Emulator Issues #11358
closedCustom Texture: C8 texture tlut hash can cause duplicate dumps
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Description
As the title says. The issue does not affect every single C8 (or "_9") texture, only a select few. I am not sure if the issue can also affect "_8" and "_10" textures. Confirmed to happen in Zelda: Wind Waker and Zelda: Twilight Princess, possibly other games. The texture hash is always the same for duplicate textures, it's the tlut hash that has the potential to change.
tex1_48x51_53403146169829a2_45604eac43c6fd37_9
tex1_48x51_53403146169829a2_00bdbbec7bd28d9d_9
tex1_48x51_53403146169829a2_51202438fd7443e1_9
tex1_48x51_53403146169829a2_b85163ac8b4598d4_9
...and so on 100s-1000s of times.
It's odd because plenty of other "_9" textures do not have duplicate dumps, the compass and the map for example, are the same format as the boss key.
An example from Wind Waker. So far I have found 934 duplicate dumps and I have 3 dungeons to go.
A potential solution mentioned on that thread (by emu82) is the ability to provide a wildcard for the second hash.
For example, naming a custom texture tex1_48x51_53403146169829a2_$$$$$$$$$$$$$$$$_9 could load any hash in the place of the $ sign, which would make it compatible with every example listed above. Even a single wildcard identifier may be sufficient (like tex1_dim_hash_$_9).
As far as I've seen, no texture with duplicates has shared a (first) hash with another texture. Not saying it isn't possible, but the potential for failure for having a wildcard is most likely really low.
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