Whoops...!
View attachment 38234
View attachment 38235
RAM addresses 80452c74 and 80452c78 apparently somehow affects hidden surface removal (HSR). What's strange though is that full front-to-back rendering direction wasn't completely affected (or else we'd see the far wall or the stage in front of zelda). I know that some HSR is handled by the hardware, and some by the software, so maybe that has something to do with it? And it's interesting how it looks like the layering is prioritized into groups, meaning the game renders stuff of similar model types together. Objects like the items and some things on the characters are all on top, followed by the characters, then the stage (except the water is actually like an item?), then the stage background. Also strange that zelda's armor is apparently a different type of object than link's sword, shield, or even bandolier/sash.
There's an interesting pattern between the two addresses:
80452c74 - Default: .1 (3dcccccd); starts doing interesting things if you set it to around 176 (43300000) or
higher, affecting more and more things from there, starting in the
foreground.
80452c78 - Default: 16,384 (46800000); starts doing interesting things if you set it to around 176 (43300000) or
lower, affecting more and more things from there, starting in the
background.
New values will only update the rendering in camera mode 0 (the default for multiplayer matches), but once that's set you can change to other camera modes such as debug's free roam and check out how strange everything looks.
80453058 is pretty interesting too:
View attachment 38239
That's cool. I think the neutrals should be together though, like along the top.
@
Jorgasms made a rendition of the SSS not too long ago, found
here. Although I've never liked how P:M's SSS had the neutrals along the bottom. I think if they went along the top, and were separate from the others like zankyou's example, they'd stand out really well.