03-10-2015, 06:05 AM
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Posts: 112
Threads: 3
Joined: Aug 2015
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I'll tell you what I know, though I can't guarantee it's 100% accurate, nor will it help you at all. I haven't got too much experience in this, but it's enough to give a bit of background.
A lot (possibly all?) N64 games use a microcode called Fast3D to store 3d model information. So in the case of Super Smash Bros, the 3d models for the characters and the levels would be encoded in this format. There are several different types as well (Fast3D, F3DEX, F3DEX2). This microcode also contains code for loading textures and applying it to the 3d model faces. Because of that, the specific lines of this microcode will have references to the location in memory for the textures used in the game.
To tldr; it, it's possible to find the locations of textures through looking for the Fast3D microcode that loads these textures. There's difficulties, like figuring out which of the Fast3d types it is, figuring out how the code is divided up (the raw data of the ROM can be split up so that they can be loaded separately, and the Fast3D code will reflect that splitting up), MIO encoding, and probably more.
SO
If you can be patient, I'll take a look over the Super Smash Bros rom within the next week and see if I can figure out how the ROM is put together. If I can figure it out, I can give you a list of locations you can look at with tile molester. No guarantees on the size of the textures though. Honestly you might go through it faster by yourself looking through Tile Molester, but this sounds like a fun challenge.
For what it's worth, I did the exact same thing as you for when I was trying to edit textures (find them with Tile Molester, edit with N64Rip). Just thought I'd mention that, it kinda caught my eye.
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