Amon_Knives said:
I certainly agree. But what if somehow there was a way to alter the locations the vertices would move. I have no experience with modeling or programing, but it's just a thought.
My guess is that it would be a matter of identifying which areas in code modify vertex information and inserting customized code that modifies the new vertices properly. No trivial task, though not impossible by any means. What it really would take is a ROM hacker with lots of time on their hands. If I knew more about 64 emulation I would give it a shot, but I'm still way back at the Chip8 and sound processor emulation level.
Hmmmmm, noobie brainfart - I'm not sure how the 64 video plugins work (we really need an experienced emulator/plugin programmer in this thread) but if they convert the vertex buffers that the 64 uses into vertex buffers that the graphics API natively use on a per-model level (in other words if models get sent from emulated 64 memory to video memory individually) or individual sections of models get brought over at a time, then maybe a model could be replaced in video memory only and then when vertex position changes are sent from the emulator to the graphics API, a translation matrix could be computed to apply somewhat accurate changes to the modified model.
Or if the models don't get sent individually, maybe the emulator could record what parts of the scene are specific models before the whole thing gets sent to video memory and then the graphics API could do the same thing I mentioned above.
I'm not sure if I understand all the stuff I just said or if anyone else will, but it seems like that might work, without the need for game-specific customizations in the plugin. I probably don't have any idea what I'm talking about though. The complexity of a 64 emulator and its plugins is far beyond me right now. We need Rice or Orkin to pay a visit to this thread me thinks.
