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SharpOcarina v1.64 - Zelda OoT Scene Development System
Revived in 2017-2025 by Nokaubure, started in 2011/2012 by xdaniel
Find me on: https://discord.gg/74pHDEU
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Due SharpOcarina being the only tool in the z64rom workflow to be closed sourced, and a change in my mindset, I decided to make it open source again.
This change will allow users to adapt SharpOcarina to their needs or modifications they made to z64rom.
If you're willing to improve it or you made a change that you want to share with the rest, DM me on discord and I will
decide if it should be pushed to the main branch or not, I want to avoid having different versions / branches of SharpOcarina
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Credits & Thanks
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SharpOcarina was originally written by xdaniel 2011-2012, using some code by spinout adapted from C and/or
Python to C#, but in reality is also the product of numerous people who were involved with
modifying and documenting the Zelda games for the N64 (spinout, MNGoldenEagle, JSA et al.)
In 2017, Nokaubure followed the development of the tool with the 0.70-1.4x version.
Thanks to Arcaith for the models in the demonstration project included with SharpOcarina, and
to Naxylldritt and Zeth for other testing maps used during development.
Thanks to ChriisTiian and Strati for writing useful info in cloudmodding wiki.
Thanks to mzxrules for helping with texture animations,padding issue and also more wiki info.
Thanks to MelonSpeedruns for finding the GE blender script with vertex color support, and Entropy Soldier for making said script.
Thanks to RaO for creating n64 crc tool.
Thanks to CrookedPoe for helping me rendering animated actors.
Thanks to Wareya for creating ndec.
Thanks to CDi-Fails for helping me with the alpha vertex feature.
Thanks to Killgore52, Airikita and Keilrod for supporting SharpOcarina.
Thanks to z64me to cover billboards and make z64scene
Thanks to Denofilions for the autoupdater server
Thanks to Dragorn421 for the updated io_import script
Thanks to Rankaisija and Skawo for making update 1.40+ possible
Thanks to Thar0 for the Motion Blur implementation
Also thanks to everyone who reported bugs, asked questions and provided ideas during the program's
development.
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