Jump to content
  • 0

(FIXED) Issues with Phantom Ganon's display lists?


Ideka
 Share

Question

EDIT:

Issue fixed by removing all the DE commands found in the display lists

-----------------------------------------------------

 

Hey, everybody.

Recently I started working on a "Play as Ganondorf in OoT hack". The progress went quite fast, and after only an hour of working this was the result:

 

kEdxrsZ.png

 

The display lists seen in this image was ported from the intro-utscene Ganondorf file (object_gndd.ZOBJ). However, the head was split up in multiple parts in that file, and some of these parts used matrices to render correctly. Therefore I had to use a head display list from another file.

Since Phantom Ganon is the only other model who has the same head as the intro-cutscene Ganondorf (the other ones have long hair), I had no other choice but to port the head from its file (object_gnd.ZOBJ).

This took quite some time for me to do, and to my disappointment, the result was not what i expected. The ROM did not want to load in PJ64 1.7, and when I managed to load it in Nemu, the head was not very pretty:

 

HCztcp3.png

 

As you can see, the head has for some odd reason attained a weird, puke-green tone.

It has also spawned a strange side effect, where Link's (or Ganondorf's) upper body and many surrounding actors dissappear for a split second:

 

IBX9xJM.png

 

This first led me to believe that I probably just messed up somewhere during the port, and to take my mind off the great waste of time I put into it, I ported the Phantom Ganon staff display list over  the Master sword. This process went a lot faster than porting the head, since there where less commands to repoint in this display list. However, as I went to test it, I discovered that all the issues from the previous port was present: the ROM didn't load in PJ64, the display list had gained a weird corrupt tone of it's original color and every now and then, Link's upper body and many nearby actors disappeared for a split second:

 

EFHoHus.png

 

tfzE6zq.png

 

 

Since I haven't encountered this issue before when porting display lists, I assume that the problem lies somewhere within Phantom Ganon's file. May there be any additional steps I have to add when porting display lists from his file? Thanks in advance for any help.

Link to comment
Share on other sites

3 answers to this question

Recommended Posts

  • 0

You said that the staff display list was quit small -- you should post it here so we can inspect all of the commands.

 

Also, it seems the green shade either comes from vertex coloring or it is taking on environmental settings.

 

Finally, how are you repointing and extracting textures?

Link to comment
Share on other sites

  • 0

I guess by small, I meant in relation to the size of the head display list, but here it is (starts at offset 0x9298 in object_gnd.ZOBJ):

 

 

E7 00 00 00 00 00 00 00 E3 00 10 01 00 00 00 00 
D7 00 00 02 FF FF FF FF FD 10 00 00 06 00 BE 80 
F5 10 00 00 07 0D 00 40 E6 00 00 00 00 00 00 00 
F3 00 00 00 07 0F F2 00 E7 00 00 00 00 00 00 00 
F5 10 08 00 00 0D 00 40 F2 00 00 00 00 03 C0 3C 
FC 12 7E 03 FF FF F3 F8 E2 00 00 1C C8 11 20 78 
D9 F3 FF FF 00 00 00 00 D9 FF FF FF 00 03 04 00 
FA 00 00 00 FF FF FF FF DE 00 00 00 08 00 00 00 
01 02 00 40 06 00 72 C8 06 00 02 04 00 02 00 06 
06 08 00 0A 00 00 08 0C 06 02 0E 04 00 0E 02 0C 
06 0E 08 04 00 08 0E 0C 06 10 12 14 00 16 14 12 
06 16 12 18 00 10 18 12 06 10 14 18 00 14 16 18 
06 1A 1C 1E 00 1C 1A 20 06 22 1C 20 00 1C 22 1E 
06 22 1A 1E 00 22 20 1A 06 24 26 28 00 26 24 2A 
06 2C 24 28 00 24 2C 2A 06 26 2E 28 00 2E 26 2A 
06 2E 2C 28 00 2C 2E 2A 06 30 32 34 00 36 34 32 
06 38 34 3A 00 36 3A 34 06 30 3C 32 00 36 32 3C 
06 30 3A 3C 00 36 3C 3A 01 00 60 0C 06 00 74 B8 
06 00 02 04 00 02 06 04 06 02 08 06 00 04 0A 00 
06 00 0A 08 00 08 0A 06 E7 00 00 00 00 00 00 00 
FD 10 00 00 06 00 B3 80 F5 10 00 00 07 0D 43 40 
E6 00 00 00 00 00 00 00 F3 00 00 00 07 1F F2 00 
E7 00 00 00 00 00 00 00 F5 10 08 00 00 0D 43 40 
F2 00 00 00 00 03 C0 7C FC 11 FF FF FF FF F2 38 
E2 00 00 1C C8 11 30 78 D9 FD FF FF 00 00 00 00 
DE 00 00 00 08 00 00 00 01 00 A0 14 06 00 75 18 
06 00 02 04 00 02 00 06 06 08 0A 0C 00 0A 08 0E 
06 02 10 04 00 10 02 06 06 0A 12 0C 00 12 0A 0E 
DF 00 00 00 00 00 00 00 

 

 

 

How I port the textures:

 

1. I first look at what offset the FD command points to for the texture

2. Then I use Flotonic's tool "textdoc.EXE" to find the size of the texture(s) I want to port

3. Then I paste them at new offsets, which I write down

4, When I'm done with that I simply repoint the 3 last bytes of the FD commands to their new texture offsets

 

Thanks.

 

------------------------------------------

EDIT:

Fixed the problem by removing the DE commands in the display list.

Link to comment
Share on other sites

 Share

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.