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#include <common.h>
#include <game.h>
#include <g3dhax.h>
//////////////////////////////////////////////////////////
//
// How it works:
//
// 1) Skip down to line 70 - read the comments along the way if you like
// 2) Change the stuff inside " " to be what you want.
// 3) Copy paste an entire 'case' section of code, and change the number to change the setting it uses
// 4) give it back to Tempus to compile in
//
// This is the class allocator, you don't need to touch this
class dMakeYourOwn : public dStageActor_c {
// Let's give ourselves a few functions
int onCreate();
int onDelete();
int onExecute();
int onDraw();
static dMakeYourOwn *build();
// And a model and an anmChr
mHeapAllocator_c allocator;
m3d::mdl_c bodyModel;
nw4r::g3d::ResFile resFile;
m3d::anmChr_c chrAnimation;
nw4r::g3d::ResMdl mdl;
// Some variables to use
int model;
bool isAnimating;
float size;
void setupAnim(const char* name, float rate);
void setupModel(const char* arcName, const char* brresName, const char* mdlName);
};
// This sets up how much space we have in memory
dMakeYourOwn *dMakeYourOwn::build() {
void *buffer = AllocFromGameHeap1(sizeof(dMakeYourOwn));
return new(buffer) dMakeYourOwn;
}
// Saves space when we do it like this
void dMakeYourOwn::setupAnim(const char* name, float rate) {
if (isAnimating) {
nw4r::g3d::ResAnmChr anmChr;
anmChr = this->resFile.GetResAnmChr(name);
this->chrAnimation.setup(this->mdl, anmChr, &this->allocator, 0);
this->chrAnimation.bind(&this->bodyModel, anmChr, 1);
this->bodyModel.bindAnim(&this->chrAnimation, 0.0);
this->chrAnimation.setUpdateRate(rate);
}
}
void dMakeYourOwn::setupModel(const char* arcName, const char* brresName, const char* mdlName) {
this->resFile.data = getResource(arcName, brresName);
this->mdl = this->resFile.GetResMdl(mdlName);
bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
}
// This gets run when the sprite spawns!
int dMakeYourOwn::onCreate() {
// Settings for your sprite!
this->model = this->settings & 0xFF; // Sets nubble 12 to choose the model you want
this->isAnimating = this->settings & 0x100; // Sets nybble 11 to a checkbox for whether or not the model has an anmChr to use
this->size = (float)((this->settings >> 24) & 0xFF) / 4.0; // Sets nybbles 5-6 to size. Size equals value / 4.
// Setup the models inside an allocator
allocator.link(-1, GameHeaps[0], 0, 0x20);
// Makes the code shorter and clearer to put these up here
// A switch case, add extra models in here
switch (this->model) {
// COPY FROM BELOW HERE
case 0: // If nyb 12 is 0, it'll load this model
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = -3300.0;
setupAnim("anim00", 1.0); // AnmChr name, animation speed
break; // ends the case
// TO HERE
// That is a 'block' of case code, which will run depending on your sprite setting
case 1: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim01", 1.0); // AnmChr name, animation speed
break; // ends the case
case 2: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim02", 1.0); // AnmChr name, animation speed
break; // ends the case
case 3: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim03", 1.0); // AnmChr name, animation speed
break; // ends the case
case 4: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim04", 1.0); // AnmChr name, animation speed
break; // ends the case
case 5: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim05", 1.0); // AnmChr name, animation speed
break; // ends the case
case 6: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim06", 1.0); // AnmChr name, animation speed
break; // ends the case
case 7: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim07", 1.0); // AnmChr name, animation speed
break; // ends the case
case 8: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim08", 1.0); // AnmChr name, animation speed
break; // ends the case
case 9: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model0.brres", "model0"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim09", 1.0); // AnmChr name, animation speed
break; // ends the case
case 10: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim00", 1.0); // AnmChr name, animation speed
break; // ends the case
case 11: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim01", 1.0); // AnmChr name, animation speed
break; // ends the case
case 12: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim02", 1.0); // AnmChr name, animation speed
break; // ends the case
case 13: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim03", 1.0); // AnmChr name, animation speed
break; // ends the case
case 14: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim04", 1.0); // AnmChr name, animation speed
break; // ends the case
case 15: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model1.brres", "model1"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim05", 1.0); // AnmChr name, animation speed
break; // ends the case
case 16: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim01", 1.0); // AnmChr name, animation speed
break; // ends the case
case 17: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim02", 1.0); // AnmChr name, animation speed
break; // ends the case
case 18: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim03", 1.0); // AnmChr name, animation speed
break; // ends the case
case 19: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim04", 1.0); // AnmChr name, animation speed
break; // ends the case
case 20: // If nyb 12 is 1, it'll load this model. Add more cases for each model you'd like!
setupModel("morton", "g3d/model3.brres", "model3"); // arc name (no .arc), brres name, model name
SetupTextures_Item(&bodyModel, 0);
this->pos.z = 3300.0;
setupAnim("anim05", 1.0); // AnmChr name, animation speed
break; // ends the case
}
allocator.unlink();
if (size == 0.0) { // If the person has the size nybble at zero, make it normal sized
this->scale = (Vec){1.0,1.0,1.0};
}
else { // Else, use our size
this->scale = (Vec){size,size,size};
}
this->onExecute();
return true;
}
// YOU'RE DONE, no need to do anything below here.
int dMakeYourOwn::onDelete() {
return true;
}
int dMakeYourOwn::onExecute() {
if (isAnimating) {
bodyModel._vf1C(); // Advances the animation one update
if(this->chrAnimation.isAnimationDone()) {
this->chrAnimation.setCurrentFrame(0.0); // Resets the animation when it's done
}
}
return true;
}
int dMakeYourOwn::onDraw() {
matrix.translation(pos.x, pos.y, pos.z - 6500.0); // Set where to draw the model : -5500.0 is the official behind layer 2, while 5500.0 is in front of layer 0.
matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z); // Set how to rotate the drawn model
bodyModel.setDrawMatrix(matrix); // Apply matrix
bodyModel.setScale(&scale); // Apply scale
bodyModel.calcWorld(false); // Do some shit
bodyModel.scheduleForDrawing(); // Add it to the draw list for the game
return true;
}
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