I guess this can count as porgress, found where Megaman Legends keeps the collision hull.

youtube.com/watch?v=wf-QJpVJSp

Does any one actually like the volume rockers and lock button on the same side of the phone? I generally end up locking my phone when I only meant to turn the sound down at least three times every day.

twitter.com/thepine64/status/1

Finally found where the game stores the terrain vertices information

Are there any ARM based linux SOC's that support multiple displays?

Kion boosted

Just pushed a new patch to Calligra. This will improve the display of the toolbox in horizontal mode. phabricator.kde.org/D18963

Has anyone written a GUI for Linux? Which library did you use and which one would you recommend?

So what programming language does every one use? (And what projects are you working on with it?)

Still a few places to fill in, but I generally have the layout of Megaman Legends psx user memory:

The Threejs gltf exporter has been updated to support animations. So models exported from mml.dashgl.com/tools/mml1_psx_ as gltf now have the animtions included in the file.

And then in addition to MDT files, the game also uses .STG files which
use indices to define the geometry for each title. The problem is I'm having a hard time tacing back to where the geometry is defined for the indices.

The problem is that I can't seem to find the geometry for the environment in the game files. The game has .MDT files which describe the width and height of rooms in terms of tiles and defines the tiles numbers.

Which means that the vertices for that stages (like the other models in the game) are stored somewhere in the 2MB of system memory that the playstation has.

In terms of memory, the Playstation has 1MB of graphical memory which has the sreen buffer and textures.

Still trying to figure out where Megaman Legends stores the vertices for the environments.

Kion boosted

Hoping windows installer doesn't fuck up my distro

I might have to give GLFW another try. It's the library used in the OpenGL redbook for examples. It also has a little extra's like being able to set window hints and more functionality for input, language bindings, vulkan, and OpenGL ES. I might have to play with it some more.

Freeglut is really simple and seems to be the best library to get started and jump into OpenGL. They also have one of the better beginner tutorials for being able to get started: en.wikibooks.org/wiki/OpenGL_P. The problem is that Freeglut doesn't support much beyond a window and basic input. So it won't take you much further than quick debug applications.

Originally I was thinking of using GTK, since it has the option of using other widgets along with the GtkGLArea to be able to make general applications with GTK and have the option of adding on graphics. Though that seems to bring up the KDE/Gnome flame war out of no where. Also it requires OpenGL 3.0 or higher as OpenGL 2.0 and lower has too much legacy code to work with. Makes sense, though I still don't know how to use VOA's effectively.

though, side note this is for libraries that work with C/C++. Not sure about python, java or things like that. Though all of the cool kids seem to be using Vala these days.

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