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Antidote

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Everything posted by Antidote

  1. It's still VERY much WIP (considering i started writing it last night) but the basics are in place, all that's needed is a widget system, bitmap font class, and all the Zelda trappings Currently the Octorok just chases Link around and cause 1 damage so obviously his AI needs work. GITHUB REPO: https://github.com/Antidote/2dzeldaengine Don't mind the Derpy code, the stuff in Octorok is just hacky stuff to test delta timing and me learning AI programming as i go.
  2. yep, I converted them to PNG using Wiimms' Wimgt utility
  3. http://dl.dropboxusercontent.com/u/21757902/cave_of_ordeals_textures.zip <- try these textures.
  4. That's because MaxBMD uses a modified bmdview
  5. keanine: Yes that is the cave of ordeals, however, the texture issue you have is an issue with BMDView not the textures.
  6. I would guess that they are stored with the STG arc files since they're "common"
  7. Don't mind conker, he's the local clown, and we all love him for it ;P
  8. Just saw it, I think that should work quite wonderfully
  9. @xdan, I totally understand, it is a pretty loose format for reasons unknown.
  10. That's EXACTLY what i meant EDIT: On top of that, if you make it load Obj files or something, people could, theoretically, load those particular models by converting them from F3DEX display lists to obj's and use those.
  11. 640x480 while not powers of two, is the the largest i can support (and ironically GRRLIB supports it despite claiming powers of 2 only), due to the Wii only supporting up to 480p. I CAN load textures 1024x1024 pixels, but i don't suggest it. LOL EDIT:As it turns out, the whole "Power of twos" thing was false advertisement on their part, anything divisible by two is fine XD
  12. basically if I divide the number by 2 I get no remainder e.g: 2,4,8,16,32,64,128,256,512 etc. Also those look nice
  13. AHAHAHHAHA, That just made my day lol
  14. As far as design goes: as long as it's zelda related and includes "Wiiking2 Editor" in some way, max size is 640x480 and it HAS to be a power of 2. If any of you guys are interested in doing this for me I'd greatly appreciate it, and you'll be fully credited for it.
  15. No problem, now to watch some Inuyasha after nothing but technical problems, I knew there was a reason I hated deving on windows >.>
  16. Don't you just love that? I just had the random as hell desire to watch inuyasha >.>
  17. Nice, keep up the awesome work xdan, sorry I didn't see the edit, was busy with my own project yesterday.
  18. Yeah, I've noticed a lot of parallels, don't fix what isn't broken i guess XD
  19. Thanks sage, this should help me with my own STB research. Also if you still want to research it, please let me know and I'll work with you on it. Also x is the size of the name, in order to read it in properly it's to the nearest 4 byte region eg: char soundName[(nameLen + 3) & ~3];.
  20. The only bad thing about that stream is: it ended
  21. Spire: Go get a job with a game company! Seriously this is pretty awesome
  22. Anything labelled "demo" is going to be a cutscene, and each cutscene has an "STB" file (which I'm currently working on) In res/Object demos follow this naming scheme "Demo##_##.arc" Demo38_01.arc is for the title screen.
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