#ifndef DUNGEONS_BMORI1_ROOM_0_H
#define DUNGEONS_BMORI1_ROOM_0_H 1

#include "align_asset_macro.h"

#define dBmori1_room_0Tex_005CF8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_005CF8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_005CF8[] = dBmori1_room_0Tex_005CF8;

#define dBmori1_room_0Tex_0064F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_0064F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_0064F8[] = dBmori1_room_0Tex_0064F8;

#define dBmori1_room_0Tex_0074F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_0074F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_0074F8[] = dBmori1_room_0Tex_0074F8;

#define dBmori1_room_0Tex_007CF8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_007CF8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_007CF8[] = dBmori1_room_0Tex_007CF8;

#define dBmori1_room_0Tex_0084F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_0084F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_0084F8[] = dBmori1_room_0Tex_0084F8;

#define dBmori1_room_0Tex_0088F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_0088F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_0088F8[] = dBmori1_room_0Tex_0088F8;

#define dBmori1_room_0Tex_0098F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_0098F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_0098F8[] = dBmori1_room_0Tex_0098F8;

#define dBmori1_room_0Tex_00A0F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_00A0F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_00A0F8[] = dBmori1_room_0Tex_00A0F8;

#define dBmori1_room_0Tex_00B0F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_00B0F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_00B0F8[] = dBmori1_room_0Tex_00B0F8;

#define dBmori1_room_0Tex_00B4F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_00B4F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_00B4F8[] = dBmori1_room_0Tex_00B4F8;

#define dBmori1_room_0Tex_00B8F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_00B8F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_00B8F8[] = dBmori1_room_0Tex_00B8F8;

#define dBmori1_room_0Tex_00C0F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_00C0F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_00C0F8[] = dBmori1_room_0Tex_00C0F8;

#define dBmori1_room_0Tex_00C2F8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_00C2F8"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_00C2F8[] = dBmori1_room_0Tex_00C2F8;

#define dBmori1_room_0Tex_00CB88 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0Tex_00CB88"
static const ALIGN_ASSET(2) char Bmori1_room_0Tex_00CB88[] = dBmori1_room_0Tex_00CB88;

#define dBmori1_room_0DL_005CC8 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0DL_005CC8"
static const ALIGN_ASSET(2) char Bmori1_room_0DL_005CC8[] = dBmori1_room_0DL_005CC8;

#define dBmori1_room_0DL_00CB70 "__OTR__scenes/nonmq/Bmori1_scene/Bmori1_room_0DL_00CB70"
static const ALIGN_ASSET(2) char Bmori1_room_0DL_00CB70[] = dBmori1_room_0DL_00CB70;


#endif // DUNGEONS_BMORI1_ROOM_0_H
