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Re: Walls in endor space stage reactor chase not rendered ri

PostPosted: Sun Dec 19, 2021 7:06 am
by Ian
as long as the relevant jtag code is not patched out, the engine should render correctly

Re: Walls in endor space stage reactor chase not rendered ri

PostPosted: Sun Dec 19, 2021 7:08 am
by belegdol
Nice, I can confirm the following patch works:
Code: Select all
Index: Src/Graphics/New3D/New3D.cpp
===================================================================
--- Src/Graphics/New3D/New3D.cpp   (wersja 873)
+++ Src/Graphics/New3D/New3D.cpp   (kopia robocza)
@@ -33,6 +33,9 @@
       m_numPolyVerts   = 4;
       m_primType      = GL_LINES_ADJACENCY;
    }
+   
+   // Fall-back mechanism for games with patched (not working) JTAG
+   if (m_gameName == "swtrilgy") m_shadeIsSigned = false;
 }
 
 CNew3D::~CNew3D()
@@ -1666,6 +1669,8 @@
 
 void CNew3D::SetSignedShade(bool enable)
 {
+   if (m_gameName == "swtrilgy") return;      // jtag has been patched out in star wars - todo fix this
+
    m_shadeIsSigned = enable;
 }

Re: Walls in endor space stage reactor chase not rendered ri

PostPosted: Sun Dec 19, 2021 9:26 am
by rokfpoewrkcpoqwkcp
I think 2 of the 3 SW ROMs have the end sequence, so the conditions should be,

Code: Select all
if (m_gameName == "swtrilgy" || m_gameName == "swtrilgya")