Documentation progress
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@ -207,10 +207,10 @@ Examples:
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## Remaining Uncertainty
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- This note closes where the `0x04D0` NPC list lives and how to recover names, but it does not yet prove every gameplay path that can instantiate those DTABLE rows.
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- `0x04B1` has strong trigger/link evidence but still needs a fuller write-up tying its item fields to specific map-editing behavior.
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- `0x04B1` now has a stable map-viewer USECODE landing point (`CMD_LINK -> TRIGGER.slot_20`), but it still needs a fuller write-up tying its item fields to specific map-editing behavior.
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- `0x0011` is still only partially characterized here; it is clearly in the egg/editor lane, but its relationship to `npcNum` remains unresolved.
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- Shape `0x04D0` still uses the `MONSTER` usecode class in the old disassembly corpus, so there is still room to document how that script/controller layer cooperates with the DTABLE-backed actor creation path.
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## TODO
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- Do a deeper pass on `0x04B1` and `0x0011` so the raw `npcNum` field can be documented more precisely without overfitting DTABLE assumptions.
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- Do a deeper pass on `0x04B1` and `0x0011` so the raw `npcNum` field and the `CMD_LINK` linkage fields can be documented more precisely without overfitting DTABLE assumptions.
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