Page 1 of 1

Closed: Dungeon Texture Tables

Posted: Thu Aug 20, 2015 2:10 am
by Interkarma
This one can be considered "partially known" thanks to Lucius from DaggerXL. He posted in some detail about how dungeon texture tables are generated in the following blog post:

http://xlengine.com/dungeon-blocks/

Unfortunately there is some information missing, such as source and offset of the 500-entry key table and re-implementing the exact random algorithm Daggerfall uses.

I have worked around this for all major dungeons by grabbing the resultant texture table from the DOSBox debugger at offset 0x286186 after entering that dungeon in Daggerfall. All other dungeons are just assigned a random texture table and will not match the game exactly.

This isn't a core issue and the randomly textured dungeons will work just fine without this information. However it would be nice to have this working 100%. With the information we already have, I'm sure this can be solved. It's just a matter of some debugging time and lots of patience.

Before anyone asks, I have already contacted Lucius to request more detail and unfortunately he was unavailable to help.

So, any debugging and ASM gurus out there interested in helping on this one?

Re: Closed: Dungeon Texture Tables

Posted: Tue Oct 24, 2017 6:48 am
by Interkarma
Great work from Allofich on solving this one. Many thanks! :D

Re: Closed: Dungeon Texture Tables

Posted: Tue Oct 24, 2017 8:15 am
by Feralwarlord
Interkarma wrote:Great work from Allofich on solving this one. Many thanks! :D

Does this mean we'll see less oddities like that one room design that always has stretched textures?

Re: Closed: Dungeon Texture Tables

Posted: Tue Oct 24, 2017 9:09 am
by Interkarma
No, that is related to UV coordinates, a different thing to the texture tables.

Re: Closed: Dungeon Texture Tables

Posted: Tue Oct 24, 2017 9:51 am
by CM August
Another long-standing Daggerfall mystery solved. Way to go Allofich!