Time | User | Text |
---|---|---|
Mr.Rubinshtein | 13 vertex by 13 vertex rendering | |
Mr.Rubinshtein | thought its a culling | |
AdrienTD | Yeah, no faces are stored, they are implicit | |
PegPeregoGaucho | and the uvs? | |
AdrienTD | the UVs are stored | |
AdrienTD | There 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 | |
AdrienTD | The first material is the water, it has the special property that the game modifies its UVs ingame to make the water flow | |
AdrienTD | Now, how where the assignment of materials to the faces are, I still have to find it | |
AdrienTD | The world is transforming into water! File mGBA_-_Asterix__Obelix_XXL_Europe_EnFrDeEsItNl_60.4_fps_-_0.9.1_2021-06-06_23-58-20.mp4 is currently not available: | |
PegPeregoGaucho | why is it not solid anymore | |
AdrienTD | I think the byte that indicates the collision type (solid, slide, etc.) is just next to the byte that assigns the texture | |
AdrienTD | And I was overwritting the whole array with 00s in the memory editor | |
PegPeregoGaucho | ||
PegPeregoGaucho | did you also find it in the rom? | |
AdrienTD | Yes | |
AdrienTD | It 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 | |
PegPeregoGaucho | what are your plans? make a full blown editor or only to finish the geo export and then move on to something else? | |
AdrienTD | We'll see | |
PegPeregoGaucho | ||
PegPeregoGaucho | btw apparently these are the cheats: https://www.neoseeker.com/asterix-obelix-xxl/cheats/gba/ |