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Arabiki64 ordering the gsSPVertex incorrectly in the exported displaylist #40

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SuperGman04 opened this issue Apr 3, 2024 · 5 comments
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Bug Something isn't working Implemented This has been fixed but not yet published Parser This issue is related to the parser

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@SuperGman04
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SuperGman04 commented Apr 3, 2024

When I exported my model with arabiki64, I was very confused about why one of the gsSPVertex groups wasn't being lit correctly. After some poking around in the exported header, I found that it had incorrectly ordered the gsSPVertex to be before all of the rcp setup, like this:

    gsSPVertex(vtx_icosphere+0, 32, 0),
    gsDPSetCycleType(G_CYC_1CYCLE),
    gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
    gsDPSetCombineMode(G_CC_PRIMLITE, G_CC_PRIMLITE),
    gsDPSetTextureFilter(G_TF_BILERP),
    gsSPClearGeometryMode(0xFFFFFFFF),
    gsSPSetGeometryMode(G_SHADE | G_ZBUFFER | G_CULL_BACK | G_SHADING_SMOOTH | G_LIGHTING),
    gsDPSetPrimColor(0, 0, 255, 255, 255, 255),
    gsDPPipeSync(),
    gsSP2Triangles(0, 1, 2, 0, 1, 0, 3, 0),
    ...

After reordering the display list to be like this:

    gsDPSetCycleType(G_CYC_1CYCLE),
    gsDPSetRenderMode(G_RM_AA_ZB_OPA_SURF, G_RM_AA_ZB_OPA_SURF2),
    gsDPSetCombineMode(G_CC_PRIMLITE, G_CC_PRIMLITE),
    gsDPSetTextureFilter(G_TF_BILERP),
    gsSPClearGeometryMode(0xFFFFFFFF),
    gsSPSetGeometryMode(G_SHADE | G_ZBUFFER | G_CULL_BACK | G_SHADING_SMOOTH | G_LIGHTING),
    gsDPSetPrimColor(0, 0, 255, 255, 255, 255),
    gsDPPipeSync(),
    gsSPVertex(vtx_icosphere+0, 32, 0),
    gsSP2Triangles(0, 1, 2, 0, 1, 0, 3, 0),
    ...

Everything was being lit correctly.

@buu342
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buu342 commented Apr 4, 2024

That's an odd bug... Can you share the .S64 of the model so I can take a look at what happened there?

I'm going to be doing some improvements to Sausage64 in the coming weeks, so I'm gonna have time to take care of this.

@buu342 buu342 self-assigned this Apr 4, 2024
@buu342 buu342 added Bug Something isn't working Parser This issue is related to the parser labels Apr 4, 2024
@SuperGman04
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SuperGman04 commented Apr 4, 2024

Absolutely, here's the .S64:
icospheretest.zip
It's the default icosphere model from blender, with a material assigned and a bone added.
Slightly unrelated, but I was also having problems with the blender plugin. It seems like changing anything in the object settings, like the scale of the object, doesn't have any effect on the export.

@buu342
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buu342 commented Apr 4, 2024

Absolutely, here's the .S64: icospheretest.zip It's the default icosphere model from blender, with a material assigned and a bone added.

Thank you!

Slightly unrelated, but I was also having problems with the blender plugin. It seems like changing anything in the object settings, like the scale of the object, doesn't have any effect on the export.

That's normal, you need to apply your transforms (CTRL+A). I do have an issue to handle this in the plugin though, since this is a common mistake #36

@SuperGman04
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SuperGman04 commented Apr 4, 2024

Ah, good to know for the future. Glad to see this is being improved, this is an invaluable tool. Without your tutorial and tools I wouldn't have been able to get this far with n64 homebrew so fast, so thank you!

@buu342 buu342 added the Implemented This has been fixed but not yet published label May 13, 2024
@buu342 buu342 closed this as completed in 07d0f2a May 13, 2024
@buu342
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buu342 commented May 13, 2024

Fixed in 07d0f2a

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