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- mzxrules - 04/23/2017
- i forget how gim works... let me logic it out...
- jamz - 04/23/2017
- The controller looks worse than original xbox
- jotam - 04/23/2017
- haha what the heck... only 14 games were ported to iQue...
- mzxrules - 04/23/2017
- ok you collect an item, but in such a way that you can interrupt and regain control of Link. This causes the model of the item Link is holding over his head to be loaded/shown
- if you pass within "A action/bottle range" range of certain objects (chests, bushes, fish, bugs), the byte which stores what item you will obtain changes to a new value. The only useful one for item collection manipulation is chests
- chests set a negative get item index, which is suppose to be negated to a positive before the item giving routine uses it to pick what item you obtain
- but since it doesn't, when you jump/surface water afterward the negative index means the game looks up data from before the get item table, treating that as an item record
- now the reason the game crashes is twofold
- or rather, can crash
- jotam - 04/23/2017
- huh interesting
- im with ya so far
- mzxrules - 04/23/2017
- there is a byte value in Link's instance which stores what I call a model id. This id is used to locate the start point for the model that Link holds over his head
- like, you know how Link can hold rupees over his head?
- jotam - 04/23/2017
- yeah
- mzxrules - 04/23/2017
- well, there is one file that contains the display list for all the different colored rupees (the "high resolution" ones, not the ones you bump into normally)
- this index is used to look up the start of the model data within that file, as a relative offset
- jotam - 04/23/2017
- i see
- mzxrules - 04/23/2017
- these files that contain "high resolution" models of items that Link can hold over his head are called "gi_*" in the actual game data, hence why I called it GID/GIM
- as in I think object_gi_rupee or so (probably not right but you get the picture)
- jotam - 04/23/2017
- ahh makes sense
- mzxrules - 04/23/2017
- so there's an array of offsets relative to the start of where this type of file will be reserved in ram
- now when you surface, the model id will almost always change, which changes where the game looks for the start of the display list
- thus the game can crash if the display list is broken enough to where it seizes the system
- the other part of it, is that the object_gi file doesn't change when you surface water
- jotam - 04/23/2017
- interesting
- so the list was essentially stabilized in the VC version?
- mzxrules - 04/23/2017
- not really. the way N64 emulation historically works is through something called high-level emulation
- the two core computing units of the N64 are the CPU, and the RCP (reality co-processor)
- TotalWeebDude - 04/23/2017
- Hi
- mzxrules - 04/23/2017
- the RCP contains the RSP (which is a reprogrammable) and the RDP (which does things I don't understand :smile: )(edited)
- TotalWeebDude - 04/23/2017
- Best emulator for TAS and faster pause screen loading?(edited)
- mzxrules - 04/23/2017
- what high level emulation does is it processes the display lists directly, rather than emulating the reprogrammable RSP
- jotam - 04/23/2017
- interesting
- mzxrules - 04/23/2017
- people say bizhawk
- i'm not one of those, but i'd try it out
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