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F3DEX3 implementation [WIP, Help needed] #280
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I need to figure out how to handle the gbi issue of textures due to the new rom extraction system
Here's an example of the errors being thrown: include/PR/gbi.h:3743:5: error: initializer element is not constant |
Thank you!
Why'd you remove all the light defines? |
The original repo had a script called fixlights.py that apparently is needed to be ran to remove some things that f3dex3 doesn't use/need(?), running it did that, to be fair I'm also looking into it because the script doesn't even run properly without erroring out sometimes. I didn't have time to revert the actors and levels folder yet before I look into it. |
re-add the light's just change the direction?(idk what the menu means by direction) from 0x28 to 0x49 to fix lighting |
you forgot to change 0x28 to 0x49 |
on all lights |
To be fair, I'm fairly certain f3dex3 does not even need those anyways, and the HackerSM64 repo seems to confirm that as well, I'm just gonna see if I figure out why the fixlights script failed sometimes, so I made that commit in case I need to revert to it once again because I broke something |
It breaks NUM_SAVE_FILES stuff, maybe shouldn't have done that and should have looked into that instead but it doesn't make much of a difference
Currently trying to add F3DEX3 for the extra features and performance boosts, unfortunately the new rom extraction system doesn't allow it because some constants for the models use ROM_ASSET_LOAD_TEXTURE and the like, which the gbi.h doesn't like.