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[MM] Gameplay Keep Display Lists; Not fully complete.
Topic Started: Jun 3 2014, 04:28 AM (2,978 Views)
Ideka
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Spoiler: click to toggle
Edited by Ideka, May 5 2016, 03:12 AM.
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NewSuperMoiWii
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Thanks for sharing this information! Its very useful :)
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Natsu
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Is it possible to see it in UoT ? I don't know how to open up a zdata file. And is it the same way if I want to port a Display List ?
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Ideka
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Are you using UoT to view display lists offsets? If that is the case, I recommend you to start using Hylian Toolbox instead. UoT is outdated, and shows the start offets of display lists wrong (because it thinks that a display list starts with a E7 command). For being able to open it, you can just edit the extension from ".ZDATA" to ".ZOBJ".
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Natsu
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I didn't use Hylian Toolbox because of no textures, but I'm going to work with now. For the Deku Shield port, there is a way to port it without overwrite others vertex and textures data, because it is too long...
Gameplay Keep is 010AF000-01141630.zdata for the Japanese Version.
Edited by Natsu, Nov 30 2014, 03:05 PM.
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Ideka
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Yes, if the display list you want to port is too big to fit in Link's file without overwriting anything, you can port it into the "gameplay_keep" file instead. You'll just have to edit the RAM segment (or if you want to call it "bank") with 04 when you rewrite the pointer for the display list you wanted to replace in Link's file.
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Natsu
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Cool, so I just need to change 06 to 04. And then I can put it where I want or only in a obj file ? And did you know a big space where I can port it ? (around 200 bytes)
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Ideka
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Natsu
Nov 30 2014, 03:35 PM
And then I can put it where I want or only in a obj file ?
^ Sorry, I didn't quite get that

I would suggest you paste your wanted display list by replacing something that's unused in the gameplay_keep, for example the beta OoT wooden stump or grass clump.
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Natsu
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I think it was not enough. I've got one texture with 1000 length... If I put Bank 04, how the game know in which obj is the vertex ?? (sorry for all these questions, it's a nightmare for me ><)
Edited by Natsu, Nov 30 2014, 04:49 PM.
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Ideka
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The RAM segment (or bank) basically tells the game from which file to load certain data. The gameplay_keep file has it's own bank since many particles and other display lists stored in it, and thus actors that use these display lists won't have to have them in their own file since that would make it unecessary big. The RAM segment for the gameplay_keep is 04, therefore that tells the game to load a file from it.
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