ToDo - LordNed/WindEditor GitHub Wiki

Did we ever decide what the difference between A and B lighting was in the Colo Chunk? Same goes for A and B index inside the EnvR chunk.

They're for special lighting circumstances. You use A for normal purposes, and B for special things. For instance, in the auction house on Windfall, normally A is used, but the engine switches to B when an auction begins.

Fill out all of the XML summary tags for everything in the DZS/DZR code. (Visual Studio thing)

Could one of the 3 unknown colors in the Pale chunk be a skylight color? Are there any skylights in the game? Would they not match the back color?

Is "HorizonColor" in VIRT the color the horizon glows? How is it different than SkyFadeTo?

Yes, that's the color that the horizon glows. It's different from SkyFadeTo because the that's what the sky fades to towards the horizon from its apex. The horizon itself has a unique color.

In the SondChunk, what is the SoundId - what is it an Id into? Where is the list of sounds? Etc. Is it really only one byte long? There's an unknown before it, could it be a ushort?

Same with the SoundRadius - 0-255 is a miniscule distance in the game. Are they pre-set settings? Or is a ushort again? etc.

Could the Unknowns in the TRES chunk have to do with event indexes related to them unlocking?

What exactly is the FloorID in the DunegonFloor? Does it link up to another chunk?

Can we put a Memory Read breakpoint in Dolphin on 2DMA/DMAP, RCAM/CAMR, etc. and see if there are different functions that read these two chunks? If not, can we find out what happens if we replace the tags with one another? If that works, can we decide which ones we're going to support/write?

Do the Unknowns in the Event chunk have anything to do with the EVENT_LIST?

Are we sure SCOB's don't extend Actors? Most of the two headers are the same, but the last couple of bytes don't match. Are we sure we didn't just fuck something up there? It'd be great if SCOB's were juts an extra scale parameter on the end of an ACTR.

There are some differences, like the x rotation param in ACTR being used as textIDParam in SCOB. Other than that, ACTR appears to be SCOB without scaling parameters.

I wonder if TGOB is a Goblin...

No.

How are extra BDL's stored in the room/stage archives referenced by the map, and how are they positioned? Are doors the only ones referenced?

Need to do less guessing with loading BDL files. Fixed point numbers use a fixed precision instead of the precision specified in a file.

Add normals to the j3d renderer.