Describe the bug
Every ghost that spawns in is opaque on the first frame it's displayed on, regardless of whether the "Trasnparent Ghosts" checkbox is checked for it or not.
To Reproduce
Steps to reproduce the behavior:
- Record any ghost and load it in with the ghost hack activated
- On the first frame the ghost appears in game, it will always be opaque, even when "Transparent Ghosts" is checked for it
Expected behavior
The ghost should not be opaque when "Transparent Ghosts" is checked for it.
Screenshots
CBA tbh :)
Used Versions:
Additional context
The problem lies in the hack itself, which creates object nodes for the ghosts as necessary. The information about whether a ghost should be transluscent or not is placed at 0x61 relative to the ghost object node, but STROOP writes to this address (by "correctly guessing" its offset in memory) before the ghost node is created, and thus the object node creation overrides the value injected from STROOP.
This is a design flaw in the hack. There are about a million ways to resolve this, and I don't know which I'm going to choose yet.
Describe the bug
Every ghost that spawns in is opaque on the first frame it's displayed on, regardless of whether the "Trasnparent Ghosts" checkbox is checked for it or not.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The ghost should not be opaque when "Transparent Ghosts" is checked for it.
Screenshots
CBA tbh :)
Used Versions:
Additional context
The problem lies in the hack itself, which creates object nodes for the ghosts as necessary. The information about whether a ghost should be transluscent or not is placed at 0x61 relative to the ghost object node, but STROOP writes to this address (by "correctly guessing" its offset in memory) before the ghost node is created, and thus the object node creation overrides the value injected from STROOP.
This is a design flaw in the hack. There are about a million ways to resolve this, and I don't know which I'm going to choose yet.