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xdaniel 980 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Level: 64 ![]() Posts: 31/982 EXP: 2153585 For next: 60512 Since: 12-04-08 Pronouns: he/they From: Germany Since last post: 25 days Last activity: 56 min. |
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(Click image for actual screenshot of the Zelda and OpenGL and rendering stuff) Well, so there was this Windows-only, WinAPI-dependant map viewer called OZMAV. It was alright, but bloated, not easily portable to another platform (ex. Linux) and had its share of annoying bugs. Someday, when he realized this, instead of trying to improve that program somehow, the author decided to rewrite it from scratch (pretty much on a whim), this time trying avoiding many of the problems he encountered. That day was February 25th and the author was me. And the result of this rewrite is what you can see above. OZMAV2, as this new viewer is tentatively (and not really imaginatively) called, is a "semi-cross-platform" map viewer for all N64 Zelda games, no matter what kind of ROM version - thus from OoT J/U v1.0 all the way up to the two Debug ROMs and GCN versions -, still using OpenGL for rendering but now mainly using a console interface instead of a menu-based GUI. The console and UI code, which was originally integrated with OZMAV2 and is based on PDCurses (in turn a curses library), has also been spun off into a seperate library called libMISAKA, which is probably the main source of any bugs not related to Zelda or rendering at the moment. The library is only roughly a week old and is thus still very early in development - for example, I rewrote things like dialog management multiple times, and they're still not as good as I want them to be. But whatever, let's get to the tl;dr: Download, Windows binary: OZMAV2 0.1 (build Mar 29 2010 00:41:20) (need to test Linux code compatibility again, until then no Linux build) Feedback would be appreciated! ____________________ cu xdaniel |













) but it's a great API.



