Thanks Stef! Everything worked perfectly!
I've rewritten my vertex code so it includes animations and it is reading the rom correctly. I'll have captures later
Everything you've said works very well
Also the link now works correctly, maybe it was just a dropbox thing.
I am left with two questions: is fixed vertex information always before the animated vertex info?
I was wondering this in order to connect it with the face info correctly.
Also, I still don't get the purpose of stating every offset. Can there be more frames than possible vertex states?
For instance, in the "column" example graph I made, in the second half the offsets decrease, and they all point to frame 1. Would this mean that after certain animation frames have been completed repeat frame 1 a few times?
I'm guessing this would be useful in some models like the "sea squid" thing where it doesn't push in a permanent loop.
Here is the last data of the offsets of "Column" example, they all point to the first frame.0F 00
IT'S ALIVE!!!! xD
ANIMATIONS ARE WORKING WITH COLOR PALETTES.
If I were to be missing something its the correct placement of textures!
(I'd still like your comment on the thing about the offsets
So I think I've gotten most of the objects working. I understand now that some frame offsets are for different interactions like the two sequences inside "9FB9 Monarch Dodora body animation", one for when it walks around and the other for when you hit it. The frames are all in sequence but I'm sure the colision detection points to a certain portion of it.
I also know that there is a special palette ("8590") for "4DAC Andross Square" and "85AC Andross Cube" if used crashed the program (I never saw VL-Tone managing to decode it). This palette points to the big andross face in the texture table and by the way, both of these models are 16 bit coords.
I avoided the 20 interchangeable palettes because I didn't know what to do with them but now I discovered that the "64C2 Attack carrier" in Corneria uses this to determine how the sunset affects the color of the ship, Corneria Level 1 and 2 are by day and Level 3 is with the sunset and this is colored using the interchangeable palettes.
Some faces do have incorrect color setting but I've noticed only one object (70DB Main enemy ship (orange)).
Textures are loaded but I have yet to determine the correct offset algorithm needed to place them correctly but if anyone manages to understand it it will be very easy to put them there since they are already decoded and ready for use.
Some faces are made to have two sides, tha is what makes them have that bad flicker. This also happens with faces with textures because the program thinks a texture is another face. This is easy to fix but I prefer it to be visible since that is where the textures will go.
Even while I had success in loading most models some still appear corrupt for no apparent reason for very few models. I followed the code and it should work.
I will now clean up the code a bit and add a smooth animation setting just to see how it looks. Anyways I believe my work is done with this versión of my app.
I will try and help with the stage thing. Where on this are you now?-edit with news!->
Here it is!
I have added frame interpolation because I could. I had idea for ages and it works nicely and you can disable it with the keyboard if you want to. https://vimeo.com/60433014
Remember you can download the original video which is 60 fps
Stef, how should I post the source code?
In a way it is it is permanently on the web.
On a side note, I suppose you've read this thread, it is the more obscure one I could find where VL-Tone explains a bit more about the stage info and how it is used:http://arwinglanding.net/forum/index.php?PHPSESSID=te5kqmecnhn3j7ltc3ddlrfkv5&topic=1649.0;nowap