| BoringPerson Member Level: 18 ![]() Posts: 12/70 EXP: 25607 For next: 4290 Since: 01-29-17 Since last post: 1.8 years Last activity: 1.3 years |
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When you started talking about looking for invisible roadkill chunks, I started to think "Really? That doesn't seem very likely." But then I remembered.... Back when I was messing with those codes, I set a breakpoint that would go off whenever a car (anyone's car) runs into a movable obstacle (such as a barrel or orange-and-white sign). For some reason, after I ran into a barrel and spun out, I could only drive a little bit further before that would breakpoint go off again, even though my car wasn't touching anything. Back then, I thought maybe another car behind me was hitting something offscreen... but it always seemed to happen when my car was at a certain place in the road. - In other words, my car may have been touching an invisible object. So, as you might have guessed, testing for invisible roadkill chunks is kind of tricky. Test #1: Turn on wireframe rendering and look for invisible chunks. Alas, wireframes are the same color as the original polygons. For example, trees are made from two triangles, i.e. two halves of a rectangle, but the rectangle's edges are invisible because the tree texture is transparent around the edges. - So this means if there are invisible chunks on the road, they have invisible wireframes and I can't see them. Test #2: Drive around and see if I slow down from hitting invisible chunks. I don't know if my codes are screwy or if the game's function is buggy. Either way, there's a problem: once you run into a movable obstacle and your car spins out, you can't hit another movable obstacle-- you'll pass right through. So I can't test for invisible chunks this way. (An exception: One time I was quick with save states and I was able to hit two obstacles instead of just one. So I could hit a barrel, spin out, hit another barrel, then spin out, then I would pass though the other barrels. However, sometimes instead of hitting a second barrel, I'd spin out on nothing-- maybe an invisible object.) You might be thinking, "Can't you hit something, spin out, then turn off the codes and hit the invisible chunks instead of passing through them?" Well unfortunately, even if you put back the original instructions you NOP'd out, the problem still remains. - I know a little bit about why this happens, but when I tried to fix it the game would freeze. Let's be clear, I don't actually know if there are invisible chunks on the road or not. Originally posted by CruisnEma Originally posted by CruisnEma That's definitely possible and I'll keep it in mind. Edit: Actually, there's something you can look for if you want: See if you can find a Nintendo 64 emulator or video plugin that displays everything as solid polygons instead of textures. Hopefully that will make the invisible chunks show up if they exist. |





I lost track of how many times I thought "Okay it should work this time" and it didn't... It doesn't help that I don't know much about OpenGL. I swear there should be some simple elegant solution to enable untextured, flat-colored polygons, but since the ROM controls when things happen, I have no idea when it is setting textures and vertex colors (or lack thereof) and aaaargh


