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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

Joined: 16 Aug 2006 Posts: 6173
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Posted: Tue Jan 11, 2011 2:30 pm Post subject: Zoinkity's Lighting Type Texture Patch is in! |
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NOTE: In Beta link only, for now.
Here's his blurb:
So, when you have time to tinker with the editor...
> I'm posting a patch for this up on the forums for beta testing. With any luck there won't be any problems associated with it.
>
> Extended the "lights" index to allow custom light fixture textures, such as imports from PD. I'm adding a flag to the ROM image index. Format is like so:
> F0000000 Impact sound.
> 0F000000 Impact texture set.
> 00800000 New light fixture flag.
> 007FFFFF In ROM, binary size. Expanded in-game to ROM offset.
>
> This breaks the editor at the moment.
>
> As you'll notice the ROM offset mask is now 7FFFFF, not FFFFFF. Theoretically this won't pose a problem. If you assume an expanded ROM of size 1000000 and the normal ROM image bank address of 8F7DF0, the total size of the bank would be 708210. Assuming no other data was added to the ROM, you'd still need to push the filesize another megabyte to run any risk at all.
> Hopefully it won't be too much of an issue to change the masks in your programs. There are only two other ways to do it, both of which are expensive. Either we'd need another table of bitflags for every image, tack the data into each image's personal header, or a "these are lights" list using two bytes an entry plus a dead one. An additional added bonus is ease of setting lights, to the point of absurdity.
>
> Actual ROM changes:
> This requires the reduced-size image bank hack the editor auto-applies.
> All addresses here are NGEE-unbyteswapped! Didn't bother with the other regions yet.
>
> //ROM offsets
> //these correct the masks and ROM offset generation
> 3570F 7F
> 35733 7F
> 3573F 7F
> 3574F 40
> 35753 42
> 35777 7F
> 1007D3 7F
> //tests for light flag
> F0160 00040880 3C028005 00411021 90429301 03E00008 000211C2
>
> This also causes a slight issue when first making the reduced tables. The light flags will need to be set initially. Here's a table of which images were concidered "lights" in release. Other light textures existed, but some were always intended as unbreakable. From experience I happen to know a .22 can't blow out a light behind a industrial-duty plexiglass box--we had some idiots around town back then.
>
> //Flags to set for certain GE images. Mask with the light fixture flag (00800000).
> //21990 offsets
> image 0C9 0x28894
> image 0CB 0x2889C
> image 0CD 0x288A4
> image 0FC 0x28960
> image 0FE 0x28968
> image 0FF 0x2896C
> image 100 0x28970
> image 1AC 0x28C20
> image 3D6 0x294C8
> image 567 0x29B0C
Anyways it's supported in image tools by default (all new ROMs), so have fun! Right click on a texture to change its lighting type. It will auto-set the images to the defaults listed above if it detected no ROM change previously. |
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