Heart Chest texture from 2ship

This commit is contained in:
Demur Rumed 2025-06-14 20:56:56 +00:00
commit 37058e1047
10 changed files with 51 additions and 36 deletions

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@ -38,6 +38,12 @@ static const ALIGN_ASSET(2) char gSkullTreasureChestFrontTex[] = dgSkullTreasure
#define dgSkullTreasureChestSideAndTopTex "__OTR__objects/object_box/gSkullTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gSkullTreasureChestSideAndTopTex[] = dgSkullTreasureChestSideAndTopTex;
#define dgHealthTreasureChestFrontTex "__OTR__objects/object_box/gHealthTreasureChestFrontTex"
static const ALIGN_ASSET(2) char gHealthTreasureChestFrontTex[] = dgHealthTreasureChestFrontTex;
#define dgHealthTreasureChestSideAndTopTex "__OTR__objects/object_box/gHealthTreasureChestSideAndTopTex"
static const ALIGN_ASSET(2) char gHealthTreasureChestSideAndTopTex[] = dgHealthTreasureChestSideAndTopTex;
#define dgTitleRandomizerSubtitleTex "__OTR__objects/object_mag/gTitleRandomizerSubtitleTex"
static const ALIGN_ASSET(2) char gTitleRandomizerSubtitleTex[] = dgTitleRandomizerSubtitleTex;

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@ -23,10 +23,11 @@ typedef enum GetItemFrom {
typedef enum GetItemCategory {
/* 0x00 */ ITEM_CATEGORY_JUNK,
/* 0x01 */ ITEM_CATEGORY_LESSER,
/* 0x02 */ ITEM_CATEGORY_BOSS_KEY,
/* 0x03 */ ITEM_CATEGORY_SMALL_KEY,
/* 0x04 */ ITEM_CATEGORY_SKULLTULA_TOKEN,
/* 0x05 */ ITEM_CATEGORY_MAJOR,
/* 0x02 */ ITEM_CATEGORY_HEALTH,
/* 0x03 */ ITEM_CATEGORY_BOSS_KEY,
/* 0x04 */ ITEM_CATEGORY_SMALL_KEY,
/* 0x05 */ ITEM_CATEGORY_SKULLTULA_TOKEN,
/* 0x06 */ ITEM_CATEGORY_MAJOR,
} GetItemCategory;
#define GET_ITEM(itemId, objectId, drawId, textId, field, chestAnim, itemCategory, modIndex, getItemId) \
@ -63,7 +64,7 @@ typedef struct GetItemEntry {
/* 0x0C */ uint16_t
collectable; // determines whether the item can be collected on the overworld. Will be true in most cases.
/* 0x0E */ GetItemFrom getItemFrom;
/* 0x0F */ GetItemCategory getItemCategory; // Primarily made and used for chest size/texture matches contents
/* 0x0F */ GetItemCategory getItemCategory; // Primarily made and used for CSMC
/* 0x10 */ uint16_t drawItemId; // Will be a copy of itemId unless the item is an ice trap. Needed for particles to
// function on ice traps.
/* 0x11 */ uint16_t drawModIndex; // Will be a copy of modIndex unless the item is an ice trap. Needed for particles

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@ -134,17 +134,11 @@ extern "C" void ObjKibako_RandomizerDraw(Actor* thisx, PlayState* play) {
case ITEM_CATEGORY_BOSS_KEY:
Gfx_DrawDListOpa(play, (Gfx*)gSmallBossKeyCrateDL);
break;
case ITEM_CATEGORY_HEALTH:
Gfx_DrawDListOpa(play, (Gfx*)gSmallHeartCrateDL);
break;
case ITEM_CATEGORY_LESSER:
switch (smallCrateItem.itemId) {
case ITEM_HEART_PIECE:
case ITEM_HEART_PIECE_2:
case ITEM_HEART_CONTAINER:
Gfx_DrawDListOpa(play, (Gfx*)gSmallHeartCrateDL);
break;
default:
Gfx_DrawDListOpa(play, (Gfx*)gSmallMinorCrateDL);
break;
}
Gfx_DrawDListOpa(play, (Gfx*)gSmallMinorCrateDL);
break;
case ITEM_CATEGORY_JUNK:
default:

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@ -46,18 +46,10 @@ extern "C" void EnKusa_RandomizerDraw(Actor* thisx, PlayState* play) {
DrawTypeOfGrass(grassActor, (Gfx*)gRandoBushJunkDL, (Gfx*)gRandoCuttableGrassJunkDL, play);
break;
case ITEM_CATEGORY_LESSER:
switch (itemEntry.itemId) {
case ITEM_HEART_PIECE:
case ITEM_HEART_PIECE_2:
case ITEM_HEART_CONTAINER:
DrawTypeOfGrass(grassActor, (Gfx*)gRandoBushHeartDL, (Gfx*)gRandoCuttableGrassHeartDL,
play);
break;
default:
DrawTypeOfGrass(grassActor, (Gfx*)gRandoBushMinorDL, (Gfx*)gRandoCuttableGrassMinorDL,
play);
break;
}
DrawTypeOfGrass(grassActor, (Gfx*)gRandoBushMinorDL, (Gfx*)gRandoCuttableGrassMinorDL, play);
break;
case ITEM_CATEGORY_HEALTH:
DrawTypeOfGrass(grassActor, (Gfx*)gRandoBushHeartDL, (Gfx*)gRandoCuttableGrassHeartDL, play);
break;
case ITEM_CATEGORY_BOSS_KEY:
DrawTypeOfGrass(grassActor, (Gfx*)gRandoBushBossKeyDL, (Gfx*)gRandoCuttableGrassBossKeyDL, play);

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@ -327,6 +327,7 @@ void RandomizerOnPlayerUpdateForRCQueueHandler() {
getItemEntry.modIndex == MOD_RANDOMIZER) &&
(getItemEntry.getItemCategory == ITEM_CATEGORY_JUNK ||
getItemEntry.getItemCategory == ITEM_CATEGORY_SKULLTULA_TOKEN ||
getItemEntry.getItemCategory == ITEM_CATEGORY_HEALTH ||
getItemEntry.getItemCategory == ITEM_CATEGORY_LESSER))))) {
Item_DropCollectible(gPlayState, &spawnPos, static_cast<int16_t>(ITEM00_SOH_GIVE_ITEM_ENTRY | 0x8000));
}

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@ -41,7 +41,7 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_GERUDO_MEMBERSHIP_CARD] = Item(RG_GERUDO_MEMBERSHIP_CARD, Text{ "Gerudo Membership Card", "Carte Gerudo", "Gerudo-Pass" }, ITEMTYPE_ITEM, GI_GERUDO_CARD, true, LOGIC_GERUDO_CARD, RHT_GERUDO_MEMBERSHIP_CARD, ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_MAGIC_BEAN] = Item(RG_MAGIC_BEAN, Text{ "Magic Bean", "Haricots Magiques", "Wundererbse" }, ITEMTYPE_ITEM, GI_BEAN, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN, ITEM_BEAN, OBJECT_GI_BEAN, GID_BEAN, 0x48, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE);
itemTable[RG_MAGIC_BEAN_PACK] = Item(RG_MAGIC_BEAN_PACK, Text{ "Magic Bean Pack", "Paquet de Haricots Magiques", "Wundererbsen-Packung" }, ITEMTYPE_ITEM, RG_MAGIC_BEAN_PACK, true, LOGIC_MAGIC_BEAN, RHT_MAGIC_BEAN_PACK, RG_MAGIC_BEAN_PACK, OBJECT_GI_BEAN, GID_BEAN, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, LOGIC_DOUBLE_DEFENSE, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_RANDOMIZER);
itemTable[RG_DOUBLE_DEFENSE] = Item(RG_DOUBLE_DEFENSE, Text{ "Double Defense", "Double Défence", "Doppelte Verteidigung" }, ITEMTYPE_ITEM, RG_DOUBLE_DEFENSE, true, LOGIC_DOUBLE_DEFENSE, RHT_DOUBLE_DEFENSE, RG_DOUBLE_DEFENSE, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xE9, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_HEALTH, MOD_RANDOMIZER);
itemTable[RG_DOUBLE_DEFENSE].SetCustomDrawFunc(Randomizer_DrawDoubleDefense);
// Trade Quest Items
itemTable[RG_WEIRD_EGG] = Item(RG_WEIRD_EGG, Text{ "Weird Egg", "Oeuf Curieux", "Seltsames Ei" }, ITEMTYPE_ITEM, GI_WEIRD_EGG, true, LOGIC_WEIRD_EGG, RHT_WEIRD_EGG, ITEM_WEIRD_EGG, OBJECT_GI_EGG, GID_EGG, 0x9A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE);
@ -259,8 +259,8 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_RED_RUPEE] = Item(RG_RED_RUPEE, Text{ "Red Rupee", "Rubis Rouge", "Roter Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_RED, false, LOGIC_NONE, RHT_RED_RUPEE, ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_PURPLE_RUPEE] = Item(RG_PURPLE_RUPEE, Text{ "Purple Rupee", "Rubis Pourpre", "Violetter Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_PURPLE, false, LOGIC_NONE, RHT_PURPLE_RUPEE, ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF1, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_HUGE_RUPEE] = Item(RG_HUGE_RUPEE, Text{ "Huge Rupee", "Énorme Rubis", "Riesiger Rubin" }, ITEMTYPE_ITEM, GI_RUPEE_GOLD, false, LOGIC_NONE, RHT_HUGE_RUPEE, ITEM_RUPEE_GOLD, OBJECT_GI_RUPY, GID_RUPEE_GOLD, 0xF2, 0x13, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, LOGIC_PIECE_OF_HEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herzcontainer" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2, true, LOGIC_HEART_CONTAINER, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_PIECE_OF_HEART] = Item(RG_PIECE_OF_HEART, Text{ "Piece of Heart", "Quart de Coeur", "Herzstück" }, ITEMTYPE_ITEM, GI_HEART_PIECE, true, LOGIC_PIECE_OF_HEART, RHT_PIECE_OF_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_HEALTH, MOD_NONE);
itemTable[RG_HEART_CONTAINER] = Item(RG_HEART_CONTAINER, Text{ "Heart Container", "Réceptacle de Coeur", "Herzcontainer" }, ITEMTYPE_ITEM, GI_HEART_CONTAINER_2, true, LOGIC_HEART_CONTAINER, RHT_HEART_CONTAINER, ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_HEALTH, MOD_NONE);
itemTable[RG_ICE_TRAP] = Item(RG_ICE_TRAP, Text{ "Ice Trap", "Piège de Glace", "Eisfalle" }, ITEMTYPE_ITEM, RG_ICE_TRAP, false, LOGIC_NONE, RHT_ICE_TRAP, RG_ICE_TRAP, OBJECT_GI_RUPY, GID_RUPEE_GOLD, TEXT_RANDOMIZER_CUSTOM_ITEM, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_RANDOMIZER);
itemTable[RG_MILK] = Item(RG_MILK, Text{ "Milk", "Lait", "Milch" }, ITEMTYPE_ITEM, GI_MILK, false, LOGIC_NONE, RHT_NONE, ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_FISH] = Item(RG_FISH, Text{ "Fish", "Poisson", "Fisch" }, ITEMTYPE_ITEM, GI_FISH, false, LOGIC_NONE, RHT_NONE, ITEM_FISH, OBJECT_GI_FISH, GID_FISH, 0x47, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
@ -283,10 +283,10 @@ void Rando::StaticData::InitItemTable() {
itemTable[RG_GREEN_POTION_REFILL] = Item(RG_GREEN_POTION_REFILL, Text{ "Green Potion Refill", "Recharge de Potion Verte", "Nachfüllpackung des grünen Elixiers" }, ITEMTYPE_REFILL, GI_POTION_GREEN, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_GREEN, OBJECT_GI_LIQUID, GID_POTION_GREEN, 0x44, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
itemTable[RG_BLUE_POTION_REFILL] = Item(RG_BLUE_POTION_REFILL, Text{ "Blue Potion Refill", "Recharge de Potion Bleue", "Nachfüllpackung des blauen Elixiers" }, ITEMTYPE_REFILL, GI_POTION_BLUE, false, LOGIC_NONE, RHT_NONE, ITEM_POTION_BLUE, OBJECT_GI_LIQUID, GID_POTION_BLUE, 0x45, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE);
// Treasure Game
itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhenminispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE);
itemTable[RG_TREASURE_GAME_HEART] = Item(RG_TREASURE_GAME_HEART, Text{ "Piece of Heart (WINNER)", "Quart de Coeur (Chasse-aux-Trésors)", "Herzstück (Schatztruhenminispiel)" }, ITEMTYPE_ITEM, GI_HEART_PIECE_WIN, true, LOGIC_PIECE_OF_HEART, RHT_TREASURE_GAME_HEART, ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_HEALTH, MOD_NONE);
itemTable[RG_TREASURE_GAME_GREEN_RUPEE] = Item(RG_TREASURE_GAME_GREEN_RUPEE, Text{ "Green Rupee (LOSER)", "Rubis Vert (Chasse-aux-Trésors)", "Grüner Rubin (Schatztruhenminispiel)" }, ITEMTYPE_ITEM, GI_RUPEE_GREEN_LOSE, false, LOGIC_NONE, RHT_TREASURE_GAME_GREEN_RUPEE, ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0xF4, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_MAJOR, MOD_NONE);
// Shop
itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuß kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15);
itemTable[RG_BUY_DEKU_NUTS_5] = Item(RG_BUY_DEKU_NUTS_5, Text{ "Buy Deku Nut (5)", "Acheter: Noix Mojo (5)", "Deku-Nuß kaufen (5)" }, ITEMTYPE_SHOP, GI_NUTS_5_2, true, LOGIC_BUY_NUTS, RHT_DEKU_NUTS_5, ITEM_NUTS_5, OBJECT_GI_NUTS, GID_NUTS, 0x34, 0x0C, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 15);
itemTable[RG_BUY_ARROWS_30] = Item(RG_BUY_ARROWS_30, Text{ "Buy Arrows (30)", "Acheter: Flèches (30)", "Pfeile kaufen (30)" }, ITEMTYPE_SHOP, GI_ARROWS_MEDIUM, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_MEDIUM, OBJECT_GI_ARROW, GID_ARROWS_MEDIUM, 0xE6, 0x49, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 60);
itemTable[RG_BUY_ARROWS_50] = Item(RG_BUY_ARROWS_50, Text{ "Buy Arrows (50)", "Acheter: Flèches (50)", "Pfeile kaufen (50)" }, ITEMTYPE_SHOP, GI_ARROWS_LARGE, true, LOGIC_BUY_ARROW, RHT_ARROWS_30, ITEM_ARROWS_LARGE, OBJECT_GI_ARROW, GID_ARROWS_LARGE, 0xE6, 0x4A, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 90);
itemTable[RG_BUY_BOMBS_525] = Item(RG_BUY_BOMBS_525, Text{ "Buy Bombs (5) [25]", "Acheter: Bombes (5) [25]", "Bomben kaufen (5) [25]" }, ITEMTYPE_SHOP, GI_BOMBS_5, true, LOGIC_BUY_BOMB, RHT_BOMBS_5, ITEM_BOMBS_5, OBJECT_GI_BOMB_1, GID_BOMB, 0x32, 0x59, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, false, 25);

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@ -682,8 +682,8 @@ extern "C" void VanillaItemTable_Init() {
GET_ITEM(ITEM_GERUDO_CARD, OBJECT_GI_GERUDO, GID_GERUDO_CARD, 0x7B, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE, GI_GERUDO_CARD),
GET_ITEM(ITEM_OCARINA_FAIRY, OBJECT_GI_OCARINA_0, GID_OCARINA_FAIRY, 0x4A, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE, GI_OCARINA_FAIRY),
GET_ITEM(ITEM_SEEDS, OBJECT_GI_SEED, GID_SEEDS, 0xDC, 0x50, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_SEEDS_5),
GET_ITEM(ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, GI_HEART_CONTAINER),
GET_ITEM(ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, GI_HEART_PIECE),
GET_ITEM(ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_HEALTH, MOD_NONE, GI_HEART_CONTAINER),
GET_ITEM(ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xC2, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_HEALTH, MOD_NONE, GI_HEART_PIECE),
GET_ITEM(ITEM_KEY_BOSS, OBJECT_GI_BOSSKEY, GID_KEY_BOSS, 0xC7, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_BOSS_KEY, MOD_NONE, GI_KEY_BOSS),
GET_ITEM(ITEM_COMPASS, OBJECT_GI_COMPASS, GID_COMPASS, 0x67, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, GI_COMPASS),
GET_ITEM(ITEM_DUNGEON_MAP, OBJECT_GI_MAP, GID_DUNGEON_MAP, 0x66, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, GI_MAP),
@ -700,7 +700,7 @@ extern "C" void VanillaItemTable_Init() {
GET_ITEM(ITEM_RUPEE_GREEN, OBJECT_GI_RUPY, GID_RUPEE_GREEN, 0x6F, 0x00, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_GREEN),
GET_ITEM(ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xCC, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_BLUE),
GET_ITEM(ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF0, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_RED),
GET_ITEM(ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, GI_HEART_CONTAINER_2),
GET_ITEM(ITEM_HEART_CONTAINER, OBJECT_GI_HEARTS, GID_HEART_CONTAINER, 0xC6, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_HEALTH, MOD_NONE, GI_HEART_CONTAINER_2),
GET_ITEM(ITEM_MILK, OBJECT_GI_MILK, GID_MILK, 0x98, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_JUNK, MOD_NONE, GI_MILK),
GET_ITEM(ITEM_MASK_GORON, OBJECT_GI_GOLONMASK, GID_MASK_GORON, 0x14, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE, GI_MASK_GORON),
GET_ITEM(ITEM_MASK_ZORA, OBJECT_GI_ZORAMASK, GID_MASK_ZORA, 0x15, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_MAJOR, MOD_NONE, GI_MASK_ZORA),
@ -739,7 +739,7 @@ extern "C" void VanillaItemTable_Init() {
GET_ITEM(ITEM_RUPEE_BLUE, OBJECT_GI_RUPY, GID_RUPEE_BLUE, 0xF5, 0x01, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_BLUE_LOSE),
GET_ITEM(ITEM_RUPEE_RED, OBJECT_GI_RUPY, GID_RUPEE_RED, 0xF6, 0x02, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_RED_LOSE),
GET_ITEM(ITEM_RUPEE_PURPLE, OBJECT_GI_RUPY, GID_RUPEE_PURPLE, 0xF7, 0x14, CHEST_ANIM_SHORT, ITEM_CATEGORY_JUNK, MOD_NONE, GI_RUPEE_PURPLE_LOSE),
GET_ITEM(ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_LESSER, MOD_NONE, GI_HEART_PIECE_WIN),
GET_ITEM(ITEM_HEART_PIECE_2, OBJECT_GI_HEARTS, GID_HEART_PIECE, 0xFA, 0x80, CHEST_ANIM_LONG, ITEM_CATEGORY_HEALTH, MOD_NONE, GI_HEART_PIECE_WIN),
GET_ITEM(ITEM_STICK_UPGRADE_20, OBJECT_GI_STICK, GID_STICK, 0x90, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, GI_STICK_UPGRADE_20),
GET_ITEM(ITEM_STICK_UPGRADE_30, OBJECT_GI_STICK, GID_STICK, 0x91, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, GI_STICK_UPGRADE_30),
GET_ITEM(ITEM_NUT_UPGRADE_30, OBJECT_GI_NUTS, GID_NUTS, 0xA7, 0x80, CHEST_ANIM_SHORT, ITEM_CATEGORY_LESSER, MOD_NONE, GI_NUT_UPGRADE_30),

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@ -84,11 +84,13 @@ Gfx gGoldTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gKeyTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gChristmasRedTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gChristmasGreenTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gHealthTreasureChestChestSideAndLidDL[116] = { 0 };
Gfx gSkullTreasureChestChestFrontDL[128] = { 0 };
Gfx gGoldTreasureChestChestFrontDL[128] = { 0 };
Gfx gKeyTreasureChestChestFrontDL[128] = { 0 };
Gfx gChristmasRedTreasureChestChestFrontDL[128] = { 0 };
Gfx gChristmasGreenTreasureChestChestFrontDL[128] = { 0 };
Gfx gHealthTreasureChestChestFrontDL[128] = { 0 };
u8 hasCreatedRandoChestTextures = 0;
u8 hasCustomChestDLs = 0;
u8 hasChristmasChestTexturesAvailable = 0;
@ -655,6 +657,10 @@ void EnBox_UpdateSizeAndTexture(EnBox* this, PlayState* play) {
this->boxBodyDL = gTreasureChestBossKeyChestFrontDL;
this->boxLidDL = gTreasureChestBossKeyChestSideAndTopDL;
break;
case ITEM_CATEGORY_HEALTH:
this->boxBodyDL = gHealthTreasureChestChestFrontDL;
this->boxLidDL = gHealthTreasureChestChestSideAndLidDL;
break;
case ITEM_CATEGORY_LESSER:
case ITEM_CATEGORY_JUNK:
default:
@ -740,6 +746,8 @@ void EnBox_CreateExtraChestTextures() {
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gChristmasRedTreasureChestSideAndTopTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gChristmasGreenTreasureChestFrontTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gChristmasGreenTreasureChestSideAndTopTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gHealthTreasureChestFrontTex),
gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_16b, 1, gHealthTreasureChestSideAndTopTex),
};
Gfx gNoOp[] = { gsDPNoOp() };
@ -752,6 +760,7 @@ void EnBox_CreateExtraChestTextures() {
gKeyTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gChristmasRedTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gChristmasGreenTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gHealthTreasureChestChestFrontDL[frontIndex] = *frontCmd;
// Set the second instruction of img OTR hash opcode to noop, since we will replace it with the
// OTR filepath opcode below
@ -764,6 +773,7 @@ void EnBox_CreateExtraChestTextures() {
gKeyTreasureChestChestFrontDL[frontIndex] = gNoOp[0];
gChristmasRedTreasureChestChestFrontDL[frontIndex] = gNoOp[0];
gChristmasGreenTreasureChestChestFrontDL[frontIndex] = gNoOp[0];
gHealthTreasureChestChestFrontDL[frontIndex] = gNoOp[0];
}
frontIndex++;
@ -774,6 +784,7 @@ void EnBox_CreateExtraChestTextures() {
gKeyTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gChristmasRedTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gChristmasGreenTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gHealthTreasureChestChestFrontDL[frontIndex] = *frontCmd;
gSkullTreasureChestChestFrontDL[5] = gTreasureChestChestTextures[0];
gSkullTreasureChestChestFrontDL[23] = gTreasureChestChestTextures[1];
@ -795,6 +806,10 @@ void EnBox_CreateExtraChestTextures() {
gChristmasGreenTreasureChestChestFrontDL[23] = gTreasureChestChestTextures[9];
gChristmasGreenTreasureChestChestFrontDL[37] = gTreasureChestChestTextures[8];
gChristmasGreenTreasureChestChestFrontDL[50] = gTreasureChestChestTextures[9];
gHealthTreasureChestChestFrontDL[5] = gTreasureChestChestTextures[10];
gHealthTreasureChestChestFrontDL[23] = gTreasureChestChestTextures[11];
gHealthTreasureChestChestFrontDL[37] = gTreasureChestChestTextures[10];
gHealthTreasureChestChestFrontDL[50] = gTreasureChestChestTextures[11];
Gfx* sideCmd = ResourceMgr_LoadGfxByName(gTreasureChestChestSideAndLidDL);
int sideIndex = 0;
@ -804,6 +819,7 @@ void EnBox_CreateExtraChestTextures() {
gKeyTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gChristmasRedTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gChristmasGreenTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gHealthTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
// Set the second instruction of img OTR hash opcode to noop, since we will replace it with the
// OTR filepath opcode below
@ -816,6 +832,7 @@ void EnBox_CreateExtraChestTextures() {
gKeyTreasureChestChestSideAndLidDL[sideIndex] = gNoOp[0];
gChristmasRedTreasureChestChestSideAndLidDL[sideIndex] = gNoOp[0];
gChristmasGreenTreasureChestChestSideAndLidDL[sideIndex] = gNoOp[0];
gHealthTreasureChestChestSideAndLidDL[sideIndex] = gNoOp[0];
}
sideIndex++;
@ -826,6 +843,7 @@ void EnBox_CreateExtraChestTextures() {
gKeyTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gChristmasRedTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gChristmasGreenTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gHealthTreasureChestChestSideAndLidDL[sideIndex] = *sideCmd;
gSkullTreasureChestChestSideAndLidDL[5] = gTreasureChestChestTextures[0];
gSkullTreasureChestChestSideAndLidDL[29] = gTreasureChestChestTextures[1];
@ -842,6 +860,9 @@ void EnBox_CreateExtraChestTextures() {
gChristmasGreenTreasureChestChestSideAndLidDL[5] = gTreasureChestChestTextures[8];
gChristmasGreenTreasureChestChestSideAndLidDL[29] = gTreasureChestChestTextures[9];
gChristmasGreenTreasureChestChestSideAndLidDL[45] = gTreasureChestChestTextures[8];
gHealthTreasureChestChestSideAndLidDL[5] = gTreasureChestChestTextures[10];
gHealthTreasureChestChestSideAndLidDL[29] = gTreasureChestChestTextures[11];
gHealthTreasureChestChestSideAndLidDL[45] = gTreasureChestChestTextures[10];
ResourceMgr_ListFiles("objects/object_box/gChristmas*", &hasChristmasChestTexturesAvailable);
hasCreatedRandoChestTextures = 1;