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banjo_tooie:geometry_layouts [2020/04/22 17:45]
pfedak [0x0D: DRAW DISTANCE]
banjo_tooie:geometry_layouts [2020/04/22 18:48]
pfedak document new tooie commands
Line 9: Line 9:
  
  
-==== 0x11: LOAD DL ====+==== 0x11: LOAD 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 |
  
 ---- ----
  
 +==== 0x12: SKINNING (LIGHTING) ====
 +
 +Loads display lists that draw triangles across bones (see [[banjo_kazooie:​geometry_layouts#​x05skinning|command 0x05]]) and enables lighting on a list of vertices. The 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|
 +
 +----
 +
 +==== 0x15: ENABLE LIGHTING ====
 +
 +Enable lighting on lists of vertices on arbitrary bones. The 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 |
 +| ... | |
 +
 +----
 +
 +==== 0x16: SKINNING ====
 +
 +Seems equivalent to [[banjo_kazooie:​geometry_layouts#​x05skinning|command 0x05]], though through a different function.
 +
 +----
 +
 +==== 0x17: SPLIT LIGHTING ====
 +
 +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: LOAD DL ==== ==== 0x18: LOAD DL ====
  
banjo_tooie/geometry_layouts.txt · Last modified: 2020/04/22 19:09 by pfedak