kion_dgl

kion_dgl

Kion

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Like a record baby right round, round round

Introduction for a tool that can be found on: https://megamanlegends.gitlab.io/mml1-psx/mdt/

The source code is available under GPL and is available here: https://gitlab.com/megamanlegends/mml1-psx

Couple of things to mention:

1. I forgot to turn on the cursor, so sorry about the ghost cursor in this video, hopefully it's pretty easy to see what's going on.

2. The quad problem with the Flutter should be the fin that goes on top, so it looks like I have to take another look at those vertices.

3. The announcement that interrupts my recording at the end is about a missing person. In the town I live in, they ask for help tracking old people down who wonder off.

Playing around with the stage file data some more and found that the game keeps the collision data at the end of the file separate from the elements that make up the visual stage terrain.

Chapter 3 of the C Programming Language - Part B
Kion - dashgl.com

Chapter 3 of the C Programming Language - Part A
Kion - dashgl.com

Chapter 2 of the C Programming Language.
Kion - dashgl.com

Chapter 1 of the C Programming Language.
Kion - dashgl.com

Adding on to some of my previous videos, I show how to read the MDT and change some of the pointers around to load the wrong areas.

Took me several cuts to make this video as I kept getting interupted. I did a quick edit to string the pieces together, but you can probably notice some audio issues, as well as notice the time jump at different places in the video.

This video goes over what little I currently know about the IDX file format. Mostly that I think it serves as the look up for the MDT file (which I want to make a video about). And that the format seems to be three dwords, specifically two properties followed by a pointer.

The properties are probably used by the game in some way, but to figure out what these are requires testing and also requires knowing what each tile is. In this video we are able to change the physical properties of the tile by replacing the pointer on the end to make half of the Apple Market use the same tile.

Thanks to Trege and Shady for information on the tiles.

Currently a work in progress. Most of the models, textures and animations work. Still have some that fall in between the cracks. Need to work on adding an export format.

https://pi.dashgl.com/format.dashgl.com/legends.html

Browser based model viewer for Megaman Legends 1 built with Threejs (and Dexiejs). Files are required on the host machine, click on the "Import" button and select all of the BIN files from the game's DAT folder. The left sidebar will then be populated.

Exports are supported in json and .dae format. Though the dae format only supports bones and does not export with animations.

Code is available on Gitlab under the GPLv3 License:
https://gitlab.com/kion-dgl/JS_MML1_PSX_ANIMS

Live version:
https://mml.dashgl.com/tools/mml1_psx_anim/

Specical thanks to xDaniel for making the source code of his Dash Viewer available: https://www.youtube.com/watch?v=lLWrJrQsu3s

First step to our OpenGL tutorial where I totally fail at opening a window. Maybe you can show me how it's done. https://gtk.dashgl.com/?folder=Brickout&file=Open_a_Window

Introduction to DashGL.com a site dedicated to Linux gaming tutorials using C / OpenGL / GTK

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Created 1 year, 6 months ago.

23 videos

CategoryScience & Technology

DashGL.com a webpage dedicated towards OpenGL development in C.