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banjo_tooie:geometry_layouts [2018/03/09 18:50]
trenavix created
banjo_tooie:geometry_layouts [2020/04/22 19:00]
pfedak [0x18: LOAD DL]
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 ====== Geometry Layouts ====== ====== Geometry Layouts ======
  
-These scripts load display lists within the [[banjo_tooie:​model_data|model file]], with certain aspects, properties, and checks applied. They are found at the end of a model file.+These scripts load display lists within the [[banjo_tooie:​model_data|model file]], with certain aspects, properties, and checks applied. They are found at the end of a model file. Commands 0x00 through 0x10 are identical to those in [[banjo_kazooie:​geometry_layouts|Banjo-Kazooie]],​ so we list only new commands. Note that level and skybox models can only use the old commands, and will not respect bone indices.
  
-==== 0x02: BONE ====  
  
-Loads a display list from the DL segment and attaches it to the current group of bones with ID. 
-Usage: 
-^ Value/​Syntax ^ Description ^ 
-| [00 00 00 02] | Bone Command ID | 
-| [00 00 <color darkred>​aa aa</​color>​] | Load DL - DL Segment Address/8 (Example: 0x1C = 0xE0)| 
-| [<color darkgreen>​bb</​color>​ <color darkblue>​cc</​color>​ <color purple>​dd dd</​color>​] | <color darkgreen>​bb</​color>​=Continue*,​ <color darkblue>​cc</​color>​=Bone ID, <color purple>​dddd</​color>​=??​ | 
-| [00 00 00 00] | If <color darkgreen>​bb</​color>​=10,​ these four bytes are written before the next command. | 
-*Continue: If 00, GeoLayout stops after command. If 0x10, GeoLayout continues. 
----- 
  
-==== 0x03: LOAD DL ==== 
  
-Loads a display list from offset of F3DEX2 segment 
-Usage: 
-^ Value/​Syntax ^ Description ^ 
-| [00 00 00 03] | Load DL Command ID | 
-| [00 00 00 <color darkred>​aa</​color>​] | 00 to end GeoLayout after command, 0x10 to continue | 
-| [<color darkgreen>​bb bb</​color>​ <color darkblue>​cc cc</​color>​] | <color darkgreen>​bbbb</​color>​=Offset in DL Segment/​0x08,​ <color darkblue>​cccc</​color>​=Tri Count | 
-| [00 00 00 00] | If <color darkred>​aa</​color>​=10,​ these four bytes are written before the next command. | 
-*Continue: If 00, GeoLayout stops after command. If 0x10, GeoLayout continues. 
-''​Example:​ 00 00 00 03 00 00 00 00 00 2D 00 10''​ 
  
-Addr= 0x2D*0x08 offset from F3DEX2 Segment Start, 0x168 
-0x10= 16 triangles in DL 
  
----- 
  
-==== 0x05BONE ====+==== 0x11LOAD DL (LIGHTING) ​====
  
-Usage currently unknown.+Loads a display list from an offset into the F3DEX segment (see [[banjo_kazooie:​geometry_layouts#​x03load_dl|command 0x03]]) and then enables software lighting on a range of vertices. 
 +Usage: 
 +^ Value/​Syntax ^ Description ^ 
 +| [00 00 00 11] | Load DL Command ID | 
 +| [00 00 00 <color red>​aa</​color>​] | Continue* | 
 +| [<color green>bb bb</​color>​ <color blue>cc cc</​color>​] | <color green>​bbbb</​color>​=Offset in DL Segment/​0x08,​ <color blue>​cccc</​color>​=First Triangle Index | 
 +| [<color purple>​dd dd</​color>​ 00 <color orange>​ee</​color>​] | <color purple>​dddd</​color>​=Triangle Count, <color orange>​ee</​color>​=Enable env mapping |
  
 ---- ----
  
-==== 0x08?????? ​====+==== 0x12SKINNING (LIGHTING) ​====
  
-Usage currently unknown.+Loads display lists that draw triangles across bones (see [[banjo_kazooie:​geometry_layouts#​x05skinning|command 0x05]]) and enables lighting on a list of verticesThe lists of vertex counts are in parallel to the DL index list, and refer to sequential ranges following the first vertex index. They are accessed in order alternating child-parent-child-parent-... 
 +^ Value/​Syntax ^ Description ^ 
 +| [00 00 00 12] | Command ID | 
 +| [00 00 00 <color red>​aa</​color>​] | Continue* | 
 +| [<color green>bb bb</​color>​ <color blue>cc cc</​color>​] | <color green>​bbbb</​color>​=offset in DL segment/​0x08 for parent bone vertices| 
 +| [<color purple>​dd dd</​color>​ <color orange>​ee ee</​color>​] | <color blue>​cccc</​color>,<​color purple>​dddd</​color>,<​color orange>​eeee</​color>​... zero-terminated list of DL offsets for current bone | 
 +| ... | | 
 +| 0x14:​[<​color green>ff ff</​color>​ <color blue>gg gg</​color>​] | <color green>​ffff</​color>,<​color blue>​gggg</​color>,​...=vertex counts for lighting, using parent bone (possibly zero) | 
 +| ... | | 
 +| 0x20:​[<​color green>hh hh</​color>​ <color blue>ii ii</​color>​] | <color green>​hhhh</​color>,<​color blue>​iiii</​color>,​...=vertex counts for lighting, using child bone (possibly zero)| 
 +| ... | | 
 +| 0x2c:​[<​color palegreen>​jj jj</​color>​ 00 <color sienna>​kk</​color>​] | <color palegreen>​jjjj</​color>​=index of first vertex, <color sienna>​kk</​color>​=Enable env mapping|
  
 ---- ----
  
-==== 0x0A?????? ​====+==== 0x15ENABLE LIGHTING ​====
  
-Usage currently unknown.+Enable lighting on lists of vertices on arbitrary bonesThe ranges are consecutive,​ starting from the first index. 
 +^ Value/​Syntax ^ Description ^ 
 +| [00 00 00 15] | Command ID | 
 +| [00 00 00 <color red>​aa</​color>​] | Continue* | 
 +| [<color green>bb bb</​color>​ <color blue>cc cc</​color>​] | <color green>​bbbb</​color>​=Range Count, <color blue>​cccc</​color>​=Start Vertex| 
 +| [<color purple>​dd dd</​color>​ <color orange>​ee ee</​color>​] |for each range: <color purple>​dddd</​color>​=Bone Index, <color orange>​eeee</​color>​=Vertex Count | 
 +| ... | |
  
 ---- ----
  
-==== 0x0DDRAW DISTANCE ​====+==== 0x16SKINNING ​====
  
-Applies draw distance ​to descending geometry +Seems equivalent ​to [[banjo_kazooie:geometry_layouts#​x05skinning|command 0x05]], though through a different function.
-Usage: +
-^ Value/​Syntax ^ Description ^ +
-[00 00 00 0D] | Command | +
-[00 00 00 <color darkred>​aa</​color>​] | 00 for final instance, 28 otherwise | +
-| [<color darkred>​XX XX</​color>​ <color darkgreen>​YY YY</​color>​ <color darkblue>​ZZ ZZ</​color>​] | Draw distanceNegative Coords| +
-| [<color darkred>​XX XX</​color>​ <color darkgreen>​YY YY</​color>​ <color darkblue>​ZZ ZZ</​color>​| Draw distance: Positive Coords | +
-| [<color darkred>​bb bb</​color>​ <color darkgreen>​cc cc</​color>​| <color darkred>​bbbb</​color>​= ?? Usually 0018<color darkgreen>​cccc</​color>​= ????? |+
  
 ---- ----
  
-==== 0x11LOAD DL ====+==== 0x17SPLIT LIGHTING ​====
  
-Usage currently unknown.+Enable lighting on a list of vertices split across the current and parent bone. 
 +^ Value/​Syntax ^ Description ^ 
 +| [00 00 00 17] | Command ID | 
 +| [00 00 00 <color red>​aa</​color>​] | Continue* | 
 +| [<color green>bb bb</​color>​ <color blue>cc cc</​color>​] | <color green>​bbbb</​color>​=Start Vertex, <color blue>​cccc</​color>​=Child Vertex Count| 
 +| [<color purple>​dd dd</​color>​ 00 <color orange>​ee</​color>​] |<color purple>​dddd</​color>​=Parent Vertex Count, <color orange>​ee</​color>​=Enable env mapping |
  
 ---- ----
 +==== 0x18: SKINNING (LIGHTING) ====
  
-==== 0x18LOAD DL ==== +Equivalent to [[banjo_tooie:geometry_layouts#​x12skinning_lighting|command 0x12]].
- +
-Usage currently unknown.+
  
 ---- ----
  
 +*The "​continue"​ value is the offset to the next sibling geo layout command. A zero means there is no next sibling, ​
 +so processing goes up to the parent level or ends if this is the top level.
banjo_tooie/geometry_layouts.txt · Last modified: 2020/04/22 19:09 by pfedak