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fast64 doesn't use CS_FLOAT for writing floats in cutscene data
When compiling with gcc this is fine because the float a ends up in CMD_F(a) {.f = (a)},
but when compiling with ido the float ends up cast to int, essentially becoming garbage when later read back as float by the game
This is not urgent to fix, as using gcc in a modding context is the better choice anyway, but it should be at least a known limitation / gotcha for now
The text was updated successfully, but these errors were encountered:
See https://github.com/zeldaret/oot/blob/264581ff3fa28dade7544b0827ced1b1de683388/include/z64cutscene_commands.h#L24-L37
fast64 doesn't use
CS_FLOAT
for writing floats in cutscene dataWhen compiling with gcc this is fine because the float
a
ends up inCMD_F(a) {.f = (a)}
,but when compiling with ido the float ends up cast to int, essentially becoming garbage when later read back as float by the game
This is not urgent to fix, as using gcc in a modding context is the better choice anyway, but it should be at least a known limitation / gotcha for now
The text was updated successfully, but these errors were encountered: