| Name | Type | Size in bytes | Description |
|---|---|---|---|
| magic | string | 4 | Magic sum of the file(always QBCL) |
| programVersion | uint | 4 | Version of Qubicle that wrote this file (major, minor, release, build) |
| fileVersion | uint | 4 | Version of the file format(currently 2.0) |
*excerpt from slab6.txt in the SLAB6 download found at http://advsys.net/ken/download.htm#slab6 *
Both SLABSPRI&SLAB6(D) support a simpler, uncompressed voxel format using the VOX file extension. Here's some C pseudocode that describes the format:
long xsiz, ysiz, zsiz; //Variable declarations
char voxel[xsiz][ysiz][zsiz];
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| # | |
| # CMake build system for Dear ImGui | |
| # ================================= | |
| # | |
| # Build instructions: | |
| # 1. Install latest CMake | |
| # * Windows: https://cmake.org/download/ (Tick checkbox to place cmake in system PATH) | |
| # * Linux: from your favorite package manager | |
| # * MacOS: brew install cmake | |
| # 2. Open command prompt in directory containing "imgui" and "imgui_dev" folders |
This article has been updated and is available here.
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| /* | |
| * I add this to html files generated with pandoc. | |
| */ | |
| html { | |
| font-size: 100%; | |
| overflow-y: scroll; | |
| -webkit-text-size-adjust: 100%; | |
| -ms-text-size-adjust: 100%; | |
| } |
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| #include <stdint.h> | |
| #include <stdio.h> | |
| #include <stdlib.h> | |
| #include <string.h> | |
| #include "image.h" | |
| uint32_t getpixel(image_t *image, unsigned int x, unsigned int y){ | |
| return image->pixels[(y*image->w)+x]; | |
| } | |
| float lerp(float s, float e, float t){return s+(e-s)*t;} |
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| ;SMBDIS.ASM - A COMPREHENSIVE SUPER MARIO BROS. DISASSEMBLY | |
| ;by doppelganger ([email protected]) | |
| ;This file is provided for your own use as-is. It will require the character rom data | |
| ;and an iNES file header to get it to work. | |
| ;There are so many people I have to thank for this, that taking all the credit for | |
| ;myself would be an unforgivable act of arrogance. Without their help this would | |
| ;probably not be possible. So I thank all the peeps in the nesdev scene whose insight into | |
| ;the 6502 and the NES helped me learn how it works (you guys know who you are, there's no |

