Open MaKiPL opened 4 years ago
We could always use hashcodes for those exceptions if there are no other options.
I'm not sure when we'd be able to hash. If we could get more values from memory related to knowing what texture needs loaded we could do it with out hashes. Like if we could read who is party leader or what kind of vehicles are on the map. Or if we could detect which tims the game is loading we could set flags saying which main character texture was most recently read or something.
Yeah, world map segments use atlas to render. If you want to change the chunk of pre-uploaded to VRAM texture you use this: https://docs.microsoft.com/en-us/windows/win32/opengl/gltexsubimage2d
This will allow pushing only Selphie texture without editing whole texture.
Balamb garden: DrawElements: TexCoordPointer access:
They all collide default squall is in the top left of wmset_015_0 but when selphie takes over she uses the same part of the texture. So the game is overwriting it's buffer or something when we aren't overriding the texture. We need a way to detect which party members etc. So we know what texture to load. Or if possible we could override the individual textures somehow. The original tim files are all separate. The game combines them. This might not be possible. The game doesn't seem to use the tim x,y locations.
Vehicles like cars and trucks seem to use the top right. I haven't really checked all them. I think we'll see similar issues.