Using GE Debugger to find Texture Coords
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10-21-2014, 01:46 AM
Post: #6
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RE: Using GE Debugger to find Texture Coords
Well, there are ways that HLE can write to RAM still that don't trigger. But, also, games do not always reuse the same addresses for displaylists (annoyingly.) Even more, if it's using the same texture coordinates, it may not be changing the displaylist at all. It could run another displaylist, somewhere else, to update the matrix registers, or it can even use HLE to provide the matrix (sceGeSetMtx().)
For example, Final Fantasy 4 iirc doesn't draw in the way you might expect, vertex wise. It draws always to the same place, but translates the world matrix for each tile. Very "the spoon doesn't bend." In the GE debugger you can see the matrices, so you can see if they change each frame or prim. -[Unknown] |
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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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