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@echo off | |
:4 | |
make -C %~dp0 | |
:m | |
ECHO 1. Run Game | |
ECHO 2. Run Game w/ Debug | |
ECHO 3. Open Folder | |
ECHO 4. Re-Compile EXE | |
ECHO 5. Make Background Test |
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/* | |
DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE | |
Version 2, December 2004 | |
Copyright (C) 2004 Sam Hocevar <[email protected]> | |
Everyone is permitted to copy and distribute verbatim or modified | |
copies of this license document, and changing it is allowed as long | |
as the name is changed. |
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# Script by SuperFromND. | |
# This was written to partially clean up exported model data from ModNao, a Sega Dreamcast model ripping website. | |
# License: CC0. Go nuts! | |
import bpy | |
for obj in bpy.data.objects: | |
if obj.type == 'MESH' and not obj.active_material == None: | |
for item in obj.material_slots: | |
mat = bpy.data.materials[item.name] | |
if mat.use_nodes: |
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# Script by SuperFromND. Last updated 4/6/2024 | |
# This was written to clean up exported model data from ModNao, a Sega Dreamcast model ripping website. | |
# License: CC0/WTFPL/Unlicense/whatever else you prefer to mean "public domain". | |
# No warranty or liability, do whatever you want, yada yada etc. | |
import bpy | |
# ======================================================== | |
# Change this value if you're getting weird results from the merge-by-distance. | |
# Higher values = more aggressive merging. |
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/** | |
* You can use this script to export Vegas regions in the .sub format | |
* for use in DVDA as subtitles. This script can aslo export regions | |
* as tab separated text. | |
* | |
* This script has been modified to add .SRT support in addition to the above two. | |
* | |
* To use this script: | |
* | |
* 1) Create named Vegas regions. |
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# Script written by SuperFromND. CC0. Do whatever you want! | |
# Written for Blender 4.2.3 LTS, but should work in older versions just fine. | |
# This script takes the selected objects (assumed to be image planes stacked on top of eachother) | |
# and generates keyframe data such that each object will "animate" by being scaled up and down | |
# for a set duration in sequence. This effectively emulates an image sequence/animation. | |
# This script was designed mainly for stage creators and 3D modelling work for the Ikemen GO fighting game engine. | |
# This is because we use the glTF format, which doesn't support animated textures of any kind. |
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var list_of_games = [ | |
"Dr Robotniks Mean Bean Machine", | |
"Knuckles Chaotix", | |
"SegaSonic Cosmo Fighter Galaxy Patrol", | |
"SegaSonic Cotton Candy Scramble", | |
"SegaSonic Popcorn Shop", | |
"SegaSonic the Hedgehog", | |
"Shadow the Hedgehog", | |
"Sonic & All-Stars Racing Transformed", | |
"Sonic & Sega All-Stars Racing", |