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z64scene

HLE Zelda 64 scene editor in modern OpenGL

  • GUI

    • Small box at the bottom-left corner of 3D Viewport that provide information about currently selected actor
      • Index, Param (and the settings)
    • Customizable GUI, Blender is good reference for this
      • Dividable subscreens that can be assigned to certain mode
  • GUI Subscreens

    • 3D Viewport
      • Option to show camera position based on cutscene timeline?
    • Layers
      • Room, Actors
    • Flag Viewer
      • List all flags, customize names
      • Bottom part of this subscreen could show in which rooms currently selected flag is used.
    • Objects
      • Set "keep" objects. For example OoT dungeons use one object for all(?) rooms, as it is used for various actors through the dungeon.
    • Timeline
      • For cutscenes
  • Actor Rendering

    • Get the segment values from EnActor_Init?
    • Additional control with game specific JSON file if automation is not possible.
  • scene.JSON

    • Room Names
    • Flag Names (Switch, Collectible, etc...)
  • OoT.JSON

    • Actor Variable Settings
      • Provide combo-boxes, checkboxes, etc.
      • Manual DisplayList if EnActor_Init or EnActor_Draw wont provide required stuff
  • Cutscene Actors

    • Manually gather all animation segments for some actors to provide better preview?
    • Copy functions used for these actors to move in cutscenes to "emulate" the results as accurately as possible
  • Automation

    • Object ID's automatic sorting
      • If neighbour rooms have same objects, set them accordingly to prevent reloading those

Building

Currently, Windows binaries are produced by cross-compiling from Linux or WSL using MXE (setup guide). When building MXE, you need only run make gcc glfw3 to acquire z64scene's dependencies.

Use the following commands to clone and build the repository:

git clone https://github.com/ZeldaDev64/z64scene.git
cd z64scene
git submodule update --init
make all

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