Sergeanur / EaglePatch

Patches for Assassin's Creed 1 & 2
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[ac2] LOD-level override introduces visual artifacts #1

Open illnyang opened 2 years ago

illnyang commented 2 years ago

EaglePatch must do some filtering before forcing the LOD-level, this is already done for character models, but there are other things that appear glitchy.

Perhaps you could do retaddr checking?

Also, it would be nice if you added those leaked debug binaries you're using for people who want to reverse the game on their own and help with the project.

Sergeanur commented 2 years ago

I need more specifics about what other things appear glitchy, reproduction steps, etc.

I don't have any leaked debug binaries. The function names I took from Brotherhood on Mac, if you mean that.

illnyang commented 2 years ago

I need more specifics about what other things appear glitchy, reproduction steps, etc.

I noticed the following when using that old LOD CE-based patcher on moddb, which I assume works the same:

During the game's prologue in Abstergo building (very first room where Lucy nags you), security camera's blinking red light orbs were way too big, going well outside camera model. Without LOD-level override, they are in their correct spot.

And yeah, I meant Brotherhood on Mac symbols. I forgot it wasn't a really leak. I wonder if you could use Diaphora to match the symbols between the binaries. Either way, I would love to contribute if time allows it. Can I contact you somewhere for a less issue-specific discussion?

Sergeanur commented 2 years ago

You can join my discord server, the link is on top of readme.md.

JOHN30011887 commented 2 years ago

That camera red light bug at the very start of the game has always been there, they show as a red dot from far away but when walking closer to them they blow up bigger into a crescent moon sort of shape, even a quick youtube search of walkthrough i could see it

illnyang commented 2 years ago

These buildings are placeholders that are used when given lod-level model is missing, I presume. There must be a way to tell which LOD-levels are available for a given model.

lod0placeholders

lod0placeholders2