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-rw-r--r--src/makeYourOwnModelSprite.cpp265
1 files changed, 153 insertions, 112 deletions
diff --git a/src/makeYourOwnModelSprite.cpp b/src/makeYourOwnModelSprite.cpp
index 9c54893..9cc65cc 100644
--- a/src/makeYourOwnModelSprite.cpp
+++ b/src/makeYourOwnModelSprite.cpp
@@ -88,243 +88,284 @@ int dMakeYourOwn::onCreate() {
// A switch case, add extra models in here
switch (this->model) {
- // COPY FROM BELOW HERE
+ // TITLESCREEN STUFF
+ // DEFAULT
- case 0: // If nyb 12 is 0, it'll load this model
+ case 0: //Red ballon, bobs
- setupModel("arrow", "g3d/bre0.brres", "ballon_red"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre0.brres", "ballon_red");
SetupTextures_Item(&bodyModel, 0);
this->pos.z = -3300.0;
- setupAnim("anim00", 1.0); // AnmChr name, animation speed
+ setupAnim("anim00", 1.0);
- break; // ends the case
+ break;
- // TO HERE
- // That is a 'block' of case code, which will run depending on your sprite setting
+ case 1: //Green ballon, bobs
- case 1: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
-
- setupModel("arrow", "g3d/bre1.brres", "ballon_green"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre1.brres", "ballon_green");
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
- setupAnim("anim01", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim01", 1.0);
+ break;
- case 2: // If nyb 12 is 2, it'll load this model
+ case 2: // Mario, using "wait" with mouth open
- setupModel("arrow", "g3d/bre2.brres", "mario_ts"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre2.brres", "mario_ts");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = -3000.0;
- setupAnim("anim02", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim02", 1.0);
+ break;
- case 3: // If nyb 12 is 0, it'll load this model
+ case 3: // Peach, custom anim, bobs
- setupModel("arrow", "g3d/bre3.brres", "peach_ts"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre3.brres", "peach_ts");
SetupTextures_Enemy(&bodyModel, 0);
this->pos.z = -3000.0;
- setupAnim("anim03", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim03", 1.0);
+ break;
- case 4: // If nyb 12 is 0, it'll load this model
+ case 4: // Luigi with mouth open using "wait", bobs
- setupModel("arrow", "g3d/bre4.brres", "luigi_ts"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre4.brres", "luigi_ts");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim04", 1.0); // AnmChr name, animation speed
- break; // ends the case
-
- case 5: // If nyb 12 is 0, it'll load this model
+ setupAnim("anim04", 1.0);
+ break;
+
+ case 5: // Yellow Toad with mouth open, does wait, bobs
- setupModel("arrow", "g3d/bre5.brres", "toady_ts"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre5.brres", "toady_ts");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim05", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim05", 1.0);
+ break;
- case 6: // If nyb 12 is 0, it'll load this model
+ case 6: // Blue Toad with mouth open, bobs head and himself
- setupModel("arrow", "g3d/bre6.brres", "toadb_ts"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre6.brres", "toadb_ts");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim06", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim06", 1.0);
+ break;
- case 7: // If nyb 12 is 0, it'll load this model
+ // BOWSER BEAT TS
+
+ case 7: // Mario's clowncar, bobs, animates propeller
- setupModel("block_arrow", "g3d/bre7.brres", "clowncar_mario"); // arc name (no .arc), brres name, model name
+ setupModel("block_arrow", "g3d/bre7.brres", "clowncar_mario");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
- setupAnim("anim07", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim07", 1.0);
+ break;
- case 8: // If nyb 12 is 0, it'll load this model
+ case 8: // Weegee clowncar, bobs, animates propeller, spins
- setupModel("block_arrow", "g3d/bre8.brres", "clowncar_luigi"); // arc name (no .arc), brres name, model name
+ setupModel("block_arrow", "g3d/bre8.brres", "clowncar_luigi");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
- setupAnim("anim08", 2.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim08", 2.0);
+ break;
- case 9: // If nyb 12 is 0, it'll load this model
+ case 9: // Toad Yellow clowncar, bobs, animates propeller
- setupModel("block_arrow", "g3d/bre9.brres", "clowncar_toady"); // arc name (no .arc), brres name, model name
+ setupModel("block_arrow", "g3d/bre9.brres", "clowncar_toady");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
- setupAnim("anim09", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim09", 1.0);
+ break;
- case 10: // If nyb 12 is 0, it'll load this model
+ case 10: // Toad Blue, bobs, animates propeller
- setupModel("block_arrow", "g3d/bre10.brres", "clowncar_toadb"); // arc name (no .arc), brres name, model name
+ setupModel("block_arrow", "g3d/bre10.brres", "clowncar_toadb");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
- setupAnim("anim10", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim10", 1.0);
+ break;
- case 11: // If nyb 12 is 0, it'll load this model
+ case 11: // Peach clowncar, bobs, animates propeller
- setupModel("block_arrow", "g3d/bre11.brres", "clowncar_peach"); // arc name (no .arc), brres name, model name
+ setupModel("block_arrow", "g3d/bre11.brres", "clowncar_peach");
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
- setupAnim("anim11", 1.0); // AnmChr name, animation speed
- break; // ends the case
-
- case 12: // If nyb 12 is 0, it'll load this model
-
- setupModel("block_arrow", "g3d/bre12.brres", "mario_end"); // arc name (no .arc), brres name, model name
+ setupAnim("anim11", 1.0);
+ break;
+
+ case 12: // Mario in a clowncar, bobbing, with fist outstretched.
+
+ setupModel("block_arrow", "g3d/bre12.brres", "mario_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim12", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim12", 1.0);
+ break;
- case 13: // If nyb 12 is 0, it'll load this model
+ case 13: // Weegee failing
- setupModel("block_arrow", "g3d/bre13.brres", "luigi_end"); // arc name (no .arc), brres name, model name
+ setupModel("block_arrow", "g3d/bre13.brres", "luigi_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim13", 2.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim13", 2.0);
+ break;
- case 14: // If nyb 12 is 0, it'll load this model
+ case 14: // Toad Yellow, bobs head, bobs
- setupModel("block_arrow", "g3d/bre14.brres", "toady_end"); // arc name (no .arc), brres name, model name
+ setupModel("block_arrow", "g3d/bre14.brres", "toady_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim14", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim14", 1.0);
+ break;
- case 15: // If nyb 12 is 0, it'll load this model
+ case 15: // Blue Toad, bobs head, bobs
- setupModel("block_arrow", "g3d/bre15.brres", "toadb_end"); // arc name (no .arc), brres name, model name
+ setupModel("block_arrow", "g3d/bre15.brres", "toadb_end");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim15", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim15", 1.0);
+ break;
- case 16: // If nyb 12 is 0, it'll load this model
+ case 16: // Peach laughing, bobbing
- setupModel("block_arrow", "g3d/bre16.brres", "peach_end"); // arc name (no .arc), brres name, model name
+ setupModel("block_arrow", "g3d/bre16.brres", "peach_end");
SetupTextures_Enemy(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim16", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim16", 1.0);
+ break;
+
+ //PERFECT FILE TS
- case 17: // If nyb 12 is 0, it'll load this model
+ case 17: // This is the peach castle backdrop
- setupModel("arrow", "g3d/bre17.brres", "ground_perfect"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre17.brres", "ground_perfect");
SetupTextures_Map(&bodyModel, 0);
SetupTextures_MapObj(&bodyModel, 0);
this->pos.z = 3300.0;
- setupAnim("anim17", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim17", 1.0);
+ break;
- case 18: // If nyb 12 is 0, it'll load this model
+ case 18: // Mario very small, looking up.
- setupModel("arrow", "g3d/bre18.brres", "mario_perfect"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre18.brres", "mario_perfect");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3300.0;
- setupAnim("anim18", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim18", 1.0);
+ break;
- case 19: // If nyb 12 is 0, it'll load this model
+ case 19: // Weegee very small, looking up.
- setupModel("arrow", "g3d/bre19.brres", "luigi_perfect"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre19.brres", "luigi_perfect");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim19", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim19", 1.0);
+ break;
- case 20: // If nyb 12 is 0, it'll load this model
+ case 20: // Yellow Toad, very small, looking up.
- setupModel("arrow", "g3d/bre16.brres", "toady_perfect"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre16.brres", "toady_perfect");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim20", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim20", 1.0);
+ break;
- case 21: // If nyb 12 is 0, it'll load this model
+ case 21: // Blue Toad, very small, looking up.
- setupModel("arrow", "g3d/bre16.brres", "toadb_perfect"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre16.brres", "toadb_perfect");
SetupTextures_Player(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim21", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim21", 1.0);
+ break;
- case 22: // If nyb 12 is 0, it'll load this model
+ case 22: // I don't think this is used, actually :|
- setupModel("arrow", "g3d/bre22.brres", "peach_perfect"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre22.brres", "peach_perfect");
SetupTextures_Enemy(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim22", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim22", 1.0);
+ break;
- case 23: // If nyb 12 is 0, it'll load this model
+ case 23: // Starry Sky from Another.
- setupModel("arrow", "g3d/bre23.brres", "backdrop"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre23.brres", "backdrop");
SetupTextures_Map(&bodyModel, 0);
this->pos.z = 3000.0;
- setupAnim("anim23", 1.0); // AnmChr name, animation speed
- break; // ends the case
+ setupAnim("anim23", 1.0);
+ break;
- case 24: // If nyb 12 is 0, it'll load this model
+ // A level thing
+
+ case 24: // Small cloud, bobs up and down
- setupModel("arrow", "g3d/bre24.brres", "cloud"); // arc name (no .arc), brres name, model name
+ setupModel("arrow", "g3d/bre24.brres", "cloud");
SetupTextures_Item(&bodyModel, 0);
this->pos.z = -3300.0;
- setupAnim("anim24", 1.0); // AnmChr name, animation speed
+ setupAnim("anim24", 1.0);
+
+ break;
+
+ // Here begins the ending crap
+
+ case 25: // Ship fallen, with broken propellers and cannons.
+
+ setupModel("cage_boss_koopa", "g3d/ShipFallen.brres", "KoopaShip");
+ SetupTextures_MapObj(&bodyModel, 0);
+ this->pos.z = 3000.0;
+
+ setupAnim("animation", 1.0);
+
+ break;
+
+ case 26: // A tree. From the ghost bg.
+
+ setupModel("cage_boss_koopa", "g3d/tree_end.brres", "tree");
+ SetupTextures_Map(&bodyModel, 0);
+ this->pos.z = 3000.0;
+
+ setupAnim("animation", 1.0);
+
+ break;
+
+ case 27: // Bowser, laying down, eyes closed. Medic? Medic!
+
+ setupModel("cage_boss_koopa", "g3d/bowser_dead.brres", "koopa");
+ SetupTextures_Boss(&bodyModel, 0);
+ this->pos.z = 3000.0;
+
+ setupAnim("animation", 1.0);
+
+ break;
+
+ case 28: // A car. The animation has it tilted slightly. It's a bit darker than usual.
+
+ setupModel("cage_boss_koopa", "g3d/clown_car_end.brres", "car");
+ SetupTextures_MapObj(&bodyModel, 0);
+ this->pos.z = 3000.0;
+
+ setupAnim("animation", 1.0);
- break; // ends the case
- // COPY the entire case here, and then change the number
- //
- //case 2:
- //case 3:
- //etc, etc...
+ break;
}
allocator.unlink();