Converts 3D graphics objects (currently .obj only) directly into NDS graphics commands, to be used with glCalllist() directly. Emphasis on accuracy > speed > memory usage.
Avoiding emitting MTX_4x4 commands where possible will shave off cycles for matrix operations; this becomes significant with any animated object, as there are lots of matrix operations to handle the bones.
Not sure I want to do this in practice; it would require a lot of extra logic to deal with the different sizes of matricies on the decoding end, and that might offset any gains in performance.
Avoiding emitting MTX_4x4 commands where possible will shave off cycles for matrix operations; this becomes significant with any animated object, as there are lots of matrix operations to handle the bones.