*BARF!* JK LOL
idk how long i'd have to stare, i think i'd get totally bored LOOOONG before then.
Maybe if I browsed this thread while riding in a car! lol
Cool!
Well, my guess is either the devs have hard-coded the addresses/values of that stuff, or it's programmatically working-out the way you've observed. I can't say I'm surprised at this behavior.
One of my earlier attempts to do a full sprite-rip from ViewPoint for the Neo-Geo was particularly interesting... Sprites were, basically, jumping addresses. "oh, this ship just moved a few pixels-" "-and a few memory addresses". I gave-up using the sprite viewer pretty early... It was absolutely tedious...
Another thing to consider is back in the day, with as not powerful as the machines were, memory had to actually be managed. Probably what happens is the devs re-used the same memory addresses and change them when it's safe to do so. Optimizations also might explain how all but one of the models/objects were created on the same frame. In modern engines, the game ticks/updates at slower rate than it draws, well, usually... In a particularly intense moment, it may also do certain things in smaller batches. (Say I needed to initialize 100 objects, fairly complex ones. One way would be throw-up the loading screen and generate 10 of those objects each frame. If you've ever played MMOs, you'll know that they are big fans of the loading-while-playing model. I actually want to use it, myself.) Anyways, this is all just speculation... Take from it what you may. My suggestion would be figure-out why/how those addresses work-out the way that they do. Hopefully there's some function responsible for the loading/unloading of objects. (it'd be possible to invoke that if you did find it, right?)
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awesome title later...