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Mickey Speedway - 6 Bytes Per Triangle bitflags

 
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SubDrag
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 PostPosted: Fri Aug 28, 2015 4:20 pm    Post subject: Mickey Speedway - 6 Bytes Per Triangle bitflags Reply with quote Back to top

Here's the ones I determined, if anyone ever does Mickey editing and finds some more, let me know so I can update the list. These may not be perfect as of now.

000000001000 No Collision (used for start point)
000000000800 Hit
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 PostPosted: Mon Aug 31, 2015 2:40 am    Post subject: Reply with quote Back to top

Its a pitty these 6Bytes accross all these games were not Identical...
I thought I saw a pattern, but there is none...

Has anyone tried adding 48 seperate triangles each with a new bit?
You can connect them with a quad incase one bit means "fall to death" .

I suppose you could increase it to 96 tris where 48 are textured and 48 are not (incase a bit applies to texture only).

Trev
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