Now that I am in the process of reverse-engineering/decompiling the game, I would appreciate it if you could show me how you derived the algorithm, or where you found it.
Also, how did you know the collision was in a grid format before it was known?
Finally, if you're familiar with PowerPC, I could use some help with a weird function I found in SMB. You can contact me at yoshimaster96smwc@gmail.com, so we can chat about this in private.
@blank63 (Forgive the weird mention, GitHub no longer has private messages)
I noticed that, back in 2015, you helped me with SMB collision by providing an algorithm to convert to the SMB's collision triangle format: http://kuribo64.net/board/thread.php?pid=55104#55104
Now that I am in the process of reverse-engineering/decompiling the game, I would appreciate it if you could show me how you derived the algorithm, or where you found it.
Also, how did you know the collision was in a grid format before it was known?
Finally, if you're familiar with PowerPC, I could use some help with a weird function I found in SMB. You can contact me at yoshimaster96smwc@gmail.com, so we can chat about this in private.