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Binary Exporting outputs an unplayable ROM of Super Mario 64 #163
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So you used binary exporting? |
That is correct. Is there something wrong with it at the moment? |
Binary exporting isn't well looked after, it's basically an abandoned feature, so yeah it may be broken |
Alright then. Thanks for the clarification. I'll try to see if I can figure out how to get C exporting working. |
A little update: I was able to build and play the modified copy using C exporting instead, meaning it is an issue with Binary exporting. |
Same as #99
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I checked the results of the generated hierarchy/geolayout by Fast64 and it seems there's an infinite loop going on with jumps in the hierarchy/geolayout. This makes the game crash on a white screen. This is likely what's causing the problem and I'll see if I can check what's going on in the coming days. |
From what I have managed to deduce so far, this is an issue with the v5 materials. Something about the way they jump back is messing up the branching order in Binary. |
Upon exporting a modified version of Mario's model to a new ROM of Super Mario 64, I learned quickly that I couldn't get into the game's intro cutscene. All sound works as intended, the code just seemingly freezes up when it has to load Mario's model. I could confirm the sound part by waiting until one of the demos played, and it was just a white screen with the title music playing. The game doesn't respond to my inputs after this. I got curious and tested it with just the default mario.blend file, and it still froze. I've confirmed that both the original and extended ROMs work just fine, so it must be a problem with the plugin. If needed, I can disclose where I got my ROM privately. I'm not a Python expert, so I can't describe exactly what's wrong, but if I had to guess, it has something to do with the export code. I have yet to try C exporting. I've followed the tutorial videos to a T, if that helps.
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