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Room culling woes

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First, some background. If you've ever ported a map from Majora's Mask to Ocarina of Time, chances are you've seen missing or de-loading map meshes if you get too close. " What causes this? ", you might ask yourself. Let's inspect the data in decomp and find out. The negative numbers may catch your attention. I'm not certain why they are negatives. But lets try to substitute those for positive numbers and see if that see what happens. Perfect, everything works now. Case closed. Except, not really. This doesn't fix them on a global basis. If you ported other maps, they would all need to be fixed to do this. This isn't an ideal fix in the long run. Turns out, Majora's Mask actually handled room culling differently then Ocarina of Time. How different? Well, all the changes aren't exciting for what we need. Rather, I'll cut straight to the chase, as I did solve what actually does this. In Ocarina of Time and Majora's Mask, there are mes...

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  Welcome to the blog of a person who can do *many* things! I don't tend to use the blog as a main-way of posting, but will for documentation and such. Thanks to Flotonic for inspiring a blog to be used, just like the old days -w-