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Old 04-01-13, 22:31   #21
Lwmte
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Originally Posted by Laras Boyfr. View Post
I skipped the chinese and now am asking ... so its possible to implement these features?
Well, that is what we're talking about, of course!
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Old 05-01-13, 05:12   #22
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Hey, thank you guys, seems now we have even two different options to set these extra flags! Just what I need.
If you need other options let me know

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@ meta2tr:
Can't see the pictures...
I updated the links so hopefully it works now.
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Old 05-01-13, 08:45   #23
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How exactly would you implement the applications for use? Is there a way to open PSX version specific codes?
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Old 05-01-13, 09:22   #24
Laras Boyfr.
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How exactly would you implement the applications for use? Is there a way to open PSX version specific codes?


But seriously, let him just do what he started, asking for PSX coding is pointless in my opinion
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Old 05-01-13, 09:49   #25
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I am not pushing, just asking for information is all. Plus it might spur some answers we never got before.
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Old 05-01-13, 11:30   #26
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So, you can easily enable subtypes 3-7 by modifying only two bytes in tomb4.exe at offsets 7BF7D and 70BE5. Change them from 02 to 07, and you can freely use extra 5 subtypes for room faces too!
Thanks for this. I made the changes you suggested. I updated the level to show attributes 0 to 7. Here's the result.



The level is here. I've set the upper byte of the face with subtype 7 to 7F (that's why it doesn't appear in the screenshot above).

I've changed the level for you so it is easy to use tp's new TRTEXTURE tool to edit the upper byte or anything else on any of the test faces that you might want to test. The offsets for the textures are:

Code:
Square   Attribute    Offset in tex info table
  0       0x0000        0x0A4F (2369)
  1       0x0001        0x0A54 (2344)
  2       0x0002        0x0A55 (2345)
  3       0x0003        0x0A56 (2346)
  4       0x0004        0x0A57 (2347)
  5       0x0005        0x0A58 (2348)
  6       0x0006        0x0A59 (2349)
  7       0x7f07        0x0A5A (2350)
Hope that helps
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Old 05-01-13, 13:14   #27
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But seriously, let him just do what he started, asking for PSX coding is pointless in my opinion
It was not a quick escalation, he was just asking if there were a way to open the PSX files to copy-paste some PSX exclusive codes.
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Old 05-01-13, 13:16   #28
Laras Boyfr.
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It was not a quick escalation, he was just asking if there were a way to open the PSX files to copy-paste some PSX exclusive codes.
Aha! Sorry I thought it was referring to get ahold of a kind of tom2psx or something. Should read better next time
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Old 06-01-13, 01:51   #29
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So, here is the test level and engine, with which you can test new blending modes 8-10 (mode 5 is set to the same as 10 and used for shadows only, because I faced serious bugs with rendering extra blending modes with fog bulb nearby). Also mode 8 results in missing faces at certain angles, I think there's another switch case or "if...then" branch somewhere to find. Unfortunately, today my whole .udd database for OllyDbg with partially deciphered graphics calls got corrupted, it's a bit demotivating!



For those who didn't forgot how to use TREP, there's also test custom patches set.

Quote:
he was just asking if there were a way to open the PSX files to copy-paste some PSX exclusive codes.
Sorry guys, it's not possible. PSX used MIPS architecture, so it's not possible to decompile it.

Last edited by Lwmte; 06-01-13 at 01:55.
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Old 06-01-13, 03:14   #30
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Great work! I'll implement those blend modes too, except 5. I'll see if I can keep blend mode 6 (wire frame) because it might be a nice special effect for the level designers.
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