Yeti3d


namco

Member
Joined
Mar 22, 2006
Messages
410
Age
41
Location
Manchester, UK
Website
www.stupendous-stuff.com
I've had a gander at the code and I've downloaded the tools from 138's website but only one problem remains. I just don't get the map matrix, what it's supposed to represent?

Is there no documentation or tutorials on yeti3d (by anyone) at all. I've tried googling but nothing comes up :(
 
namco said:
I've had a gander at the code and I've downloaded the tools from 138's website but only one problem remains. I just don't get the map matrix, what it's supposed to represent?

Is there no documentation or tutorials on yeti3d (by anyone) at all. I've tried googling but nothing comes up :(
hmmm, maybe that's why its named after the Yeti?
 
Last edited by a moderator:
I'm probably the guy here who knows the most about Yeti3D. There are a couple things that could be called a map matrix, post a code snippet or screenshot and I'll tell you what I know.
 
it's the file called e1m1.c it has this:

CODE

YETI_ROM rom_map_t e1m1 = {
"Test Map","Derek J. Evans","Welcome to Yeti3D",{
{
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0}
},
{
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,87,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,1024,0,0,0,0,1,0,2,0,0},
{0,0,0,0,0,0,0,1,0,2,0,0}
},...and so on



Thanks.
 
Yeti3D was originally a GBA program. On the GBA the only way to have data is to include it in the rom. The author did that by running bin2h, converting them to C arrays for inclusion in the header files. This section of the header data is map files made with the map editor program.

It is possible on non GBA versions to load the data from files with an included function (I forget the name of it though).
 
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