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#modding

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Mr.Rubinshtein13 vertex by 13 vertex rendering
Mr.Rubinshteinthought its a culling
AdrienTDYeah, no faces are stored, they are implicit
PegPeregoGauchoand the uvs?
AdrienTDthe UVs are stored
AdrienTDThere is an array of materials, and each material stores flags as well as UVs for the 4 corners of the quad to which it is assigned
AdrienTDThe first material is the water, it has the special property that the game modifies its UVs ingame to make the water flow
AdrienTDNow, how where the assignment of materials to the faces are, I still have to find it
AdrienTDThe world is transforming into water! :WutFace:
File mGBA_-_Asterix__Obelix_XXL_Europe_EnFrDeEsItNl_60.4_fps_-_0.9.1_2021-06-06_23-58-20.mp4 is currently not available:
PegPeregoGauchowhy is it not solid anymore :WeirdWhat:
AdrienTDI think the byte that indicates the collision type (solid, slide, etc.) is just next to the byte that assigns the texture
AdrienTDAnd I was overwritting the whole array with 00s in the memory editor :Pedlar:
PegPeregoGaucho:Lul:
PegPeregoGauchodid you also find it in the rom?
AdrienTDYes
AdrienTDIt is compressed, but there is an array for every level that indicates what to decompress with the input address in the ROM and the output address in the RAM
PegPeregoGauchowhat are your plans? make a full blown editor or only to finish the geo export and then move on to something else?
AdrienTDWe'll see :TotalKappa:
PegPeregoGaucho:PauseChamp:
PegPeregoGauchobtw apparently these are the cheats: https://www.neoseeker.com/asterix-obelix-xxl/cheats/gba/