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[F3D] Implement Animal Crossing F3DZEX Extensions #357
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the decomp implementation just has a double word, but for consistency this is better
Also used the cached f3d definition class for consistency, parts of the ui already did this, only meaningful change was bleed
Branch is now up to date with main |
also clean up the logic
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for reference there is a list of f3dex2 ucodes and some games they're used in, in the readme at https://github.com/Mr-Wiseguy/f3dex2 (animal crossing = animal forest)
it may be worthwhile to name the ucodes per their version name, like 2.08J for AC, rather than by the game they're used in.
For example different versions of OoT use different ucodes: n64 releases use 2.06H, gamecube releases use 2.08H which notably adds point lighting. naming one "n64 oot" and the other "gc oot" (or "mm") sounds weird
And one may want to use a different ucode in a hack and it would be weird to eg use the "F3DZEX AC" ucode in OoT
Techinically the ucode "is" the same as mm's internaly but that.. does not describe the ucode because it's extended with a lot of commands to assist the hle renderer, I'm gonna confirm with cuyler that there is no internal name nonetheless |
Cuyler confirmed to me that he hasn´t seen any special internal ucode name that could be used, that said if you'd like a better name I'm open to suggestions @Dragorn421 , maybe F3DZEX2 (AC) would at least be closer (that's what cuyler calls it) |
Co-Authored-By: Dragorn421 <[email protected]>
rewrite textures to use numpy implemented gc swizzle after im sure its ready to backport ill make another pr
Used in the hle renderer in Animal Crossing.