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# Build Instructions
apicula is written in [Rust](https://www.rust-lang.org/). Make sure it is
[installed](https://www.rust-lang.org/en-US/install.html).
1. Clone the git repo
$ git clone https://github.com/scurest/apicula.git
3. Change into the `apicula` directory
$ cd apicula
3. Build the project with Cargo (this will take a while)
$ cargo build --release
4. You're done! The binary is located at `target/release/apicula`.

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[![Build status](https://ci.appveyor.com/api/projects/status/bavh9qh25mbta41x?svg=true)](https://ci.appveyor.com/project/scurest/apicula)
[![Lines of code](https://tokei.rs/b1/github/scurest/apicula)](https://github.com/Aaronepower/tokei)
Convert Nintendo DS NSBMD models and animations to COLLADA.
Convert Nintendo DS models and animations to COLLADA.
![Enemy walk-cycle from Ore ga Omae o Mamoru, imported into Blender](http://scurest.github.io/apicula/e07BWalk.gif)
The [Nitro file
formats](https://wiki.vg-resource.com/wiki/Nintendo_DS#NITRO_File_Formats) were
the formats for Nintendo's SDK for DS game developers and were used by many DS
games. This tool is for dealing with Nitro models (NSBMD files), viewing them,
and converting them to COLLADA .dae files. There is also support for loading
textures (NSBTX) and animations (NSBCA).
![Ore ga Omae o Mamoru model imported into Blender](frontispiece.gif)
* [Tutorial](https://github.com/scurest/apicula/wiki/TUTORIAL)
* [Hallow's tutorial on VG Resource](https://www.vg-resource.com/thread-32332.html)
* [Common Blender issues](https://github.com/scurest/apicula/wiki/BLENDER)
Many NDS games used Nintendo's Nitro SDK format for models (NSBMD), textures (NSBTX), and
animations (NSBCA). apicula let's you convert these models to `.dae` files.
## Downloads
Pre-built binaries are provided for Windows:
* [apicula-latest-i686-pc-windows-msvc](https://s3.amazonaws.com/apicula/apicula-latest-i686-pc-windows-msvc.zip) (Windows, 32-bit)
* [apicula-latest-x86_64-pc-windows-msvc](https://s3.amazonaws.com/apicula/apicula-latest-x86_64-pc-windows-msvc.zip) (Windows, 64-bit)
* [apicula-latest-i686-pc-windows-msvc](https://s3.amazonaws.com/apicula/apicula-latest-i686-pc-windows-msvc.zip) (Windows, 32-bit)
These are built automatically off the latest `master`. You may need one of the Visual Studio
Redistributable packages installed.
## Building
1. If you don't already have it, install [Rust](https://www.rust-lang.org/), either through
your package manager or by following the installation instructions on the Rust site.
Building is done in the usual way for Rust projects. See [BUILDING.md](BUILDING.md).
2. Clone the git repo with
$ git clone https://github.com/scurest/apicula.git
3. Change into the `apicula` directory and build the project with Cargo
$ cd apicula
$ cargo build --release
This may take a while.
4. You're done! The binary is located at `apicula/target/release/apicula`.
## Usage
To view a set of Nitro files
To view a set of models
apicula view <INPUT FILES>
apicula view <NITRO FILES>
To convert a set of Nitro files to COLLADA, placing the generated files in the given directory
To convert a set of models to COLLADA, placing the generated files in the given
directory
apicula convert <INPUT FILES> -o <OUTPUT DIR>
apicula convert <NITRO FILES> -o <OUTPUT DIR>
To extract files from a ROM or other packed file, placing Nitro files in the given directory
To extract Nitro files from a ROM or other packed file, placing extracted files
in the given directory
apicula extract <INPUT FILE> -o <OUTPUT DIR>
To get technical information about the given Nitro files
apicula info <INPUT FILES>
apicula info <NITRO FILES>
To receive help
apicula -h
apicula help
See also the [tutorial](https://github.com/scurest/apicula/wiki/TUTORIAL) on the
process of extracting Nitro files from a ROM image and using apicula to convert
them to COLLADA.
See also a short [tutorial](https://github.com/scurest/apicula/wiki/TUTORIAL) on using apicula
to convert a model and animation to a COLLADA file.
## Compatibility
@ -78,10 +79,11 @@ Importing the COLLADA files we generate has been tested in the following program
If you can test in others (Maya, 3DS Max), that would be appreciated :)
## Special Thanks
* **kiwi.ds**, for models and documentation for Nitro formats. All NDS model viewers seem to be
derived from here. Now defunct :(
derived from this one. Now defunct.
* **Gericom and [MKDS Course Modifier](https://gbatemp.net/threads/mkds-course-modifier.299444/)**,
for animation information, especially for the meaning of the basis rotations.
@ -94,6 +96,7 @@ If you can test in others (Maya, 3DS Max), that would be appreciated :)
* **[deSmuME](http://desmume.org/)**, for the DS debugger. `_3D_LOG_EXEC` and the GDB stub were
invaluable.
## License
CC0
CC0

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