wootguy

Results 47 comments of wootguy

Expanding on what rotmoset found: You can do multi-bank code by linking a separate .gb for each switchable bank (setting location to 0x4000 for the current bank and 0x8000 for...

The SMS way of doing this is faster than what I was doing (only has to link once) but you still have to switch banks manually or use trampoline functions....

Not saying it's a bad solution, but I thought the goal here was to get the original gbdk functionality working (automatic bank switching). _Personally_, I think we should just make...

No idea. I'd need the unedited bsp file and steps to reproduce the error.

Creating/editing/deleting BSP models and using the clean/optimize command might be corrupting the BSP. Changes that can be done with ripent should be safe.

Changing entity settings is "safe" and shouldn't affect plane data. There's a chance v4 fixes the problem but I still don't know how to reproduce this. That le2b map is...

Let me know if you figure out how to trigger the error. The map still loads for me after randomly editing keyvalues on the monstermakers.

I tried the same map in the latest [Xash3D i386 build](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous), and it still loads. Maybe the type of edit you did is important? Maybe a bug in the Xash...

That map loads for me. I needed to add a spawnpoint before Xash would let me do `map le20` though. I made the edit using bspguy v3. [le20_wootguy_edit.zip](https://github.com/wootguy/bspguy/files/8519605/le20_wootguy_edit.zip)

I can at least add a validation check for [bad plane normals](https://github.com/FWGS/xash3d-fwgs/blob/master/engine/common/mod_bmodel.c#L1770-L1771). If all of the normals are fine in the BSP then it probably is a Xash bug. Though...