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#LÖVE Game Maker On the Web

LÖVE Game Maker is a development tool designed for easy creation of games using the awesome LÖVE game framework. Based on Lua, LÖVE is from start to finish one great open-source easy-going tool for creation of fun!

LÖVE Game Maker is highly influenced and based off of Game Maker by Mark Overmans.

This file gathers all LÖVE Game Maker-related content on the internet into one place for quick and easy access.

##Important Links

@Radfordhound
Radfordhound / ColorsORCSpec.c
Last active May 12, 2016 08:12
A heavy WIP specification of the Sonic Colors ORC format. Largely based off of Paraxade0's ORC-loading code from his custom modification of SonicGlvl.
//Colors ORC format specification
//Largely based off of the ORC-loading code in Paraxade0's modification of SonicGlvl.
//Variables marked with a "?" comment mean it's not certain that the information regarding it is correct.
//Absolute offsets are marked with a comment saying "ABSOLUTE"
//For these you have to add the root_node_offset (ALWAYS 32 for Colors)
//to their value to get what it's actually referring to. (I.E. offest+32 = absolute offset)
//Header
@Radfordhound
Radfordhound / TokyoPacSpec.h
Last active August 30, 2019 23:59
Tokyo Olympics 2020 .pac format specification
// Tokyo Olympics 2020 pac format specification 2.0
// By: Radfordhound
// Heavily based off of Skyth's Forces pac specification
HeaderV4 Header;
EmbeddedPAC EmbeddedPACs[]; // These are LZ4 compressed and need to be decompressed first
struct HeaderV4
{
char[8] Signature = "PACx402L";
uint PacID; // Random number? Might actually be date created/modified.
// Based heavily on Skyth's Helpers.h: https://github.com/blueskythlikesclouds/DllMods/blob/master/Dependencies/Helpers.h
#pragma once
#include "detours.h"
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <cstddef>
inline static const HMODULE MODULE_HANDLE = GetModuleHandle(nullptr);
#ifdef BASE_ADDRESS
// (WIP) SBK Format Spec
// By: Radfordhound
struct Header
{
char Signature[4] = "SBNK";
uint32_t Unknown1 = 0x20060700; // Probably flags
SoundBank* Bank;
Cue* Cues;
uint32_t* NormalCueIndices; // ?
@Radfordhound
Radfordhound / SegaNNSpec.h
Created June 28, 2020 19:36
Sega NN Binary Chunk File Specification
/*
Sega NN Binary Chunk File Specification
Version: 0.1 (WIP)
By: Radfordhound
Thanks to:
- ItsEasyActually For sharing his Sega NN findings with me, including
a list of platform IDs and NN library names used in
the creation of this specification.
// Sonic '06 .arc spec
// By Radfordhound
// Apparently this whole thing is a modification of Nintendo's U8 Format
// which includes support for zlib compression. How? Why? No idea. But anyway...
struct Header
{
uint32_t Signature = 0x2D38AA55;
uint32_t EntriesOffset;
template<typename T>
struct MoveArray
{
T* Data;
uint Count;
uint Capacity;
IAllocator* Allocator = nullptr; // Not actually set to anything in files obviously
};
struct Header
/*
PXSK (.skl.pxd) format specification
By: Radfordhound
Version: 1.0
*/
/*
PXSK files are BINAv2 files.
This document only covers the PXSK-specific
@Radfordhound
Radfordhound / Lost World (PC).json
Created January 25, 2021 03:22
PACx analysis results
{
"totalPacCount": 1225,
"totalRootCount": 483,
"totalRootWithSplitsCount": 409,
"totalSplitCount": 742,
"avgSplitCount": 1,
"smallestRootSize": 16,
"smallestRootWithSplitsSize": 400,
"smallestSplitSize": 324,
"smallestRootDataSize": 88,