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@briaguya0 briaguya0 commented May 8, 2023

#2764 and #2803 were causing corruption when using hd textures.

image

this updates all of the places where gSPSegment was switched to use gSPSegmentLoadRes in those PRs to instead manually check for MQ, and then call gSPSegment with the MQ version of the path.

this is not accomplished in a clean way, the hackiness of the solution exists in mq_asset_hacks.h

i tried to find a clean solution but couldn't find one that would work with both:

  • only having an mq otr
  • having hd textures

i found the best way to verify both work is by having an hd textures otr generated using a manifest.json file made using only an mq otr.

soh
oot-mq.otr
mods/
L hd_textures_only_mq.otr

Build Artifacts

@briaguya0 briaguya0 changed the title hacky fix for deku tree entrance hacky fix for day/night textures May 8, 2023
@briaguya0 briaguya0 changed the title hacky fix for day/night textures fix for day/night textures May 8, 2023
@briaguya0 briaguya0 added the do not merge Not ready or not valid changes label May 8, 2023
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turns out the fix isn't working, i think the super hacky first fix for lon lon windows and deku tree entrance was

@briaguya0 briaguya0 removed the do not merge Not ready or not valid changes label May 8, 2023
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went back to the hacky fix that works, if someone can come up with a better fix that'd be cool, but if not i'd rather have the hacky fix in than no fix

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Hacky solution works for me (knowing that we will revisit MQ texture handling as a whole later on).

Only other suggestion I can give is maybe using a macro/helper func to handle the multiple if mq mqTex else vanillaTex

@leggettc18 leggettc18 merged commit 72358eb into HarbourMasters:develop-spock May 10, 2023
@briaguya0 briaguya0 deleted the glitchy-entryway-fixes branch June 3, 2023 19:40
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3 participants