CutsceneUnk2 uses 8 prims but only 7 are allocated. It looks like at some point the game writes to the address 0x00000000 but I did not confirm it with a PS1 debugger. This is a potential bug. CutsceneUnk2 signature was also wrong.
I had to get rid of GfxBank in src/st/cen/header.c and I probably need to do the same for the other header files. The code reads chunks of WORDS at the time and a structure would be too large to include GFX_TERMINATE in it.
CEN is there but not linked because it conflicts with some WRP symbols. I decided to take a much simpler approach compared to what I did with WRP (which needs to be refactored later on).
There's a cutscene parser. The asset manager is exporting it to src/st/cen/cutscene_data.h if you want to have a look. I know I am still using config/assets.us.weapon.yaml and it probably needs to be renamed as config/assets.us.yaml later on. I am still deciding.
CutsceneUnk2
uses 8 prims but only 7 are allocated. It looks like at some point the game writes to the address0x00000000
but I did not confirm it with a PS1 debugger. This is a potential bug.CutsceneUnk2
signature was also wrong.I had to get rid of
GfxBank
insrc/st/cen/header.c
and I probably need to do the same for the other header files. The code reads chunks of WORDS at the time and a structure would be too large to includeGFX_TERMINATE
in it.CEN is there but not linked because it conflicts with some WRP symbols. I decided to take a much simpler approach compared to what I did with WRP (which needs to be refactored later on).
There's a cutscene parser. The asset manager is exporting it to
src/st/cen/cutscene_data.h
if you want to have a look. I know I am still usingconfig/assets.us.weapon.yaml
and it probably needs to be renamed asconfig/assets.us.yaml
later on. I am still deciding.