/* 
 * 変換日付 Tue Mar  7 15:59:33 2000
 * 2000/2/15 バージョン
 * パレット有効
 * XXコードの頂点破棄
 * オブジェクト用出力
 * 使用テキスチャ─チェック
 * 頂点カラーを評価しない
 * ビュア─の設定対応
 */
#include <mbi.h>
#include <u64macro.h>

extern unsigned char hi_light_txt[];
extern Mtx	softsprite_mtx;
/* texture = 3 */
static unsigned char ef_ame02_0[] = {
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x23,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x02,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x99,0x00,0x00,0x00,0x00,0x00,0x01,0x20,0x33,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xbd,0x20,0x00,0x00,
0x00,0x00,0x01,0x50,0xbb,0x00,0x00,0x00,0x00,0x10,0x00,0x10,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x04,0xee,0x70,0x00,0x00,
0x00,0x87,0x03,0xc0,0x01,0x00,0x00,0x00,0x06,0xa0,0x00,0x00,0x00,0x01,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xc9,0x20,0x1d,0xee,0xa0,0x00,0x00,
0x03,0xdd,0x20,0x00,0x00,0x38,0x6b,0x30,0x01,0x10,0x00,0x00,0x00,0x02,0x05,0xb0,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0xbe,0xd7,0xbf,0xee,0xf2,0x01,0x20,
0x00,0x66,0x00,0x00,0x00,0x36,0xcd,0x70,0x00,0x00,0x00,0x00,0x00,0x00,0x02,0x30,
0x00,0x00,0x00,0x02,0xc6,0x00,0x00,0x00,0x00,0x6e,0xef,0xff,0xff,0xfa,0x7c,0x10,
0x00,0x00,0x00,0x00,0x00,0x00,0x78,0x20,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x0b,0xae,0xfe,0x20,0x00,0x00,0x00,0x1c,0xee,0xb6,0x58,0xee,0xc9,0x00,
0x00,0x03,0x91,0x25,0x00,0x51,0x00,0x00,0x00,0x07,0x00,0x00,0x00,0x13,0x00,0x00,
0x00,0x00,0x1d,0xff,0xff,0xd4,0x00,0x00,0x00,0x08,0xe7,0x00,0x00,0x5d,0xb1,0x00,
0x00,0x05,0xa1,0xce,0x71,0xd6,0x00,0x00,0x00,0x01,0x00,0x79,0x00,0x23,0x00,0x00,
0x00,0x00,0x0a,0xff,0xff,0xe3,0x00,0x00,0x00,0x01,0xb4,0x32,0x00,0x0a,0x60,0x00,
0x00,0x00,0x02,0xbd,0x60,0x41,0x00,0x00,0x00,0x00,0x00,0x78,0x00,0x00,0x00,0x00,
0x00,0x00,0x02,0xdf,0xfe,0x60,0x00,0x00,0x00,0x00,0x36,0x67,0x51,0x29,0x00,0x00,
0x00,0x00,0x00,0x57,0x10,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x38,0x85,0x00,0x00,0x00,0x00,0x00,0x01,0x67,0x77,0x40,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x01,0x20,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,0x00,
0x02,0x58,0x88,0x88,0x88,0x88,0x88,0x88,0x88,0x88,0x88,0x88,0x88,0x88,0x88,0x88,
0x88,0x88,0x88,0x88,0x88,0x88,0x88,0x87,0x77,0x66,0x65,0x54,0x44,0x33,0x33,0x22,
}; /* ef_ame02_0 */
#if 0
/* ピチャッ 第一段階 */
static Vtx ef_ame02_00_v[] = {
/* 0番目 */ {-1000,    0,    0,    0,    0,  445,  255,  255,  255,  255},
/* 1番目 */ {1000,    0,    0,    0,  512,  445,  255,  255,  255,  255},
/* 2番目 */ {-1000, 2000,    0,    0,    0,    0,  255,  255,  255,  255},
/* 3番目 */ {1000, 2000,    0,    0,  512,    0,  255,  255,  255,  255},

};
#else
static Vtx ef_ame02_00_v[] = {
/* 0番目 */ {-1000,    0,    0,    0,    0,  445,  0,0,120,255},
/* 1番目 */ {1000,    0,    0,    0,  512,  445,  0,0,120,255},
/* 2番目 */ {-1000, 2000,    0,    0,    0,    0,  0,0,120,255},
/* 3番目 */ {1000, 2000,    0,    0,  512,    0,  0,0,120,255},

};
#endif
Gfx ef_ame02_setmode[] = {
    gsSPTexture( 0xffff, 0xffff, 0, 0, G_ON),
    gsDPPipeSync(),
    gsDPSetCombineLERP(
	PRIMITIVE, 0, SHADE, ENVIRONMENT,
	TEXEL0, 0, PRIMITIVE, 0,
	0, 0, 0, COMBINED,
	0, 0, 0, COMBINED
	),
    gsDPSetPrimColor(0, 255, 255, 50, 50, 80),
    gsDPSetEnvColor(100, 225, 225, 255),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A,G_RM_ZB_XLU_SURF2),
    gsDPPipeSync(),
    gsDPSetTextureLUT(G_TT_NONE),
    gsDPLoadTextureBlock_4b(
	ef_ame02_0,
	G_IM_FMT_I,
	64, 16, 15,
	G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP,
	6, 4, 0, 0),
    gsSPLoadGeometryMode(G_LIGHTING | G_CULL_BACK | G_FOG | G_SHADE | G_SHADING_SMOOTH | G_ZBUFFER),
    gsSPEndDisplayList(),
};
Gfx ef_ame02_00_modelT[] = {
#if 0
    gsSPTexture( 0xffff, 0xffff, 0, 0, G_ON),
    gsDPPipeSync(),
    gsDPSetCombineLERP(
	PRIMITIVE, 0, SHADE, ENVIRONMENT,
	TEXEL0, 0, PRIMITIVE, 0,
	0, 0, 0, COMBINED,
	0, 0, 0, COMBINED
	),
    gsDPSetPrimColor(0, 255, 100, 128, 128, 87),
    gsDPSetEnvColor(100, 128, 128, 255),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A,G_RM_ZB_XLU_SURF2),
    gsDPPipeSync(),
    gsDPSetTextureLUT(G_TT_NONE),
    gsDPLoadTextureBlock_4b(
	ef_ame02_0,
	G_IM_FMT_I,
	64, 16, 15,
	G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP,
	6, 4, 0, 0),
    gsSPLoadGeometryMode(G_CULL_BACK | G_FOG | G_SHADE | G_SHADING_SMOOTH | G_ZBUFFER),
#endif
    gsSPVertex(&ef_ame02_00_v[0],4,0),
    gsSP2Triangles( 0, 1, 2, 0, 1, 3, 2, 0 ),
    gsSPEndDisplayList(),
};

/* ピチャッ 第二段階 */
static Vtx ef_ame02_01_v[] = {
/* 0番目 */ {-1000,    0,    0,    0,  512,  445,  0,0,120,255},
/* 1番目 */ {1000,    0,    0,    0, 1024,  445,  0,0,120,255},
/* 2番目 */ {-1000, 2000,    0,    0,  512,    0,  0,0,120,255},
/* 3番目 */ {1000, 2000,    0,    0, 1024,    0,  0,0,120,255},

};
Gfx ef_ame02_01_modelT[] = {
#if 0
    gsSPTexture( 0xffff, 0xffff, 0, 0, G_ON),
    gsDPPipeSync(),
    gsDPSetCombineLERP(
	PRIMITIVE, 0, SHADE, ENVIRONMENT,
	TEXEL0, 0, PRIMITIVE, 0,
	0, 0, 0, COMBINED,
	0, 0, 0, COMBINED
	),
    gsDPSetPrimColor(0, 255, 100, 128, 128, 255),
    gsDPSetEnvColor(100, 128, 128, 255),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A,G_RM_ZB_XLU_SURF2),
    gsDPPipeSync(),
    gsDPSetTextureLUT(G_TT_NONE),
    gsDPLoadTextureBlock_4b(
	ef_ame02_0,
	G_IM_FMT_I,
	64, 16, 15,
	G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP,
	6, 4, 0, 0),
    gsSPLoadGeometryMode(G_CULL_BACK | G_FOG | G_SHADE | G_SHADING_SMOOTH | G_ZBUFFER),
#endif
    gsSPVertex(&ef_ame02_01_v[0],4,0),
    gsSP2Triangles( 0, 1, 2, 0, 1, 3, 2, 0 ),
    gsSPEndDisplayList(),
};

/* ピチャッ 第三段階 */
static Vtx ef_ame02_02_v[] = {
/* 0番目 */ {-1000,    0,    0,    0, 1024,  445,   0,0,120,255},
/* 1番目 */ {1000,    0,    0,    0, 1536,  445,   0,0,120,255},
/* 2番目 */ {-1000, 2000,    0,    0, 1024,    0,   0,0,120,255},
/* 3番目 */ {1000, 2000,    0,    0, 1536,    0,   0,0,120,255},

};

Gfx ef_ame02_02_modelT[] = {
#if 0
    gsSPTexture( 0xffff, 0xffff, 0, 0, G_ON),
    gsDPPipeSync(),
    gsDPSetCombineLERP(
	PRIMITIVE, 0, SHADE, ENVIRONMENT,
	TEXEL0, 0, PRIMITIVE, 0,
	0, 0, 0, COMBINED,
	0, 0, 0, COMBINED
	),
    gsDPSetPrimColor(0, 255, 100, 128, 128, 255),
    gsDPSetEnvColor(100, 128, 128, 255),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A,G_RM_ZB_XLU_SURF2),
    gsDPPipeSync(),
    gsDPSetTextureLUT(G_TT_NONE),
    gsDPLoadTextureBlock_4b(
	ef_ame02_0,
	G_IM_FMT_I,
	64, 16, 15,
	G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP,
	6, 4, 0, 0),
    gsSPLoadGeometryMode(G_CULL_BACK | G_FOG | G_SHADE | G_SHADING_SMOOTH | G_ZBUFFER),
#endif
    gsSPVertex(&ef_ame02_02_v[0],4,0),
    gsSP2Triangles( 0, 1, 2, 0, 1, 3, 2, 0 ),
    gsSPEndDisplayList(),
};

/* ピチャッ第四段階 */
static Vtx ef_ame02_03_v[] = {
/* 0番目 */ {-1000,    0,    0,    0, 1536,  445,  0,0,120,255},
/* 1番目 */ {1000,    0,    0,    0, 2048,  445,  0,0,120,255},
/* 2番目 */ {-1000, 2000,    0,    0, 1536,    0,  0,0,120,255},
/* 3番目 */ {1000, 2000,    0,    0, 2048,    0,  0,0,120,255},

};
Gfx ef_ame02_03_modelT[] = {
#if 0
    gsSPTexture( 0xffff, 0xffff, 0, 0, G_ON),
    gsDPPipeSync(),
    gsDPSetCombineLERP(
	PRIMITIVE, 0, SHADE, ENVIRONMENT,
	TEXEL0, 0, PRIMITIVE, 0,
	0, 0, 0, COMBINED,
	0, 0, 0, COMBINED
	),
    gsDPSetPrimColor(0, 255, 100, 128, 128, 255),
    gsDPSetEnvColor(100, 128, 128, 255),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A,G_RM_ZB_XLU_SURF2),
    gsDPPipeSync(),
    gsDPSetTextureLUT(G_TT_NONE),
    gsDPLoadTextureBlock_4b(
	ef_ame02_0,
	G_IM_FMT_I,
	64, 16, 15,
	G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP,
	6, 4, 0, 0),
    gsSPLoadGeometryMode(G_CULL_BACK | G_FOG | G_SHADE | G_SHADING_SMOOTH | G_ZBUFFER),
#endif
    gsSPVertex(&ef_ame02_03_v[0],4,0),
    gsSP2Triangles( 0, 1, 2, 0, 1, 3, 2, 0 ),
    gsSPEndDisplayList(),
};


/* 雨 モデル */
static Vtx ef_ame02_04_v[] = {
/* 0番目 */ {-1000, -1000,    0,    0,    0,  496,  0,0,120,255},
/* 1番目 */ {1000, -1000,    0,    0,    0,  496,  0,0,120,255},
/* 2番目 */ {-1000, 1000,    0,    0, 2048,  496,  0,0,120,255},
/* 3番目 */ {1000, 1000,    0,    0, 2048,  496,  0,0,120,255},

};

Gfx ef_ame02_04_modelT[] = {
#if 0
    gsSPTexture( 0xffff, 0xffff, 0, 0, G_ON),
    gsDPPipeSync(),
    gsDPSetCombineLERP(
	PRIMITIVE, 0, SHADE, ENVIRONMENT,
	TEXEL0, 0, PRIMITIVE, 0,
	0, 0, 0, COMBINED,
	0, 0, 0, COMBINED
	),
    gsDPSetPrimColor(0, 255, 100, 128, 128, 255),
    gsDPSetEnvColor(100, 128, 128, 255),
    gsDPSetRenderMode(G_RM_FOG_SHADE_A,G_RM_ZB_XLU_SURF2),
    gsDPPipeSync(),
    gsDPSetTextureLUT(G_TT_NONE),
    gsDPLoadTextureBlock_4b(
	ef_ame02_0,
	G_IM_FMT_I,
	64, 16, 15,
	G_TX_MIRROR | G_TX_WRAP, G_TX_MIRROR | G_TX_WRAP,
	6, 4, 0, 0),
    gsSPLoadGeometryMode(G_CULL_BACK | G_FOG | G_SHADE | G_SHADING_SMOOTH | G_ZBUFFER),
#endif
    gsSPVertex(&ef_ame02_04_v[0],4,0),
    gsSP2Triangles( 0, 1, 2, 0, 1, 3, 2, 0 ),
    gsSPEndDisplayList(),
};



