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Everything posted by Antidote
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Alright, if you need it the offer stands.
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You think I'd charge nothing for using my equipment? The cost of a plugin is negligible compared to what some people charge. Some guy on Assesmbler was charging 50$ a game, and for some games even more than that. On top of that it was AN OFFER, just that nothing more, why do you make it seem like I was trying to rob the guy blind? And publicly at that? If he said no, I would have said ok and left it at that. You had no need to come in here and say something asinine to try and make my post look stupid.
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The name still seems fitting though. Nice drawing, needs color .
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Retrodes are expensive and are going out of stock quick. The n64 plugins aren't, and I happen to have a Retrode.
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I don't have the money right now, but if someone were willing to send me said ROM Cart and get this adapter, I'd be able to dump it. EDIT: I'm a dipshit >.> EDIT2: Just to clear up any doubts, I have no desire to keep the Cart, I don't collect them and I have nowhere to put it, basically all I'd do is pull it out of the packaging, dump it and stamp it "Return To Sender," all on the same day.
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SceneNavi - A simple Ocarina of Time level editor
Antidote replied to xdaniel's topic in Modifications
Standard MQ Debug ROM, no changes. -
SceneNavi - A simple Ocarina of Time level editor
Antidote replied to xdaniel's topic in Modifications
Got that when attempting to load a ROM. -
You may want to update to 2.70, I think the shelf's API might have changed a bit. I could be wrong though.
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Wrong, PH and ST have their own engine, SS is based on the Brawl engine which uses Nintendo's NW4R code for things like hermite splines, and animation.
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Everyone who has executable has the source for it actually, plop it in Reflector or ILSpy. Also: https://code.google.com/p/uot/source/browse/#svn%2Ftrunk%2FUtility%20of%20Time
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I really need to get myself a Dreamcast, I'd like to develop for it since it seems like a pretty popular platform, that and I've never owned one.
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As proof that I know wtf I'm talking about I dumped the particle textures from common-r.jpc and converted them to PNG: https://dl.dropboxusercontent.com/u/21757902/TP_Particles_common-r.zip
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Decided to take a look at JPC files and managed to crack the format's structure in less than an hour: struct JPASectionEntry { char Type[4]; uint Len; ubyte data[Len - 8]; }; struct JPASection { ushort Unk1; // ? ushort SectionCount; ushort Unk2; // ? seems to be multiples of 2: 0, 128, 256 and 512 are common ushort Unk3; // "" JPASectionEntry Sections[SectionCount] <optimize = false>; }; struct Texture { char Tag[4]; // TEX1 uint DataSize; ubyte Data[DataSize - 8]; }; struct { char Magic[8]; ushort unkCount; ushort textureCount; uint textureOffset; JPASection unkSections[unkCount] <optimize = false>; FSeek(textureOffset); // A gap between the sections and textures isn't uncommon, so a seek is a good idea Texture Textures[textureCount] <optimize = false>; }file;
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Makes me want to dump my copy of OoT3D, but no common key ;.;
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Clearer Resolution and Faster Performace for OoT Debug (on N64)
Antidote replied to Airikita's topic in Modifications
good point, but you wouldn't expect an exception handler that simple to be that expensive, however it IS horribly borked. -
Clearer Resolution and Faster Performace for OoT Debug (on N64)
Antidote replied to Airikita's topic in Modifications
I figured removing the printf like functions would speed things up a bit, but removing the exception handler wouldn't be one of the things I'd even attempt to do. It's odd that it would affect the resolution in such a way. -
SceneNavi - A simple Ocarina of Time level editor
Antidote replied to xdaniel's topic in Modifications
Heh, I wrote custom exceptions for libZelda, they're actually pretty handy, it's an easy way to abort without interrupting code flow. -
SceneNavi - A simple Ocarina of Time level editor
Antidote replied to xdaniel's topic in Modifications
That and "reference not set to an instance of an object" -
SceneNavi - A simple Ocarina of Time level editor
Antidote replied to xdaniel's topic in Modifications
Possible, but that would be a bit of a performance hog. -
SceneNavi - A simple Ocarina of Time level editor
Antidote replied to xdaniel's topic in Modifications
Vertex colors are generally used to assist lighting, e.g. you use a reddish orange color for lava. -
o.0, I'm able to view them as a guest though.
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SceneNavi - A simple Ocarina of Time level editor
Antidote replied to xdaniel's topic in Modifications
Moving vertices is pretty complicated, especially if you want to do it like a modeling program, just be patient. If/when xdan is comfortable with doing it he'll do it. -
@Jazz, http://pastebin.wiiking2.com/2rTvKexK @Jason, if you want me to remove it, please let me know.
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File Name: Sakura Suite File Submitter: Antidote File Submitted: 16 Jan 2014 File Category: Community Downloads Sakura Suite is the de-facto toolkit for the Sakura Game Engine, however it has the ability to be used for nearly any possible application. In order to use the windows version you must download the dependencies here and if you want icons download them here, both must be put in the same directory as the executable. https://www.the-gcn.com/files/file/70-%7B%3F%7D/ Click here to download this file
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Version 1.0.0
235 downloads
Sakura Suite is the de-facto toolkit for the Sakura Game Engine, however it has the ability to be used for nearly any possible application. In order to use the windows version you must download the dependencies here and if you want icons download them here, both must be put in the same directory as the executable.