RUNWAY ROOM 12 DISPLAY LIST DECOMPILE DESCRIPTION // PRIMARY========================== E7 00 00 00 00 00 00 00 PipeSync() // Lets take a break and wait for rendering to finish before changing mode BA 00 14 02 00 10 00 00 SetCycleType(2cycle) B9 00 03 1D 0C 18 20 78 SetRenderMode(AA, ZCMP, ZUPD, IM_RD, A_CVG, CLAMP, OPA, CLRFOG, AIN, CLRIN, 1, CLRIN, AIN, CLRMEM, 1-A) // in BAAB order we have FOG. in ABAB order we do not. In Game these tris DO FOG FC 26 A0 04 1F FC 93 FC SetCombiner(TRILERP, MODULATERGB2) BA 00 10 01 00 01 00 00 SetTextureLOD(LOD) //Use Automatic Mip-Mapping BB 00 30 01 FF FF FF FF Texture(0, 7, 0, TRUE) //No Bowtie Bugfix, 7 Mip-Map Levels(0-6), Base Level = 0, ENABLED C0 08 00 02 00 00 00 16 GETexture(SetTileSize(2), Type(2), 016) //TarMac BA 00 11 02 00 00 00 00 SetTextureDetail(Clamp) //No Detail Map. Clamp to lowest Level Mip-Map BA 00 0C 02 00 00 20 00 SetTextureFilter(BILERP) // Set Bi-Linear Interpolation for smooth Textures B7 00 00 00 00 00 20 00 SetGeometryMode(CullBack) //Hide Backfaces (default must be to show both) FB 00 00 00 00 00 00 FF SetEnvColour(0,0,0,255) //fully opaque black Environment Colour Register (Whats it used for?) // start drawing triangles 04 E0 00 F0 0E 00 00 00 Vertex() B1 00 76 32 64 54 20 10 Tri4() C0 08 00 02 00 00 01 B2 GETexture(SetTileSize(2), Type(2), 1B2) //Rough Concrete 973FB0Other4020 B1 00 BB AA DC C9 B9 98 Tri4() BF 00 00 00 00 8C 82 78 Tri1() C0 08 00 02 00 00 03 9A GETexture(SetTileSize(2), Type(2), 39A) //Steal Panel 9E1377Other4040 04 F0 01 00 0E 00 00 F0 Vertex() B1 00 00 32 00 00 20 10 Tri4() C0 08 00 02 00 00 04 F3 GETexture(SetTileSize(2), Type(2), 4F3) //Mushed Snow A384D6Other4020 B1 00 AA 76 8B 98 64 54 Tri4() B1 00 FB DC BE 8E AC AB Tri4() 04 F0 01 00 0E 00 01 F0 Vertex() B1 00 73 32 65 04 20 10 Tri4() B1 00 4B 98 AC A4 78 75 Tri4() B1 00 FE D4 DC 3D 34 CD Tri4() 04 E0 00 F0 0E 00 02 F0 Vertex() B1 00 64 52 57 56 43 10 Tri4() B1 00 B9 B8 CD CB A9 67 Tri4() BF 00 00 00 00 3C 28 8C Tri1() 04 F0 01 00 0E 00 03 E0 Vertex() B1 00 54 22 24 23 03 10 Tri4() B1 00 86 16 75 57 26 25 Tri4() B1 00 AC 58 DC BA 49 59 Tri4() B1 00 00 DE 00 00 FC 89 Tri4() 04 F0 01 00 0E 00 04 E0 Vertex() B1 00 02 52 00 06 43 10 Tri4() E7 00 00 00 00 00 00 00 PipeSync() // Lets take a break and wait for rendering to finish before changing mode FC 26 A0 04 1F 10 93 FF SetCombiner(TRILERP, MODULATERGBA2) BB 00 28 01 FF FF FF FF Texture(0, 6, 0, TRUE) //No Bowtie Bugfix, 6 Mip-Map Levels(0-5), Base Level = 0, ENABLED // start drawing triangles C0 08 00 02 00 00 04 F0 GETexture(SetTileSize(2), Type(2), 4F0) //Snow A37BF1w20h200x3COLORSE32SIZE4-bit B1 00 89 A9 9B CB 97 87 Tri4() E7 00 00 00 00 00 00 00 PipeSync() // Lets take a break and wait for rendering to finish before changing mode FC 26 E4 04 1F FC FF FC SetCombiner((TEX1-TEX0)*LOD_FRAC+TEX0, (1-0)*TEX1+0, (COMB-0)*SHADE+0, (0-0)*0+SHADE) BB 00 30 01 FF FF FF FF Texture(0, 7, 0, TRUE) //No Bowtie Bugfix, 7 Mip-Map Levels(0-6), Base Level = 0, ENABLED C0 0B FC 00 FA 00 03 B5 GETexture(SetTileSize(2), ShiftS(<<1), ShiftT(<<1), Type(0), prim_min_level(0.98), 000, 3B5) // Cliff face 9E69CBOther4040, use file copy 8F7DF0Other401C3 as detail? Detail is also enlarged? // as a left shift every detail texel contains 2 normal texels... BA 00 11 02 00 04 00 00 SetTextureDetail(Detail) //Detail Map. lowest Level Mip-Map level is a Detail Map // start drawing triangles BF 00 00 00 00 82 8C 96 Tri1() 04 F0 01 00 0E 00 05 E0 Vertex() B1 00 66 52 74 45 43 10 Tri4() B1 00 AB 89 0C 0A 76 86 Tri4() B1 00 11 00 FE ED 1D DC Tri4() 04 F0 01 00 0E 00 06 E0 Vertex() B1 00 41 22 65 34 31 10 Tri4() B1 00 9A 34 AB 98 76 36 Tri4() B1 00 0F AA 00 E6 DC CB Tri4() 04 F0 01 00 0E 00 07 E0 Vertex() B1 00 77 42 58 65 03 10 Tri4() B1 00 FE 2B 67 DC AB A9 Tri4() 04 E0 00 F0 0E 00 08 E0 Vertex() B1 00 96 22 87 54 03 10 Tri4() B1 00 CC AA BD AB 7B 97 Tri4() BF 00 00 00 00 8C 6E 82 Tri1() 04 F0 01 00 0E 00 09 D0 Vertex() B1 00 46 22 57 54 03 10 Tri4() B1 00 AA 95 9B 89 85 87 Tri4() B1 00 3D DC 0F 7E 47 AB Tri4() 04 F0 01 00 0E 00 0A D0 Vertex() B1 00 53 32 23 04 20 10 Tri4() B1 00 A9 98 6B 6A 86 76 Tri4() B1 00 EE CC DF CD BD AB Tri4() 04 F0 01 00 0E 00 0B D0 Vertex() B1 00 74 22 65 23 03 10 Tri4() B1 00 09 97 9A 8A 78 58 Tri4() B1 00 EE 30 CF DC 0B AB Tri4() 04 D0 00 E0 0E 00 0C D0 Vertex() B1 00 57 52 37 36 43 10 Tri4() E7 00 00 00 00 00 00 00 PipeSync() // Lets take a break and wait for rendering to finish before changing mode FC 26 A0 04 1F FC 93 FC SetCombiner(TRILERP, (COMB-0)*SHADE+0, (0-0)*0+SHADE) C0 08 00 02 00 00 03 D5 GETexture(SetTileSize(2), Type(2), 3D5) //Scared Wall 9F3FC6Other4020 BA 00 11 02 00 00 00 00 SetTextureDetail(Clamp)//No Detail Map. Clamp to lowest Level Mip-Map // start drawing triangles BF 00 00 00 00 50 5A 64 Tri1() C0 08 00 02 00 00 01 33 GETexture(SetTileSize(2), Type(2), 133) //Light Concrete Wall 9557434020Other BF 00 00 00 00 6E 78 82 Tri1() 04 F0 01 00 0E 00 0D B0 Vertex() BF 00 00 00 00 00 0A 14 Tri1() C0 08 00 02 00 00 01 21 GETexture(SetTileSize(2), Type(2), 121) //Rough Rock 3 95147DOther4040 B1 00 A9 65 97 87 53 43 Tri4() B1 00 AE 34 E9 D9 4B CB Tri4() BF 00 00 00 00 96 28 78 Tri1() 04 E0 00 F0 0E 00 0E B0 Vertex() B1 00 96 52 87 53 43 10 Tri4() B1 00 0E DA 00 DB CB 97 Tri4() 04 F0 01 00 0E 00 0F A0 Vertex() B1 00 76 32 64 54 20 10 Tri4() E7 00 00 00 00 00 00 00 PipeSync() // Lets take a break and wait for rendering to finish before changing mode BA 00 14 02 00 00 00 00 SetCycleType(1cycle) B9 00 03 1D 00 50 20 78 SetRenderMode(AA, ZCMP, ZUPD, IM_RD, A_CVG, CLAMP, OPA, CLRIN, AIN, CLRMEM, 1-A, CLRIN, AIN, CLRMEM, 1-A) //Duplicate Multiplexer for 2nd cycle and ignore // this is still yet further proof of the seemingly BAAB order of rooms in GE,,, In Game this does not fog FC 12 7E 24 FF FF F9 FC SetCombiner((TEX0-0)*SHADE+0, (0-0)*0+SHADE)//(TEX0-0)*SHADE+0, (0-0)*0+SHADE // Duplicate for 2nd cycle and ignore BA 00 10 01 00 00 00 00 SetTextureLOD(Tile) //Do Not Use Mip-Mapping BB 00 00 01 FF FF FF FF Texture(0, 1, 0, TRUE) //No Bowtie Bugfix, 1 Mip-Map Levels(0-0), Base Level = 0, ENABLED // start drawing triangles C0 08 00 04 00 00 04 6A GETexture(SetTileSize(2), Type(4), 46A) // Rough Rock 2 A1813EOther404010 B1 00 FC DA EC EB CB 98 Tri4() 04 F0 01 00 0E 00 10 A0 Vertex() B1 00 46 12 57 54 30 10 Tri4() B1 00 88 55 9B BA 98 87 Tri4() B1 00 00 CD 3F FE 0E 0C Tri4() 04 D0 00 E0 0E 00 11 A0 Vertex() B1 00 33 22 54 41 31 10 Tri4() E7 00 00 00 00 00 00 00 PipeSync() // Lets take a break and wait for rendering to finish before changing mode BA 00 14 02 00 10 00 00 SetCycleType(2cycle) B9 00 03 1D 0C 18 20 78 SetRenderMode(AA, ZCMP, ZUPD, IM_RD, A_CVG, CLAMP, OPA, CLRFOG, AIN, CLRIN, 1, CLRIN, AIN, CLRMEM, 1-A) // once again, with BAAB order these fog. FC 26 A0 04 1F FC 93 FC SetCombiner(TRILERP, (COMB-0)*SHADE+0, (0-0)*0+SHADE) BA 00 10 01 00 01 00 00 SetTextureLOD(LOD) //Use Automatic Mip-Mapping BB 00 30 01 FF FF FF FF Texture(0, 7, 0, TRUE) //No Bowtie Bugfix, 7 Mip-Map Levels(0-6), Base Level = 0, ENABLED // start drawing triangles C0 08 00 02 00 00 01 1E GETexture(SetTileSize(2), Type(2), 11E) //Concrete Wall 95071BOther4040 B1 00 DC 98 CA BA 86 76 Tri4() B8 00 00 00 00 00 00 00 EndDL // SECONDARY ====================================== E7 00 00 00 00 00 00 00 PipeSync()// Lets take a break and wait for rendering to finish before changing mode BA 00 14 02 00 00 00 00 SetCycleType(1cycle) B9 00 03 1D 00 50 4D D8 SetRenderMode(AA, ZCMP, IM_RD, FC_BL, CL_CVG, WRAP, DECAL, CLRIN, AIN, CLRMEM, 1-A, CLRIN, AIN, CLRMEM, 1-A) //Duplicate Multiplexer for 2nd cycle and ignore // this is still yet further proof of the seemingly BAAB order of rooms in GE,,, In Game this does not fog FC 12 18 24 FF 33 FF FF SetCombiner(MODULATERGB, MODULATERGB2) //Duplicate for 2nd cycle and ignore BA 00 10 01 00 00 00 00 SetTextureLOD(Tile) //Do Not Use Mip-Mapping BB 08 00 01 FF FF FF FF Texture(8, 1, 0, TRUE) //Bowtie Bugfix - chop 4 scanlines, 1 Mip-Map Levels(0-0), Base Level = 0, ENABLED C0 58 00 04 00 00 09 AC GETexture(ClampS, ClampT, SetTileSize(2), Type(4), 9AC) // Hole on Snow Overlay BA 00 11 02 00 00 00 00 SetTextureDetail(Clamp) //No Detail Map. Clamp to lowest Level Mip-Map BA 00 0C 02 00 00 20 00 SetTextureFilter(BILERP) // Set Bi-Linear Interpolation for smooth Textures B7 00 00 00 00 00 20 00 SetGeometryMode(CullBack) //Hide Backfaces FB 00 00 00 00 00 00 FF SetEnvColour(0,0,0,255) //fully opaque black Environment Colour Register // start drawing triangles 04 D0 00 E0 0E 00 12 80 Vertex() B1 00 66 22 47 54 03 10 Tri4() B1 00 00 DA 00 00 CB 98 Tri4() 04 60 00 70 0E 00 13 60 Vertex() BF 00 00 00 00 00 0A 14 Tri1() E7 00 00 00 00 00 00 00 PipeSync() // Lets take a break and wait for rendering to finish before changing mode BA 00 14 02 00 10 00 00 SetCycleType(2cycle) B9 00 03 1D 0C 18 4D D8 SetRenderMode(AA, ZCMP, IM_RD, FC_BL, CL_CVG, WRAP, DECAL, CLRFOG, AIN, CLRIN, 1, CLRIN, AIN, CLRMEM, 1-A) // once again, with BAAB order these fog. FC 26 A0 04 1F 10 93 FF SetCombiner(TRILERP, MODULARERGB2) BA 00 10 01 00 01 00 00 SetTextureLOD(LOD) //Use Automatic Mip-Mapping BB 08 30 01 FF FF FF FF Texture(8, 7, 0, TRUE) //Bowtie Bugfix - chop 4 scanlines, 7 Mip-Map Levels(0-6), Base Level = 0, ENABLED // start drawing triangles C0 08 00 02 00 00 04 7C GETexture(SetTileSize(2), Type(2), 47C) //Missing chuncks A1C4B1Other1080 B1 00 00 65 00 00 53 43 Tri4() B8 00 00 00 00 00 00 00 EndDL