Using GE Debugger to find Texture Coords
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10-19-2014, 10:32 AM
(This post was last modified: 10-19-2014 10:33 AM by Calivi.)
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Using GE Debugger to find Texture Coords
Hi there, I am new to this forum. I would like to thank you a lot for this awesome emulator. With the addition of the debugger, it made reverse engineering PSP games a piece of cake .
I have some questions regarding the GE Debugger. I am currently trying to find where my game stores on-screen coordinates of a particular texture, in order to change them, and move this texture on another place, on screen . As far as I understand, in this game, every texture's on-screen coordinates get computed by (matrix?) transformations, since the vertices (before the transform) are always the same: (0,0,0)(40,0,0)(0,40,0)(40,40,0). I would like to ask what is the easier way to find this transformation (matrix), maybe in RAM at least, so I can backtrack the code, and find where it comes from, in the original game data. Or, maybef I am completely wrong, and I should follows a completely different approach. Thanks for your help. Keep the good work going! |
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Messages In This Thread |
Using GE Debugger to find Texture Coords - Calivi - 10-19-2014 10:32 AM
RE: Using GE Debugger to find Texture Coords - Henrik - 10-19-2014, 09:07 PM
RE: Using GE Debugger to find Texture Coords - [Unknown] - 10-20-2014, 05:12 AM
RE: Using GE Debugger to find Texture Coords - Calivi - 10-20-2014, 01:23 PM
RE: Using GE Debugger to find Texture Coords - Henrik - 10-20-2014, 10:02 PM
RE: Using GE Debugger to find Texture Coords - [Unknown] - 10-21-2014, 01:46 AM
RE: Using GE Debugger to find Texture Coords - Calivi - 10-21-2014, 11:15 AM
RE: Using GE Debugger to find Texture Coords - Calivi - 01-10-2015, 11:35 AM
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