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super_mario_64:geometry_layout_commands [2018/10/18 02:22]
AloXado320 [00: Branch and Store]
super_mario_64:geometry_layout_commands [2019/11/03 14:23] (current)
jesusyoshi54 Added GraphNode data from decomp, added additional info for unknown cmds
Line 2: Line 2:
  
 The geometry layout commands define how geometric shapes are drawn. ​ Some geo layouts are contained after the Level data blocks and some are loaded with [[super_mario_64:​level_commands#​17:​ Load ROM to Segment|Level Command 0x17]] The first byte of the geo layout command is the command type.  Unlike the level commands, there is no length byte specified in the command. ​ Most geo layout commands are constant length, however, some depend on the values set. The geometry layout commands define how geometric shapes are drawn. ​ Some geo layouts are contained after the Level data blocks and some are loaded with [[super_mario_64:​level_commands#​17:​ Load ROM to Segment|Level Command 0x17]] The first byte of the geo layout command is the command type.  Unlike the level commands, there is no length byte specified in the command. ​ Most geo layout commands are constant length, however, some depend on the values set.
 +Once geo layouts are loaded, they are processed into a graph node system. Graph nodes are a linked list that setup the rendering properties of display lists inside.
  
 ===== Drawing Layers ===== ===== Drawing Layers =====
  
 ^ Layer ^ Description ^ ^ Layer ^ Description ^
-| 00 | Unused ​+| 00 | Opaque no AA 
-| 01 | Opaque (Blending disabled). |+| 01 | Opaque ​has AA (Blending disabled). |
 | 02 | Decals or triangles that draw on top of geometry near the same depth (Lessened depth-range). Blending disabled. **Only** renders when //very close or on other polygons// on real hardware. | | 02 | Decals or triangles that draw on top of geometry near the same depth (Lessened depth-range). Blending disabled. **Only** renders when //very close or on other polygons// on real hardware. |
-| 03 | Unused ​|+| 03 | Intersecting Polygons (computes AA along the edge of intersection,​ otherwise opaque) ​|
 | 04 | Transparent pixels, no blending (OpenGL'​s equivalent is Alphatest). Allows perfect layering with other transparencies around it. | | 04 | Transparent pixels, no blending (OpenGL'​s equivalent is Alphatest). Allows perfect layering with other transparencies around it. |
 | 05 | Blending (translucency) enabled. Layering must be handled with the order of drawn faces. | | 05 | Blending (translucency) enabled. Layering must be handled with the order of drawn faces. |
 | 06 | Blending (translucency) enabled. Layering must be handled with the order of drawn faces. Decal mode like layer 2. Lessened depth-range. | | 06 | Blending (translucency) enabled. Layering must be handled with the order of drawn faces. Decal mode like layer 2. Lessened depth-range. |
 +| 07 | Blending enabled. Layering must be handled with the order of drawn faces. Intersecting mode like layer 3. |
 +
 +===== Graph Nodes =====
 +==== Graph Node Header ====
 +
 +Every graph node has the same header. Depending on the geo layout cmd, the subsequent bytes will be different. Like geo layouts, graph nodes have no length byte.
 +
 +^ value ^ type ^ description ^
 +| *0x00* | s16 type; | structure type |
 +| *0x02* | s16 flags; | hi = drawing layer, lo = graph render flags |
 +| *0x04* | struct GraphNode | previous node |
 +| *0x08* | struct GraphNode | next node |
 +| *0x0C* | struct GraphNode | parent node |
 +| *0x10* | struct GraphNode | child nodes |
 +
 +==== GraphNode Render Flags ====
 +
 +^ value ^ description ^
 +| 0x0001 | Render Active |
 +| 0x0002 | Render Children First |
 +| 0x0004 | Render Billboard |
 +| 0x0008 | Render Z Buffer |
 +| 0x0010 | Render Invisible |
 +| 0x0020 | Render Has Animation |
 +
 +==== GraphNode Types ====
 +
 +Types of graph nodes. This value goes inside the first byte of the graph node header once the geo layout is loaded.
 +
 +^ value ^ description ^
 +| 0x01 | root |
 +| 0x02 | ortho projection |
 +| 0x03 | perspective |
 +| 0x04 | master list |
 +| 0x0A | start |
 +| 0x0B | level of detail |
 +| 0x0c | switch case |
 +| 0x14 | camera |
 +| 0x15 | translation rotation |
 +| 0x16 | translation |
 +| 0x17 | rotation |
 +| 0x18 | object |
 +| 0x19 | animated part |
 +| 0x1A | billboard |
 +| 0x1B | display list |
 +| 0x1C | scale |
 +| 0x28 | shadow |
 +| 0x29 | object parent |
 +| 0x2A | generated list |
 +| 0x2C | background |
 +| 0x2E | held object|
 +| 0x2F | culling radius |
  
 ===== Geometry Layout Commands ===== ===== Geometry Layout Commands =====
 ==== 00: Branch and Store ==== ==== 00: Branch and Store ====
-Branches to segmented address and stores 2 return addresses. This command is used only on one object ["Mr. Blizzard"​ from Cool, Cool Mountain].+Branches to segmented address and stores 2 return addresses.
  
 ''​00 00 00 00 [<color darkred>​SS SS SS SS</​color>​]''​ ''​00 00 00 00 [<color darkred>​SS SS SS SS</​color>​]''​
Line 89: Line 142:
 ---- ----
  
-==== 06: Unused ====+==== 06: Store Current Node Pointer To Table (Unused==== 
 + 
 +''​06 00 [<color darkred>​XX XX</​color>​]''​ 
 + 
 +Stores the pointer of the last node into the table at address (*0x8038BCAC). This table is usually empty except for the first entry (index 0), which holds the pointer to the node created by the geo layout 0x0F command. The size of the table is defined by the geo layout 0x08 command. 
 + 
 +| <color darkred>​X</​color>​ | Index in table to store pointer | 
 + 
 +  Example in a geometry layout: 
 +  0A 01 002D 0064 4E20 8029AA3C // Set camera frustum (FOV = 45, Near = 100, Far = 20000) 
 +  06 00 00 01 // Store pointer of the 0x0A command node to address ((*0x8038BCAC) + 4)
  
 ---- ----
  
-==== 07: Unused ====+==== 07: Set/OR/AND Node Flags (Unused==== 
 + 
 +''​06 [<color darkred>​OP</​color>​] [<color darkgreen>​VV VV</​color>​]''​ 
 + 
 +Does an operation on the flags of the current node. (Flags are at offset 0x02 of the GraphNode structure) 
 + 
 +| <color darkred>​OP</​color>​ | Operation (0 = Set flags to value, 1 = OR flags with value, 2 = AND flags with value) | 
 +| <color darkgreen>​V</​color>​ | Value | 
 + 
 +  Example in a geometry layout: 
 +  0A 01 002D 0064 4E20 8029AA3C // Set camera frustum (FOV = 45, Near = 100, Far = 20000) 
 +  07 00 00 01 // Set Node flags of 0x0A command to be 0x0001 
 +  07 01 01 00 // OR Node flags with 0x0100 
 +  07 02 00 01 // AND Node flags with 0x0001
  
 ---- ----
Line 99: Line 175:
 ==== 08: Set Screen Render Area ==== ==== 08: Set Screen Render Area ====
 Only used in geo layout of levels. Only used in geo layout of levels.
 +Sets graph node type 0x0001
  
 ''​08 00 00 [<color darkgrey>​AA</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​WW WW</​color>​] [<color purple>​HH HH</​color>​]''​ ''​08 00 00 [<color darkgrey>​AA</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​WW WW</​color>​] [<color purple>​HH HH</​color>​]''​
  
-| <color darkgrey>​A</​color>​ | Either 00 (mario faceor 0A (all other levels) |+| <color darkgrey>​A</​color>​ | Number of entries ​(minus 2to allocate in pointer table at address ​(*0x8038BCAC). Usually set to 0x0A for levels, and 0 for mario face. Used with the geometry layout 0x06 command.  ​|
 | <color darkred>​X</​color>​ | X position | | <color darkred>​X</​color>​ | X position |
 | <color darkgreen>​Y</​color>​ | Y position | | <color darkgreen>​Y</​color>​ | Y position |
Line 108: Line 185:
 | <color purple>​H</​color>​ | Height of screen | | <color purple>​H</​color>​ | Height of screen |
  
 +<code c>
 +struct GraphNodeRoot
 +{
 +    /*0x00*/ struct GraphNode node;
 +    /*0x14*/ u8 areaIndex;
 +    /*0x15*/ s8 unk15; // ?
 +    /*0x16*/ s16 x;
 +    /*0x18*/ s16 y;
 +    /*0x1A*/ s16 width; // half width, 160
 +    /*0x1C*/ s16 height; // half height
 +    /*0x1E*/ s16 numViews; // number of entries in mystery array
 +    /*0x20*/ struct GraphNode **views;
 +};
 +</​code>​
 Length: C Length: C
  
 ---- ----
  
-==== 09: ?? ==== +==== 09: Create Ortho Matrix ​==== 
-Only used in geo layout of levels.+Sets ortho matrix for level backgrounds.
  
-''​09 00 00 [<color darkred>​AA</​color>​]''​+It is unknown if this command is actually necessary or not. You can remove this command from a level's geometry layout and it won't affect the background, and changing the scale value has no visible effect either.
  
-| <color darkred>​A</​color>​ | Always ​0x64 |+''​09 00 [<color darkred>​AA AA</​color>​]''​ 
 + 
 +| <color darkred>​A</​color>​ | Scale of near plane, usually set to 0x64. Gets converted to a float and then divided by 100.0f ​|
  
 Length: 4 Length: 4
 +
 +<code c>
 +struct GraphNodeOrthoProjection
 +{
 +    /*0x00*/ struct GraphNode node;
 +    /*0x14*/ f32 scale;
 +};
 +</​code>​
  
 ---- ----
Line 125: Line 226:
 ==== 0A: Set Camera Frustum ==== ==== 0A: Set Camera Frustum ====
 Set camera frustum properties. Only used in geo layout of levels. Set camera frustum properties. Only used in geo layout of levels.
 +GraphNode type 0x03
  
 ''​0A [<color darkgray>​AA</​color>​] [<color darkred>​BB BB</​color>​] [<color darkgreen>​NN NN</​color>​] [<color darkblue>​FF FF</​color>​] {<color purple>​EE EE EE EE</​color>​}''​ ''​0A [<color darkgray>​AA</​color>​] [<color darkred>​BB BB</​color>​] [<color darkgreen>​NN NN</​color>​] [<color darkblue>​FF FF</​color>​] {<color purple>​EE EE EE EE</​color>​}''​
Line 133: Line 235:
 | <color darkblue>​F</​color>​ | Camera Far | | <color darkblue>​F</​color>​ | Camera Far |
 | <color purple>​E</​color>​ | optional ASM function if <color darkred>​A</​color>​ is non-zero (always ​ 8029AA3C) | | <color purple>​E</​color>​ | optional ASM function if <color darkred>​A</​color>​ is non-zero (always ​ 8029AA3C) |
 +
 +<code c>
 +struct GraphNodePerspective
 +{
 +    /*0x00*/ struct FnGraphNode fnNode;
 +    /*0x14*/ void *Function
 +    /*0x18*/ s32 unused;
 +    /*0x1C*/ f32 fov;   // horizontal field of view in degrees
 +    /*0x20*/ s16 near;  // near clipping plane
 +    /*0x22*/ s16 far;   // far clipping plane
 +};
 +</​code>​
  
 Length: 8-C (variable) Length: 8-C (variable)
Line 142: Line 256:
  
 ''​0B 00 00 00''​ ''​0B 00 00 00''​
 +
 +<code c>
 +struct GraphNodeStart
 +{
 +    /*0x00*/ struct GraphNode node;
 +};
 +</​code>​
  
 Length: 4 Length: 4
Line 150: Line 271:
  
 This command is used in level geometry layouts. Z-Buffering is disabled when rendering the skybox, and re-enabled when rendering level geometry. This command is used in level geometry layouts. Z-Buffering is disabled when rendering the skybox, and re-enabled when rendering level geometry.
 +GraphNode type 0x04
  
 ''​0C [<color darkgray>​AA</​color>​] 00 00''​ ''​0C [<color darkgray>​AA</​color>​] 00 00''​
Line 167: Line 289:
 ==== 0D: Set Render Range ==== ==== 0D: Set Render Range ====
 Used in WF, CCM, TTM, SSL levels and some geo layouts. This command will make the following node only render in a certain distance range away from the camera. Used in WF, CCM, TTM, SSL levels and some geo layouts. This command will make the following node only render in a certain distance range away from the camera.
 +GraphNode type 0x0B
  
 ''​0D 00 00 00 [<color darkred>​AA AA</​color>​] [<color darkgreen>​BB BB</​color>​]''​ ''​0D 00 00 00 [<color darkred>​AA AA</​color>​] [<color darkgreen>​BB BB</​color>​]''​
Line 188: Line 311:
   0049E3EC / 0E00099C [ 01 00 00 00 ]   0049E3EC / 0E00099C [ 01 00 00 00 ]
  
 +<code c> 
 +struct GraphNodeLevelOfDetail 
 +
 +    /*0x00*/ struct GraphNode node; 
 +    /*0x14*/ s16 minDistance;​ 
 +    /*0x16*/ s16 maxDistance;​ 
 +}; 
 +</​code>​
 Length: 8 Length: 8
  
Line 195: Line 325:
 ==== 0E: Switch Case ==== ==== 0E: Switch Case ====
 Loads ASM in RAM that switches between the receding display lists within the node. Loads ASM in RAM that switches between the receding display lists within the node.
 +GraphNode type 0x0C
  
 ''​0E 00 00 [<color darkgray>​NN</​color>​] [<color purple>​AA AA AA AA</​color>​]''​ ''​0E 00 00 [<color darkgray>​NN</​color>​] [<color purple>​AA AA AA AA</​color>​]''​
Line 200: Line 331:
 | <color darkgray>​N</​color>​ | Number of cases/​display lists, starting at 01 | | <color darkgray>​N</​color>​ | Number of cases/​display lists, starting at 01 |
 | <color purple>​A</​color>​ | ASM Function | | <color purple>​A</​color>​ | ASM Function |
 +
 +<code c>
 +struct GraphNodeSwitchCase
 +{
 +    /*0x00*/ struct FnGraphNode fnNode;
 +    /*0x14*/ void *Function
 +    /*0x18*/ s32 unused;
 +    /*0x1C*/ s16 numCases;
 +    /*0x1E*/ s16 selectedCase;​
 +};
 +</​code>​
  
 Length: 8 Length: 8
Line 205: Line 347:
 ---- ----
  
-==== 0F: ?? ====+==== 0F: Create Camera Graph Node ==== 
 +GraphNode type 0x14.
  
 ''​0F 00 [<color darkgray>​TT TT</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​ZZ ZZ</​color>​] [<color red>UU UU</​color>​] [<color green>VV VV</​color>​] [<color blue>WW WW</​color>​] [<color purple>​AA AA AA AA</​color>​]''​ ''​0F 00 [<color darkgray>​TT TT</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​ZZ ZZ</​color>​] [<color red>UU UU</​color>​] [<color green>VV VV</​color>​] [<color blue>WW WW</​color>​] [<color purple>​AA AA AA AA</​color>​]''​
  
-| <color darkgray>​T</​color>​ | ?? +| <color darkgray>​T</​color>​ | cam type 
-| <color darkred>​X</​color>​ | ?? (s16) | +| <color darkred>​X</​color>​ | x location ​(s16) | 
-| <color darkgreen>​Y</​color>​ | ?? (s16) | +| <color darkgreen>​Y</​color>​ | y location ​(s16) | 
-| <color darkblue>​Z</​color>​ | ?? (s16) | +| <color darkblue>​Z</​color>​ | z location ​(s16) | 
-| <color red>​U</​color>​ | ?? (s16) | +| <color red>​U</​color>​ | x focus (s16) | 
-| <color green>​V</​color>​ | ?? (s16) | +| <color green>​V</​color>​ | y focus (s16) | 
-| <color blue>​W</​color>​ | ?? (s16) |+| <color blue>​W</​color>​ | z focuz (s16) |
 | <color purple>​A</​color>​ | ASM function. Always 80287D30 (levels) or 00 (menus) | | <color purple>​A</​color>​ | ASM function. Always 80287D30 (levels) or 00 (menus) |
 +
 +<code c>
 +struct GraphNodeCamera
 +{
 +    /*0x00*/ struct FnGraphNode fnNode;
 +    /*0x18*/ union {
 +        s32 preset;
 +        struct LevelCamera *levelCamera;​
 +    } config;
 +    /*0x1C*/ Vec3f from;
 +    /*0x28*/ Vec3f to;
 +    /*0x34*/ void *matrixPtr; // pointer to look-at matrix of this camera as a Mat4
 +    /*0x38*/ s16 roll; // roll in look at matrix. Doesn'​t account for light direction unlike rollScreen.
 +    /*0x3A*/ s16 rollScreen; // rolls screen while keeping the light direction consistent
 +};
 +</​code>​
  
 Length: 0x14 Length: 0x14
Line 224: Line 383:
 ==== 10: Translate and Rotate ==== ==== 10: Translate and Rotate ====
 Applies translation & rotation to the following node. Applies translation & rotation to the following node.
 +GraphNode type 0x15
  
 ''​10 [<color darkgrey>​AA</​color>​] [<color purple>​BB BB</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​ZZ ZZ</​color>​] [<color red>RX RX</​color>​] [<color green>RY RY</​color>​] [<color blue>RZ RZ</​color>​]''​ ''​10 [<color darkgrey>​AA</​color>​] [<color purple>​BB BB</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​ZZ ZZ</​color>​] [<color red>RX RX</​color>​] [<color green>RY RY</​color>​] [<color blue>RZ RZ</​color>​]''​
Line 235: Line 395:
 | <color green>​RY</​color>​ | Y rotation (s16) | | <color green>​RY</​color>​ | Y rotation (s16) |
 | <color blue>​RZ</​color>​ | Z rotation (s16) | | <color blue>​RZ</​color>​ | Z rotation (s16) |
 +
 +<code c>
 +struct GraphNodeTranslationRotation
 +{
 +    /*0x00*/ struct GraphNode node;
 +    /*0x14*/ void *displayList;​
 +    /*0x18*/ Vec3s translation;​
 +    /*0x1E*/ Vec3s rotation;
 +};
 +</​code>​
  
 Length: 0x10 Length: 0x10
  
 ---- ----
-==== 13: Load Display List ==== +==== 11: Translate Node (and Load Display List or Start Geo Layout) ==== 
-Loads display list with drawing layer and offsets the model on X/Y/Z axis.+Applies translation to the child nodes, and a display list if one is specified. You can start a geometry layout with this command to set the offset for the entire model. You cannot start a geometry layout and load a display list at the same time, as it will cause the game to freeze (white-screen). 
 +GraphNode type 0x16 
 + 
 + 
 +''​11 [<color orange>​B</​color>​][<​color lightgrey>​L</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​ZZ ZZ</​color>​] {<color purple>​AA AA AA AA</​color>​}''​ 
 + 
 +| <color orange>​B</​color>​ | Include last 4 bytes if set to 8 (command will be C bytes long instead of 8) | 
 +| <color darkgrey>​L</​color>​ | Drawing layer if <color orange>​B</​color>​ is set, otherwise will always be zero | 
 +| <color darkred>​X</​color>​ | X translation offset (s16) | 
 +| <color darkgreen>​Y</​color>​ | Y translation offset (s16) | 
 +| <color darkblue>​Z</​color>​ | Z translation offset (s16) | 
 +| <color purple>​A</​color>​ | Segmented address with display list if <color orange>​B</​color>​ is set. \\ Also creates a joint of some kind? (Does not work with animations?​) | 
 + 
 +<code c> 
 +struct GraphNodeTranslation 
 +
 +    /*0x00*/ struct GraphNode node; 
 +    /*0x14*/ void *displayList;​ 
 +    /*0x18*/ Vec3s translation;​ 
 +    u8 pad1E[2]; 
 +}; 
 +</​code>​ 
 + 
 +Length: 8-C (variable) 
 + 
 +Note: You can't just use the 8-byte version of 0x11 command just anywhere. It seems like the command needs a joint in it's parent node(s) for it to work properly (created from geo layout commands 0x11, 0x12, and 0x13). 
 + 
 +  0B000000 
 +  04000000 
 +    11 00 0000 0100 0000 // This will cause a crash 
 +    04000000 
 +      15 01 00 00 0700A290 
 +    05000000 
 +  05000000 
 +  01000000 
 +   
 +  0B000000 
 +  04000000 
 +    11 80 0000 0100 0000 00000000 // This will work, since it creates a joint. 
 +    04000000 
 +      15 01 00 00 0700A290 
 +    05000000 
 +  05000000 
 +  01000000 
 +   
 +  11 00 0000 0100 0000 // This will also work, since it is starting the geo layout. 
 +  04000000 
 +      15 01 00 00 0700A290 
 +  05000000 
 +  01000000 
 +   
 +  0B000000 
 +  04000000 
 +    ​13 01 0000 0000 0000 00000000 
 +    04000000 
 +      11 00 0000 0100 0000 // This will also work, since there is a joint above it. 
 +      04000000 
 +        15 01 00 00 0700A290 
 +      05000000 
 +    05000000 
 +  05000000 
 +  01000000 
 + 
 +---- 
 +==== 12Rotate Node (and Load Display List or Start Geo Layout) ==== 
 +Applies rotation to the child nodes, and a display list if one is specified. You can start a geometry layout with this command to set the rotation for the entire model. You cannot start a geometry layout and load a display list at the same time, as it will cause the game to freeze (white-screen). 
 +GraphNode type 0x17 
 + 
 +''​12 [<color orange>​B</​color>​][<​color lightgrey>​L</​color>​] [<color darkred>​RX RX</​color>​] [<color darkgreen>​RY RY</​color>​] [<color darkblue>​RZ RZ</​color>​] {<color purple>​AA AA AA AA</​color>​}''​ 
 + 
 +| <color orange>​B</​color>​ | Include last 4 bytes if set to 8 (command will be C bytes long instead of 8) | 
 +| <color darkgrey>​L</​color>​ | Drawing layer if <color orange>​B</​color>​ is set, otherwise will always be zero | 
 +| <color darkred>​RX</​color>​ | X rotation (s16) | 
 +| <color darkgreen>​RY</​color>​ | Y rotation (s16) | 
 +| <color darkblue>​RZ</​color>​ | Z rotation (s16) | 
 +| <color purple>​A</​color>​ | Segmented address with display list if <color orange>​B</​color>​ is set.\\ Also creates a joint of some kind? (Does not work with animations?​) | 
 + 
 +<​code>​ 
 +struct GraphNodeRotation 
 +
 +    /*0x00*/ struct GraphNode node; 
 +    /*0x14*/ void *displayList;​ 
 +    /*0x18*/ Vec3s rotation; 
 +    u8 pad1E[2]; 
 +}; 
 +</​code>​ 
 + 
 +Length: 8-C (variable) 
 + 
 +Note: You can't just use the 8-byte version of 0x12 command just anywhere. It seems like the command needs a joint in it's parent node(s) for it to work properly (created from geo layout commands 0x11, 0x12, and 0x13). 
 + 
 +(see geo layout command 0x11 for examples) 
 + 
 +---- 
 +==== 13: Load Display List With Offset ​==== 
 +Loads display list with drawing layer and offsets the model and the node's children ​on X/Y/Z axis. 
 +GraphNode type 0x19
  
 ''​13 [<color darkgray>​LL</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​ZZ ZZ</​color>​] [<color purple>​AA AA AA AA</​color>​]''​ ''​13 [<color darkgray>​LL</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​ZZ ZZ</​color>​] [<color purple>​AA AA AA AA</​color>​]''​
Line 249: Line 515:
 | <color darkblue>​Z</​color>​ | Offset on Z axis (s16) | | <color darkblue>​Z</​color>​ | Offset on Z axis (s16) |
 | <color purple>​A</​color>​ | Segmented address with display list \\ If 0x00000000, an invisible rotation joint is created | | <color purple>​A</​color>​ | Segmented address with display list \\ If 0x00000000, an invisible rotation joint is created |
 +
 +<code c>
 +struct GraphNodeAnimatedPart
 +{
 +    /*0x00*/ struct GraphNode node;
 +    /*0x14*/ void *displayList;​
 +    /*0x18*/ Vec3s translation;​
 +};
 +</​code>​
 +
 + * GraphNode part that transforms itself and its children based on animation data. This animation data is not stored in the node itself but in global variables that are set when object nodes are processed if the object has animation. Used for Mario, enemies and anything else with animation data. The display list can be null, in which case it won't draw anything itself.
  
 Length: C Length: C
Line 254: Line 531:
 ---- ----
  
-==== 14: Billboard Model ==== +==== 14: Billboard Model and Translate (and Load Display List or Start Geo Layout) ​==== 
-Billboards ​the model without needing the use of 0x21 in the behavior script.+Almost identical with the geometry layout 0x11 command, except that it will billboard the node and it's children ​without needing the use of 0x21 in the behavior script. ​You can start a geometry layout with this command to billboard and set the offset for the entire model. You cannot start a geometry layout and load a display list at the same time, as it will cause the game to freeze (white-screen). 
 +GraphNode type 0x1A
  
-''​14 ​00 00 00 00 00 00 00''​+''​14 ​[<color orange>​B</​color>​][<​color lightgrey>​L</​color>​] [<color darkred>​XX XX</​color>​] [<color darkgreen>​YY YY</​color>​] [<color darkblue>​ZZ ZZ</​color>​] {<color purple>​AA AA AA AA</​color>​}''​
  
-Length: 8+| <color orange>​B</​color>​ | Include last 4 bytes if set to 8 (command will be C bytes long instead of 8) | 
 +| <color darkgrey>​L</​color>​ | Drawing layer if <color orange>​B</​color>​ is set, otherwise will always be zero | 
 +| <color darkred>​X</​color>​ | X translation offset (s16) | 
 +| <color darkgreen>​Y</​color>​ | Y translation offset (s16) | 
 +| <color darkblue>​Z</​color>​ | Z translation offset (s16) | 
 +| <color purple>​A</​color>​ | Segmented address with display list if <color orange>​B</​color>​ is set. \\ Also creates a joint of some kind? (Does not work with animations?​) | 
 + 
 +<code c> 
 +struct GraphNodeBillboard 
 +
 +    /*0x00*/ struct GraphNode node; 
 +    /*0x14*/ void *displayList;​ 
 +    /*0x18*/ Vec3s translation;​ 
 +}; 
 +</​code>​ 
 + 
 +Length: 8-C (variable)
  
 ---- ----
Line 265: Line 559:
 ==== 15: Load Display List ==== ==== 15: Load Display List ====
 Loads display list with drawing layer and no other properties. Loads display list with drawing layer and no other properties.
 +GraphNode type 0x1B
  
 ''​15 [<color darkgray>​LL</​color>​] 00 00 [<color purple>​AA AA AA AA</​color>​]''​ ''​15 [<color darkgray>​LL</​color>​] 00 00 [<color purple>​AA AA AA AA</​color>​]''​
Line 271: Line 566:
 | <color purple>​A</​color>​ | Segmented address with display list | | <color purple>​A</​color>​ | Segmented address with display list |
  
 +<code c>
 +struct GraphNodeDisplayList
 +{
 +    /*0x00*/ struct GraphNode node;
 +    /*0x14*/ void *displayList;​
 +};
 +</​code>​
 Length: 8 Length: 8
  
Line 277: Line 579:
 ==== 16: Start Geo Layout with Shadow ==== ==== 16: Start Geo Layout with Shadow ====
 Used at start of the geo layout, with shadow type, solidity, and size. Used at start of the geo layout, with shadow type, solidity, and size.
 +GraphNode type 0x28
  
 ''​16 00 00 [<color darkred>​AA</​color>​] 00 [<color darkgreen>​BB</​color>​] [<color darkblue>​CC CC</​color>​]''​ ''​16 00 00 [<color darkred>​AA</​color>​] 00 [<color darkgreen>​BB</​color>​] [<color darkblue>​CC CC</​color>​]''​
Line 283: Line 586:
 | <color darkgreen>​B</​color>​ | Shadow solidity (00=invisible,​ FF=black) | | <color darkgreen>​B</​color>​ | Shadow solidity (00=invisible,​ FF=black) |
 | <color darkblue>​C</​color>​ | Shadow scale | | <color darkblue>​C</​color>​ | Shadow scale |
 +
 +<code c>
 +struct GraphNodeShadow
 +{
 +    /*0x00*/ struct GraphNode node;
 +    /*0x14*/ s16 shadowScale;​ // diameter (when a circle) or side (when a square) of shadow
 +    /*0x16*/ u8 shadowSolidity;​ // opacity of shadow, 255 = opaque
 +    /*0x17*/ u8 shadowType; // see ShadowType enum in shadow.h
 +};
 +enum ShadowType
 +{
 +    SHADOW_CIRCLE_9_VERTS = 0,
 +    SHADOW_CIRCLE_4_VERTS = 1,
 +    SHADOW_CIRCLE_4_VERTS_FLAT_UNUSED = 2,
 +    SHADOW_SQUARE_PERMANENT = 10,
 +    SHADOW_SQUARE_SCALABLE = 11,
 +    SHADOW_SQUARE_TOGGLABLE = 12,
 +    /**
 +     * This defines an offset after which rectangular shadows with custom
 +     * widths and heights can be defined.
 +     */
 +    SHADOW_RECTANGLE_HARDCODED_OFFSET = 50,
 +    SHADOW_CIRCLE_PLAYER = 99
 +};
 +</​code>​
  
 Length: 8 Length: 8
Line 288: Line 616:
 ---- ----
  
-==== 17: Set Up Object ​Rendering? ​==== +==== 17: Create ​Object ​List ==== 
-Sets up rendering for 3D ObjectsWithout it, 0x24 objects placed in level do not render.+Sets up rendering for 3D ObjectsWithout it, 0x24 objects placed in level do not render. 
 +GraphNode type 0x29
  
 ''​17 00 00 00''​ ''​17 00 00 00''​
Line 299: Line 628:
 ==== 18: Load Polygons ASM ==== ==== 18: Load Polygons ASM ====
 Used in some original objects to point to ASM in RAM, for misc. effects such as vertex rippling. ​ Used in some original objects to point to ASM in RAM, for misc. effects such as vertex rippling. ​
 +GraphNode type 0x2A
  
 The 3rd and 4th bytes are parameters passed into the asm function. Argument register a1 is a pointer to the node data, and the parameters are stored as a word at offset 0x18. The 3rd and 4th bytes are parameters passed into the asm function. Argument register a1 is a pointer to the node data, and the parameters are stored as a word at offset 0x18.
Line 306: Line 636:
 | <color purple>​X</​color>​ | Parameter(s) passed into asm function. **a1->​0x18** | | <color purple>​X</​color>​ | Parameter(s) passed into asm function. **a1->​0x18** |
 | <color darkred>​A</​color>​ | ASM RAM Address | | <color darkred>​A</​color>​ | ASM RAM Address |
 +
 +<code c>
 +struct GraphNodeGenerated
 +{
 +    /*0x00*/ struct FnGraphNode fnNode;
 +    /*0x18*/ u32 parameter; // extra context for the function
 +};
 +</​code>​
  
 Length: 8 Length: 8
Line 313: Line 651:
 ==== 19: Set Background ==== ==== 19: Set Background ====
 Set background image or color. Set background image or color.
 +GraphNode type 0x2C
  
 ''​19 00 [<color darkgrey>​TT TT</​color>​] [<color purple>​AA AA AA AA</​color>​]''​ ''​19 00 [<color darkgrey>​TT TT</​color>​] [<color purple>​AA AA AA AA</​color>​]''​
Line 318: Line 657:
 | <color darkgrey>​T</​color>​ | If <color purple>​A</​color>​ == 0, RGBA color, else background ID | | <color darkgrey>​T</​color>​ | If <color purple>​A</​color>​ == 0, RGBA color, else background ID |
 | <color purple>​A</​color>​ | ASM function to set the background image, always 0x802763D4 | | <color purple>​A</​color>​ | ASM function to set the background image, always 0x802763D4 |
 +
 +<code c>
 +struct GraphNodeBackground
 +{
 +    /*0x00*/ struct FnGraphNode fnNode;
 +    /*0x18*/ s32 unused;
 +    /*0x1C*/ s32 background; // background ID, or rgba5551 color if fnNode.func is null
 +};
 +</​code>​
  
 Length: 8 Length: 8
Line 345: Line 693:
 ==== 1D: Scale Model ==== ==== 1D: Scale Model ====
 Scales the receding data uniformly. Scales the receding data uniformly.
 +GraphNode type 0x1c
  
-''​1D [<color darkred>​A</​color>​][<​color darkgreen>​B</​color>​] 00 00 [<color darkblue>​SS SS SS SS</​color>​] {?? ?? ?? ??}''​+''​1D [<color darkred>​A</​color>​][<​color darkgreen>​B</​color>​] 00 00 [<color darkblue>​SS SS SS SS</​color>​] {DD DD DD DD}''​
  
 | <color darkred>​A</​color>​ | If MSbit is set, load B and ?? | | <color darkred>​A</​color>​ | If MSbit is set, load B and ?? |
 | <color darkgreen>​B</​color>​ | If MSbit of <color darkred>​A</​color>​ is set, use for A2 to 8037B940 | | <color darkgreen>​B</​color>​ | If MSbit of <color darkred>​A</​color>​ is set, use for A2 to 8037B940 |
 | <color darkblue>​S</​color>​ | Scale percentage (0x10000 = 100%) | | <color darkblue>​S</​color>​ | Scale percentage (0x10000 = 100%) |
-?? | optional word used if the MSbit of <color darkred>​A</​color>​ is set |+DD | optional word used if the MSbit of <color darkred>​A</​color>​ is set | 
 + 
 +<code c> 
 +struct GraphNodeScale 
 +
 +    /*0x00*/ struct GraphNode node; 
 +    /*0x14*/ void *displayList;​ 
 +    /*0x18*/ f32 scale; 
 +}; 
 +</​code>​
  
 Length: 8-C (variable) Length: 8-C (variable)
Line 375: Line 733:
 ==== 20: Start Geo Layout with Render Area ==== ==== 20: Start Geo Layout with Render Area ====
 Starts the geometry layout with no shadow and a render area. Starts the geometry layout with no shadow and a render area.
 +GraphNode type 0x2F. If not set, a default of 300 is used.
  
 ''​20 00 [<color darkred>​AA AA</​color>​]''​ ''​20 00 [<color darkred>​AA AA</​color>​]''​
Line 380: Line 739:
 | <color darkred>​A</​color>​ | Render distance? | | <color darkred>​A</​color>​ | Render distance? |
  
 +<code c>
 +struct GraphNodeCullingRadius
 +{
 +    /*0x00*/ struct GraphNode node;
 +    /*0x14*/ s16 cullingRadius;​ // specifies the '​sphere radius'​ for purposes of frustrum culling
 +    u8 pad1E[2];
 +};
 +</​code>​
 Length: 4 Length: 4
  
Line 386: Line 753:
  
 ===== References ===== ===== References =====
 +  * https://​github.com/​n64decomp/​sm64/​blob/​master/​
   * http://​origami64.net/​showthread.php?​tid=9   * http://​origami64.net/​showthread.php?​tid=9
   * http://​www.smwcentral.net/?​p=viewthread&​t=74776   * http://​www.smwcentral.net/?​p=viewthread&​t=74776
   * https://​sites.google.com/​site/​kazemario64/​geo-layout-polygon-commands   * https://​sites.google.com/​site/​kazemario64/​geo-layout-polygon-commands
   * http://​qubedstudios.rustedlogic.net/​Mario64_HackingDoc1.5.txt   * http://​qubedstudios.rustedlogic.net/​Mario64_HackingDoc1.5.txt
super_mario_64/geometry_layout_commands.1539829350.txt.gz · Last modified: 2018/10/18 02:22 by AloXado320