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Random observation about the prototype maps in Zelda OoT MQ's Debug ROM:
Very old:
- depth_test (probably)
- syotes
- syotes2
- sasatest
Newer:
- test01
- besitu
- sutaru
- hairal_niwa2
- testroom
How do I come to this conclusion?
depth_test, syotes, syotes2 and sasatest all use only the first 16 entries in the vertex cache (the old Fast3D Ucode's maximum) and they all only use the TRI1 command for drawing triangles instead of TRI2 (introduced with F3DEX), which can render two of them with one command. So I'd guess that those four maps have been designed when the game was still using an earlier/older graphics Ucode, and have not been redone to use features of F3DEX/F3DEX2. And considering how the syotes maps were some of the first to be seen in screenshots, it's thus probably safe to assume that depth_test and sasatest also date back to those days.
Also, the latter three of them use several successive VTX commands for loading in vertices to specific positions in the cache, so you have them load ex. five vertices, then 2, then 1, then 2 more, and then render the triangles. Other maps don't do this, they load 32, render triangles, load another 32, render triangles, etc., and then load the remaining ex. 5 and render the last few triangles.
The other five maps also - just like the regular retail maps - all use more than 16 vertex cache entries at once and/or the TRI2 command instead of TRI1 exclusively.
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cu xdaniel
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