Difference between revisions of "Talk:TXTR (Metroid Prime)"
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::As far as I'm aware, it's just TXTR/Retro games. Every non-Retro game I know of has right-side-up textures when dumped through Dolphin. [[User:Bearborg|Bearborg]] ([[User talk:Bearborg|talk]]) 09:25, 23 January 2015 (CST) | ::As far as I'm aware, it's just TXTR/Retro games. Every non-Retro game I know of has right-side-up textures when dumped through Dolphin. [[User:Bearborg|Bearborg]] ([[User talk:Bearborg|talk]]) 09:25, 23 January 2015 (CST) | ||
:::I'm not sure, then. --[[User:Parax0|Parax0]] ([[User talk:Parax0|talk]]) 09:45, 23 January 2015 (CST) | :::I'm not sure, then. --[[User:Parax0|Parax0]] ([[User talk:Parax0|talk]]) 09:45, 23 January 2015 (CST) | ||
+ | ::::It's stride efficency, it's faster to store an image upside down simply because of how swizzling works. -- [[User:Antidote|Antidote]] ([[User talk:Antidote|talk]]) 13:12, 23 January 2015 (CST) | ||
+ | :::::More specifically it has to do with how the texture cache is, it's cheaper and more efficient to have a top down cache, rather than bottom up like regular memcaches, that and chip dev's are particular about their silicon. -- [[User:Antidote|Antidote]] ([[User talk:Antidote|talk]]) 13:17, 23 January 2015 (CST) |
Latest revision as of 21:20, 25 January 2015
Contents
Vertical Flip
Perhaps it's not relevant, but why is it that TXTRs always come out upside-down when dumped/converted? A quirk of the format, or a quirk of Retro's? Bearborg (talk) 09:16, 23 January 2015 (CST)
- I'm not actually entirely sure, but I'd suspect it's related to how UV coordinates work in GX. Does that happen with other GameCube/Wii games, or is it only TXTR? --Parax0 (talk) 09:21, 23 January 2015 (CST)
- As far as I'm aware, it's just TXTR/Retro games. Every non-Retro game I know of has right-side-up textures when dumped through Dolphin. Bearborg (talk) 09:25, 23 January 2015 (CST)