31-08-2015, 01:15 AM
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Posts: 7
Threads: 1
Joined: Aug 2015
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(25-08-2015, 05:03 AM)shygoo Wrote: Today I mapped out the kart textures and palettes and made a fun little viewer for them:
Demo here
(The wheels are messed up at the moment because the palette data for them is stored separately from the kart palette data, and I haven't bothered mapping that)
I think the wheel palette data is http://pastebin.com/7seZG6me. Those could be the textures though, I just know changing the pointers around makes the wheels look different. If it isn't there, then it's chunked in the same DMA read as the kart textures as swapping pointers to kart textures and not fixing up the 16 bit sizes located in the array at 800DDEB0 (0DEAB0) causes the wheels to be rendered incorrectly (but it makes more sense to assume that the wheel textures are chunked with the kart textures).
Edit:
So after doing some more investigating, I'm pretty sure what I thought was part of the wheel palette is indeed part of the wheel palette. Most (all?) of the textures in the kart data bank at $145470 are compressed and that data is not compressed. The funny thing is that the DMA load that takes place at the aforementioned palette addresses is only 128 bytes in length -- if it is palette data it's only part of a palette (64 entries). Still working on figuring out how this might work in conjunction with the regular kart palettes. Any ideas?
(This post was last modified: 02-09-2015, 02:20 AM by orbitaldecay.)
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