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This file will contain instructions on how to import RM2C data into the sm64ex-alo repo. | ||
First you should always copy the exported folders (/src,/levels,/sound,/text,/textures,/actors) into your repo. | ||
Then make sure you set RM2C inside the makefile to 1 | ||
Then to build for PC use this input to terminal: "make clean && make -j4 TARGET_N64=0 TARGET_ARCH=native WINDOWS_BUILD=1 TARGET_GAME_CONSOLE=0 DEBUG=1 NODRAWINGDISTANCE=1" | ||
Then to build for N64 use this input to terminal: "make clean && make -j4" | ||
By default, due to their high variability and unique names, no actor data will be included from RM2C output, you must | ||
go per actor and either copy data from a custom.model.inc.c file to the model.inc.c file, or change the includes in group files. | ||
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Level specific models will go into a folder inside of /actors/ with the name of the level they belong to. You must copy these folders | ||
over to their level folders. The directory should match the target level dir, and not overwrite any files. Textures should be pre written | ||
to the target level directories. | ||
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Below are some warnings generated by RM2C during extraction. | ||
It is expected to have many warnings for editor files and for roms with lots of custom content. | ||
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****************************************************************************************** | ||
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Levels with fog in sm64 editor and likely early versions of Rom Manager are completely broken and destroy the levels graphics and most non opaque objects. | ||
I attempt to auto fix these, if there is any issue in these levels check fog first. | ||
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Level bbh Display List DL_bbh_1_0xe009020 has fog, for editor, fog DLs are heavily edited, potential for gfx errors. | ||
Level wdw Display List DL_wdw_1_0xe039980 has fog, for editor, fog DLs are heavily edited, potential for gfx errors. | ||
Level jrb Display List DL_jrb_1_0xe008b80 has fog, for editor, fog DLs are heavily edited, potential for gfx errors. | ||
Level ttc Display List DL_ttc_1_0xe035930 has fog, for editor, fog DLs are heavily edited, potential for gfx errors. | ||
Level rr Display List DL_rr_1_0xe0390f0 has fog, for editor, fog DLs are heavily edited, potential for gfx errors. | ||
Level rr Display List DL_rr_1_0xe0493d0 has fog, for editor, fog DLs are heavily edited, potential for gfx errors. | ||
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Known methods of crashing: | ||
***************************************************************************** | ||
ALL BUILDS | ||
IF CRASH ON BOOT - CHECK SEQUENCES | ||
IF TITLE SCREEN LOOP - CHECK START LEVEL IN TWEAKS.INC.C | ||
IF TEXTURES ARE MESSED UP - ALWAYS CHECK LEVEL FOG FIRST | ||
IF ONLY ALPHA TEXTURES MESSED UP - MOVE FOG GEO LAYOUT TO LAYER 1/4 FROM 4/6 | ||
IF CRASH UPON ENTERING A LEVEL, CHECK OBJECTS. IF EDITOR, CHECK SCROLLS FIRST. IF NO OBJECTS BAD CHECK SEQUENCES | ||
***************************************************************************** | ||
N64 BUILD | ||
IF SURFACE NODE POOOL OR SURFACE POOL FULL - ADD MORE TRIS TO EXT BOUNDS.H | ||
IF CRASH ON STAR SELECT - PUSH FORWARD GODDARD SEGMENT IN SEGMENTS.H | ||
***************************************************************************** | ||
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MORE ON AUDIO ERRORS: | ||
On N64 build, a lack of proper audio memory allocation will instantly crash the game. If this happens, extend gAudioHeap in buffers.c | ||
If you have issues with certain m64s sounding garbled, extend gAlBankSets in load.c (line 2000 about). | ||
If sound cuts out at certain points, extend values in gAudioSessionPresets. | ||
If background music cuts out after cutscenes end stub seq_player_lower_volume and seq_player_unlower_volume in external.c (will remove volume adjustments from the entire game). |
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