I don't think that's fair to the artist, I want to pay them in full if I can. I appreciate artists *and* their time.
12.06.2025 20:42 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0@antidotecrk.bsky.social
Programming, hacking, and general insanity.
I don't think that's fair to the artist, I want to pay them in full if I can. I appreciate artists *and* their time.
12.06.2025 20:42 โ ๐ 2 ๐ 0 ๐ฌ 1 ๐ 0Orange Kitten sitting on keyboard staring at CRT monitor with Windows XP and Internet Explorer displayed.
Ah correction it's a normal keyboard, there's just a bit of distortion that makes it look like an ergo when smaller.
Been using this little guy basically forever.
Bah, I really want a drawn version of my normal avatar but I can't afford to commission it >.<
Cute pic of a cat sitting on a Microsoft ergonomic keyboard staring at a CRT :<
Andy really was a genius, it's really sad he's no longer with us.
17.04.2025 12:06 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0It *does* preserve the alpha for RGB5A3 though
16.04.2025 23:09 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Given how clever it is, it really could go either way. It literally just overwrites the texel data for RGB565,5A3, and CMPR (DXT1 with some minor block differences)
16.04.2025 23:08 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Looks to me like it was a range from blue, green, red and cyan, and cycled every 4 MipMaps.
16.04.2025 23:07 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Yeah, I can imagine that being the case, lots of tiny details that the eye wouldn't normally catch taking up precious memory.
16.04.2025 23:03 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Am I supposed to feel bad for this idiot? This is what he voted for, I shed no tears.
16.04.2025 10:20 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0brought over*
16.04.2025 00:52 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0I've faithfully brought Metroid Prime's debugging feature used to test if textures had too many mipmaps and could be reduced in size!
The function is called, appropriately enough, MangleMipmap.
@jackmathews.bsky.social or @threewave.com can elaborate more on how this feature was used if they want.
Soon................
11.04.2025 03:00 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0When the compiler inlined the stubbed out swap functions which just returned the original value it did this:
decomp.me/scratch/LGWUj
Yeah, the minimap's main entry point is CAutoMapper, with CMapArea containing the data about how to render it.
10.04.2025 21:50 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Ahh, it's pretty well written, he did hit a fun little compiler quirk that left remnants of your byteswapping in place. Just the loads not the actual bitwise operations.
10.04.2025 21:49 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0@jackmathews.bsky.social do you remember who did the AutoMapper code?
It looks a lot like Andy's handiwork based off of how it's implemented, but I also get hints of you and possibly even zoid in a few spots.
Open RPG Editor is nearing Alpha status, hopefully we'll have a release ready in the next couple of weeks, I can't give a concrete release window.
Once the Alpha is released we'll be opening our discord up to the public!
"File encryption" is pure placebo and frankly I can't believe the developers of RPG Maker even bothered at all.
Open RPG Editor *will not* support image and audio encryption for this reason, I don't want to give game developers a false sense of security.
Recovering the key is trivial for two reasons: 1) it's shipped in `data/System.json`, and 2) Even if it weren't, taking the header of an unencrypted PNG file is all that's required to retrieve the original MD5 hash.
I highly recommend *not* using it since all it does is add load time overhead.
RPG Maker PSA:
RPG Maker MV/MZ has a feature allowing you to "encrypt" your assets, however all this does is XOr (flips the bits) the first 16 bytes of the files, using an MD5 hash of your "passphrase"
Your content isn't protected in any way since the header data of your image files is static.
@concernedape.bsky.social I'm guessing you didn't have 4K in mind when you made the intro animation lol
The trees just cut off on the left side.
Ha, I know you're pain, I have 3 4k monitors and trying to see anything in MV is hard at that resolution.
09.01.2025 13:30 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0It's already open source and it's already on github!
github.com/Antidote/ope...
We want to get an alpha ready before we set up any kind of discord directly related to it, but that should be very soon.
09.01.2025 13:14 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0That removes the need for large rooms with template events to copy/paste from.
We also have what we call "Game Constants" which allows you to export object ids for various things (Actors, Maps, Common events, etc) as a JS constant, this way you can reference by a name rather than the id directly.
Everything you listed is on the docket, except maybe conditions and events with multiple operators, but if an engine plugin is made an editor plugin (written in angelscript) could potentially be made to add support in the editor itself.
We also have templates: An event to save for later use.
And I realized that I didn't explicitly answer your question, the answer to if you can resize windows is: yes.
All major windows are resizable. Certain dialogs won't be because that would mess with how we can present the data to the user.
In addition to this, we also have a "Game Preview" mode, which currently plays animations and performs custom routes set per event (Just the ones in the page settings pane currently).
So you can dock your event editor to one side, hit F7 and debug your routes live!
Everything is customizable. Every window is dockable. You can make it your own. Eventually we'll also add theming support.
09.01.2025 05:18 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0