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GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community
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SubDrag Administrator
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Joined: 16 Aug 2006 Posts: 6124
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Posted: Fri Aug 28, 2015 4:20 pm Post subject: Mickey Speedway - 6 Bytes Per Triangle bitflags |
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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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Trevor 007
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Joined: 15 Jan 2010 Posts: 926 Location: UK, Friockheim OS:Win11-Dev PerfectGold:Latest ![](templates/Cobalt/images/spacer.gif) |
Posted: Mon Aug 31, 2015 2:40 am Post subject: |
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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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