FixtySour Posted March 14, 2015 Share Posted March 14, 2015 I know you have to use DE commands for display lists, but I'm not sure how to do the same for textures. If it also involves DE commands, what would I do differently? Link to comment Share on other sites More sharing options...
0 haddockd Posted March 14, 2015 Share Posted March 14, 2015 Are you trying to replace textures with higher resolution ones in ROM? If not, perhaps it would help if you told us what you are trying to accomplish Link to comment Share on other sites More sharing options...
0 FixtySour Posted March 14, 2015 Author Share Posted March 14, 2015 The texture I want to replace has a color overlay on it. The one I'd like to replace it with needs colors other than the color overlay, so it comes out wonky when I import it over the original texture. I'm editing the subscreen menus. Link to comment Share on other sites More sharing options...
0 mzxrules Posted March 14, 2015 Share Posted March 14, 2015 I'm just starting to learn some of this stuff. Perhaps you need to modify an FD command? 801c73c8:fd18009f-0600a500: gsDPSetTextureImage(G_IM_FMT_RGBA, G_IM_SIZ_32b, 160, 0x0600a500(0x80367a80)), 801c7730:fd900000-06024c00: gsDPSetTextureImage(G_IM_FMT_I, G_IM_SIZ_16b, 1, 0x06024c00(0x80382180)), Link to comment Share on other sites More sharing options...
0 FixtySour Posted March 14, 2015 Author Share Posted March 14, 2015 I've never used an FD command before, so I wouldn't know how to use or correctly modify one. It looks like it's using RAM offsets, too, and If that's the case I don't know how I'd find the RAM offsets for any of the textures I'll be using. Link to comment Share on other sites More sharing options...
0 mzxrules Posted March 14, 2015 Share Posted March 14, 2015 The command accepts either ram or bank offsets Link to comment Share on other sites More sharing options...
0 FixtySour Posted March 14, 2015 Author Share Posted March 14, 2015 I still don't know how to use an FD command. Is it dealt with through ASM rather than hex? I was asking about a way to reroute textures through hex like you would with a DE command. If it's not possible to do through hex I'd need someone to tell me how to use an FD command. Link to comment Share on other sites More sharing options...
0 Ideka Posted March 14, 2015 Share Posted March 14, 2015 Can't remember where I found this, but I think it was made by Flotonic: FD Command: Format: FD TT 00 00 BB XX XX XX TT = Texture Type BB = Texture Bank XX XX XX = Location of Texture in whatever the bank is Description: It makes your model look pretty with textures! Example: You find this in a Display List: FD 48 00 00 04 01 17 80 Compare to format: FD TT 00 00 BB XX XX XX You're probably like "OHH MY GOSH!!!! BB IS 04 AND I DON'T KNOW WHAT THAT IS!" Smart people refer to the BANK LISTING. 04 signals that the texture is located in and loaded from gameplay_keep. You'd change the bank to 06 if you're changing it to use a texture already in the .zobj, obviously, and you'll be changing the location. Anyway. From this, we can tell that the texture type is 48, an 8-Bit CI texture. It's located at 0x11780 in gameplay_keep. Link to comment Share on other sites More sharing options...
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FixtySour
I know you have to use DE commands for display lists, but I'm not sure how to do the same for textures. If it also involves DE commands, what would I do differently?
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