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super_mario_64:level_commands

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super_mario_64:level_commands [2018/10/13 08:07]
David Added checkpoint info to commands 0x26 (Connect Warps) and 0x27 (Painting Warp)
super_mario_64:level_commands [2018/10/17 03:40]
David [2F: Setup Render Room] Added proper documentation for level command 0x2F
Line 545: Line 545:
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-==== 2F: Render ​Area?? ​==== +==== 2F: Setup Render ​Room ==== 
-Decides which area of the level geometry to render.  ​Used in BBHHMC, and Inside Castle ​levels.+Used in the levels Big Boo's HauntHazy Maze Cave, and Inside Castle
 + 
 +The segmented pointer in this command points to a byte array, with the same length as number of collision triangles in the level. Each byte in this array will be placed into offset 0x5 in the [[super_mario_64:​structs#​collision_triangle|collision triangle structure]].  
 + 
 +When the ASM function 0x8029DBD4 is used with [[super_mario_64:​geometry_layout_commands#​eswitch_case|geometry layout switch command]], it will use that offset 0x5 byte of the collision triangle that is below Mario as an index to determine which display list to render.
  
 ''​2F 08 00 00 [<color red>XX XX XX XX</​color>​]''​ ''​2F 08 00 00 [<color red>XX XX XX XX</​color>​]''​
  
-| <color red>​X</​color>​ | Segment offset ​pointer ​to ?? |+| <color red>​X</​color>​ | Segment offset to the byte array |
  
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super_mario_64/level_commands.txt · Last modified: 2020/11/21 15:10 by jesusyoshi54