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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 |
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- | ==== 2F: Render Area?? ==== | + | ==== 2F: Setup Render Room ==== |
- | Decides which area of the level geometry to render. Used in BBH, HMC, and Inside Castle levels. | + | Used in the levels Big Boo's Haunt, Hazy Maze Cave, and Inside Castle. |
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+ | 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]]. | ||
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+ | 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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