05-18-2024, 03:42 AM
(05-17-2024, 09:49 PM)squall789 Wrote: I was thinking more like, if I took a screenshot of say FF9, or even grandia for example, getting a dae with camera position, FOV, rotation etc could be really useful for being able to recreate the scene as-is.I don't think I can do that. The verts go directly from local space to camera space, there is no world space to give the camera position in.
(05-17-2024, 09:49 PM)squall789 Wrote: One thing I've wondered for a while, and honestly this may just not be possible, but for some games there are several different palettes dumped, is it possible to only dump the final image results?The avocado ripper would take a 256x256 texture region, divide it into bounding boxes that used the same palette, and make a composite texture with the correct palette in each box. But the problem is what happens if the boxes overlap. If the same part of the texture is ever used twice with two different palettes, one of them will overwrite the other and so one will be wrong.
You can get a similar feature by turning off "Dump Full 256x256 Textures". Then each box with a fixed palette is written to a separate texture file. But since they aren't composited onto a single space, there's no problem with the boxes overlapping.
(05-17-2024, 09:49 PM)squall789 Wrote: This was what I meant when I mentioned culling, you're right that Avocado may not have had an option for this either.I don't think so. It's probably culled in software. If something never gets drawn in the first place, there's no way to get it in the screenshot.
You can see it on the far left, I understand its PS1 culling for memory purposes, but perhaps its possible to overwrite it?
(05-17-2024, 09:49 PM)squall789 Wrote: This may not be possible in an emulator itself, and only via cheats or patches/hacks for a specific game as I'd assume the frustrum culling will be different per game.Yes.