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Sakura Engine


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UPDATE:

Map support is being worked on right now. It's about 50% (more like 48.somerandomnumberhere%)  buuuuutttttt

 

 

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Don't go getting too excited though, this is ONLY the collision data, nothing else. However everything is currently getting loaded and it just needs to be accessed, a vertex list created, and displayed.

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  • 2 weeks later...

What category would you consider this? It's just right under the veil of Chuck Norris when it comes to awesomeness. (Whatever the heck that means)

 

I suppose you could put it at that! I think Antidote's goal is to make it the best ALttP engine while keeping it simple and close to the original as possible.

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What category would you consider this? It's just right under the veil of Chuck Norris when it comes to awesomeness. (Whatever the heck that means)

 

I suppose you could put it at that! I think Antidote's goal is to make it the best ALttP engine while keeping it simple and close to the original as possible.

 

If it has Four Swords elements in it, like the Roc's Cape and stuff, then it'll be the ultimate engine ever.

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What category would you consider this? It's just right under the veil of Chuck Norris when it comes to awesomeness. (Whatever the heck that means)

 

I suppose you could put it at that! I think Antidote's goal is to make it the best ALttP engine while keeping it simple and close to the original as possible.

 

If it has Four Swords elements in it, like the Roc's Cape and stuff, then it'll be the ultimate engine ever.

 

 

It would. But I would rather have it be 100% ALttP for now. Then we can go for the crazy stuff.

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Ultimately the engine will be 100% moddable including character sprites.

Custom animations, custom maps, tiles, everything.

I've been working on getting my site back up, so i'll be posting progress reports there as well, and all releases will be uploaded there.

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  • 4 weeks later...

Been working on this today as well as working on Sakura's documentation

This format gives me complete flexibility, but it requires me to rewrite the Animated Sprite class, however that was planned anyway.

If anyone has any use for it, the format is released under GPLv3, so please feel free to use it.

//--------------------------------------
//--- 010 Editor v5.0 Binary Template
//
// File:
// Author:
// Revision:
// Purpose:
//--------------------------------------
 
typedef enum <byte> { zFalse, zTrue } bool;
 
enum <byte> Direction
{
    North,
    South,
    East,
    West
};
 
struct Texture
{
    string Filename; // Relative to fs_basepath
    bool preload;
};
 
struct Frame
{
    float XOffset; // Relative to the offset specified in the header
    float YOffset; // ^
    float TextureX;
    float TextureY;
    int   Width;
    int   Height;
    float FrameTime;
    bool  FlippedH;
    bool  FlippedV;
};
    
struct Part
{
    string Name;
    int    TextureId;
    int    FrameCount;
    bool   HasCollision;
    Frame  Frames[FrameCount];
};
 
struct Sprite
{
    string    Name;
    Direction Dir;
    byte      PartCount;
    byte      StateCount;
    byte      StateTextureId[StateCount];
    Part      Parts[PartCount] <optimize = false>;
};
 
struct
{
    int   Magic <format = hex>;
    int   Version;
    short TextureCount;
    int   Width;
    int   Height;
    float OriginX;
    float OriginY;
    short SpriteCount;
    int   Reserved1;
 
    if (TextureCount > 0)
        Texture Textures[TextureCount] <optimize = false>;
 
    if (SpriteCount > 0)
        Sprite Sprites[SpriteCount] <optimize = false>;
}file;
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