKeepTex_00C8A0;
#define dgDungeonkeepTex_00D0A0 "__OTR__objects/gameplay_dangeon_keep/gDungeonkeepTex_00D0A0"
#ifdef _WIN32
static const __declspec(align(2)) char gDungeonkeepTex_00D0A0[] = dgDungeonkeepTex_00D0A0;
#else
static const char gDungeonkeepTex_00D0A0[] __attribute__((aligned (2))) = dgDungeonkeepTex_00D0A0;
#endif
static const ALIGN_ASSET(2) char gDungeonkeepTex_00D0A0[] = dgDungeonkeepTex_00D0A0;
#define dgDungeonKeepTex_00E8A0 "__OTR__objects/gameplay_dangeon_keep/gDungeonKeepTex_00E8A0"
#ifdef _WIN32
static const __declspec(align(2)) char gDungeonKeepTex_00E8A0[] = dgDungeonKeepTex_00E8A0;
#else
static const char gDungeonKeepTex_00E8A0[] __attribute__((aligned (2))) = dgDungeonKeepTex_00E8A0;
#endif
static const ALIGN_ASSET(2) char gDungeonKeepTex_00E8A0[] = dgDungeonKeepTex_00E8A0;
#define dgDungeonKeepTex_00ECA0 "__OTR__objects/gameplay_dangeon_keep/gDungeonKeepTex_00ECA0"
#ifdef _WIN32
static const __declspec(align(2)) char gDungeonKeepTex_00ECA0[] = dgDungeonKeepTex_00ECA0;
#else
static const char gDungeonKeepTex_00ECA0[] __attribute__((aligned (2))) = dgDungeonKeepTex_00ECA0;
#endif
static const ALIGN_ASSET(2) char gDungeonKeepTex_00ECA0[] = dgDungeonKeepTex_00ECA0;
#define dgDungeonKeepTex_00F0A0 "__OTR__objects/gameplay_dangeon_keep/gDungeonKeepTex_00F0A0"
#ifdef _WIN32
static const __declspec(align(2)) char gDungeonKeepTex_00F0A0[] = dgDungeonKeepTex_00F0A0;
#else
static const char gDungeonKeepTex_00F0A0[] __attribute__((aligned (2))) = dgDungeonKeepTex_00F0A0;
#endif
static const ALIGN_ASSET(2) char gDungeonKeepTex_00F0A0[] = dgDungeonKeepTex_00F0A0;
#define dgCrstalSwitchRedTex "__OTR__objects/gameplay_dangeon_keep/gCrstalSwitchRedTex"
#ifdef _WIN32
static const __declspec(align(2)) char gCrstalSwitchRedTex[] = dgCrstalSwitchRedTex;
#else
static const char gCrstalSwitchRedTex[] __attribute__((aligned (2))) = dgCrstalSwitchRedTex;
#endif
static const ALIGN_ASSET(2) char gCrstalSwitchRedTex[] = dgCrstalSwitchRedTex;
#define dgCrstalSwitchBlueTex "__OTR__objects/gameplay_dangeon_keep/gCrstalSwitchBlueTex"
#ifdef _WIN32
static const __declspec(align(2)) char gCrstalSwitchBlueTex[] = dgCrstalSwitchBlueTex;
#else
static const char gCrstalSwitchBlueTex[] __attribute__((aligned (2))) = dgCrstalSwitchBlueTex;
#endif
static const ALIGN_ASSET(2) char gCrstalSwitchBlueTex[] = dgCrstalSwitchBlueTex;
#define dgPotDL "__OTR__objects/gameplay_dangeon_keep/gPotDL"
#ifdef _WIN32
static const __declspec(align(2)) char gPotDL[] = dgPotDL;
#else
static const char gPotDL[] __attribute__((aligned (2))) = dgPotDL;
#endif
static const ALIGN_ASSET(2) char gPotDL[] = dgPotDL;
#define dgPotFragmentDL "__OTR__objects/gameplay_dangeon_keep/gPotFragmentDL"
#ifdef _WIN32
static const __declspec(align(2)) char gPotFragmentDL[] = dgPotFragmentDL;
#else
static const char gPotFragmentDL[] __attribute__((aligned (2))) = dgPotFragmentDL;
#endif
static const ALIGN_ASSET(2) char gPotFragmentDL[] = dgPotFragmentDL;
#define dgameplay_dangeon_keepTex_000000 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_000000"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_000000[] = dgameplay_dangeon_keepTex_000000;
#else
static const char gameplay_dangeon_keepTex_000000[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_000000;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_000000[] = dgameplay_dangeon_keepTex_000000;
#define dgameplay_dangeon_keepTex_000200 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_000200"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_000200[] = dgameplay_dangeon_keepTex_000200;
#else
static const char gameplay_dangeon_keepTex_000200[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_000200;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_000200[] = dgameplay_dangeon_keepTex_000200;
#define dgameplay_dangeon_keepTex_0005C0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0005C0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_0005C0[] = dgameplay_dangeon_keepTex_0005C0;
#else
static const char gameplay_dangeon_keepTex_0005C0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_0005C0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0005C0[] = dgameplay_dangeon_keepTex_0005C0;
#define dgameplay_dangeon_keepTex_001280 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_001280"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_001280[] = dgameplay_dangeon_keepTex_001280;
#else
static const char gameplay_dangeon_keepTex_001280[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_001280;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_001280[] = dgameplay_dangeon_keepTex_001280;
#define dgameplay_dangeon_keepTex_0164B0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0164B0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_0164B0[] = dgameplay_dangeon_keepTex_0164B0;
#else
static const char gameplay_dangeon_keepTex_0164B0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_0164B0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0164B0[] = dgameplay_dangeon_keepTex_0164B0;
#define dgameplay_dangeon_keepTex_00F8A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_00F8A0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_00F8A0[] = dgameplay_dangeon_keepTex_00F8A0;
#else
static const char gameplay_dangeon_keepTex_00F8A0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_00F8A0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_00F8A0[] = dgameplay_dangeon_keepTex_00F8A0;
#define dgameplay_dangeon_keepTex_011CA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_011CA0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_011CA0[] = dgameplay_dangeon_keepTex_011CA0;
#else
static const char gameplay_dangeon_keepTex_011CA0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_011CA0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_011CA0[] = dgameplay_dangeon_keepTex_011CA0;
#define dgameplay_dangeon_keepTex_012CA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_012CA0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_012CA0[] = dgameplay_dangeon_keepTex_012CA0;
#else
static const char gameplay_dangeon_keepTex_012CA0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_012CA0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_012CA0[] = dgameplay_dangeon_keepTex_012CA0;
#define dgameplay_dangeon_keepTex_0154B0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0154B0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_0154B0[] = dgameplay_dangeon_keepTex_0154B0;
#else
static const char gameplay_dangeon_keepTex_0154B0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_0154B0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0154B0[] = dgameplay_dangeon_keepTex_0154B0;
#define dgameplay_dangeon_keepTex_015CB0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_015CB0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_015CB0[] = dgameplay_dangeon_keepTex_015CB0;
#else
static const char gameplay_dangeon_keepTex_015CB0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_015CB0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_015CB0[] = dgameplay_dangeon_keepTex_015CB0;
#define dgameplay_dangeon_keepTex_016CB0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_016CB0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_016CB0[] = dgameplay_dangeon_keepTex_016CB0;
#else
static const char gameplay_dangeon_keepTex_016CB0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_016CB0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_016CB0[] = dgameplay_dangeon_keepTex_016CB0;
#define dgameplay_dangeon_keepTex_007CA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_007CA0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_007CA0[] = dgameplay_dangeon_keepTex_007CA0;
#else
static const char gameplay_dangeon_keepTex_007CA0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_007CA0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_007CA0[] = dgameplay_dangeon_keepTex_007CA0;
#define dgameplay_dangeon_keepTex_0078A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0078A0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_0078A0[] = dgameplay_dangeon_keepTex_0078A0;
#else
static const char gameplay_dangeon_keepTex_0078A0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_0078A0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0078A0[] = dgameplay_dangeon_keepTex_0078A0;
#define dgameplay_dangeon_keepTex_00D8A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_00D8A0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_00D8A0[] = dgameplay_dangeon_keepTex_00D8A0;
#else
static const char gameplay_dangeon_keepTex_00D8A0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_00D8A0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_00D8A0[] = dgameplay_dangeon_keepTex_00D8A0;
#define dgameplay_dangeon_keepTex_00E0A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_00E0A0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_00E0A0[] = dgameplay_dangeon_keepTex_00E0A0;
#else
static const char gameplay_dangeon_keepTex_00E0A0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_00E0A0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_00E0A0[] = dgameplay_dangeon_keepTex_00E0A0;
#define dgameplay_dangeon_keepTex_0080A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0080A0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_0080A0[] = dgameplay_dangeon_keepTex_0080A0;
#else
static const char gameplay_dangeon_keepTex_0080A0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_0080A0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0080A0[] = dgameplay_dangeon_keepTex_0080A0;
#define dgameplay_dangeon_keepTex_0088A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0088A0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_0088A0[] = dgameplay_dangeon_keepTex_0088A0;
#else
static const char gameplay_dangeon_keepTex_0088A0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_0088A0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0088A0[] = dgameplay_dangeon_keepTex_0088A0;
#define dgameplay_dangeon_keepTex_013CB0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_013CB0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_013CB0[] = dgameplay_dangeon_keepTex_013CB0;
#else
static const char gameplay_dangeon_keepTex_013CB0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_013CB0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_013CB0[] = dgameplay_dangeon_keepTex_013CB0;
#define dgameplay_dangeon_keepTex_0134A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0134A0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_0134A0[] = dgameplay_dangeon_keepTex_0134A0;
#else
static const char gameplay_dangeon_keepTex_0134A0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_0134A0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0134A0[] = dgameplay_dangeon_keepTex_0134A0;
#define dgameplay_dangeon_keepTex_013CA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_013CA0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_013CA0[] = dgameplay_dangeon_keepTex_013CA0;
#else
static const char gameplay_dangeon_keepTex_013CA0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_013CA0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_013CA0[] = dgameplay_dangeon_keepTex_013CA0;
#define dgameplay_dangeon_keepTex_0108A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0108A0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_0108A0[] = dgameplay_dangeon_keepTex_0108A0;
#else
static const char gameplay_dangeon_keepTex_0108A0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_0108A0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0108A0[] = dgameplay_dangeon_keepTex_0108A0;
#define dgameplay_dangeon_keepTex_0118A0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_0118A0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_0118A0[] = dgameplay_dangeon_keepTex_0118A0;
#else
static const char gameplay_dangeon_keepTex_0118A0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_0118A0;
#endif
#define dgameplay_dangeon_keepTex_011AA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_011AA0"
#ifdef _WIN32
static const __declspec(align(2)) char gameplay_dangeon_keepTex_011AA0[] = dgameplay_dangeon_keepTex_011AA0;
#else
static const char gameplay_dangeon_keepTex_011AA0[] __attribute__((aligned (2))) = dgameplay_dangeon_keepTex_011AA0;
#endif
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_0118A0[] = dgameplay_dangeon_keepTex_0118A0;
#define dgameplay_dangeon_keepTex_011AA0 "__OTR__objects/gameplay_dangeon_keep/gameplay_dangeon_keepTex_011AA0"
static const ALIGN_ASSET(2) char gameplay_dangeon_keepTex_011AA0[] = dgameplay_dangeon_keepTex_011AA0;

491
soh/assets/objects/gameplay_field_keep/gameplay_field_keep.h

@ -1,429 +1,186 @@ @@ -1,429 +1,186 @@
#pragma once
#include "align_asset_macro.h"
#define dgHanaFlower1DL "__OTR__objects/gameplay_field_keep/gHanaFlower1DL"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaFlower1DL[] = dgHanaFlower1DL;
#else
static const char gHanaFlower1DL[] __attribute__((aligned (2))) = dgHanaFlower1DL;
#endif
static const ALIGN_ASSET(2) char gHanaFlower1DL[] = dgHanaFlower1DL;
#define dgHanaFlower2DL "__OTR__objects/gameplay_field_keep/gHanaFlower2DL"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaFlower2DL[] = dgHanaFlower2DL;
#else
static const char gHanaFlower2DL[] __attribute__((aligned (2))) = dgHanaFlower2DL;
#endif
static const ALIGN_ASSET(2) char gHanaFlower2DL[] = dgHanaFlower2DL;
#define dgHanaFlower3DL "__OTR__objects/gameplay_field_keep/gHanaFlower3DL"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaFlower3DL[] = dgHanaFlower3DL;
#else
static const char gHanaFlower3DL[] __attribute__((aligned (2))) = dgHanaFlower3DL;
#endif
static const ALIGN_ASSET(2) char gHanaFlower3DL[] = dgHanaFlower3DL;
#define dgHanaLeaf1DL "__OTR__objects/gameplay_field_keep/gHanaLeaf1DL"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaLeaf1DL[] = dgHanaLeaf1DL;
#else
static const char gHanaLeaf1DL[] __attribute__((aligned (2))) = dgHanaLeaf1DL;
#endif
static const ALIGN_ASSET(2) char gHanaLeaf1DL[] = dgHanaLeaf1DL;
#define dgHanaLeaf2DL "__OTR__objects/gameplay_field_keep/gHanaLeaf2DL"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaLeaf2DL[] = dgHanaLeaf2DL;
#else
static const char gHanaLeaf2DL[] __attribute__((aligned (2))) = dgHanaLeaf2DL;
#endif
static const ALIGN_ASSET(2) char gHanaLeaf2DL[] = dgHanaLeaf2DL;
#define dgHanaLeaf3DL "__OTR__objects/gameplay_field_keep/gHanaLeaf3DL"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaLeaf3DL[] = dgHanaLeaf3DL;
#else
static const char gHanaLeaf3DL[] __attribute__((aligned (2))) = dgHanaLeaf3DL;
#endif
static const ALIGN_ASSET(2) char gHanaLeaf3DL[] = dgHanaLeaf3DL;
#define dgHanaLeaf4DL "__OTR__objects/gameplay_field_keep/gHanaLeaf4DL"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaLeaf4DL[] = dgHanaLeaf4DL;
#else
static const char gHanaLeaf4DL[] __attribute__((aligned (2))) = dgHanaLeaf4DL;
#endif
static const ALIGN_ASSET(2) char gHanaLeaf4DL[] = dgHanaLeaf4DL;
#define dgHanaLeaf5DL "__OTR__objects/gameplay_field_keep/gHanaLeaf5DL"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaLeaf5DL[] = dgHanaLeaf5DL;
#else
static const char gHanaLeaf5DL[] __attribute__((aligned (2))) = dgHanaLeaf5DL;
#endif
static const ALIGN_ASSET(2) char gHanaLeaf5DL[] = dgHanaLeaf5DL;
#define dgHanaFlowerTex "__OTR__objects/gameplay_field_keep/gHanaFlowerTex"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaFlowerTex[] = dgHanaFlowerTex;
#else
static const char gHanaFlowerTex[] __attribute__((aligned (2))) = dgHanaFlowerTex;
#endif
static const ALIGN_ASSET(2) char gHanaFlowerTex[] = dgHanaFlowerTex;
#define dgHanaLeafTex "__OTR__objects/gameplay_field_keep/gHanaLeafTex"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaLeafTex[] = dgHanaLeafTex;
#else
static const char gHanaLeafTex[] __attribute__((aligned (2))) = dgHanaLeafTex;
#endif
static const ALIGN_ASSET(2) char gHanaLeafTex[] = dgHanaLeafTex;
#define dgHanaDL "__OTR__objects/gameplay_field_keep/gHanaDL"
#ifdef _WIN32
static const __declspec(align(2)) char gHanaDL[] = dgHanaDL;
#else
static const char gHanaDL[] __attribute__((aligned (2))) = dgHanaDL;
#endif
static const ALIGN_ASSET(2) char gHanaDL[] = dgHanaDL;
#define dgBgBombwallCol "__OTR__objects/gameplay_field_keep/gBgBombwallCol"
#ifdef _WIN32
static const __declspec(align(2)) char gBgBombwallCol[] = dgBgBombwallCol;
#else
static const char gBgBombwallCol[] __attribute__((aligned (2))) = dgBgBombwallCol;
#endif
static const ALIGN_ASSET(2) char gBgBombwallCol[] = dgBgBombwallCol;
#define dgBgBombwallNormalDL "__OTR__objects/gameplay_field_keep/gBgBombwallNormalDL"
#ifdef _WIN32
static const __declspec(align(2)) char gBgBombwallNormalDL[] = dgBgBombwallNormalDL;
#else
static const char gBgBombwallNormalDL[] __attribute__((aligned (2))) = dgBgBombwallNormalDL;
#endif
static const ALIGN_ASSET(2) char gBgBombwallNormalDL[] = dgBgBombwallNormalDL;
#define dgBgBombwallBrokenDL "__OTR__objects/gameplay_field_keep/gBgBombwallBrokenDL"
#ifdef _WIN32
static const __declspec(align(2)) char gBgBombwallBrokenDL[] = dgBgBombwallBrokenDL;
#else
static const char gBgBombwallBrokenDL[] __attribute__((aligned (2))) = dgBgBombwallBrokenDL;
#endif
static const ALIGN_ASSET(2) char gBgBombwallBrokenDL[] = dgBgBombwallBrokenDL;
#define dgGrottoDL "__OTR__objects/gameplay_field_keep/gGrottoDL"
#ifdef _WIN32
static const __declspec(align(2)) char gGrottoDL[] = dgGrottoDL;
#else
static const char gGrottoDL[] __attribute__((aligned (2))) = dgGrottoDL;
#endif
static const ALIGN_ASSET(2) char gGrottoDL[] = dgGrottoDL;
#define dgGrottoTex "__OTR__objects/gameplay_field_keep/gGrottoTex"
#ifdef _WIN32
static const __declspec(align(2)) char gGrottoTex[] = dgGrottoTex;
#else
static const char gGrottoTex[] __attribute__((aligned (2))) = dgGrottoTex;
#endif
static const ALIGN_ASSET(2) char gGrottoTex[] = dgGrottoTex;
#define dgButterflyDL_002480 "__OTR__objects/gameplay_field_keep/gButterflyDL_002480"
#ifdef _WIN32
static const __declspec(align(2)) char gButterflyDL_002480[] = dgButterflyDL_002480;
#else
static const char gButterflyDL_002480[] __attribute__((aligned (2))) = dgButterflyDL_002480;
#endif
static const ALIGN_ASSET(2) char gButterflyDL_002480[] = dgButterflyDL_002480;
#define dgButterflyDL_002520 "__OTR__objects/gameplay_field_keep/gButterflyDL_002520"
#ifdef _WIN32
static const __declspec(align(2)) char gButterflyDL_002520[] = dgButterflyDL_002520;
#else
static const char gButterflyDL_002520[] __attribute__((aligned (2))) = dgButterflyDL_002520;
#endif
static const ALIGN_ASSET(2) char gButterflyDL_002520[] = dgButterflyDL_002520;
#define dgButterflyDL_002580 "__OTR__objects/gameplay_field_keep/gButterflyDL_002580"
#ifdef _WIN32
static const __declspec(align(2)) char gButterflyDL_002580[] = dgButterflyDL_002580;
#else
static const char gButterflyDL_002580[] __attribute__((aligned (2))) = dgButterflyDL_002580;
#endif
static const ALIGN_ASSET(2) char gButterflyDL_002580[] = dgButterflyDL_002580;
#define dgButterflyDL_002620 "__OTR__objects/gameplay_field_keep/gButterflyDL_002620"
#ifdef _WIN32
static const __declspec(align(2)) char gButterflyDL_002620[] = dgButterflyDL_002620;
#else
static const char gButterflyDL_002620[] __attribute__((aligned (2))) = dgButterflyDL_002620;
#endif
static const ALIGN_ASSET(2) char gButterflyDL_002620[] = dgButterflyDL_002620;
#define dgButterflyWingTex "__OTR__objects/gameplay_field_keep/gButterflyWingTex"
#ifdef _WIN32
static const __declspec(align(2)) char gButterflyWingTex[] = dgButterflyWingTex;
#else
static const char gButterflyWingTex[] __attribute__((aligned (2))) = dgButterflyWingTex;
#endif
static const ALIGN_ASSET(2) char gButterflyWingTex[] = dgButterflyWingTex;
#define dgButterflySkel "__OTR__objects/gameplay_field_keep/gButterflySkel"
#ifdef _WIN32
static const __declspec(align(2)) char gButterflySkel[] = dgButterflySkel;
#else
static const char gButterflySkel[] __attribute__((aligned (2))) = dgButterflySkel;
#endif
static const ALIGN_ASSET(2) char gButterflySkel[] = dgButterflySkel;
#define dgButterflyAnim "__OTR__objects/gameplay_field_keep/gButterflyAnim"
#ifdef _WIN32
static const __declspec(align(2)) char gButterflyAnim[] = dgButterflyAnim;
#else
static const char gButterflyAnim[] __attribute__((aligned (2))) = dgButterflyAnim;
#endif
static const ALIGN_ASSET(2) char gButterflyAnim[] = dgButterflyAnim;
#define dgBgBombwallTLUT "__OTR__objects/gameplay_field_keep/gBgBombwallTLUT"
#ifdef _WIN32
static const __declspec(align(2)) char gBgBombwallTLUT[] = dgBgBombwallTLUT;
#else
static const char gBgBombwallTLUT[] __attribute__((aligned (2))) = dgBgBombwallTLUT;
#endif
static const ALIGN_ASSET(2) char gBgBombwallTLUT[] = dgBgBombwallTLUT;
#define dgBgBombwallNormalTex "__OTR__objects/gameplay_field_keep/gBgBombwallNormalTex"
#ifdef _WIN32
static const __declspec(align(2)) char gBgBombwallNormalTex[] = dgBgBombwallNormalTex;
#else
static const char gBgBombwallNormalTex[] __attribute__((aligned (2))) = dgBgBombwallNormalTex;
#endif
static const ALIGN_ASSET(2) char gBgBombwallNormalTex[] = dgBgBombwallNormalTex;
#define dgBgBombWallBrokenTex "__OTR__objects/gameplay_field_keep/gBgBombWallBrokenTex"
#ifdef _WIN32
static const __declspec(align(2)) char gBgBombWallBrokenTex[] = dgBgBombWallBrokenTex;
#else
static const char gBgBombWallBrokenTex[] __attribute__((aligned (2))) = dgBgBombWallBrokenTex;
#endif
static const ALIGN_ASSET(2) char gBgBombWallBrokenTex[] = dgBgBombWallBrokenTex;
#define dgFieldDoorDL_004720 "__OTR__objects/gameplay_field_keep/gFieldDoorDL_004720"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldDoorDL_004720[] = dgFieldDoorDL_004720;
#else
static const char gFieldDoorDL_004720[] __attribute__((aligned (2))) = dgFieldDoorDL_004720;
#endif
static const ALIGN_ASSET(2) char gFieldDoorDL_004720[] = dgFieldDoorDL_004720;
#define dgFieldDoorLeftDL "__OTR__objects/gameplay_field_keep/gFieldDoorLeftDL"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldDoorLeftDL[] = dgFieldDoorLeftDL;
#else
static const char gFieldDoorLeftDL[] __attribute__((aligned (2))) = dgFieldDoorLeftDL;
#endif
static const ALIGN_ASSET(2) char gFieldDoorLeftDL[] = dgFieldDoorLeftDL;
#define dgFieldDoorRightDL "__OTR__objects/gameplay_field_keep/gFieldDoorRightDL"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldDoorRightDL[] = dgFieldDoorRightDL;
#else
static const char gFieldDoorRightDL[] __attribute__((aligned (2))) = dgFieldDoorRightDL;
#endif
static const ALIGN_ASSET(2) char gFieldDoorRightDL[] = dgFieldDoorRightDL;
#define dgFieldDoor1Tex "__OTR__objects/gameplay_field_keep/gFieldDoor1Tex"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldDoor1Tex[] = dgFieldDoor1Tex;
#else
static const char gFieldDoor1Tex[] __attribute__((aligned (2))) = dgFieldDoor1Tex;
#endif
static const ALIGN_ASSET(2) char gFieldDoor1Tex[] = dgFieldDoor1Tex;
#define dgFieldDoorKnobTopHalfTex "__OTR__objects/gameplay_field_keep/gFieldDoorKnobTopHalfTex"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldDoorKnobTopHalfTex[] = dgFieldDoorKnobTopHalfTex;
#else
static const char gFieldDoorKnobTopHalfTex[] __attribute__((aligned (2))) = dgFieldDoorKnobTopHalfTex;
#endif
static const ALIGN_ASSET(2) char gFieldDoorKnobTopHalfTex[] = dgFieldDoorKnobTopHalfTex;
#define dgFieldDoorKnobTex "__OTR__objects/gameplay_field_keep/gFieldDoorKnobTex"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldDoorKnobTex[] = dgFieldDoorKnobTex;
#else
static const char gFieldDoorKnobTex[] __attribute__((aligned (2))) = dgFieldDoorKnobTex;
#endif
static const ALIGN_ASSET(2) char gFieldDoorKnobTex[] = dgFieldDoorKnobTex;
#define dgFieldUnusedFishSkel "__OTR__objects/gameplay_field_keep/gFieldUnusedFishSkel"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldUnusedFishSkel[] = dgFieldUnusedFishSkel;
#else
static const char gFieldUnusedFishSkel[] __attribute__((aligned (2))) = dgFieldUnusedFishSkel;
#endif
static const ALIGN_ASSET(2) char gFieldUnusedFishSkel[] = dgFieldUnusedFishSkel;
#define dgFieldUnusedFishAnim "__OTR__objects/gameplay_field_keep/gFieldUnusedFishAnim"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldUnusedFishAnim[] = dgFieldUnusedFishAnim;
#else
static const char gFieldUnusedFishAnim[] __attribute__((aligned (2))) = dgFieldUnusedFishAnim;
#endif
static const ALIGN_ASSET(2) char gFieldUnusedFishAnim[] = dgFieldUnusedFishAnim;
#define dgFieldUnusedFishDL "__OTR__objects/gameplay_field_keep/gFieldUnusedFishDL"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldUnusedFishDL[] = dgFieldUnusedFishDL;
#else
static const char gFieldUnusedFishDL[] __attribute__((aligned (2))) = dgFieldUnusedFishDL;
#endif
static const ALIGN_ASSET(2) char gFieldUnusedFishDL[] = dgFieldUnusedFishDL;
#define dgFieldSkelUnusedFishDL_0061E8 "__OTR__objects/gameplay_field_keep/gFieldSkelUnusedFishDL_0061E8"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldSkelUnusedFishDL_0061E8[] = dgFieldSkelUnusedFishDL_0061E8;
#else
static const char gFieldSkelUnusedFishDL_0061E8[] __attribute__((aligned (2))) = dgFieldSkelUnusedFishDL_0061E8;
#endif
static const ALIGN_ASSET(2) char gFieldSkelUnusedFishDL_0061E8[] = dgFieldSkelUnusedFishDL_0061E8;
#define dgFieldSkelUnusedFishDL_0063A8 "__OTR__objects/gameplay_field_keep/gFieldSkelUnusedFishDL_0063A8"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldSkelUnusedFishDL_0063A8[] = dgFieldSkelUnusedFishDL_0063A8;
#else
static const char gFieldSkelUnusedFishDL_0063A8[] __attribute__((aligned (2))) = dgFieldSkelUnusedFishDL_0063A8;
#endif
static const ALIGN_ASSET(2) char gFieldSkelUnusedFishDL_0063A8[] = dgFieldSkelUnusedFishDL_0063A8;
#define dgFieldSkelUnusedFishDL_006448 "__OTR__objects/gameplay_field_keep/gFieldSkelUnusedFishDL_006448"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldSkelUnusedFishDL_006448[] = dgFieldSkelUnusedFishDL_006448;
#else
static const char gFieldSkelUnusedFishDL_006448[] __attribute__((aligned (2))) = dgFieldSkelUnusedFishDL_006448;
#endif
static const ALIGN_ASSET(2) char gFieldSkelUnusedFishDL_006448[] = dgFieldSkelUnusedFishDL_006448;
#define dgFieldUnusedFishTex "__OTR__objects/gameplay_field_keep/gFieldUnusedFishTex"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldUnusedFishTex[] = dgFieldUnusedFishTex;
#else
static const char gFieldUnusedFishTex[] __attribute__((aligned (2))) = dgFieldUnusedFishTex;
#endif
static const ALIGN_ASSET(2) char gFieldUnusedFishTex[] = dgFieldUnusedFishTex;
#define dgFieldUnusedFishBottomTex "__OTR__objects/gameplay_field_keep/gFieldUnusedFishBottomTex"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldUnusedFishBottomTex[] = dgFieldUnusedFishBottomTex;
#else
static const char gFieldUnusedFishBottomTex[] __attribute__((aligned (2))) = dgFieldUnusedFishBottomTex;
#endif
static const ALIGN_ASSET(2) char gFieldUnusedFishBottomTex[] = dgFieldUnusedFishBottomTex;
#define dgFieldUnusedFishFinTex "__OTR__objects/gameplay_field_keep/gFieldUnusedFishFinTex"
#ifdef _WIN32
static const __declspec(align(2)) char gFieldUnusedFishFinTex[] = dgFieldUnusedFishFinTex;
#else
static const char gFieldUnusedFishFinTex[] __attribute__((aligned (2))) = dgFieldUnusedFishFinTex;
#endif
static const ALIGN_ASSET(2) char gFieldUnusedFishFinTex[] = dgFieldUnusedFishFinTex;
#define dgSilverRockDL "__OTR__objects/gameplay_field_keep/gSilverRockDL"
#ifdef _WIN32
static const __declspec(align(2)) char gSilverRockDL[] = dgSilverRockDL;
#else
static const char gSilverRockDL[] __attribute__((aligned (2))) = dgSilverRockDL;
#