(07-11-2019, 01:03 PM)Craftyawesome Wrote: What is the n64 high poly model code? I've only found draw distance.
If you're looking for Forcing Mario's High Polygon Code:
Code:
Force Hires Mario Model (AR Code) (NAAE01)
030E1304 00001000
It's the 5th line in the Enhanced HD code.
(07-11-2019, 01:03 PM)Craftyawesome Wrote: Mario 64 has a few limits for objects. There is a hard limit of 240 objects. If an object tries to load and there is 240 important objects, the game crashes. (there are very few unimportant objects, even Mario's dust is important)
Hmm, so it isn't the RAM that is the issue. The screenshots you posted do indicate there is still RAM left to occupy. It's just that the object limit is being full then. Hmm... If there was a way to increase that.
I was already afraid there was some kind of hard-coded object limit. What was my other suspicion for the problem.
I didn't test all the stages yet. I knew that Bob-Omb Battlefield and Lethal Lava Land were having issues, meanwhile Jolly Roger's Bay and Shifting Sand Land seemed to be working fine. I can take another look in the HD Enhanced code and try to remove some of the "unnecessary" improvements to see if Whomp's Fortress and Snowman's Land will be working too. I should try and document which lines affects which objects. The render distance for lined coins was supposed to be maximized as well, through it does not seem to work, probably due one of the removed lines to get either Bob-Omb Battlefield or Lethal Lava Land to work.
That still leaves me to wonder why:
a) How the Widescreen Aspect Ratio Fix for 16:9 (Gecko Code) manages to occupy more object slots than the Widescreen Render Fix for 16:9 (AR Code) + Widescreen Hack?
b) Why Project64 seems to be able to load in more objects. Isn't the game supposed to have the same 240 object limitation on either platform?
I think a) could be answered by that the Gecko Code version simply loads in more objects, even those outside of the render view, while the AR Code version limits itself to only loading objects within the render view.