Romhacking.net

Romhacking => ROM Hacking Discussion => Topic started by: Gemini on September 04, 2011, 09:02:29 pm

Title: Screenshots
Post by: Gemini on September 04, 2011, 09:02:29 pm
Implemented the third VWF in a row:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Soul%20Hackers/vwf4bppfinal.png)
This one was using 16x16 4bpp blocks. I'm really starting to hate this game's code with a passion.
Title: Re: Screenshots
Post by: Sawakita on September 05, 2011, 09:33:34 am
Implemented the third VWF in a row:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Soul%20Hackers/vwf4bppfinal.png)
This one was using 16x16 4bpp blocks. I'm really starting to hate this game's code with a passion.
Looks good, as usual! It's for PlayStation, right? But why did they used a 4BPP format for a shaded font? Is it really necessary?
(notice: I live in a 8 bit world)
Title: Re: Screenshots
Post by: Gemini on September 05, 2011, 10:55:59 am
The 4 bit rendering code doesn't use any shades, it's just 2 colors: transparent and white. The 8 bit one, instead, uses a wide array of colors and can combine them with a colored shadow. Why they made it work like that is a mystery to me, but I'm guessing it's part of the issues they were having during the port from Saturn (which uses tiled BGs with different color configurations).

As for the save screen:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Soul%20Hackers/vwf4bppsave.png)

Now I can say it: this 4bit VWF madness is finally over.
Title: Re: Screenshots
Post by: I.S.T. on September 05, 2011, 06:43:07 pm
(http://i55.tinypic.com/14w6it.jpg) (http://i56.tinypic.com/16glk6f.jpg)

MMX Hack ^^ started it like a week ago almost done with the first level.  :)

Anyone have the palette data for the title screen?

Nice.
Title: Re: Screenshots
Post by: Pennywise on September 06, 2011, 04:27:32 pm
(http://i207.photobucket.com/albums/bb11/gwood102/Chuuka-1.png)

Anyone feel like doing graphic designs? Got a boatload of graphics/sprites that need to be hacked and that'll probably take the longest to do.
Title: Re: Screenshots
Post by: Klonoa on September 15, 2011, 03:57:40 pm
(http://i53.tinypic.com/kezomp.jpg)
(http://i52.tinypic.com/qs1hmx.jpg)
(http://i55.tinypic.com/33actjs.jpg)

Few more pics! didn't like the redness from the first level so recolored it.
Title: Re: Screenshots
Post by: I.S.T. on September 15, 2011, 05:02:10 pm
Nice work, dude!
Title: Re: Screenshots
Post by: reyvgm on September 20, 2011, 01:31:41 pm
I can do that sphere for you pennywise. However, the most difficult thing for me is finding a suitable font. If you find a font you like, I'll do it.
Title: Re: Screenshots
Post by: Klonoa on September 24, 2011, 10:53:36 pm
(http://i53.tinypic.com/23w1t90.jpg) (http://i56.tinypic.com/2lj47eh.jpg)

TY

Two more.
Title: Re: Screenshots
Post by: MathOnNapkins on September 26, 2011, 12:51:17 am
Dabbling with a replacement font for Zelda ALTTP:

(http://math.arc-nova.org/screenshots/darkprophecy/test_letters2.png) (http://math.arc-nova.org/screenshots/darkprophecy/test_letters2.png)
Title: Re: Screenshots
Post by: Neil on September 26, 2011, 06:40:28 am
Dabbling with a replacement font for Zelda ALTTP:
allow me to be the first to say.. yuck. :)
Title: Re: Screenshots
Post by: MathOnNapkins on September 26, 2011, 09:34:07 am
allow me to be the first to say.. yuck. :)

So did you have any constructive criticism tucked somewhere in that?
Title: Re: Screenshots
Post by: Plint Michigan on September 26, 2011, 03:09:53 pm
Dabbling with a replacement font for Zelda ALTTP:

(http://math.arc-nova.org/screenshots/darkprophecy/test_letters2.png) (http://math.arc-nova.org/screenshots/darkprophecy/test_letters2.png)

I think it's cool.
Title: Re: Screenshots
Post by: Neil on September 26, 2011, 08:02:58 pm
So did you have any constructive criticism tucked somewhere in that?

Perhaps if there were some context to the font it would make more sense. It looks out of character for the game as I know it is all.
Title: Re: Screenshots
Post by: DarknessSavior on September 26, 2011, 09:53:38 pm
I agree with the context bit. I think it looks neat, but I reserve my full opinion until you show actual in-game shots of it in work.

~DS
Title: Re: Screenshots
Post by: sa♥tsu on September 27, 2011, 01:48:46 pm
Dabbling with a replacement font for Zelda ALTTP:

(http://math.arc-nova.org/screenshots/darkprophecy/test_letters2.png) (http://math.arc-nova.org/screenshots/darkprophecy/test_letters2.png)

The design looks pretty neat at first blush. However, while the individual letters look OK, when taken as a whole they don't seem to be designed consistently. Compare the B and D, which tilt clockwise, with the I and J, which tilt anticlockwise. There are some letters which don't appear tilted, like C and N. I think it'd be an improvement if this slight tilt was made somehow consistent.

Also, I'd try and punch some holes in the interior shadows of that B if possible.
Title: Re: Screenshots
Post by: MathOnNapkins on September 27, 2011, 03:06:16 pm
The design looks pretty neat at first blush. However, while the individual letters look OK, when taken as a whole they don't seem to be designed consistently. Compare the B and D, which tilt clockwise, with the I and J, which tilt anticlockwise. There are some letters which don't appear tilted, like C and N. I think it'd be an improvement if this slight tilt was made somehow consistent.

Also, I'd try and punch some holes in the interior shadows of that B if possible.

Yeah, those are definitely good points. That was just my stopping point for the other night. I've since redone the upper case 'I' and 'J', and an IRC friend did a mockup based on this in a similar style, so I might steal and possibly modify his 'M' and 'N'. I didn't really like their current design much at all.  The 'C' and 'G' probably wouldn't be too hard to add some tilt to, either. As for holes in the 'B' and 'A', I think I've found a way to do that that is pleasing enough to the eye. I haven't decided yet whether the font letters themselves will be 2 or 3 color, but if I want to do any sort of gradient backdrop stuff while other parts of the game are running (translucent rain, mist in the forest, I'm probably going to have to reserve that third color. (The 0th color being transparent).

Edit: Latest version (ignore the 'H'):
(http://math.arc-nova.org/screenshots/darkprophecy/test_letters3.png)
Title: Re: Screenshots
Post by: Klonoa on October 03, 2011, 02:19:18 pm
(http://i56.tinypic.com/dpyddw.jpg)

Ugh kept messing up in this level but oh well.
Title: Re: Screenshots
Post by: Kiyoshi Aman on October 03, 2011, 02:40:16 pm
That background looks really, really out of place...
Title: Re: Screenshots
Post by: Klonoa on October 04, 2011, 02:20:11 am
Hmm yeah I'll fix it this week with some color changes.
Title: Re: Screenshots
Post by: Kiyoshi Aman on October 04, 2011, 07:50:50 am
The colours aren't even relevant. That's a horrible texture to use for tiling, though.
Title: Re: Screenshots
Post by: reyvgm on October 04, 2011, 02:40:53 pm
That background looks like the background of a 1998 fansite using all html effects.
Title: Re: Screenshots
Post by: Klonoa on October 04, 2011, 07:29:41 pm
(http://i51.tinypic.com/5jyb85.jpg)

(Edit)

Okay here's the reworked change.  :P

Still not the final since I'm messing with the tiles.  :)
Title: Re: Screenshots
Post by: Gideon Zhi on October 05, 2011, 11:13:14 pm
I know I didn't comment on the earlier version, but I must say that this looks lots better!
Title: Re: Screenshots
Post by: Zakyrus on October 09, 2011, 05:40:23 am
Here's a pic of my CV2: Simon's Master Quest (a difficulty hack, that's a WIP) I've been foolin' around with for some time.
The upper screenie is the classic, of course. They're both "Veros Woods" with Simon at the same spot.

(http://img695.imageshack.us/img695/2091/castlevania20.png) (http://imageshack.us/photo/my-images/695/castlevania20.png/)

(http://img199.imageshack.us/img199/7089/castlevania2back2.png) (http://imageshack.us/photo/my-images/199/castlevania2back2.png/)

Of course, the ground tiles and the clouds need some work, but I've got that mostly done. Just needs some re-arranging. ;)


~Z
Title: Re: Screenshots
Post by: Vanya on October 09, 2011, 12:52:41 pm
That's pretty cool. I have two suggestions for the graphics, though.
1) Get rid of the block outline on the moon so it blends better with the background. It looks really unnatural the way it is.
2) Redo the grassy tiles Simon is standing on as they blend with the background too much and appear to be part of it instead of the foreground.

Good job so far, though. I'm looking forward to seeing more. :)
Title: Re: Screenshots
Post by: Lewnatic on October 19, 2011, 05:57:32 am
Tales of Rebirth translation project.
Click the images to make them bigger.
(http://i472.photobucket.com/albums/rr86/Sacred-Penance/01-MainMenuThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/01-MainMenu.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/02-VeigueForceThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/02-VeigueForce.png)
(http://i472.photobucket.com/albums/rr86/Sacred-Penance/03-MaoForceThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/03-MaoForce.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/04-ItemsThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/04-Items.png)
(http://i472.photobucket.com/albums/rr86/Sacred-Penance/05-VeigueEquipThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/05-VeigueEquip.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/06-MaoStatusThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/06-MaoStatus.png)
(http://i472.photobucket.com/albums/rr86/Sacred-Penance/07-CustomiseThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/07-Customise.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/08-FirstSceneThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/08-FirstScene.png)
(http://i472.photobucket.com/albums/rr86/Sacred-Penance/09-FirstSceneThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/09-FirstScene.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/010-FirstSceneThumb.png) (http://i472.photobucket.com/albums/rr86/Sacred-Penance/010-FirstScene.png)
Title: Re: Screenshots
Post by: Rhys on October 19, 2011, 06:50:22 pm
damn that looks good :o how much hacking did it take to make it look that polished?
Title: Re: Screenshots
Post by: Lewnatic on October 19, 2011, 06:53:32 pm
Well, it hasn't been an easy ride that's for sure haha.
Title: Re: Screenshots
Post by: StorMyu on October 19, 2011, 08:40:53 pm
Let's just say... lots of time to figure out lots of stuff. (And also all the translating involved.)
Title: Re: Screenshots
Post by: Rhys on October 21, 2011, 12:09:52 pm
the font looks great, did you draw it yourselves or was it included in the game already?
Title: Re: Screenshots
Post by: Lewnatic on October 21, 2011, 12:16:21 pm
It wasn't included, no. It was... difficult to perfect, haha! This game has an annoying palette. There's a shadow gradient behind every letter that fades out so we had to effectively mimic it.
Title: Re: Screenshots
Post by: Pennywise on October 27, 2011, 04:27:09 pm
Time for something a little different.

(http://i207.photobucket.com/albums/bb11/gwood102/LFe.jpg)
Title: Re: Screenshots
Post by: RadicalR on October 27, 2011, 05:08:06 pm
Looks nice. What game is it?
Title: Re: Screenshots
Post by: Pennywise on October 27, 2011, 09:37:15 pm
With a bit of logic and deduction, you could figure out the game. It's not like it's a big deal or anything, just a doujin VN about an amnesiac warrior woman or so it seems. My guess is it'll be released sooner rather than later.
Title: Re: Screenshots
Post by: Klonoa on October 28, 2011, 12:24:14 am
(http://i41.tinypic.com/245zvus.jpg) (http://i41.tinypic.com/1pbczc.jpg)

Yoink
Title: Re: Screenshots
Post by: Kiyoshi Aman on October 28, 2011, 05:12:28 am
Christ. That second screenie looks like it belongs in a Castlevania game.
Title: Re: Screenshots
Post by: Klonoa on October 28, 2011, 03:46:15 pm
Megavania X  :0

Title: Re: Screenshots
Post by: RetroHelix on November 01, 2011, 04:21:25 pm
@Klonoa will your MMX hack feature fully edited levels or "only" graphics changes? Megavania is nice^^

Here is something from me:
(http://www.abload.de/img/insertediuj6.jpg)

So whats new in this pic besides the messed up text and some wrong colors? Its an ö! (i know, bad painting skills...)
I'm messing around with Arc Rise Fantasia in my free time. Actually I was just trying to figure out the imageformat to rip the portraits of the characters but now I added a special character to the game (just to see if Im able to). It was a great help that the documents-section list a euc-table (nice one Kingmike) when you search for "table". I would probably still trying out to find the hexvalues for the japanese characters by counting from 0x80xx upwards...   ::)
I will fiddle around with this game whenever I feel like and document my findings.

Btw. this is not a cheated savestate. I got this much money by grinding, its a must-do in this game...  :banghead:
Title: Re: Screenshots
Post by: reyvgm on November 07, 2011, 01:43:35 pm

Which of those English fonts looks to be the best match (style-wise) for the Japanese font in that same image?



(http://i16.photobucket.com/albums/b41/ReyVGM/translations/z.png)

Title: Re: Screenshots
Post by: Kiyoshi Aman on November 07, 2011, 03:06:12 pm
I'd go for the first one, honestly; it's the only legible 'handwriting-like' font that still has a personal flair.
Title: Re: Screenshots
Post by: KingMike on November 07, 2011, 03:30:44 pm
I also like the first one the best.
Title: Re: Screenshots
Post by: reyvgm on November 07, 2011, 04:32:47 pm
Thanks for the input. That's the one I liked best too.
Title: Re: Screenshots
Post by: Paul Jensen on November 10, 2011, 08:38:57 am
The first one looks good to me, too.

Is the third font Comic Sans MS? Please don't use that one.
Title: Re: Screenshots
Post by: reyvgm on November 10, 2011, 12:47:24 pm
Yes, Comic Sans.

Why not? :P
Title: Re: Screenshots
Post by: Gideon Zhi on November 10, 2011, 01:41:43 pm
Here's a good sampling of opinions both for and against comic sans:
http://www.thedesigncubicle.com/2008/12/why-exactly-designers-hate-comic-sans/
Title: Re: Screenshots
Post by: reyvgm on November 10, 2011, 05:09:33 pm
Haha, I see.
Title: Re: Screenshots
Post by: BRPXQZME on November 10, 2011, 09:22:41 pm
Funny that that’s all a collection of conclusions instead of actual reasons why Comic Sans looks offensive to the designer’s eye (http://www.kadavy.net/blog/posts/why-you-hate-comic-sans/). Combine it with the fact that over 99% of uses are completely inappropriate and you have yourself a berserk button.
Title: Re: Screenshots
Post by: Rhys on November 11, 2011, 05:27:43 am
I hate it and I have no idea why :( I blame my art degree
Title: Re: Screenshots
Post by: KingMike on November 12, 2011, 06:39:04 pm
(http://kingmike.emuxhaven.net/Flyhero/fhcredits.png)
It probably looks ugly, but the game likes to use 16x16 tile mode. So I hope it's passable for a credits roll screen.
Changing the PPU to 8x8 mode would cause ugly glitches, and given that the game is set to scroll a tilemap stored in ROM, would probably cause a bigger mess to fix than it's worth (when the game reaches the end of the tilemap before it's timed to).
Ended up best-guessing the one name I couldn't verify the spelling. The only potential lead I found in a Google search ended with a 403 Forbidden error.
Somehow I get the feeling I'll have to use it for the continue screen as well.
It was used for the final boss text, but since it was the only screen of in-game dialouge, and the only place the particular font was used, I could cheat it by writing the text in 8x16 across multiple 16x16 tiles.
Title: Re: Screenshots
Post by: Gideon Zhi on November 12, 2011, 08:13:13 pm
I think that's actually the prettiest 16x16 font I've ever seen.
Title: Re: Screenshots
Post by: Klonoa on November 13, 2011, 08:46:53 pm
(http://i43.tinypic.com/l9wrl.jpg) (http://i44.tinypic.com/2u8wi1v.jpg)  (http://i41.tinypic.com/344ytyq.jpg)

Pic #3 is an old pic so you won't see it in the hack.

@RetroHelix Yup.. level edits getting the hang of the editor. ^^
Title: Re: Screenshots
Post by: Zeemis on November 20, 2011, 11:52:50 am
Can you not use jpg? lol

jpg = shit quality.
Title: Re: Screenshots
Post by: I.S.T. on November 26, 2011, 05:05:33 pm
Oversimplification. You can make good looking jpgs. though, with a simple color palette like MMX's, you don't really need jpg. png is fine and would actually be smaller.

Still, nothing wrong with jpg.
Title: Re: Screenshots
Post by: Zeemis on November 26, 2011, 07:18:58 pm
jpgs are fine if you're taking pictures of your family, but they're absolutly terrible for pictures using sprites and tiles. I have yet to ever see a jpg which preserved the pixel quality for something like this.
Title: Re: Screenshots
Post by: reyvgm on November 27, 2011, 03:13:33 am


JPEG uses lossy compresion, so it will always lose data. You can't tell on "family photos" because there are so many colors that you can't really tell the difference if there's a few thousands colors missing.

On non-true color images like videogame screens, JPG is a terrible choice to use. It's best to just use PNG. It uses more space than GIF and sometimes JPG, but it retains all its quality and nowadays, it doesn't really make a difference if the image is 50KB bigger than another format.
Title: Re: Screenshots
Post by: RedComet on November 27, 2011, 07:49:52 am

JPEG uses lossy compresion, so it will always lose data. You can't tell on "family photos" because there are so many colors that you can't really tell the difference if there's a few thousands colors missing.

If your family looks like mine, losing data is usually a good thing! :laugh:
Title: Re: Screenshots
Post by: Kiyoshi Aman on November 27, 2011, 08:44:39 am
Use JPEG when:

Use PNG when:
Title: Re: Screenshots
Post by: Gideon Zhi on December 02, 2011, 09:26:51 pm
(http://agtp.romhack.net/temp/ctwin.jpg)
Title: Re: Screenshots
Post by: Garoth Moulinoski on December 02, 2011, 09:54:14 pm
If your family looks like mine, losing data is usually a good thing! :laugh:

HA! Now that made my day! :D
Title: Re: Screenshots
Post by: Pencil on December 02, 2011, 10:12:18 pm
(http://agtp.romhack.net/temp/ctwin.jpg)

All I can say is yes, please. I'm not sure what the differences are between the PC and the SNES versions (I know the PSX one had some extra scenes), but all the same, I'll definitely be looking into this whenever it's finished.
Title: Re: Screenshots
Post by: Azkadellia on December 02, 2011, 10:18:33 pm
It's similar to the PSX port, but items locations differ.
Title: Re: Screenshots
Post by: Gideon Zhi on December 02, 2011, 10:43:14 pm
It's similar to the PSX port, but items locations differ.

I know enig's your source on this, but I'd like to independently verify this for myself. One of the things I noticed about the SNES version, having played it extensively, is that several of the rooms in the mansion get shuffled around each time you play, and that there are at least two DIFFERENT item placement layouts that are possibly random, or possibly determined by which death scene you see first.
Title: Re: Screenshots
Post by: reyvgm on December 09, 2011, 04:43:32 pm
(http://i16.photobucket.com/albums/b41/ReyVGM/forums/GanbareGoemon275.png)

Cool, huh? Too bad actually hacking the game is not as easy as editing an image.

*edit*
I'm not hacking this.
Title: Re: Screenshots
Post by: riffman81 on December 17, 2011, 12:15:26 am
(http://i43.tinypic.com/l9wrl.jpg) (http://i44.tinypic.com/2u8wi1v.jpg)  (http://i41.tinypic.com/344ytyq.jpg)

Pic #3 is an old pic so you won't see it in the hack.

@RetroHelix Yup.. level edits getting the hang of the editor. ^^

Looking good! I believe your the first one to actually attempt hacking Mega Man X... I wasn't aware that the editor was capable of making such changes... last I read, it was still very incomplete. Nice work, hope to see it finished.
Title: Re: Screenshots
Post by: Normmatt on December 17, 2011, 10:57:28 pm
I managed to get this game to accept ASCII and implemented a mostly functional VWF  8)

(http://i.imgur.com/vk8T7.png)
Title: Re: Screenshots
Post by: Gemini on December 18, 2011, 11:26:13 am
Very nice indeed! Loving that font.
Title: Re: Screenshots
Post by: reyvgm on December 23, 2011, 07:25:35 pm
If someone ever tries to translate Goemon 4, here are some font and graphic edits I did. I'll leave them here just in case they become useful and because by then, I'll probably won't be here anymore.

(http://i16.photobucket.com/albums/b41/ReyVGM/forums/goemon4-2.png) (http://i16.photobucket.com/albums/b41/ReyVGM/forums/goemon4-35.png) (http://i16.photobucket.com/albums/b41/ReyVGM/forums/goemon4-28.png)

Font set I did. I took it from another Konami game, I modified it a bit to make it the same size and style as the original Japanese font as possible.

(http://i16.photobucket.com/albums/b41/ReyVGM/forums/goemon4.png)
Title: Re: Screenshots
Post by: Plint Michigan on December 26, 2011, 10:54:55 am
Klonoa, you're not the only one attempting it, but it's nice to see someone who is. Let's see the pros do it first before a novice like me gets started.

...Actually though, I do have a Megaman X sprite hack in mind, but right now I'm trying Megaman Xtreme first cause it might be easier for me. This hack I like to call "MegaBenny: The Poor-Man's Pocket Edition For Those Who Can't Afford the Far Superior SNES Games." ...Or PMPEFTWCAFSSG. ...Seriously though, Megaman Xtreme is no where NEAR as good as the SNES games. I know it's a lower bit platform, but still it feels like they shoe-horned it onto the gameboy color instead of making a legit one. I feel like I'm playing the Genesis Pirated version of Megaman X 3.

...But I feel it's a better place to start due to the 8-bit sprites. First, I made sprites for the first four bosses: Frigid Rabia, Strength Torun, Wind Labolas, and Burst Kirin. (Note: These are all going to be based off of non-existent creatures.) ...I didn't have a 16-bit reference of Burst Kirin made up yet, though, so I decided to make one based on what I might make it look like if I ever made a hack of Megaman X 2.

(http://neuropod.net/imagehost/uploads/4a5f414d94e4536e128fdbc9dbb76cc7.PNG)

Then I decided to make some fake mugshots for the bosses.

(http://neuropod.net/imagehost/uploads/96e727357e620f2741550b7a4f212899.PNG) To the left.

Then I decided to make a mock-up using the main character I'm going to be using: MegaBenny, or MegaMiraj if you prefer.

(http://neuropod.net/imagehost/uploads/646ffd220d481625c26270652092d9ce.PNG)

And then, finally, I got busy. I spent about an hour fiddling with a tile editor and eventually I inserted my first full sprite into a hack.

(http://neuropod.net/imagehost/uploads/b9401ac6b489de9c1824d6a6be0b9c5d.png)

Compare it to the mock-up above. Edit: I notice the horn and ear are higher in the mock-up, but that was my fault. I went over the height limit of the sprite before noticing, then I fixed it in the hack.

...Okay, it's not that impressive, but I just started hacking and now I'm getting into it. I figured sprite hacking would be a good place to start.
Title: Re: Screenshots
Post by: Pennywise on January 01, 2012, 08:33:41 pm
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00012.jpg)

I bet this looks kinda crappy, right?
Title: Re: Screenshots
Post by: Gideon Zhi on January 02, 2012, 12:09:05 am
It kind of depends on context - in this case, the general atmosphere/feel of the game it's The End of.
Title: Re: Screenshots
Post by: Pennywise on January 02, 2012, 12:37:46 am
More like does the design of "The End" look bad? Originally when I photoshopped it, it looked ok, but then it changed a bit and I ended up trying to rectify it in the tile editor. Image editing isn't really my forte.
Title: Re: Screenshots
Post by: BRPXQZME on January 02, 2012, 12:41:30 am
Yeah, it looks bad.
Title: Re: Screenshots
Post by: Kiyoshi Aman on January 02, 2012, 03:13:08 am
Protip: scaling text down is always a terrible idea. If you can't manage to make that font look good at that font-size, pick a different font.
Title: Re: Screenshots
Post by: BRPXQZME on January 02, 2012, 09:46:34 am
It’s not anything to do with size; it’s about a failed conversion to aliased text. Consistent stroke properties such as stroke width are an important part of text aesthetics. They are applied very inconsistently here.
Title: .
Post by: Chpexo on January 02, 2012, 05:39:45 pm
.
Title: Re: Screenshots
Post by: reyvgm on January 02, 2012, 07:27:23 pm
Pennywise: does the "THE END" have to be in a specific size? Because I could probably get you a good one.
Title: Re: Screenshots
Post by: Pennywise on January 02, 2012, 09:10:10 pm
It can be a little bigger, but not by too much.
Title: Re: Screenshots
Post by: reyvgm on January 03, 2012, 03:54:51 am
Let me see what I can do.
Title: Re: Screenshots
Post by: Plint Michigan on January 04, 2012, 11:11:14 pm
(http://img267.imageshack.us/img267/3574/megamang.gif)

Where do the tree's graphics come from? Or did you make them yourself. ...Cause if you did, they don't look very natural. I think it should use a bit more rough shading.
Title: Re: Screenshots
Post by: KingMike on January 04, 2012, 11:45:00 pm
Mega Man 9 or 10?
Title: Re: Screenshots
Post by: Celice on January 05, 2012, 12:45:48 am
I think Megaman 9. It's part of the style of the level--artifical stuffs :p
Title: Re: Screenshots
Post by: Gemini on January 05, 2012, 02:07:40 am
Well, that's clearly taken from Concrete Man's stage. :o
Title: .
Post by: Chpexo on January 05, 2012, 05:55:54 pm
.
Title: Re: Screenshots
Post by: Plint Michigan on January 05, 2012, 06:50:07 pm
I'm actually recreating the Mega Man 9 stages.

Cool. With which game?
Title: Re: Screenshots
Post by: Celice on January 05, 2012, 07:02:17 pm
I'm actually recreating the Mega Man 9 stages.
That's awesome :p Do 10 next! I've never played it.
Title: .
Post by: Chpexo on January 05, 2012, 08:22:23 pm
.
Title: Re: Screenshots
Post by: Lin on January 08, 2012, 04:13:50 pm
After going at it for a couple days, I actually did something with the GBA (DBZ Buu's Fury). Just like my first step for my Oracles level editor and how I posted a screenshot here too, I got decompressing done and the tiles loading. All I have to do now is find out how tile grouping works to create a full proper tileset and then find level data and go from there. Before a few days ago I didn't know ANY ARM or anything about the GBA yet debugged the decompression routine.

(http://img842.imageshack.us/img842/6148/dbzbuusfurymultiple.png)

As you can tell, I'm fairly proud of it, as it opens up a whole new world of games for me to create level editors for :D
Title: Re: Screenshots
Post by: Gideon Zhi on January 14, 2012, 02:21:00 pm
(http://agtp.romhack.net/temp/itemscreen.gif)
*whistles innocently*
Title: Re: Screenshots
Post by: KingMike on January 14, 2012, 09:53:16 pm
I know what game that is!
Title: Re: Screenshots
Post by: Gideon Zhi on January 15, 2012, 09:47:36 pm
I know what game that is!

It's neat, isn't it? I'm psyched to be working on it :D

(http://agtp.romhack.net/temp/yougot.gif)
Title: Re: Screenshots
Post by: reyvgm on January 15, 2012, 11:28:20 pm
I think I know what game is that, but I probably don't.
Title: Re: Screenshots
Post by: Neil on January 20, 2012, 10:16:16 am
I think I know it's a game.
Title: Re: Screenshots
Post by: curses on January 20, 2012, 10:45:10 am
There is certainly something familiar about it...
Title: Re: Screenshots
Post by: DarknessSavior on January 20, 2012, 08:09:21 pm
There is certainly something familiar about it...
And yet so unfamiliar... :|a

~DS
Title: Re: Screenshots
Post by: Gideon Zhi on January 22, 2012, 11:40:05 pm
(http://agtp.romhack.net/temp/q1vict.gif)
Title: Re: Screenshots
Post by: Lenophis on January 23, 2012, 10:49:33 am
Imma get in on this:

(http://slickproductions.org/img/Pandoras_Box/blitz%20names.png)

Nothing to see here, move along. :police:
Title: Re: Screenshots
Post by: trudatman on January 23, 2012, 11:20:09 am
(http://3.bp.blogspot.com/-Ta6O8JEAioU/Tp-z7fAAbNI/AAAAAAAAAdg/lfbFjUbLLTo/s400/Picture%2B6.png)
NinetyFlow 2012 (NHL '94 for the SNES)
the goals used to look like this:
(http://videogamecritic.net/images/snes/nhl_94.png)
Title: Re: Screenshots
Post by: KingMike on January 23, 2012, 04:17:28 pm
Imma get in on this:

(http://slickproductions.org/img/Pandoras_Box/blitz%20names.png)

Nothing to see here, move along. :police:
If the Master Fist is supposed to be the Konami Code, I'd use both Y X (since you can't use B A). :)

Finally got the item and spell lists to print at different locations on the field and battle.
All I had to do was begin disassembling the entire game.
(http://kingmike.emuxhaven.net/Momotarou/momoitem1.png)(http://kingmike.emuxhaven.net/Momotarou/momoitem2.png)
(http://kingmike.emuxhaven.net/Momotarou/momospell1.png)(http://kingmike.emuxhaven.net/Momotarou/momospell2.png)
(http://kingmike.emuxhaven.net/Momotarou/momospell3.png)(http://kingmike.emuxhaven.net/Momotarou/momospell4.png)

Turns out the battle and field menus essentially called the same routine to print the window. I had to write a variant. And also rewrite the spell window routine to load the coordinates at the beginning of the routine for maximum code reuse (and minimum free ROM space usage)
The last one... turns out if you don't have enough MP it will redraw the window. That part I can't separate. It would reprint towards the bottom of the screen ("battle" routine). Repointing the draw window call to the "field" version would cause the game in battle to use the spell anyways with no MP cost (an advantageous bug, yes), so I fixed that. I suppose the only real way to detect that was to check the stack to find out whether the window routine was called from the battle or field menu.
Title: Re: Screenshots
Post by: vivify93 on January 23, 2012, 09:26:35 pm
I'm back with a new 8x16 font for J2e's Final Fantasy IV translation!
(http://i62.photobucket.com/albums/h109/51793Moeman/FinalFantasyIVJT-Engh000.png)(http://i62.photobucket.com/albums/h109/51793Moeman/FinalFantasyIVJT-Engh001.png)
(http://i62.photobucket.com/albums/h109/51793Moeman/FinalFantasyIVJT-Engh002.png)(http://i62.photobucket.com/albums/h109/51793Moeman/FinalFantasyIVJT-Engh003.png)

I based it off FFVI's 8x8 unproportional variant of Chicago. I'm very pleased with how it turned out!
Title: Re: Screenshots
Post by: Gemini on January 24, 2012, 03:43:17 am
Now improve that and make it look like this:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20IV/dialogtestff4a5.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20IV/dialogtestff4a2.png)
It's gonna be 100% better, even if the game itself doesn't look very stunning anymore. :p Also, one more suggestion: don't use the screen overscan to draw the box borders or they're gonna be cut out on a tv.
Title: Re: Screenshots
Post by: vivify93 on January 24, 2012, 04:34:12 am
Also, one more suggestion: don't use the screen overscan to draw the box borders or they're gonna be cut out on a tv.
You mean how I changed it so the dialogue windows don't overflow into those two one-pixel borders on the sides of the screen? :huh:

Well, I mostly made this for my sister. Her boyfriend's computer has the ability to be hooked up to their HDTV, and I didn't want them to be forced to stare at the godawful font J2e drew up. Also, I go over there for gaming, so there are slightly selfish motivations there too. :p

Your screenshots are impressive, Gemini! :thumbsup:
Title: Re: Screenshots
Post by: Kiyoshi Aman on January 24, 2012, 09:43:58 am
Image 1 (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20IV/dialogtestff4a5.png), Image 2 (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Final%20Fantasy%20IV/dialogtestff4a2.png)

Damn, that is slick. (Except for the airship, but I'm assuming that's a temporary issue and it won't look like that when you're done.)

Will you be recolouring Cecil's Paladin sprites to match his PSP appearance at all?
Title: Re: Screenshots
Post by: KingMike on January 24, 2012, 01:24:41 pm
You mean how I changed it so the dialogue windows don't overflow into those two one-pixel borders on the sides of the screen? :huh:

I think he means leaving at least a couple tiles of empty space on the edges (though I understand if you're hacking J2E's hack, that would be quite a bit of work since obviously j2e formatted their script).

A bit off topic here...
I'm wanting to guess Gemini's hack is of the PS1 port? While that would seem like it would allow for a better hack, I guess it would also be harder TO hack if I'm understand it right how that game was ported... I've heard it uses a "re-interpreter"... does that means the game is technically still programmed in 65816 but the PS1 code reinterprets each instruction to R3000?
I know it's been said not quite an emulator? So... would mean that like... since it's game specific, if it accesses a known function like graphics loading or music playing, it replaces that with some PSX native function? That the general idea?
Title: Re: Screenshots
Post by: Gemini on January 24, 2012, 06:44:57 pm
It uses static recompilation of the original SNES code, so each opcode corresponds to a MIPS function call. All the stuff used for the actual PlayStation output has been programmed from scratch to simulate how the SNES works, even if there are some heavy workarounds. It's kinda goofy when you see if from the inside, but this kind of ports can take advantage of the better hardware it runs on to improve whatever feature is necessary (just like the FFIVa port did with the interface).
Title: Re: Screenshots
Post by: Klonoa on February 04, 2012, 11:02:14 pm
(http://i1065.photobucket.com/albums/u397/exilov/MegaManXUV10_00005.png) (http://i1065.photobucket.com/albums/u397/exilov/MegaManXUV10_00004.png) (http://i1065.photobucket.com/albums/u397/exilov/MegaManXUV10_00007.png)

Couple of new screens. ^^
Title: Re: Screenshots
Post by: cj iwakura on February 05, 2012, 11:32:22 am
Kind of weird I never noticed this topic. Ah well.

(http://i1202.photobucket.com/albums/bb379/cjiw1/op.png)

(http://i1202.photobucket.com/albums/bb379/cjiw1/sayo3.png)

That's the font for the OP and the script in general. We thought it'd be a lot harder since it fades in and out, but apparently the game did that for us.

I'll have to use a different one for the endings, at least partially, because the narrator gets a smaller, bolder font for whatever reason.

February 10, 2012, 07:25:05 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Gennojo screens.

(http://i626.photobucket.com/albums/tt348/TristanEmpire/g1-1.png)
(http://i626.photobucket.com/albums/tt348/TristanEmpire/g2.png)
(http://i626.photobucket.com/albums/tt348/TristanEmpire/g3-1.png)
Title: Re: Screenshots
Post by: Tiberious on February 13, 2012, 01:34:25 am
Yeah, it's not much, but it helps the game feel more complete. When I can figure out how to make the game actually show something other than that (clearly incorrect) title screen piece, I'll have it display Ryo's image like you won a regular match.

English and Spanish (Blind Idiot Translations ahoy here, but I figure SNK did that too, so... yeah) texts added, Japanese left to go.

(http://i554.photobucket.com/albums/jj431/Tiberious_N/0000.png)
(http://i554.photobucket.com/albums/jj431/Tiberious_N/0001.png)
Title: Re: Screenshots
Post by: Frank15 on February 16, 2012, 02:04:35 am
(http://www.angelfire.com/la3/goldenroad15/misc/bbcc4a.txt)

I've been wanting to work on The Bugs Bunny Crazy Castle 4 for quite a while.  I'm finally doing something.  That's only 1-1 that's changed so far, though.  Each level takes a while, but I have hopes for getting this done slowly!

Title: Re: Screenshots
Post by: Gideon Zhi on February 16, 2012, 03:26:10 pm
(http://agtp.romhack.net/temp/lady000.png)

I hate Pascal strings.
Title: Re: Screenshots
Post by: Rhys on February 16, 2012, 05:06:04 pm
what's wrong with pascal strings? at least you know at the start how long your strings are ;)
Title: Re: Screenshots
Post by: BRPXQZME on February 16, 2012, 05:49:23 pm
Man, don’t knock the man’s threads. 17th century fashion was cool, in the 17th century :V
Title: Re: Screenshots
Post by: Pennywise on February 19, 2012, 11:25:56 pm
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00012-1.jpg)

Just playing around. The game originally only displayed 3 lines per screen, but by reducing the spacing between the lines, I can do 4 or 5 lines per screen.
Title: Re: Screenshots
Post by: saito on February 26, 2012, 10:47:11 pm
(http://img59.imageshack.us/img59/3359/captaintsubasaivpronori.png)
(http://img842.imageshack.us/img842/3359/captaintsubasaivpronori.png)
(http://img809.imageshack.us/img809/3359/captaintsubasaivpronori.png)

Just doing some grunt work, there's a lot for me to clean up this rough translation :o
Title: Re: Screenshots
Post by: Hiei- on February 28, 2012, 08:20:08 pm
This game need some ASM hacking if you want to do a good translation (expand window texts and add 24-bits pointers/rom expansion because there is not enough room for a proper translation if you only use the room of the japanese texts).

I'm actually doing a japanese-to-french translation with a friend, so if you are interested, I'll be able to share some notes/tools once the hack will be over (the tools are near finished : texts dumped, font modified, rom expanded, 24-bits pointers routine added, support for hardcoded pointers added, lots of windows texts expanded, just need to fix a few bugs and it should be okay).

One example with a fake name (BAHABULLE) for all the players :

Before :

(http://www.hiei-tf.fr/ct4-avant.png)

After some ASM hacking :

(http://www.hiei-tf.fr/ct4-apres.png)

Lots of names are 4-5 characters long in japanese, with 9 letters per name, you can fit 99% of them.
Title: Re: Screenshots
Post by: saito on March 05, 2012, 09:55:22 pm
Nice job, long ago I tried to expand the Rom, switch banks, etc... but all that work was lost once I moved to America, so I had to start all over again and not having all the time of the world. I appreciate your offering and I'll try your work once is finished. Thanks.
Title: Re: Screenshots
Post by: cj iwakura on March 13, 2012, 11:40:57 pm
Kim screens.

(http://i626.photobucket.com/albums/tt348/TristanEmpire/k1.jpg)

(http://i626.photobucket.com/albums/tt348/TristanEmpire/k2.jpg)

(http://i626.photobucket.com/albums/tt348/TristanEmpire/k3.jpg)

(http://i626.photobucket.com/albums/tt348/TristanEmpire/k4.jpg)

(http://i626.photobucket.com/albums/tt348/TristanEmpire/k5.jpg)

I look forward to reactions when people clear his story.

It is without a doubt the most effed up ending in the game.
Title: Re: Screenshots
Post by: Snatcher on March 14, 2012, 07:50:34 pm
After three days of searching through forums, downloading countless programs and using Hex Edit. I successfully sprite ripped my first game.

I'm still a newbie, but I had fun doing it. :)

(http://i163.photobucket.com/albums/t292/Real124C/firsthack.png)

This is Street Fighter Zero 3 Double Upper for the PSP.
Title: Re: Screenshots
Post by: gadesx on March 15, 2012, 02:24:10 pm
After three days of searching through forums, downloading countless programs and using Hex Edit. I successfully sprite ripped my first game.

I'm still a newbie, but I had fun doing it. :)

(http://i163.photobucket.com/albums/t292/Real124C/firsthack.png)

This is Street Fighter Zero 3 Double Upper for the PSP.
I always wanted change the music of this game for the arrange of alpha 2 :p
Title: Re: Screenshots
Post by: cj iwakura on March 15, 2012, 11:06:35 pm
Anyone who has an avatar from SMT If can't do any wrong. :P
Title: Re: Screenshots
Post by: Snatcher on March 16, 2012, 08:34:36 am
Anyone who has an avatar from SMT If can't do any wrong. :P

Haha, Thank you!  8)
Title: Re: Screenshots
Post by: Pennywise on March 18, 2012, 05:55:05 pm
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00021.jpg)

Does it make a big difference to leave the edges of the screen blank? This probably isn't the best example, but I have a instances where the screen looks a little crammed from edge to edge with multiple lines.
Title: Re: Screenshots
Post by: Kiyoshi Aman on March 18, 2012, 06:02:36 pm
Readability will suffer for it.
Title: Re: Screenshots
Post by: Gideon Zhi on March 18, 2012, 07:09:19 pm
Haha, Thank you!  8)

(http://agtp.romhack.net/temp/librarian.jpg)
Title: Re: Screenshots
Post by: curses on March 19, 2012, 01:25:25 pm
(http://i31.tinypic.com/igc6ev.jpg)(http://agtp.romhack.net/temp/librarian.jpg)

Separated at birth?

Title: Re: Screenshots
Post by: cj iwakura on March 19, 2012, 07:50:47 pm
(http://agtp.romhack.net/temp/librarian.jpg)

Aren't you supposed to be busy hacking that game?

 :huh:
Title: Re: Screenshots
Post by: DarknessSavior on March 19, 2012, 08:44:43 pm
Aren't you supposed to be busy hacking that game?

 :huh:
SOTN? Gemini and throughhim already hacked/translated that.

~DS
Title: Re: Screenshots
Post by: enigmaopoeia on March 23, 2012, 07:43:16 pm
My friend and I are currently translating some Corpse Party RPG Tkool fan games into English. Since we are both fans of Corpse Party and with no announcement for the future titles, we decided that it will be best to release the fan games to keep the Corpse Party love alive.

Here's just one set of screenshots I took from our project, translating the remake of the PC-98 version of Corpse Party. The translations may not reflect the final version of the game:

(http://img.photobucket.com/albums/v385/enigmaopoeia/CorpsePartyPC98_Screenshot1.png)

Hi-Res Version @ http://img.photobucket.com/albums/v385/enigmaopoeia/CorpsePartyPC98_Screenshot1.png

If things goes well, we may release this game on April 1st.  Also I was wondering, does Romhacking.net allow translation for Japanese RPG Maker fan games to be put on their database?
Title: Re: Screenshots
Post by: Garoth Moulinoski on March 25, 2012, 09:50:52 am
Aren't you supposed to be busy hacking that game?

 :huh:

He doesn't have to be hacking any game, you know. :/

But yeah, SOTN has been doing by Gemini... :P
Title: Re: Screenshots
Post by: cj iwakura on March 25, 2012, 07:06:57 pm
He doesn't have to be hacking any game, you know. :/

But yeah, SOTN has been doing by Gemini... :P

I meant SMT If. :P
Title: Re: Screenshots
Post by: Gideon Zhi on March 25, 2012, 07:12:18 pm
I meant SMT If. :P

However did you manage to draw a connection from SotN's weird high-voiced librarian dude to me possibly hacking SMT if? o_O
Title: Re: Screenshots
Post by: cj iwakura on March 30, 2012, 08:35:02 pm
However did you manage to draw a connection from SotN's weird high-voiced librarian dude to me possibly hacking SMT if? o_O

You posted under the guy with the If avatar. :P
Title: Re: Screenshots
Post by: Drenn on March 31, 2012, 02:12:13 pm
I'm working on a level editor for wario land 3. The levels and their enemies can be modified to an extent, the UI needs work though.

(http://i1021.photobucket.com/albums/af339/MrStewart950/EditorScreenshot.png)

(http://i1021.photobucket.com/albums/af339/MrStewart950/GameScreenshot.png)
Title: Re: Screenshots
Post by: Spikeman on April 01, 2012, 09:05:12 pm
I'm working on a level editor for wario land 3. The levels and their enemies can be modified to an extent, the UI needs work though.

(http://i1021.photobucket.com/albums/af339/MrStewart950/EditorScreenshot.png)

(http://i1021.photobucket.com/albums/af339/MrStewart950/GameScreenshot.png)

Awesome! I've always thought the Wario Land games deserved level editors. Is this going to be cross platform?
Title: Re: Screenshots
Post by: Drenn on April 02, 2012, 03:40:38 pm
Awesome! I've always thought the Wario Land games deserved level editors. Is this going to be cross platform?
I'm writing it with c++ and wxwidgets, so yes, it *should* be cross-platform. It will run on windows and linux for sure, but I don't have access to a mac. So I might release the source if mac users want to compile it themselves.
Title: Re: Screenshots
Post by: Gideon Zhi on April 03, 2012, 12:06:42 pm
(http://agtp.romhack.net/images/news/2012-04-03SLPS_025.28_03042012_113141_0646.png) (http://agtp.romhack.net/images/news/2012-04-03SLPS_025.28_03042012_113402_0173.png)

Yes, I know the spacing on the font isn't quite right. But hey! Translation progress! An extra meg of text attached to this project killed. That leaves about 400K remaining (databases) of... roughly 8 megabytes. Yeah. Not counting the remaining edits on the plot.
Title: Re: Screenshots
Post by: Valkyrie_Ace on April 03, 2012, 08:38:25 pm
Yay, Gunbuster shots!  8)  I can't figure why the character names are in Katakana since they are both Japanese, but SRW must be crazy like that.
Title: Re: Screenshots
Post by: BRPXQZME on April 03, 2012, 08:41:31 pm
It’s a WIP ;)
Title: Re: Screenshots
Post by: Gideon Zhi on April 08, 2012, 09:15:04 pm
So... yeah. This is some of what came of PAX.

Magical Drop 2:
(http://agtp.romhack.net/temp/md2e001.png) (http://agtp.romhack.net/temp/md2e018.png)

No Introduction Necessary:
(http://agtp.romhack.net/images/news/2012-04-07if-e033.png) (http://agtp.romhack.net/images/news/2012-04-07if-e026.png)
Title: Re: Screenshots
Post by: cj iwakura on April 08, 2012, 11:39:03 pm
Somehow I feel like this is my fault.
Title: Re: Screenshots
Post by: Googie on April 08, 2012, 11:47:50 pm
(http://img.photobucket.com/albums/v681/QB3CF/3.png)

Legato came out with an editor for Moai Kun, so now I can go all out on my hack. This was originally was gonna be a small graphics hack. I still have to edit the title screen and such but it'll happen...  :D 
Title: Re: Screenshots
Post by: Gideon Zhi on April 08, 2012, 11:48:23 pm
It's not your fault; it's because of plasma.

Seriously though, this has been in progress in some fashion or other since '08, and Ian and I both put in extra hours over the last several months trying to get something playable for yesterday's demo. You should ask Kurt about it; he was there!
Title: Re: Screenshots
Post by: cj iwakura on April 09, 2012, 12:33:59 am
I'm disappointed he didn't inform me. :( But I knew he went, yeah. Wish I had if I'd known If was gonna be on display... I thought rumor was the game was too hard to do or something?

I wonder if my ongoing progress will be compatible with the patch...

Stupid mine.
Title: Re: Screenshots
Post by: Ryusui on April 09, 2012, 04:47:19 am
It's not your fault; it's because of plasma.

Seriously though, this has been in progress in some fashion or other since '08, and Ian and I both put in extra hours over the last several months trying to get something playable for yesterday's demo. You should ask Kurt about it; he was there!

Rock on, man. Might I ask: do you plan on matching up with Atlus' nomenclature for everything, or doing your own thing? Also, would you be averse to the idea of using something more like the Strange Journey logo in the top-left corner? I admit it's not ideal, but it might look just a bit better than having the text trail off past the right-hand side of the Japanese logo...

...Yes, I could help with both. :3
Title: Re: Screenshots
Post by: cj iwakura on April 09, 2012, 07:29:06 pm
(http://i2.photobucket.com/albums/y17/cjiwakura/tagami2.jpg)
(http://i2.photobucket.com/albums/y17/cjiwakura/tagami3.jpg)
(http://i2.photobucket.com/albums/y17/cjiwakura/tagami4.jpg)
(http://i2.photobucket.com/albums/y17/cjiwakura/tagami5.jpg)

Title: Re: Screenshots
Post by: Niahak on April 09, 2012, 08:19:33 pm
Here are some screenshots of the main project I demoed at PAX East.  It's been about 2 years since our last front-page update here... the script's nearly complete and we recently picked up an impressively industrious technical team member so things are looking up.

(http://www.niahak.org/images/suikogai.png) (http://www.niahak.org/images/suikogai2.png)
Title: Re: Screenshots
Post by: Snatcher on April 09, 2012, 09:13:27 pm

No Introduction Necessary:
(http://agtp.romhack.net/images/news/2012-04-07if-e033.png) (http://agtp.romhack.net/images/news/2012-04-07if-e026.png)

I just wet myself!  :D

Looking forward to playing this. :thumbsup:
Title: Re: Screenshots
Post by: cj iwakura on April 09, 2012, 11:50:50 pm
Here are some screenshots of the main project I demoed at PAX East.  It's been about 2 years since our last front-page update here... the script's nearly complete and we recently picked up an impressively industrious technical team member so things are looking up.

(http://www.niahak.org/images/suikogai.png) (http://www.niahak.org/images/suikogai2.png)

If you don't mind some critique, that font seems a bit too narrow.

(What is that?)
Title: Re: Screenshots
Post by: Gideon Zhi on April 10, 2012, 01:16:18 am
It's Suikogaiden Vol.1.

Quote
Rock on, man. Might I ask: do you plan on matching up with Atlus' nomenclature for everything, or doing your own thing? Also, would you be averse to the idea of using something more like the Strange Journey logo in the top-left corner? I admit it's not ideal, but it might look just a bit better than having the text trail off past the right-hand side of the Japanese logo...

...Yes, I could help with both. :3

Already matched nomenclature for all but four of the demon races, all of which are categorically better (and at least one of which has been actively pitched as a potential sub-in to Atlus USA.) Wouldn't say no to seeing a logo mockup though.

Quote
I thought rumor was the game was too hard to do or something?

I wonder if my ongoing progress will be compatible with the patch...

The main issue was main dialog font compression, and having it accessed in such a way that individual characters get decompressed instead of whole chunks of font. Neil_ helped out with that, and the issue has been solved for about a year. Otherwise, it's the same engine as SMT2 was, and my old code is basically drag-and-drop.

Your saves should be compatible, though your character names might end up as the SNES equivalent of mojibake. You can fix that by hex editing a savestate, though.
Title: Re: Screenshots
Post by: Ryusui on April 10, 2012, 05:07:30 am
Already matched nomenclature for all but four of the demon races, all of which are categorically better (and at least one of which has been actively pitched as a potential sub-in to Atlus USA.) Wouldn't say no to seeing a logo mockup though.

Sweet; which four?

BTW, what exactly are the dimensions I'd have to work with, just so I know?
Title: Re: Screenshots
Post by: Niahak on April 10, 2012, 08:12:40 am
If you don't mind some critique, that font seems a bit too narrow.

Yeah, I agree.  There was some debate over fonts internal to the project team, so I'll have to see if we landed on this one or if that's still being discussed.
Title: Re: Screenshots
Post by: Gideon Zhi on April 10, 2012, 11:36:40 am
Sweet; which four?

BTW, what exactly are the dimensions I'd have to work with, just so I know?

妖鳥 - CONTESTED
JP:    Yocho
ATLUS: Flight

妖精 - CONTESTED
JP:    Yosei
ATLUS: Fairy
IK:    Fey

竜王 - CONTESTED
JP:    Ryuo
ATLUS: Snake
IK:    Dragon

邪竜 - CONTESTED
JP:    Jaryu
ATLUS: Drake
IK:    Wyrm

And I have access to the tilemap, so basically unlimited space.
Title: Re: Screenshots
Post by: Gemini on April 10, 2012, 12:01:24 pm
If you don't mind some critique, that font seems a bit too narrow.
It looks narrow because the game uses high h-resolution (I think it's 512x240 or 640x240, IIRC) and the screens aren't resized in the best manner. It should look a lot better on a tv.
Title: Re: Screenshots
Post by: DarknessSavior on April 10, 2012, 12:44:06 pm
妖鳥 - Evil/Demonic Bird
妖精 - This is most commonly translated as "Fairy", so I'd say that Atlus got this one right.
竜王 - This is "Dragon King/Lord".
邪竜 - Evil/Wicked Dragon.

I'd have to see some examples of what demons are from these categories, though.

~DS
Title: Re: Screenshots
Post by: Gideon Zhi on April 10, 2012, 01:24:02 pm
妖精 - This is most commonly translated as "Fairy", so I'd say that Atlus got this one right.

I'd have to see some examples of what demons are from these categories, though.

~DS

This is actually the one I'm most strongly in favor of. A fair few of the accompanying demons, especially the high-level ones, have a heavy celtic bent to them - names like Tam Lin, Cuchulainn, Titania and Oberon, trolls, dryads, banshees, pixies... There are a few that don't quite fit, but by and large the fey moniker fits much more snugly than the fairy moniker. It's much more descriptive too.
Title: Re: Screenshots
Post by: DarknessSavior on April 10, 2012, 02:06:06 pm
Yeah, I'd probably go with "Fey" for that one then. I had no idea there were banshees and trolls and stuff in there.

~DS
Title: Re: Screenshots
Post by: Ryusui on April 10, 2012, 02:15:51 pm
Huh. Funnily enough, "Wyrm" was what I was going to suggest for 邪竜 - though didn't SMT2 have a "Wyrm" demon?

And I definitely prefer "Dragon," though like "Wyrm," there's the risk of it being an actual demon name...but then, that same argument works against "Fairy." 妖鳥 will be a conundrum; "Flight" isn't ideal, but it's hard to think of something that encapsulates "mythical bird."

BTW, will 精霊 be "Element" or "Prime" (as per Strange Journey)?
Title: Re: Screenshots
Post by: Gideon Zhi on April 10, 2012, 02:20:50 pm
Prime.

And I think Ian's suggestion for Yocho was "Feybird." Not sure why it didn't make it into that message.
Title: Re: Screenshots
Post by: DarknessSavior on April 10, 2012, 04:17:24 pm
Feybird sounds good.

Are 精霊 the magatama demons? Either way, that definitely says "Spirit", like a ghost. What kinda demons are in this category?

Does "Wyrm" often have some sort of...evil connotation to it? What about Wyvern?

~DS
Title: Re: Screenshots
Post by: Ryusui on April 10, 2012, 06:55:53 pm
精霊 are the elemental demons: Erthys, Aeros, Flaemis, Aquans, etc. You're thinking of the 御霊 (Mitama), which are created from fusing Elements/Primes. (Boy, did I have a shock in Devil Survivor 2 when I discovered I couldn't fuse Mitamas until New Game +. ^_^;)

Anyway, I have two issues with Feybird: Atlus' species names are six letters or less, and they're a single, non-compound noun. Like I said, I'm all for changing it, but I suggest we change it to something that matches the existing naming pattern. (And yes,  I know "Element" is actually seven letters; I'm fairly sure the six-letter restriction is more a matter of screen space than data space.) I'm not trying to control the project or anything; I'm just throwing in my two cents.
Title: Re: Screenshots
Post by: DarknessSavior on April 10, 2012, 07:19:43 pm
Huh. And a quick check of the Japanese wikipedia does indeed show that the Japanese term for "elementals" (Undine, Gnome, Salamander, etc) is 精霊.

So why not just call them "Elementals"?

~DS
Title: Re: Screenshots
Post by: Kiyoshi Aman on April 10, 2012, 08:27:02 pm
Geode. :V

I'd prefer Fae (or Faerie) to 'Fey', honestly; it looks more mystical and about 99% of the time I see 'fey' in a novel it's used in the dead/dying/doomed sense, rather than magical/otherworldy (despite Wiktionary's protestations to the contrary).

As for 'Flight'... 'Aevis', maybe? (a la several Final Fantasy monsters, such as Jura Aevis.)
Title: Re: Screenshots
Post by: Ryusui on April 10, 2012, 08:47:24 pm
Bit close to Avian (霊鳥), methinks.

Anyways.

(http://img406.imageshack.us/img406/1681/smtlogo.png)

I haven't added any anti-aliasing to it, but I think it looks...pretty good. ^_^;
Title: Re: Screenshots
Post by: BRPXQZME on April 11, 2012, 08:04:14 am
I'd prefer Fae (or Faerie) to 'Fey', honestly; it looks more mystical and about 99% of the time I see 'fey' in a novel it's used in the dead/dying/doomed sense, rather than magical/otherworldy (despite Wiktionary's protestations to the contrary).
Quote
fey, fay
Fey derives from the Old English fæge (“doomed to die”) and carries the related sense “in an unusually excited state (like one about to die).” By an extension, the word came to mean “whimsical, otherworldly, eccentric,” perhaps from confusion with fay (= a fairy or elf). This shift in meaning was noticed as early as 1950. Today the word's original meaning is all but forgotten—e.g.: “An upsurge of book sales in cyberspace could have dramatic effects on the fortunes of the already fey and contradictory world of book publishing.” (Washington Post, Aug. 4, 1997.).
(Oxford American Writer's Thesaurus, 2nd edition. © 2008 by Oxford University Press, Inc.)

Which means you’ve seen it used in the old-fashioned, etymologically correct sense far more often than I have, but I feel safe and comfortable in my deepest, darkest, most dogmatic and orthodoxy-loving moments to know that some editor out there is probably enforcing it as a rule....
Title: Re: Screenshots
Post by: cj iwakura on April 11, 2012, 08:31:17 pm
妖鳥 - CONTESTED
JP:    Yocho
ATLUS: Flight

妖精 - CONTESTED
JP:    Yosei
ATLUS: Fairy
IK:    Fey

竜王 - CONTESTED
JP:    Ryuo
ATLUS: Snake
IK:    Dragon

邪竜 - CONTESTED
JP:    Jaryu
ATLUS: Drake
IK:    Wyrm

And I have access to the tilemap, so basically unlimited space.

If you want to go the Celtic route, isn't it 'Fae'?

And I like the look of Wyrm a lot more than Drake. The rest, I'm fine with whatever.


Also, I never liked Atlus USA's SMT logo for Strange Journey. It was way too glaring.

Nocturne's was the best example, I think.

(http://www.hardcoregaming101.net/megaten/smt3a.jpg)

Nice and leveled out.


So I like the example, but it could be balanced out a bit more? Could be too hard to read though.
Title: Re: Screenshots
Post by: Professor Neo on April 16, 2012, 03:13:04 pm
I have been long gone from this board since I was working on a SMB1 hack. But now I'm back with something pleasing to the eye. Here is a new and improved version of the Koopalings made specifically for SMB1. I also did Bowser and Bowser Jr. The sprites on the right are Lakitu replacements -- they all ride in a clown car. I will show off tests later.

(http://i284.photobucket.com/albums/ll9/willj168/KoopaFamily.png)

Keep in mind that:

Larry, Wendy, and Iggy appear proportionally larger than the heavyweight Koopalings [Morton, Roy, and Ludwig] due to SMB1 Bowser's tile orientation. Plus, it was the only accurate way to draw Larry's and Iggy's hair and Wendy's bow.

Lemmy's unique pose is due to his size and SMB1 Bowser's tile orientation.

Ludwig's hair appears flat due to, yet again, the tile orientation.
Title: Re: Screenshots
Post by: justin3009 on April 17, 2012, 02:46:01 pm
Hope Ryusui doesn't mind.

(http://i44.tinypic.com/rsam36.png)(http://i40.tinypic.com/znlw7n.png)(http://i44.tinypic.com/2nsqh5v.png)

This is beyond tedious to work with.  Most, if not all, values up to 18 are used by PC's and their Shaman forms.  Plus Ryu's mother.  So I had to bump the PC data to empty space to allow for more values.  Doing so, Child Ryu is no value 19 instead of 09.  Spell values have been bumped up +40 bytes so there's room for 10 characters now and each character has their own spells.  I had to bump Child Ryu's data to 19 so Patty's data could be 09 so her spells could be loaded right away after Deis's instead of trying to load some crazy ass RAM area.

There's a few bugs though as of now.  For one, her portrait I am having issues actually getting to work.  Right now I hijacked the routine that checks if your Child Ryu and have it load hers instead.  But doing so, Ryu and Patty's portraits get over written with either full Ryu or full Patty.  I haven't been able to figure out a way to expand the portraits to load more if that's even possible.  Her battle sprites are Child Ryu's obviously as she replaced his area, so she needs new ones.  Child Ryu's battle sprites have not been loaded correctly so the game is unplayable past the introduction until I fix it.

Otherwise, it's pretty much bug free adding another PC.  Though there's a few other bugs in the game due to my code being added.  But overall, not too bad.
Title: Re: Screenshots
Post by: Rudy on April 17, 2012, 05:10:19 pm

This is beyond tedious to work with.  Most, if not all, values up to 18 are used by PC's and their Shaman forms.  Plus Ryu's mother.  So I had to bump the PC data to empty space to allow for more values.  Doing so, Child Ryu is no value 19 instead of 09.  Spell values have been bumped up +40 bytes so there's room for 10 characters now and each character has their own spells.  I had to bump Child Ryu's data to 19 so Patty's data could be 09 so her spells could be loaded right away after Deis's instead of trying to load some crazy ass RAM area.

There's a few bugs though as of now.  For one, her portrait I am having issues actually getting to work.  Right now I hijacked the routine that checks if your Child Ryu and have it load hers instead.  But doing so, Ryu and Patty's portraits get over written with either full Ryu or full Patty.  I haven't been able to figure out a way to expand the portraits to load more if that's even possible.  Her battle sprites are Child Ryu's obviously as she replaced his area, so she needs new ones.  Child Ryu's battle sprites have not been loaded correctly so the game is unplayable past the introduction until I fix it.

Otherwise, it's pretty much bug free adding another PC.  Though there's a few other bugs in the game due to my code being added.  But overall, not too bad.
Wow! Looks great :)
Title: Re: Screenshots
Post by: Garoth Moulinoski on April 18, 2012, 09:37:48 pm
Bit close to Avian (霊鳥), methinks.

Anyways.

(http://img406.imageshack.us/img406/1681/smtlogo.png)

I haven't added any anti-aliasing to it, but I think it looks...pretty good. ^_^;

Not bad.

For the GBA version of SMT?
Title: Re: Screenshots
Post by: I.S.T. on April 19, 2012, 07:44:10 pm
Uh... read the last page dude!
Title: Re: Screenshots
Post by: Garoth Moulinoski on April 19, 2012, 10:09:44 pm
Ah... Sorry about that... SMT if...

Maybe I was so caught up in "I'd like to play the GBA SMT" mode that I was make-believing things...

Thanks for not being insulting though, I.S.T. :3 A lot of people tend to forget that everyone makes mistakes, so it's nice to find someone who's willing to forgive.
Title: Re: Screenshots
Post by: Gemini on April 20, 2012, 04:50:17 pm
Working on an improved build of Translhextion with fixed search functions and native unicode support:

(http://i239.photobucket.com/albums/ff233/Geminimewtwo/translhexion.png)
Here's the fixed "0 byte search string" bug.

(http://i239.photobucket.com/albums/ff233/Geminimewtwo/translhexionnocasematchwide.png)
Wide character support.

There's still a ton more bugs to solve and functions to be reimplemented, but so far all's good.
Title: Re: Screenshots
Post by: Higgs on April 20, 2012, 06:50:32 pm
^ Sweet! I like that hex editor =)
Title: Re: Screenshots
Post by: justin3009 on April 20, 2012, 07:01:57 pm
Oh my god thank you Gemini.  That's going to be a GODSEND <3
Title: Re: Screenshots
Post by: I.S.T. on April 20, 2012, 08:49:58 pm
Nice job, Gemini. I've been wondering what you're up to!
Title: Re: Screenshots
Post by: Gemini on April 20, 2012, 09:56:51 pm
With my computer being permanently dead, I can't do much more than that. :/ Until I get a new one, that is.

By the way, the Translhextion code is a gigantic mess. <.< There's headers with functions instead of prototypes, global variables where they should be local or embedded right into a class (i.e. table support, no wonder you could open only one), strings scattered all over the place (I'm still moving them to a String Table), and fixing unicode issues seems almost like a neverending task. Even getting it to compile under anything that wasn't Visual Studio 6 has been quite the ordeal.
Title: Re: Screenshots
Post by: DaMarsMan on April 20, 2012, 10:46:27 pm
This was actually my favorite hex editor from when I started hacking. Lack of unicode and other features made me stop using it. I wish somebody would just recode the whole damn thing!
Title: Re: Screenshots
Post by: BRPXQZME on April 20, 2012, 11:17:19 pm
Sounds like someone is knee-deep in the hair-pulling process :P
Title: Re: Screenshots
Post by: Gemini on April 21, 2012, 02:27:04 pm
For those interested, here (http://code.google.com/p/translhextion/source/browse/#svn%2Ftrunk%2FTranslhextion) is where I'm publically storing all the stuff as a SVN project.
Title: .
Post by: creeperton on April 21, 2012, 04:25:50 pm
.
Title: Re: Screenshots
Post by: Gemini on April 21, 2012, 05:04:46 pm
Given how it has heavy winapi dependencies, I doubt.

EDIT: I was wondering if anyone ever used the bytecode feature in Translhextion? I wasn't even aware it had such a feature, plus it turns out it behaves incorrectly when case sensitivity is not active (it affects binary data instead of just Ascii values). Thanks to this bug I was thinking about removing bytecode entirely, but I read somewhere about regular expressions and how they are not available for case sensitive strings, so I took inspiration from that and decided to add an option in order to enable/disable bytecode at request of the user, making it disabled by default when doing case insensitive searches (and vice versa when enabling byte code).
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/findstringbytecode.png)

Does this workaround sound reasonable enough?


EDIT 2: Now it also has a nice toolbar:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/toolbar.png)
Title: Re: Screenshots
Post by: justin3009 on April 24, 2012, 07:34:48 pm
Oh god Gemini.  You're my hero for doing all of this.  I cannot express my gratitude for fixing up this program!
Title: Re: Screenshots
Post by: optomon on April 25, 2012, 12:33:32 am
I think the only time used the byte code was to get around the "00" searching error, which I've noticed you taken care of in a previous screenshot. By far the most irritating error in that program. Nice.
Title: Re: Screenshots
Post by: Gemini on April 25, 2012, 01:55:46 pm
IIRC, the 0x00 hex bug was caused by the data structures for a search being based on std::string and the c_str() method, which returns a NULL terminated string compatible with the C standard. However, when said data is used with anything like strlen() to determine the size of the array, the function will automatically break on the first 0x00 found in the search string, since it's recognized as the EOS token, thus ignoring the rest of the data. This didn't happen on bytecode stuff because it used another method for counting data size.

In the meanwhile, small updates on the GUI side:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/winapimenu.png)
Deriving classes for everything is just a dreamboat and allows so much control over everything, including fancy details such as menus with true color icons and other flashy GUI components (winky wink, Toolbars). Not to mention the new way dialogs are managed will allow extra functions in just a matter of defining a click event and associating a class method linked to it. Here's an example of how things are now managed inside the relative scan dialog:
Code: [Select]
CScanRelativeDlg::CScanRelativeDlg(HWND hWnd)
: CDialog(hWnd,IDD)
{
EventClick(IDC_SCAN,CScanRelativeDlg::OnScan);
EventClick(IDC_GTABLE,CScanRelativeDlg::OnGenerateTable);
EventClick(IDC_SAVE,CScanRelativeDlg::OnSave);
}
This should be very similar to how Java button events works, but I'm not sure as I haven't touched Java since high school (about 9 years ago). Many thanks to Klarth for helping me in resolving a compiler error with class method pointers.

Also, table support is working again out of the blue; no idea why it even broke in the first place, but it seems like I fixed it by toying around with the Unicode settings. On a related matter, relative scan is working again as well, but according to what I see in the code, it would only properly behave with ASCII strings, rendering the Unicode support rather useless. Should I just leave it like that and let Monkey Moore do the dirty job?
Title: Re: Screenshots
Post by: DaMarsMan on April 25, 2012, 03:22:05 pm
I think it looks pretty awesome. I mix of translhextion and hex workshop's speed and flexibility would be the best hex editor ever. I know a lot of people use WindHex but it's not the most user friendly in my opinion.
Title: Re: Screenshots
Post by: DarknessSavior on April 25, 2012, 05:23:34 pm
What's with all of the "&"s in the GUI, and what does the "I think it's the Onion!" option do? XD

~DS
Title: Re: Screenshots
Post by: Gemini on April 25, 2012, 06:05:28 pm
In Windows menus '&' usually corresponds to "underline the following letter and use it as a shortcut for highlighting the option", while the TAB character '\t' (or 0x09) is used to indicate accelerator text (which is rendered as a separate, right-aligned message). That stuff hasn't been programmed into the new menu rendering code as it's still a WIP, but will be fixed pretty soon.

As for the onion option, it's just a joke I included for a friend of mine who likes this unknown meme. It has been removed already. :P

Speaking of icons, does anybody have a decent set of true color 16x16 pictures for the program? So far I've been ripping them from VS2005, but I'd rather use brand new icons for Translhextion.
Title: Re: Screenshots
Post by: Rhys on April 25, 2012, 06:17:23 pm
Visual Studio has a graphics pack you can install that has standard menu icons
Title: Re: Screenshots
Post by: Gemini on April 25, 2012, 06:21:59 pm
You mean those crappy 16 color icons? Give me something better, please. :P
Title: Re: Screenshots
Post by: Rhys on April 25, 2012, 06:32:46 pm
There's more than 16 color ones :P there's various formats and color options buried in there, but when I say buried I mean it ;)

[edit]

If you feel like a bit of resource hacking, open up shell32.dll with resource hacker, standard toolbar/menu controls are in the bitmap section.
Title: Re: Screenshots
Post by: Gemini on April 25, 2012, 06:41:32 pm
Care to upload them somewhere? All I can find in my VS2005 folder is just a bunch of 16 color icons all using the crappy Windows default palette. <.<
Title: Re: Screenshots
Post by: Rhys on April 25, 2012, 06:44:30 pm
Ah I use 2010, that might be why :/

[edit]

Here's the relevant toolbar strips from shell32:
linky (http://cocoanerd.me/uploads/public/iconstrip.zip)
Title: Re: Screenshots
Post by: Gemini on April 25, 2012, 06:53:41 pm
Definitively a nice bunch, thanks!
Title: Re: Screenshots
Post by: Rhys on April 25, 2012, 08:33:35 pm
Sure, no prob :)
Title: Re: Screenshots
Post by: Pennywise on April 30, 2012, 01:30:42 am
(http://i207.photobucket.com/albums/bb11/gwood102/DP-0.png)

Text still doesn't quite match the plot of the movie, so I can probably squeeze decent translation in that space after some editing.
Title: Re: Screenshots
Post by: Jedi QuestMaster on April 30, 2012, 01:48:02 am
(http://i207.photobucket.com/albums/bb11/gwood102/DP-0.png)
This game already has an entire cap font set:

(http://i498.photobucket.com/albums/rr343/JediQuestMaster/dirtypairprojectedencaps.png)

I can come up with a minuscule set if you'd like.
Title: Re: Screenshots
Post by: Pennywise on April 30, 2012, 04:05:26 pm
(http://i207.photobucket.com/albums/bb11/gwood102/DP-0-1.png)

I replaced that font with my standard futuristic font.
Title: Re: Screenshots
Post by: DarknessSavior on April 30, 2012, 04:20:00 pm
I sorta feel like your edits lose a bit of the meaning behind the original text, but it's a friggin' NES game. Space isn't a luxury. XD

~DS
Title: Re: Screenshots
Post by: Cryomancer on May 04, 2012, 09:52:06 pm
Clearly you should hack the game so every time someone says the scientist's name it plays a WATTSMAAAAN sound clip from the movie.
Title: Re: Screenshots
Post by: Garoth Moulinoski on May 05, 2012, 10:56:17 pm
(http://i207.photobucket.com/albums/bb11/gwood102/DP-0-1.png)

I replaced that font with my standard futuristic font.

Gah. I'm trying to read the text box, but my eyes are actually getting distracted and I keep jumping. WHAT TRICKERY IS THIS?!
Title: Re: Screenshots
Post by: Sara-chan on May 05, 2012, 11:26:22 pm
Gah. I'm trying to read the text box, but my eyes are actually getting distracted and I keep jumping. WHAT TRICKERY IS THIS?!

Yeah... Though it may be less the font and more the sheer lack of space between lines.
Which I suppose can't really be helped, though, so maybe a thinner font would make it more readable.
Title: Re: Screenshots
Post by: BRPXQZME on May 06, 2012, 12:06:07 am
It’s both.

Here we have a font that makes letters look a bit too uniform (so we need to do a bit more work than usual to determine individual letters), and line spacing that makes it difficult to tell where ascenders and descenders stick out (so we can’t tell the shapes of words). At least with what I believe about readability personally (N.B.: it’s not exactly a settled science (http://science.slashdot.org/story/04/09/02/0213247/the-science-of-word-recognition)), it’s really best to have both for body text. That and proper spelling, grammar, and punctuation when applicable.

It’s not as bad if you blow it up to a screen size appropriate for an NES game, but personally I would still revise that.
Title: Re: Screenshots
Post by: Paul Jensen on May 06, 2012, 09:28:24 am
(http://i207.photobucket.com/albums/bb11/gwood102/DP-0-1.png)

I noticed a typo: "their" should be "there".

HTH
Title: Re: Screenshots
Post by: justin3009 on June 17, 2012, 09:35:04 pm
(http://i50.tinypic.com/oppvnm.png) - Boredom.

6 PC's in the menu.  Removed the 'ST' line in hopes of creating symbols instead to display your status.
6th PC works in menu in every area.  Redid some code as well as the PC X/Y coordinate code was so horribly bad.
Working on this somewhat in battle.
Title: Re: Screenshots
Post by: vivify93 on June 17, 2012, 09:57:17 pm
Looks pretty awesome! :thumbsup: Say Justin, if you ever come across the text table and/or the menu font(s), would you send them my way? Not going out of my way to request them but just letting you know that I'd appreciate them.
Title: Re: Screenshots
Post by: Klonoa on June 25, 2012, 05:33:04 pm
(http://img502.imageshack.us/img502/6706/megamanxuv1000003.png)

Eh not much new my romhack is stuck on a Laptop I can't seem to find the charger was toying with Kuwanger's stage x___x;;
Title: Re: Screenshots
Post by: Gideon Zhi on July 05, 2012, 07:53:39 pm
Good news, everyone!
(http://agtp.romhack.net/temp/rs2watt.png)
WHAT'S ALL THIS THEN

Anyway, buggy, heavily WIP, crashy, font not final, hard to read, poor color choice on the part of the original programmers, not above mucking with palettes, etc, etc. But mostly seems to have solved the whole rom expansion issue. At least, for now...

VWF code courtesy of LostTemplar from IRC :D
Title: Re: Screenshots
Post by: Gemini on July 05, 2012, 08:37:20 pm
I would suggest not using my old crappy Chrono Cross menu font. Replace it with a bold font (maybe Verdana? I think that's the font face I've based it on) and make it slightly shorter, it should definitively help readability. In alternative, make the border black and the actual character pixels grey.
Title: Re: Screenshots
Post by: Gideon Zhi on July 05, 2012, 08:46:24 pm
That's actually the intention. It looks fine when the developers were reasonable about their palette choices:
(http://agtp.romhack.net/temp/rs2006.png)

I went with that particular shot because it's not the very first string that appears in-game.

Edit:

Alternate font:
(http://agtp.romhack.net/temp/rs2007.png) (http://agtp.romhack.net/temp/rs2008.png)
Title: Re: Screenshots
Post by: yuka on July 06, 2012, 10:02:53 am
RS2! Can't wait!  :thumbsup:
Title: Re: Screenshots
Post by: Garoth Moulinoski on July 06, 2012, 11:44:34 am
(http://agtp.romhack.net/temp/rs2008.png)

I can read this one. The one left to it, not so much.

...if you wanted an opinion. ._.
Title: Re: Screenshots
Post by: Gideon Zhi on July 06, 2012, 11:53:15 am
The one left to it, not so much.

I have absolutely no control over what color the game decides to paint its text boxes at runtime >_<
(http://agtp.romhack.net/temp/rsaga2j002.png) (http://agtp.romhack.net/temp/rs2007.png)
(http://agtp.romhack.net/temp/rsaga2j003.png) (http://agtp.romhack.net/temp/rs2008.png)

I'm very tempted to try to hack the palettes so that the box colors are uniform, but I don't know what side-effects that may end up having.
Title: Re: Screenshots
Post by: BRPXQZME on July 06, 2012, 03:54:18 pm
I think that’s why Gemini suggested the thicker font, but hey, hacking also works.
Title: Re: Screenshots
Post by: Garoth Moulinoski on July 06, 2012, 04:11:55 pm
I have absolutely no control over what color the game decides to paint its text boxes at runtime >_<

Oh. Eww. :/ So that's what you meant in your other post. Why would they do that?!
Title: Re: Screenshots
Post by: Gemini on July 06, 2012, 05:46:46 pm
I would answer "KONAMI KRAAAAACK!" to that question but the game doesn't seem like it's coming from Konami. If a bold font isn't an option as it takes quite a lot of room on screen, I'd suggest to go and kill the stupid dither effect used to simulate a transparent dialog box. Something like a proper transparency effect should work way better (using a HDMA channel for that shouldn't be much of a hassle, I've seen other hacks taking this route) and improve readability at the same time.
Title: Re: Screenshots
Post by: LostTemplar on July 06, 2012, 06:07:48 pm
I tried that a few years ago, but I had troubles with sprite priorities. Some sprites were just always displayed in front of the dialog box.
Title: Re: Screenshots
Post by: DarknessSavior on July 06, 2012, 06:35:33 pm
I would bold that font. When it's white, it's perfect. When it's black, it's still pretty hard to read.

I also can't wait for RS2. :D

~DS
Title: Re: Screenshots
Post by: BRPXQZME on July 07, 2012, 02:40:53 am
I would answer "KONAMI KRAAAAACK!" to that question but the game doesn't seem like it's coming from Konami.
Doesn’t matter. Nobody should ever forget that Konami Crack is a thing.
Title: Re: Screenshots
Post by: cj iwakura on July 23, 2012, 01:09:45 am
(http://i2.photobucket.com/albums/y17/cjiwakura/fumiend1.jpg)

Endings are in!
Title: Re: Screenshots
Post by: Spikeman on July 26, 2012, 12:05:12 am
(http://i.imgur.com/meYsh.png)

Image on the left is generated by my program. Image on the right is from the game, for comparison.

Making progress here. :)

Edit:

(http://i.imgur.com/ext50l.png) (http://imgur.com/ext50) (link to larger image)
Title: Re: Screenshots
Post by: Garoth Moulinoski on July 26, 2012, 08:56:42 am
Spikeman, that's awesome! :O
Title: Re: Screenshots
Post by: justin3009 on July 26, 2012, 10:31:33 am
Woah that's really amazing O_O
Title: Re: Screenshots
Post by: RetroHelix on July 26, 2012, 03:08:21 pm
Looks great. I'm certain I played through this game but I can't remember a thing about it. The graphics were nice^^
Title: Re: Screenshots
Post by: Spikeman on August 01, 2012, 02:05:21 am
Some more progress, now everything is loaded straight from the ROM. (Before I had decompressed it all to external files, now  my program does the decompression.)

(http://i.imgur.com/yAIlXl.png) (http://imgur.com/yAIlX)

Looks great. I'm certain I played through this game but I can't remember a thing about it. The graphics were nice^^

Exactly why I'm making this editor. I thought the game had a great engine; the graphics were nice, the items in the game were cool, the bosses were interesting. However, the story and some of the level design are clearly not as strong as previous Zelda games. One of my ideas is to remake Link's Awakening or maybe the Oracles games in the Minish Cap engine, to give them a nice graphical update, but that might be more trouble than it's worth.
Title: Re: Screenshots
Post by: Tsukiyomaru0 on August 01, 2012, 02:21:27 am
One of my ideas is to remake Link's Awakening or maybe the Oracles games in the Minish Cap engine
Don't go any further... Just shut up and take my money O_O
Title: Re: Screenshots
Post by: yuka on August 01, 2012, 08:02:35 am
Wow, would be nice to remake those with the MC engine! But... are all the items for those games available in MC? And can you make the tilesets for each season in OoS?
Title: Re: Screenshots
Post by: Spikeman on August 01, 2012, 10:56:53 pm
Wow, would be nice to remake those with the MC engine! But... are all the items for those games available in MC? And can you make the tilesets for each season in OoS?

Anything is possible. :) New items may have to be coded in, but from what I remember there is substantial overlap. Most of the different items in MC are similar to older items (eg. Roc's Cape instead of Roc's Feather, Mole Mitts instead of shovel) so it probably wouldn't be too difficult. New tilesets would have to be made in general for any hack of that magnitude, and I think I'd probably just implement each season as a different room entirely, so just some code for room switching would be needed to be added.

In short, it'll be a lot of work, but if there's a lot of interest it'd be worth it. (Btw, which are people more interested in, a Link's Awakening remake or an Oracles remake?)
Title: Re: Screenshots
Post by: reyvgm on August 01, 2012, 11:08:50 pm
Link's Awakening, of course!
Title: Re: Screenshots
Post by: DarknessSavior on August 01, 2012, 11:26:01 pm
Link's Awakening, of course!
This.

~DS
Title: Re: Screenshots
Post by: Spikeman on August 02, 2012, 04:55:13 am
(http://i.imgur.com/b32dul.png) (http://imgur.com/b32du)

More progress. :)

Some rooms have graphical glitches, because the game swaps in different tiles when you travel to different parts of the room. Seems like it will be a pain in the ass to handle, so I've skipped it for now.

(http://i.imgur.com/7Zr4ml.png) (http://imgur.com/7Zr4m)

Secret message (anyone know what is means?) with a view of some graphical glitch on the side.

Edit:

There's a few unused rooms that look like they were used for testing. Example:
(http://i.imgur.com/20S3Dl.png) (http://imgur.com/20S3D)
Title: Re: Screenshots
Post by: LostTemplar on August 02, 2012, 05:22:40 am
"Mole" (the animal).
Title: Re: Screenshots
Post by: Tiduas on August 02, 2012, 11:53:42 am
One of my ideas is to remake Link's Awakening

Uh-huh! You sure know how to build hype and add pressure but if you see it through to the end there will be fangirls (us) all over the place! ;)
Title: Re: Screenshots
Post by: reyvgm on August 02, 2012, 12:08:54 pm
What will you do about the music? 'cause Link's Awakening without The Ballad of the Wind is just an empty shell of a game!
Title: Re: Screenshots
Post by: Midna on August 03, 2012, 03:12:05 pm
I guess he'd figure out the way the music is coded and then hack in the LA tracks himself.

I'd love to see a Link's Awakening remake. In my opinion, the Game Boy games don't get nearly as much recognition as they should.
Title: Re: Screenshots
Post by: Garoth Moulinoski on August 03, 2012, 03:23:17 pm
Apparently, there's too many people who are "boo-hoo handheld games sux0rs" and discredit any handheld game as a sidestory type of thing. :/ Doesn't help that so many handheld games literally are just that... But Link's Awakening and the other handheld Zeldas are just awesome (even including the last two originals on the DS)
Title: Re: Screenshots
Post by: Kiyoshi Aman on August 03, 2012, 08:41:39 pm
No. No, they aren't. Phantom Hourglass and Spirit Tracks are two of the worst games in the franchise. Phantom Hourglass has many of the same issues Wind Waker did, and Spirit Tracks plays like a linear fucking ROM hack of Phantom Hourglass. Both games are excellent examples of how not to do a stylus-intensive RPG.
Title: Re: Screenshots
Post by: Drenn on August 03, 2012, 10:24:21 pm
A link's awakening remake with minish cap's engine would be amazing! I'd like to see a remake of the oracles too, but I bet more things would end up being cut out - like the pets and such. So I'd say LA can be remade more faithfully. Not that it would be easy!
Title: Re: Screenshots
Post by: Vanya on August 04, 2012, 01:09:58 pm
Hells yeah an LA remake in MC engine would rock hard!
Title: Re: Screenshots
Post by: Garoth Moulinoski on August 06, 2012, 09:55:32 am
No. No, they aren't. Phantom Hourglass and Spirit Tracks are two of the worst games in the franchise. Phantom Hourglass has many of the same issues Wind Waker did, and Spirit Tracks plays like a linear fucking ROM hack of Phantom Hourglass. Both games are excellent examples of how not to do a stylus-intensive RPG.

I guess we'll just have to agree to disagree. It's not like I haven't heard of this complaint before anyway; all three games seem to be very divisive with Zelda fans. :/
Title: Re: Screenshots
Post by: Celice on August 06, 2012, 06:17:11 pm
I think the problem is that the two DS games didn't push anything. It felt more like a generic game, and it could pass off as one with a few character replacements. Minish Cap felt this way too, but to a less severe degree.

That doesn't necessarily mean they're not great games, but they certainly don't feel like a real Zelda title.
Title: Re: Screenshots
Post by: Xenesis on August 06, 2012, 11:10:32 pm
In short, it'll be a lot of work, but if there's a lot of interest it'd be worth it. (Btw, which are people more interested in, a Link's Awakening remake or an Oracles remake?)

Both are amazing games (If you did Oracles, would it be a two-games-in-one?)

Celice: Not to mention that a lot of the time the stylus based control felt unnecessary.
Title: Re: Screenshots
Post by: Celice on August 11, 2012, 11:17:51 pm
There's actually a D-pad hack for the game, at least the first one, which works pretty much flawlessly for gameplay. Kinda wish developers on consoles weren't always trying to eschew controllers, especially when what they decide on using is usually more complicated and less user-friendly D:
Title: Re: Screenshots
Post by: RetroRain on August 12, 2012, 10:25:00 pm
(http://i16.photobucket.com/albums/b26/EXbox/7ca0abe9.png)

(http://i16.photobucket.com/albums/b26/EXbox/1.png)

(http://i16.photobucket.com/albums/b26/EXbox/2.png)

(http://i16.photobucket.com/albums/b26/EXbox/3.png)

(http://i16.photobucket.com/albums/b26/EXbox/4.png)
Title: Re: Screenshots
Post by: Proveaux on August 12, 2012, 11:24:49 pm
Looks nice.  :thumbsup:
Title: Re: Screenshots
Post by: Valkyrie_Ace on August 13, 2012, 04:30:08 am
:police: Grammar Police:  It should be "framed for" instead of "framed of".

Actually, I rewrote the whole thing to flow better (feel free to use it as is or adapt it any way you choose):

"Link has been falsely accused of Princess Zelda's kidnapping.  Now a wanted elf, Link sets out to rescue her and clear his name.  But when evil forces emerge to threaten Hyrule, Link must rally to save his kingdom.  A hero will rise."
Title: Re: Screenshots
Post by: RetroRain on August 13, 2012, 01:26:32 pm
:police: Grammar Police:  It should be "framed for" instead of "framed of".

Actually, I rewrote the whole thing to flow better (feel free to use it as is or adapt it any way you choose):

"Link has been falsely accused of Princess Zelda's kidnapping.  Now a wanted elf, Link sets out to rescue her and clear his name.  But when evil forces emerge to threaten Hyrule, Link must rally to save his kingdom.  A hero will rise."

Thanks.  That does sound better!  You write don't you? :)

I can't wait to work on that title screen though.  It is too bland.  I want to polish up the font of the title, and add a sword in the middle (give it a more Zelda-feel).
Title: Re: Screenshots
Post by: Kiyoshi Aman on August 13, 2012, 04:06:16 pm
I am disappointed by how the rewritten dialogue doesn't use the font colouring the original did.
Title: Re: Screenshots
Post by: cj iwakura on August 14, 2012, 08:45:30 pm
(http://i2.photobucket.com/albums/y17/cjiwakura/genend.jpg)
Title: Re: Screenshots
Post by: Ryusui on August 14, 2012, 09:03:29 pm
High five, cj iwakura. :3

BTW, I forgot: are you going to use that "Castle of Shikigami" logo I made in the style of the official US logo?
Title: Re: Screenshots
Post by: cj iwakura on August 14, 2012, 09:19:27 pm
Absolutely, that's the next step. We're having a time implementing it without the game making it look ugly, but we'll get there.
Title: Re: Screenshots
Post by: RetroRain on August 20, 2012, 11:13:52 pm
(http://i16.photobucket.com/albums/b26/EXbox/7big.png)
Title: Re: Screenshots
Post by: Googie on August 20, 2012, 11:27:29 pm
That's cool Rockman, I really dig it! See if you can add a shootin' star from one corner of the screen to another, that'd be really tight!  :cookie:
Title: Re: Screenshots
Post by: Celice on August 22, 2012, 02:27:16 am
(http://i16.photobucket.com/albums/b26/EXbox/7big.png)
I am so seeing the Dragoon X Omega II title theme here, or else the Resident Evil Gaiden one :p Looks awesome! Though, the repeating dirt tiles at the bottom seem a little weird to me... Maybe add a few packets of dense grass?
Title: Re: Screenshots
Post by: RetroRain on August 22, 2012, 05:16:29 pm
Thanks guys!  I even fixed the storyboard too! :)

(http://i16.photobucket.com/albums/b26/EXbox/8big.png)

As for the ground on the title screen, I'll see if I can make it better.
Title: Re: Screenshots
Post by: reyvgm on August 22, 2012, 06:25:23 pm
Those quotation marks are a little displaced in most of the names.
Title: Re: Screenshots
Post by: Garoth Moulinoski on August 23, 2012, 08:29:39 am
Those quotation marks are a little displaced in most of the names.

This was what I was thinking.

Also, not sure how I feel about Link being called an elf, but that's nitpicking already. It sounds like the beginning of Link to the Past! XD Good job.
Title: Re: Screenshots
Post by: RetroRain on August 23, 2012, 03:42:14 pm
Those quotation marks are a little displaced in most of the names.

This was what I was thinking.

Yeah, they are, but if you notice, those are the same quotes that the original game uses.  It's just the way the quotes are placed in the 8x8 tiles.  Take a look.

(http://i16.photobucket.com/albums/b26/EXbox/originalstory.png)

Still, I should try to fix them though.  It doesn't look good like that.  So, I have a few touch ups to do, but at least I know what needs fixing.  Thanks. :)

Also, not sure how I feel about Link being called an elf, but that's nitpicking already.

Isn't that what Link is though?  I googled it, and it said that he is a Hylian, which is an "elf-like" being from the land of Hyrule.  I'm not a super super Zelda fan (as in, I stopped playing Zelda games after Link's Awakening, because in my opinion, the series went down hill after that), so I'm not familiar with certain little things.
Title: Re: Screenshots
Post by: Garoth Moulinoski on August 23, 2012, 04:01:08 pm
Whether Link is or isn't an elf is really up to the person. Most fans nowadays might try to put your head on a pike for even thinking Link is an elf... but I think the official materials for the first game do refer to Link as an elf of some kind (or maybe that was on NOA's side).

Either way, if it isn't relevant to the story, I'd just play it safe and remove the references to any type of elf-kind. *shrug* Although it might be funny to see the reactions of a bunch of foam frothing rage nerds with no lives. Heh.

As for the quotation marks...

Yeah, I figured you were alluding to that, but if you're going out of your way to change this screen, you might as well fix it. :P I think the VC ports of LoZ and the GCN/GBA ports actually do fix it. I'd check, but I'm at work right now.
Title: Re: Screenshots
Post by: Googie on August 28, 2012, 02:32:51 pm
A ROM has been dumped called Angry Birds 2 (a you tube user calls it that) but we'll call it Angry Birds - Moai Kun hack. It's a typical graphics hack that's been half assed done with palettes just like Mario Kun. Moai Senpai can open this ROM so here's what I did...

I didn't do the title screen, I'm just showing it off cause it look cool for the NES.

(http://img.photobucket.com/albums/v681/QB3CF/ab_title.png)

This game starts on level 2 for some reason, dunno why...

(http://img.photobucket.com/albums/v681/QB3CF/ab_1.png)

Here's level three, (level 2)

(http://img.photobucket.com/albums/v681/QB3CF/ab_2.png)

What do you think, should I work on this? My SMB3 hack & my MM1 hack has me stuck at the moment.
Title: Re: Screenshots
Post by: Vanya on August 28, 2012, 09:29:00 pm
That's actually pretty neat. Too bad the game play has nothing to do with Angry Birds in the slightest. Although, it must be nice to kick the shit outta those pigs for once.
Title: Re: Screenshots
Post by: MontyMole on August 29, 2012, 10:57:50 am
There is another version of this I've seen which is just a hack of New Zeland Story.  Though can't seem to locate a picture of it at the moment.
Title: Re: Screenshots
Post by: justin3009 on August 30, 2012, 09:21:27 pm
(http://i45.tinypic.com/bfgtqa.png) - You can't really tell in this image, but the Sub-Blurbs before bosses WAS in the English version of Mega Man 7, just no code was called.  I restored that.

Now as for Roll/Auto having their own dialects after defeating certain bosses, that entire portion seems to be completely wiped out in every aspect.  Code, dialogue, etc.. Nothing exists.  I've copied the JP code over and it works flawlessly still, but Roll/Auto will not load up unless you want the game to go crazy.

Edit: It's probably even easier in all honesty just to hack the JP version and import the English text.  Saves time.
Title: Re: Screenshots
Post by: SCD on August 30, 2012, 10:32:30 pm
(http://i45.tinypic.com/bfgtqa.png) - You can't really tell in this image, but the Sub-Blurbs before bosses WAS in the English version of Mega Man 7, just no code was called.  I restored that.

Now as for Roll/Auto having their own dialects after defeating certain bosses, that entire portion seems to be completely wiped out in every aspect.  Code, dialogue, etc.. Nothing exists.  I've copied the JP code over and it works flawlessly still, but Roll/Auto will not load up unless you want the game to go crazy.

Edit: It's probably even easier in all honesty just to hack the JP version and import the English text.  Saves time.

I agree with you, it's best to make a English translation patch with the American names for all the characters and the Mega Man VII title screen for the Japanese Version. You can get information about the Japanese Version and a English script of it as well from here: http://bobcatmoran.livejournal.com/72187.html
Title: Re: Screenshots
Post by: Googie on September 03, 2012, 12:56:56 pm
After 5 years on ice, Mega Man In St. Canard is in progress. I'm working on Bombman's level (Mega Volt's level) so far so good with the level scrolling. I hope to get better with the later levels. ^_^

(http://img.photobucket.com/albums/v681/QB3CF/mmsc1.png)

(http://img.photobucket.com/albums/v681/QB3CF/mmsc2.png)

Photobucket is acting up right now so you might not see one of the pics atm...
Title: Re: Screenshots
Post by: justin3009 on September 05, 2012, 02:53:44 am
(http://i50.tinypic.com/zu3xhz.png) - Boredom.  I've got two sets of graphics for Tia in the game.  She can use knives and such, so why the hell would she still have whip graphics with a knife?  (It's just a sword graphic swap but I've created a few custom sprites for a whole new slash animation that's completely different from her whip one.)

I've already got a table in the works that splits all 7 PC's graphics up so they can load their own set of graphics depending on the weapon they have on.  I just need to create another check for each character to see if they have a Sword/Axe/Whip/Bow/Spear/Rod/Tools.

Obviously not everyone can use every weapon, but it'd be a global check routine none-the-less.

Also, fun stuff, with this code I have at the moment, simple enough to add WAYYY more than 7 PCs into the game.

Edit: An interesting note.  Each PC's name can be as long as they want to be.  The game automatically expands text box size depending how long their PC name is.  Being that's the case, I may see if I can make each PC's name be at least 6 characters long normally (Maybe 7 if I can push it.  Though that requires some major re-arrangement in the battle screen.)
Title: Re: Screenshots
Post by: gadesx on September 06, 2012, 05:44:29 am
@justin3009

its nice see that someone is trying making changes in lufia 2, I remember try something:
Quote
"The monster statistic data is located at hex offset: 1A0780."

byte 1 - color palette?
byte 2 - hp (reverse)
byte 3 - hp (reverse)
byte 4 - mp (reverse)
byte 5 - mp (reverse)
byte 6 - ATK(reverse)
byte 7 - ATK (reverse)
byte 8 - DFP(reverse)
byte 9 - DFP(reverse)
byte 10 - AGL (x2 ingame)
byte 11 - int
byte 12 - gut
byte 13 - mgr
byte 14  EXP
byte 15- EXP 2bytes ^8
byte 16 Money (reverse)

0002B2B00 (xx) Start level maxim
0002B2B01 (00= status normal  01=poison 02=silence etc)
Title: Re: Screenshots
Post by: Pennywise on September 09, 2012, 10:27:13 pm
(http://i207.photobucket.com/albums/bb11/gwood102/CQ-3.png)

I made some progress in accessing some secret (and bizarre) content by switching some offset bytes. Now I need to reverse-engineer the code some more to figure out where in the game the code is accessed.

Btw, this is like a secret programmer's message that I think he did for his daughter because Ohkubo is the main programmer.
Title: Re: Screenshots
Post by: Celice on September 11, 2012, 03:00:00 pm
Sweet find! But it's somehow freakin' me out a little :(
Title: Re: Screenshots
Post by: Xenesis on September 12, 2012, 08:43:24 pm
This is far more fun than it deserves to be:

(http://www.warsworldnews.com/xenesis/aw2awds3.png)
(http://www.warsworldnews.com/xenesis/aw2awds4.png)
Title: Re: Screenshots
Post by: justin3009 on September 13, 2012, 09:15:23 am
Nevermind <_<
Title: Re: Screenshots
Post by: KingMike on September 13, 2012, 09:52:14 am
Replacing the X button description?
Title: Re: Screenshots
Post by: justin3009 on September 13, 2012, 04:03:24 pm
Oh god, that's awkward.  I honestly didn't even know the X button was used as the description <_<...

Eh, I could just use that bottom box as a 'Press X to view description' thing then. 

(http://i48.tinypic.com/35i8v1v.png)(http://i48.tinypic.com/103zqm1.png) - And I guess it turned into that :'D
Title: Re: Screenshots
Post by: Pennywise on September 29, 2012, 12:24:31 am
(http://i207.photobucket.com/albums/bb11/gwood102/MSG-0.png)

I'm stoked. Script's been inserted and now it's going to be a very long process of internal testing and refinement.
Title: Re: Screenshots
Post by: justin3009 on September 29, 2012, 09:32:09 am
(http://i48.tinypic.com/72woy9.png) - Pretty sure I've posted something on this before.  I'm working on implementing Zero in X2.  I was doing so MONTHS ago but everything was so coded badly (Much like my X3 version) and decided to start doing it from scratch.

So far, it's fixed a horde of horrible bugs and it's a lot easier to work with.  I've also found a couple natural VRAM bugs that occur, so I may have a bit more bug fixing on the side to do for the heck of it.  The main thing that's left is incorporating the Icon Swapping from X3, Character Swapping and Ride Armor stuff.  The only real difficulty I may have is the Character Swapping portion.  If I want to mimic X3, there'll be some fun menu re-designing coming up.
Title: Re: Screenshots
Post by: Lenophis on September 29, 2012, 03:50:31 pm
(http://slickproductions.org/img/Pandoras_Box/double%20click00.png)

It took a discussion with assassin to get inspiration, but the hit rate of the weapon selected is now a visible stat, and quite frankly, it's something that should've been in there to begin with!
Title: Re: Screenshots
Post by: DarknessSavior on September 29, 2012, 05:33:00 pm
Lookin' good!

I do want to point out two mistakes, however. "Ignore bef." and "2x jump bmg". Mistake in your table?

~DS
Title: Re: Screenshots
Post by: LostTemplar on September 29, 2012, 05:40:43 pm
Pretty sure that's a capital D.
Title: Re: Screenshots
Post by: Lenophis on September 29, 2012, 06:55:58 pm
Yeah, those are d's. :thumbsup:
Title: Re: Screenshots
Post by: DarknessSavior on September 29, 2012, 08:42:43 pm
Yeah, those are d's. :thumbsup:
Ah, you're right! It's just really hard to tell when they're not lit up, because of the shading. God, that's weird.

Sorry. XD

~DS
Title: Re: Screenshots
Post by: KingMike on September 29, 2012, 10:24:45 pm
(http://slickproductions.org/img/Pandoras_Box/double%20click00.png)

It took a discussion with assassin to get inspiration, but the hit rate of the weapon selected is now a visible stat, and quite frankly, it's something that should've been in there to begin with!

Hit Rate is a stat that matters in FF6? :D
Title: Re: Screenshots
Post by: Garoth Moulinoski on September 29, 2012, 11:52:47 pm
Ah, you're right! It's just really hard to tell when they're not lit up, because of the shading. God, that's weird.

Sorry. XD

~DS

To be fair, it also took me a couple of glances to see the "D" in them. It still looks an awful lot like b's... :(

(http://i207.photobucket.com/albums/bb11/gwood102/MSG-0.png)

I'm stoked. Script's been inserted and now it's going to be a very long process of internal testing and refinement.

What is that? Looks cool!
Title: Re: Screenshots
Post by: KingMike on September 30, 2012, 02:10:37 am
Metal Slader Glory, a text adventure (and the largest licensed FC/NES game at 512KB PRG-ROM and 512KB CHR-ROM), though it was also remade as the final licensed SFC game.
Title: Re: Screenshots
Post by: Murugo on September 30, 2012, 06:48:59 pm
Made a Jeopardy! NES hack for a video game broadcaster over the summer. Most of the answers are inside jokes about the show and his followers, as well as other casters on the site. I think he enjoyed it.

(http://i.imgur.com/aVNJb.png)
(http://i.imgur.com/Cavn9s.png) (http://i.imgur.com/Cavn9.png)(http://i.imgur.com/0uHrls.png) (http://i.imgur.com/0uHrl.png)(http://i.imgur.com/OSJ8Ks.png) (http://i.imgur.com/OSJ8K.png)(http://i.imgur.com/VLahvs.png) (http://i.imgur.com/VLahv.png)
(http://i.imgur.com/NGZyTs.png) (http://i.imgur.com/NGZyT.png)(http://i.imgur.com/y3o0Ks.png) (http://i.imgur.com/y3o0K.png)(http://i.imgur.com/E350gs.png) (http://i.imgur.com/E350g.png)(http://i.imgur.com/rjR78s.png) (http://i.imgur.com/rjR78.png)
Title: Re: Screenshots
Post by: DarknessSavior on September 30, 2012, 09:10:58 pm
Certainly looks fun. You should release it!

~DS
Title: Re: Screenshots
Post by: Pennywise on October 01, 2012, 05:07:23 pm
(http://i207.photobucket.com/albums/bb11/gwood102/Cookie-0.png)

Hacked the game to display one line at a time when it was originally doing two for the dakuten row. I also had to omit the text that specifies directly who's speaking, in this case, D'ouevre:. Since it was pretty obvious already, nothing is lost.
Title: Re: Screenshots
Post by: DSwizzy145 on October 02, 2012, 11:52:13 am
Are you translating this game?! :-D nice! And i was curious for a translation too :)
Title: Re: Screenshots
Post by: Carnivol on October 02, 2012, 12:54:10 pm
(http://i207.photobucket.com/albums/bb11/gwood102/MSG-0.png)

Woah! That and its SNES remake has always been on my now relatively short list of retro games I'd love to play through (in English).
Title: Re: Screenshots
Post by: Pennywise on October 04, 2012, 04:23:38 pm
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00007.jpg)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00006.jpg)

I see your 8 character limit and I raise you 18.
Title: Re: Screenshots
Post by: darkanx on October 04, 2012, 07:50:25 pm
Made a Jeopardy! NES hack for a video game broadcaster over the summer. Most of the answers are inside jokes about the show and his followers, as well as other casters on the site. I think he enjoyed it.

(http://i.imgur.com/aVNJb.png)
(http://i.imgur.com/Cavn9s.png) (http://i.imgur.com/Cavn9.png)(http://i.imgur.com/0uHrls.png) (http://i.imgur.com/0uHrl.png)(http://i.imgur.com/OSJ8Ks.png) (http://i.imgur.com/OSJ8K.png)(http://i.imgur.com/VLahvs.png) (http://i.imgur.com/VLahv.png)
(http://i.imgur.com/NGZyTs.png) (http://i.imgur.com/NGZyT.png)(http://i.imgur.com/y3o0Ks.png) (http://i.imgur.com/y3o0K.png)(http://i.imgur.com/E350gs.png) (http://i.imgur.com/E350g.png)(http://i.imgur.com/rjR78s.png) (http://i.imgur.com/rjR78.png)

This looks like awesome fun. You should totally tweak it to be less inside-jokey and release a patch!
Title: Re: Screenshots
Post by: KingMike on October 04, 2012, 08:08:39 pm
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00007.jpg)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00006.jpg)

I see your 8 character limit and I raise you 18.
Isn't that 17? (GB screen width is 20 tiles, so 18 tiles would be the entire width of the window minus borders)
Would it work to overlap the stat window in the bottom right over the menu in the bottom left (or reverse). Could get that important one extra tile to fully spell Agility and Defense (and maybe change Strength to Power).
Title: Re: Screenshots
Post by: Pennywise on October 04, 2012, 09:43:22 pm
My bad, 17, but I forgot that I have to account for the equip icon, so it's 16.

I'm going to shrink the box to the left of the stats to fit in the aforementioned full stat names. I'll either squishy Strength for that extra letter or do Power like you said.
Title: Re: Screenshots
Post by: DSwizzy145 on October 05, 2012, 12:29:36 am
Which Gameboy game is that?
Title: Re: Screenshots
Post by: KingMike on October 05, 2012, 12:49:50 am
Glory of Heracles: The Snap Story

Is this an expansion of the current translation?
Title: Re: Screenshots
Post by: Gideon Zhi on October 06, 2012, 06:50:16 pm
(http://agtp.romhack.net/temp/smwhack000.png)

Notable patches in play here are RPG-Styled HP and MP Counter v1.1, SRAM Expand, LR Powerup and 6-digit Coin Counter. I've customized LR Powerup and RPG HP some so they play nice together, and so RPG HP plays nice with SRAM Expand. I've gutted a bunch of features out of RPG HP that I don't need (MP, and everything surrounding death, since if I continue this hack Mario will only have one life) and LR Powerup now cycles only through powerups that the player has specifically acquired via custom sprites. In particular, the feather in that screenshot enables Cape as an ability; after collecting the feather, the player will be able to cycle from Super Mario to Cape Mario and back by hitting L or R. Fire Mario and Mini Mario are similarly unlockable, though their sprites aren't quite right yet. RPG HP needs a little further customization as I'm only planning on letting Mario get two digits worth of HP.
Title: Re: Screenshots
Post by: Rhys on October 07, 2012, 03:47:55 pm
wow that sounds badass :o how long have you been working on it?
Title: Re: Screenshots
Post by: DarknessSavior on October 07, 2012, 04:30:03 pm
(http://cdn.memegenerator.net/instances/400x/27971844.jpg)

Srsly. This needs to happen.

~DS
Title: Re: Screenshots
Post by: Gideon Zhi on October 07, 2012, 06:55:14 pm
wow that sounds badass :o how long have you been working on it?

I started on Friday night! That screenshot showcases roughly five combined hours of hacking. I'd probably spent about twice that getting that far, but that includes hacking in new music (which, yes, works on both bsnes and real hardware - I've witnessed it on both) and a failed attempt at putting Tap-Tap The Red Nose into the area underneath Yoshi's Island 1.

I now have map names displaying. They default to "Map XXX" where XXX is the 3-digit hex number of the current map. I've also hacked HP down to two digits, and I've moved the coin counter up. The second line of the status bar is going to be reserved for indications of what you've collected so far.

The end goal of this is to turn the game into one large contiguous level, Metroid-style. Mario's HP will be expandable via one-time pickups, he'll have unlockable abilities (currently at least planning Ground Pound, Wall Jump, Triple Jump and maybe a sliding attack; normal spin jump will be locked at start as well), and he'll be able to collect healing items either by purchasing them or by picking them up when randomly dropped by enemies. I'd like to add new powerup abilities too (hammer suit, frog suit, tanuki suit and maybe boomerang suit, each with world-expanding powers) but I don't know how easy that will be. Similarly, I'd like to add new enemies, including bosses, which I know has been done before but seems to have a bit of a learning curve to it.
Title: Re: Screenshots
Post by: optomon on October 11, 2012, 11:42:59 pm
(https://sites.google.com/site/letsopenit/guardians.jpg)

The first two bosses in Pyron, not yet coded. The one on the left is the much more innocuous looking, and two dimensional. I don't know if I should go back and "shine" up some of the sprites in the game, but there is only so much time in the world.
Title: Re: Screenshots
Post by: Revenant on October 13, 2012, 12:24:35 am
babbys first translation project

(https://dl.dropbox.com/u/43107309/schbib-j.png)(https://dl.dropbox.com/u/43107309/schbib-e2.png)

Stumbled upon a pretty fun BS-X game (http://superfamicom.org/blog/2008/11/funky-satellaview-downloads-kaizo-choujin-schbibinman-zero/), got bored, hacked up a new text routine and dumped the (short) script for absolutely no reason. Dunno if I'll do anything with it (unless I find someone willing to translate and spice up about 9kb of somewhat terse dialogue), but hey, sometimes boredom can be fun.
Title: Re: Screenshots
Post by: Gideon Zhi on October 13, 2012, 12:27:25 am
Oooh, I recognize that game. Very nice work with the text!
Title: Re: Screenshots
Post by: Revenant on October 13, 2012, 12:43:44 am
Thanks  ;D

The one thing I don't like about my routine is that it doesn't have the bottom-up "fade out" effect anymore, but it's pretty unimportant.
Title: Re: Screenshots
Post by: RetroHelix on October 13, 2012, 03:10:56 am
Stumbled upon a pretty fun BS-X game (http://superfamicom.org/blog/2008/11/funky-satellaview-downloads-kaizo-choujin-schbibinman-zero/), got bored, hacked up a new text routine and dumped the (short) script for absolutely no reason. Dunno if I'll do anything with it (unless I find someone willing to translate and spice up about 9kb of somewhat terse dialogue), but hey, sometimes boredom can be fun.
I would like to read much more such posts here.

Well done. This looks very professional.  :thumbsup:
Title: Re: Screenshots
Post by: ChronoMoogle on October 13, 2012, 02:47:35 pm
Sweet! One of the best BS-X games, esspeacialy because of the 2 Player Mode! It really deserves a translation and is a very unique and cool project - BS-X games dont get a lot attention from romhackers even though there are even still untranslated Squaresoft games around (with Radical Dreamers being the only translated BS-X game so far)
Title: Re: Screenshots
Post by: DSwizzy145 on October 13, 2012, 11:04:09 pm
Sweet! One of the best BS-X games, esspeacialy because of the 2 Player Mode! It really deserves a translation and is a very unique and cool project - BS-X games dont get a lot attention from romhackers even though there are even still untranslated Squaresoft games around (with Radical Dreamers being the only translated BS-X game so far)
I agree! and games like BS Treasure Conflix should be translated soon! :)
Title: Re: Screenshots
Post by: DarknessSavior on October 14, 2012, 12:18:20 am
babbys first translation project

(https://dl.dropbox.com/u/43107309/schbib-j.png)(https://dl.dropbox.com/u/43107309/schbib-e2.png)

Stumbled upon a pretty fun BS-X game (http://superfamicom.org/blog/2008/11/funky-satellaview-downloads-kaizo-choujin-schbibinman-zero/), got bored, hacked up a new text routine and dumped the (short) script for absolutely no reason. Dunno if I'll do anything with it (unless I find someone willing to translate and spice up about 9kb of somewhat terse dialogue), but hey, sometimes boredom can be fun.
As a huge tokusatsu fan, I would be more than willing to translate and spice up the text for you. :D

~DS
Title: Re: Screenshots
Post by: Pennywise on October 14, 2012, 01:17:56 am
If you proceed with the Sxxx-man translation, please come up with a title that doesn't sound like a load of gibberish and/or is just a romanized version. I have an interest in the series and would like to it see it done justice with a bit of localization/creativity.
Title: Re: Screenshots
Post by: KingMike on October 14, 2012, 02:21:30 am
Shockman Zero?
(or seeing as how the Shockman that was released was the second game, I'd guess you'd have to go with Shockman -1? :D )
Title: Re: Screenshots
Post by: DarknessSavior on October 14, 2012, 02:59:18 am
If you proceed with the Sxxx-man translation, please come up with a title that doesn't sound like a load of gibberish and/or is just a romanized version. I have an interest in the series and would like to it see it done justice with a bit of localization/creativity.
If I could figure out what Shubibin means, it would be a great deal of help in that regard. But unfortunately, information on the internet is pretty scarce about this series. Hell, even the wikipedia articles and HG101 has the kanji for the main part of the title wrong (改造超人 instead of 改造町人)

~DS
Title: Re: Screenshots
Post by: Celice on October 14, 2012, 12:29:15 pm
(https://sites.google.com/site/letsopenit/guardians.jpg)

The first two bosses in Pyron, not yet coded. The one on the left is the much more innocuous looking, and two dimensional. I don't know if I should go back and "shine" up some of the sprites in the game, but there is only so much time in the world.
It's not like the sprites couldn't be polished later on, if time does show up, and you still wanna :police: But they still look cool! Been looking forward to Pyron for a looong time.
Title: Re: Screenshots
Post by: Revenant on October 15, 2012, 12:48:51 am
As a huge tokusatsu fan, I would be more than willing to translate and spice up the text for you. :D

~DS
That would be great! I can send the script your way soon, I just need to annotate it a bit first.

Shockman Zero?
That's what I was thinking of changing it too, just for the sake of consistency and being able to steal the title logo, but other sensible suggestions are welcome too, of course :P
Title: Re: Screenshots
Post by: Crysta on October 15, 2012, 11:34:21 am
I actually did.. well.. mockups (couldn't program then either) of a titlescreen and some of the intro graphics for that game about 6 years ago.. been waiting that long for someone to decide to translate it. Nothing special and will probably get passed over, but still...

(http://img.photobucket.com/albums/v128/crystaelf/Imagsergsree2ass.png)
(http://img.photobucket.com/albums/v128/crystaelf/Imagefee27.png)
(http://img.photobucket.com/albums/v128/crystaelf/Imagererree9.png)

Note I have no translating ability at all, so I can't really remember where I got the line above the title from. Did I make it up? Did I deuce it out somehow? Not a damn clue. That was 6 years ago.
Title: Re: Screenshots
Post by: DarknessSavior on October 15, 2012, 08:44:21 pm
You probably got the subtitle from the various sources online which claim it's 改造超人 (Cyborg Superhuman) instead of what it really is 改造町人 (Cyborg Townsfolk or something...).

~DS
Title: Re: Screenshots
Post by: BRPXQZME on October 15, 2012, 10:10:43 pm
I think there is a joke here, in that that’s not really the correct reading for 町人, but they’re going with it anyway.

Perhaps シュビビン is a contraction of シュビビーム (because the ン morphs into an ‘m’ in front of マン). What’s a シュビ? I don’t know what it シュビ.
Title: Re: Screenshots
Post by: Garoth Moulinoski on October 15, 2012, 10:11:02 pm
...Merchant... At least, it's what jisho says...

かいぞうちょうにん. It shares a similar pronunciation with 超人 (ちょうじん)

Oh man! I'm useful! :'(
Title: Re: Screenshots
Post by: DarknessSavior on October 15, 2012, 10:20:30 pm
...Merchant... At least, it's what jisho says...

かいぞうちょうにん. It shares a similar pronunciation with 超人 (ちょうじん)

Oh man! I'm useful! :'(
Except the furigana for those kanji read ちょうじん, which, I guess is where the joke lies.

~DS
Title: Re: Screenshots
Post by: Crysta on October 15, 2012, 11:18:18 pm
You probably got the subtitle from the various sources online which claim it's 改造超人 (Cyborg Superhuman) instead of what it really is 改造町人 (Cyborg Townsfolk or something...).

~DS

I apologize for butting in there then. Though, to be honest, given the sense of humor the games have.. I would expect that misunderstanding is on purpose and the base of some joke wherein the mad scientist that "created" the characters was asked for the former but provided the latter.
Title: Re: Screenshots
Post by: DarknessSavior on October 15, 2012, 11:49:59 pm
Sounds about right. It's a play on one of the things from Masked Rider. For instance, in Masked Rider Black, the main character is modified to be a cyborg (or a 改造人間, literally "remodeled human", but the term in this case implies cyborg).

~DS
Title: Re: Screenshots
Post by: Gideon Zhi on October 18, 2012, 06:54:47 pm
(http://agtp.romhack.net/temp/jojo000.png)

Proof of concept.
Title: Re: Screenshots
Post by: DSwizzy145 on October 18, 2012, 07:20:35 pm
(http://agtp.romhack.net/temp/jojo000.png)

Proof of concept.
Jojo's bizzare adventure on SFC! :D your translating this game?!
Title: Re: Screenshots
Post by: Gideon Zhi on October 18, 2012, 11:15:55 pm
Spent a couple of hours dumping the script. We'll see if anything comes of it.

Anyone interested (and skilled enough), feel free to PM me.
Title: Re: Screenshots
Post by: Vanya on October 19, 2012, 12:52:22 pm
Spent a couple of hours dumping the script. We'll see if anything comes of it.

Anyone interested (and skilled enough), feel free to PM me.

Completely off topic, but every time I read your posts, Gideon, it's in Professor Farnsworth's voice. :cheers: ;)
Title: Re: Screenshots
Post by: Gideon Zhi on October 20, 2012, 01:22:06 am
(http://agtp.romhack.net/temp/jojo003.png)

Insertion system works. Now, in a possible first for a translation hack, I am going to attempt to make the font BIGGER. (As in, 8x16. But still.)
Title: Re: Screenshots
Post by: Tomato on October 20, 2012, 09:30:01 am
Actually, I think the J2E FF4 patch increased the main font size, although I might be wrong about that.
Title: Re: Screenshots
Post by: DarknessSavior on October 20, 2012, 09:38:14 am
Actually, I think the J2E FF4 patch increased the main font size, although I might be wrong about that.
No, you're right. They used the dakuten/handakuten system that was in place to make the font 8x16 instead of 8x8. And no one thought that was a good idea.

For JoJo? I think Gid could probably make it work. The font is a bit too small right now, and in the Japanese version it's a MIX of 8x16 and 8x8 (all of the kanji are 8x16. Or maybe...8x12? They're bigger than the kana).

~DS
Title: Re: Screenshots
Post by: Gideon Zhi on October 20, 2012, 01:00:03 pm
And let's be fair: J2E's font isn't exactly easy on the eyes.

Anyway, got it working. Font's the same one I used in Esper Dream 2.
(http://agtp.romhack.net/temp/jojo005.png)
Best part is that it acts only on a specific character range, so I can have both 8x8 and 8x16 in the same window.
(http://agtp.romhack.net/temp/jojo006.png)
Title: Re: Screenshots
Post by: DarknessSavior on October 20, 2012, 01:03:29 pm
Hah. Nice.

~DS
Title: Re: Screenshots
Post by: ChronoMoogle on October 20, 2012, 10:15:16 pm
Pretty interesting game... actually I have no idea how the gameplay is, even though I am pretty familiar with the Super Famicom library. Good reason to play this game.
Title: Re: Screenshots
Post by: Gideon Zhi on October 20, 2012, 10:23:20 pm
Pretty interesting game... actually I have no idea how the gameplay is, even though I am pretty familiar with the Super Famicom library. Good reason to play this game.

It's a mixture between a rudimentary point-and-click adventure game and an RPG. You walk around in the side view and can interact with the background to a limited extent. You talk to people, buy stuff in shops, use items, etc like you would in an adventure game. But you also get into turn-based battles, equip weapons and armor, and level up like you would in a regular RPG. There's a bit more to it than that, but that's the broad strokes at least.
Title: Re: Screenshots
Post by: Celice on October 24, 2012, 02:28:56 am
(http://agtp.romhack.net/temp/jojo003.png)

Insertion system works. Now, in a possible first for a translation hack, I am going to attempt to make the font BIGGER. (As in, 8x16. But still.)
I actually like this font better. Maybe slightly larger, but the other one feels way too large and... bulbous? Its size doesn't feel consistent with the sizes of other graphical elements on the screen, I guess. Also on entirely unfounded grounds, the second font doesn't seem to fit the style of the game.

It's unfounded because I don't know what style of game the game is D:
Title: Re: Screenshots
Post by: Gideon Zhi on October 26, 2012, 12:06:49 am
It's based on a manga, so I wanted to go with something cartoony. The font's not final by any stretch, but maybe it looks better now that I've expanded the windows a little. Less claustrophobic.

(http://agtp.romhack.net/temp/jojo021.png) (http://agtp.romhack.net/temp/jojo022.png)

... except where expansion isn't really possible:
(http://agtp.romhack.net/temp/jojo023.png)

Edit: Should also note that at this point all of Jotaro's and Joseph's dialog strings have been translated.

Edit 2: Now with expanded equip screen. Before and after...
(http://agtp.romhack.net/temp/jojo007.png) (http://agtp.romhack.net/temp/jojo027.png)
Not 100% satisfied with the layout, but it'll do for now. I can move basically every element of it, though repositioning the graphs is tricky 'cuz there's some palette stuff going on outside of the actual variable placement array. And yes, "Attack Item" and "Defense Item" will end up as Weapon and Armor respectively, or some similes thereof.
Title: Re: Screenshots
Post by: Neil on October 28, 2012, 11:38:22 am
Have you thought of using the 8x8 font for the weapon/armor text? Might make the screen look less cluttered.
Title: Re: Screenshots
Post by: Gideon Zhi on October 28, 2012, 01:31:30 pm
The trick is differentiating between the two in different situations, as the strings are all loaded from the same place.
Title: Re: Screenshots
Post by: Revenant on October 30, 2012, 07:15:06 am
After two weeks of being lazy and preoccupied with other stuff, I finally sent the Schbibinman (Shockman? Probably.) script off (much appreciated again, DS!) At some point in the meantime I got around to rewriting the text routine a second time so it includes the original fade out effect, and then stole some lowercase letters from Deluxe Paint (I thought I had seen the game's 8x8 font in mixed-case in some other game, but I couldn't find it, so oh well.) I dunno how good all of that plus the colored text looks together, but I'm fairly satisfied with it, I guess.

(http://dl.dropbox.com/u/43107309/schbibinman2.gif)

I actually did.. well.. mockups (couldn't program then either) of a titlescreen and some of the intro graphics for that game about 6 years ago.. been waiting that long for someone to decide to translate it. Nothing special and will probably get passed over, but still...

Looks nice! You wouldn't mind me using these would you?  :)
Title: Re: Screenshots
Post by: Crysta on October 30, 2012, 10:06:11 am
Not at all, but you still might want to look for a better translation for the title if the conversation is anything to go by.
Title: Re: Screenshots
Post by: Xenesis on November 01, 2012, 07:39:32 am
Successful in my various silly AW endeavours.

(http://www.warsworldnews.com/xenesis/bh30sturmskills-1.png)

(http://www.warsworldnews.com/xenesis/dormap1.png)
(http://www.warsworldnews.com/xenesis/dormap2.png)

:D
Title: Re: Screenshots
Post by: M-Tee on November 21, 2012, 11:26:23 pm
(http://i45.tinypic.com/2hyv61h.png)

Thought I'd share this quick palette hack.
It always bothered me that the original palette resulted in Winston looking like a gargoyle. Here, I've changed all of the occurences of the main spite palette so that the Ghostbusters all use their tan suits instead of gray ones. The result? Winston is inaccurately mocha as opposed to inaccurately stone.
Title: Re: Screenshots
Post by: Pennywise on November 25, 2012, 03:56:15 pm
(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-1.png)(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-2.png)

Font's been hacked down to 8x8 and it appears to be working fine. Now I need to do an expansion hack so I can fit all the text back in.

Font's (and text consequently) not final. I'm looking a for a militaristic font that has a lower case.
Title: Re: Screenshots
Post by: DSwizzy145 on November 25, 2012, 06:34:22 pm
Your translating on the japanese famicom version of Bionic Commando? :D
Title: Re: Screenshots
Post by: KingMike on November 26, 2012, 01:22:36 am
(http://i55.photobucket.com/albums/g155/sahagin/MomoENTest-66.png)
Any ideas on this?
I guess I'll probably just find a brushstroke font and fit "Wonderful!" (maybe look at printing it just once?)
It's the final screen to Momotarou Densetsu (well, it will also allow to push any button to alternate between this screen and your final game stats).
I finally beat the game.
Spoiler:
(surprising to find the final boss one of the easiest in the game), and the ending itself, probably better than I'd expect out of a 1987 game. :)
That partial disassembly I did last year proved real useful in quickly locating and fixing a major game-breaking bug with the final boss.
Spoiler:
It sends an army of enemies after you, one at a time. Turns out this bunch of free space that was a bunch of 0xFFs?
Well, it seems that data was the list of enemies it sends out, and the FF is the cue that the enemy parade is over and to proceed to the final battle. Without that, it would send glitch enemies afterwards, with (seemingly) no end.

Probably among the last few remaining issues with this game.

And I take a go at doing it myself:
(http://i55.photobucket.com/albums/g155/sahagin/MomoENTest-70.png)
As well, I created an icon for the Sparrow's Nest game (a game about picking a prize from a basket. The icon is supposed to be an egg coming out of a basket).
(http://i55.photobucket.com/albums/g155/sahagin/MomoENTest-69.png)
Title: Re: Screenshots
Post by: DarknessSavior on November 27, 2012, 02:10:01 pm
If that's the ending screen, it doesn't mean "wonderful". It's the traditional phrase in Japanese for ending a story or a book. So it's something like "And they all lived happily ever after..."

~DS
Title: Re: Screenshots
Post by: KingMike on November 27, 2012, 05:59:42 pm
The last cutscene ends with a "happily ever after" line before displaying this screen, so that feels a bit redundant.

Maybe I could look at removing one of the copies of the message, print it in the enter, and change to THE END and/or PRESENTED BY.
(though you can also look at the status screen afterwards, but with THE END added in regular text. Just like this NPC at the beginning of the game suggested, you could I guess take a photo of the screen and brag to your friends or something. :D )
Title: Re: Screenshots
Post by: MathUser2929 on December 06, 2012, 01:54:08 pm
Made a Jeopardy! NES hack for a video game broadcaster over the summer. Most of the answers are inside jokes about the show and his followers, as well as other casters on the site. I think he enjoyed it.

(http://i.imgur.com/aVNJb.png)
(http://i.imgur.com/Cavn9s.png) (http://i.imgur.com/Cavn9.png)(http://i.imgur.com/0uHrls.png) (http://i.imgur.com/0uHrl.png)(http://i.imgur.com/OSJ8Ks.png) (http://i.imgur.com/OSJ8K.png)(http://i.imgur.com/VLahvs.png) (http://i.imgur.com/VLahv.png)
(http://i.imgur.com/NGZyTs.png) (http://i.imgur.com/NGZyT.png)(http://i.imgur.com/y3o0Ks.png) (http://i.imgur.com/y3o0K.png)(http://i.imgur.com/E350gs.png) (http://i.imgur.com/E350g.png)(http://i.imgur.com/rjR78s.png) (http://i.imgur.com/rjR78.png)

Lol, I hope you finish this hack.
Title: Re: Screenshots
Post by: paul_met on December 13, 2012, 04:29:49 am
(http://i54.fastpic.ru/big/2012/1213/0d/fe1b6cc4ff6383ddc32d2a17cd6a3a0d.png) (http://i52.fastpic.ru/big/2012/1213/50/2207bf3c6956ef747773c659fa449e50.png)
Unfortunately I do not know yet how to increase the frame.
Title: Re: Screenshots
Post by: RetroHelix on December 13, 2012, 07:24:33 am
(http://i54.fastpic.ru/big/2012/1213/0d/fe1b6cc4ff6383ddc32d2a17cd6a3a0d.png) (http://i52.fastpic.ru/big/2012/1213/50/2207bf3c6956ef747773c659fa449e50.png)
Unfortunately I do not know yet how to increase the frame.
Looks nice. I think the magic button looks a bit off there but maybe it fits quite well if you are able to expand the frame.
PS. I remembered Geminis words seeing your screenshots: http://www.romhacking.net/forum/index.php?topic=15212.0 (http://www.romhacking.net/forum/index.php?topic=15212.0) . This does not look like an "easy" task. Gl with it.
Title: Re: Screenshots
Post by: MathUser2929 on December 13, 2012, 07:35:52 am
(http://i54.fastpic.ru/big/2012/1213/0d/fe1b6cc4ff6383ddc32d2a17cd6a3a0d.png) (http://i52.fastpic.ru/big/2012/1213/50/2207bf3c6956ef747773c659fa449e50.png)
Unfortunately I do not know yet how to increase the frame.


I think it looks fine.
Title: Re: Screenshots
Post by: paul_met on December 13, 2012, 10:40:16 am
Looks nice. I think the magic button looks a bit off there but maybe it fits quite well if you are able to expand the frame.
I had to move the button because the place for her was not enough.
Title: Re: Screenshots
Post by: KingMike on December 13, 2012, 11:06:57 am
(http://i54.fastpic.ru/big/2012/1213/0d/fe1b6cc4ff6383ddc32d2a17cd6a3a0d.png) (http://i52.fastpic.ru/big/2012/1213/50/2207bf3c6956ef747773c659fa449e50.png)
I'd probably arrange it so all the non-element stats (Resist, Speed, Moves) are on the left.
Title: Re: Screenshots
Post by: paul_met on December 13, 2012, 11:27:52 am
I'd probably arrange it so all the non-element stats (Resist, Speed, Moves) are on the left.
The fact that the elements of statistics are strings and not separate from each other arcs.
Code: [Select]
Magic-Fire-Ice-Wind;
Resist-Bolt-Dark-Holy;
Luck-Earth-Curse-Mind;
Speed-Extra;
Moves;
You can change the coordinates of the X-axis only. Lines carried by ordinary code "0A".
Title: Re: Screenshots
Post by: Myria on December 15, 2012, 02:14:26 am
(http://i54.fastpic.ru/big/2012/1215/4c/3bb7078fdebf8488993e2bc82d36d74c.png)

New dialogue renderer.  Supports the red text in proportional font mode.  The dialogue window is transparent because it's going to be drawn over a gradient background.  In fact, supporting red text like this more or less *required* switching to a transparent design, because I needed 3 colors on BG3.

The top left number is the built-in dialogue debug mode.  The hex at the top right is some status flags for my own purposes.
Title: Re: Screenshots
Post by: Azkadellia on December 15, 2012, 03:20:22 am
@Myria
Nice.
Title: Re: Screenshots
Post by: justin3009 on December 15, 2012, 08:45:20 am
@Myria: Damn that's REALLY nice
Title: Re: Screenshots
Post by: DSwizzy145 on December 15, 2012, 08:51:26 am
Whats the name of the game @Myria's screenshot :)
Title: Re: Screenshots
Post by: FlashPV on December 15, 2012, 09:09:56 am
It's the first Breath Of Fire.  :thumbsup:
Title: Re: Screenshots
Post by: DSwizzy145 on December 15, 2012, 04:12:37 pm
It's the first Breath Of Fire.
Thanks bro!!
Title: Re: Screenshots
Post by: KingMike on December 21, 2012, 12:29:07 am
Nearly finished Battle Zeque Den
(http://i55.photobucket.com/albums/g155/sahagin/zequechap_zpsa5b5d055.png)
Level titles inserted.
In the last week, I ended up having to pretty much completely rewrite my graphics compression tools.
I still had a few hard to find bugs with the tools with this screen to track down, but I got them.
The last major screen to redraw is the character-select.
I may end up leaving the options screen wallpaper alone unless someone more skilled can do a good mod. It's got a fancy pattern.
(I just went with Heavenly Wrath for the final level unless anyone can figure out a better translation.
Looks like I miscalculated and am actually limited to one 14-character line.)
(http://i55.photobucket.com/albums/g155/sahagin/zequehud_zpsc3c133b3.png)
EXP was an invisible stat in the original game. I made an ASM hack to add it to the HUD.
I suppose there's purists that would want a patch that leaves it hidden, though.
Title: Re: Screenshots
Post by: Pennywise on December 22, 2012, 12:28:19 am
(http://i207.photobucket.com/albums/bb11/gwood102/Cookie-6_zps2a2ba0e7.png)

So obviously I went with a fancy french menu, but I was wondering if I should bothering updating the rest of the menu aside from shifting a few sprites over? Perhaps redo and properly center the "Stage" graphics to use the same fancy font I used?
Title: Re: Screenshots
Post by: simonbelmont2 on December 22, 2012, 06:52:30 am
Because is an english translation why not translate the french menu in english?
You must redo the font because the menu is too close to stage number.
Another tip is to hack Hors d'oeuv's to display Hors d'oeuvre (from what I've understand it was a mistake in japanese. Here is the correct spell http://en.wikipedia.org/wiki/Hors_d%27oeuvre).

(http://i207.photobucket.com/albums/bb11/gwood102/Cookie-6_zps2a2ba0e7.png)

So obviously I went with a fancy french menu, but I was wondering if I should bothering updating the rest of the menu aside from shifting a few sprites over? Perhaps redo and properly center the "Stage" graphics to use the same fancy font I used?
Title: Re: Screenshots
Post by: Plint Michigan on December 22, 2012, 02:36:15 pm
(http://s2.postimage.org/6vlpgovtx/Megaman_III_E_PRG0_201212191402201.jpg) (http://postimage.org/image/6vlpgovtx/)

Right now I'm currently working on an addendum for Ridley X's second Megaman hack that splices in the music from DurfarC's Battle of Gamma in order to make the hack seem more fresh which may be released soon. Doing a lot of play-tests for it, though.

Even though it only requires one simple program and no hex-editing is required to make this hack, I'm learning that even a simple hack takes a bit of elbow grease.
Title: Re: Screenshots
Post by: danke on December 22, 2012, 03:40:31 pm
Because is an english translation why not translate the french menu in english?
You must redo the font because the menu is too close to stage number.
Another tip is to hack Hors d'oeuv's to display Hors d'oeuvre (from what I've understand it was a mistake in japanese. Here is the correct spell http://en.wikipedia.org/wiki/Hors_d%27oeuvre).

If you were to ditch the French, it would lose a substantial amount of charm and character. Most English speakers know what those words mean and we instantly relate them to haute cuisine.
Title: Re: Screenshots
Post by: Dizzy9 on December 22, 2012, 05:42:57 pm
(http://img23.otofotki.pl/obrazki/de772_battletoads-2.png)
Any ideas for better palette scheme?
Title: Re: Screenshots
Post by: KingMike on December 22, 2012, 09:55:09 pm
Because is an english translation why not translate the french menu in english?
You must redo the font because the menu is too close to stage number.
Another tip is to hack Hors d'oeuv's to display Hors d'oeuvre (from what I've understand it was a mistake in japanese. Here is the correct spell http://en.wikipedia.org/wiki/Hors_d%27oeuvre).
Because his name is a (misspelled) French term, it would imply he's a (stereotypical) French guy, and the restaurant he wants to take over is most likely a French restaurant (let's presume this stereotype-French-guy wants to run a business, but he's too cheap or lazy to open his own).
Title: Re: Screenshots
Post by: simonbelmont2 on December 23, 2012, 03:51:24 am
But what do you think KingMike about the french menu to be in English?
About his name I was referred in the stage select menu to be changed.
Anyway it's his translation and his work. I can hardly wait to release the translation.
Title: Re: Screenshots
Post by: Pennywise on December 23, 2012, 10:33:27 pm
(http://i207.photobucket.com/albums/bb11/gwood102/Cookie-7_zps36ac0205.png)

It took me way longer than I thought it would to move those stupid forks and knives. Now I just need to move those the tomato back a bit and I'll be done with this screen.

Should I shift Stage down so that it lines up better with 1, or should I replace the 1 with the same font as Stage?
Title: Re: Screenshots
Post by: simonbelmont2 on December 24, 2012, 04:52:40 am
Pennywise from my point of view replace the 1 with the same font as the Stage.
Title: Re: Screenshots
Post by: MathUser2929 on December 24, 2012, 01:06:37 pm
Cool looking hack there.
Title: Re: Screenshots
Post by: Neil on December 24, 2012, 03:22:13 pm
For a moment I thought the tomato was giving me the finger. The facial expression certainly doesn't help.
Title: Re: Screenshots
Post by: KingMike on December 24, 2012, 09:50:06 pm
I just saw the RHDN entry for this translation.
"Your one tough cookie." Bad grammar, has it been fixed? :)
Title: Re: Screenshots
Post by: Pennywise on December 24, 2012, 10:07:30 pm
God, I feel stupid. I should've noticed the blatant error. Oh well, I'm gonna pretend this didn't happen and the patch has been discretely updated.
Title: Re: Screenshots
Post by: simonbelmont2 on December 25, 2012, 04:43:27 am
Pennywise you've misspelled the name of the bad guy on the intro screen.
You can see on the stage select screen that his name is Oeuvre not Ouevre.
Thanks!

P.S. Anyway your translation is soo beautiful and I'm very glad that a person like you translated it. Good job my friend and good work as always.
Title: Re: Screenshots
Post by: Lestat on December 25, 2012, 10:12:40 am
Whoa, there are some interresting stuff here!

By the way, "entrèe" is incorrect, please use "entrée" instead :)
Title: Re: Screenshots
Post by: Gemini on December 29, 2012, 04:58:59 pm
(http://oi48.tinypic.com/zog6c5.jpg)
A Dino Crisis extractor. So far works with both PlayStation titles, handles the LZSS compression correctly, and reassembles that horrible mess CAPCOM created for saving room when caching textures in 2048 byte chunks. It's also good practice for improving my WinAPI framework (adios, MFC).



Same stuff from above, but now the tool lists all the palettes contained in the archives and allows the user to associate them with any textures:
(http://oi47.tinypic.com/nx12qf.jpg)
I'm also thinking of using the gfx preview control in the dialog to show whichever palette is currently being used for the pixel+clut association. Markgrass, a RE1-2-3 hacker, is also helping with some of the sound formats (called 'Gian' by the engine), so maybe we can manage together a conversion to a standard format, very much like you will be able to export textures to TIM, Bitmap, and Png.



Beta build released. Can be found here (http://www.romhacking.net/utilities/916/) or here (with sources) (http://code.google.com/p/dinoclasher/).
Title: Re: Screenshots
Post by: mopoz on January 15, 2013, 08:02:32 am
Terranigma  :D

(http://gegmopo3.magicteam.net/File/SB/Terranigma007.png)(http://gegmopo3.magicteam.net/File/SB/Terranigma008.png)
(http://gegmopo3.magicteam.net/File/SB/Terranigma009.png)(http://gegmopo3.magicteam.net/File/SB/Terranigma010.png)
Title: Re: Screenshots
Post by: DSwizzy145 on January 15, 2013, 08:51:10 am
Terranigma






Nice Font! is this translation based on the Japanese version? was there any difference to the european version by anychance?
Title: Re: Screenshots
Post by: Aeana on January 15, 2013, 09:07:45 am
Terranigma has desperately needed a VWF. I'm glad it's finally getting one!
Title: Re: Screenshots
Post by: mopoz on January 15, 2013, 09:09:48 am
Nice Font! is this translation based on the Japanese version? was there any difference to the european version by anychance?

EU ver. It's only VWF hack  ;D
Title: Re: Screenshots
Post by: tc on January 15, 2013, 10:30:31 am
Hard to believe my periodic jabs at the game here over the years might just be getting somewhere.

There is a patch said to make Terranigma accept 60hz better. You probably don't want to conflict with it.
Title: Re: Screenshots
Post by: mziab on January 15, 2013, 10:35:03 am
EU ver. It's only VWF hack  ;D

Cool. Now I might actually play through the whole game. Until now the ugly font has stopped me from doing that. Really looking forward to getting my hands on your hack :)

Anyway, did you hack the intro font as well? I seem to recall it used sprites instead of regular backgrounds.
Title: Re: Screenshots
Post by: DarknessSavior on January 15, 2013, 11:09:14 am
EU ver. It's only VWF hack  ;D
If you could dump the Japanese script, I would love to give that a translation. :D

~DS
Title: Re: Screenshots
Post by: Nightcrawler on January 15, 2013, 11:33:41 am
Cool. Now I might actually play through the whole game. Until now the ugly font has stopped me from doing that. Really looking forward to getting my hands on your hack :)

Anyway, did you hack the intro font as well? I seem to recall it used sprites instead of regular backgrounds.

Indeed. In fact, I believe the main dialog font is also sprite based with all those pretty colors. I was going to apply nuVWF (http://transcorp.romhacking.net/forum/YaBB.pl?num=1228747326) to Terranigma some time ago, but I wasn't able to adapt it to handle sprite based text engines. I never went back added such support to the core as it greatly impacts the whole thing.

We already have a Terranigma 8x16 hack (http://www.romhacking.net/hacks/684/). I also recall DaMarsMan's VWF hack. In all cases, nobody re-formats the text appropriately for the job. That's 50% of the battle. I really hope mopoz intends to do so.

I don't remember now, but did Terranigma pull it's text straight from the ROM? Or is buffered or decompressed in RAM? If it's not pulled straight from the ROM, it should be trivial to add an auto-formatting routine in there and save yourself the trouble of dumping and manually dealing with the text. Even if it is direct from the ROM, I'd probably add a buffering routine to push it to RAM and still add the auto-format routine before I'd deal with the entire script manually.

That gets you as far as the menus and misc. text. A good auto-centering routine would take care of those items names and menus that uses that window shown in the screenshots.

Let us know if you run into any problems. I'd like to see the game given a proper facelift.
Title: Re: Screenshots
Post by: mziab on January 15, 2013, 11:43:19 am
I also recall DaMarsMan's VWF hack.

I've actually been looking for that. It seems to have disappeared during one of the forum purges and it's not in the RHDN database. Does anyone still have a copy?
Title: Re: Screenshots
Post by: mopoz on January 15, 2013, 12:03:29 pm
I don't remember now, but did Terranigma pull it's text straight from the ROM? Or is buffered or decompressed in RAM? If it's not pulled straight from the ROM, it should be trivial to add an auto-formatting routine in there and save yourself the trouble of dumping and manually dealing with the text. Even if it is direct from the ROM, I'd probably add a buffering routine to push it to RAM and still add the auto-format routine before I'd deal with the entire script manually.

That gets you as far as the menus and misc. text. A good auto-centering routine would take care of those items names and menus that uses that window shown in the screenshots.

Let us know if you run into any problems. I'd like to see the game given a proper facelift.

Yep, text is taken from the ROM.

With auto-centering, no problems. It is not difficult to implement.

With sprites have two options:
1) It can be used with the original game font (or another), but also with pseudo-VWF (just change the X coordinate of the sprite)
2) The original font, but 16x8

I like to the first variant.I'm going to expand to 48 MB of ROM.
Move all of the text separately in the new location. This will give more opportunities for translation. And find someone who will undertake the re-translation.


If you could dump the Japanese script, I would love to give that a translation. :D

~DS

I have a problem with the Japanese language. I do not know him, and I'm going to be very difficult.  :D
Title: Re: Screenshots
Post by: DSwizzy145 on January 15, 2013, 12:53:22 pm
If you could dump the Japanese script, I would love to give that a translation.


~DS
you are? :D that'll be great! but one thing again what are the changes from the Japanese to european versions? just curious even tho i've haven't gotten far yet and wondered if some stuff was kept. btw didn't the europeans had their games censored too i believe?
Title: Re: Screenshots
Post by: DarknessSavior on January 15, 2013, 01:49:01 pm
I have a problem with the Japanese language. I do not know him, and I'm going to be very difficult.  :D
I was saying if you could get a copy of the script to me somehow, I would translate it for you. :P

~DS
Title: Re: Screenshots
Post by: ChronoMoogle on January 15, 2013, 01:55:42 pm
@mopoz and DarknessSavior:
This would be too awesome to be true! Finally!
Anyway, please make sure to hack the japanese Version, the European had some unnessesary bugs if I recall right (for example one crystal couldn't be optained and the Quatros are not moving their tents to america).
Title: Re: Screenshots
Post by: Pennywise on January 15, 2013, 02:00:05 pm
mopoz doesn't translate, he only does the occasional VWF hack.
Title: Re: Screenshots
Post by: ChronoMoogle on January 15, 2013, 02:19:21 pm
But DarknessSavior would like to contribute a new translation to him, right? ;)
Title: Re: Screenshots
Post by: Gideon Zhi on February 03, 2013, 08:09:14 pm
(http://agtp.romhack.net/temp/srwex017.png)

*whistles innocently*
Title: Re: Screenshots
Post by: Garoth Moulinoski on February 03, 2013, 08:42:56 pm
Auto-wrapping!

... And some version of Super Robot Wars for Super Nintendo... Cool stuff.
Title: Re: Screenshots
Post by: Zoinkity on February 03, 2013, 09:48:31 pm
Little something I've been working on within Tiled.
(http://i50.tinypic.com/ap8m86.jpg)

Thumbs up for anyone who guesses it, and double-thumbs up to anyone willing to translate the text ;*)
Title: Re: Screenshots
Post by: DSwizzy145 on February 04, 2013, 06:22:31 pm
looks like the old school nes zelda games unsure which ones?
Title: Re: Screenshots
Post by: Garoth Moulinoski on February 04, 2013, 08:59:01 pm
Doesn't look like any Zelda game I know of.
Title: Re: Screenshots
Post by: DSwizzy145 on February 04, 2013, 09:20:29 pm
true but for some reasons the sprites just reminds me of it imo
Title: Re: Screenshots
Post by: Gideon Zhi on February 04, 2013, 09:22:54 pm
Looks like Bangai-O.
Title: Re: Screenshots
Post by: KingMike on February 04, 2013, 11:48:31 pm
I'm going to guess... something N64? ;D
Title: Re: Screenshots
Post by: Zoinkity on February 05, 2013, 06:39:09 pm
Yep: Bangaioh on the N64.  It had a couple additional dev levels, and the orange 'object' sprites came from one of those ;*)
Besides entirely different gameplay, it also has a different script than the Dreamcast title.  It's mostly minor differences at first but wildly deviates around stage 16.

Maps are built from 8x8 tiles and these tilesets, somewhat surprisingly, only use about 30-40% of the available slots.  You could rebuild the stages with radically more detail if you actually cared to.

Happily the format used by Tiled also has a python library, so it is very easy to deconstruct a constructed stage and assemble it into the N64 game's format.  Dreamcast uses somewhat different formats and a lot of byteswapping, though the compression is identical for once.
Title: Re: Screenshots
Post by: Kajitani-Eizan on February 14, 2013, 03:21:57 pm
(http://agtp.romhack.net/temp/srwex017.png)

*whistles innocently*

nice! :P

i would highly recommend auto-wrapping on any game/system on which it's remotely feasible for any translation project. it's especially nice for text that has control codes in it that are expanded at runtime into arbitrary item/character/whatever names, because you can't even write a manual autoformatter to deal with that at build time :P
Title: Re: Screenshots
Post by: Gideon Zhi on February 14, 2013, 03:44:21 pm
nice! :P

i would highly recommend auto-wrapping on any game/system on which it's remotely feasible for any translation project. it's especially nice for text that has control codes in it that are expanded at runtime into arbitrary item/character/whatever names, because you can't even write a manual autoformatter to deal with that at build time :P

That potentially makes it harder, but yeah. It's also super useful for any game with a script the size of an SRW script. God these things have a lot of text.
Title: Re: Screenshots
Post by: Gemini on February 14, 2013, 06:57:37 pm
Especially useful like when you've got to break kernel strings:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Tales%20of%20Phantasia%20ENG/itembeforeafter.png)
Using a string buffer with the whole message unrolled sure helps.
Title: Re: Screenshots
Post by: sa♥tsu on February 14, 2013, 07:23:50 pm
i would highly recommend auto-wrapping on any game/system on which it's remotely feasible for any translation project. it's especially nice for text that has control codes in it that are expanded at runtime into arbitrary item/character/whatever names, because you can't even write a manual autoformatter to deal with that at build time :P

i wish you were every romhacker
Title: Re: Screenshots
Post by: LostTemplar on February 15, 2013, 04:00:33 am
(Speaking for the SNES) It's not even very difficult to implement if you only want to wrap at word boundaries (i.e. spaces). At each space, check if the next word would fit into the line, and if not, do a line break instead of a space. Otherwise proceed as usual. That's not very much code. However, it gets more tricky if the game uses different pointers for different things. Then it's indeed very useful to have the whole message unrolled in a string buffer.
Title: Re: Screenshots
Post by: Pennywise on February 18, 2013, 03:10:43 pm
Some before and after's with new item interfaces.

(http://i207.photobucket.com/albums/bb11/gwood102/Musashi%20Road-2_zpsb9b7c642.png)(http://i207.photobucket.com/albums/bb11/gwood102/MusashiRoad-1.png)

(http://i207.photobucket.com/albums/bb11/gwood102/Musashi%20Road-3_zps44389fc4.png)(http://i207.photobucket.com/albums/bb11/gwood102/MusashiRoad-0.png)

And some bonus text.

(http://i207.photobucket.com/albums/bb11/gwood102/Musashi-0_zpsc5fa4fe3.png)(http://i207.photobucket.com/albums/bb11/gwood102/Musashi-1_zps7a0e9cb7.png)

One of the characters in the series has the ability to control frogs, which he uses to start a frog invasion of sorts.
Title: Re: Screenshots
Post by: M-Tee on February 18, 2013, 08:02:48 pm
Looks rad. What game?
Title: Re: Screenshots
Post by: Pennywise on February 18, 2013, 09:42:41 pm
Musashi Lord, a cash-in game for the anime series of the same name that ran for a short time in the early 90s. Pretty standard action RPG in my opinion, but the graphics don't look too bad for an NES game.
Title: Re: Screenshots
Post by: snarfblam on February 21, 2013, 09:09:38 pm
Just about done with this:
(https://dl.dropbox.com/u/12027218/Shared%20Images/MetSave%20File.png) (https://dl.dropbox.com/u/12027218/Shared%20Images/MetSave%20GameOver.png)

Why would I add this to Metroid (U) when the FDS version already has saving? Because I'm crazy! Oh, also, so the feature can be incorporated with Metroid hacks.
Title: Re: Screenshots
Post by: Garoth Moulinoski on February 21, 2013, 09:26:06 pm
snarfblam... That's just supreme. Good stuff!
Title: Re: Screenshots
Post by: DarknessSavior on February 21, 2013, 09:38:27 pm
That's amazing! Nice work!

~DS
Title: Re: Screenshots
Post by: Proveaux on February 21, 2013, 09:39:20 pm
I love it! I must be crazy too! :crazy:
Title: Re: Screenshots
Post by: Jazz on February 22, 2013, 01:55:49 am
Some before and afters from my Arle's Adventure - Magical Jewels translation

(http://www.wgtbuilders.co.nz/aoa.jpg)
Title: Re: Screenshots
Post by: Pikachumanson on February 22, 2013, 01:59:36 am
Hey Jazz, you need a beta tester?
Title: Re: Screenshots
Post by: KingMike on February 22, 2013, 02:01:15 am
Looks good. But one thing I'd suggest is to change the name screen to put the full alphabet on one page and disable the page switch option.
Or else resize the window to remove all that empty space.
Title: Re: Screenshots
Post by: Jazz on February 22, 2013, 02:03:01 am
@Pika, I could use one but a little early at this stage. Mostly dialogue left to work on once I can get a full time translator. If you know of any- that could be very useful.

@KM - Thanks for the suggestion. I might disable the option and add them all to the one screen.
Title: Re: Screenshots
Post by: Rhys on February 22, 2013, 02:18:22 am
It'll be nice to finally see this game translated. Have you thought about adding a VWF?
Title: Re: Screenshots
Post by: Pikachumanson on February 22, 2013, 02:20:26 am
@Jazz well keep me in mind when you are ready for beta testing and I'll be on the lookout for A translator as well. I'd love to see this project come to completion!
Title: Re: Screenshots
Post by: Jazz on February 22, 2013, 02:44:57 am
I have a 75% working vwf just seeing if ryusui can complete it however i do like the current font I added.

Here's a demo of the VWF in play.

(http://www.wgtbuilders.co.nz/jarryn/vwf.png)
Title: Re: Screenshots
Post by: Rhys on February 22, 2013, 06:19:25 am
Nice! That looks really good
Title: Re: Screenshots
Post by: Jazz on February 22, 2013, 07:01:48 am
Sorry to bombard this topic but here is a screenshot from some stuff I did a long time ago to the menus in Black Matrix Zero GBA. Original and New

(http://www.wgtbuilders.co.nz/jarryn/BMJ.png) (http://www.wgtbuilders.co.nz/jarryn/BM.png)
Title: Re: Screenshots
Post by: Zynk on February 23, 2013, 07:50:51 am
I have a 75% working vwf just seeing if ryusui can complete it however i do like the current font I added.

Here's a demo of the VWF in play.

(http://www.wgtbuilders.co.nz/jarryn/vwf.png)

Idk, the old font looks better than this. The letters are too small for the large message box.  :-\

Sorry to bombard this topic but here is a screenshot from some stuff I did a long time ago to the menus in Black Matrix Zero GBA. Original and New

(http://www.wgtbuilders.co.nz/jarryn/BMJ.png) (http://www.wgtbuilders.co.nz/jarryn/BM.png)


That game looks sweet!  :happy:
Title: Re: Screenshots
Post by: Gideon Zhi on February 23, 2013, 09:17:47 am
Idk, the old font looks better than this. The letters are too small for the large message box.  :-\

That's just a formatting issue. Compare:

(http://agtp.romhack.net/temp/srwex007.png) (http://agtp.romhack.net/temp/srwex017.png)

It's easy enough to move linebreak commands around to fill up all that whitespace.
Title: Re: Screenshots
Post by: Jazz on February 23, 2013, 09:32:59 am
Oh yeah, it's still formatted to the previous larger font.

Would be nice to add 3 lines in though.
Title: Re: Screenshots
Post by: Vanya on February 23, 2013, 05:06:14 pm
Just about done with this:
(https://dl.dropbox.com/u/12027218/Shared%20Images/MetSave%20File.png) (https://dl.dropbox.com/u/12027218/Shared%20Images/MetSave%20GameOver.png)

Why would I add this to Metroid (U) when the FDS version already has saving? Because I'm crazy! Oh, also, so the feature can be incorporated with Metroid hacks.

Add a rudimentary map feature too and I'll actually play the original game. Cheers!
Title: Re: Screenshots
Post by: snarfblam on February 24, 2013, 07:55:37 pm
Did somebody say rudimentary?

(http://dl.dropbox.com/u/12027218/Shared%20Images/AutoDrop/autodrop95.png)

Simple little map that pops up when you pause. It's sprite-based, so that's as big as it gets.
Title: Re: Screenshots
Post by: Proveaux on February 24, 2013, 08:16:13 pm
Love it. I'm going to hafta replay it now.  :thumbsup:
Title: Re: Screenshots
Post by: Pikachumanson on February 25, 2013, 12:09:42 am
That is totally badass, Snarf!
Title: Re: Screenshots
Post by: DarknessSavior on February 25, 2013, 12:12:17 am
That is totally badass, Snarf!
Lulz. Thundercats, HO!

~DS
Title: Re: Screenshots
Post by: Vanya on February 26, 2013, 06:38:58 am
Did somebody say rudimentary?
Simple little map that pops up when you pause. It's sprite-based, so that's as big as it gets.

Hells yeah! Awesome!
Title: Re: Screenshots
Post by: Gideon Zhi on February 26, 2013, 02:28:28 pm
That is one of the singly most impressive things I've seen come out of romhacking in a very long time.

Edit 'cuz of double-post thingie...

I present JJBA SFC, now with a less-ugly font. Old font on the right, for context.
(http://agtp.romhack.net/temp/jojo037.png) (http://agtp.romhack.net/temp/jojo005.png)
Title: Re: Screenshots
Post by: DarknessSavior on February 28, 2013, 04:45:20 pm
I actually liked the old font. Made it have a more comic-book kinda feel.

~DS
Title: Re: Screenshots
Post by: Gideon Zhi on February 28, 2013, 04:47:13 pm
The comic-book feel was why I originally used it, but the boldface doesn't really look good with the thin window borders, and the letters rub up against each other uncomfortably.
Title: Re: Screenshots
Post by: Revenant on February 28, 2013, 07:28:44 pm
Life is but a dream:
http://dl.dropbox.com/u/43107309/kirbything.png (http://dl.dropbox.com/u/43107309/kirbything.png)
Title: Re: Screenshots
Post by: DarknessSavior on February 28, 2013, 08:13:37 pm
The comic-book feel was why I originally used it, but the boldface doesn't really look good with the thin window borders, and the letters rub up against each other uncomfortably.
Can't you find some other comic-looking font to use? I feel like that's a waste of gamefeel if you go straight for a font that looks like it came for a typewriter.

~DS
Title: Re: Screenshots
Post by: Gideon Zhi on February 28, 2013, 08:18:56 pm
I'd much rather have readability over style. I'll see what I can find, but I make no promises.
Title: Re: Screenshots
Post by: Pennywise on February 28, 2013, 08:21:36 pm
Comic Sans or ripping the font from the PSX/DC version?
Title: Re: Screenshots
Post by: ChronoMoogle on February 28, 2013, 08:35:26 pm
@Revenant:
Sweet editor :)

@Gideon:
I also think that a comic style font would look gorgeous in this game. Please try to find one which pleases gamestyle and your personal likings at the same time :)
Title: Re: Screenshots
Post by: Nightcrawler on March 01, 2013, 08:47:38 am
The comic-book feel was why I originally used it, but the boldface doesn't really look good with the thin window borders, and the letters rub up against each other uncomfortably.

I agree with this assessment. The original font is problematic for those reasons. I definitely wouldn't keep that. The new font is fine. I also prefer readability to style. If you could somehow get good readability and keep the comic book style, great, but readability should always be first and foremost in my opinion. :)
Title: Re: Screenshots
Post by: Pennywise on March 04, 2013, 09:36:01 pm
(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-2-1_zps5daf4c70.png)

Home stretch.
Title: Re: Screenshots
Post by: Pikachumanson on March 04, 2013, 09:39:40 pm
I hope i get to the home stretch one day...
Title: Re: Screenshots
Post by: Gedankenschild on March 09, 2013, 08:42:12 am
My baby steps in romhacking: Inserting FFIV mobile version characters into the SNES ROM.

(http://i47.tinypic.com/69p8a8.png)
Title: Re: Screenshots
Post by: DougRPG on March 09, 2013, 11:30:08 am
Trying to create an inserter for Star Ocean:

(http://i649.photobucket.com/albums/uu212/dgdiniz3/RpgsPics/starwork000.png)
Title: Re: Screenshots
Post by: justin3009 on March 09, 2013, 01:56:18 pm
 Oh my god yes please do as much as you can on Star Ocean.
Title: Re: Screenshots
Post by: Pikachumanson on March 09, 2013, 02:42:47 pm
A screeny from my little Kung Fu spanish translation I just finished.
(http://imageshack.us/a/img594/7580/kungfu13.png)
Title: Re: Screenshots
Post by: Vanya on March 10, 2013, 12:25:12 pm
My baby steps in romhacking: Inserting FFIV mobile version characters into the SNES ROM.

(http://i47.tinypic.com/69p8a8.png)

I had been looking for those sprites. Do you have them all?
Title: Re: Screenshots
Post by: Gedankenschild on March 10, 2013, 03:13:55 pm
I had been looking for those sprites. Do you have them all?

No, I don't. At this point I have the four per character you find at the official Japanese website + additional ones I found searching the web for promo screenshots (which are hard to find). Also DK Cecil and Fusoya seem 100% identical to their After Years counterparts.
Title: Re: Screenshots
Post by: Spikeman on March 14, 2013, 03:45:35 am
(http://i.imgur.com/DkZYaWx.png)

This is custom code, seeing how hard it will be to make a replacement for GB Colorizer. :)
Title: Re: Screenshots
Post by: Revenant on March 15, 2013, 11:32:26 pm
More editor progress. (http://dl.dropbox.com/u/43107309/kirbything4.png)

Almost all tiles and obstacles are displayed (except for a few obscure enemy variations that I need to verify). Ignore my bad programmer art.

Currently only the tile and obstacle types are actually editable (notice that the height slider doesn't match the Z-values displayed on the selected tiles). No saving yet, either. It's a start.

After that, it'll be a very tedious matter of putting together dozens of big isometric metatiles for the real tilemaps :D
Title: Re: Screenshots
Post by: Spikeman on March 21, 2013, 04:59:25 am
(http://i.imgur.com/UknK6Fe.png)

More colorization. Can anyone name the game?
Title: Re: Screenshots
Post by: Special T on March 21, 2013, 08:29:13 am
I don't know the game but I'm looking forward to more information on a replacement for GB Colorizer!
Title: Re: Screenshots
Post by: KingMike on March 21, 2013, 10:31:44 am
I think that's ZAS.
Sadly I will probably never own it as I have been told the sellers on amazon JP are not completely insane asking 500 bucks for it cart-only.
Title: Re: Screenshots
Post by: ChronoMoogle on March 21, 2013, 01:17:44 pm
Game stores in Japan sometimes sell loose copies for about 8000-10000 Yen and from time to time eBay BINs from 150-200$ pop up. (you have to be quick on them though)
If you are patient and ready to spend some money the game is not so far away from you.

Nice to see a coloration hack of this game. The bosses are awesome and the leveldesign is quite good. The best shooter of GB Classic imo.
Title: Re: Screenshots
Post by: Spikeman on March 22, 2013, 12:03:04 am
Yep, it's ZAS. Played through the whole game, and I think I took care of every bug the colorization caused (mostly due to fade ins and outs, and setting the palettes differently in the ending cutscenes). The ending cutscene/credits are beautiful as well.

(http://i.imgur.com/CvXVc9A.png)

I really like this palette, but I feel like having the entire game in a single palette (well, the palette for sprites is a little different) is kind of a waste. I'm not much of a graphics designer though. Any suggestions?

Edit:

Added myself to the credits. :D

(http://i.imgur.com/jreO2Tj.png)

How does the alignment look? The earlier names are all aligned like the ones you see at the top, but my name isn't long enough to do it that way.
Title: Re: Screenshots
Post by: Pikachumanson on March 22, 2013, 02:40:44 am
Looks good to me.
Title: Re: Screenshots
Post by: Special T on March 22, 2013, 11:22:36 am
I've been helping with the Shining Force III Translation project (mostly image editing).  The Shining Force III Premium Disc is being patch is getting updated to be more consistent with the other disc's. In doing that we wanted to redo the menu screen but need some help. Since the game is being translated into several languages, we wanted to provide the cleaned (blank) image so each of the translation projects can use it as needed.

I included a DOWNLOAD (http://www.mediafire.com/?c6gbyzanwmo7iu0) link to the original images if anyone is interested in offering help.

Original Image:

(http://i45.tinypic.com/xx7p5.jpg)

WIP Modified image: I'm having trouble recreating the image behind the Japanese text. If anyone can clean that up for me, I'd be eternally grateful.

(http://i46.tinypic.com/24flcp5.jpg)

Source Image: This is to be used for reference to recreate the image behind the text.

(http://i50.tinypic.com/16ad4bo.png)
Title: Re: Screenshots
Post by: Rhys on March 22, 2013, 02:55:28 pm
How's this?

(http://i.imgur.com/77TakV7.png)
Title: Re: Screenshots
Post by: NES Boy on March 22, 2013, 10:14:26 pm
(http://i.imgur.com/DkZYaWx.png)

This is custom code, seeing how hard it will be to make a replacement for GB Colorizer. :)
Interesting. Will there be an alternate palette for the Extra Mode or not?
Title: Re: Screenshots
Post by: Special T on March 22, 2013, 11:06:24 pm
How's this?

(http://i.imgur.com/77TakV7.png)

That looks amazing! Thank you very much for your help!
Title: Re: Screenshots
Post by: Spikeman on March 23, 2013, 06:50:34 am
Interesting. Will there be an alternate palette for the Extra Mode or not?

Yeah, I was planning on doing something like this eventually. Currently working on my colorizer code in another game (see my ZAS screenshots above and in my personal projects), but similar concepts should apply directly to kirby.
Title: Re: Screenshots
Post by: Drakon on March 23, 2013, 10:23:51 am
(http://i.imgur.com/DkZYaWx.png)

This is custom code, seeing how hard it will be to make a replacement for GB Colorizer. :)

This thread is so much win.  So glad I introduced spikeman to the awesome game of zas.
Title: Re: Screenshots
Post by: MathUser2929 on March 23, 2013, 12:05:35 pm
(http://i.imgur.com/DkZYaWx.png)

This is custom code, seeing how hard it will be to make a replacement for GB Colorizer. :)

This could be done with emulator settings you know. If you don't want to make it look like it uses the GBA's Gameboy colorizing feature, you should use more color.
Title: Re: Screenshots
Post by: KingMike on March 23, 2013, 02:19:53 pm
I've assumed that right now Spikeman is just making the code work first before worrying about making the colors better than the GBC's built-in colorizing.
Title: Re: Screenshots
Post by: Drakon on March 24, 2013, 09:17:20 am
I've assumed that right now Spikeman is just making the code work first before worrying about making the colors better than the GBC's built-in colorizing.

That's correct.  Technically any of these screenshots can be made with photoshop.
Title: Re: Screenshots
Post by: Gedankenschild on March 27, 2013, 10:47:44 pm
Some more progress...  :)

(http://img802.imageshack.us/img802/8228/finalfantasyiintsceng11.png)
Title: Re: Screenshots
Post by: Carnivol on March 31, 2013, 11:39:05 am
If this is the start of a potential alternative to GB Colorizer -- color me interested
Title: Re: Screenshots
Post by: Rhys on March 31, 2013, 04:03:01 pm
If this is the start of a potential alternative to GB Colorizer -- color me interested

Ha! Nice one :laugh:
Title: Re: Screenshots
Post by: Normmatt on April 02, 2013, 06:16:38 am
(http://i.imgur.com/k77aDJH.png)
Title: Re: Screenshots
Post by: Pikachumanson on April 02, 2013, 06:27:14 am
What game is that?
Title: Re: Screenshots
Post by: Normmatt on April 02, 2013, 08:17:16 am
It's F-Zero Climax.
Title: Re: Screenshots
Post by: ChronoMoogle on April 02, 2013, 09:51:12 am
Sweet! Always wanted to see that game translated :thumbsup:
Title: Re: Screenshots
Post by: DSwizzy145 on April 02, 2013, 11:52:49 am
Wasn't F-Zero Climax been already localised on the GBA before?
Title: Re: Screenshots
Post by: KingMike on April 02, 2013, 02:42:28 pm
No, there were three F-Zero games and only two of them were localized officially. Maximum Velocity (F-Zero Advance) and GP Legend (Falcon Densetsu).
Title: Re: Screenshots
Post by: DSwizzy145 on April 02, 2013, 03:00:39 pm
oh i see, okay my mistake lol
Title: Re: Screenshots
Post by: MathUser2929 on April 02, 2013, 04:20:02 pm
The game with the Redone graphics and track editor! Should be good to see this F-Zero translated. Tried it before and it was a big improvement from the first GBA F-Zero game.
Title: Re: Screenshots
Post by: Pikachumanson on April 04, 2013, 12:36:46 am
Here is a pic of Ninja Gaiden for the SMS. It's from a spanish translation I just finished and submitted.
(http://imageshack.us/a/img705/6098/ninjagaideneurope01.png)

and here is a screenshot from the Nes version I was working on before I got on this spanish translation kick.
(http://imageshack.us/a/img15/1921/ninjagaiden16.png)
Title: Re: Screenshots
Post by: elsoldorado on April 06, 2013, 12:23:42 pm
Here is a pic of Ninja Gaiden for the SMS. It's from a spanish translation I just finished and submitted.
(http://imageshack.us/a/img705/6098/ninjagaideneurope01.png)

and here is a screenshot from the Nes version I was working on before I got on this spanish translation kick.
(http://imageshack.us/a/img15/1921/ninjagaiden16.png)

The spanish sentence is broken, it should be something like "Tus amigos también pensaban que eran fuertes, pequeño ninja" o "Tus amigos también creían que eran fuertes, pequeño ninja".
Title: Re: Screenshots
Post by: Pikachumanson on April 06, 2013, 12:57:19 pm
Unfortunately I could not add tilds or accents in the game because unlike my other hacks where i was lazy, I just could not get to the font to alter it. As for the sentence structure, i guess it depends on what you are used to hearing I guess. I thought it sounded fine.

Maybe in the future I will change it up.
Title: Re: Screenshots
Post by: Gideon Zhi on April 18, 2013, 11:11:08 pm
(http://agtp.romhack.net/temp/stone_002.png)

Compression cracked.
Title: Re: Screenshots
Post by: Pennywise on April 19, 2013, 12:09:58 am
(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-0_zps12e29204.png)

I had a little fun with this one. I added in a movie quote for my own personal enjoyment.
Title: Re: Screenshots
Post by: Special T on April 19, 2013, 07:46:58 am
(http://agtp.romhack.net/temp/stone_002.png)

Compression cracked.

Glad to hear it!    :beer:
Title: Re: Screenshots
Post by: Midna on April 20, 2013, 01:55:47 pm
(http://i207.photobucket.com/albums/bb11/gwood102/Hitler-0_zps12e29204.png)

I had a little fun with this one. I added in a movie quote for my own personal enjoyment.

Hate to be that guy, but when it comes to fan translations, inserting pop culture references where they never existed in the original version always rubbed me the wrong way. I tend to prefer literal or almost-literal translations with some smoothing out to make it feel more natural ("Woolseyizing" (http://tvtropes.org/pmwiki/pmwiki.php/Main/Woolseyism), in other words)
Title: Re: Screenshots
Post by: Pennywise on April 20, 2013, 04:02:30 pm
Hate to be that guy, but when it comes to fan translations, inserting pop culture references where they never existed in the original version always rubbed me the wrong way. I tend to prefer literal or almost-literal translations with some smoothing out to make it feel more natural ("Woolseyizing" (http://tvtropes.org/pmwiki/pmwiki.php/Main/Woolseyism), in other words)

If I hadn't said there was a movie quote in there, you probably wouldn't know otherwise. I doubt many people will even realize there's a quote in there regardless, the movie is not mainstream. I also wouldn't have put it in if it didn't fit the situation and was relatively close to the original. By your estimation the original translation of Bionic Commando would be perfectly suitable in a slightly edited form, but that translation sucked donkey balls in my opinion. There is a hack by Chris Covell that does just that, but it decensors the US version whereas the Japanese version is a bit different.
Title: Re: Screenshots
Post by: Midna on April 21, 2013, 01:50:13 pm
I won't deny that it fits the situation, and I also won't deny that the original Bionic Commando translation was far from up to par. I was just giving my opinion on things.
Title: Re: Screenshots
Post by: Myria on April 24, 2013, 01:25:02 am
I never did get around to finishing the Breath of Fire 1 translation hack, but here's how far I got.  Yes, this is working all within the game engine. =)

(http://i1357.photobucket.com/albums/q748/myriakitty/bof1j-hacked_00031_zps90adc853.png) (http://s1357.photobucket.com/user/myriakitty/media/bof1j-hacked_00031_zps90adc853.png.html)
Title: Re: Screenshots
Post by: Zynk on April 24, 2013, 01:43:00 am
I never did get around to finishing the Breath of Fire 1 translation hack, but here's how far I got.  Yes, this is working all within the game engine. =)

(http://i1357.photobucket.com/albums/q748/myriakitty/bof1j-hacked_00031_zps90adc853.png) (http://s1357.photobucket.com/user/myriakitty/media/bof1j-hacked_00031_zps90adc853.png.html)
Where did this purdy looking menu came from? SNES? GBA? And, is THAT BoF1 or 2?  :D
Title: Re: Screenshots
Post by: Myria on April 24, 2013, 02:02:35 am
Where did this purdy looking menu came from? SNES? GBA? And, is THAT BoF1 or 2?  :D

SNES version of Breath of Fire 1.  This is what the original looks like for the same screen and items:

(http://i1357.photobucket.com/albums/q748/myriakitty/BreathofFireU_00000_zpse2bf3d9e.png) (http://s1357.photobucket.com/user/myriakitty/media/BreathofFireU_00000_zpse2bf3d9e.png.html)

April 24, 2013, 02:05:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Maybe eventually I'll get the motivation to continue this hack with Ryusui.  He translated the text you see here for me, but he didn't finish the script.
Title: Re: Screenshots
Post by: justin3009 on April 24, 2013, 07:40:14 am
Oh god please continue it.  It's absolutely beautiful and such a sad fate if that went to waste.
Title: Re: Screenshots
Post by: Nightcrawler on April 24, 2013, 08:16:59 am
Where did you get those icons for the weapon, ring, shield, etc? I've wanted to use some icons on occasion to help out with menu screen space issues like that, but anything I created myself looked like junk and I didn't find anything suitable elsewhere.
Title: Re: Screenshots
Post by: DarknessSavior on April 24, 2013, 09:30:58 am
SNES version of Breath of Fire 1.  This is what the original looks like for the same screen and items:

(http://i1357.photobucket.com/albums/q748/myriakitty/BreathofFireU_00000_zpse2bf3d9e.png) (http://s1357.photobucket.com/user/myriakitty/media/BreathofFireU_00000_zpse2bf3d9e.png.html)

April 24, 2013, 02:05:15 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Maybe eventually I'll get the motivation to continue this hack with Ryusui.  He translated the text you see here for me, but he didn't finish the script.
If Ryusui has somehow disappeared, I would be more than willing to pick up where he left off. I love the original Breath of Fire to death. I've probably played through it a million times.

Where did you get those icons for the weapon, ring, shield, etc? I've wanted to use some icons on occasion to help out with menu screen space issues like that, but anything I created myself looked like junk and I didn't find anything suitable elsewhere.
Those look like modified versions of the ones Ryusui/d4s used in the BoF2 retranslation patch.

~DS
Title: Re: Screenshots
Post by: Gemini on April 24, 2013, 10:57:43 am
(http://i1357.photobucket.com/albums/q748/myriakitty/bof1j-hacked_00031_zps90adc853.png) (http://s1357.photobucket.com/user/myriakitty/media/bof1j-hacked_00031_zps90adc853.png.html)
Simply lovely! I'd except this kind of detail from a remake. :beer:
Title: Re: Screenshots
Post by: I.S.T. on April 24, 2013, 01:41:06 pm
I never did get around to finishing the Breath of Fire 1 translation hack, but here's how far I got.  Yes, this is working all within the game engine. =)

(http://i1357.photobucket.com/albums/q748/myriakitty/bof1j-hacked_00031_zps90adc853.png) (http://s1357.photobucket.com/user/myriakitty/media/bof1j-hacked_00031_zps90adc853.png.html)

Holy fucknuts that is impressive!

also shit i haven't seen you in like a month you worried me e-mail me or PM me or something
Title: Re: Screenshots
Post by: Azkadellia on April 24, 2013, 03:14:53 pm
(http://i1357.photobucket.com/albums/q748/myriakitty/bof1j-hacked_00031_zps90adc853.png) (http://s1357.photobucket.com/user/myriakitty/media/bof1j-hacked_00031_zps90adc853.png.html)

Gorgeous, simply gorgeous.
Title: Re: Screenshots
Post by: Gideon Zhi on April 25, 2013, 04:31:33 pm
(http://agtp.romhack.net/images/projects/royalstone/0.png) (http://agtp.romhack.net/images/projects/royalstone/3.png) (http://agtp.romhack.net/images/projects/royalstone/4.png)
(http://agtp.romhack.net/images/projects/royalstone/5.png) (http://agtp.romhack.net/images/projects/royalstone/6.png) (http://agtp.romhack.net/images/projects/royalstone/7.png)
(http://agtp.romhack.net/images/projects/royalstone/8.png) (http://agtp.romhack.net/images/projects/royalstone/10.png) (http://agtp.romhack.net/images/projects/royalstone/13.png)
(http://agtp.romhack.net/images/projects/royalstone/15.png) (http://agtp.romhack.net/images/projects/royalstone/17.png) (http://agtp.romhack.net/images/projects/royalstone/21.png)

News post! Even more screens! Hurrah! (http://agtp.romhack.net/)

Edit: Info follows.
For those unaware, Royal Stone is the followup to Crystal Warriors. (Both Gamegear titles.) It follows Eva, Knight of Martalia, who stands accused of slaughtering her own squad in the face of the enemy in order to save her own hide. The games are very mechanically similar; they both follow a Battle/Town/Battle/Town format, you can still hire troops at inns, though only a few; a good chunk of your recruits come from story or other town interactions. You can still recruit monsters, though you are now able to set them free as well, and there's a summoner class that specifically utilizes monsters in combat. Enemies are still shrouded until encountered in combat or hit with a Scan spell.

MP is gone though, so mages can spam their magic as much as they want, and the game has received a gigantic graphical update. The plot, however, is probably the most dramatic improvement. Its genes are still plain and very obvious - there are still easier battles after major ones, there's still a heavy focus on elementals and enemy generals, melee combat still consists of two-turn clashes. Towns have actual character development in them now, and aren't just places where you upgrade and recruit. The plot is pretty interesting, too! This sort of feels like the game Crystal Warriors wanted to be.

On the hacking front, most of the technical issues have been solved, all of the non-dialog has been translated, about 2/3s of the story is done, and about 1/3 of the story is edited and inserted. No ETA, but hopefully soon!
Title: Re: Screenshots
Post by: Myria on April 27, 2013, 01:50:11 am
If Ryusui has somehow disappeared, I would be more than willing to pick up where he left off. I love the original Breath of Fire to death. I've probably played through it a million times.
Those look like modified versions of the ones Ryusui/d4s used in the BoF2 retranslation patch.

~DS

I was the one who lost interest, but I haven't talked to Ryusui in a while.  The way in which I worded a message above made it sound like he was the one who quit - sorry, it was me who did.

Ryusui took his BoF2 icons and colorized them for me. =)

How all this works is that all those strings are prerendered inside the ROM.  The ROM is double in size and most of the new data is uncompressed text renders.

There is not enough CPU time to render that much text at runtime.  There isn't even enough vblank time to upload all that text to VRAM!  So what I did was take advantage of the existing window opening animation - on each frame of the window opening, I upload a bit of the prerendered text to VRAM, and by the time the window is fully open, everything is uploaded.  The game doesn't draw text in a window until it's fully open, which made that hack a lot easier.

The game actually doesn't use all that much VRAM in the menu screen, which allowed me to take 28k of it for the 16-grayscale background.  The blue color is done using fixed-color add, with HDMA changing the fixed color every few scanlines.  There was no way for me to make the 28k bitmap contiguous in VRAM, so HDMA also changes the bitmap offsets at targeted scanlines.

The background is uploaded during the existing black screen which switching from field view to the menu system.  Also, that is when I runtime-render the character names, because they can be changed in the underwater city.

The numbers on the screen are tile-width, but that doesn't look too bad at all.  Dialogue is rendered one letter per frame, so runtime rendering doesn't run out of CPU time.  A big prerendered table of all letters' bitmaps shifted by each shift of 0 to 7 pixels is in the ROM to greatly improve rendering performance.  Slightly better performance could have been achieved by having the prerendered bitmaps be pregenerated chunks of 65816 code, but I didn't bother for that level of complexity.

I took a big piece of byuu's advice: We as modern developers/hackers for old consoles are not subject to the same cost constraints as the original developers.  Doubling the ROM size of a cartridge is quite expensive per unit - but this does not matter to us with our terabyte hard drives and multi-gigabyte flash drives attached to our cartridge emulators (for those of us who play hacks on real hardware).
Title: Re: Screenshots
Post by: Pennywise on April 27, 2013, 06:04:49 pm
Just curious, but what do you have left to do? Based on that menu hack, it looks like you've already taken care of the more difficult aspects of the project.
Title: Re: Screenshots
Post by: Myria on April 28, 2013, 02:47:23 pm
Just curious, but what do you have left to do? Based on that menu hack, it looks like you've already taken care of the more difficult aspects of the project.

Sadly, that's not the case.  The hardest part will be the item screen, by far.  The item screen can scroll, and there is not enough VRAM to store the name of every item simultaneously.  There is only enough VRAM to hold the names for one screenful.

The item screen will require a circular buffer in order to work properly, and additional code for supporting swapping two items.  It won't be easy whenever I implement it.

Finally, there's battle mode, but fortunately, unlike the Final Fantasy SNES games, battle mode menus share a lot of code with the status screen menu.  Probably the most interesting part of battle mode will be managing the lower amount of available VRAM compared to the other menus.  (For one thing, I don't think that a custom backdrop will be possible.)
Title: Re: Screenshots
Post by: justin3009 on April 28, 2013, 07:07:06 pm
Sadly, that's not the case.  The hardest part will be the item screen, by far.  The item screen can scroll, and there is not enough VRAM to store the name of every item simultaneously.  There is only enough VRAM to hold the names for one screenful.

The item screen will require a circular buffer in order to work properly, and additional code for supporting swapping two items.  It won't be easy whenever I implement it.

Finally, there's battle mode, but fortunately, unlike the Final Fantasy SNES games, battle mode menus share a lot of code with the status screen menu.  Probably the most interesting part of battle mode will be managing the lower amount of available VRAM compared to the other menus.  (For one thing, I don't think that a custom backdrop will be possible.)

 What about maybe dropping one item off the menu,  or maybe using a smaller font for more room?

 Also I had an extremely similar issue in the menu data in Tales of Phantasia.  Although,  the menus had two  of the same JSL commands but separate for the menus.  So it was easy to split them up.  Is that feasible in  Breath of Fire at  all?  If not I'm sure there's a menu byte that tells which screen you're on and maybe use that to solve the problems.
Title: Re: Screenshots
Post by: Carnivol on April 29, 2013, 02:41:33 pm
I never did get around to finishing the Breath of Fire 1 translation hack, but here's how far I got.  Yes, this is working all within the game engine. =)

(http://i1357.photobucket.com/albums/q748/myriakitty/bof1j-hacked_00031_zps90adc853.png) (http://s1357.photobucket.com/user/myriakitty/media/bof1j-hacked_00031_zps90adc853.png.html)

Love this! Especially the expanded text strings, layout and the icons for stuff (ESPECIALLY the icons)... OK. That about covered everything. Or did it? If I were to pick on something; I guess I feel the background is a little "noisy." Think the main issue isn't the picture, but that gray line in the middle of it, if it was just same level of blue filtered all over. The gray bit is kinda distracting + I feel it kinda blurs a bit with the text.
Title: Re: Screenshots
Post by: Pennywise on April 29, 2013, 02:56:13 pm
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00025_zpsc33a7f56.png)

I had to edit that down to get it to fit on the screen. Probably end up rewording it a bit and/or reducing the spacing between lines to fit more on screen.

(http://i207.photobucket.com/albums/bb11/gwood102/12_zpsd129f455.png)

My first PCE project as well. It's collecting dust atm and needs to be edited etc.
Title: Re: Screenshots
Post by: vivify93 on April 29, 2013, 09:14:33 pm
I never did get around to finishing the Breath of Fire 1 translation hack, but here's how far I got.  Yes, this is working all within the game engine. =)

(http://i1357.photobucket.com/albums/q748/myriakitty/bof1j-hacked_00031_zps90adc853.png) (http://s1357.photobucket.com/user/myriakitty/media/bof1j-hacked_00031_zps90adc853.png.html)
Did you guys ever decide what you were going to do with the main menu screen?
Title: Re: Screenshots
Post by: Ryusui on April 29, 2013, 10:27:18 pm
Well. Remember right after the BoF2 patch was done, and I started doing my own work on BoF1 before I decided it'd take too much effort to hammer the SNES version's menu into shape?

The plan is to actually use my fancy-style menu I made (or something that looks like it). :3

And I haven't abandoned this, either; it's just that a lot of stuff came up and I haven't been able to get back to the translation effort. I actually put together my own custom script editor in Python so I could compare the Woolsey and Japanese scripts side-by-side. :3
Title: Re: Screenshots
Post by: vivify93 on April 29, 2013, 11:01:03 pm
Well. Remember right after the BoF2 patch was done, and I started doing my own work on BoF1 before I decided it'd take too much effort to hammer the SNES version's menu into shape?

The plan is to actually use my fancy-style menu I made (or something that looks like it). :3
(http://img248.imageshack.us/img248/9978/bof100003.png)

Posting from the old BoFII retranslation thread. I like how it turned out. I forgot it, to be honest.
Title: Re: Screenshots
Post by: Myria on April 30, 2013, 01:54:35 am
I have heard a few people say that the background bitmap is distracting.  Do you have any recommendations about it?

I'm on my iPad right now, so unfortunately, I can't post a screenshot of the main menu.  Ryusui might be able to, though.

The main menu is in the same style as the status screen I showed, but its layout was tweaked to be more like BoF2.  The menu options are on the left side vertically, using the same bitmaps for buttons and their labels as in that previous screenshot (Ryusui's previous project).

The Zenny amount was moved to the top right, like BoF2.  I removed it as a "stage" of the menu, since it is now visible from the main menu.

I added the name of your current location to the top left of the screen, like BoF2 and like the GBA BoF1.  I extracted the map ID to location name mapping table from the GBA ROM.  This also means that our version has more location names than the original SNES - the SNES version only had a few locations that are not in Deis's warp list.  (These were used as repeated strings in the dialogue as a primitive compression system.)

Hi Ryusui <3
Title: Re: Screenshots
Post by: LostTemplar on April 30, 2013, 02:04:44 am
I have heard a few people say that the background bitmap is distracting.  Do you have any recommendations about it?

A few ideas: a) make it darker so it's less prominent, b) make it optional (new option in the Options menu), c) let the user choose between several images. I think it's beautiful, though.
Title: Re: Screenshots
Post by: Myria on May 01, 2013, 12:11:59 am
Main menu:

(http://i1357.photobucket.com/albums/q748/myriakitty/bof1j-hacked_00032_zps81eb1721.png)

Config menu:

(http://i1357.photobucket.com/albums/q748/myriakitty/bof1j-hacked_00033_zpsc9dfd779.png)

The background is actually darker than a previous build's was, but apparently not enough =)  Some people also say that the blue at the top and bottom borders is too strong.

Another big change I did was move most of the text to BG3 instead of the original game's BG1.  This is because in Mode 1, BG1 graphics are 16-color - twice as big as the 4-color BG3.  This conserves a lot of VRAM needed to store the rendered text.
Title: Re: Screenshots
Post by: Gideon Zhi on May 01, 2013, 01:31:46 am
The background is actually darker than a previous build's was, but apparently not enough =)  Some people also say that the blue at the top and bottom borders is too strong.

The blue is fine; the issue is one of contrast. The gray middle of the gradient is so starkly different than the deep blue of the edges that it creates three separate and distinct areas within the background, which is two more than any background really ought to have. The idea is that they're supposed to be innocuous and out of the way, not commanding attention :)
Title: Re: Screenshots
Post by: vivify93 on May 01, 2013, 05:43:44 am
Main menu:

[snip]

Config menu:

[snip]

The background is actually darker than a previous build's was, but apparently not enough =)  Some people also say that the blue at the top and bottom borders is too strong.

Another big change I did was move most of the text to BG3 instead of the original game's BG1.  This is because in Mode 1, BG1 graphics are 16-color - twice as big as the 4-color BG3.  This conserves a lot of VRAM needed to store the rendered text.
I like the background; it looks just like the one d4s used in Breath of Fire II.

Whatcha guys gonna do for the lower-left blank box? Or is that a secret?

Some suggestions, if you don't have anything planned.
- Play time. (Probably easiest?)
- Time of day indicator? (Dawn, morning, afternoon, evening, dusk, night)
- Powers of who's currently up front? (Fishing, flying, hunting, forest-walking, nothing, etc.)
- Current music track name? (This one's reaching, admittedly)
Title: Re: Screenshots
Post by: Myria on May 01, 2013, 11:36:46 am
I like the background; it looks just like the one d4s used in Breath of Fire II.

Whatcha guys gonna do for the lower-left blank box? Or is that a secret?

Yep, it's clearly modeled after d4s's work.  Except, the background in this case is BoF1 artwork.

I originally planned it to be a timer.  However, I'd actually have to implement it - the game doesn't track gameplay time.  I guess that I'd just increment some variable from the NMI handler.
Title: Re: Screenshots
Post by: Nightcrawler on May 01, 2013, 11:53:16 am
I originally planned it to be a timer.  However, I'd actually have to implement it - the game doesn't track gameplay time.  I guess that I'd just increment some variable from the NMI handler.

Yep, pretty much. An NMI counter is the simplest way to do it. Remember to disable it when game is paused (Does Bof1 has pause?) or in any state in which it may not be desirable to count play time.
Title: Re: Screenshots
Post by: I.S.T. on May 01, 2013, 05:40:11 pm
It doesn't have pause, but it's 100% turn based in battle and I don't think there are any timed dungeons either. The only time pause would be worthy would be in a few segments where you have to dodge some fuckers very early on.
Title: Re: Screenshots
Post by: KingMike on May 01, 2013, 06:17:26 pm
I don't recall that part of the game needing precise timing, if the soldiers even moved at all.
I think it was a just a matter of knowing which spots are safe to walk (that is, stay at least three tiles away, from what I remember).
Title: Re: Screenshots
Post by: Myria on May 01, 2013, 08:08:42 pm
Hmm.

rep #$30
lda.l {clock}+2
tax
lda.l {clock}+0
ina
bne .no_increment_high
inx
beq .no_write
.no_increment_high:
sta {clock}+0
txa
sta {clock}+2
.no_write:

Then the code that reads the timer needs to read the high half first, then read the low half, then verify that the high half hasn't changed.  Finally, divide and mod to make the counter readable.
Title: Re: Screenshots
Post by: Nightcrawler on May 02, 2013, 08:06:34 am
I might take a slightly different approach:

You only need the time to show seconds (or perhaps only even minutes). NMI is 60 times per second (NTSC). So you can just do something like decrement a single 8-bit variable 60 times (or a 16-bit values 3600 times for minutes). Only once every 60 or 3600 times do you need to do the actual work to update the time value in RAM. NMI should be kept as quick as possible.

Now, your time value is already in seconds or minutes and you're doing a much smaller computation for display. However, why not take the NMI increment one step farther and eliminate the need for this computation entirely? When you increment your timer value each second or minute, simply check for time rollovers and keep a separate byte for seconds, minutes, and hours. Then, it's ready for display at any time. Or, you might keep the timer in packed BCD (http://en.wikipedia.org/wiki/Binary-coded_decimal) (Binary Coded Decimal) format for ease of display.
Title: Re: Screenshots
Post by: Gideon Zhi on May 05, 2013, 10:35:42 pm
(http://agtp.romhack.net/temp/sutehakn001.png) (http://agtp.romhack.net/temp/sutehakn002.png)
Title: Re: Screenshots
Post by: Pennywise on May 05, 2013, 11:53:26 pm
Thought about perhaps localizing the names a bit to sound more childish in an English way? Mackey, Potty etc.
Title: Re: Screenshots
Post by: DSwizzy145 on May 06, 2013, 01:53:51 am
Nah don't do it man! Don't want it to end up as a butcherized translation imho you'll kill it if you change the names to sound more American native.
Title: Re: Screenshots
Post by: Azkadellia on May 06, 2013, 03:43:52 am
Literal/direct translations are boring. A good localization beats them anyday.
Title: Re: Screenshots
Post by: Ryusui on May 06, 2013, 04:41:03 am
Nah don't do it man! Don't want it to end up as a butcherized translation imho you'll kill it if you change the names to sound more American native.

Dude, if it was published when it should've been published, the names would've been changed, and rightfully so. The names make sense to a Japanese audience - why the hell not change 'em so they'll make sense to an English audience?

Context is important with this kind of thing. If you're worried about what I might do with Majotachi no Nemuri (which I still need to get back to), you shouldn't - the game's too Japanese in its themes and aesthetic to make a Phoenix Wright-style Americanization worthwhile. But for a bright, colorful, mascot-filled kids' game, it only makes sense to change silly Japanese names into silly English ones.
Title: Re: Screenshots
Post by: ChronoMoogle on May 06, 2013, 05:20:47 am
Whoa! Good to see some progress on this one.
I am currently playing the Satellaview-installments, but wanted to give the retail version another run eventually. I played it all the way through 4 years ago, so why not doin it again? It's a great, addictive game^^ I am looking forward to the english translation, Ghideon :)
Title: Re: Screenshots
Post by: LostTemplar on May 06, 2013, 05:41:48 am
Dude, if it was published when it should've been published, the names would've been changed, and rightfully so. The names make sense to a Japanese audience - why the hell not change 'em so they'll make sense to an English audience?

Context is important with this kind of thing. If you're worried about what I might do with Majotachi no Nemuri (which I still need to get back to), you shouldn't - the game's too Japanese in its themes and aesthetic to make a Phoenix Wright-style Americanization worthwhile. But for a bright, colorful, mascot-filled kids' game, it only makes sense to change silly Japanese names into silly English ones.

Dito. I find it amusing that the most verbal about "keeping it as close to the Japanese as possible" are usually the people who don't even understand Japanese...
Title: Re: Screenshots
Post by: Zynk on May 06, 2013, 06:59:02 am
Spoiler:
(http://agtp.romhack.net/temp/sutehakn001.png) (http://agtp.romhack.net/temp/sutehakn002.png)
Are there no lower-case letters in the game?
Title: Re: Screenshots
Post by: FallenAngel2387 on May 06, 2013, 09:03:11 am
That Breath of Fire hacking is incredible. Could that have been accomplished within the limitations of an actual SNES cartridge?

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00025_zpsc33a7f56.png)

I had to edit that down to get it to fit on the screen. Probably end up rewording it a bit and/or reducing the spacing between lines to fit more on screen.

(http://i207.photobucket.com/albums/bb11/gwood102/12_zpsd129f455.png)

My first PCE project as well. It's collecting dust atm and needs to be edited etc.

About that 2nd one. I actually liked that game, I'd be curious to see the original Wataru game it was meant to be.

Dito. I find it amusing that the most verbal about "keeping it as close to the Japanese as possible" are usually the people who don't even understand Japanese...

Yeah, I begin to get why localizations did that too. Especially if a game is strictly Japanese(literally taking place in Japan) and the characters graphics aren't too different to tell them apart. It get's tough to remember Japanese names if you're not used to them. Like the whole Nekketsu/Kunio-kun series.


Are there no lower-case letters in the game?

How did you make it through 3rd and 4th gen localizations? :P
Title: Re: Screenshots
Post by: M-Tee on May 06, 2013, 09:16:06 am
I also back the localization option. I'd go Mack, Mac, Macken, or Macky, and Potts. Just my thoughts.

Fun little platformer though. Glad to see it getting a translation.
Title: Re: Screenshots
Post by: Gideon Zhi on May 06, 2013, 01:49:27 pm
I had considered it, yes, but I think I'm going to keep them as they are. A few of them are already somewhat localized - the original official names are Burokkun (for Blockkun) and Rokkun (for Rockkun), and keeping them ending with "kkun" keeps an internal consistency with the game's title and establishes an overall convention with all the other names.
Title: Re: Screenshots
Post by: ChronoMoogle on May 06, 2013, 05:14:13 pm
If you keep the names close to the original, I would go with Rokkun instead of Rockkun. It's catchier and a nice wordplay.
Title: Re: Screenshots
Post by: DSwizzy145 on May 06, 2013, 07:03:17 pm
Dude, if it was published when it should've been published, the names would've been changed, and rightfully so. The names make sense to a Japanese audience - why the hell not change 'em so they'll make sense to an English audience?

Context is important with this kind of thing. If you're worried about what I might do with Majotachi no Nemuri (which I still need to get back to), you shouldn't - the game's too Japanese in its themes and aesthetic to make a Phoenix Wright-style Americanization worthwhile. But for a bright, colorful, mascot-filled kids' game, it only makes sense to change silly Japanese names into silly English ones.
True perhaps but I don't think it should be change IMO cuz first of all if you look at Ruroni Kenshin they actually kept the Japanese names to a minimum & a few fans can remember most of their names perfectly, this also goes for Persona 4 Golden they kept their literal -kun & -chan nicknames and I still remember it a few times. It basically depends if a name is forgettable or if the players puts their time to read the names everyone they play I guess.
Title: Re: Screenshots
Post by: Tater Bear on May 06, 2013, 08:26:32 pm
...keeping them ending with "kkun" keeps an internal consistency with the game's title and establishes an overall convention with all the other names.
You can replace "kun" with "y", to keep consistency among the names (Ex: Rocky, Blocky, Macky, and Potty). The game is not fully translated with the honorifics still "untranslated" (Unfortunately there is no direct English equivalent)... It just doesn't look fully translated IMO, so I would have to agree with the others  :(.
Title: Re: Screenshots
Post by: DarknessSavior on May 06, 2013, 08:29:03 pm
Yeah, I begin to get why localizations did that too. Especially if a game is strictly Japanese(literally taking place in Japan) and the characters graphics aren't too different to tell them apart. It get's tough to remember Japanese names if you're not used to them. Like the whole Nekketsu/Kunio-kun series.
And yet there are people who still insist on calling it "Nekketsu Koukou" instead of "Hot Blooded High" (the translation even has a tiny bit of alliteration!).

*shiver* Weaboos. =/

Also, Rurouni Kenshin isn't the best example, because in the anime they actually translated all of the Japanese terms and it worked just as well. And I would also argue that in a severely Japanese setting, it MIGHT be slightly appropriate to use honorifics. But ONLY in that particular circumstance. The rate at which they're leaving Japanese words in the Persona series terrifies me (Does anyone here that isn't a translator know what a "muchi" is, for example?).

~DS
Title: Re: Screenshots
Post by: Pennywise on May 06, 2013, 08:45:46 pm
Even though I'm a hypocrite, I wouldn't use the title Sutte Hakkun which I'm guessing is the reason you're keeping the kun. Since there is no precedent for it, I'd change it to something else that is more English friendly.
Title: Re: Screenshots
Post by: KingMike on May 06, 2013, 09:21:27 pm
Keep the name some people used back in the day: Suck & Blow  :D
Title: Re: Screenshots
Post by: Zynk on May 06, 2013, 09:38:56 pm
You could use a subtitle for a fan-translated/version of the the game's title.
Btw, whta does Sutte Hakkun mean?

I believe its from a pun for 'suttehaku'; 吸って吐く= to breathe in and breathe out
And it looks like that's what Hackkun is doing.
Title: Re: Screenshots
Post by: danke on May 07, 2013, 02:20:50 am
吸って吐く is essentially 'huff and puff' like in the Three Little Pigs.

Sutte Hakkun is that verb with the 'kun' ending, personifying it.

So, huff-and-puffy? Huffy and Puffy?
Title: Re: Screenshots
Post by: sa♥tsu on May 07, 2013, 06:12:04 am
Potty

You want to name him after a child's training toilet? You utter bounder, sir!

Incidentally, my opinion is that a name that's been rendered in English for Japanese audiences doesn't necessarily count as a localisation. Even if they did write out Burokkun in English, I'd still localise it, because the creators of the game didn't do it for an English-speaking audience, they did it for a Japanese audience. Respecting the creators' intentions is one thing, but I do think that there are things where I'm sure they wouldn't give a damn if you asked to change something, and it's more important to tailor the game for the new English-speaking audience. (The title screen for Hourai High's a small example of this - it originally provided an English title under the Japanese text, "The Adventure of Hourai High School", which I changed to "The Adventures of Hourai High". Speaking of which, I think the subtitle I chose, "Transfer Student Dramabomb" ruffled some feathers here, but it's actually a faithful localisation - just not a direct translation.)
Title: Re: Screenshots
Post by: FallenAngel2387 on May 07, 2013, 08:04:22 am
Huh, I honestly didn't know that translation existed for some reason. I might need to look through the database more thoroughly.

And yet there are people who still insist on calling it "Nekketsu Koukou" instead of "Hot Blooded High" (the translation even has a tiny bit of alliteration!).

*shiver* Weaboos. =/

I wouldn't know. I just consider it Nekketsu, because that's the word I'm most likely to see when I look for a rom in that series to patch. I'd consider it something in English, if there was any consistency, but we got: Renegade, World Cup Soccer, Crash and the Boys Street Challenge,  Super Dodgeball, and River City Ransom/Street Gangs.

Keep the name some people used back in the day: Suck & Blow  :D

Knowing most gamers on the internet, that would probably piss them off, when they realize there's no hentai(I really shouldn't know that word even exists...).
Title: Re: Screenshots
Post by: Gideon Zhi on May 07, 2013, 11:33:04 am
Incidentally, my opinion is that a name that's been rendered in English for Japanese audiences doesn't necessarily count as a localisation. Even if they did write out Burokkun in English, I'd still localise it, because the creators of the game didn't do it for an English-speaking audience, they did it for a Japanese audience. Respecting the creators' intentions is one thing, but I do think that there are things where I'm sure they wouldn't give a damn if you asked to change something, and it's more important to tailor the game for the new English-speaking audience.

This is generally my attitude towards things. The issue here is that the game in question has been known as Sutte Hakkun in emulation circles for over a decade, with Hakkun being the main character. If we change the name and leave it subtitled or something (and that's a pretty big if) do you have any suggestions for names that would both keep the internal soundalike consistency and not sound rude? :p
Title: Re: Screenshots
Post by: Jedi QuestMaster on May 07, 2013, 08:43:52 pm
Huh, I honestly didn't know that translation existed for some reason. I might need to look through the database more I just consider it Nekketsu, because that's the word I'm most likely to see when I look for a rom in that series to patch. I'd consider it something in English, if there was any consistency, but we got: Renegade, World Cup Soccer, Crash and the Boys Street Challenge,  Super Dodgeball, and River City Ransom/Street Gangs.
Honestly?

Why don't more translators go with Crash 'n the Boys? Wasn't that supposed to be Technos' localization plan?
Title: Re: Screenshots
Post by: Tater Bear on May 07, 2013, 10:48:29 pm
...do you have any suggestions for names that would both keep the internal soundalike consistency and not sound rude? :p
That is tough :(. Maybe you can replace "kun" with "er", to keep consistency among the names (Ex: Rocker, Blocker, Macker, Hacker and Potter). Hacker and Potter are real surnames in English... and Potter from "Its A Wonderful Life" was a mighty shifty guy too :P
Title: Re: Screenshots
Post by: BRPXQZME on May 07, 2013, 11:01:03 pm
I would consider anyone who describes what they do as “macking” pretty shifty.
Title: Re: Screenshots
Post by: Zynk on May 07, 2013, 11:38:54 pm
So what does the honorific -kun (https://en.wikipedia.org/wiki/Japanese_honorifics#Kun) really translates/localized into?

The -kun for Hakkun is mainly just a pet name; just sound cute or friendly.
Maybe localization doesn't need the -kun; I'd like to go w/ Huck looks like a good name.

Joke title: Huff'n Puff'n Huck'n  :D :D
Title: Re: Screenshots
Post by: Myria on May 08, 2013, 03:32:16 am
That Breath of Fire hacking is incredible. Could that have been accomplished within the limitations of an actual SNES cartridge?

Yes - it runs on a real SNES.  The only thing special about the cartridge is that it is larger than the original.  Right now, it has expanded from 1.5 MB to 3.0 MB; being a 3.0 MB LoROM with an 8 KB battery-backed SRAM, it's now the same cartridge format as Super Metroid.

However, in the reality of the early 1990s, Capcom developers would have had a hard time convincing their business types to double the ROM size just to give English-speaking players proportional fonts in the menu system.  Only in modern times with our terabyte hard drives and multi-gigabyte SNES flash carts do we not care about such a size increase.  (Paraphrasing byuu's blog post on the subject.)
Title: Re: Screenshots
Post by: sa♥tsu on May 08, 2013, 04:40:48 am
This is generally my attitude towards things. The issue here is that the game in question has been known as Sutte Hakkun in emulation circles for over a decade, with Hakkun being the main character. If we change the name and leave it subtitled or something (and that's a pretty big if) do you have any suggestions for names that would both keep the internal soundalike consistency and not sound rude? :p

Got a full list of character names? (Maybe this could go in a new topic.)
Title: Re: Screenshots
Post by: Midna on May 08, 2013, 04:58:15 pm
On the subject: if I ever nabbed a translated job, I'd only leave in -kun, -chan, and the like A. if the character speaking was ethnically Japanese, B. under executive mandate, or C. as a last resort. Everywhere else I'd translate it to a diminutive, e.g. Lip-chan to "little Lip" or "Lippy" or something like that.
Title: Re: Screenshots
Post by: Pennywise on May 08, 2013, 05:12:22 pm
Huffy Puffy sounds like an OK title to me and retains some of the meaning of the original. Puffy was actually the name of Sue's pet from Grandia.
Title: Re: Screenshots
Post by: BRPXQZME on May 08, 2013, 05:42:05 pm
On the subject: if I ever nabbed a translated job, I'd only leave in -kun, -chan, and the like A. if the character speaking was ethnically Japanese, B. under executive mandate, or C. as a last resort. Everywhere else I'd translate it to a diminutive, e.g. Lip-chan to "little Lip" or "Lippy" or something like that.
Most of the time, rather than a diminutive, you simply drop the honorific and switch to first name or a pronoun if necessary to get a form close to how most Americans address most other Americans in most situations, assuming they know each other. But this is only a general case! What if one isn’t American? What if one is a child and the other an adult? Family? Karate instructor? In love? James Bond addressing a Japanese colleague?

Such rules may take the thinking out of these issues, but it becomes readily apparent in the end result that the thinking was not done. So do not make such rigid rules; this is not a topic of morality! Take the jobs as they come and pay due respect to everything you decide to translate.
Title: Re: Screenshots
Post by: ChronoMoogle on May 08, 2013, 08:07:08 pm
Spitty would be a neat name for the main character imo.
Soak'n Spitty would also work as a wordplay in the game title :)
(Soaking Spitty/Soak and Spit)
Title: Re: Screenshots
Post by: KiddoCabbusses on May 08, 2013, 10:46:53 pm
Honestly?

Why don't more translators go with Crash 'n the Boys? Wasn't that supposed to be Technos' localization plan?

Probably because the most popular Nekketsu entry was localized as "River City Ransom", heavily divorced from the "Crash" localizations.

Spitty would be a neat name for the main character imo.
Soak'n Spitty would also work as a wordplay in the game title :)
(Soaking Spitty/Soak and Spit)

Unfortunately this just made me think of "Spit'n Swallow", which is probably just as bad as "Suck n' Blow"...

I think I have another question to address regarding the translation of this game, though. To be specific, in the chance the Satellaview entries (Event Version, BS Version 2, 98  Winter Event Version) get localized, how would one account for the fourth-wall breaking (paraphrased) "By popular demand from Satellaview fans, the rainbow broke again." excuse plot, in regard to a localization?
Title: Re: Screenshots
Post by: Carnivol on May 09, 2013, 12:18:59 pm
^Not everything can be saved or is worth saving.  Throw it out and make way for original content to fill in the gaps.

Also, regardless of what spin is used on the naming conventions, I think going full "-kun" on it all does have a pretty playfull charm to it that might be worth using - so it's not a complete disaster if the terminology base isn't entirely English-rooted or whatever. (You often find "localizations/translations" that goes far and wide in its approach and borrows terminology and linguistic quirks from all sorts of other languages, but for some reason they're almost always dead afraid of actually integrating concepts elements borrowed from the source. Of course, intent and purpose is key.)
Title: Re: Screenshots
Post by: Celice on May 12, 2013, 04:23:13 am
On the note of localizing Sutte Hakkun (I find the concept of localizing vs. accurate translation to be fascinating), for the pot character, you could always go with something like Mr. Pot, yeah? The context of the game and the way the character looks, Mr. Pot seems like it would come across as some what comical and playful, maybe connoting the same feeling that the -kun part would. Maybe?

Are there any naming conventions the Rareware guys used in their 90s, early 2000s games, like Donkey Kong Country or Banjo-Kazooie? They kept that wonderfully cute style, but this playfulness was expressed in mostly visually in the artstyle and mannerisms of characters, more than in their names (withstanding names that play on themes or functions).
Title: Re: Screenshots
Post by: Carnivol on May 13, 2013, 12:55:10 pm
RARE naming conventions are usually very straight to the point and short, usually descriptive names or a name + descriptive title, usually with the name acting as a lead in to some sort of pun when combined with the character's purpose or a certain type of action.
("Guy has thick glasses? Let's call him "Bottles", "Gobi is a camel, let's call him Gobi the Camel.", etc.)

Banjo games also use heavy amounts of rhymes and puns in dialog in general. Good stuff. Very playfull and nice.  What I find important is generally that something's done as part of an idea, was done deliberately, was within the scope of one's own talent, and that the end result ultimately is capable of standing on its own feet.
Title: Re: Screenshots
Post by: KingMike on May 17, 2013, 03:25:28 pm
Deep Dungeon III ending VWF is go!

No, only this ending screen is getting a VWF because the game only used an engine that made it possible it on this screen (it draws the window in RAM, and then transfers it to VRAM so it can scroll one pixel at a time).

Spoiler:
(http://i55.photobucket.com/albums/g155/sahagin/dd3mod-16_zps6789dd99.png)

Now to play around with the text a bit to see how much of DS' translation I can fit. Got the important stuff fitting in great.
Had to fix a couple bugs with the original rendering engine, though? Did I mention this game has bugs? :D
(the most ridiculous is that when the game has to clear a line of pixels, it clears the first tile 24 tiles when it should probably clear all 24 tiles once.
And the routine to clear out the remainder of a line when it isn't fully used jsrs itself, leaving it possible to cause a stack-overflow crash. Good thing the game used up the entire window on all lines.
Oh, and the game has a line break routine it never uses, because the code to update the text pointer after each line just assumes it used the full 24 characters anyways. :P )
Title: Re: Screenshots
Post by: Pikachumanson on May 17, 2013, 03:46:31 pm
Wow! That text looks awesome! Much better than the original! How did you deal with the the text spilling over when you fought two different types of enemies?
Title: Re: Screenshots
Post by: KingMike on May 17, 2013, 04:25:08 pm
Unfortunately I could only do that for the ending (which uses its own text rendering system not used for the rest of the game). It is then followed by a credits sequence that is already in English.
The rest of the game text is still going to be fixed-width.

(no way I'd have been able to come close to fitting a full translation of the ending if not for that lucky break.)
Title: Re: Screenshots
Post by: Pikachumanson on May 17, 2013, 04:52:28 pm
Ah I see, now I understand why that's happening.
Title: Re: Screenshots
Post by: cj iwakura on May 20, 2013, 10:08:44 am
Some Umineko stuff:

(http://iwakuraproductions.files.wordpress.com/2013/05/gb1.jpg)
(http://iwakuraproductions.files.wordpress.com/2013/05/gb2.jpg)

Default font. Kind of fond of it, but it can be adjusted. Kerning is a little borked depending on the letters.
Title: Re: Screenshots
Post by: Celice on June 15, 2013, 10:59:53 pm
My baby steps in romhacking: Inserting FFIV mobile version characters into the SNES ROM.

(http://i47.tinypic.com/69p8a8.png)
I had been looking for those sprites. Do you have them all?
http://ffbin.sp.land.to/src/FF_0140.zip

Rather late, but I was browsing some Japanese romhack uploader and found these sprite rips/prepared sheets of the After Years sprites. Not all of them are here, but a sizeable amount are... There's also what look to be a few FFV sprites too, battle animations for NPCs who aren't normally seen in battle.

I'm guessing this resource is up for grabs. Here's the source:

http://ffbin.sp.land.to/upload.html
Title: Re: Screenshots
Post by: DarknessSavior on June 16, 2013, 10:21:45 am
Some of these sound really interesting. One of them is "FF VI, Medium-Spicy Version." XD

~DS
Title: Re: Screenshots
Post by: Celice on June 16, 2013, 02:20:57 pm
Yeah, these uploaders are somewhat common for Japanese romhacks and projects, from what I've seen the past few years :thumbsup: You can always find a bunch of cool hacks on these, or for games you didn't think had that much attention.

For example, I've been following a Fire Emblem uploader for a couple years now, archiving everything that gets uploaded, and the archive is at 105 folders, not including content within folders, compressed to 200MB. There's at least been 15 FULL game hacks too that add a lot of new content over the vanilla games.
Title: Re: Screenshots
Post by: cj iwakura on June 23, 2013, 01:22:31 am
Now edited! Mostly.

Battler/Ronove scenario's done.

(http://i.imgur.com/cD7G2Eo.jpg)
(http://i.imgur.com/Yk0INdQ.jpg)
(http://i.imgur.com/CnzkGwz.jpg)
(http://i.imgur.com/2jaXvFq.jpg)
(http://i.imgur.com/RGiXtbP.jpg)

Yeah, it's... messed up.
Title: Re: Screenshots
Post by: Midna on June 24, 2013, 07:33:10 pm
One thing: I'd change that giggle from "Ihihi!" to "Eeheehee" or something similar. Ihihi looks like it could be pronounced "eh-high-high" or something like that.

Other than that, looks good.  :thumbsup:
Title: Re: Screenshots
Post by: Spikeman on June 24, 2013, 11:04:29 pm
Is it just me or does the kerning on that font look off? It looks like there should be another pixel or two of space between the letters - right now they look all squished together. I also agree on using "eeheehee." Other than those minor gripes, looks nice!
Title: Re: Screenshots
Post by: LostTemplar on June 26, 2013, 12:57:36 pm
Today I discovered that Star Ocean has a software sprite scaler taking fixed-point numbers as scaling factors:

(http://i40.tinypic.com/14w3yo3.png)(http://i41.tinypic.com/nd9991.png)

(left: 2.0, 2.0, right: 1.5, 0.5)
Title: Re: Screenshots
Post by: Gemini on June 26, 2013, 01:01:00 pm
That's probably used for when you pick up an item.
Title: Re: Screenshots
Post by: LostTemplar on June 26, 2013, 01:05:59 pm
Yeah, and when you win a battle.
Title: Re: Screenshots
Post by: justin3009 on June 26, 2013, 01:30:22 pm
That's frikin awesome.  It's most likely used for what they said before, but that's SUPER interesting to see that on the characters themselves.
Title: Re: Screenshots
Post by: LostTemplar on June 26, 2013, 01:44:38 pm
It's pretty cool. Every (logical, not SNES-) sprite has two fields in its descriptor that describe its horizontal and vertical stretch factor, so you can just change it and the engine does the rest. Composition of sub-sprites (as logical sprites can be larger than the hardware sprites) and so on is all handled automatically.
Title: Re: Screenshots
Post by: Trax on June 26, 2013, 09:48:54 pm
An update on my Zelda 1 Editor, Sword I. Now with many controls to change screen ID, cave destination, position out of caves, enemies, and a few flags for Zola, ocean sounds and whether enemies appear from the sides of the screen. You can move to other screens either with the direction arrows, or by typing a coordinate (00 to 7F) into the Current Location field...
(http://www.bwass.org/romhack/zelda1/04enemycontrols.png)
Some columns on the right overlap from one section to the next. It doesn't break the game or the editor, but it should be corrected...
Title: Re: Screenshots
Post by: snarfblam on June 29, 2013, 12:26:33 pm
Some columns on the right overlap from one section to the next. It doesn't break the game or the editor, but it should be corrected...

I ran into the same problem with my Zelda editor. I didn't want to hide the duplicate columns, though. It's conceivable that somebody might hack the game to add additional columns (and, in fact, I made a tool that can do this). I settled on letting users chose between (A) all columns in order including duplicates, (B) an organized list of columns without duplicates, or (C) a custom organization of columns.

Spoiler:

Option B:
(http://dl.dropbox.com/u/12027218/Shared%20Images/AutoDrop/autodrop129.png)
Title: Re: Screenshots
Post by: Trax on July 04, 2013, 12:55:16 am
Hmmm, this is quite handy. The original order of the columns seems random, and it can be a hassle sifting through to find what you're looking for. And that's assuming the column you want actually exists. I'm curious though: when using option B (without duplicates), how do you figure when a group of columns stop? Is it set arbitrarily by the user?
Title: Re: Screenshots
Post by: M-Tee on July 15, 2013, 01:17:46 am
(http://files.mteegfx.com/ShogiScreen01.png)

Original:
(http://www.mobygames.com/images/shots/l/510091-hon-shogi-naito-9-dan-shogi-hiden-nes-screenshot-the-layout.png)
Title: Re: Screenshots
Post by: RedComet on July 21, 2013, 01:43:37 pm
(http://archive.rpgclassics.com/subsites/twit/spidey/spidey_00000.wip.png) (http://archive.rpgclassics.com/subsites/twit/spidey/spidey_00001.wip.png) (http://archive.rpgclassics.com/subsites/twit/spidey/spidey_00002.wip.png)
(http://archive.rpgclassics.com/subsites/twit/spidey/spidey_00003.wip.png) (http://archive.rpgclassics.com/subsites/twit/spidey/spidey_00005.wip.png) (http://archive.rpgclassics.com/subsites/twit/spidey/spidey_00006.wip.png)

Feels good to be productive again. :)
Title: Re: Screenshots
Post by: ChronoMoogle on July 21, 2013, 01:59:44 pm
Looks great and comic-ish! If possible, you should try to format the text of the speech/think bubbles more to the center though^^
Title: Re: Screenshots
Post by: Gideon Zhi on July 21, 2013, 02:09:55 pm
Kerning? What devilry is this?
Title: Re: Screenshots
Post by: RedComet on July 23, 2013, 04:36:09 pm
Kerning? What devilry is this?

The good kind. ;)
Title: Re: Screenshots
Post by: DSwizzy145 on July 24, 2013, 12:31:18 am
I'd had been waiting for a Amazing Spiderman SFC english translation for awhile instead of the french version, I thought no one care for that game imo?
Title: Re: Screenshots
Post by: mopoz on July 31, 2013, 10:07:31 am
H-DMA hack FF2
Color is generated automatically depending on which is selected in the settings of the game.
(http://gegmopo3.magicteam.net/File/FF2/hdma_ff2010.png)(http://gegmopo3.magicteam.net/File/FF2/hdma_ff2011.png)(http://gegmopo3.magicteam.net/File/FF2/hdma_ff2012.png)
Title: Re: Screenshots
Post by: justin3009 on July 31, 2013, 01:15:18 pm
H-DMA hack FF2
Color is generated automatically depending on which is selected in the settings of the game.
(http://gegmopo3.magicteam.net/File/FF2/hdma_ff2010.png)(http://gegmopo3.magicteam.net/File/FF2/hdma_ff2011.png)(http://gegmopo3.magicteam.net/File/FF2/hdma_ff2012.png)

Wow that's really neat looking.  Great job!
Title: Re: Screenshots
Post by: I.S.T. on July 31, 2013, 07:16:07 pm
I'd had been waiting for a Amazing Spiderman SFC english translation for awhile instead of the french version, I thought no one care for that game imo?

It's a great fucking game, criminally unappreciated.
Title: Re: Screenshots
Post by: DSwizzy145 on July 31, 2013, 08:06:53 pm
It's a great fucking game, criminally unappreciated.
I agree! ;D
Title: Re: Screenshots
Post by: creatorofchaos on August 01, 2013, 10:13:26 pm
(http://i1291.photobucket.com/albums/b553/mbracero53/UntranslatedMenu_zpsaa29f930.png)(http://i1291.photobucket.com/albums/b553/mbracero53/TranslatedMenuV1_zps8a2add2b.png)

So, I just did a thing.  If you can't tell, this is RPG Tsukuru Advance(RPG Maker Advance).

I'm still trying to figure out what font to use for the top menu name, but it apparently translates to "to create a data" or something to that effect.  I'm probably gonna change that to "edit resources" to make a bit more sense. 

By the way, does anyone have any idea what that one option translates to?  All I can get is something about "work", and I have no idea what that editor does when I open it up.
Title: Re: Screenshots
Post by: KingMike on August 02, 2013, 12:04:09 am
Looking up the kanji, I think it's 職業 (shokugyou, occupation).
Title: Re: Screenshots
Post by: Normmatt on August 02, 2013, 12:56:13 am
(http://i1291.photobucket.com/albums/b553/mbracero53/UntranslatedMenu_zpsaa29f930.png)(http://i1291.photobucket.com/albums/b553/mbracero53/TranslatedMenuV1_zps8a2add2b.png)

So, I just did a thing.  If you can't tell, this is RPG Tsukuru Advance(RPG Maker Advance).

I'm still trying to figure out what font to use for the top menu name, but it apparently translates to "to create a data" or something to that effect.  I'm probably gonna change that to "edit resources" to make a bit more sense. 

By the way, does anyone have any idea what that one option translates to?  All I can get is something about "work", and I have no idea what that editor does when I open it up.

In this context its probably Job.

BTW: I have a partial table file for this game. Never completed it as it had too many kanji in it.
Title: Re: Screenshots
Post by: gadesx on August 02, 2013, 05:52:58 am
(http://i1291.photobucket.com/albums/b553/mbracero53/UntranslatedMenu_zpsaa29f930.png)(http://i1291.photobucket.com/albums/b553/mbracero53/TranslatedMenuV1_zps8a2add2b.png)

So, I just did a thing.  If you can't tell, this is RPG Tsukuru Advance(RPG Maker Advance).

I'm still trying to figure out what font to use for the top menu name, but it apparently translates to "to create a data" or something to that effect.  I'm probably gonna change that to "edit resources" to make a bit more sense. 

By the way, does anyone have any idea what that one option translates to?  All I can get is something about "work", and I have no idea what that editor does when I open it up.

same screen of rpg maker from psx
(http://img21.imageshack.us/img21/9875/elh5.png)
Title: Re: Screenshots
Post by: shadow501 on August 07, 2013, 01:34:51 pm
(http://img834.imageshack.us/img834/8291/ra7d.png)

(http://i.imgur.com/9chi7pg.png)

August 09, 2013, 12:29:03 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
This is screen colors system megaman 5

(http://i.imgur.com/YAS11NP.png)

(http://i.imgur.com/Xj4rDbq.png)
Title: Re: Screenshots
Post by: Trax on August 10, 2013, 12:28:00 am
Looks neat. Does it let you change the values in real-time?
Title: Re: Screenshots
Post by: creatorofchaos on August 10, 2013, 07:32:06 pm
(http://i1291.photobucket.com/albums/b553/mbracero53/UntranslatedStartMenuSample_zps233597ce.png)(http://i1291.photobucket.com/albums/b553/mbracero53/TranslatedStartMenuSampleV1_zpsa27a6c88.png)
(http://i1291.photobucket.com/albums/b553/mbracero53/UntranslatedStartMenuMain_zps354bf9a0.png)(http://i1291.photobucket.com/albums/b553/mbracero53/TranslatedStartMenuMainV1_zpsca9631ad.png)
(http://i1291.photobucket.com/albums/b553/mbracero53/UntranslatedStartMenuCable_zps421488f4.png)(http://i1291.photobucket.com/albums/b553/mbracero53/TranslatedStartMenuCableV1_zps56e89551.png)
(http://i1291.photobucket.com/albums/b553/mbracero53/UntranslatedMenu_zpsaa29f930.png)(http://i1291.photobucket.com/albums/b553/mbracero53/TranslatedMenuV2_zps1e615a15.png)

I've got most of the main menu and such translated.  I'm pretty proud of the graphics for the menu options, I think I managed to fit the original style pretty well.  Still haven't gotten to their descriptions yet, though.  At least now you can sort of understand what you're doing. :P

By the way, thanks to everyone for helping me translate "jobs".
Title: Re: Screenshots
Post by: shadow501 on August 10, 2013, 08:11:19 pm
That is neat, are you who do that  :o cool
Title: Re: Screenshots
Post by: Trax on August 13, 2013, 05:22:50 am
Okay, a few more goodies just popped up. Some various data that can be edited in Zelda 1. Below, the Caves Editor, where you can change the message, the character speaking and items and prices (if any) of all caves of the Overworld...
(http://www.bwass.org/romhack/zelda1/05caveseditor.png)
Below, the items window. A little more user-friendly than entering a number, but you can still do that if you prefer. The weird glitchy sprite in the middle is the Triforce, the one you get when you beat Ganon. It appears like this because the editor takes all graphics from the ROM, and the PPU is loaded as it would be in-game. So to see the Triforce correctly, you have to load Level 9. I will eventually correct that since it's the only one that glitches...

(http://www.bwass.org/romhack/zelda1/06itemswindow.png)

Below, a window to edit various data. The 2 special locations where you get lost, and their respective special paths, the item in the Overworld, its location and type (in the original game, it's a Heart Container at location 5F), the cost to avoid losing a Heart Container (this guy is an asshole), and the cost of Bomb Upgrades, and how many bombs you get for the purchase...
(http://www.bwass.org/romhack/zelda1/07dataeditor.png)
Below, the text editor, of which the purpose is obvious. It only edits the messages for Caves and Dungeons. Intro and Ending text needs to be added...
(http://www.bwass.org/romhack/zelda1/08texteditor.png)
Title: Re: Screenshots
Post by: shadow501 on August 13, 2013, 01:53:20 pm
Nice work, can you teach me how make editor for sprite NES ? :o
Title: Re: Screenshots
Post by: DSwizzy145 on August 14, 2013, 09:51:10 am
I happen to find a YouTube video that teaches you how to make sprites if you like :thumbsup:
Title: Re: Screenshots
Post by: shadow501 on August 14, 2013, 03:23:22 pm
I happen to find a YouTube video that teaches you how to make sprites if you like :thumbsup:

Yes i like, please give me link for guides GUI VB98 video  :banghead:
Title: Re: Screenshots
Post by: DSwizzy145 on August 14, 2013, 08:44:06 pm
Yes i like, please give me link for guides GUI VB98 video  :banghead:
Well i'm not certain if these are the suitable videos to your liking but here's something: http://www.youtube.com/watch?v=eJOnvnngR9g
Title: Re: Screenshots
Post by: justin3009 on August 27, 2013, 04:27:38 am
(http://i40.tinypic.com/6itpu1.png)

Thinking of moving the names up by a whole line.  I cut down the letter naming to 6 letters (As 7 just will not fit neatly in battle) and expanded it so the names can be 6 full letters in battle.  Moved the selector over by a few coordinates as well (Sprite Assembly data) to fix the width of the selection.

Gonna try to clean up some of the DeJap menu/battle looks and such.

Also, this game supports a RIDICULOUS number of sprites in battle in RAM.

Edit: May have to figure something else out.  7 letters will not fit, ever yet if I don't want to change any of their DeJap names.. we'll be having issues still.

Edit 2: Even more neat!  It's simple to give even No Spell Users, spells.  The only thing missing is their casting animation bit.  Expand their data and add that in, voila!  Ratix, Iria, Dorn, Mavelle etc... could all use spells! :)

Also, I love this games spell menu.  It has a table format JUST like I wanted to implement in Tales of Phantasia to load whatever spell you want!  I MUST USE THIS!
Title: Re: Screenshots
Post by: RedScorpion on August 27, 2013, 05:34:32 am
(http://i40.tinypic.com/6itpu1.png)

Thinking of moving the names up by a whole line.  I cut down the letter naming to 6 letters (As 7 just will not fit neatly in battle) and expanded it so the names can be 6 full letters in battle.  Moved the selector over by a few coordinates as well (Sprite Assembly data) to fix the width of the selection.

Gonna try to clean up some of the DeJap menu/battle looks and such.

Also, this game supports a RIDICULOUS number of sprites in battle in RAM.

Looks great! :D

thanks

red
Title: Re: Screenshots
Post by: Hiei- on August 31, 2013, 04:41:48 am
Trax : It looks very user-friendly so good job :)
Title: Re: Screenshots
Post by: Vehek on September 02, 2013, 04:48:28 pm
I kind of vaguely alluded to it in the Satellaview discussion last month, so I guess I'll show another one of the projects I sometimes work on: Treasure Conflix.
(http://i239.photobucket.com/albums/ff83/TtravelrKev/Translation%20Work/Treasure%20Conflix/testconflix_001.png)(http://i239.photobucket.com/albums/ff83/TtravelrKev/Translation%20Work/Treasure%20Conflix/testconflix_002.png)(http://i239.photobucket.com/albums/ff83/TtravelrKev/Translation%20Work/Treasure%20Conflix/testconflix_003.png)

These aren't "real" translations, really just my interpretations of what I get from Google Translate.
I mentioned back when I asked for some name translations that Treasure Conflix stores data in the BS-X cart's PSRAM. Because of that combined with ROM expansion, compatibility is very poor at the moment.
Title: Re: Screenshots
Post by: Gemini on September 02, 2013, 07:00:31 pm
Isn't that my 16x16 Bahamut Lagoon font based on Dejap's 8x8 set? It looks kinda funny without the shading pixels.
Title: Re: Screenshots
Post by: Vehek on September 02, 2013, 07:07:28 pm
Yeah, I believe I used Blood of Bahamut. I've been using it for a while, but haven't completely settled on a font yet.
Title: Re: Screenshots
Post by: Gemini on September 02, 2013, 07:11:41 pm
That made me realize the font was incorrectly labelled as "custom" instead of "Gemini", like the other two I've uploaded. :beer:
Title: Re: Screenshots
Post by: DSwizzy145 on September 02, 2013, 08:24:51 pm
I kind of vaguely alluded to it in the Satellaview discussion last month, so I guess I'll show another one of the projects I sometimes work on: Treasure Conflix.
(http://i239.photobucket.com/albums/ff83/TtravelrKev/Translation%20Work/Treasure%20Conflix/testconflix_001.png)(http://i239.photobucket.com/albums/ff83/TtravelrKev/Translation%20Work/Treasure%20Conflix/testconflix_002.png)(http://i239.photobucket.com/albums/ff83/TtravelrKev/Translation%20Work/Treasure%20Conflix/testconflix_003.png)

These aren't "real" translations, really just my interpretations of what I get from Google Translate.
I mentioned back when I asked for some name translations that Treasure Conflix stores data in the BS-X cart's PSRAM. Because of that combined with ROM expansion, compatibility is very poor at the moment.
Looks like i'm gonna need to get me a SD2SNES with Super Famicom console pretty soon! ;D
Title: Re: Screenshots
Post by: ChronoMoogle on September 03, 2013, 02:57:15 pm
Color me excited for this translation! Awesome to see someone working on Treasure Conflix!
Title: Re: Screenshots
Post by: KiddoCabbusses on September 03, 2013, 04:03:47 pm
Yes! Yes! Treasure Conflix!

I'll be watching the progress on this one carefully. :)
Title: Re: Screenshots
Post by: Trax on September 08, 2013, 09:53:08 pm
I started working on a tile editor for Mac, since it's been overdue for 10 years, and others are lame or outdated. It's very basic, only works with NES graphics, no special tool, but functional and can save. The layout is obviously based on YY_CHR...
(http://www.bwass.org/romhack/tileedit/TileEditZoom2x.png)
Title: Re: Screenshots
Post by: MathUser2929 on September 09, 2013, 08:13:43 am
Well, that'll be good for Mac users. Maybe it'll lead to some new hacks.
Title: Re: Screenshots
Post by: Pennywise on September 09, 2013, 01:45:48 pm
(http://i207.photobucket.com/albums/bb11/gwood102/MSG-0_zps9eccfcac.png)

That took more work than I would have liked, but it's done and nice and pretty.
Title: Re: Screenshots
Post by: Gideon Zhi on September 17, 2013, 01:41:02 am
(http://agtp.romhack.net/temp/twinbee010.png) (http://agtp.romhack.net/temp/twinbee000.png)
(http://agtp.romhack.net/temp/twinbee003.png) (http://agtp.romhack.net/temp/twinbee004.png)
(http://agtp.romhack.net/temp/twinbee005.png) (http://agtp.romhack.net/temp/twinbee008.png)

JAPAN - Perpetuating the stereotype that women are bad drivers since 1994.

Anyway, this is something I've wanted to work on for... sheesh, I don't even know how long. So I got off my arse last weekend, dumped the script. It's now translated, though it needs editing and tidying it up for consistency with other releases and fanbase expectations is going to be tricky as hell. If there are any Twinbee experts on hanging around, drop me a line! Script insertion SEEMS to have worked, though there are issues with it not quite displaying correctly. The text all appears most of the time, but there are odd gaps occasionally and the end-of-string command doesn't behave quite the same way it does in the Japanese version. It'll take a bit more tweaking before it's 100% functional, but it's in a pretty damn good space for a week-old project.

As a note, this game was released in PAL territories! However they turned the interesting world map you see above you into a spiral and removed all the alternate secret exits. They also removed pretty much all of the dialog outside of the intro as well as the battery save function, though they left the password save function intact. You could call this a "retranslation" but that's only if you count completely gutting the game of its flavor text a translation in the first place.
Title: Re: Screenshots
Post by: ChronoMoogle on September 17, 2013, 05:04:02 am
I recognised these flaws some time ago when I powered on the original japanese version on my sd2snes. I sold my CIB PAL copy pretty much asap and bought a japanese CIB copy insteat (for less money than I sold the PAL copy which seems kinda expensive these collector days).

The differences are quite shocking and it would be no exaggeration to call the original "localized" version highly butchered. So it's really apprechiated that you started this project! Thanks and please keep it going Gideon :)
Title: Re: Screenshots
Post by: MontyMole on September 17, 2013, 10:38:28 am
I didn't know that they did that at all, I'm guessing this is the platformer Rainbow Bell Adventures, rather than Pop 'n' Twinbee.
Title: Re: Screenshots
Post by: RadioShadow on September 17, 2013, 06:22:30 pm
Importing the Japanese songs into Donkey Konga 2 (GameCube).

(http://i80.photobucket.com/albums/j161/RadioSonic/P1010192.jpg)

(http://i80.photobucket.com/albums/j161/RadioSonic/P1010191.jpg)
Title: Re: Screenshots
Post by: Gideon Zhi on September 17, 2013, 07:11:01 pm
I'm guessing this is the platformer Rainbow Bell Adventures, rather than Pop 'n' Twinbee.

Yeah, it's Rainbow Bell Adventure.

On that note, I've just finished tweaking the text engine for the main dialog. It should now be working 100% up to spec provided there's no errors in the formatting of the actual text.
Title: Re: Screenshots
Post by: shadow501 on September 18, 2013, 03:52:23 pm
Luca Blight join us with Viktor and Flik army's

(http://img27.imageshack.us/img27/7151/pi1k.png)
Title: Re: Screenshots
Post by: DSwizzy145 on September 18, 2013, 07:36:20 pm
Luca Blight join us with Viktor and Flik army's

(http://img27.imageshack.us/img27/7151/pi1k.png)
What game is that?
Title: Re: Screenshots
Post by: Nosuch on September 18, 2013, 07:50:29 pm
I'm guessing Suikoden II.
Title: Re: Screenshots
Post by: Zynk on September 18, 2013, 08:10:06 pm
Luca Blight join us with Viktor and Flik army's

Spoiler:
(http://img27.imageshack.us/img27/7151/pi1k.png)
So WHY are you showing this?  >:(
Title: Re: Screenshots
Post by: pmt7ar on September 24, 2013, 01:45:38 am
(http://i207.photobucket.com/albums/bb11/gwood102/MSG-0_zps9eccfcac.png)

That took more work than I would have liked, but it's done and nice and pretty.
that's impressive. I was wondering how it would be to change the password system....
Title: Re: Screenshots
Post by: lytron on October 01, 2013, 04:06:27 am
Today I discovered that Star Ocean has a software sprite scaler taking fixed-point numbers as scaling factors:

(http://i40.tinypic.com/14w3yo3.png)(http://i41.tinypic.com/nd9991.png)

(left: 2.0, 2.0, right: 1.5, 0.5)

Though you posted this little thing quite a while ago, I don't get over how amazing this is.  ;)
Just a question out of pure interest: Are the values BCD, or Hex?
Title: Re: Screenshots
Post by: Gideon Zhi on October 01, 2013, 05:37:20 am
(http://agtp.romhack.net/temp/srw2-3.png) (http://agtp.romhack.net/temp/srw2-1.png)
(http://agtp.romhack.net/temp/srw2-2.png) (http://agtp.romhack.net/temp/srw2-4.png)
(http://agtp.romhack.net/temp/srw2-5.png) (http://agtp.romhack.net/temp/srw2-7.png)
(http://agtp.romhack.net/temp/srw2-8.png) (http://agtp.romhack.net/temp/srw2-9.png)

All the cramped system text inserted; didn't compromise on unit names, character names, or attacks. Abbreviated a few for screen space considerations. Text is fully translated. Unedited, but already much nicer than my other SRW scripts. First major dialog chunk inserted as well. It overflows a bit, but I'm sure it'll fit nicely once it's been edited. Title screen is Ryusui's (cheers for that.)
Title: Re: Screenshots
Post by: RedComet on October 01, 2013, 07:33:38 pm
Looking good. :thumbsup: :beer: :thumbsup:
Title: Re: Screenshots
Post by: DarknessSavior on October 01, 2013, 08:11:49 pm
That's impressive as hell. I look forward to trying it out. :D

~DS
Title: Re: Screenshots
Post by: Zynk on October 05, 2013, 01:57:47 am
(http://i.imgur.com/Pf5f5Nz.png)

Made myself some comic book font. Lowercase letters later.  8)
Title: Re: Screenshots
Post by: CyberFox on October 05, 2013, 05:32:50 pm
(http://i.imgur.com/Pf5f5Nz.png)

Made myself some comic book font. Lowercase letters later.  8)

Oh cool, a Rom translation of Mappy Kids
Can't wait for that
Title: Re: Screenshots
Post by: Gemini on October 12, 2013, 11:57:07 am
Little wish from a friend fulfilled and my interest satisfied:
(http://oi44.tinypic.com/1f7593.jpg)

Just a couple days to configure the Tomb Raider II level parser and make it show the basic geometry. Still a long way to go, but at least DirectX doesn't make it too hard on my brain.


Faster rendering (thanks to ID3DMesh) and lights added to my test engine, along with DirectInput in order to support modern TR control style (look around with right analog lever, move forward/back and strafe with right lever):
(http://oi41.tinypic.com/if34oy.jpg)
Both the editor and the engine are derived from the same code, so changing one updates the other on the fly.
Title: Re: Screenshots
Post by: justin3009 on October 18, 2013, 01:17:32 pm
Little wish from a friend fulfilled and my interest satisfied:
(http://oi44.tinypic.com/1f7593.jpg)

Just a couple days to configure the Tomb Raider II level parser and make it show the basic geometry. Still a long way to go, but at least DirectX doesn't make it too hard on my brain.


Faster rendering (thanks to ID3DMesh) and lights added to my test engine, along with DirectInput in order to support modern TR control style (look around with right analog lever, move forward/back and strafe with right lever):
(http://oi41.tinypic.com/if34oy.jpg)
Both the editor and the engine are derived from the same code, so changing one updates the other on the fly.

This is pretty nifty.  Haven't seen much on the old Tomb Raiders so it's nice that someone's doing SOMETHING with it.
Title: Re: Screenshots
Post by: Celice on October 18, 2013, 09:56:47 pm
I never really played any Tomb Raider game... but seeing that level stuff, I kinda wonder what it would be like to import a bunch of Metal Gear Solid levels and make a hack outta that :)
Title: Re: Screenshots
Post by: Gemini on October 19, 2013, 01:54:59 pm
A lot of that could be done, as long as collision data can be properly regenerated (I'm planning to use BSP trees in order to do so). Now I've started adding shaders for Phong lights:
(http://oi41.tinypic.com/11l3am8.jpg)
Doesn't look too bad for the horrible TR geometry with no normals (DX fortunately allows me to generate them on the fly).
Title: Re: Screenshots
Post by: RetroHelix on October 19, 2013, 06:18:41 pm
A lot of that could be done, as long as collision data can be properly regenerated (I'm planning to use BSP trees in order to do so). Now I've started adding shaders for Phong lights:
Doesn't look too bad for the horrible TR geometry with no normals (DX fortunately allows me to generate them on the fly).

BSP, the format used in Quake?

PS. This looks fucking nice. Brings back memories
Title: Re: Screenshots
Post by: BRPXQZME on October 19, 2013, 06:58:52 pm
The data structure pioneered by Doom, more like.
Title: Re: Screenshots
Post by: Gemini on October 19, 2013, 07:40:55 pm
BSP is definitively what ID software used, but I was actually talking about binary space partitioning. :P
http://en.wikipedia.org/wiki/Binary_space_partitioning

These BSP trees are used to simplify a mesh structure and create easy-to-parse collisions directly from any complex shapes. Tomb Raider 1-2-3-4-5 use an XZ collision map for each "block", with a max size of 20x20 sectors (where a sector should be roughly 2 meters) in order to simulate a 3D environment where Lara and other entities can move. With a BSP tree algorithm these sector collisions can be replaced and smoother walkmeshes created automatically by the engine or with a tool that pre-generates them, so that should remove the giant square grid aspect that TR showed up until The Angel of Darkness came around. The original engine also abuses map partitioning, those I called "blocks", with large environments being actually much smaller 3D sections glued together with portal logic. And of course, CORE never updated the code for real in order to take advantage of all the advanced features DirectX offers, which I can with shaders and a ton fancy effects. :P Mind you, even mesh vertex manipulation is a horrible mess in their TR engine and can only be applied to Lara. :(
Title: Re: Screenshots
Post by: I.S.T. on October 22, 2013, 03:01:11 am
So, I guess your castlevania game got shelved? :P
Title: Re: Screenshots
Post by: Gemini on October 22, 2013, 12:18:13 pm
Not quite! Working with DirectX is great practice to understand how a 3D world works, especially from a technical point of view. I'm almost starting to like matrices and linear algebra at this point. :P
Title: Re: Screenshots
Post by: justin3009 on October 25, 2013, 07:46:22 pm
(http://i43.tinypic.com/2a7tlpt.png) - Doing a little side project when I actually have the time.  My friend is a big Mario fanatic and LOVES Daisy/Peach.  Decided to try and put her into SMB2 with her own thing.

Though it looks like it works right now (And it does, mostly), this game is disgusting with how it handles character selection.

EVERYTHING is background tiles.  Even the characters.  They have separate tiles for them being grey, colored and selected.  All background colors are in use and.. just a mess.  When I get settled in my new place within a few months (If our jobs keep going), I'll probably start porting all of the characters/arrow into being sprite data to ease the palette issues.

There's so many bugs right now with the palette I just can't even explain.
Title: Re: Screenshots
Post by: cj iwakura on October 25, 2013, 08:53:22 pm
Guess I should post here more...

Golden Reverie/Ougon Musou Kyoku's options, translated in game.
(Still need to be lined up obviously)

(http://i.imgur.com/aFJP9Zk.jpg)

System voice:
(http://i.imgur.com/XIB3PRR.jpg)

Story stuff:
(http://i.imgur.com/yN8Q0hP.jpg)
(http://i.imgur.com/RvU1VDF.jpg)
(http://i.imgur.com/om11KHp.jpg)

Translated logo(huge image):
https://dl.dropboxusercontent.com/u/29235362/Loading%20Jessica%201.jpg
Title: Re: Screenshots
Post by: MathUser2929 on October 26, 2013, 08:40:59 am
(http://i43.tinypic.com/2a7tlpt.png) - Doing a little side project when I actually have the time.  My friend is a big Mario fanatic and LOVES Daisy/Peach.  Decided to try and put her into SMB2 with her own thing.

Though it looks like it works right now (And it does, mostly), this game is disgusting with how it handles character selection.

EVERYTHING is background tiles.  Even the characters.  They have separate tiles for them being grey, colored and selected.  All background colors are in use and.. just a mess.  When I get settled in my new place within a few months (If our jobs keep going), I'll probably start porting all of the characters/arrow into being sprite data to ease the palette issues.

There's so many bugs right now with the palette I just can't even explain.

That should make a pretty sweet hack. What are her stats gonna be like? Or will she just be a a palette swap of Peach?
Title: Re: Screenshots
Post by: justin3009 on October 26, 2013, 11:18:53 am
Has her own sprites/palette.

That was still mostly in discussion but we had the idea of giving her extra health with a regular jump.  Though doesn't seem really worth her case considering the others have better stats that benefit for the most part.
Title: Re: Screenshots
Post by: darkanx on October 26, 2013, 11:42:44 am
Has her own sprites/palette.

That was still mostly in discussion but we had the idea of giving her extra health with a regular jump.  Though doesn't seem really worth her case considering the others have better stats that benefit for the most part.

You might want to consider something like an "instant super jump". Just press down, and she is charged up instantly. Would make her a choice character for speedruns. Looks good tho!
Title: Re: Screenshots
Post by: justin3009 on October 26, 2013, 07:18:59 pm
That's definitely an idea to pass to my friend!  I'll get back to you on that when I get the extra free-time to fully redo the junk.

For now, here's another update thinger.

(http://i41.tinypic.com/29kq9ap.png) - Not much has gone on with Star Ocean since I found out that any modding I wanted to do is basically impossible at this point.  But I STILL do plan to try to do like, a compendium of voice/SFX information if possible.

It's kind of an okay-ish layout at the moment, but I'm trying to label everything down in PC Offset data, length, 9 byte data location, etc.. ALONG with actually having the voices converted into split *.wavs with their correct sample rates so if people ever wanted to fandub, they could just overwrite the data and no issues would occur.
Title: Re: Screenshots
Post by: Gideon Zhi on October 26, 2013, 07:30:37 pm
It's kind of an okay-ish layout at the moment, but I'm trying to label everything down in PC Offset data, length, 9 byte data location, etc.. ALONG with actually having the voices converted into split *.wavs with their correct sample rates so if people ever wanted to fandub, they could just overwrite the data and no issues would occur.

Might be neat to drop in the voices from First Departure.
Title: Re: Screenshots
Post by: justin3009 on October 26, 2013, 07:42:56 pm
^- That's one of the plans.  I kind of want to import all the voices into the SNES version as a test run to show it works fully.  With everything labeled like this as well, gives people all the data they need to import voices.

I do have the script files for 010 Editor 5.0+ as well for increasing/decreasing the headers for SNESBRR encode/decode.  So once everything gets labeled and settled, everything will be released at once with full detail on what to do to import/export voices.  Not really much as it seems people don't play Star Ocean that much anymore, but it's a nice bit for anyone else who wants to pull a 'full' translation.
Title: Re: Screenshots
Post by: Zynk on October 27, 2013, 09:39:51 am
I'm almost done with Mappy Kids. I want to show this pic of the Elephant shopkeeper.

(http://i.imgur.com/djbOUdN.png) (http://i.imgur.com/vb8kMSJ.png)

I'm not sure if I have a bad copy of the game or that Namco was really lazy fixing the elephant's trunk. I also spot one on Goro's whisker.

Also, I spotted misplaced/stray tiles on some stages. If anyone knows how to fix that, lemme know. ::)

Title: Re: Screenshots
Post by: DougRPG on October 27, 2013, 10:22:43 pm
^- That's one of the plans.  I kind of want to import all the voices into the SNES version as a test run to show it works fully.  With everything labeled like this as well, gives people all the data they need to import voices.

I do have the script files for 010 Editor 5.0+ as well for increasing/decreasing the headers for SNESBRR encode/decode.  So once everything gets labeled and settled, everything will be released at once with full detail on what to do to import/export voices.  Not really much as it seems people don't play Star Ocean that much anymore, but it's a nice bit for anyone else who wants to pull a 'full' translation.

I'm creating an inserter for Star Ocean (snes). I already dumped the texts (Dejap version), and now I'm trying to change the compression, but no success untill now  :'( I posted a picture here some months ago.
Title: Re: Screenshots
Post by: justin3009 on October 28, 2013, 06:05:22 am
Yes! I saw that and was excited to see someone was touching that game again! Seems almost a rarity to see it happen
Title: Re: Screenshots
Post by: Gideon Zhi on October 30, 2013, 09:05:55 pm
Ysy cheesy.

(http://agtp.romhack.net/images/projects/ys5/0.png) (http://agtp.romhack.net/images/projects/ys5/1.png)
(http://agtp.romhack.net/images/projects/ys5/2.png) (http://agtp.romhack.net/images/projects/ys5/7.png)
(http://agtp.romhack.net/images/projects/ys5/8.png) (http://agtp.romhack.net/images/projects/ys5/9.png)
(http://agtp.romhack.net/images/projects/ys5/12.png) (http://agtp.romhack.net/images/projects/ys5/16.png)

Full gallery on the website. (http://agtp.romhack.net/)
Title: Re: Screenshots
Post by: Xalphenos on October 30, 2013, 09:51:39 pm
Gideon Zhi you are amazing.
Title: Re: Screenshots
Post by: MegaManJuno on October 31, 2013, 01:39:26 am
Gideon Zhi you are amazing.

True story. :thumbsup:
Title: Re: Screenshots
Post by: Draken on October 31, 2013, 04:03:32 am
Great pics Gid!  I'm really looking forward to this game as I just recently rediscovered the Ys series.  Good luck with the bugs and testing!
Title: Re: Screenshots
Post by: DSwizzy145 on October 31, 2013, 10:41:27 am
Your doing a translation on Ys 5?! Awesome Gideon :thumbsup: can't wait to play this on the Hyperkin RetroN 5 when it's released along with my SD2SNES! (if i get them soon) till then Emulation time :)
Title: Re: Screenshots
Post by: Gideon Zhi on October 31, 2013, 09:32:03 pm
Item list expansions.
(http://agtp.romhack.net/temp/ys5e044.png) (http://agtp.romhack.net/temp/ys5e057.png) (http://agtp.romhack.net/temp/ys5e069.png)
(http://agtp.romhack.net/temp/ys5e049.png) (http://agtp.romhack.net/temp/ys5e058.png) (http://agtp.romhack.net/temp/ys5e070.png)

Edit: Added updated screenshots with finalized item lists. Note that the 8x8 font is not final. I'm not even sure if we're going with this particular typeface, and even if we are the apostrophe in Neida's Elixir very obviously needs help.
Title: Re: Screenshots
Post by: Celice on October 31, 2013, 11:40:10 pm
Dat menu--feels like I'm looking at a new SNES Final Fantasy  :o
Title: Re: Screenshots
Post by: KingMike on November 01, 2013, 02:16:50 am
Was there a reason for the big Gold box in the original?
Title: Re: Screenshots
Post by: Gideon Zhi on November 01, 2013, 03:34:20 am
Was there a reason for the big Gold box in the original?

Not as far as Deuce and I could tell.
Title: Re: Screenshots
Post by: justin3009 on November 01, 2013, 11:47:08 am
Your work never ceases to amaze me, Gideon!  Looks absolutely beautiful!
Title: Re: Screenshots
Post by: Gideon Zhi on November 01, 2013, 03:39:00 pm
It turns out that box was indeed used for something else - total sale for gems (think MMO loot whose only purpose is to be sold.) But I fixed that too. Here's the result, plus a few other interface snapshots.

(http://agtp.romhack.net/temp/ys5e073.png) (http://agtp.romhack.net/temp/ys5e071.png)
(http://agtp.romhack.net/temp/ys5e072.png) (http://agtp.romhack.net/temp/ys5e061.png)

"Remove stone with sword" is basically a hacky-ish way of saying "If you unequip a sword, either by removing it entirely or by equipping another, do you also want to unequip the magic attached to that sword?" If anyone wants to offer a better/more succinct way of putting that, please feel free!
Title: Re: Screenshots
Post by: Celice on November 01, 2013, 04:09:07 pm
Maybe something a little more clear like Leave stone in sword/with sword? The way I read it, I thought someone was using a sword to pick out a stone  :huh:
Title: Re: Screenshots
Post by: ChronoMoogle on November 02, 2013, 05:32:22 am
Happy to see some progress on Ys V - beautiful Menus!
Title: Re: Screenshots
Post by: DougRPG on November 02, 2013, 09:16:48 am
OMG. Thank you Gideon, I'm waiting for Ys 5 for a long time.

Hope you didn't forget Lagrange Point  8)
Title: Re: Screenshots
Post by: justin3009 on November 03, 2013, 12:26:02 pm
(http://i41.tinypic.com/157lpom.png) - Not much but this was seriously a pain in the butt.  It works for the most part.

This is Dorne from the SNES version of Star Ocean using 'Kuuhazan' or 'Air Slash'.  It seems character skills are based off of their animations and then load a separate 'spell' to display the attack.  Being that, Kuuhazan was animation #22 on Ratix, which is now the same value for Dorne as well.

The skill does launch, it hits, it works.  There's two bugs right now that I'm trying to work out:

1. No MP is used.  Not sure what or how the MP condition is called yet.
2. No voice in-game.  I have a couple of test voices created for him and ready to be imported, just have to get the code to load the proper location.

After that, I'll probably upload a small test video to show case it.

I figured that since I can't really add Eres as a full PC due to space limitations, might as well give Dorne a few skills with-in the limits I have in-case someone decides to hack him into the party for a playthrough.
Title: Re: Screenshots
Post by: DSwizzy145 on November 03, 2013, 12:59:45 pm
Will Ys 5 Expert be translated over as well? tho technically the same game, but much harder/challenging!
Title: Re: Screenshots
Post by: Gideon Zhi on November 03, 2013, 07:45:09 pm
Will Ys 5 Expert be translated over as well? tho technically the same game, but much harder/challenging!

If you had any idea how difficult Ys 5 is to hack, you wouldn't be asking that question.
Title: Re: Screenshots
Post by: DSwizzy145 on November 03, 2013, 08:16:10 pm
I don't i was just asking if you were to if done with it after this was finished, just a suggestion. Not that you have too at all really
Title: Re: Screenshots
Post by: KingMike on November 03, 2013, 09:44:55 pm
I suppose the question is: are the two versions are similar enough that both can be patched?

From Gideon's response, the answer seems to be "no". :)
Title: Re: Screenshots
Post by: DSwizzy145 on November 03, 2013, 10:31:25 pm
I suppose the question is: are the two versions are similar enough that both can be patched?

From Gideon's response, the answer seems to be "no". :)
Lol couldn't have said it any better, in terms ;) so they're completely different from each other i see.
Title: Re: Screenshots
Post by: Gideon Zhi on November 03, 2013, 10:37:13 pm
I suppose the question is: are the two versions are similar enough that both can be patched?

From Gideon's response, the answer seems to be "no". :)

They're similar enough that the same hacks can be applied for probably 95% of the project, but everything would have to be matched up manually. It's certainly something I've considered, but Ys 5 is a gigantic bastard to work on, and I think I'm going to want to take a break before attempting something like that. And my response is more frustration at DSwizzy145 "suggesting" an awful lot of games in what appears to be, at least to me, a long-running and ongoing ploy to get people to do things he wants them to work on. We have a translation requests thread but he never posts in it, and instead continually words things in such a way that it's not quite a request, but the implication is almost always there.
Title: Re: Screenshots
Post by: DSwizzy145 on November 03, 2013, 11:53:53 pm
Fine i admit! i apologise about these pointless requests that i do alot, I wouldn't mind really helping translate or hack the games & i had been studying alot on how it works, I Completely understand the situation of how working a translation is not a laid back type i don't have a fast computer to rely on doing projects easily! I wish i could help but i can't so again i'm sorry okay
Title: Re: Screenshots
Post by: mrrichard999 on November 07, 2013, 01:56:00 am
Item list expansions.
(http://agtp.romhack.net/temp/ys5e044.png) (http://agtp.romhack.net/temp/ys5e057.png) (http://agtp.romhack.net/temp/ys5e069.png)
(http://agtp.romhack.net/temp/ys5e049.png) (http://agtp.romhack.net/temp/ys5e058.png) (http://agtp.romhack.net/temp/ys5e070.png)

Edit: Added updated screenshots with finalized item lists. Note that the 8x8 font is not final. I'm not even sure if we're going with this particular typeface, and even if we are the apostrophe in Neida's Elixir very obviously needs help.

Nice work! Cant wait till the release :D
Title: Re: Screenshots
Post by: Gideon Zhi on November 10, 2013, 05:35:35 am
A few new TwinBee screens. Fixed the weirdness with the font being slightly faded. The rest of the hacking's done, too! Release in a few days, hopefully.
(http://agtp.romhack.net/images/projects/twinbeerba/1.png) (http://agtp.romhack.net/images/projects/twinbeerba/5.png)
(http://agtp.romhack.net/images/projects/twinbeerba/6.png) (http://agtp.romhack.net/images/projects/twinbeerba/3.png)
(http://agtp.romhack.net/temp/twinbee024.png) (http://agtp.romhack.net/temp/twinbee025.png)
Title: Re: Screenshots
Post by: DarknessSavior on November 10, 2013, 11:33:53 am
Might I make a suggestion for an edit? In English, the standard for ellipsis is three periods "...".

This is something that I hear a lot in my translation work, since Japanese just goes wild with the extra periods.

~DS
Title: Re: Screenshots
Post by: Carnivol on November 11, 2013, 04:23:03 pm
Well, technically, I suppose you could do .... (4 w/no space after the first 3), as long as the fourth symbol is a piece of properly applied punctuation (!?., etc.), right?

Of course, going by the screenshot I assume brought this forth; I guess 3 or 4 periods totally depends on whether or not you want to treat the ellipsis as a lead in to the next sentence or if it's a stand-alone sentence of its own. (Depending on context, maybe ? or ! to stress/enhance the "reaction" going on?)
Title: Re: Screenshots
Post by: BRPXQZME on November 12, 2013, 06:25:25 pm
Well, technically, I suppose you could do .... (4 w/no space after the first 3), as long as the fourth symbol is a piece of properly applied punctuation (!?., etc.), right?
That’s the usual rule, but if your little bit of dialogue starts with it, better 3. 4 is usually kept for statements that are not going to be continued.
Title: Re: Screenshots
Post by: justin3009 on November 14, 2013, 08:26:00 pm
(http://i39.tinypic.com/dbqziw.png) - Mini side project on crap laptop while things are still being settled up in my new home.

Again, as before, hope Ryusui doesn't mind at all.  (I could bump this to the original game if needed).

It's officially Patty's more updated portrait imported into the game (Though with the wrong palette).  The difference between the old image and this one is that there's no portrait issues anymore.  All portraits in-game are dictated by specific pointers and the game no longer loads every portrait into VRAM and picks from a selection.  Instead, it takes the PC number, gets the pointer and stores it.  And then the routine to load the portrait from VRAM now goes through it's counter and picks the 4 main VRAM portrait selections that the original did.  So instead of the original 9184 byte usage in VRAM, it now only uses 2048!

Edit: Bumping all of this to the original game.  I think I'd prefer to use mainly my own from scratch so I know where everything is and what's being done.
Title: Re: Screenshots
Post by: Zynk on November 14, 2013, 09:59:00 pm
(http://i39.tinypic.com/dbqziw.png)
It's officially Patty's more updated portrait imported into the game (Though with the wrong palette).
Great! I've always like Patty! Could you do her as a Dragon Summoner instead of Morpher? I fancied her to be a Dragon Summoner for a change of pace. Or is this just for sho'?  :-*
Title: Re: Screenshots
Post by: justin3009 on November 15, 2013, 08:07:56 pm
I'm actually unsure what I want to do at the moment.  I was thinking of just trying to get her basics setup.  Have a placement for stats, name, spells, sprites, etc.. and that'd be about it.

Though, I'm tempted to do a much larger hack if I decide to go full force.

I have NO clue what she'd be or how she'd work in battle and outside of battle.  She's a bit of a trickier person to work with since there's really nothing on her.

Edit: Welp, as it stands, there's NO room for Patty at all in RAM.  There's a few ways I could go about this but either way is going to be extremely painful.

Way #1 is to move ALL PC's data back by 80 bytes so I could fit in two more PC's for whatever reason another one would be necessary. 

Way #2 is to write an exception for Patty only so her data loads somewhere else.

Way #3 is to shrink all PC's data by 6 bytes (Unused bytes) to barely fit Patty in.

No matter which way it's done, a HUGE amount of code has to be altered unless the game is magical in it's own way and has a single piece of code for each piece of data.  But as I'm thinking without checking atm, I'd have to edit all menu data, equipment removing/equipping, item usage, level up, battle stats, experience, etc..  ALL of that would need to be changed to accommodate for the changes.  I think even data IN-GAME would have to change as well.

Edit:(http://i40.tinypic.com/2rejkpl.png) - Minor update that doesn't look like much.

I'm still testing a few things with the new portrait routine.  Seems like it.. bugs sometimes for some reason, not sure quite why yet.  Other than that, all portraits work.  I've moved everything to a regular Breath of Fire II ROM and all PC stats so far have been moved 600 bytes forward into the 7E57E0 range (Had various SRAM/Savestates to look at and I didn't see any values anywhere for this.  And if any do appear here, I can just throw them back into the 7E51E0 range that's now completely blank!)

I'm still in the midst of fixing a few things with the stats as I have to check other things such as when Ryu's PC value gets changed from 19 to 00 in the beginning of the game (09 in the original).  Fix that, then onto SRAM Saving/Loading and THEN it should basically be ready to go!
Title: Re: Screenshots
Post by: Pennywise on November 20, 2013, 06:40:26 pm
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-1_zpse2bd3eb9.png)

A little something I've been working on for this Ninja Rahoi game. The character names were originally 4 characters, but I've been able to extend them to 6 now.
Title: Re: Screenshots
Post by: Zynk on November 20, 2013, 09:15:25 pm
Dat Reply #666  >:D

Btw nice fonts Pennywise. What its called? And doesn't HP & AP fit in the states window?

The character names were originally 4 characters, but I've been able to extend them to 6 now.
Did you use squishy tiles on the names? Kazemaru has 8 letters.
Title: Re: Screenshots
Post by: Pennywise on November 21, 2013, 12:51:22 am
Dat Reply #666  >:D

Btw nice fonts Pennywise. What its called? And doesn't HP & AP fit in the states window?
Did you use squishy tiles on the names? Kazemaru has 8 letters.

Don't know the name of the font, but you can rip it from my Jajamaru translation and do what you want with it.

I only use squishy tiles when it's an issue of screen space, so yes Kazemaru uses squishy tiles.

I'm working on some polishing hacks, but the game is basically hacked and I'll have more screenshots when I have some stuff to show off. Fun game, kinda like Tengai Makyou, but more extreme.
Title: Re: Screenshots
Post by: KingMike on November 21, 2013, 08:31:08 pm
I'd probably go with HP/MHP or H/MHP.
Title: Re: Screenshots
Post by: Pennywise on December 16, 2013, 02:15:53 am
(http://i207.photobucket.com/albums/bb11/gwood102/end_zpsa40e97f7.png)

So is it the end or not?
Title: Re: Screenshots
Post by: reyvgm on December 17, 2013, 12:00:34 am
Considering all the sequels and spin-offs, no.
Title: Re: Screenshots
Post by: Revenant on December 24, 2013, 11:48:00 am
(https://dl.dropboxusercontent.com/u/43107309/Kirby%27s%20Adventure%20%28U%29%20%28PRG0%29%20%5B%21%5D-0.png)

just testin
Title: Re: Screenshots
Post by: Celice on December 25, 2013, 12:50:45 pm
Man, I remember back on an early version of acmlm board, Kirby's Adventure was like some pipe dream progress--so much was getting discovered, but at the same time, what was discovered made the game so unappealing to hack up :p cool to see some better progress this time around  :beer:
Title: Re: Screenshots
Post by: Pennywise on December 25, 2013, 02:04:28 pm
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-0_zpse9093964.png)

I hacked this menu a bit on the top. It's also supposed to display status conditions, which I'm going to replace with icons for a snug fit.
Title: Re: Screenshots
Post by: aishsha on December 26, 2013, 12:59:15 am
Dat Reply #666  >:D

Btw nice fonts Pennywise. What its called? And doesn't HP & AP fit in the states window?
Did you use squishy tiles on the names? Kazemaru has 8 letters.
It's Djinn's font. First used in Gegege translation, as I recall. So, all credits go to him on this one.
Title: Re: Screenshots
Post by: Revenant on December 26, 2013, 06:05:19 am
(https://dl.dropboxusercontent.com/u/43107309/Kirby%27s%20Adventure%20%28U%29%20%28PRG0%29%20%5B%21%5D-4.png)

using FCEUX / Lua to explore tile behavior because I have too much free time or something
Title: Re: Screenshots
Post by: Gemini on December 26, 2013, 09:01:06 am
That font looks familiar. :D
Title: Re: Screenshots
Post by: andrewculver on December 26, 2013, 11:34:24 am
Here's a couple screenshots from some early work on a Knight Gundam Story 3 translation that Tom and I are working on.

(http://i945.photobucket.com/albums/ad294/andrewculver/intro-0-scaled_zpsd565d92d.png)

(http://i945.photobucket.com/albums/ad294/andrewculver/intro-1-scaled_zps64762872.png)

The script is about 20% translated. There is a DTE and a substring compression routine implemented here that combined are allowing us to compress the translated text to about 65% of it's normal size.
Title: Re: Screenshots
Post by: Revenant on December 28, 2013, 05:40:59 pm
(https://dl.dropboxusercontent.com/u/43107309/Kirby%27s%20Adventure%20%28U%29%20%28PRG0%29%20%5B%21%5D-13.png)(https://dl.dropboxusercontent.com/u/43107309/Kirby%27s%20Adventure%20%28U%29%20%28PRG0%29%20%5B%21%5D-14.png)(https://dl.dropboxusercontent.com/u/43107309/Kirby%27s%20Adventure%20%28U%29%20%28PRG0%29%20%5B%21%5D-15.png)
(https://dl.dropboxusercontent.com/u/43107309/Kirby%27s%20Adventure%20%28U%29%20%28PRG0%29%20%5B%21%5D-11.png)(https://dl.dropboxusercontent.com/u/43107309/Kirby%27s%20Adventure%20%28U%29%20%28PRG0%29%20%5B%21%5D-12.png)

more Lua nonsense
Title: Re: Screenshots
Post by: DarknessSavior on January 01, 2014, 11:59:05 am
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-0_zpse9093964.png)

I hacked this menu a bit on the top. It's also supposed to display status conditions, which I'm going to replace with icons for a snug fit.
The italicized numbers look offputting, IMO.

Here's a couple screenshots from some early work on a Knight Gundam Story 3 translation that Tom and I are working on.

(http://i945.photobucket.com/albums/ad294/andrewculver/intro-0-scaled_zpsd565d92d.png)

(http://i945.photobucket.com/albums/ad294/andrewculver/intro-1-scaled_zps64762872.png)

The script is about 20% translated. There is a DTE and a substring compression routine implemented here that combined are allowing us to compress the translated text to about 65% of it's normal size.
Don't forget that the English standards for stuttering like that are either "T-This..." or just "T... this...".

~DS
Title: Re: Screenshots
Post by: GHANMI on January 01, 2014, 09:33:45 pm
The italicized numbers look offputting, IMO.
Don't forget that the English standards for stuttering like that are either "T-This..." or just "T... this...".

~DS

As someone whose native tongue isn't English, I am interested by these not-so-obvious details (ellipsis standards and the like). Do you have any good books about proper text proofreading to recommend for me? Not grammar books of course, the kind that would tell you in French for example that overusing the present participle is a faux-pas.
My thanks in advance :)
Title: Re: Screenshots
Post by: justin3009 on January 04, 2014, 03:51:17 pm
(http://i40.tinypic.com/2s9232s.png) - Not really much going on.  Trying to decipher Mario Kart's tile writing data routine.  Doesn't seem too complicated but I'm missing some data currently I think.

If I'm doing it right, here's what I have in general for bytes:

$EB - Start loading data (4 bytes in total) - Longest write.  Supports up to 127 tile writes
$41-5F - Repeats last write (3 bytes in total)
$C1-DF - Sets X/Y coordinates of next write?

EB starts writing the most tiles that can be written (Unless I'm missing another byte above this).  So EB xx1 xx2 xx3 would be the length.

xx1 = How many times to write.  Goes up per 2 bytes.  01-FF (1 to 127 tiles)
xx2 = What tile to write.  Values 00-FF
xx3 = What palette the tiles use

$41-5F is the quickest way to write a single tile.  (1 to 16 tiles)

$C1-DF - Still experimenting but it may bump how many tiles ahead to start writing.  (1 to 16 tiles)
Title: Re: Screenshots
Post by: RadioShadow on January 08, 2014, 04:47:53 pm
Since the text is easy to change in Donkey Konga 3, I felt like getting some of it translated. Makes navigating the menus a lot easier.

I have found that using "Any Region Changer" Wii Homebrew app and changing the language to "Japanese"  and game region to "Japan" allows the Japanese GameCube games to work / save correctly.

(http://i80.photobucket.com/albums/j161/RadioSonic/GY3J01-1.png) (http://s80.photobucket.com/user/RadioSonic/media/GY3J01-1.png.html)

(http://i80.photobucket.com/albums/j161/RadioSonic/GY3J01-3.png) (http://s80.photobucket.com/user/RadioSonic/media/GY3J01-3.png.html)

(http://i80.photobucket.com/albums/j161/RadioSonic/GY3J01-4.png) (http://s80.photobucket.com/user/RadioSonic/media/GY3J01-4.png.html)
Title: Re: Screenshots
Post by: Pennywise on January 11, 2014, 02:19:30 pm
(http://i207.photobucket.com/albums/bb11/gwood102/NinjaraHoiJ-3_zps3c834b17.png)

So, there's a French ghost in this game that speaks in all Katakana. In order to capture his out-of-placeness I'm writing him as speaking in a mixture of basic French and English with the occasional bad accent thrown in for good measure. Hehe, I'm going to enjoy this.
Title: Re: Screenshots
Post by: Revenant on January 11, 2014, 03:56:38 pm
https://dl.dropboxusercontent.com/u/43107309/kale5.png
https://dl.dropboxusercontent.com/u/43107309/kale6.png

Did a bunch of Kirby's Adventure editor stuff this week after combining my notes with the stuff on Data Crystal (which I didn't realize was even there until I had found a lot of it independently, but it was still a huge help in actually verifying a lot of things and providing sprite number info, etc.)

Right now there's no actual graphic/palette loading so all tiles are colored semi-arbitrarily based on metatile palette and behavior just so things are halfway recognizable. Red squares are sprites, blue ones are exits.
Title: Re: Screenshots
Post by: Revenant on January 18, 2014, 05:25:58 pm
http://dl.dropboxusercontent.com/u/43107309/kale8.png
http://dl.dropboxusercontent.com/u/43107309/kale9.png

Did a bit more work with this on Friday, adding tile set and palette display for the levels. (The editor also displays animated backgrounds automatically, though I didn't feel like capturing that part  :D)

The "editor" still only serves as a level viewer at this point, though actual editing is now the obvious (and simple) next step. Going to post a project thread later, and I'd like to have a first release out by the end of the month or so.
Title: Re: Screenshots
Post by: Category on January 18, 2014, 06:57:35 pm
Since the text is easy to change in Donkey Konga 3, I felt like getting some of it translated...

i take it this uses the bongo controller? I would love to see this patch file when you're half done!
Title: Re: Screenshots
Post by: Pennywise on January 23, 2014, 07:28:22 pm
(http://i207.photobucket.com/albums/bb11/gwood102/MT2-2_zpsf1b5faf4.png)

This took forever to do.
Title: Re: Screenshots
Post by: KingMike on January 23, 2014, 08:05:31 pm
That's in good hands if Gideon isn't going to do it. :)
Title: Re: Screenshots
Post by: M-Tee on January 24, 2014, 09:53:02 pm
Looks awesome. What game is that from?
Title: Re: Screenshots
Post by: Revenant on January 25, 2014, 01:57:50 am
Megami Tensei II.
Title: Re: Screenshots
Post by: sa♥tsu on January 27, 2014, 08:26:08 am
(http://i207.photobucket.com/albums/bb11/gwood102/MT2-2_zpsf1b5faf4.png)

This took forever to do.

I don't mean to be a knob/pedant, but that translation seems a little different from the feel of the original.

[Japanese]
199X年 人類の歴史は終わった.
そして、時は流れて・・・

[Lit. translation]
199X: Human history ends.
Then, time passes...

[Fancy]
199X: The end of civilisation/history*.
The passage of time continues...
*'Human history' is more to do with evolution; 'history' by itself is about human civilisation by default. But it might be better to make the human element clear with 'civilisation'.

What you've got there sounds like "The end of the world came, but everyone was alright really", whereas the original is more stark and bleak, and makes it clear that a) civilisation is pretty much toast, and b) it's been some time since everything went horribly wrong. I know there's hardly any space to work with there and it's only a couple of short sentences, but this is a pretty iconic opening and I have fond memories of it, so please understand that I am only nitpicking out of love. :V
Title: Re: Screenshots
Post by: Pennywise on January 27, 2014, 12:29:06 pm
The translation isn't final, it's just there to show off hacking prowess. The entire screen was stored in the CHR and in conjunction with RLE compression, I had no room to expand the translation within the original data confines. So I came up with a way to hijack the original routine and load the text from the PRG with a byte check for this screen only. Quite a bit of code and work went into this intro.
Title: Re: Screenshots
Post by: sa♥tsu on January 28, 2014, 06:56:15 am
The translation isn't final, it's just there to show off hacking prowess. The entire screen was stored in the CHR and in conjunction with RLE compression, I had no room to expand the translation within the original data confines. So I came up with a way to hijack the original routine and load the text from the PRG with a byte check for this screen only. Quite a bit of code and work went into this intro.

Wow, that's pretty impressive! I hope you didn't think I was trashing your work.
Title: Re: Screenshots
Post by: Gideon Zhi on January 30, 2014, 01:24:49 am
I'll have a proper response to that soon, but in the meantime,

(https://pbs.twimg.com/media/BfNL8wwCIAExHzs.png) (https://pbs.twimg.com/media/BfNMGBHCIAEv1tf.png)
(https://pbs.twimg.com/media/BfNMLcWCAAAHwTo.png)

Yes, I know the button prompt is in the wrong place in one of those. Screens are a few days old; that's since been fixed.
Title: Re: Screenshots
Post by: ChronoMoogle on January 30, 2014, 12:48:26 pm
This is probably "Shin Megami Tensei If" right? Looks interesting.  :)
Title: Re: Screenshots
Post by: justin3009 on January 30, 2014, 02:36:10 pm
I die a little each time I see beautiful text boxes and fonts.  That looks AMAZING right now even as is!
Title: Re: Screenshots
Post by: Revenant on January 30, 2014, 02:39:01 pm
This is probably "Shin Megami Tensei If" right? Looks interesting.  :)

Actually, that's Kyuuyaku Megami Tensei (which includes a remake of the game Pennywise had just posted before that :P)
Title: Re: Screenshots
Post by: Spooniest on January 30, 2014, 04:08:59 pm
(http://i.imgur.com/9FX0D01.png)

Full circle... :)

I wonder if I need to explain what I'm doing or not?
Title: Re: Screenshots
Post by: TheFireRed on January 30, 2014, 04:19:40 pm
[*IMG]http://i.imgur.com/9FX0D01.png

Full circle... :)

I wonder if I need to explain what I'm doing or not?
I guess you're porting the GBA FFV English translation to the SNES ROM. :P
Title: Re: Screenshots
Post by: DSwizzy145 on January 30, 2014, 05:31:21 pm
(http://s0.uploads.im/hsN29.jpg)

Can anyone translate this real quick, i've got everything else but other than the one in the pic. Sorry :)
Title: Re: Screenshots
Post by: Malias on January 30, 2014, 06:03:16 pm
(http://s0.uploads.im/hsN29.jpg)

Can anyone translate this real quick, i've got everything else but other than the one in the pic. Sorry :)
曲番号 - Song Number (or thereabouts)
サウンドテスト - Sound test
Title: Re: Screenshots
Post by: DSwizzy145 on January 31, 2014, 09:13:00 am
@Malias Thank You very much! :thumbsup:
Title: Re: Screenshots
Post by: Sanky on February 01, 2014, 07:25:05 am
(http://sanqui.sweb.cz/screen/2014020113%3A23%3A49Selection-611f.png)
I swear, you don't know the amount of work that went into this screen.

(http://sanqui.sweb.cz/screen/2014020113%3A44%3A22Selection-8623.png)
All smooth sailing from this point onwards.
Title: Re: Screenshots
Post by: Kiyoshi Aman on February 01, 2014, 10:28:15 am
You do realise there's a upside-down T-shaped box-drawing character, right?
Title: Re: Screenshots
Post by: Sanky on February 01, 2014, 10:38:05 am
You do realise there's a upside-down T-shaped box-drawing character, right?
Right, but those extra box drawing characters are only used on the tutorial screen.  i.e., this single tilemap (out of over $f0).  No point adding them just for that, especially considering the collisions (like ♥ with upside down T)
Title: Re: Screenshots
Post by: mrrichard999 on February 07, 2014, 09:07:36 pm
(http://img502.imageshack.us/img502/6706/megamanxuv1000003.png)

Eh not much new my romhack is stuck on a Laptop I can't seem to find the charger was toying with Kuwanger's stage x___x;;

Need some technical help with getting that off your laptop?
Title: Re: Screenshots
Post by: Sinis on February 08, 2014, 12:07:53 am
(http://i957.photobucket.com/albums/ae54/Craftvania/Akumajou-Densetsu-OBIII-2_zps37687bfb.jpg)

(http://i957.photobucket.com/albums/ae54/Craftvania/Akumajou-Densetsu-OBIII-1_zpsb9813784.jpg)


Images are from just an oddball thing I was doing a couple of years ago.  Was familiarizing myself with the animations and all with this and that.  Tried to mimic the logo from the GBA game, Castlevania Aria of Sorrow.


...and yes, that is a Leon Belmont sprite.  Found a sprite sheet made by Jorge D. Fuentes back in 2012 and thought I'd give it a test run.  Had to take a few selected sprites from his sheet and fit them into Trevor's space, some modifying had to be done so it could be pulled off.  Might modify some sprites further or make an entire new Leon Belmont sprite sheet to make this into a full project someday.

Still have the ROM saved back which is shocking as I thought I lost it when my PC went down.  Thankfully it was a copy  :P
Title: Re: Screenshots
Post by: Drakon on February 08, 2014, 09:18:58 pm
I like how it says "hack by" and doesn't say who it's by.
Title: Re: Screenshots
Post by: KingMike on February 09, 2014, 12:16:19 am
It was hacked by Castlevania.

The ROMs have become sentient and cannibal!  ::)
Title: Re: Screenshots
Post by: Sinis on February 09, 2014, 11:48:29 am
I like how it says "hack by" and doesn't say who it's by.

It used to have Demilion on it until I ditched the name.  Left it open until I felt that I either wanted to keep the 'Hack by' or get rid of it.  I'll most likely put Version whatever right there instead of displaying my name as I'll put it in the credits instead  :P
Title: Re: Screenshots
Post by: KC on February 16, 2014, 04:54:22 am
(http://aerie.wingdreams.net/stuff/pcsx2.png)
Two days into working on a debugger for PCSX2. So far I got the nicely scrollable and usable disassembly view from the screenshot and support for unconditional breakpoints in the recompiler.
Title: Re: Screenshots
Post by: tryphon on February 16, 2014, 06:30:10 am
 :o

Wonderful

I planned a similar thing to do in the future, but am really glad to see it will be done before  ;D

I made a hack with bare PCSX2, and it was such a pain in the ... (no breakpoint, no log, no tracer, no disasm)

What do you plan to implement ?
Title: Re: Screenshots
Post by: KC on February 16, 2014, 07:04:53 am
If possible, everything ppsspp has.
Title: Re: Screenshots
Post by: Grimoire LD on February 16, 2014, 06:01:27 pm
Oh now that is a worthy venture! I am looking forward to seeing your progress with this PCSX2 debugger, it is a fantastic emulator, is kind to older systems, and displays things properly. All this thing needs is a debugger and it will be better than great!
Title: Re: Screenshots
Post by: tryphon on February 16, 2014, 06:26:02 pm
Post a picture of yourself so that I can revere it every day  ;D
Title: Re: Screenshots
Post by: Almagest on February 17, 2014, 01:57:19 pm
This was a project I gave up a year ago:

(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00032_zps2b11e0eb.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00033_zps35a3f4d7.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00035_zps01244c10.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00000_zps9f5857a1.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00001_zps4c990141.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00002_zps5eace45c.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00005_zpsc004649f.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00007_zps6b6c9a42.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00004_zpsc1edee12.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00003_zpsf0af11ed.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00010_zps1c1533b0.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00011_zps35ef662c.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00012_zps65f04a20.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00013_zps81b2123f.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00014_zps66e91507.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00015_zpsa8697243.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00016_zps36219918.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00017_zps55741c41.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00020_zpsddedf638.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00021_zpse4781bb6.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00022_zps0c139b22.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00023_zpsd06fb96f.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00024_zpsad2fab54.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00025_zps740ecf49.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00026_zps1dc53dd6.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00027_zps61c70ab3.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00029_zps8c6f66e5.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00030_zps5158e541.png)(http://i830.photobucket.com/albums/zz229/Kikoutei-sama/FF6%20SNES%20-%20Abandoned%20project/GBAScript_00031_zps511341e3.png)

There were more screenshots, but I had to delete them.

Edit: I forgot to add one.
Title: Re: Screenshots
Post by: TheFireRed on February 17, 2014, 03:25:46 pm
Wow, that's impressive! What a delightful command of the English language!  :beer: I love how vivid vocabulary makes the difference.
Title: Re: Screenshots
Post by: Midna on February 17, 2014, 07:46:37 pm
That's actually just back-porting Tom Slattery's FFVI Advance text into the SNES game. I'll agree it's a lovely script, though.
Title: Re: Screenshots
Post by: KC on February 18, 2014, 04:03:00 am
(http://aerie.wingdreams.net/stuff/pcsx22.png)
Now with some stepping functionality and a register list. If someone wants to try it, it's available here (https://github.com/Kingcom/pcsx2).
Title: Re: Screenshots
Post by: Almagest on February 18, 2014, 05:55:55 am
That's actually just back-porting Tom Slattery's FFVI Advance text into the SNES game. I'll agree it's a lovely script, though.
Yeah, I was attempting to make a "perfect copy" of the GBA version, copying the entire translation and the font used in the GBA port. There's a little problem with the font though. Due to its smaller size, you rarely see text in the 4th line of the dialog box. Leaving the speaker's name alone in the 1st line would fix this "issue", but it would also change the feel of the game a little. The project was also supposed to uncensor the Pub signs and the Silence spell graphics, but there was something wrong with the latter. Apparently, 4 tiles were missing (I discovered this after comparing the JP and US versions), it's very likely that they were removed.

The project was about 85% complete. I finished the whole field dialog, what actually made me give up were the battle dialog and the spell/summon attack names (I'd have to move the texts to another block to expand them). If I learn a little more about romhacking, maybe I'll revive this project, and of course, finish it.
Title: Re: Screenshots
Post by: mziab on February 18, 2014, 11:49:44 am
Now with some stepping functionality and a register list. If someone wants to try it, it's available here (https://github.com/Kingcom/pcsx2).

Great stuff. Windows-only, I assume?
Title: Re: Screenshots
Post by: KC on February 18, 2014, 12:00:42 pm
Great stuff. Windows-only, I assume?
It's using wxwidgets, which is cross-platform. It should work on all, but I can't test it.

Update, now with memory viewer/editor:
(http://puu.sh/70ROY/e4a432991b.png)
Title: Re: Screenshots
Post by: Clippit on February 19, 2014, 11:44:11 pm
(http://i1156.photobucket.com/albums/p573/unpictures1/Snapshots/Startropics201402192339592.png)(http://i1156.photobucket.com/albums/p573/unpictures1/Snapshots/Startropics201402200035417.png)(http://i1156.photobucket.com/albums/p573/unpictures1/Snapshots/Startropics201402200050494.png)
Sometimes I feel like making Spanish translations of StarTropics 1 & 2 just for fun... but I don't know if it's worth the effort... like, I'm not really sure if Latin America would appreciate it.
They're probably too busy playing FIFA and PES anyway.
Title: Re: Screenshots
Post by: GHANMI on February 20, 2014, 03:50:54 am
Go for it ! :)
That aside, I really wish there were some way to expand Startropic's font to 52~60 characters.
Title: Re: Screenshots
Post by: Drakon on February 20, 2014, 06:01:52 pm
(http://i1156.photobucket.com/albums/p573/unpictures1/Snapshots/Startropics201402192339592.png)(http://i1156.photobucket.com/albums/p573/unpictures1/Snapshots/Startropics201402200035417.png)(http://i1156.photobucket.com/albums/p573/unpictures1/Snapshots/Startropics201402200050494.png)
Sometimes I feel like making Spanish translations of StarTropics 1 & 2 just for fun... but I don't know if it's worth the effort... like, I'm not really sure if Latin America would appreciate it.
They're probably too busy playing FIFA and PES anyway.

Latin america should those are seriously some great games.
Title: Re: Screenshots
Post by: Seeeeph on February 22, 2014, 08:04:19 am
.
Title: Re: Screenshots
Post by: Sinis on March 03, 2014, 10:10:38 pm
(http://i957.photobucket.com/albums/ae54/Craftvania/Castlevania3-DraculasCurse-1_zpse37a532c.png)

So I've finally had time to work on the title screen for my Castlevania 3 hacks for the U.S ROM version.  I was too lazy to look up the palette coding in hex to change the colors to white to match everything else.  The box area with the numbers is the counted pixels used in those areas so that way whatever I make in Photoshop with the pencil tool can fit and be spaced into those areas accordingly so things look strait.


I...have not made up my mind on what project to do first.  I've tried to get in contact with RedRum multiple times to see if I can have their permission to do an Opposing Bloodlines III and IV but no word back so those are not being touched right now.  Was thinking about contact Ballzysoft to see if I can continue their Vengeance on Hell for a II and III but haven't gotten around to it yet.  I do have their knight remade for Castlevania 3 but only the walk animations, trying to figure out a plausible attack animation for the sword instead of flinging it over their head like how it was done in the Vengeance of Hell hack on Simon's Quest.

Some people do know that I have been itching to do a Castlevania remake on Castlevania III to do a mock up of how Dakon put together their Japanese version with revamped bosses but don't have the know how yet to 'tie' the stages together nor remake the bosses properly with new ones.  I am currently trying to teach myself of how to reverse engineer the music data on the ROM but having trouble locating where everything is at let alone what makes the tunes go faster or slower, longer or shorter  :P

I'm thinking about aiming at Optomon's cancelled Cadence of Agony title to revamp it some just for kicks and giggles.
Title: Re: Screenshots
Post by: Drakon on March 08, 2014, 08:45:02 pm
Keep at it craftvania, and be patient, picking apart a compiled assembly rom can take a lot of time.
Title: Re: Screenshots
Post by: M-Tee on March 08, 2014, 09:30:41 pm
How about doing some mini hacks to get started, like the rad Contra mountain run hack that was posted a while back?
Title: Re: Screenshots
Post by: Sinis on March 08, 2014, 10:48:35 pm
Keep at it craftvania, and be patient, picking apart a compiled assembly rom can take a lot of time.

I'm finding that very challenging as I'm going in blindly atm before I completely break down and toss in a white flag for help.  Haven't messed with the data on an NSF for a week now so need to pick up a new one and actually take notes this time instead of blinding clicking here and there to see which is what :p

How about doing some mini hacks to get started, like the rad Contra mountain run hack that was posted a while back?

Oh trust me sir, I'm taking it easy as I'm messing with just the graphic sprites right now.  I'm tinkering around with an NSF from time to time just to see on what does this and what does that.  Baby steps right now for the music hacking since...I'm so damn obsessed with for some reason  :P

I am planning on making a thread sometime this coming week for my project as I got permission from one of the members here to expand their hack's universe a bit further for story wise.  Just doing sprite and text editing for now  :)

Oh?  The Contra hack I don't recall seeing.  If it's just recent I'll go look for it and see on what was done.
Title: Re: Screenshots
Post by: M-Tee on March 08, 2014, 11:27:54 pm
http://www.romhacking.net/forum/index.php/topic,17432.msg253811.html#msg253811

This is it. It's rad because it's a self-contained level with an objective.
Title: Re: Screenshots
Post by: Sinis on March 09, 2014, 11:44:02 am
http://www.romhacking.net/forum/index.php/topic,17432.msg253811.html#msg253811

This is it. It's rad because it's a self-contained level with an objective.


Good lord it's challenging...wasn't much of a top notch player on the original games and it still shows lol!

I  understand on what you mean on referencing this, M-Tee.  My main goal right now is to edit the sprites, text and room layouts via reVamp.  Fiddling around with the NSF file is just a thing on the side.
Title: Re: Screenshots
Post by: DevEd on March 31, 2014, 03:56:38 pm
My turn :P
(http://devnet.sonicgamesdimension.net/Picz/tehlevel.png)
Title: Re: Screenshots
Post by: Dirtbag on April 09, 2014, 03:52:17 pm
All the graphics are done, time to work on the tracks.

(https://drive.google.com/uc?export=view&id=0B9PZ3myfDMN_MTJZZjM5TE1ESjQ)(https://drive.google.com/uc?export=view&id=0B9PZ3myfDMN_R1pqRV9lZ0F5eEE)
(https://drive.google.com/uc?export=view&id=0B9PZ3myfDMN_RHU0YzBUUHl5MUE)(https://drive.google.com/uc?export=view&id=0B9PZ3myfDMN_UTJDanZYNmE4WmM)
(https://drive.google.com/uc?export=view&id=0B9PZ3myfDMN_X25GeEdwMDlIeUk)(https://drive.google.com/uc?export=view&id=0B9PZ3myfDMN_YzZoVzgwcE03Vkk)
(https://drive.google.com/uc?export=view&id=0B9PZ3myfDMN_a3MxcHczMUJhM1k)(https://drive.google.com/uc?export=view&id=0B9PZ3myfDMN_dHRYUW00ZFBESnc)
(https://drive.google.com/uc?export=view&id=0B9PZ3myfDMN_eEEyVHJJNWFGTk0)
Title: Re: Screenshots
Post by: Raccoon Sam on April 13, 2014, 06:19:39 am
Nothing big yet I guess. Some dialogue, portrait-oriented pause menu and the ending is what's still left.
(http://i.imgur.com/RyA0SJz.png)
(http://i.imgur.com/WJXebrs.png)
(http://i.imgur.com/jmNoBRT.png)
(http://i.imgur.com/b3BugW2.png)
(http://i.imgur.com/6IzuBWw.png)
Title: Re: Screenshots
Post by: Vanya on April 14, 2014, 04:09:09 pm
Nice work! I've been thinking of trying that other MM&B. Having it in English would be grand.
Title: Re: Screenshots
Post by: ChronoMoogle on April 14, 2014, 04:23:04 pm
I just saw it as a lesser version of the SFC Original (just as the GBA), but that version's graphics actually seem to have a lot of charme! And it seems to have exclusive contend!
So good job on translating so far and thanks for giving this port some needed attention  :beer:
Title: Re: Screenshots
Post by: Vanya on April 14, 2014, 04:26:36 pm
Oh, it doesn't just have new content, it's all original content for the most part. It's a straight up sequel.
Title: Re: Screenshots
Post by: KingMike on April 14, 2014, 07:52:05 pm
I just saw it as a lesser version of the SFC Original (just as the GBA), but that version's graphics actually seem to have a lot of charme! And it seems to have exclusive contend!
So good job on translating so far and thanks for giving this port some needed attention  :beer:

Lesser being quite an operative term IMO. :P
(from what I recall, it seemed almost bad as the DOS games, it wouldn't surprise me if Capcom also just licensed the IP to another developer.)
But yeah, different game.
Title: Re: Screenshots
Post by: Raccoon Sam on April 15, 2014, 05:22:56 am
I would dare to disagree. I think the quirkiness of it gives it an unique charm. The level design is great, the bosses and stages are funny and the gameplay is solid. Try it out!  :laugh:
Title: Re: Screenshots
Post by: Vanya on April 15, 2014, 06:07:05 pm
The artwork could be better and the Robot Masters are mostly wierd, but it's definitely far better than the DOS games as far as everything else.
If nothing else one should take into account that it is officially recognized by Capcom where the DOS games are not.
Title: Re: Screenshots
Post by: azoreseuropa on April 16, 2014, 05:53:18 am
Nothing big yet I guess. Some dialogue, portrait-oriented pause menu and the ending is what's still left.
(http://i.imgur.com/RyA0SJz.png)
(http://i.imgur.com/WJXebrs.png)
(http://i.imgur.com/jmNoBRT.png)
(http://i.imgur.com/b3BugW2.png)
(http://i.imgur.com/6IzuBWw.png)

 :o :o :o :o :o

I cannot believe my eyes! Good job. I can't wait! :D
Title: Re: Screenshots
Post by: Raccoon Sam on April 16, 2014, 09:17:19 am
Thanks for the kind words. I can't continue much further though, because I don't know a word in Japanese. :-\
With Google translate I was able to decipher the intro text and some other stuff, but there's an intermission scene where Protoman speaks to you after you beat the first four Robot Masters. I have no idea what he's saying and Google translate is way off.
I tweeted about this predicament, hoping to find someone who's fluent in Japanese and willing to help, but so far with no avail. If you know someone who likes translating in the context of ROM hacking, drop me a line at vervalkon@gmail.com
Title: Re: Screenshots
Post by: azoreseuropa on April 16, 2014, 06:03:10 pm
Ahh, I see... umm..

What about this one ??? Here:

http://megaman.wikia.com/wiki/Rockman_%26_Forte:_Mirai_Kara_no_Chousensha_Script
Title: Re: Screenshots
Post by: Raccoon Sam on April 17, 2014, 01:24:33 am
WOW, I could swear that after intensive googling I was only able to find the intro script!  :-[ :-[
Thanks!! I should be done in no time now :)
Title: Re: Screenshots
Post by: azoreseuropa on April 17, 2014, 05:29:00 am
WOW, I could swear that after intensive googling I was only able to find the intro script!  :-[ :-[
Thanks!! I should be done in no time now :)

Great. You are very welcome. I am so excited now. :D

Title: Re: Screenshots
Post by: Vanya on April 17, 2014, 05:16:30 pm
Sweet! There you go then! Get to it! lol
Title: Re: Screenshots
Post by: vivify93 on April 21, 2014, 11:11:49 pm
I forget, are mock-ups allowed in the screenshots topic or not?

(http://i.imgur.com/3LmDOfm.png)
(http://i.imgur.com/B30mI9V.png)

These are two small screenshot edits I made for a theoretical Phantasy Star IV on GBA. It was odd to me how the Phantasy Star Collection had the first three games, but not the fourth, and they never even released a port of the fourth as its separate cart. I often wondered if it was a problem with the menu screen layouts. I decided to test that theory today, and yeah, I pretty much confirmed it. I managed to make it work, though, and I don't think it looks so bad.
Title: Re: Screenshots
Post by: Normmatt on April 23, 2014, 12:10:44 am
I forget, are mock-ups allowed in the screenshots topic or not?

(http://i.imgur.com/3LmDOfm.png)
(http://i.imgur.com/B30mI9V.png)

These are two small screenshot edits I made for a theoretical Phantasy Star IV on GBA. It was odd to me how the Phantasy Star Collection had the first three games, but not the fourth, and they never even released a port of the fourth as its separate cart. I often wondered if it was a problem with the menu screen layouts. I decided to test that theory today, and yeah, I pretty much confirmed it. I managed to make it work, though, and I don't think it looks so bad.

With a Variable Width Font that'd probably looks quite nice.
Title: Re: Screenshots
Post by: tryphon on April 23, 2014, 01:15:10 am
You need to enlarge some windows, and design special tiles for some words such as HP, TP, that are in windows which can't be enlarged.

Unfortunately, I can't help you with this one.
Title: Re: Screenshots
Post by: DevEd on April 23, 2014, 05:04:55 pm
I'm back.
(http://devnet.sonicgamesdimension.net/Picz/crystal_egg.png)
Title: Re: Screenshots
Post by: Gideon Zhi on April 30, 2014, 12:46:18 am
Results of last Sunday's romhacking stream:
(https://pbs.twimg.com/media/BmSbjHDCYAAt10t.png:large) (https://pbs.twimg.com/media/BmRi9JQCAAAbgSD.png:large)
Title: Re: Screenshots
Post by: Revenant on April 30, 2014, 01:14:59 am
Results of last Sunday's romhacking stream:
(https://pbs.twimg.com/media/BmSbjHDCYAAt10t.png:large)

Oh fuck yes

(That reminds me I found this (http://tcrf.net/Majin_Tensei) debug mode a while ago, which could prove useful as far as dialogue testing goes, but I dunno how much of that end you've done already :P)
Title: Re: Screenshots
Post by: Gideon Zhi on April 30, 2014, 02:09:09 pm
(That reminds me I found this (http://tcrf.net/Majin_Tensei) debug mode a while ago, which could prove useful as far as dialogue testing goes, but I dunno how much of that end you've done already :P)

This looks super useful! I've seen the debug mode text in the dumps, but wasn't sure whether the code to use it was still present in the game. Good find!
Title: Re: Screenshots
Post by: Celice on May 01, 2014, 01:18:14 am
There's streams for this stuff? I'd like to catch the next one :woot!:
Title: Re: Screenshots
Post by: Gideon Zhi on May 02, 2014, 07:13:07 pm
There's streams for this stuff? I'd like to catch the next one :woot!:

I've got 'em archived. http://www.hitbox.tv/GideonZhi
Title: Re: Screenshots
Post by: Gideon Zhi on May 23, 2014, 01:17:26 pm
(https://pbs.twimg.com/media/BoTt-MvIYAApQn_.png:large) (https://pbs.twimg.com/media/BoTuEG4IQAAOC9A.png:large)

Stuck a thinner font in for the dialog, and it's still too wide sometimes :| But it's looking nice. Also added character names to the victory screen and finished inserting the rest of the character names on the select screen. I want to add some texturing to them though so they're not just flat white.

Tonight's goal is to get the combat interface done (the "spirit" kanji graphic and the items you can get) and finish up the undone interface bits in the menu, mostly in the options screen.
Title: Re: Screenshots
Post by: kogami on May 24, 2014, 07:46:32 am
(https://pbs.twimg.com/media/BoTt-MvIYAApQn_.png:large) (https://pbs.twimg.com/media/BoTuEG4IQAAOC9A.png:large)

Stuck a thinner font in for the dialog, and it's still too wide sometimes :| But it's looking nice. Also added character names to the victory screen and finished inserting the rest of the character names on the select screen. I want to add some texturing to them though so they're not just flat white.

Tonight's goal is to get the combat interface done (the "spirit" kanji graphic and the items you can get) and finish up the undone interface bits in the menu, mostly in the options screen.

I love this game, it is simple to hacking? You use VWF dialogue?
Title: Re: Screenshots
Post by: Gideon Zhi on May 24, 2014, 01:40:25 pm
I love this game, it is simple to hacking? You use VWF dialogue?

The battle dialog is easy enough to get at and, with a bit of assembly-level hacking, you can change which strings are said during which moves (very helpful in tweaking Hiei's jaou* moves) but pretty much all of the graphics are compressed (including the fonts and various interface pieces) and the menu strings use some really weird control codes. And yeah, hacked a VWF into it years ago.
Title: Re: Screenshots
Post by: C_CliFF on May 28, 2014, 02:44:41 pm
I've got 'em archived. http://www.hitbox.tv/GideonZhi

Any chance you might put those on Youtube? There seem to be a problem watching those on tablets.

So why don't I watch them on my computer? Well, I just made a back surgery since I had an accident and can only sit for short moments for 8 weeks plus watching videos on tablet is always nice. Unless the problem is just my nexus 10.
Title: Re: Screenshots
Post by: Gideon Zhi on May 28, 2014, 03:24:58 pm
I... don't know, actually. I'm not sure if youtube will let me upload a video longer than 15 minutes? Plus there's the music playing in the background and the possibility of a resulting copyright strike.
Title: Re: Screenshots
Post by: C_CliFF on May 28, 2014, 04:37:59 pm
I think you can increase the 15 min limit if you verify your account https://support.google.com/youtube/answer/71673?rd=1

I don't know about the music though so it might not be worth the risk. It seem hitbox team is working on an Android app though so i'll wait for that.

I'm also gonna try if I can cast a tab on your video with chromecast when I get home.

Title: Re: Screenshots
Post by: TheFireRed on May 28, 2014, 04:43:44 pm
Any chance you might put those on Youtube? There seem to be a problem watching those on tablets.

So why don't I watch them on my computer? Well, I just made a back surgery since I had an accident and can only sit for short moments for 8 weeks plus watching videos on tablet is always nice. Unless the problem is just my nexus 10.
I thought I'd upload the videos myself to Dropbox or something like that but they're so friggin' enormously gigantic. Though I can provide a direct link to the files hosted at hitbox.

http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1398647614.flv.mp4 (http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1398647614.flv.mp4)

That's the latest video Gideon uploaded. Let me know if that works and I'll just copy the rest of the links. :)
Title: Re: Screenshots
Post by: C_CliFF on May 28, 2014, 04:55:58 pm
I thought I'd upload the videos myself to Dropbox or something like that but they're so friggin' enormously gigantic. Though I can provide a direct link to the files hosted at hitbox.

http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1398647614.flv.mp4 (http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1398647614.flv.mp4)

That's the latest video Gideon uploaded. Let me know if that works and I'll just copy the rest of the links. :)

Yes it works. :) Thanks alot!
Title: Re: Screenshots
Post by: TheFireRed on May 28, 2014, 05:10:15 pm
Nice.  ;D Here's the rest:

– Apr 28 Yuu Yuu Hakusho: http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1398647614.flv.mp4 (http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1398647614.flv.mp4)
– Apr 28 Majin Tensei: http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1398640412.flv.mp4 (http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1398640412.flv.mp4)
– Apr 14 Ladystalker (2): http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1397442885.flv.mp4 (http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1397442885.flv.mp4)
– Apr 14 Ladystalker (1): http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1397438438.flv.mp4 (http://edge.vie.hitbox.tv/static/videos/recordings/gideonzhi-1397438438.flv.mp4)
Title: Re: Screenshots
Post by: KingMike on May 28, 2014, 06:15:39 pm
I... don't know, actually. I'm not sure if youtube will let me upload a video longer than 15 minutes? Plus there's the music playing in the background and the possibility of a resulting copyright strike.

I know. I had five seconds of music in one video and copyright-bot blocked it.
I'd argue fair use if I thought the video was worth arguing about, but it was just a personal video to show a friend.
Title: Re: Screenshots
Post by: KC on May 30, 2014, 10:18:27 am
A double project!

(http://aerie.wingdreams.net/stuff/mk_ds.png)(http://aerie.wingdreams.net/stuff/mk_psp.png)

Working on two versions of the same game poses an interesting challenge. Both have similar, but not identical text. Each version also has its unique technical issues.
This is in no way related to the project of the SNES version by AGTP.
Title: Re: Screenshots
Post by: a1999a on May 30, 2014, 11:20:29 am
Glad to see someone working on super robot wars.
Title: Re: Screenshots
Post by: Gemini on May 31, 2014, 06:40:09 am
Better resolution, alpha on fonts, and VWF = extremely sexy visuals. Looking forward too seeing more of the DS version as well!
Title: Re: Screenshots
Post by: Pennywise on June 06, 2014, 06:30:37 pm
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00040_zpsb0485f12.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00041_zps3d101688.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00042_zpsbb6b2c94.png)

I've been doing a lot of GB hacking over the past year. Much more so than my usual NES stomping grounds especially when considering the size and scope of my hacks. Anyhow, I bypassed the compression and am loading various graphics and data uncompressed in the expanded ROM space. I will be working on hacking the names next and will be doing 2 displays hacks to accommodate the menus.
Title: Re: Screenshots
Post by: Celice on June 07, 2014, 05:32:01 pm
Always loved Destiny of an Emperor on the original NES. Heard there was a Gameboy version but never gave it a go... cool to see someone messing with it!  :thumbsup:
Title: Re: Screenshots
Post by: Pennywise on June 07, 2014, 06:29:36 pm
(http://i207.photobucket.com/albums/bb11/gwood102/bgb00043_zps5d0e3c71.png)

I just finished my name hack for the game.
Title: Re: Screenshots
Post by: Grimoire LD on June 11, 2014, 02:21:18 pm
Destiny of an Emperor for the GB! I heard it was a Very different kind of game from the NES versions. All in all looks like you're doing a fantastic job so far with it, I am quite excited to play it when it was fully translated.

(Love the avatar by the way, Maad Mikkelsen plays an Incredible Hannibal, a wonderful show, all in all, great acting, all around.)
Title: Re: Screenshots
Post by: Yoshimaster96 on June 14, 2014, 01:55:55 pm
As my first post, I'd like to share something I've been working on for a long time: Super Monkey Ball!
First attempt:
(http://bin.smwcentral.net/u/21732/CUSTOM_LEVEL.jpg)
(http://bin.smwcentral.net/u/21732/CUSTOM_LEVEL_2.jpg)
Vertex shading:
(http://bin.smwcentral.net/u/21732/VERTEX_SHADING.jpg)
Custom texture:
(http://bin.smwcentral.net/u/21732/CUSTOM_TEXTURE.jpg)
SMB2:
(http://bin.smwcentral.net/u/21732/SMB2_LEVEL1.jpg)
(http://bin.smwcentral.net/u/21732/SMB2_LEVEL2.jpg)
Placing objects:
(http://bin.smwcentral.net/u/21732/BANANAS.jpg)
Title: Re: Screenshots
Post by: DevEd on June 16, 2014, 12:14:47 pm
As long as people are hacking games that haven't been hacked before, I'll just leave this here:
(http://devnet.sonicgamesdimension.net/Picz/hax.png)
Title: Re: Screenshots
Post by: Googie on June 17, 2014, 03:52:34 pm
I was gonna cancel this hack, but Vanya encouraged me to keep going. There are tiles in Code Name Viper that won't fit into Rolling Thunder's tiles because the hero in Rolling Thunder is too small, but I'll make the best of it and I made some bootlegged graphics. I'll most likely post a video soon... :D   

(http://img.photobucket.com/albums/v681/QB3CF/rollingviper_zps912c2583.png)
Title: Re: Screenshots
Post by: Vanya on June 18, 2014, 06:10:33 am
I think it'll make a good hack. For some reason I've always liked CNV more than RT, so I'm all for this.
Title: Re: Screenshots
Post by: Gemini on June 18, 2014, 10:22:18 am
Not a romhack but an actual engine I'm working on:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_13062014_201401_0713_zpsb0d7b8c0.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_16042014_022708_0892_zpseced9435.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_04062014_023859_0394_zps81a75e7a.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_08062014_051618_0355_zps5f55ad53.png)
It's Resident Evil: Survivor remade in classic style. The third picture is a test I made with rooms imported from RE1, while the last one is of a RE1 Saturn exclusive enemy named "Tick" (ignore Chimera's description).
Title: Re: Screenshots
Post by: justin3009 on June 18, 2014, 02:47:39 pm
All the love in the world wouldn't be enough to express how much I enjoy seeing you post Gemini.  You're work is always so overwhelmingly great in my viewpoint!
Title: Re: Screenshots
Post by: RetroHelix on June 19, 2014, 03:22:05 am
Not a romhack but an actual engine I'm working on:
Spoiler:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_13062014_201401_0713_zpsb0d7b8c0.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_16042014_022708_0892_zpseced9435.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_04062014_023859_0394_zps81a75e7a.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_08062014_051618_0355_zps5f55ad53.png)
It's Resident Evil: Survivor remade in classic style. The third picture is a test I made with rooms imported from RE1, while the last one is of a RE1 Saturn exclusive enemy named "Tick" (ignore Chimera's description).
Wow, that sounds really nice. Good luck with this project.
As far as I remember Survivor had no pre rendered backgrounds. So you are taking them from other RE games? More details please :D
Title: Re: Screenshots
Post by: Gemini on June 19, 2014, 07:31:32 am
If you want to give it the long read, check this page (http://www.the-horror.com/forums/showthread.php?10508-Resident-Evil-Behind-the-Mask), which is Carnivol's board dedicated to Resident Evil games. As for the background question, the shorter answer is: a friend of mine works on the new assets. The RE1 bgs are nothing more than a quick test I wanted to have in order to perform most checks on trivial things like collision detection and environmental effects (sound, light, billboard sprites, depth cueing, etc.)
Title: Re: Screenshots
Post by: Celice on June 21, 2014, 08:47:05 pm
Gemini, that project makes me so darn happy. Can't wait to see more :)
Title: Re: Screenshots
Post by: Vanya on June 22, 2014, 02:56:27 pm
RE Survivor remake? Hells yeah!!
Title: Re: Screenshots
Post by: IllumiNavi on June 23, 2014, 11:21:30 pm
SM64 Sequel where Bowser attacks Peach's Castle and uses the power stars to fling in to the clouds and Mario has to retrieve them to go after Bowser.
(http://i57.tinypic.com/nfk21c.png)
Title: Re: Screenshots
Post by: GHANMI on June 24, 2014, 08:01:51 am
SM64 Sequel where Bowser attacks Peach's Castle and uses the power stars to fling in to the clouds and Mario has to retrieve them to go after Bowser.

That plot (even though playing Mario games for the plot is beyond stupid)... wasn't that Super Mario Galaxy? :P
Seems lovely, lookin forwards for it
Title: Re: Screenshots
Post by: IllumiNavi on June 26, 2014, 05:06:27 pm
Some Super Mario World cameos in the third level
(http://i61.tinypic.com/zk4h82.png)
Yoshis House
(http://i61.tinypic.com/2qa1vuo.png)
Forest of Illusion
Title: Re: Screenshots
Post by: Pennywise on July 14, 2014, 05:39:29 pm
(http://i207.photobucket.com/albums/bb11/gwood102/DoubleMoonDensetsuJ-6_zpsdc28ef8a.png)(http://i207.photobucket.com/albums/bb11/gwood102/DoubleMoonDensetsuJ-4_zps0a75cc0a.png)(http://i207.photobucket.com/albums/bb11/gwood102/DoubleMoonDensetsuJ-5_zps9e7b1284.png)

I've spent some time hacking the item interfaces for Double Moon Densetsu so we could have 12 character items instead of 8. Equip screen looks the worst, and the R, L, B etc are placeholder for equipment icons. Now all I need to do it lay the ground for some bank swapping hacks and space shouldn't be an issue.
Title: Re: Screenshots
Post by: reyvgm on July 26, 2014, 11:44:17 pm
Monomate
Monomate
Monomate
Monomate
Monomate
Title: Re: Screenshots
Post by: tryphon on July 27, 2014, 01:28:50 am
What did you do with Phantasy Star ?  :)
Title: Re: Screenshots
Post by: mz on August 01, 2014, 09:01:58 pm
I spent the last few days learning how to hack GB/C games, for a possible translation of Choro Q GB. Today I finally managed to write the dialogue in 3 lines instead of the original 2:
(http://i.imgur.com/DMmtg0d.png) (http://i.imgur.com/Jq5ss7p.png)

But now I realize that there's so little VRAM space that this was just a waste of time:
(http://i.imgur.com/peMtykr.png)

There's 25 tiles available in total. You can use 13 in each line at maximum, so having 3 lines is a bit useless... :-\

I think I could get more space by moving things around in VRAM, but that looks very complicated and this game is probably not worth the effort. :P
Title: Re: Screenshots
Post by: Pennywise on August 01, 2014, 10:18:04 pm
You could always hack in a VWF to make up for the lack of lines. It shouldn't be too hard for the GBC.
Title: Re: Screenshots
Post by: mz on August 01, 2014, 11:15:13 pm
VWF would be great indeed, but this game also runs on the regular GB:

(http://i.imgur.com/JDfYLBi.png)

I don't know much about the GB, though. Do you know if it's possible to add a VWF or if any other game already has this? I can only recall the French translation of Star Ocean for the GBC with a VWF, I believe.
Title: Re: Screenshots
Post by: Pennywise on August 02, 2014, 02:42:38 pm
Ryusui's done a few VWF's for the GBC. The GB's more or less the same system, so that shouldn't matter. I have yet to code one for the system, but I don't think a VWF for the GB/GBC is not that difficult depending on the game. I don't think that includes Star Ocean though. Tri-Ace is evil.
Title: Re: Screenshots
Post by: Gemini on August 02, 2014, 02:56:21 pm
Blue Sphere is actually a lot easier to manage than most people would believe.
Title: Re: Screenshots
Post by: BlackDog61 on August 03, 2014, 12:32:24 pm
How do you guys feel about this, for Super Robot Wars A Portable (PSP)?

(http://www.tiikoni.com/tis/view/image.php?id=f3d7b16)

http://www.tiikoni.com/tis/view/?id=f3d7b16 (http://www.tiikoni.com/tis/view/?id=f3d7b16)
Title: Re: Screenshots
Post by: Dashman on August 03, 2014, 03:49:58 pm
Do you think you can add the shadow effect to the logo?

(http://4.bp.blogspot.com/-v0XcLOws1fo/Ug1X9bH7NyI/AAAAAAAAFtQ/87RlClsJmAk/s1600/01492-01.jpg)

(notice how the Chinese didn't get rid of the gray stuff in the background)

Other than that, it's as good as it can get :thumbsup:
Title: Re: Screenshots
Post by: Hiei- on August 03, 2014, 05:30:21 pm
French translation of Star Ocean on GBC don't use a VWF. The guy just made a graphical DTE/MTE like he always do for the japanese games he translate (he did the same for Surging Aura on Genesis, for example).

So, the 8x8 japanese characters of the game became 4x8 latin characters, which let him put two letters for one japanese character.
Title: Re: Screenshots
Post by: BlackDog61 on August 04, 2014, 01:42:45 pm
Do you think you can add the shadow effect to the logo?

Right - I forgot about that. It got lost in various attempts... Here you go!
http://www.tiikoni.com/tis/view/?id=cc1bb73 (http://www.tiikoni.com/tis/view/?id=cc1bb73)
(http://www.tiikoni.com/tis/view/image.php?id=cc1bb73)

I'm not sure how far down it should sit? Just a bit further might be good to "better show" that the "portable" logo is to the front (in 3D)?
I didn't bother to increase the size of the image, as that would bring a lot of complication it its reinsertion...

Thanks for the feedback!  ;D
Title: Re: Screenshots
Post by: RadioShadow on August 05, 2014, 06:10:01 am
I spent the last few days learning how to hack GB/C games, for a possible translation of Choro Q GB. Today I finally managed to write the dialogue in 3 lines instead of the original 2:
(http://i.imgur.com/DMmtg0d.png) (http://i.imgur.com/Jq5ss7p.png)

But now I realize that there's so little VRAM space that this was just a waste of time:
(http://i.imgur.com/peMtykr.png)

There's 25 tiles available in total. You can use 13 in each line at maximum, so having 3 lines is a bit useless... :-\

I think I could get more space by moving things around in VRAM, but that looks very complicated and this game is probably not worth the effort. :P

You could do what Pokémon Trading Card game did and use a small fixed width font.  It worked well and allowed more letters to be used on screen.
Title: Re: Screenshots
Post by: KingMike on August 05, 2014, 03:43:53 pm
How playable is that? I never played the game (I might whenever it gets released on 3DS here) but I can only imagine that font giving me a headache if I tried to play the game on a real GBC. :P
Title: Re: Screenshots
Post by: I.S.T. on August 08, 2014, 04:40:41 pm
I didn't have issues back in the day. *shrug*
Title: Re: Screenshots
Post by: Gideon Zhi on August 10, 2014, 08:43:56 pm
Expanded menus, mostly from today's stream.
(https://pbs.twimg.com/media/But3WQ4CcAA90ME.png:large) (https://pbs.twimg.com/media/But9i9ACAAA5BCs.png:large)
(https://pbs.twimg.com/media/But9RJsCIAAUKBb.png:large) (https://pbs.twimg.com/media/But9IfHCEAAsmd6.png:large)
Title: Re: Screenshots
Post by: Neil on August 10, 2014, 09:50:58 pm
Man that looks good!
Title: Re: Screenshots
Post by: Shin` on September 01, 2014, 12:21:01 am
Expanded menus, mostly from today's stream.
(https://pbs.twimg.com/media/But3WQ4CcAA90ME.png:large) (https://pbs.twimg.com/media/But9i9ACAAA5BCs.png:large)
(https://pbs.twimg.com/media/But9RJsCIAAUKBb.png:large) (https://pbs.twimg.com/media/But9IfHCEAAsmd6.png:large)

Is that Soul hackers? Do want.
Title: Re: Screenshots
Post by: Isao Kronos on September 01, 2014, 03:55:42 am
it's If for SNES. If you want Soul Hackers, go get a 3DS and buy it.
Title: Re: Screenshots
Post by: Revenant on September 12, 2014, 12:08:38 am
ugly colors incoming

screenshot 1 (Kirby: Triple Deluxe) (https://dl.dropboxusercontent.com/u/43107309/tristar-TDXstuff.png)
screenshot 2 (Kirby: Return to Dream Land) (https://dl.dropboxusercontent.com/u/43107309/tristar-RTDLtest.png)

A few days ago I took advantage of the newly-released 3DS RomFS decryptor and started poking around Triple Deluxe for the hell of it and after a short time I had a mostly functional map viewer. Then I decided to take a look at Return to Dream Land, noticed the formats were very similar, and added extremely hasty support for some of that too.

It's still mostly a Triple Deluxe-oriented utility, as you can probably see, but I guess since it also supports a Wii game I guess maybe it doesn't completely break the rule against stuff for current-gen systems anymore? Oh well. I don't really plan to turn this into a serious project anyway, since I'd like to work on something besides Kirby tools for a change, but...
Title: Re: Screenshots
Post by: vivify93 on September 12, 2014, 03:48:53 am
Expanded menus, mostly from today's stream.
[Snipped the images from Aeon Genesis' Shin Megami Tensei: If... translation for brevity.]
It looks great! Thanks for everyone's hard work. :)
Title: Re: Screenshots
Post by: contra on September 15, 2014, 02:39:37 am
Working on a hack for Shadow of the ninja (Blue Shadow) NES turning it into a Batman game.

(https://dl.dropboxusercontent.com/s/1cuafv0xyi2widq/BSOG1.png?dl=0)(https://dl.dropboxusercontent.com/s/ycw6izv7tq72r89/BSOG2.png?dl=0)
(https://dl.dropboxusercontent.com/s/e39g4zm3gxiroil/BSOG3.png?dl=0)(https://dl.dropboxusercontent.com/s/7lsh5xbylnu8w0n/BSOG4.png?dl=0)

Only a graphic hack so far, original game design already feels pretty close to a nes Batman.
Player sprites are done and feels really good in game, now making lots of custom graphics for the intros/cutscenes (example in screenshot2).
Title: Re: Screenshots
Post by: Vanya on September 15, 2014, 03:06:45 am
Ha! Nice idea there. It really does fit a Batman setting, come to think of it.
Title: Re: Screenshots
Post by: Gedankenschild on September 26, 2014, 08:29:12 pm
(https://dl.dropbox.com/s/6np411g4qf6cusx/Final%20Fantasy%20IV%20%28NTSC%29%28Jap%29%281.1%29.png?dl=0)

16-color enemy sprites in SNES Final Fantasy IV  :)
Title: Re: Screenshots
Post by: Googie on September 26, 2014, 10:33:58 pm
Working on a hack for Shadow of the ninja (Blue Shadow) NES turning it into a Batman game.

(https://dl.dropboxusercontent.com/s/1cuafv0xyi2widq/BSOG1.png?dl=0)(https://dl.dropboxusercontent.com/s/ycw6izv7tq72r89/BSOG2.png?dl=0)
(https://dl.dropboxusercontent.com/s/e39g4zm3gxiroil/BSOG3.png?dl=0)(https://dl.dropboxusercontent.com/s/7lsh5xbylnu8w0n/BSOG4.png?dl=0)

Only a graphic hack so far, original game design already feels pretty close to a nes Batman.
Player sprites are done and feels really good in game, now making lots of custom graphics for the intros/cutscenes (example in screenshot2).

I'm really digging these screens, Batman is my favorite DC character. Keep working on this, I love the title screen. :cookie:
Title: Re: Screenshots
Post by: contra on September 27, 2014, 09:12:34 am
Thank you guys  :)
It is done and submitted. Batman is a dear character to many (myself included ofc) and I really wanted this to be a high quality hack.
 With that ambition in mind I've had to learn so many new things about hacking nes roms. I'm very happy with the results and it's been a very rewarding experience.
Title: Re: Screenshots
Post by: I.S.T. on September 29, 2014, 04:20:39 am
(https://dl.dropbox.com/s/6np411g4qf6cusx/Final%20Fantasy%20IV%20%28NTSC%29%28Jap%29%281.1%29.png?dl=0)

16-color enemy sprites in SNES Final Fantasy IV  :)

Fuck me, that is well done.
Title: Re: Screenshots
Post by: Gemini on September 29, 2014, 07:09:44 am
Trying to create something new with old hardware:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/snap028_zps5946d62b.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/snap026_zpsb18a2d37.png)
This is a feature of my RE clone engine especially aimed at 16:9 lovers, which implements a wide screen resolution on the PSX. Stuff works exactly like on the recent remaster of REmake, where the game is still working in the background as 4:3 but displays at HD ready resolution without the aspect ratio going fatty. The backgrounds scroll as you move, following the character and making sure you always get a nice idea of what's on screen (here (https://www.youtube.com/watch?v=nziYs0RjjdM) you can find a video of the feature in motion). Shots were taken from a PSP set in Zoom mode.

16-color enemy sprites in SNES Final Fantasy IV  :)
Sexy. :beer: Hope that also leads to more dense backgrounds. :happy:
Title: Re: Screenshots
Post by: Zero Dozer on September 29, 2014, 12:35:37 pm
Gemini, that's fantastic. Seems like this will work wonders on widescreen TVs.
Title: Re: Screenshots
Post by: Gedankenschild on September 30, 2014, 04:51:49 pm
Fuck me, that is well done.

Sexy. :beer: Hope that also leads to more dense backgrounds. :happy:

Thanks for the kind words. And since you mentioned it:

(https://dl.dropbox.com/s/39tk4h5soya5odt/Final%20Fantasy%20IV%20%28NTSC%29%28Jap%29%281.1%29Beach.png?dl=0)

The backgrounds are 4bpp already because they use the same tile loading routine as the monsters - a pleasant side effect. I had to copy them elsewhere in 16-color mode and "rewire" everything to ungarbage them.
And Gemini, I want to thank you again for sharing your findings concerning the PSX port over at Slick Forums! I would never have given ASM a chance, had the menu portrait stuff not been there, getting me curious...  :beer:
Title: Re: Screenshots
Post by: Gemini on October 03, 2014, 06:50:26 am
Glad to inspire people sometimes. :D Also, that background color scheme looks extremely pretty.
Title: Re: Screenshots
Post by: r57shell on October 09, 2014, 03:55:14 am
Delevoping atlas renderer for sonic3 :3
(http://i.imgur.com/nxwtRzAl.png) (http://i.imgur.com/nxwtRzA.png)
Title: Re: Screenshots
Post by: Rodimus Primal on October 09, 2014, 09:52:03 am
So I am working on the next update to Ted Woolsey Uncensored Edition. I fixed the Silence icon to reflect the name change.

(http://img.photobucket.com/albums/v311/Rodimus86/FinalFantasyVI-20141009-094135.png)
Title: Re: Screenshots
Post by: vivify93 on October 09, 2014, 12:11:53 pm
Why not just import the original symbol?
Title: Re: Screenshots
Post by: Zero Dozer on October 09, 2014, 04:52:49 pm
Delevoping atlas renderer for sonic3 :3
(http://i.imgur.com/nxwtRzAl.png) (http://i.imgur.com/nxwtRzA.png)

Heh, I am pretty much interested in this.

I saw some runs with Sonic 2 and got pretty much amazed by it. Also, it's good to see that more people are working now into Sonic 3K.
Title: Re: Screenshots
Post by: Rodimus Primal on October 09, 2014, 07:33:00 pm
Why not just import the original symbol?

A couple of reasons. First, the symbol in the Japanese version is Kanji for Silence. Since the spell was translated as Mute in the US, going with Silence on the symbol makes sense with the updated naming for it. Also, the symbol in the Japanese ROM is shaped slightly different. In the actual ROM, the whole thing is split up in multiple pieces. Getting it to line up might cause some pointer issues with other spells. I don't want to cause any problems in my editing.
Title: Re: Screenshots
Post by: Mattrizzle on October 09, 2014, 09:47:01 pm
Honestly, the symbol doesn't look very good.  I can still see the shadow and reflection of the word "Mute" in it. Also, the shading at the top just ends where the original text was.


I was feeling generous, so I tried editing it myself.

(http://mattrizzle.pac.am/board_stuff/FF6-silence-retranslated.png)

Feel free to use it!
Title: Re: Screenshots
Post by: r57shell on October 10, 2014, 05:13:23 am
Heh, I am pretty much interested in this.

I saw some runs with Sonic 2 and got pretty much amazed by it. Also, it's good to see that more people are working now into Sonic 3K.
All previous atlas videos was just videos. It was made with post production. So background was added after recording. With my approach, you'll be able to play and see all this stuff, including off screen objects: rings, monitors, enemies... Gonna rock, but not yet done.
Title: Re: Screenshots
Post by: Zero Dozer on October 10, 2014, 12:31:20 pm
All previous atlas videos was just videos. It was made with post production. So background was added after recording. With my approach, you'll be able to play and see all this stuff, including off screen objects: rings, monitors, enemies... Gonna rock, but not yet done.

Wait, I'll be actually able to see a huge part of the stage myself? Cool!!
Title: Re: Screenshots
Post by: Rodimus Primal on October 10, 2014, 07:14:41 pm
Honestly, the symbol doesn't look very good.  I can still see the shadow and reflection of the word "Mute" in it. Also, the shading at the top just ends where the original text was.


I was feeling generous, so I tried editing it myself.

(http://mattrizzle.pac.am/board_stuff/FF6-silence-retranslated.png)

Feel free to use it!

I appreciate the constructive criticism, but I liked the font I used. I didn't use an emulator state for the pallette (initially) so I didn't see the MUTE shadow at first. But I did take your idea for shading the letters and it came out pretty good.

(http://img.photobucket.com/albums/v311/Rodimus86/FinalFantasyVI-20141010-190709.png)
Title: Re: Screenshots
Post by: Mattrizzle on October 10, 2014, 08:22:14 pm
That's much better! :thumbsup:
Title: Re: Screenshots
Post by: Gideon Zhi on October 11, 2014, 09:26:13 pm
Updates on AGTP! Screenshots digest:

Lagrange Point (Coming *very* soon!)
(http://agtp.romhack.net/images/news/2014-10-1202.png) (http://agtp.romhack.net/images/news/2014-10-1205.png)
(http://agtp.romhack.net/images/projects/lagrange/12.png) (http://agtp.romhack.net/images/projects/lagrange/13.png)

SMT if... (Coming kinda soon!) (Some of these were probably posted earlier in the thread)
(http://agtp.romhack.net/images/news/2014-10-1222.png) (http://agtp.romhack.net/images/news/2014-10-1223.png)
(http://agtp.romhack.net/images/projects/smtif/24.png) (http://agtp.romhack.net/images/projects/smtif/21.png)

Romacning SaGa 2 (Coming sorta soon, maybe hopefully)
(http://agtp.romhack.net/images/news/2014-10-122.png) (http://agtp.romhack.net/images/news/2014-10-123.png)
(http://agtp.romhack.net/images/projects/rsaga2/0.png) (http://agtp.romhack.net/images/projects/rsaga2/1.png)

Title: Re: Screenshots
Post by: Vanya on October 11, 2014, 10:09:30 pm
Awesome. At least there's this bit of good news in an otherwise shitty day so far.
Title: Re: Screenshots
Post by: NinjaTurtle82 on October 12, 2014, 09:36:47 am
Ah now that's cool -- SMT: If is looking very good and I'm looking forward to seeing the final product when it does come out. I can't say I've ever heard of Lagrange Point, but the translation looks amazing there indeed as well. Nevertheless, I've been a fan of your work since the first two SMT games, and thank you for translating SMT: If also :) Here's to hoping it all goes well :)
Title: Re: Screenshots
Post by: Gideon Zhi on October 12, 2014, 01:25:29 pm
I can't say I've ever heard of Lagrange Point, but the translation looks amazing there indeed as well.

LP has the distinction of being the only NES game to use the VRC7's expanded Yamaha FM audio options; the result gives it a soundtrack (https://www.youtube.com/watch?v=drwX7MbB_IE) literally unlike anything else on the platform.
Title: Re: Screenshots
Post by: DragonDePlatino on October 12, 2014, 04:59:36 pm
Lagrage Point...wow. What a beautiful, beautiful game. I had heard of the name before (from it's aforementioned VRC7 chip) but I've never actually seen the game until I just read it's HG101 article.

Man, it's so jarring seeing such an amazing game after working on my humble little Mother 1 hack for so long. I'll definitely be checking the game out once your translation is finished! Oh, and one last question...what's the playtime of Lagrage Point? My guess is that it's much shorter than earlier NES RPGs? The same could certainly be said for late-NES platformer releases like Mr. Gimmick.
Title: Re: Screenshots
Post by: GHANMI on October 12, 2014, 06:32:39 pm
Updates on AGTP! Screenshots digest:
Lagrange Point (Coming *very* soon!)
snip

I love you :D
I have been interested in that game since Mato's list of fan-translations where he lamented this was his first translated full game script ever yet he still didn't saw it released, and then that TAS which included a rough translation for some dialogue with entire paragraphs flashing for two or three frames (not that I blame the TAS'er for that, in fact I'm really grateful). I even tried slogging down through it even with the language barrier only to fail miserably, but I still found it charming enough.
Saying I'm really anticipating this would be a massive understatement.

I appreciate the effort you put in this one, especially because of the very unusual obtuse compression (6 bits instead of 8 bits per character, I read somewhere) and the declining interest in retro gaming in general, even among fan circles.
At the rate Konami releases Hudson stuff on VC, I doubt this (or even less text-heavy stuff like SNES Goemon 2/3/4) would ever see official release, even as untranslated imports (unless Vic Ireland could somehow do something like with Uforia, but even he failed to secure Gimmick NES rights from the relatively open Sunsoft)
Title: Re: Screenshots
Post by: Lentfilms on October 13, 2014, 11:49:34 am
Very happy to hear that Lagrage Point is "coming *very* soon." I've been interested in playing that title for some time but I became even more curious after watching the episode of Diggin' In The Carts that spoke at length about the game's soundtrack. Super excited to play it in English!
Title: Re: Screenshots
Post by: KingMike on October 13, 2014, 02:25:54 pm
I appreciate the effort you put in this one, especially because of the very unusual obtuse compression (6 bits instead of 8 bits per character, I read somewhere) and the declining interest in retro gaming in general, even among fan circles.
At the rate Konami releases Hudson stuff on VC, I doubt this (or even less text-heavy stuff like SNES Goemon 2/3/4) would ever see official release, even as untranslated imports (unless Vic Ireland could somehow do something like with Uforia, but even he failed to secure Gimmick NES rights from the relatively open Sunsoft)
I thought Ufouria was a mod of the PAL version to make the gameplay 60hz but not the music (or do I have it backwards?), causing negative fan reaction as soon as it was released.
So I assumed the lack of Gimmick was a result of the poor reception of Ufouria.
Title: Re: Screenshots
Post by: snarfblam on October 13, 2014, 04:51:15 pm
I'm not usually a big fan of RPGs but Lagrange Point certainly looks like it's worth checking out. I tried playing it before but I'm sure I'll stick with it a lot longer when I have some idea of what's going on.
Title: Re: Screenshots
Post by: NinjaTurtle82 on October 18, 2014, 05:29:28 am
LP has the distinction of being the only NES game to use the VRC7's expanded Yamaha FM audio options; the result gives it a soundtrack (https://www.youtube.com/watch?v=drwX7MbB_IE) literally unlike anything else on the platform.

I see. That's sort of different from how the Japanese soundtrack to Castlevania III: Dracula's Curse might be compared to its American counterpart, right? Or Megami Tensei II's soundtrack for that matter. Either way, sounds real good, Gideon Zhi :)
Title: Re: Screenshots
Post by: Gideon Zhi on October 18, 2014, 02:16:34 pm
I see. That's sort of different from how the Japanese soundtrack to Castlevania III: Dracula's Curse might be compared to its American counterpart, right?

This is probably a more apt analogy than you realize. Dracula's Curse is one of... three games, iirc, to use Konami's VRC6 mapper for expanded sound. The VRC7 could potentially be seen as an iteration on that.
Title: Re: Screenshots
Post by: Pennywise on October 18, 2014, 10:49:45 pm
Woot! All the issues my translator reported are fixed. Now I can move onto my playtest and edit.

Before/after

(http://i207.photobucket.com/albums/bb11/gwood102/bgb00036_zps27b77d25.png)(http://i207.photobucket.com/albums/bb11/gwood102/bgb00035_zps162b422a.png)

Engrish always cracks me up.
Title: Re: Screenshots
Post by: Kiyoshi Aman on October 19, 2014, 05:46:10 am
That's...actually not Engrish. "s's" is entirely acceptable as long as you don't have two esses before the apostrophe. (If you do, you omit the S after the apostrophe.)
Title: Re: Screenshots
Post by: KingMike on October 19, 2014, 12:14:27 pm
I never heard that before.
Title: Re: Screenshots
Post by: Gideon Zhi on October 19, 2014, 03:00:25 pm
It's an exception for proper nouns.
Title: Re: Screenshots
Post by: Kiyoshi Aman on October 19, 2014, 05:58:39 pm
No, it applies even to regular nouns, such as 'goddesses'. "The goddess's love for her people" is perfectly fine, for instance. "The goddesses' sword" is also good English. "The goddesses's sword" is not, because you start to sound like a snake.
Title: Re: Screenshots
Post by: Isao Kronos on October 19, 2014, 06:21:02 pm
goddesseseseseseseses
Title: Re: Screenshots
Post by: M-Tee on October 19, 2014, 08:23:34 pm
Goddesses does not receive an additional s because it is plural.

I usually turn to two sources for Grammar answers, the first being Grammar Girl, and the second being Purdue OWL.

Grammar Girl (http://www.quickanddirtytips.com/education/grammar/apostrophe-catastrophe-part-two) writes:
Quote from: Grammar Girl
Is it Kansas's statute with an apostrophe s or Kansas' statute with just an apostrophe at the end?

...

Associated Press style ... recommends leaving off the extra s. Some of you have noticed that I tend to favor AP style, so you won't be surprised to learn that I prefer to leave off the extra s. Unfortunately, I have to admit that this isn't a hard-and-fast rule; it's a style issue. Other style books such as Fowler's Modern English Usage recommend adding the apostrophe s to almost all singular words that end with s.*

Quote from: Grammar Girl
*The exceptions according to Fowler’s are words such as Moses and Bridges that end with an s that makes an /iz/ sound, classical names such as Zeus and Venus, and Jesus. Fowler's suggests that all of these words should end with just an apostrophe (e.g., Moses' tablets).

So, likely, that says that even using the example style of Fowler's, Hercules would not receive an additional s.

In contrast, The Purdue OWL (https://owl.english.purdue.edu/owl/resource/621/01/) states:

Quote from: Purdue OWL
add 's to the singular form of the word (even if it ends in -s):
the owner's car
James's hat (James' hat is also acceptable. For plural, proper nouns that are possessive, use an apostrophe after the 's': "The Eggleses' presentation was good." The Eggleses are a husband and wife consultant team.)

... which simply states that both are acceptable.

Regardless, The x of y, instead y's x, is still a notable improvement for a title.

Now, whether Glories should be used in a countable manner or not would depend upon the specific meaning (http://www.oxfordlearnersdictionaries.com/definition/english/glory_1) in context:

Quote from: Oxford Learners' Dictionary
4 [countable] a special cause for pride, respect or pleasure
The temple is one of the glories of ancient Greece.
Her long black hair is her crowning glory(= most impressive feature).
Title: Re: Screenshots
Post by: Vanya on October 19, 2014, 09:54:52 pm
In grammar school I was taught the no word ending in s gets an 's.
And regardless of the correctness of any of this stuff the bottom line is that "The Glory of Heracles" sounds much more pleasing the "Hercules's Glory".
It just sounds awkward.
Title: Re: Screenshots
Post by: snarfblam on October 20, 2014, 05:15:47 pm
In grammar school I was taught the no word ending in s gets an 's.

This is also what I was taught, but to be fair, English teachers tend to pick pet "rules" to teach and enforce even though there may more than one "rule" considered acceptable, and many of the grammar rules that you see people calling each other on have no basis beyond that one person one day decided that something was no longer proper, even though it was considered 100% acceptable for ages beforehand.
Title: Re: Screenshots
Post by: Mauron on October 20, 2014, 05:22:35 pm
This is also what I was taught, but to be fair, English teachers tend to pick pet "rules" to teach and enforce even though there may more than one "rule" considered acceptable, and many of the grammar rules that you see people calling each other on have no basis beyond that one person one day decided that something was no longer proper, even though it was considered 100% acceptable for ages beforehand.

I believe it. I was taught both the "never do it" rule and the "proper nouns get an exception" rule.

Either way, I agree with Vanya that "The Glory of Heracles" sounds better, and I think that's the most important part.
Title: Re: Screenshots
Post by: Gideon Zhi on October 20, 2014, 08:09:41 pm
Either way, I agree with Vanya that "The Glory of Heracles" sounds better, and I think that's the most important part.

I don't think anyone's disputing that :) Though I totally dig the idea of "The Glories of <propernoun>" as the title for a game.
Title: Re: Screenshots
Post by: Celice on October 20, 2014, 08:33:03 pm
My understanding is that plural is the only time an apostrophe comes after an 's', such as romhackers' rights.

Singular items which end in an 's' still show an apostrophe as ownership along with an 's', such as Jesus's shoes.

The last time I consulted scholarly sources on the use, the best I had found was that both are acceptable so long as you stick with one convention, but that it is technically correct the way I wrote it above.
Title: Re: Screenshots
Post by: Vanya on October 21, 2014, 11:21:14 am
I personally don't write "Jesus's" because I don't say "jee-zuhs-es".
If it's not correct to pronounce it, then I don't write it is one of my personal rules with the notable exception of my choice to spell it 'wierd' and not 'weird'.
Title: Re: Screenshots
Post by: Dashman on November 08, 2014, 03:30:56 pm
Super Robot Wars MX Portable is almost completely hacked.

(https://www.dropbox.com/s/pwykqwc6wvlj4h6/example%20stage3%20super%20route.jpg?dl=1)

We're going FWF for this one, replacing kanjis in the font for ASCII pairs (font is DejaVu Sans Mono).

There's already some Java tools for translating both the story and battle text. There's also a tool for translating about half the menu strings (unit / character / weapon / etc names and descriptions), although it has some issues (a couple of pointers still need to be located). The other half is under way.

There's currently just one guy that has offered to translate, and he admits he can only do machine translation, so he'll probably take care of the menu strings. Anyone feels like translating this little monster's story?
Title: Re: Screenshots
Post by: justin3009 on November 09, 2014, 12:18:21 pm
Finally got the English font routine working for this game!  Probably going to rewrite it later on though as it's very ugly atm.  There's no VWF coding to go into this and it's definitely not really necessary with how little dialogue this game has.  (PLACE HOLDER FONT)

(http://i60.tinypic.com/3329emu.png)(http://i61.tinypic.com/osykqe.png)

Now comes the hard part of completely rewriting how the game handles it's text.  It's all hard-coded pointers right now per character per specific event.  Really annoying :<
Title: Re: Screenshots
Post by: RadioShadow on November 14, 2014, 06:41:06 pm
Finally got everything sorted so I can insert custom maps into "Advance Wars: Days of Ruin".  Basically working on replacing the "Trial Maps", since the ones in the originally aren't that great.

(http://i80.photobucket.com/albums/j161/RadioSonic/AWDoRTrialHack.png)
Title: Re: Screenshots
Post by: Gemini on November 18, 2014, 08:21:00 pm
Sidetracked from the Gun Survivor remake, I ended up having my own arcade Resident Evil à la The Mercenaries 3D.
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_19112014_022839_0779_zps726bedfe.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_14112014_121032_0298_zpsb106cee5.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_18112014_133903_0541_zps6bc2dbee.png)
For those wondering, those are the DS models. The engine is performing well enough to let me have a good number of them with no lag.
Title: Re: Screenshots
Post by: Xenesis on November 18, 2014, 08:27:56 pm
Finally got everything sorted so I can insert custom maps into "Advance Wars: Days of Ruin".  Basically working on replacing the "Trial Maps", since the ones in the originally aren't that great.

Nice!

Although you do know that the ability to insert DoR maps has been available for over a year, right? (They're basically the same as the AW2/3 ones).

Also you should probably ask x0 if you're going to use his maps for a work you're going to release :P
Title: Re: Screenshots
Post by: Celice on November 18, 2014, 11:30:00 pm
More Advance Wars hacks are always a good thing :) I'd love to see War Room 2015 soon  :beer:
Title: Re: Screenshots
Post by: justin3009 on November 19, 2014, 01:23:48 pm
Sidetracked from the Gun Survivor remake, I ended up having my own arcade Resident Evil à la The Mercenaries 3D.
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_19112014_022839_0779_zps726bedfe.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_14112014_121032_0298_zpsb106cee5.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/RE%20Behind%20the%20Mask/MAINPSX_18112014_133903_0541_zps6bc2dbee.png)
For those wondering, those are the DS models. The engine is performing well enough to let me have a good number of them with no lag.

That is absolutely FANTASTIC!  I love the progress on everything!  This keeps looking better and better!
Title: Re: Screenshots
Post by: RadioShadow on November 19, 2014, 03:50:48 pm
Nice!

Although you do know that the ability to insert DoR maps has been available for over a year, right? (They're basically the same as the AW2/3 ones).

Also you should probably ask x0 if you're going to use his maps for a work you're going to release :P

Replacing the map data wasn't the issue.  The main issue was the file names for both the map and unit data didn't help in knowing which were linked to the required map headers.  Plus adding units was a pain because you needed space in the 00 overlay to put the file name in.  Simply put, I made a quick tool to read the ascii files names the map header was linked too and renamed them:
- V???.map / V???
- T???.map / T???
- C???.map / C???
 
I then had to update the ascii names in the 00 overlay.  The good news was there was lots of space to include all the unit file names, so each map can have a unit data file if required.

Problem 2 was unlocking the maps.  I found in the map header that there are 4 values which tells the game which maps to unlock.  So completing a mission will unlock up to 4 maps (they have to be adjacent to a map already unlocked, otherwise the cursor glitches).  What I have done is made the game unlock a  bunch of trial maps by completing the Campaign missions. 

So once you beat Camp. Mission 26, all the trial maps are unlocked.  makes testing them much easier.

Problem 3 was the script that tells the game what dialogue to load when playing the Trial Maps.   Only figured this out 2 weeks ago, but I modified the script to make it load a separate text box (text in mess_trial) for each Trial Mission, on Player's 1st turn.  Wasn't easy, but I did get it working. 

What I plan to do is have credit each map designer in the text boxes.  So it would say:
     Trial map Bank Robbery
     designed by x0_000.

I will check with the original map designers to make sure they are happy about me using them in my project, before I release the patch.
Title: Re: Screenshots
Post by: Xenesis on November 20, 2014, 07:49:05 pm
Ah, well if that's the case would you mind putting up your notes? I've been delving into other parts of AWDoR, but having the unlock bits and the like on hand would be useful.
Title: Re: Screenshots
Post by: FaultyRAM on November 22, 2014, 12:08:38 pm
Kind of difficult to show with screenshots, but I've hacked Gunparade March to partially implement UTF-8 support.

(http://i.imgur.com/OZ9AvIn.png) (http://i.imgur.com/3YHOHAI.png)

Screenshot #1 is from the first event in the game; events are implemented via "pseudo-scripts" (I call them that because there are only three kinds of statement: strings, function calls and labels). To deal with those, I had to write libraries in C that can extract files from the main event data file, decompile the pseudo-scripts into human-readable code (and optionally convert strings from Shift-JIS to UTF-8), and compile pseudo-scripts back into binary format (I had to learn Bison and flex for that...fun times). Screenshot #2 isn't an event per se; when the game needs to do something more fancy on the graphics front (such as, say, displaying text without a dialogue window), there is a pseudo-script command that calls into "modules" which can have their own functions for dealing with (hard-coded) strings. So the hack would need to be applied to the modules as well, but actually getting translated strings to fit is its own challenge.

Onto the hack itself. I rewrote a couple of string-processing functions inside the event interpreter, so that they scan each octet in a string, decode it to its corresponding code point if valid or otherwise substitute the replacement character, then send it off to another function to retrieve the address of its corresponding font glyph. Now obviously you can't just make a whole Unicode font (and even if you did, you'd have to store it somewhere...), so I rewrote that part of the code to check for a given code point in a list of code point ranges, with each entry assigned an offset relative to the index of the first glyph in the whole font. If a match is found, it pulls the address of the glyph from within that range; otherwise it just returns the replacement character. At the moment only Basic Latin (i.e. ASCII) is implemented, but it's trivial for me to add support for basically anything as long as I don't exceed 25 list entries (a very generous limit).

That's pretty much everything up to this point, I think. VWF is next on the to-do list (if I can make sense of all this text rendering code), then I need to figure out the graphics file format because there's a ton of images that need to be translated. Hopefully I can get that done in time for Christmas.
Title: Re: Screenshots
Post by: Pennywise on November 22, 2014, 12:43:06 pm
My pal Esperknight is also working on Gunparade March, but don't know how much he's done. Probably just a toolkit and rip and insert scripts back into the game.
Title: Re: Screenshots
Post by: cj iwakura on December 09, 2014, 09:46:34 pm
My pal Esperknight is also working on Gunparade March, but don't know how much he's done. Probably just a toolkit and rip and insert scripts back into the game.

We also have a translator involved who's a walking Alfa System encyclopedia.

Anyways, Sakura Wars. As you can see, LIPS is b-o-r-k-e-d. Fixable though. It basically reads the script on one line, so we need to add a line break so it realizes they're two separate choices. Easy to impress Sakura, though! Maybe version 1 will make it so you only get her.

And maybe Li.


(http://i.imgur.com/JMSMtuO.jpg)
(http://i.imgur.com/1KIVKOq.jpg)
(http://i.imgur.com/tOIqsmJ.jpg)
(http://i.imgur.com/ZJuR0iZ.jpg)
(http://i.imgur.com/HXkRYYq.jpg)
(http://i.imgur.com/eZOKZUR.jpg)
(http://i.imgur.com/KKHgPyt.jpg)
(http://i.imgur.com/fLaRfwo.jpg)
(http://i.imgur.com/2dqLdcd.jpg)
(http://i.imgur.com/EjChuFD.jpg)
(http://i.imgur.com/OopRVx9.jpg)
(http://i.imgur.com/clZxU8G.jpg)
(http://i.imgur.com/fowBkLI.jpg)
(http://i.imgur.com/4R0Obal.jpg)
(http://i.imgur.com/swvY9TD.jpg)
Title: Re: Screenshots
Post by: Gideon Zhi on January 10, 2015, 01:49:27 pm
This thread hasn't been updated in a while.

(https://pbs.twimg.com/media/B7Aj__ICMAAVgs_.png) (https://pbs.twimg.com/media/B7AkO2GCIAIlpEh.png)
Title: Re: Screenshots
Post by: Pennywise on January 10, 2015, 07:36:07 pm
What about that box on the lower right corner? That always struck as a extraordinary small space to fit text.
Title: Re: Screenshots
Post by: Gideon Zhi on January 10, 2015, 08:23:18 pm
That's just a flashing prompt for player 2 to press start. I can work with it.
Title: Re: Screenshots
Post by: Ridculle on January 12, 2015, 07:28:10 pm
Finally my french translation of Kyatto Ninden Teyandee is coming to an end.
This project was on stand by for at least 4 years.

I did some improvements on the title screen:
(http://i.imgur.com/OgmPHkp.png)

Edit: Oups, wrong thread. Could someone fix it up please?
Title: Re: Screenshots
Post by: M-Tee on January 12, 2015, 07:32:42 pm
Title screen looks good & classy.
Title: Re: Screenshots
Post by: Gemini on January 12, 2015, 08:44:35 pm
Having fun with MDEC proper 15 bit decoding in emulators:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/SLUS_00756_12012015_170727_0826_zpscc1528fe.png)
Top -> vanilla pSX
Middle -> Floyd-Steinberg dithering (slightly gone wrong)
Bottom -> PlayStation 4x4 dot matrix reduction

Same processing from an actual scene:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/SLUS_00756_12012015_171633_0490_zpsccb5d41a.png)

So many details showing up, especially with gradients keeping consistent and smooth. Still not quite the right gamma, I guess I'll look into MESS to figure out if there's a better rendering solution.
Title: Re: Screenshots
Post by: RetroHelix on January 13, 2015, 12:35:34 pm
Maybe this is of interest for you http://jpsxdec.blogspot.de/2010/09/psx-video-decoders-final-showdown.html

Keep it up!
Title: Re: Screenshots
Post by: jobless_floppy on January 13, 2015, 02:23:51 pm
This thread hasn't been updated in a while.

(https://pbs.twimg.com/media/B7Aj__ICMAAVgs_.png) (https://pbs.twimg.com/media/B7AkO2GCIAIlpEh.png)
My heart skipped a beat  :o Glad to know that someone is still working on the SNES Goemon games.
Title: Re: Screenshots
Post by: BlackDog61 on January 13, 2015, 04:24:05 pm
Finally my french translation of Kyatto Ninden Teyandee is coming to an end.
This project was on stand by for at least 4 years.

I did some improvements on the title screen:
(http://i.imgur.com/OgmPHkp.png)

Edit: Oups, wrong thread. Could someone fix it up please?

Very nice looking!
Do you plan on translating "cats" into whatever French people say?
Title: Re: Screenshots
Post by: Ridculle on January 14, 2015, 01:52:30 am
Thanks!

The french word for "cats" is "chats".

I don't plan to translate it because this show was titled in France as "Samouraï Pizza Cats".
FIY: in the show hower they refer to "Pizza Chats"...
Title: Re: Screenshots
Post by: Gemini on January 14, 2015, 12:35:41 pm
Maybe this is of interest for you http://jpsxdec.blogspot.de/2010/09/psx-video-decoders-final-showdown.html

Keep it up!
I already fixed the issue, thanks to the sources of PCSX Reloaded (the outcome is literally authentic to Sony's official emulators on PSP and PS3).

Compare with the image above:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/SLUS_00756_13012015_153410_0292_zpseda4e6bf.png)

A better shot to make it more evident how the fixed gamma perfectly matches that of lossless sprites used for depth simulation:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/SLUS_00756_13012015_153328_0542_zps09e3e107.png)
This one is extremely hard to spot because the background merges like on hardware.

And a couple more tests from Dino Crisis 2 show fixed gamma on both 24 bpp and 15 bpp:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/SLPM_80573_14012015_182348_0600_zps9a9bac9c.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/SLPM_80573_14012015_182251_0225_zps809d552a.png)

I proposed pSX Author if he could implement this into build 1.14, but I still haven't got a reply. :P Wouldn't also be too bad if 15 bit mode could use some filtering for better color interpolation like I previously did with dot matrix pattern and Floyd-Steinberg. Heck, even error diffusion and simple dither could be great for a MDEC selectable option.
Title: Re: Screenshots
Post by: DougRPG on January 23, 2015, 04:13:39 pm
(http://s3.postimg.org/7ok48x16r/staroceanintro.png)

I'm finishing my translation tool (already fully working for all the game text) and soon anyone will be able to translate this gem to their language.

I'm also improving Dejap's translation, adding all missing parts.
Title: Re: Screenshots
Post by: furrykef on January 23, 2015, 05:28:50 pm
Your apostrophe is facing the wrong way. It's an open-quote instead.
Title: Re: Screenshots
Post by: justin3009 on January 23, 2015, 05:54:03 pm
(http://s3.postimg.org/7ok48x16r/staroceanintro.png)

I'm finishing my translation tool (already fully working for all the game text) and soon anyone will be able to translate this gem to their language.

I'm also improving Dejap's translation, adding all missing parts.

Oh my god yes. SO glad someone is doing this!
Title: Re: Screenshots
Post by: Lestat on January 23, 2015, 07:34:44 pm
 :o

Whoa! It's just amazing, it's truly a very good new!
Title: Re: Screenshots
Post by: DougRPG on January 23, 2015, 09:45:56 pm
Quote
Your apostrophe is facing the wrong way. It's an open-quote instead.

Yeah, I put the wrong one :(. But I'm still implementing these subtitles, and I'll check all the texts after that.

Quote
Oh my god yes. SO glad someone is doing this!

Thanks, check out the link below where I show some gameplay of my translation. The video is in portuguese, so you can jump to around 44:00 to see some gameplay.

www.youtube.com/watch?v=IxUM_yzR2GA (http://www.youtube.com/watch?v=IxUM_yzR2GA)
Title: Re: Screenshots
Post by: MontyMole on January 24, 2015, 08:48:10 am
If there's room to display it, that should read we're instead of we'r.
Title: Re: Screenshots
Post by: GHANMI on January 26, 2015, 12:17:30 am
(http://s3.postimg.org/7ok48x16r/staroceanintro.png)

I'm finishing my translation tool (already fully working for all the game text) and soon anyone will be able to translate this gem to their language.

I'm also improving Dejap's translation, adding all missing parts.

Oh, thanks a lot!
That's simply wonderful.
Did you figure out where those "yes/no" bubbles were stored?

This thread hasn't been updated in a while.

(https://pbs.twimg.com/media/B7Aj__ICMAAVgs_.png) (https://pbs.twimg.com/media/B7AkO2GCIAIlpEh.png)

Did Santa Claus come twice this year :P
I think the equivalent font for Goemon 2/3/4 if there was ever an official English localization would be the one used in The Adventures of Batman and Robin, also on SNES by Konami. Same numeral characters, roughly the same place the font is stored inside in the VRAM, not to mention the similar title screen layout.
And the furigana characters use a whole tile line each. Couldn't that be exploited for a third line for the English version to make the text more compact like in the Batman game? Would be so much better than adding extra text pages.

Hopefully you're aware of the debug stage/cutscene select too. Buggy, yet still very useful to test the game quickly.
Title: Re: Screenshots
Post by: DougRPG on January 26, 2015, 11:06:18 am
Quote
Did you figure out where those "yes/no" bubbles were stored?

Yes, I´ll fix that. And I will expand the names in the battle, improve some stuff, add subtitles in the intro and add several phrases removed by Dejap.

The problem with Star Ocean is that there is almost no space left in the Rom, so Dejap had to insert a lot of compressions and reduce the script size to be able to fit the text in the game.

But with my changes there is no space constraints anymore, so I can put a much larger script, other graphics, or whatever (and 100% hardware compatible).

I´m still finishing my tools, but if anyone wants to translate this game I can send the script files and my text editing tool. Anyone interested can send me a message.

My work is more related to the translation, because I like to work with compressions, etc, but I still don´t have the Justin3009 skills regarding graphics programming to do a remodel in the game like he is doing with Tales of Phantasia. It would be great if he did something similar with Star Ocean, and I´d be glad to share my findings.


Title: Re: Screenshots
Post by: justin3009 on January 26, 2015, 01:56:27 pm
Wait, you were able to expand the ROM and make it work properly?  I know it can be expanded but with how the game was, I couldn't get ANY debugger to properly load the new locations AT ALL which caused me to stop working on the ROM in general.  And as you said, there really is little to no room left in the original ROM.  I am very anxious to see how your tools and how even the game handles it.  I'm STOKED about that!

I sadly have absolutely no clue how to decompress, recompress or any of that stuff with programming.  I have ASM skills to an extent, but most of TOP's data was decompressed in the first place.  (Actually, ALL the sprites seem like they're decompressed except for a few!)  I ACTUALLY was wanting to do the same thing to Star Ocean!  I still do but seeing as I had no way to actually make anything work, I had to give up on it.

Also, be wary about names in battle.  I think you can fit maybe 6 letters at most for each PC with a bit of shuffling, but I couldn't find a way to fit 7 letters for all PC's unless the menu gets somehow completely redone.

If you need any help on any weird text issues in the game or something (Like some that just don't clear off fully as an example), I can try to help with that and what not.  I'm not too sure what's all there in Star Ocean or how many text related bugs it has.  I KNOW there's one in battle where the skill names are too long and it doesn't get fully cleared but that's all I can recall.
Title: Re: Screenshots
Post by: DougRPG on January 26, 2015, 03:40:27 pm
Yes, I was able to expand. I had to study the S-DD1 and how the cartridge was assembled. After that I built some routines to do the magic. Byuu helped me with some mapping and S-DD1 details and now I can do whatever I want. And it works fine in any emulator (ok, I only tested in Bsnes, Snes9x and Zsnes). And I already tested my partial translation in a real cartridge.

I'm using Byuu's debugger (Laevatein), and it's from far the best debugger for Snes. It's much, much better than Geiger (at least to me). Byuu's debugger is open source, so you can do whatever you want directly in the code, so it's the ultimate Snes debugger. You can easilly add new features and adjust the debugger to your programming style. And works on Linux and Windows.

In Star Ocean almost all graphics are compressed, and the game uses the S-DD1 to decompress. My approach will be bypass the S-DD1, storing the new graphics (probably getting it from Neviksti version) in an expanded area.
My focus right now is to finish the translation of my script and polish all issues related to the translation. After that we could try to go deep in these graphic questions, if you want and have the time. For my translation I'll fix the "yes/no" ballons and do some expansion in the battle menus, but more than that I'll need help.
Title: Re: Screenshots
Post by: justin3009 on January 26, 2015, 03:46:42 pm
I did not expect that.  I.. didn't know he had another debugger.  Is it publicly released or is it private at the moment?  I really was never a fan of bSNES in general.  Though anything I wanted to change was my own limitation as I am not a coder in general.

Edit: If it's public, I honestly can't find it.  Google doesn't bring up many results for it except that people are using it, but no actual link to it.
Title: Re: Screenshots
Post by: DougRPG on January 26, 2015, 04:06:28 pm
Ok, on the other side I can code but I have no idea how to do what you did in Tales and MMX3. (ok, I have idea, but I still need to learn a lot about snes graphics to get to your level).
So I can try to change the game so you can do what you know.

I like Bsnes to test the games, because it's cycle accurate, so if the game works in Bsnes it will work in the real hardware. But to play I like Snes9x.

This debugger (Laevatein) is a little old (I think 2011-2012). It's based on Bsnes v0.86.
The only problem is that it's slow, but for a debugger is not a big problem.

I think it's not used much because of that folder concept. It forces you to create a folder with the same name of the rom. Seems absurd in the beginning, but after some use you cannot live without it. All your debugging stuff keeps organized. My favorite feature is that the current instruction is show in the middle of a block, so you can see the instructions before and after the current instruction. And you can easily change the code to expand that.

Edit: The link is:

https://code.google.com/p/bsnes/downloads/detail?name=laevateinn_v086.7z

Edit2:

Ah, and the code is:

https://code.google.com/p/bsnes/downloads/detail?name=bsnes_v086-source.tar.bz2&can=4&q=

If you want to add features you need to build the code following a read me inside the package.
Title: Re: Screenshots
Post by: Gideon Zhi on January 31, 2015, 12:29:30 am
(https://pbs.twimg.com/media/B8p4jK3CcAA8YfY.png) (https://pbs.twimg.com/media/B8p4jI9CQAEDz7L.png)
(https://pbs.twimg.com/media/B8p4jLlCYAAip4Q.png) (https://pbs.twimg.com/media/B8p4jKOCMAITueY.png)

Edit:
I suppose I should mention that this is Dark Half, Enix RPG for the SNES. And yes, all of the chapters are named after Bach cantatas. Look up the BWV number on Youtube if you want to hear what Ich hatte viel Bekümmernis actually sounds like :)
Title: Re: Screenshots
Post by: Corvo on January 31, 2015, 01:58:09 am
Is the font from the first image custom or from the game itself? Reminds me of the Castlevania SOTN font.
Title: Re: Screenshots
Post by: Gideon Zhi on January 31, 2015, 02:25:48 am
It's Old English Text MT (http://fontsgeek.com/fonts/Old-English-Text-MT-Regular).
Title: Re: Screenshots
Post by: DSwizzy145 on January 31, 2015, 10:04:09 am
Is the font from the first image custom or from the game itself? Reminds me of the Castlevania SOTN font.


It's custom, the first image was all completely Japanese in the original
Title: Re: Screenshots
Post by: 4ph on January 31, 2015, 10:26:28 am
It's Old English Text MT (http://fontsgeek.com/fonts/Old-English-Text-MT-Regular).

These captures are splendid Gideon!
Superb job for the custom of chapters!
Title: Re: Screenshots
Post by: gadesx on February 03, 2015, 08:03:31 am
@Dgdiniz
amazing, I have a friend that made the translation of star ocean in text,
waiting for a future way to insert the scrtipt

@Gideon Zhi
I like to see news about Dark Half
Title: Re: Screenshots
Post by: Piotyr on February 04, 2015, 08:39:55 pm
This have anything to do with the romhacking.net article on dark half? :D
Title: Re: Screenshots
Post by: TheFireRed on February 06, 2015, 07:42:42 am
@Dgdiniz
amazing, I have a friend that made the translation of star ocean in text,
waiting for a future way to insert the scrtipt
Hey Gadesx! I'm glad to see that someone from the Spanish scene will be in charge of Star Ocean, and especially you! :)
Title: Re: Screenshots
Post by: Gideon Zhi on February 20, 2015, 03:36:30 am
(https://pbs.twimg.com/media/B-RkIeOCUAA90Am.png) (https://pbs.twimg.com/media/B-Rw2xcCEAAtb4R.png)
Now the 8x8 has lowercase! Apologies to KingMike, it's his Deep Dungeon 3 font which I found in the archive over hyar <--
Title: Re: Screenshots
Post by: KingMike on February 20, 2015, 12:22:56 pm
IIRC technically I did just the lowercase, the rest was the default.

(though the same with Magna Braban, 8x8 uppercase was Ghouls 'n Ghosts font)
Title: Re: Screenshots
Post by: paul_met on March 03, 2015, 01:43:00 pm
(http://s29.postimg.org/rfzpisgx3/Jap.png) (http://s29.postimg.org/ulkb8zzjb/Eng.png)

It is necessary to make support single-byte character encodings because not enough space for the text in memory allocated for it. Unfortunately, I do not know how to do it.
PS: Text translation by aishsha.
Title: Re: Screenshots
Post by: aishsha on March 03, 2015, 04:03:48 pm
(http://s29.postimg.org/rfzpisgx3/Jap.png) (http://s29.postimg.org/ulkb8zzjb/Eng.png)

It is necessary to make support single-byte character encodings because not enough space for the text in memory allocated for it. Unfortunately, I do not know how to do it.
This's gonna be done eventually. However, you could at least tell you're gonna use my translation.
Title: Re: Screenshots
Post by: paul_met on March 03, 2015, 11:11:11 pm
This's gonna be done eventually. However, you could at least tell you're gonna use my translation.
Приветствую. Я не собираюсь использовать твой переведённый текст. Просто констатировал факт, что вставка таки возможной оказалась. Текст и шрифты (диалогов) не запакованы, как казалась раньше. Добавил примечание о переводе в предыдущий пост.

Greetings. I'm not going to use your translated text. Simply stated the fact that the insert was still possible. The text and fonts (only dialogues) are not packed, as it seemed before. Added a note about the translation in the previous post.
Title: Re: Screenshots
Post by: Revenant on March 05, 2015, 01:17:32 am
(https://dl.dropboxusercontent.com/u/43107309/bsnes-plus-sfxtest.png)

i don't really know what i'm doing
Title: Re: Screenshots
Post by: Pennywise on March 06, 2015, 12:13:17 am
Finally finished hacking Rainbow Silkroad to accept 8 character player names.

(http://i207.photobucket.com/albums/bb11/gwood102/Niji%20no%20Silk%20Road%20J-1_zps1xlbwtbj.png)(http://i207.photobucket.com/albums/bb11/gwood102/Niji%20no%20Silk%20Road%20J-2_zpsuioefi5z.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Niji%20no%20Silk%20Road%20J-5_zpsrupcdu0m.png)(http://i207.photobucket.com/albums/bb11/gwood102/Niji%20no%20Silk%20Road%20J-0_zpsa0xvsgfy.png)
(http://i207.photobucket.com/albums/bb11/gwood102/Niji%20no%20Silk%20Road%20J-4_zpsqyjzffat.png)
Title: Re: Screenshots
Post by: Zero Dozer on March 06, 2015, 01:33:47 pm
Seeing this game sorta reminds me of Uncharted Waters. Was Silkroad made by the same company?
Title: Re: Screenshots
Post by: lytron on March 06, 2015, 04:30:41 pm
Is anyone even interested in a translation of this game!?

(https://pbs.twimg.com/media/B_ccTfrWIAEaMrN.png)
Title: Re: Screenshots
Post by: SunGodPortal on March 06, 2015, 04:59:56 pm
Quote
Is anyone even interested in a translation of this game!?
(https://pbs.twimg.com/media/B_ccTfrWIAEaMrN.png)

LMAO

I'm sure it's on everyone's wishlist.
Title: Re: Screenshots
Post by: KingMike on March 06, 2015, 09:57:13 pm
Seeing this game sorta reminds me of Uncharted Waters. Was Silkroad made by the same company?
I don't know how actually made Rainbow Silkroad but it was published by Victor (JVC) whose game division eventually became Marvelous.
Title: Re: Screenshots
Post by: aishsha on March 07, 2015, 04:54:20 pm
No, it's a different company, and no, it's not like Uncharted Waters. Some similar elements, but that's it.
Title: Re: Screenshots
Post by: Kafke on March 08, 2015, 10:22:15 pm
Finally making some progress on my Panel De Pon translation. Managed to replace the title screen logo, as well as insert text into the game.

There's two sizes of text to choose from, and I'm not sure which to go with. Or if I should try and hack up a new font size... The larger one looks nicer, but the text might not fit in some cases (which would be fixed by simply adding an extra text section). The smaller one would certainly fit all the text, but might be a bit too small... What do you guys think?

(http://i.imgur.com/Ze6aiuZ.png)
(http://i.imgur.com/3M8bGgV.png)
(http://i.imgur.com/3iAUbih.png)
Title: Re: Screenshots
Post by: BlackDog61 on March 09, 2015, 05:16:53 pm
Finally making some progress on my Panel De Pon translation.
(...)

Hey,

Just my 3 cents, but I'd use the smaller font, except I'd rework it for readability.
Title: Re: Screenshots
Post by: acediez on March 10, 2015, 04:38:58 pm
This thread hasn't been updated in a while.

(https://pbs.twimg.com/media/B7Aj__ICMAAVgs_.png) (https://pbs.twimg.com/media/B7AkO2GCIAIlpEh.png)

I am very happy to see recent progress on a Goemon game here!

Thanks for being working on this. I hope everything goes well!
Title: Re: Screenshots
Post by: Midna on March 10, 2015, 05:24:09 pm
Can I just say how happy I am to see Panel de Pon finally get some love? : D

A font size between the two would work the best, I think.
Title: Re: Screenshots
Post by: Zynk on March 10, 2015, 08:13:04 pm
About PdP, are the texts moving/animated? I seem to notice that the text are like jumping?
Title: Re: Screenshots
Post by: Kafke on March 13, 2015, 01:43:53 am
Can I just say how happy I am to see Panel de Pon finally get some love? : D

A font size between the two would work the best, I think.

At the moment those are the two options. Both are included as image fonts. We can edit them, but haven't been able to resize yet. And yea. I've been trying to grow the Panel De Pon community a bit. Most of our translation work is taking place over at reddit.com/r/paneldepon.

About PdP, are the texts moving/animated? I seem to notice that the text are like jumping?

Nope. That's just how it looks. Interestingly, the Japanese doesn't do this, but when we switch to english they look like that. There is an option for animated text, but not like what you are thinking (It's more like each letter bounces, similar to the main menu).
Title: Re: Screenshots
Post by: mopoz on March 15, 2015, 09:58:35 am
Snes Doom Editor (WIP)

Spoiler:
(http://[URL=http://www.radikal.ru][IMG]http://s020.radikal.ru/i703/1503/06/df6ec283884f.png)[/URL][/img]
(http://s012.radikal.ru/i319/1503/25/b6da2547f7f8.jpg)
(http://s019.radikal.ru/i604/1503/ec/19b6fc7e0455.jpg)
(http://s017.radikal.ru/i423/1503/4a/45061ed2d27a.jpg)
(http://s019.radikal.ru/i637/1503/15/c9e122b4b73d.png)

Terranigma (rus) (WIP)
Spoiler:
(http://s018.radikal.ru/i527/1503/5f/7a37805fe5a6.jpg)(http://s019.radikal.ru/i631/1503/5a/a970bb9b772a.jpg)
(http://s019.radikal.ru/i639/1503/6f/22134829072c.jpg)(http://s020.radikal.ru/i707/1503/89/36f1464c159a.jpg)

Illusion of Gaia (rus) (WIP)
Spoiler:
(http://i017.radikal.ru/1503/30/589c891fe4a4.jpg)(http://s019.radikal.ru/i618/1503/8d/374212c8c437.jpg)

Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?
Title: Re: Screenshots
Post by: Zero Dozer on March 15, 2015, 10:33:39 am
Sheesh, those russian fonts are damn better than the vanilla fonts for the Enix games.
Title: Re: Screenshots
Post by: RetroHelix on March 15, 2015, 11:02:41 am
Sheesh, those russian fonts are damn better than the vanilla fonts for the Enix games.
Was thinking exactly the same. They really look nice.
Title: Re: Screenshots
Post by: mziab on March 15, 2015, 02:05:58 pm
Yeah, I think many people would love to see a similar hack for the English version. Personally, the blocky font in Terranigma has kept me from playing the original game to completion.
Title: Re: Screenshots
Post by: justin3009 on March 15, 2015, 03:43:14 pm
I'd love to see that VWF thrown into English Terranigma.  By god does it need it.
Title: Re: Screenshots
Post by: KingMike on March 15, 2015, 08:48:00 pm
Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?
From what I've heard, the maximum was 1MB for a real SFX1 chip and 2MB for SFX2.
Title: Re: Screenshots
Post by: Gedankenschild on March 16, 2015, 01:13:06 pm
Snes Doom Editor (WIP)

Spoiler:
(http://[URL=http://www.radikal.ru][IMG]http://s020.radikal.ru/i703/1503/06/df6ec283884f.png)[/URL][/img]
(http://s012.radikal.ru/i319/1503/25/b6da2547f7f8.jpg)
(http://s019.radikal.ru/i604/1503/ec/19b6fc7e0455.jpg)
(http://s017.radikal.ru/i423/1503/4a/45061ed2d27a.jpg)
(http://s019.radikal.ru/i637/1503/15/c9e122b4b73d.png)

Terranigma (rus) (WIP)
Spoiler:
(http://s018.radikal.ru/i527/1503/5f/7a37805fe5a6.jpg)(http://s019.radikal.ru/i631/1503/5a/a970bb9b772a.jpg)
(http://s019.radikal.ru/i639/1503/6f/22134829072c.jpg)(http://s020.radikal.ru/i707/1503/89/36f1464c159a.jpg)

Illusion of Gaia (rus) (WIP)
Spoiler:
(http://i017.radikal.ru/1503/30/589c891fe4a4.jpg)(http://s019.radikal.ru/i618/1503/8d/374212c8c437.jpg)

Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?

Oh man, a VWF makes everything look smoother and more polished.  :thumbsup: I'd love to see that for the english/international versions, too. Maybe a downsizing of the text boxes to make them look less empty (not talking about the screenshots now, of course) on top of that...
Title: Re: Screenshots
Post by: Revenant on March 17, 2015, 03:47:26 am
Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?

Most SNES cartridges have a maximum ROM size of 4 MB (32 megabits), including all SuperFX games.

Speaking of SuperFX, I tweaked my silly little debugger a bit more a while ago

(https://dl.dropboxusercontent.com/u/43107309/bsnes-plus-sfxtest2.png)

Right now each step shows the registers involved in the current and previous instructions. It's kind of ugly and it's not really useful until I get around to adding register editing for all architectures (another thing the original bsnes debugger was sorely lacking...)

Fun fact: the "step out" and "step over" buttons are disabled for SuperFX because I couldn't actually come up with a good way to implement them. The FX has a link register for storing return addresses, but it doesn't actually have "call" or "return" instructions, or even a stack. It's an... interesting architecture.
Title: Re: Screenshots
Post by: mopoz on March 17, 2015, 07:46:18 am
Most SNES cartridges have a maximum ROM size of 4 MB (32 megabits), including all SuperFX games.

Code: [Select]
GSU2, and GSU2-SP1
  1 ROM.A17
  2 ROM.A16
  3 ROM.A15
  4 ROM.A14
  5 ROM.A13
  6 ROM.A12
  7 ROM.A11
  8 ROM.A10
  9 ROM.A9
 10 ROM.A8
 11 ROM.A7
 12 ROM.A6
 13 ROM.A5
 14 VCC
 15 ROM.A4
 16 ROM.A3
 17 ROM.A2
 18 ROM.A1
 19 ROM.A0
 20 ROM./CE
 21 ?       (NC, probably /CE for 2nd ROM chip)
 22 ROM.D7
 23 ROM.D6
 24 ROM.D5
 25 ROM.D4
 26 ROM.D3
 27 ROM.D2
 28 GND?
 --
 29 ROM.D1
 30 ROM.D0
 31 ?
 32 ?
 33 /WR
 34 /RD
 35 /RESET
 36 GND?
 37 D7
 38 D6
 39 D5
 40 D4
 41 D3
 42 VCC
 43 GND
 44 D2
 45 D1
 46 D0
 47 A23
 48 A22
 49 A21
 50 A20
 51 A19
 52 A18
 53 A17
 54 A16
 55 A15
 56 A14
 --
 57 A13
 58 A12
 59 /IRQ
 60 A0
 61 A1
 62 A2
 63 A3
 64 A4
 65 GND?
 66 A5
 67 A6
 68 A7
 69 A8
 70 VCC
 71 A9
 72 A10
 73 A11
 74 GND
 75 X1 (21.44MHz)
 76 VCC
 77 SRAM.D0
 78 SRAM.D1
 79 SRAM.D2
 80 SRAM.D3
 81 SRAM.D4
 82 SRAM.D5
 83 SRAM.D6
 84 SRAM.D7
 --
 85 SRAM.A0
 86 SRAM.A1
 87 SRAM.A2
 88 SRAM.A3
 89 SRAM.A4
 90 SRAM.A5
 91 SRAM.A6
 92 SRAM.A7
 93 SRAM.A8
 94 SRAM.A9
 95 NC?
 96 NC?
 97 VCC
 98 VCC
 99 GND
 100 SRAM.A10
 101 SRAM.A11
 102 SRAM.A12
 103 SRAM.A13
 104 SRAM.A14
 105 NC/SRAM.A15
 106 NC/SRAM.A16
 107 SRAM./OE
 108 SRAM./WE
 109 ROM.A20
 110 ROM.A19
 111 GND
 112 ROM.A18

Hmm.. I found  pinout for the FX2 chip. Here the ROM address bus to 21 bits. It turns out that addressing the chip is 2 megabytes. If production use decoder/multiplexer, then you can come up with something for the real hardware. Emulator is not a problem to increase the bus. But on the console itself is already hard.

It's sad, I wanted to make a full DooM with all levels and textures :-[ :-[ :-[

What about your debugger, it's very cool!  :D
When it can be already downloaded, and that hard work with SFX tracer (many lines) >:(
Title: Re: Screenshots
Post by: mziab on March 17, 2015, 11:01:37 am
Most SNES cartridges have a maximum ROM size of 4 MB (32 megabits), including all SuperFX games.

Speaking of SuperFX, I tweaked my silly little debugger a bit more a while ago

(https://dl.dropboxusercontent.com/u/43107309/bsnes-plus-sfxtest2.png)

Right now each step shows the registers involved in the current and previous instructions. It's kind of ugly and it's not really useful until I get around to adding register editing for all architectures (another thing the original bsnes debugger was sorely lacking...)

Fun fact: the "step out" and "step over" buttons are disabled for SuperFX because I couldn't actually come up with a good way to implement them. The FX has a link register for storing return addresses, but it doesn't actually have "call" or "return" instructions, or even a stack. It's an... interesting architecture.

Revenant: I have a few custom patches for bsnes which add some minor stuff I needed to the debugger, namely displaying tile addresses on click in the VRAM viewer (makes the viewer much more useful IMHO) and reloading the current rom (which I do a lot when applying my assembly hacks with xkas). Would you be interested in them?

I see you've fixed the crash when exporting memory with games which have no SRAM, so that's one thing off my list.
Title: Re: Screenshots
Post by: Revenant on March 17, 2015, 07:17:58 pm
Hmm.. I found  pinout for the FX2 chip. Here the ROM address bus to 21 bits. It turns out that addressing the chip is 2 megabytes. If production use decoder/multiplexer, then you can come up with something for the real hardware. Emulator is not a problem to increase the bus. But on the console itself is already hard.

It's sad, I wanted to make a full DooM with all levels and textures :-[ :-[ :-[

What about your debugger, it's very cool!  :D
When it can be already downloaded, and that hard work with SFX tracer (many lines) >:(

Interesting. I re-checked the bsnes source and the FX address bus is indeed more limited. At least Fullsnes (http://lindecrantz.com/data/files/snes/fullsnes.html#snescartgsunmemorymap) seems to show that the address mapping on the SNES side can still go higher, so it may be possible to get creative and go past the FX's limit somehow (like using the main CPU to buffer textures/etc. into the shared RAM area, depending on how much of it is used by the game already). Would be interesting to experiment with.

mziab, mind sending me a pull request here (https://github.com/devinacker/bsnes-plus)? Those definitely sound useful (and ROM saving/reloading was on my todo list already, so it'd help me with that too).

There's a lot I plan to do with the original debugger GUI to make it more useful once I get some free time for it. I'll start a project thread and start posting Windows builds once it matures a little bit.
Title: Re: Screenshots
Post by: justin3009 on March 17, 2015, 08:18:14 pm
(http://i57.tinypic.com/2mnj59g.png)
Title: Re: Screenshots
Post by: Zynk on March 17, 2015, 08:43:05 pm
(http://i57.tinypic.com/2mnj59g.png)
inb4luigifans Please add Luigi!  :thumbsup:
Oh, and Toad too!
Title: Re: Screenshots
Post by: Grimoire LD on March 17, 2015, 08:58:14 pm
(http://i57.tinypic.com/2mnj59g.png)

That... is pretty awesome. I love Super Mario RPG but the hacking scene for it (despite amazing tools!) has been very low-key. I can see that for the moment Daisy's just a palette swap of Peach with seemingly identical stats, but I'm sure you'll change that before long.

Also yes, Toad and Luigi would be grand as well, haha.
Title: Re: Screenshots
Post by: justin3009 on March 17, 2015, 09:04:36 pm
She's using her classic design which was very similar to Peach, but her hair is slightly different. Trying to keep the old style feel.

She has her own set of sprites and stats but uses Peach as just a base to get her down. I've even modified Lazy Shell to allow her to be edited and the PC names. I'll have to update the graphics portion since they're all using the bank swap code to load now.
Title: Re: Screenshots
Post by: Grimoire LD on March 17, 2015, 09:14:42 pm
She's using her classic design which was very similar to Peach, but her hair is slightly different. Trying to keep the old style feel.

She has her own set of sprites and stats but uses Peach as just a base to get her down. I've even modified Lazy Shell to allow her to be edited and the PC names. I'll have to update the graphics portion since they're all using the bank swap code to load now.

Ah you're right. I hadn't noticed that, her hair is a bit different. My mistake. All in all, it's looking good and it's good to know that Peach's stats are just a base. That you actually managed to include an Extra Party Member into Super Mario RPG in the first place is the most impressive part about this!
Title: Re: Screenshots
Post by: Zero Dozer on March 18, 2015, 01:03:38 am
(http://i57.tinypic.com/2mnj59g.png)

Justin, am I going bonkers or did you just include DAISY in Super Mario RPG?

Will you turn it into a more complex hack?
Title: Re: Screenshots
Post by: justin3009 on March 18, 2015, 12:16:45 pm
I don't think it'll turn into anything complex.  Just had the itch to add in a new character due to a friend and went full force on it.

Surprisingly wasn't too difficult so far.  I had to move a couple things around in SRAM so any old saves won't work unless the two bits are swapped manually (Which really isn't much.  Just the current map location and the PCs you have.)

If I add anymore, it'd probably be Luigi..even then I may be out of palette room for the Menu and such.  But that's down the road later once Daisy is fully completed and working.  Still got a chunk of work left to do for her.
Title: Re: Screenshots
Post by: mziab on March 18, 2015, 01:34:17 pm
mziab, mind sending me a pull request here (https://github.com/devinacker/bsnes-plus)? Those definitely sound useful (and ROM saving/reloading was on my todo list already, so it'd help me with that too).

There's a lot I plan to do with the original debugger GUI to make it more useful once I get some free time for it. I'll start a project thread and start posting Windows builds once it matures a little bit.

Sure, I have a GitHub account, so this was my intent all along. The code might be a bit hackish and can probably be re-implemented in a cleaner way, so feedback is much appreciated.

Apart from those, I wanted to add DMA tracing like in Geiger's debugger, but never got around to it. I also implemented  invalid VRAM write/read logging, but ran into a snag and haven't looked at it since.

By the way, your repo seems to be missing the out and obj directories, which are needed for build. Not a big deal, but a fresh checkout will fail to build unless the user creates them by hand.

EDIT: Okay, sent you both features as pull requests.
Title: Re: Screenshots
Post by: justin3009 on March 18, 2015, 03:27:40 pm
If you keep developing that debugger, hopefully to heck it'd be the 'new' one to use.
Title: Re: Screenshots
Post by: Revenant on March 18, 2015, 07:28:47 pm
By the way, your repo seems to be missing the out and obj directories, which are needed for build. Not a big deal, but a fresh checkout will fail to build unless the user creates them by hand.

Whoops, I thought I had fixed that a while ago but never actually added the dummy .gitignores to the repo. Should be okay now.
Title: Re: Screenshots
Post by: Celice on March 18, 2015, 09:13:50 pm

Terranigma (rus) (WIP)
Spoiler:
(http://s018.radikal.ru/i527/1503/5f/7a37805fe5a6.jpg)(http://s019.radikal.ru/i631/1503/5a/a970bb9b772a.jpg)
(http://s019.radikal.ru/i639/1503/6f/22134829072c.jpg)(http://s020.radikal.ru/i707/1503/89/36f1464c159a.jpg)

Illusion of Gaia (rus) (WIP)
Spoiler:
(http://i017.radikal.ru/1503/30/589c891fe4a4.jpg)(http://s019.radikal.ru/i618/1503/8d/374212c8c437.jpg)

Does anyone know what is the maximum size of the ROM with chip FX? Is it possible to increase up to 4 megabytes?
This is really awesome to see! I've been learning Russian earlier this year to play some interesting Stalker mods with, and have been looking into Russian fan translations to replay favorite games, to help learn the language better.
Title: Re: Screenshots
Post by: Mauron on March 19, 2015, 07:07:28 pm
(http://maurtopia.com/8inshop.png)

I need to fiddle with the HDMA a little, but I've got the stats, icons, and PCs positioned. The equip in shop screen also needs box adjusting.

Think I should stretch the other boxes?
Title: Re: Screenshots
Post by: Grimoire LD on March 19, 2015, 10:23:38 pm
(http://maurtopia.com/8inshop.png)

I need to fiddle with the HDMA a little, but I've got the stats, icons, and PCs positioned. The equip in shop screen also needs box adjusting.

Think I should stretch the other boxes?

Oh ho! Now this has been something that has been talked about for ages at this point! I am so glad to see these party enhancement hacks that people are coming up with! Nothing makes an old RPG feel like new when a new character joins the group!
Title: Re: Screenshots
Post by: Gemini on March 19, 2015, 10:42:58 pm
I wouldn't recommend stretching any of those boxes. That black frame is an area of the screen that gets cuts away with overscan on a real TV, meaning it's not safe to use at all.
Title: Re: Screenshots
Post by: Mauron on March 19, 2015, 11:07:32 pm
I wouldn't recommend stretching any of those boxes. That black frame is an area of the screen that gets cuts away with overscan on a real TV, meaning it's not safe to use at all.

Thanks for the info. I'll have to see if I can remove some spacing from the data.

Edit: I modified the menu to avoid overscan issues.

(http://maurtopia.com/8thyfadedinshop.png)

I need to adjust the hand so it points properly to all characters. Maybe a downward pointing version of it so it doesn't overlap other characters?
Title: Re: Screenshots
Post by: Gideon Zhi on March 20, 2015, 11:40:36 am
Looks nice! I'd move Marle over to the left though so you have a balance - four on one side,, four on the other.
Title: Re: Screenshots
Post by: Kiyoshi Aman on March 20, 2015, 11:48:38 am
I think that gap's the party-line demarcation, actually.
Title: Re: Screenshots
Post by: Mauron on March 23, 2015, 03:26:28 pm
Looks nice! I'd move Marle over to the left though so you have a balance - four on one side,, four on the other.

Personally I think active/reserve is a better layout, but I'll make a note on the instructions for the base hack on how to change it

(http://maurtopia.com/8thexchange.png)(http://maurtopia.com/8thexchange2.png)

The only problem is if Robo is locked in the party, such as in the Geno Dome, Gaspar will be shaded as well. The only fix is to remove him from the screen.
Title: Re: Screenshots
Post by: Gideon Zhi on April 04, 2015, 01:29:16 pm
(https://pbs.twimg.com/media/CBw4yKRUoAAUhIv.png)

Two-line character names for the smaller windows at the bottom, and extended names for the display up top.
Title: Re: Screenshots
Post by: Zynk on April 04, 2015, 10:16:42 pm
(http://maurtopia.com/8inshop.png)

I need to fiddle with the HDMA a little, but I've got the stats, icons, and PCs positioned. The equip in shop screen also needs box adjusting.

Think I should stretch the other boxes?
I once hear rumors of Schala being a secret PC in the game. Is it true?
Title: Re: Screenshots
Post by: Mauron on April 04, 2015, 10:24:14 pm
I once hear rumors of Schala being a secret PC in the game. Is it true?
Nope. While there's definitely some leftover code from an eighth playable character, there's no data, even in the pre-release. There was an advertisement (https://www.chronocompendium.com/Forums/index.php?topic=8944.0) that indicated who the character would be.
Title: Re: Screenshots
Post by: Dr. Floppy on April 15, 2015, 08:48:21 pm
(http://img6.uploadhouse.com/fileuploads/21002/21002146cab6ff603ffbe1d5c31403fde7f6a52a.png) (http://www.uploadhouse.com/viewfile.php?id=21002146&showlnk=0)
Title: Re: Screenshots
Post by: Gideon Zhi on April 17, 2015, 04:11:08 pm
(https://pbs.twimg.com/media/CC0ZFbAUkAAF7cT.png)
Now with expanded target names in battle.

Edit: And now I've hacked the opening and the save screen.
(https://pbs.twimg.com/media/CDQig-FVEAALdpE.png:large) (https://pbs.twimg.com/media/CDVM8JlVEAAA2cd.png)

Bonus snaps:
(https://pbs.twimg.com/media/CDLRidyW4AAuwKX.png:large) (https://pbs.twimg.com/media/CDGOLUIVEAAygY4.png:large)
(https://pbs.twimg.com/media/CDGHGeQUMAA-GMU.png) (https://pbs.twimg.com/media/CDGHGizUEAA1P3-.png)
(https://pbs.twimg.com/media/CDGHGjCVAAAMTSs.png) (https://pbs.twimg.com/media/CDGHGihUkAErISc.png)
Dialog/nomenclature not final.
Title: Re: Screenshots
Post by: Grimoire LD on April 28, 2015, 07:37:14 pm
You would not believe how much work it took to do this...

(http://i112.photobucket.com/albums/n198/LastingDawn/FFIV%20-%20Job%20Point%20Display_zps4buz9jc8.png) (http://s112.photobucket.com/user/LastingDawn/media/FFIV%20-%20Job%20Point%20Display_zps4buz9jc8.png.html)

But thanks to Chillyfeez's suggestion I finally got the Job Points to Display, in addition to how many more Job Points are needed to obtain the next skill!
Title: Re: Screenshots
Post by: chillyfeez on April 28, 2015, 08:19:46 pm
Heehee... I absolutely would believe that it took an enormous amount of work.
Looks good, though. Congrats!
Title: Re: Screenshots
Post by: KingMike on April 29, 2015, 09:57:40 am
Not a title screen so I moved it. :)
Title: Re: Screenshots
Post by: Grimoire LD on April 29, 2015, 12:15:32 pm
Not a title screen so I moved it. :)

I somehow missed the main Screenshots topic and thought the other topic was all inclusive. How silly of me, thanks for moving it though.
Title: Re: Screenshots
Post by: DrMeat64 on May 08, 2015, 06:03:52 pm
Some Tetris Battle Gaiden! If you've not played it, it's a super fun and super cute multiplayer-focused Tetris game.

(http://i.imgur.com/Kgepfwx.png) (http://i.imgur.com/I82iDep.png)
(http://i.imgur.com/hvXj4cj.png) (http://i.imgur.com/8gWoKhn.png)

I'm pretty doubtful I have the skill to decompress/compress the graphics so I'm concerned that I'll be unable to hold up my end of the deal with the translator, but I'm doing my best regardless :P

Also, hello everyone!
Title: Re: Screenshots
Post by: cj iwakura on May 08, 2015, 06:06:11 pm
Sakura Wars PC, 30% updates:

(https://iwakuraproductions.files.wordpress.com/2015/03/2.jpg)
(https://iwakuraproductions.files.wordpress.com/2015/03/3.jpg)
(not deliberate, I swear)
(https://iwakuraproductions.files.wordpress.com/2015/03/4.jpg)
(https://iwakuraproductions.files.wordpress.com/2015/03/5.jpg)
(https://iwakuraproductions.files.wordpress.com/2015/03/6.jpg)
(https://iwakuraproductions.files.wordpress.com/2015/03/7.jpg)
(https://iwakuraproductions.files.wordpress.com/2015/03/8.jpg)

Title: Re: Screenshots
Post by: Me_Dave on June 01, 2015, 11:35:44 pm
Two Minor Hacks I did recently for Fun.


Choujin Sentai Jetman T+Eng  Power Ranger Jetman
Is not the same as the Pirate version Power Rangers
(https://s3.amazonaws.com/f.cl.ly/items/0a2F0A2X2w421Y2j0r2T/PRJetman1.png)

KEN's Momentary Sex Change Gaiapolis is only on the player select screen

(https://s3.amazonaws.com/f.cl.ly/items/3D1R0f2c3j2X0r1K220K/Ghack2.png)

you can get the patches for both on my website.  I probably want do anything else to them.

Title: Re: Screenshots
Post by: Gemini on June 12, 2015, 02:19:04 pm
I'll just leave this here and run away like a scared little girl:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Echo%20Night%202/SLPS_021.67_12062015_201417_0448_zpsdrosrdx4.png)
C hacks made my life easier with Echo Night 2, it's like working a million times faster.


[EDIT] A few random more:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Echo%20Night%202/SLPS_021.67_13062015_023418_0428_zpsqfxzdgyk.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Echo%20Night%202/SLPS_021.67_13062015_073343_0157_zpscmnwuirw.png) (http://i239.photobucket.com/albums/ff233/Geminimewtwo/Echo%20Night%202/SLPS_021.67_13062015_071333_0407_zpskyjl85xt.png)
That memory card screen is evil. Most horrid piece of crap reading current position and timer directly from S-Jis block title. <.< Konami Krack was a breeze in comparison to From Software programmers doing literally random coding.


[EDIT 2] Menu full hacked, font routines reworked to use hardware alpha blending which simulates antialiasing, graphics hacked to replace Engrish textures, map names, and a few extra captions like the game over screen:
(http://i.imgur.com/Ix52Uxo.png) (http://i.imgur.com/EQ5ZzuS.png) (http://i.imgur.com/qR9yZUC.png) (http://i.imgur.com/yw8X393.png)
Still reversing the event script format to reinsert the full script. Tom and I should be able to run final tests in a few days, if everything goes as expected. After over 6 years, this ordeal is at a close end.
Title: Re: Screenshots
Post by: Lentfilms on June 22, 2015, 11:42:52 pm
Those Echo Night 2 screens look fantastic, very much looking forward to the final release.  :)
Title: Re: Screenshots
Post by: AdrielRB on June 26, 2015, 09:59:44 pm
(http://img6.uploadhouse.com/fileuploads/21002/21002146cab6ff603ffbe1d5c31403fde7f6a52a.png) (http://www.uploadhouse.com/viewfile.php?id=21002146&showlnk=0)

10 / 10 - i aprobe this game  ;D
Title: Re: Screenshots
Post by: Gemini on June 28, 2015, 11:59:33 am
Non updated Huffman trees have a delightful sense of humour:
(http://i239.photobucket.com/albums/ff233/Geminimewtwo/Echo%20Night%202/shit%20shit%20shit_zpsisvp27jk.png)
Also posting here to sorta announce that we're starting testing tomorrow, now that the last known bug has been squashed and Japanese+devilspeak removed. Release should follow soon.
Title: Re: Screenshots
Post by: tryphon on June 28, 2015, 02:28:05 pm
LOL :)
Title: Re: Screenshots
Post by: Burnt Lasagna on June 29, 2015, 10:52:50 am
Release should follow soon.
(http://i.imgur.com/EqQOTR9.gif)
I long for Echo Night 2's embrace.
Mille gratias.
Title: Re: Screenshots
Post by: RetroRain on July 06, 2015, 02:12:40 pm
In light of Megaman Legacy Collection, and Megaman X: Age of Wily (which I noticed uses my Megaman Upgrade Patch as base), I have decided to do a new Megaman 1 hack.

Megaman DX, which was supposed to be a proof-of-concept hack of Megaman 3, was cancelled a long time ago.  I have instead decided to call my new Megaman 1 hack Megaman DX.

The goal of Megaman DX is to improve the visual quality of Megaman 1, plus adding new things such as a save feature, and remixed/brand new levels, and the possibility of extending stages for Gutsman and Wily stage 3 (two stages in Megaman 1 I thought were too short).  I also want to make Metools and Sniper Joes more common, and balance some things out (such as weapon strength).

Brand new titlescreen:
(http://acmlm.kafuka.org/uploader/get.php?id=4893)

Much better than my old DX screen for MM3:
(http://acmlm.kafuka.org/uploader/get.php?id=4702)
Title: Re: Screenshots
Post by: swinezig on July 06, 2015, 02:38:39 pm
Some Droiyan 2 updates.
First hub (out of five) is 30% translated, had to restart the translation after hitting a few annoying bugs and issues.
(http://i.imgur.com/3D08xpo.png)
(http://i.imgur.com/8oWcl1b.png)
(http://i.imgur.com/MkkIZQD.png)
Title: Re: Screenshots
Post by: Zynk on July 06, 2015, 09:02:00 pm
In light of Megaman Legacy Collection, and Megaman X: Age of Wily (which I noticed uses my Megaman Upgrade Patch as base), I have decided to do a new Megaman 1 hack.

Megaman DX, which was supposed to be a proof-of-concept hack of Megaman 3, was cancelled a long time ago.  I have instead decided to call my new Megaman 1 hack Megaman DX.

The goal of Megaman DX is to improve the visual quality of Megaman 1, plus adding new things such as a save feature, and remixed/brand new levels, and the possibility of extending stages for Gutsman and Wily stage 3 (two stages in Megaman 1 I thought were too short).  I also want to make Metools and Sniper Joes more common, and balance some things out (such as weapon strength).

Brand new titlescreen:
(http://acmlm.kafuka.org/uploader/get.php?id=4893)
So you mean you'll be making a Mega Man game out of Mega Man 3? Sounds like WOW!

Is it possible to add Oil Man & Time Man, so we can have a genuine NES Mega Man Powered UP (maybe Powered Down  :D)?
Title: Re: Screenshots
Post by: SCD on July 06, 2015, 11:49:01 pm
If your are adding Oil Man, Time Man and Sabotail to your hack. You should use these sprites that were made by BarylTDF: http://orig06.deviantart.net/3c33/f/2010/318/8/5/powered_up_extras___8_bits_by_baryltdf-d32uw81.png

You can ask bsolmaz13 if you can use his MM1 Oil Man and Time Man themes for your hack:

https://www.youtube.com/watch?v=i_wxUwErXQY
https://www.youtube.com/watch?v=zLnJNcmrEHs
Title: Re: Screenshots
Post by: RetroRain on July 07, 2015, 01:03:38 am
No, Megaman DX is a hack of MM1.  It was the title for a MM3 hack that I scrapped.  I'm just re-using the name, because it seems fitting for me.

I'm trying to enhance MM1, similar to Megaman Reloaded.  But I'm doing some other things, like I did with my Upgrade Patch.  I improving the visual quality of the game, and at the same time adding some new things to make it worth playing.
Title: Re: Screenshots
Post by: SCD on July 07, 2015, 07:23:12 am
No, Megaman DX is a hack of MM1.  It was the title for a MM3 hack that I scrapped.  I'm just re-using the name, because it seems fitting for me.

I'm trying to enhance MM1, similar to Megaman Reloaded.  But I'm doing some other things, like I did with my Upgrade Patch.  I improving the visual quality of the game, and at the same time adding some new things to make it worth playing.

Alright, but are there any plans of adding Oil Man, Time Man and the Sabotail enemy that appears on Oil Man's stage to your hack?
Title: Re: Screenshots
Post by: Zynk on July 07, 2015, 08:29:14 am
No, Megaman DX is a hack of MM1.  It was the title for a MM3 hack that I scrapped.  I'm just re-using the name, because it seems fitting for me.
I misunderstood then, my bad. Anyways, I think why Gutsman's stage is short b/c of that moving platform obstacle made players take time to learn how to get past it.

Alright, but are there any plans of adding Oil Man, Time Man and the Sabotail enemy that appears on Oil Man's stage to your hack?
I think that would be impossible to do with MM1 with only 6 Robot Masters to work on. If its for MM2 or MM3 it would be possible to, with Flash Man can be swapped with Time Man (Time Man=Time Stopper); but this is just my opinion as to I don't know any fudge on ASM.  :(
Title: Re: Screenshots
Post by: SCD on July 08, 2015, 01:29:42 am
I think that would be impossible to do with MM1 with only 6 Robot Masters to work on. If its for MM2 or MM3 it would be possible to, with Flash Man can be swapped with Time Man (Time Man=Time Stopper); but this is just my opinion as to I don't know any fudge on ASM.  :(

I think the Mega Man Upgrade Patch expands the memory space of the rom so you can add brand new content to the game.
Title: Re: Screenshots
Post by: RetroRain on July 09, 2015, 12:07:17 am
Megaman 1 is very easy to work with.  The code is clean, and I happened to have a good time with it when I made the Upgrade Patch.  Some of the things I did in the Upgrade Patch will be added to my hack as well, such as the new boss preview screen (since I really liked how it came out).

However, I should note that I am not using my Upgrade Patch.  I am using the MMC5 mapper which I converted myself, and I am making use of CHR-RAM (I know how to use CHR-RAM now).  I'm coding everything from scratch.
Title: Re: Screenshots
Post by: Gideon Zhi on July 10, 2015, 06:08:34 pm
SMT 2 and SMT if... hack comparison shots. Shared these out on Twitter last night.

(https://pbs.twimg.com/media/CJhzmLvUkAAxSJf.png) (https://pbs.twimg.com/media/But9IfHCEAAsmd6.png)
(https://pbs.twimg.com/media/CJh1c-dUYAAN9wI.png) (https://pbs.twimg.com/media/CJh1c-gUcAEw1DI.png)
(https://pbs.twimg.com/media/CJh3tVGUMAAixg6.png) (https://pbs.twimg.com/media/CJh3tVRUYAEEQ7n.png)

... and I'm only just now realizing that the screenshot of if...'s equipment screen that I posted to Twitter last night is out of date. Replaced here.
Title: Re: Screenshots
Post by: SunGodPortal on July 10, 2015, 06:13:38 pm
Awesome. I'm eagerly awaiting SMT If... Looks even better than II.
Title: Re: Screenshots
Post by: vivify93 on July 11, 2015, 05:49:09 am
Looks good, Gid! Keep up the great work. :)
Title: Re: Screenshots
Post by: Pennywise on July 13, 2015, 10:02:52 am
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-0_zpsdh5jok42.png)

This might not look like I've done anything, but I've successfully expanded the text box for the bosses. Now all I have to do is translate them.
Title: Re: Screenshots
Post by: M-Tee on July 13, 2015, 11:23:43 am
uggh. I need to clean up that old font of mine some.
Title: Re: Screenshots
Post by: Pennywise on July 13, 2015, 12:20:05 pm
Ok, partially translated now.

(http://i207.photobucket.com/albums/bb11/gwood102/MPE-1_zpszxmaxecx.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-2_zpsbugbzfye.png)
Title: Re: Screenshots
Post by: SunGodPortal on July 13, 2015, 02:30:05 pm
Is that Monster Party?
Title: Re: Screenshots
Post by: KingMike on July 13, 2015, 06:58:29 pm
Yes, the unreleased uncensored Japanese version that got a prototype ROM release last year.
Title: Re: Screenshots
Post by: Chester on July 14, 2015, 05:01:47 pm
(http://s3.postimg.org/7ok48x16r/staroceanintro.png)

I'm finishing my translation tool (already fully working for all the game text) and soon anyone will be able to translate this gem to their language.

I'm also improving Dejap's translation, adding all missing parts.

That's *gorgeous*, keep it up.

Did you write the text extractor yourself?
Title: Re: Screenshots
Post by: magictrufflez on July 21, 2015, 02:07:51 am
(http://s3.postimg.org/7ok48x16r/staroceanintro.png)

I'm finishing my translation tool (already fully working for all the game text) and soon anyone will be able to translate this gem to their language.

I'm also improving Dejap's translation, adding all missing parts.

Holy hell--how did I miss this happening?  This looks great, and it'll give me another reason to replay SO!

Are the battle/menu fonts going to be updated too?  I always really hated that jagged/squiggly font that always showed up alongside the good font (the one in the screenshot is the good one IMO).
Title: Re: Screenshots
Post by: SunGodPortal on July 21, 2015, 02:25:49 am
Does the font look that good or does this have some sort of filter on that's making it look unusually nice? Either way, does look great.
Title: Re: Screenshots
Post by: Gideon Zhi on July 21, 2015, 02:52:49 am
Presenting: "Metroid Fusion: Shut The Hell Up Edition"
Look, ma! No text!

(https://pbs.twimg.com/media/CKa002YUkAAO76Y.png) (https://pbs.twimg.com/media/CKa003pUsAA6J3L.png)
(https://pbs.twimg.com/media/CKa003jUMAE8OFL.png) (https://pbs.twimg.com/media/CKa002bUYAACCPE.png)
Title: Re: Screenshots
Post by: Kiyoshi Aman on July 21, 2015, 05:30:15 am
Now you just have to kill the text boxes. Can't wait to try it out.
Title: Re: Screenshots
Post by: magictrufflez on July 21, 2015, 07:10:44 am
Does the font look that good or does this have some sort of filter on that's making it look unusually nice? Either way, does look great.

I might be wrong, but it looks like the normal "good" SO font put through a certain filter in the emulator, but I could be totally wrong.  TBH, I like either one really, I just can't stand the squiggly one that's in the menus and the battle display.
Title: Re: Screenshots
Post by: KingMike on July 21, 2015, 01:11:57 pm
Presenting: "Metroid Fusion: Shut The Hell Up Edition"
Look, ma! No text!

(https://pbs.twimg.com/media/CKa002YUkAAO76Y.png) (https://pbs.twimg.com/media/CKa003pUsAA6J3L.png)
(https://pbs.twimg.com/media/CKa003jUMAE8OFL.png) (https://pbs.twimg.com/media/CKa002bUYAACCPE.png)

There goes your reward for having 1337 Shinespark skillz in that one part of the underwater sector! :D
Title: Re: Screenshots
Post by: DougRPG on July 22, 2015, 02:26:46 pm
I might be wrong, but it looks like the normal "good" SO font put through a certain filter in the emulator, but I could be totally wrong.  TBH, I like either one really, I just can't stand the squiggly one that's in the menus and the battle display.

Hi, it´s the normal SO font. The game was running in Snes9x with some filter. I posted a link to a 2 hour video showing my progress and some gameplay. Check it out.
Title: Re: Screenshots
Post by: justin3009 on July 22, 2015, 04:08:23 pm
Where'd you post the link?  Not seeing it anywhere.
Title: Re: Screenshots
Post by: DougRPG on July 22, 2015, 05:04:19 pm
Where'd you post the link?  Not seeing it anywhere.

First post on page 45. Here:

https://www.youtube.com/watch?v=IxUM_yzR2GA
Title: Re: Screenshots
Post by: magictrufflez on July 24, 2015, 02:52:55 am
First post on page 45. Here:

https://www.youtube.com/watch?v=IxUM_yzR2GA

Wait, is that video supposed to have any of the new subtitles/font hacking in it?  I mean, it's still impressive you translated the script to Portuguese, but all the text displays look exactly the same as the original, and not with the subtitles like in the screenshot

I'm still looking forward to any hack that makes those squiggle letters more bearable to my eyeballs though.
Title: Re: Screenshots
Post by: DougRPG on July 24, 2015, 09:23:58 am
Wait, is that video supposed to have any of the new subtitles/font hacking in it?

No, this is an older version. It only shows my progress and a little of my tools.

Quote
I'm still looking forward to any hack that makes those squiggle letters more bearable to my eyeballs though.

I won´t change the fonts. In my opinion they are perfect for the game.
Title: Re: Screenshots
Post by: Gemini on July 24, 2015, 09:30:03 pm
Chicago was so overrated and abused in the 90s. I'm glad it's been pretty much entirely forgotten in favor of way better alternatives.
Title: Re: Screenshots
Post by: cj iwakura on July 26, 2015, 06:25:14 pm
Some Droiyan 2 updates.
First hub (out of five) is 30% translated, had to restart the translation after hitting a few annoying bugs and issues.
(http://i.imgur.com/3D08xpo.png)
(http://i.imgur.com/8oWcl1b.png)
(http://i.imgur.com/MkkIZQD.png)

Looks interesting, never would have known what this was if not for HG101. (And even they have very little on it.)
Title: Re: Screenshots
Post by: justin3009 on August 01, 2015, 12:25:12 pm
(http://i59.tinypic.com/syqywj.png)

Not much of a game anyone would play but this was the ideal game to get a VWF working.  Thanks to various members for helping me figure out how a VWF works!

This PROBABLY isn't the font I'm going to use, but I just wanted to make sure the VWF worked fully and it does :)  My first VWF fully functional!

Edit: The only issue right now is the tilemap gets overwritten quite heavily because it's updating it even when it shouldn't.
Title: Re: Screenshots
Post by: BlackDog61 on August 01, 2015, 04:40:19 pm
I just wanted to make sure the VWF worked fully and it does :)  My first VWF fully functional!

Way to go!  ;D
Title: Re: Screenshots
Post by: cj iwakura on August 02, 2015, 08:25:32 pm
(http://i59.tinypic.com/syqywj.png)

Not much of a game anyone would play but this was the ideal game to get a VWF working.  Thanks to various members for helping me figure out how a VWF works!

This PROBABLY isn't the font I'm going to use, but I just wanted to make sure the VWF worked fully and it does :)  My first VWF fully functional!

Edit: The only issue right now is the tilemap gets overwritten quite heavily because it's updating it even when it shouldn't.

It's a Sailor Moon game, someone(like me) will definitely play it.
Title: Re: Screenshots
Post by: Pennywise on August 20, 2015, 05:55:04 pm
(http://i207.photobucket.com/albums/bb11/gwood102/MPE-3_zpsqccsmxsy.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-4_zpsr608fhrl.png)(http://i207.photobucket.com/albums/bb11/gwood102/MPE-5_zpsdrdfhirk.png)

I'm gonna end up changing the font. This one doesn't quite work for cramming text together.

(http://i207.photobucket.com/albums/bb11/gwood102/Shadow%20Brain-0_zpsbdnx8seb.png)(http://i207.photobucket.com/albums/bb11/gwood102/Shadow%20Brain-1_zpsdo9or7il.png)(http://i207.photobucket.com/albums/bb11/gwood102/Shadow%20Brain-2_zpsma0i8s88.png)

Another project in the pipeline for release. I'll upload a video for it once I'm further in.
Title: Re: Screenshots
Post by: Chaos Rush on September 01, 2015, 04:30:57 pm
(http://i.imgur.com/C77HNUZ.png) (http://i.imgur.com/dKxGn5H.png)
(WIP) Final Fantasy 1 GBA color restoration, using the PS1 and WonderSwan colors. Worth finishing?

(Don't worry guys, this is done on a European ROM so it can be played in multiple languages)
Title: Re: Screenshots
Post by: Gedankenschild on September 03, 2015, 01:31:25 pm
(http://i.imgur.com/C77HNUZ.png) (http://i.imgur.com/dKxGn5H.png)
(WIP) Final Fantasy 1 GBA color restoration, using the PS1 and WonderSwan colors. Worth finishing?

(Don't worry guys, this is done on a European ROM so it can be played in multiple languages)

I love it! :) Can't stand those overbrightened/oversaturated colors of the GBA Final Fantasy ports!
Title: Re: Screenshots
Post by: Zero Dozer on September 03, 2015, 02:00:17 pm
(http://i.imgur.com/C77HNUZ.png) (http://i.imgur.com/dKxGn5H.png)
(WIP) Final Fantasy 1 GBA color restoration, using the PS1 and WonderSwan colors. Worth finishing?

(Don't worry guys, this is done on a European ROM so it can be played in multiple languages)

Quite worth finishing.
Title: Re: Screenshots
Post by: Chaos Rush on September 03, 2015, 03:22:40 pm
Quite worth finishing.
I love it! :) Can't stand those overbrightened/oversaturated colors of the GBA Final Fantasy ports!
Well replacing the overworld, town, and enemy colors are actually rather easy, but I'm having an issue with the battle backgrounds, as they use compressed palettes which are a bitch to edit... I'm trying to see if maybe I can re-insert the backgrounds from scratch though, but that's easier said than done.
Title: Re: Screenshots
Post by: vivify93 on September 03, 2015, 04:54:31 pm
I like it! I forgot how much detail was in the sea.
Title: Re: Screenshots
Post by: paul_met on September 06, 2015, 10:37:55 am
Increasing viewing area:
-------------------------------------
Shining Force 3
(http://i70.fastpic.ru/big/2015/0906/c3/57d859a48a339c34bc077a2fcde314c3.png) (http://i68.fastpic.ru/big/2015/0906/8c/0a4f48db831e0b17af911b7f90e2be8c.png)

Shining Holy Ark
(http://i65.fastpic.ru/big/2015/0906/22/b45b53c918523c606cd087a5b53c6622.png) (http://i71.fastpic.ru/big/2015/0906/40/6482e5dae9134d11288b13b5ecf11640.png)
Title: Re: Screenshots
Post by: PKstarship on September 09, 2015, 12:39:01 pm
I recently edited Mega Man's sprite to look like Samus Aran from Metroid. It's a very early version, as Mega Man's face is still there, but what do you think?

(http://i.imgur.com/VcSfYe7.png)

Spoiler:
Moderator Note: Moved from the Titlescreen thread per request
-MathOnNapkins
Title: Re: Screenshots
Post by: Chaos Rush on September 10, 2015, 04:06:13 am
(http://i.imgur.com/dJxmAwz.png) (http://i.imgur.com/g6X2IXa.png) (http://i.imgur.com/30kttzv.png) (http://i.imgur.com/Kg8Lz2U.png)
This is all done from scratch on an unmodified Japanese FF2 ROM. What I did:
* changed some font characters to English, using the font gfx from FF Restored (but I removed the shadow because I think it looks better that way)

* over the past week I've been working on a tool in Visual Studio that's a text editor for FF2, that way I don't have to manually calculate NES pointers (I'll release the tool when I iron out all the bugs)

* While I'm not fluent in Japanese, I can read hiragana and katakana (but not kanji) and went to pre-school in Japan (I was born there), so all I'm saying is that I'm not translating blindly.

* dialogue is directly taken from the GBA version. I plan on making this as close to the GBA version as much as possible.

Let's see how much of the GBA English script I can port over before running out of space...

EDIT:
also here's the tool I've been working on with VS 2013:
(http://i.imgur.com/uZm0VIf.png) (http://i.imgur.com/LfEslQ7.png)
Title: Re: Screenshots
Post by: swinezig on September 10, 2015, 05:45:07 am
Looks interesting, never would have known what this was if not for HG101. (And even they have very little on it.)
It only looks interesting.
In reality, Droiyan 2 is one of the best examples of trying to grab more cash by following the most popular games and failing miserably (in this case, it followed Diablo, and later Triggersoft did the same mistake with Lamentation Sword 2).

But eh, even the worst games deserve to be translated. I'm sure at least a few people played Icarus and wanted to know more about the setting.
Title: Re: Screenshots
Post by: Special T on September 10, 2015, 07:40:13 am
Increasing viewing area:
-------------------------------------
Shining Force 3
Spoiler:
(http://i70.fastpic.ru/big/2015/0906/c3/57d859a48a339c34bc077a2fcde314c3.png) (http://i68.fastpic.ru/big/2015/0906/8c/0a4f48db831e0b17af911b7f90e2be8c.png)

Shining Holy Ark
Spoiler:
(http://i65.fastpic.ru/big/2015/0906/22/b45b53c918523c606cd087a5b53c6622.png) (http://i71.fastpic.ru/big/2015/0906/40/6482e5dae9134d11288b13b5ecf11640.png)

That's really interesting. Is this an emulator function or will it have to be hacked in each game?
Title: Re: Screenshots
Post by: Rodimus Primal on September 10, 2015, 08:01:15 am
(http://i.imgur.com/dJxmAwz.png) (http://i.imgur.com/g6X2IXa.png) (http://i.imgur.com/30kttzv.png) (http://i.imgur.com/Kg8Lz2U.png)
This is all done from scratch on an unmodified Japanese FF2 ROM. What I did:
* changed some font characters to English, using the font gfx from FF Restored (but I removed the shadow because I think it looks better that way)

* over the past week I've been working on a tool in Visual Studio that's a text editor for FF2, that way I don't have to manually calculate NES pointers (I'll release the tool when I iron out all the bugs)

* While I'm not fluent in Japanese, I can read hiragana and katakana (but not kanji) and went to pre-school in Japan (I was born there), so all I'm saying is that I'm not translating blindly.

* dialogue is directly taken from the GBA version. I plan on making this as close to the GBA version as much as possible.

Let's see how much of the GBA English script I can port over before running out of space...

EDIT:
also here's the tool I've been working on with VS 2013:
(http://i.imgur.com/uZm0VIf.png) (http://i.imgur.com/LfEslQ7.png)

That looks amazing. You made the tool? I was using Jade but it was buggy and was attempting something similar. Personally I like the original font used but if you can update the script to that game and have an editor handy, that would rock!
Title: Re: Screenshots
Post by: paul_met on September 10, 2015, 09:52:10 am
That's really interesting. Is this an emulator function or will it have to be hacked in each game?
It is the individual hack, on the basis of which it is possible to remove the black borders in any game where they are present. But it may be that under black borders the image will not be rendered or you will see the garbage.
Title: Re: Screenshots
Post by: Special T on September 10, 2015, 10:36:01 am
It is the individual hack, on the basis of which it is possible to remove the black borders in any game where they are present. But it may be that under black borders the image will not be rendered or you will see the garbage.

Thanks for the info. Are you planning on releasing the hacks? Also since all three scenarios of shinning force 3 are being translated, will you be making hacks for each of the scenarios and premium disc?
Title: Re: Screenshots
Post by: paul_met on September 10, 2015, 10:58:58 am
Thanks for the info. Are you planning on releasing the hacks? Also since all three scenarios of shinning force 3 are being translated, will you be making hacks for each of the scenarios and premium disc?
Maybe I'll do it in the Deluxe version.
http://www.youtube.com/watch?v=nvA2KAvqUTk (http://www.youtube.com/watch?v=nvA2KAvqUTk)
Title: Re: Screenshots
Post by: Chaos Rush on September 10, 2015, 11:11:59 am
That looks amazing. You made the tool? I was using Jade but it was buggy and was attempting something similar. Personally I like the original font used but if you can update the script to that game and have an editor handy, that would rock!
Yep, tool was made by me with Microsoft Visual Studio! It's the first ROM hacking program I've ever made. My incentive to make the tool was due to how buggy Jade was. However, unlike Jade, this tool will solely focus on text, and will not be a map editor. I will release the tool once I work out some bugs with compiling text with DTE tables when using the Demiforce translation.

Also technically there is no 'original font', because I'm working from a Japanese ROM :P but yeah I know what you mean (FF1 vanilla, and FF2 Demiforce). Personally I want to have a thin font for two reason: 1) the Japanese font is also thin 2) a thinner font means more letters can be fit in 'squish tiles'.

Because I am working straight from a Japanese ROM though, I don't have access to the DTE text bytes (a single byte that can represent two characters of text). I am wondering if I should just switch to the Demiforce ROM as a base, and maybe that might be enough to fit the entire GBA script in the ROM by using the DTE tables.

And lastly, should the script be based off of US Dawn of Souls, or European Dawn of Souls? For some reason they are slightly different, and while I know the European one is more recent, I don't know if changes were made simply to improve the script, or if it was done to make it more suitable to European culture. And seeing as you've got some Final Fantasy hacks under your belt, would you recommend paraphrasing the script for space reasons, or should I try and get the GBA script in word-for-word?
Title: Re: Screenshots
Post by: Rodimus Primal on September 10, 2015, 11:54:37 am
From my experience with that game, the DTE tables weren't optimized with the Neo Demiforce translation, but they helped considerably. However, for space reasons I would paraphrase where you need to for space. The Dawn of Souls translation was fluffed quite a bit since they had the space to do so.

I'll take a screenshot of the font work I did when I was working on the game when I get home from work. I changed the Demiforce font to be a little more like the NES Proto cart, and added squish tiles as well. It might help you fit what you want to in game.
Title: Re: Screenshots
Post by: Chaos Rush on September 10, 2015, 02:11:42 pm
From my experience with that game, the DTE tables weren't optimized with the Neo Demiforce translation, but they helped considerably. However, for space reasons I would paraphrase where you need to for space. The Dawn of Souls translation was fluffed quite a bit since they had the space to do so.

I'll take a screenshot of the font work I did when I was working on the game when I get home from work. I changed the Demiforce font to be a little more like the NES Proto cart, and added squish tiles as well. It might help you fit what you want to in game.
It turns out that the Dawn of Souls translation wasn't the one adding the fluff, the added fluff originated from the Japanese Dawn of Souls. For instance, Hilda's line when you first get to her in the throne room in the Famicom version is, "げんきになったのですね。よかった", which is basically, "So you've regained your strength? Very good." But in the GBA Japanese DoS, the line is expanded too, "げんきになったのですね。よかった。 ほんとうね つよい せいめいりょくを もっているのですね。", which was translated to, "So you've regained your strength? Very good. Your life force is strong indeed."

However, the FFOrigins line seems to be a translation of the original Famicom script, and it was translated as, "I see you have regained your strength." Idk what the Japanese FFOrigins script is, but I'm assuming it's identical to the Famicom one based on the translation.

So I guess what I'll do is use the Dawn of Souls translation (and paraphrase when possible) but omit all content that was first added in the Japanese Dawn of Souls.
Title: Re: Screenshots
Post by: magictrufflez on September 11, 2015, 12:05:02 am
I like the FF2 Font a lot, although moreso for the in-battle screens than the regular text screens for some reason.  Maybe it's just the black textbox that makes it easier on my eyes, but it just kind of looks off in the out-of-battle textboxes to me for some reason

Good work regardless though!
Title: Re: Screenshots
Post by: Rodimus Primal on September 11, 2015, 12:16:37 am
(http://www.bwass.org/bucket/FFIITable.jpg)

This is the font work I did when I was working on it. I dropped it when I found how BAD Jade messed up my work.
Title: Re: Screenshots
Post by: Chaos Rush on September 11, 2015, 04:56:03 am
(http://www.bwass.org/bucket/FFIITable.jpg)

This is the font work I did when I was working on it. I dropped it when I found how BAD Jade messed up my work.
I'll definitely use the item icons, as yours are a bit easier to see what they are as opposed to the Demiforce ones. I still don't like the FF1 font though, but that's just me. When I'm done with my translation hack, I hope others will use it as a base for their own English FF2 hacks (so feel free to make a font patch if I ever finish this).

I decided to use the font that was in Tomato's Mother 1 GBA translation patch, I think it looks very nice:
(http://i.imgur.com/VYeixXC.png) (http://i.imgur.com/Fpwo7eZ.png) (http://i.imgur.com/TnhiKEB.png)
I've also switched to the Demiforce ROM since it has built-in DTE. The script is essentially Dawn of Souls (European version) but truncated so that it only has content that's present in the original Famicom game (really I'm just looking at the PS1 translation and removing new stuff), and then paraphrased when necessary, but I can assure you that no meaning is lost between FF2J and this.

I'll make my own thread if I make somewhat decent progress...
Title: Re: Screenshots
Post by: PKstarship on September 12, 2015, 03:26:17 am
I made this:

(http://i.imgur.com/LEnoR9Q.png)

I hope to put this in my upcoming hack, "Mega Man 2: Revenge of Samus Aran".
What does everyone think of it? I'm trying to get as much feedback as possible on this sprite sheet.
Title: .
Post by: Chpexo on September 12, 2015, 09:40:26 am
.
Title: Re: Screenshots
Post by: justin3009 on September 12, 2015, 11:00:32 am
Looks like they use about the same amount of colors actually.
Title: Re: Screenshots
Post by: KingMike on September 12, 2015, 12:10:48 pm
Samus' gun is a different color. That is perhaps where palette issues would come up. (in the NES games, Mega Man's body uses one palette and his face is another sprite using another palette)
Title: Re: Screenshots
Post by: PKstarship on September 12, 2015, 12:17:03 pm
I was going to use sprite layers to make the arm cannon green, because I just can't see a Samus sprite looking good without a green arm cannon.
Title: Re: Screenshots
Post by: KingMike on September 12, 2015, 12:58:48 pm
You might have issues with both too many sprites on the screen (as you need separate sprites to make an object different colors) as well as using too many palettes. (an NES palette is limited to 3 colors plus transparency, and you only have four palettes to work with for ALL sprites, including enemies, etc.)
Title: Re: Screenshots
Post by: GHANMI on September 12, 2015, 10:21:36 pm
I recommend working with the Megadrive port, considering they don't have the NES palette limitations.
Title: Re: Screenshots
Post by: PKstarship on September 12, 2015, 11:04:54 pm
Well... I never really liked Wily Wars as much as the original games. I'm kinda weird like that, I don't really care much for Super Mario All-Stars either, it just doesn't feel like the original to me. Maybe if the GFX were restlyed to look exactly like the NES, it would be a different matter...
Title: Re: Screenshots
Post by: M-Tee on September 13, 2015, 03:01:44 am
Interesting idea. Never cared much for sprite edits though. Might be why I disliked MM vs Street Fighter so much.
Title: Re: Screenshots
Post by: Chaos Rush on September 17, 2015, 01:21:07 pm
So for updating FF2 to modern standards I thought, "I know! I'll just use squish tiles to display the full spell names!" What a stupid, stupid idea.
(http://i.imgur.com/DSyKFof.png)
It looks really, really ugly. Looks like I'm going to have to do some ASM hacking if I want to do an aesthetically-pleasing English version of FF2.

Ideally, this mockup is what I would like to have it look like:
(http://i.imgur.com/pjkilD5.png)

I've been looking around on Google trying to see if Grond ever provided any notes on how he shifted the menus in FF1, and I'm wondering if I can do the same with FF2. As for finding it myself, I don't know where to start :( I've done GBA ASM hacking before, but that was a lot easier because VBA has its own ASM decompiler.

On the bright side I've inserted all of the NPC text for Altair and Gatrea:
(http://i.imgur.com/o92vW5n.png) (http://i.imgur.com/hUxXFqs.png) (http://i.imgur.com/ofgCwy2.png)
Title: .
Post by: Chpexo on September 17, 2015, 04:33:34 pm
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Title: Re: Screenshots
Post by: BlackDog61 on September 17, 2015, 05:10:58 pm
So for updating FF2 to modern standards I thought, "I know! I'll just use squish tiles to display the full spell names!"

A VWF would probably help a great deal, wouldn't it? Could you mock that up?
Title: Re: Screenshots
Post by: Chaos Rush on September 17, 2015, 05:14:51 pm
A VWF would probably help a great deal, wouldn't it? Could you mock that up?
It's pretty much impossible for NES games to have a VWF, they just don't have enough RAM. Any NES game that does is sacrificing a lot to get it to work.

EDIT: also just I tried seeing if FF2's menu format was the same as FF1's, and believe me, I've tried every possible tile position that I could think of, and I've come to the conclusion that FF2's battle menu's are hardcoded, especially since they use sliding menu's that move around as opposed to FF1 simply generating a menu for a message.
Title: .
Post by: Chpexo on September 17, 2015, 10:24:43 pm
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Title: Re: Screenshots
Post by: Rodimus Primal on September 17, 2015, 10:38:34 pm
I say worry about getting the script in first. It looks great so far. As far as squish tiles are concerned, it will never look 100% right but its probably the only way to insert the spell names as is. I'm sure you could figure out the ASM needed to make it 3 instead of 4 columns, but the other hard part is in the menu.

Do you intend to add a B Button dash like Grond was able to with the Final Fantasy I + II?
Title: Re: Screenshots
Post by: magictrufflez on September 17, 2015, 11:47:58 pm
TBH, I like the look of both sets of text myself.  I think the font looks really good, and I think you avoided some of the pitfalls with getting it to display in the blue dialog boxes too (I know there are some texts that look REALLY good with the black backgrounds but then are almost unreadable with the blue backgrounds).  Solid work so far!
Title: Re: Screenshots
Post by: SunGodPortal on September 17, 2015, 11:52:06 pm
It looks so clean for an NES font and def a big improvement over the usual NES FF font I've seen (which is ugly) IMO.
Title: Re: Screenshots
Post by: Zero Dozer on September 18, 2015, 01:53:24 am
I stand with SunGodPortal on that statement, that font is incredible.
Title: Re: Screenshots
Post by: KingMike on September 18, 2015, 01:59:54 am
I say worry about getting the script in first. It looks great so far. As far as squish tiles are concerned, it will never look 100% right but its probably the only way to insert the spell names as is. I'm sure you could figure out the ASM needed to make it 3 instead of 4 columns, but the other hard part is in the menu.

Do you intend to add a B Button dash like Grond was able to with the Final Fantasy I + II?

The other problem is, that I recall, each character in FF2 can only learn 16 spells, so the menu was designed to show all spells on screen at once with no scrolling. So unless the author has plans to add scrolling (which is probably a significant amount of work), it would probably be more feasible to reduce it to single-spaced menus with 2 columns of 8 each.
Title: Re: Screenshots
Post by: Chaos Rush on September 18, 2015, 02:37:40 am
The other problem is, that I recall, each character in FF2 can only learn 16 spells, so the menu was designed to show all spells on screen at once with no scrolling. So unless the author has plans to add scrolling (which is probably a significant amount of work), it would probably be more feasible to reduce it to single-spaced menus with 2 columns of 8 each.
2 columns of 8? I hadn't thought of that. Until I can find the code that generates these menus, I'm settling with:

(http://i.imgur.com/PBqzOZ1.png)
It's not perfect, but it's a lot more aesthetically pleasing than those abominations of squish tiles I posted earlier. But I'll definitely have 2 columns of 8 as a goal.

Also I do not wish to take credit for the font, as it is from Tomato's Mother 1 GBA translation: http://mother12.earthboundcentral.com/

And lastly, due to the amount of discussion my screenshots have generated, I have decided to simply start my own topic instead rather than crowding up this thread. So here we go: http://www.romhacking.net/forum/index.php/topic,20400.0.html
Title: Re: Screenshots
Post by: paul_met on September 19, 2015, 08:28:21 am
Increasing game resolution up to 352x256:
---------------------------------------------------
The story of thor 2
(http://i70.fastpic.ru/big/2015/0919/0a/4dee4ad14bae9c29054854dd55a40a0a.png) (http://i68.fastpic.ru/big/2015/0919/d0/7f34fd4302e97beac6e665eb1bf1ccd0.png)
Title: Re: Screenshots
Post by: Special T on September 19, 2015, 12:45:42 pm
Increasing game resolution up to 352x256:
---------------------------------------------------
The story of thor 2
Spoiler:
(http://i70.fastpic.ru/big/2015/0919/0a/4dee4ad14bae9c29054854dd55a40a0a.png) (http://i68.fastpic.ru/big/2015/0919/d0/7f34fd4302e97beac6e665eb1bf1ccd0.png)
Awesome stuff. I love that the Saturn is getting some much needed attention.
Title: Re: Screenshots
Post by: PresidentLeever on October 15, 2015, 09:50:07 pm
Interesting. Does that have any gameplay benefits?
Title: Re: Screenshots
Post by: Gideon Zhi on October 16, 2015, 01:28:15 pm
Indentation isn't perfect, still working on that.
(https://pbs.twimg.com/media/CRc-_MjVEAAquB3.png) (https://pbs.twimg.com/media/CRc-_NiUsAART-K.png)
(https://pbs.twimg.com/media/CRc-_NmUsAArsvs.png) (https://pbs.twimg.com/media/CRc-_MfUEAAdsNr.png)

And a before-and-after for font and edit:
(https://pbs.twimg.com/media/CRc_L6VVEAAyIVP.png) (https://pbs.twimg.com/media/CRc_L7AUcAAeIG8.png)
Title: Re: Screenshots
Post by: 4ph on October 16, 2015, 04:35:29 pm
You make always of the excelent job Gideon!  ;)
Title: Re: Screenshots
Post by: justin3009 on October 16, 2015, 05:59:56 pm
I absolutely LOVE that font and everything.  Just beautiful!
Title: Re: Screenshots
Post by: enigmaopoeia on October 24, 2015, 07:27:28 pm
Looks great, Gideon. I am a huge fan of this game and those screenshots are amazing.
Title: Re: Screenshots
Post by: magicalpatcher on October 25, 2015, 09:48:18 pm
I'm currently translating Magical Vacation since I really enjoyed the sequel, Magical Starsign.

(https://imgur.com/Eu9mEhY.png) (http://imgur.com/OVcb6cE.png) (http://imgur.com/nBzDnON.png)

So far, I've hacked the header text in the menu and got a vwf mostly working. The last couple characters from the previous dialogue box spill over into the next one though, as you can see in the third screen shot. Also, each line needs to be indented a couple pixels more to the right.

Any thoughts on how the menu headers look? I'm thinking of redoing them since they look pretty hard to read.
Title: Re: Screenshots
Post by: Zynk on October 25, 2015, 10:08:49 pm
^Nice looking game! Look forward in playing your translation of it.

About the headers, if its preexisting in the game, they are fine. But can also change it since its, yeah, not good to the eyes esp. for "bira" (is it the game's currency".

I found that the cat ppl are called "nyamnelt". I hope you keep it as it is.

Title: .
Post by: Chpexo on October 25, 2015, 10:09:12 pm
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Title: Re: Screenshots
Post by: Vanya on October 25, 2015, 11:58:45 pm
I'm currently translating Magical Vacation since I really enjoyed the sequel, Magical Starsign.

(https://imgur.com/Eu9mEhY.png) (http://imgur.com/OVcb6cE.png) (http://imgur.com/nBzDnON.png)

So far, I've hacked the header text in the menu and got a vwf mostly working. The last couple characters from the previous dialogue box spill over into the next one though, as you can see in the third screen shot. Also, each line needs to be indented a couple pixels more to the right.

Any thoughts on how the menu headers look? I'm thinking of redoing them since they look pretty hard to read.

Awesome! I was hoping someone would pick this one up. :D
Title: Re: Screenshots
Post by: Sara-chan on October 26, 2015, 01:45:46 pm
I'm currently translating Magical Vacation since I really enjoyed the sequel, Magical Starsign.

(https://imgur.com/Eu9mEhY.png) (http://imgur.com/OVcb6cE.png) (http://imgur.com/nBzDnON.png)

So far, I've hacked the header text in the menu and got a vwf mostly working. The last couple characters from the previous dialogue box spill over into the next one though, as you can see in the third screen shot. Also, each line needs to be indented a couple pixels more to the right.

Any thoughts on how the menu headers look? I'm thinking of redoing them since they look pretty hard to read.

I wonder if making the headers a little thicker would help. That would probably make them significantly easier to read. Good on you for doing this game! I've always been hoping someone would. Keep it up!
Title: Re: Screenshots
Post by: magicalpatcher on October 27, 2015, 12:32:02 am
^Nice looking game! Look forward in playing your translation of it.

About the headers, if its preexisting in the game, they are fine. But can also change it since its, yeah, not good to the eyes esp. for "bira" (is it the game's currency".

I found that the cat ppl are called "nyamnelt". I hope you keep it as it is.

Thanks! The headers were Japanese in the original game, and were also pretty hard to read I think: (http://imgur.com/HxiSHxA.png)

The cat people are actually called "Felin"s in official English localization of the sequel and I'm going to try to keep the translation as consistent with the sequel's as possible.

I wonder if making the headers a little thicker would help. That would probably make them significantly easier to read. Good on you for doing this game! I've always been hoping someone would. Keep it up!
The problem I'm facing is that the text can be at most 6 pixels tall before it spills into the box below, so I can't really increase the size of the headers.
Title: Re: Screenshots
Post by: GHANMI on October 27, 2015, 11:22:59 am
I get you're probably working under a restriction of 8 pixels for height for that VWF, but the font is way too small.
Rather than this font (the same as the Final Fantasy VI's retranslation, is it?), the Link Awakening VWF edition's font, Square's GBA/DS fonts, or maybe even an elegant fixed width 8x8 font retooled for VWF would look so much better.
Title: Re: Screenshots
Post by: Gemini on October 27, 2015, 02:40:18 pm
You are the third person who tried hacking this game. If you want some suggestions:

Menu headers should be fine the way you have them. Remember how big a GBA/DS screen is.
Title: Re: Screenshots
Post by: paul_met on November 03, 2015, 04:17:46 am
Removing the black borders + increasing game resolution up to 352x240 (Does not working on SSF yet):

Shining Force III (S1)
(http://i75.fastpic.ru/big/2015/1103/05/e4e2a832e560b979af5e7ca391db9305.png) (http://i75.fastpic.ru/big/2015/1103/1b/659493cc812bac8253e39dae2a02421b.png)
(http://i75.fastpic.ru/big/2015/1103/91/218544383bbede8fd88e017d8b6fec91.png) (http://i75.fastpic.ru/big/2015/1103/29/1602194fc7a008e30002e525beac9429.png)
Title: Re: Screenshots
Post by: magicalpatcher on November 23, 2015, 04:32:18 am
Menu text for Magical Vacation. Decided to go with a fixed-width font for convenience and because I think it looks decent in the menu.
(http://imgur.com/VR4RqEd.png)
Title: Re: Screenshots
Post by: Normmatt on November 23, 2015, 04:59:00 am
Menu text for Magical Vacation. Decided to go with a fixed-width font for convenience and because I think it looks decent in the menu.
(http://imgur.com/VR4RqEd.png)

Looks good.

btw, are you part of the team that was working on this on github but made the repo private after a few days?
Title: Re: Screenshots
Post by: wyndcrosser on November 23, 2015, 03:40:37 pm
Removing the black borders + increasing game resolution up to 352x240 (Does not working on SSF yet):

Shining Force III (S1)
(http://i75.fastpic.ru/big/2015/1103/05/e4e2a832e560b979af5e7ca391db9305.png) (http://i75.fastpic.ru/big/2015/1103/1b/659493cc812bac8253e39dae2a02421b.png)
(http://i75.fastpic.ru/big/2015/1103/91/218544383bbede8fd88e017d8b6fec91.png) (http://i75.fastpic.ru/big/2015/1103/29/1602194fc7a008e30002e525beac9429.png)

Nice work, remind me... is this a SSF only hack or for hardware as well? Thanks.
Title: Re: Screenshots
Post by: paul_met on November 25, 2015, 07:34:55 am
Nice work, remind me... is this a SSF only hack or for hardware as well? Thanks.
This hack works on the console too.

Norse by Norsewest (Lost Vikings 2) - resolution 352x240.
The characters panel had to move down due to the fact that under it was constantly flickering garbage. In SSF hack does not work, alas.
(http://s12.postimg.org/4wlo89yt9/image.png)  (http://s12.postimg.org/3wzyqb919/image.png)
(http://s12.postimg.org/kw4brtuv1/image.png)  (http://s12.postimg.org/5q2vemu7x/image.png)
Title: Re: Screenshots
Post by: Plint Michigan on November 26, 2015, 08:31:16 pm
Just a few screenshots of a Youkai-based Final Fantasy hack. Though I could use some help.

Spoiler:
(http://s9.postimg.org/dl0n204j3/Final_Fantasy_U_7.png)
Four of the twelve playable characters. I haven't even started on the other 8. Actually, turning 6 classes into 12 is the first bit of hex editing I've ever done. Thanks Pinkpuff! :D

(http://s18.postimg.org/3sj32bt55/Final_Fantasy_U_6.png)
Just an overworld shot. Kitsune is the only fully sprited one.

(http://s8.postimg.org/og22il4et/Final_Fantasy_U_9.png)
Part of my preferred style as far as dialogue goes is giving bosses really corny dialogue. This is the BETA of a scene before the first boss, Grund. For now, it's an Ochu, kind of a gross creature, so I wanted to make it's dialogue sound a bit gross too. "Groody" is more or less a misspelling of the word "Groovy," another thing I end up doing with bossfights is making up strange, ugly words for them to say.

(http://s30.postimg.org/iyygj2wup/Final_Fantasy_U_13.png)
This was kind of explained in the last bit. Yeah, I replaced Garland with this creature. (http://postimage.org/)

Now here's what I need help with. Every time I exit a fight or the menus, THIS happens.

(http://s7.postimC+g.org/ozz8f4zaj/Final_Fantasy_U_11.png)

The screen flashes and the game locks up temporarily. I'm worried removing Garland and replacing him with "Grund the Ochu" might have messed something up. Is that the problem, or is there another way to fix this?

...Also, minor thing, but I can't get Grund in the center. How do I do it. ...If I can't it's no big deal.
Title: Re: Screenshots
Post by: paul_met on December 06, 2015, 05:21:58 am
Wrestlemania: The Arcade Game - resolution 352x240 (native 320x224)

(http://s10.postimg.org/55oo3ncft/011.png) (http://s10.postimg.org/dp821eks9/022.png)
Title: Re: Screenshots
Post by: Plint Michigan on December 12, 2015, 05:37:15 pm
(http://s13.postimg.org/k7u8ll0vr/Final_Fantasy_U_21.png)

Four more races for my Youkai inspired Final Fantasy hack. There are going to be twelve total. Feel free to give me sprite criticism.
Title: Re: Screenshots
Post by: Midna on December 13, 2015, 01:11:25 am
I recognize the baku, kamaitachi, and tengu, but I'm not sure what "LUDO" is supposed to be (a hitotsume kouzo?).

The "LUDO" sprite doesn't really seem to match with the others style-wise.
Title: Re: Screenshots
Post by: Plint Michigan on December 13, 2015, 05:38:43 pm
I recognize the baku, kamaitachi, and tengu, but I'm not sure what "LUDO" is supposed to be (a hitotsume kouzo?).

The "LUDO" sprite doesn't really seem to match with the others style-wise.

That's right, it is Hitotsume Kouzo.

I'm an average spriter. I'm not amazing at it, but I can do 8-bit sprites well enough. Still, there are areas I do fall in. Any tips on how to make it look more like the other characters?

Also, the races shown in my other picture are: Kitsune, Choujin-Obake, Raijin (Mispelled Rajin in the Screenshot) and Tanuki. I also have Oni, Kasa-Obake, Yuki-Onna and Yatagarasu races planned.
Title: Re: Screenshots
Post by: contra on December 14, 2015, 11:29:41 am
Success! Finally managed to extract, edit and reinsert the compressed graphics in Rampart (J) for NES.   
(https://dl.dropboxusercontent.com/s/9umm5l9aq60n4c9/RampartT.png?dl=0)
Script translation and insertion is also going well with the help of mrrichard999.  All the text is actually already in place, but the script needs to be polished.
(https://dl.dropboxusercontent.com/s/tcih9jmec03phr3/Rampart%20T2.png?dl=0)
It's looking really good for a fully translated release (hopefully) soon!
Title: Re: Screenshots
Post by: mrrichard999 on December 14, 2015, 04:56:38 pm
Success! Finally managed to extract, edit and reinsert the compressed graphics in Rampart (J) for NES.   
(https://dl.dropboxusercontent.com/s/9umm5l9aq60n4c9/RampartT.png?dl=0)
Script translation and insertion is also going well with the help of mrrichard999.  All the text is actually already in place, but the script needs to be polished.
(https://dl.dropboxusercontent.com/s/tcih9jmec03phr3/Rampart%20T2.png?dl=0)
It's looking really good for a fully translated release (hopefully) soon!

Its nice now that we got actual punctuation marks inserted in the font now  :thumbsup:
Title: Re: Screenshots
Post by: M-Tee on December 16, 2015, 09:44:32 am
I am so excited for that.
Title: Re: Screenshots
Post by: vivify93 on December 16, 2015, 04:37:36 pm
Another Phantasy Star mockup for the fun of it. So I was wondering why Phantasy Star I flickered so much in the Phantasy Star Collection GBA port, and I decided to try and make my own "GBA-size" edit of PSI... and it looks like instead of actually resizing the screen vertically, Digital Eclipse just elected to put some weird-ass fucking vertical screen crushing algorithm or something in.

Current:
(http://i.imgur.com/SaAMfJE.png)

Mockup:
(http://i.imgur.com/V6E0K4l.png)

What I'm left wondering now is, why the hell didn't they just do it like the mockup?
Title: Re: Screenshots
Post by: Gideon Zhi on December 16, 2015, 05:39:17 pm
Because it's an emulated game, not a port. If they'd actually remade the game the mockup would have been fine, but they didn't - the game was still running at 256×192 or 256×224, but it's running on a 240×160 screen.
Title: Re: Screenshots
Post by: vivify93 on December 16, 2015, 06:18:23 pm
That's hilarious and stupid.
Title: Re: Screenshots
Post by: KingMike on December 16, 2015, 07:14:24 pm
Well, I believe the NES collection games did that as well.

I have the Kunio Collection with Dunk Heroes and it does some weird flickering thing.
From an emulator, I'll guess the Hudson collections do that as well.
I wonder if they're using a common emulator like PocketNES (I've only heard people specifically say Jaleco's compilation used PocketNES, which it seems is legal since the author didn't forbid it).

The Famicom Mini/Classic NES also uses emulation but I'm guessing Nintendo shrunk the screen but modified the graphics to reduce the quality hit.

Mother 1 and 2 I think were actually ported. (I know Mother 1 used single-spaced text windows, including being able to change the color of a single (1 tile high) line, which isn't possible on NES)
Title: Re: Screenshots
Post by: Rodimus Primal on December 21, 2015, 12:59:09 am
Been doing some experimentation with Final Fantasy 1. Specifically with Restored and Grond's FF. Since I already released an original font patch, I thought of giving the option to go with either Final Fantasy IV or Final Fantasy VI fonts.

(http://www.bwass.org/bucket/Final Fantasy Restored (FFIV Font) Scsh.png)(http://www.bwass.org/bucket/Final Fantasy Restored (FFVI Font) Sch.png)
Title: Re: Screenshots
Post by: paul_met on December 24, 2015, 09:44:11 am
Hi-Res hack - 704x512i (only for hardware emulation mode yet)

(http://i74.fastpic.ru/big/2015/1224/40/dffba61a58b68178a12629159f6b1640.png)
Title: Re: Screenshots
Post by: I.S.T. on December 24, 2015, 02:45:44 pm
What game is that?
Title: Re: Screenshots
Post by: paul_met on December 24, 2015, 03:27:10 pm
What game is that?
Story of Thor 2 (Saturn)
Title: Re: Screenshots
Post by: Seeeeph on January 13, 2016, 10:42:56 am
.
Title: Re: Screenshots
Post by: MegaEliteGamers on January 13, 2016, 10:48:20 am
Seeeeph: That looks amazing!
Title: Re: Screenshots
Post by: r57shell on January 14, 2016, 04:38:31 pm
big photos  :D
http://savepic.ru/8314386.jpg
http://savepic.ru/8301074.jpg
controlling of 4 characters working  8)
Title: Re: Screenshots
Post by: Zero Dozer on January 16, 2016, 02:07:11 pm
(http://i45.photobucket.com/albums/f84/misc20/11_zpspaxdevbx.gif)

Zelda III never looked this good! :laugh:

And this enters a new level of nuts.
Title: Re: Screenshots
Post by: Seeeeph on January 17, 2016, 12:34:11 am
.
Title: Re: Screenshots
Post by: SCD on January 17, 2016, 12:22:42 pm
That looks really cool, you did a excellent job on it.
Title: Re: Screenshots
Post by: Midna on January 17, 2016, 02:46:58 pm
Does that make whoever drew the Conker sprite... I'm going to say it...

...a Con-ker artist?
Title: Re: Screenshots
Post by: Seeeeph on January 18, 2016, 02:48:08 am
.
Title: Re: Screenshots
Post by: MertHacks on January 19, 2016, 04:20:21 am
So, I am currently working on a SMW Hack. This hack is based on the most known hacks out there - Super Mario Odyssey. BMF (Robert Flory) is the creator of Super Mario Odyssey, which sadly was never finished. I decided to give this feeling back of this polished piece. BMF even was happy, that "someone else has decided to carry the torch, in a sense". Now it's time to get YOUR opinion. I draw ALL of the graphics by myself, also many of them are heavily based on SMO.

What do you say to this background? It includes a very nice parallax scrolling effect aswell. :)

(http://i63.tinypic.com/975ow6.png)
Title: Re: Screenshots
Post by: SunGodPortal on January 30, 2016, 07:51:45 am
I got tired of all of the nonsense and poor formatting in the sprite/items names of Hyrule Magic so I started hacking them.

Before:
(http://i68.servimg.com/u/f68/19/14/94/49/old10.png)

After:
(http://i68.servimg.com/u/f68/19/14/94/49/progre10.png)

I'm not done yet, but the screenshots spreak for themselves really.

Kinda funny to be hacking a hacking program.
Title: Re: Screenshots
Post by: Vanya on January 30, 2016, 06:18:44 pm
Great work. From what I understand, anything that can be done to improve the functionality of HM is a good thing.
Title: Re: Screenshots
Post by: SunGodPortal on January 30, 2016, 09:48:27 pm
Quote
Great work. From what I understand, anything that can be done to improve the functionality of HM is a good thing.

This is pretty much just cosmetic, but it will still help out a lot. There were a good number of sprites that were just labelled with hex numbers and some of the names were just dead wrong. It was also really annoying to place a fireblade or spike roller in one of your dungeons and have no idea which direction it turns or moves (which is an important detail). I'm also doing things to keep the list origanized like putting "(Boss)" in front of all of the boss sprites, "NPC-" in front of all the NPC's, listing things like "Left Pipe" and "Right Pipe" instead with "Pipe" first and then the direction so that all the different variations of it are no longer on opposite ends of the list. There's also a good number of sprites that were not intended to be placed directly in dungeons or the overworld, but (I'm guessing) just stored in the same block of data so the author made the mistake of adding them to the list with all the rest of the sprites. The majority of those simply cannot be used (some could if you were creative though). Things such as that will have a "zz-" placed at the front of their names so that they will appear at the end of the list and out of the way.

Right now I've got my first draft of all of the name changes done, reinsert and all of the formatting has been done so that the list doesn't have bugs. I'll probably go over them one of two more times before I consider it complete. I might even have this finished by tonight.
Title: Re: Screenshots
Post by: Seeeeph on February 02, 2016, 09:27:33 pm
...
Title: Re: Screenshots
Post by: Mari42 on February 05, 2016, 10:25:33 am
Hey everyone. I'm just doing a quick showoff of what I have done my rom hack, so I may not do as much plus I haven't thinking about the title of my hack.  :-\  Sooo... this screenshot below for my progress. XD


(http://i.imgur.com/wzmDByc.png)

(http://i.imgur.com/3vVRXP8.png)

(http://i.imgur.com/fSK3cwU.png)

New bonus level for 1-1  :D

(http://i.imgur.com/2cuh3rx.png)

Preview Level 1-3 leads to water level.

(http://i.imgur.com/Zyajjnz.png)

New tileset for "Anchor away" such as the ground.

(http://i.imgur.com/J6Ggu5c.png)

:D

I know I should've change the palette for the ground, but the status bar is what I am concern about for palette changing. :-\
Title: Re: Screenshots
Post by: PresidentLeever on February 24, 2016, 06:29:58 pm
(http://i.imgur.com/WVigHYX.png?1)

Hey guys, would like to hear your thoughts on the lava pools in this map screen. I was trying to make them look like they're slightly depressed but I'm not sure I got it right.
Title: Re: Screenshots
Post by: magictrufflez on February 25, 2016, 09:00:06 am
Well, I for one think they look good.
Title: Re: Screenshots
Post by: Grimlock on February 27, 2016, 04:35:34 pm

Hey guys, would like to hear your thoughts on the lava pools in this map screen. I was trying to make them look like they're slightly depressed but I'm not sure I got it right.

You lose the depressed look a little with the fade applied at the bottom of the pools.  Specifically you have a darker orange at the bottom.  Leave the darker orange fade all around but not at the bottom might help make them appear deeper (if that's the goal).  It would work as is though if you chose to go with it.
Title: Re: Screenshots
Post by: Seeeeph on February 28, 2016, 04:15:59 pm
.
Title: Re: Screenshots
Post by: Zynk on February 28, 2016, 09:13:04 pm
^(http://i.imgur.com/DbTtuA9.png)
Title: Re: Screenshots
Post by: GHANMI on February 28, 2016, 09:34:04 pm
(http://s11.postimg.org/hzecx3roz/Image3.png)

 ;)

Does Capcom graphical stuff on SNES have some standardized compression library?
That would help me a ton :)
Title: Re: Screenshots
Post by: Grimlock on February 29, 2016, 04:08:29 pm
Just for fun:

Metroid 2 gunship in Metroid 1.

(http://i98.photobucket.com/albums/l247/grimlockarts/MII_Ship_01_zpsxtqw1wpc.png~original)

EDIT: Photo-bucket is apparently having some issues right now...  (Image doesn't appear to be loading)





Title: Re: Screenshots
Post by: Vanya on March 01, 2016, 05:43:32 am
Freakin' awesome!
Title: Re: Screenshots
Post by: Seeeeph on March 01, 2016, 04:48:30 pm
.
Title: Re: Screenshots
Post by: Vanya on March 01, 2016, 07:01:29 pm
Pure awesome.
Title: Re: Screenshots
Post by: Seeeeph on March 02, 2016, 01:23:51 pm
.
Title: Re: Screenshots
Post by: Midna on March 02, 2016, 06:37:56 pm
A pothead Link carrying around "dust", eh?

Why is Conker grey in the bottom-left shot?
Title: Re: Screenshots
Post by: Vanya on March 02, 2016, 07:59:53 pm
Nice! Looks like a completely different game almost.
Title: Re: Screenshots
Post by: Grimlock on March 03, 2016, 08:14:41 am
Purely pure pureness!   :thumbsup:
Title: Re: Screenshots
Post by: MegaEliteGamers on March 03, 2016, 07:09:48 pm
...pothead...
Why is Conker grey?
He's stoned. :laugh: But seriously great shots.
Title: Re: Screenshots
Post by: paul_met on March 06, 2016, 10:21:39 am
Vandal Hearts II (PS1)

(http://i75.fastpic.ru/big/2016/0306/f5/b2856598e578be7282c939a56aaa61f5.png)
(http://i75.fastpic.ru/big/2016/0306/d9/e08315c8fd4c0adf9233128cd8bd48d9.png)
Title: Re: Screenshots
Post by: Special T on March 07, 2016, 08:01:22 am
Nice job. It looks like a few pixels are being cut off on the left and right side of C, G, O, & Q though.
Title: Re: Screenshots
Post by: paul_met on March 07, 2016, 10:09:26 am
Nice job. It looks like a few pixels are being cut off on the left and right side of C, G, O, & Q though.
This is because the image filtering.
Title: Re: Screenshots
Post by: Googie on March 17, 2016, 07:58:11 pm
A Marble Madness hack that I'm working on right now, I'm in the process of changing the level palettes because they're so ugly to me.

(http://img.photobucket.com/albums/v681/QB3CF/MM_zpst7rjuoyv.png)
Title: Re: Screenshots
Post by: Seeeeph on March 18, 2016, 01:17:36 am
.
Title: Re: Screenshots
Post by: justin3009 on March 20, 2016, 10:44:48 am
(http://i63.tinypic.com/14xknlx.png) - Hopefully the BOF2:Retranslation crew doesn't mind that I borrowed the font for a little bit.  Using it as a place holder at the moment until I can get things setup.

This isn't an official project or anything, but I felt like heading back into BOF2 a bit after having that topic up about what to change.  So I decided to add pointless stuff :D


Also ignore the stats.  That's just character modification with the save state I had so it'd work out.
Title: Re: Screenshots
Post by: Special on March 20, 2016, 02:18:12 pm
(http://i63.tinypic.com/14xknlx.png)

I love following your projects, you always do some really impressive stuff, and to some of my all time favorite games too, which makes me always excited to see them. Those portraits are seriously professional looking, literally could've been done by Capcom.

I must say at first glance though, I thought it was that BoF1 project that was being revived. Looking back (Page 24) it was Myria's project. Now I'm sad.
Title: Re: Screenshots
Post by: KingMike on March 20, 2016, 09:22:54 pm
Breath of Fire 1 SNES had a completely different GUI. The GBA version though used the BoF2 GUI, although I think the battle GUI was taken from like BoF4.
(in SNES BoF1 it never told you EXP needed to level-up, neither on the menu nor was there an NPC who would tell you, like in the Dragon Quest games.
Despite that I recall there was an open spot in the stats screen where they could've fit it in :P )
Title: Re: Screenshots
Post by: justin3009 on March 21, 2016, 04:42:16 pm
There's a lot of stuff I'd love to do with the menu and such, but I feel bad in a way because the Retranslation basically did everything I'd want to do to make it pretty, so I almost feel like I'm copying, blegh.

Though, I do wish the BOF1 with Myria was revived.  That was ridiculously gorgeous on all accounts.

I've honestly thought about redoing the menu in BOF2 to have more 'VWF' kind of stuff.. but I feel that would look a bit too clean and possibly clunky for this game unless the entire thing got revamped.
Title: Re: Screenshots
Post by: Seeeeph on March 26, 2016, 11:07:07 pm
...
Title: Re: Screenshots
Post by: Googie on March 29, 2016, 05:13:46 pm
I'm picking up on Super Luigi: The Forgotten Adventure, someone on Facebook asked if I could finish it for his five year old daughter, I just finished editing the first castle. One world down, three more to go...

(http://img.photobucket.com/albums/v681/QB3CF/Snapshot_zpsu9ykb1jc.png)
Title: Re: Screenshots
Post by: Midna on March 30, 2016, 05:58:31 am
That enemy looks like it has a dildo on its head. I'm sorry, it does.
Title: Re: Screenshots
Post by: paul_met on March 30, 2016, 06:30:56 am
Vandal Hearts II (PSX)

(http://i73.fastpic.ru/big/2016/0330/ec/607f9e32e5a671ce88d22298e3e99aec.png)  (http://i73.fastpic.ru/big/2016/0330/3d/8fb87192ebb15006559f72f1824e863d.png)
Title: Re: Screenshots
Post by: Zynk on March 30, 2016, 07:14:16 am
Quote
Hits?
I think that's "height"; abbr. "ht.", comes with that stairs/steps/ladder icons(?)
Title: Re: Screenshots
Post by: enigmaopoeia on March 30, 2016, 07:18:56 am
I think that's "height"; abbr. "ht.", comes with that stairs/steps/ladder icons(?)
Yeah, the manual (http://www.replacementdocs.com/download.php?view.6588) states it means "Height Cost". This is what it states in the manual:
Quote
Ht. Cost: The cost incurred in climbing up to higher levels. The higher the number, the more difficult the level difference is to clear. Be aware that there is a limit to the amount of level difference that can be cleared. No cost is incurred in moving down levels.
Title: Re: Screenshots
Post by: paul_met on March 30, 2016, 08:08:19 am
Zynk Oxhyde, enigmaopoeia - thanks for explanations.
Title: Re: Screenshots
Post by: gadesx on March 30, 2016, 01:08:23 pm
Lufia 3 spanish of Lukas also patched with
Lufia III Text Cleanup Patch of vivify93 and
I made some edits to the icons, I have no idea
about change colours but after try with tilemolester it can be
changed not only black
(http://s11.postimg.org/ktfe24bgj/lufia3esp.jpg)
Title: Re: Screenshots
Post by: Googie on March 30, 2016, 06:02:44 pm
That enemy looks like it has a dildo on its head. I'm sorry, it does.

LMAO! :D

You're the first to say that, everyone else who are beta testing said it looks cool. ^_^
Title: Re: Screenshots
Post by: Grimlock on March 30, 2016, 09:42:51 pm
LMAO! :D

You're the first to say that

But not the first to think it, lol.   :crazy:

Sorry, my first thought was "that enemy doesn't look appropriate for a five year old", followed by reading the blunt honesty that followed one post down...   :D
Title: Re: Screenshots
Post by: toruzz on March 31, 2016, 11:33:20 pm
I finally finished writing the code  :beer:

(http://i.imgur.com/1wRiz3Z.png)
Title: Re: Screenshots
Post by: Gideon Zhi on March 31, 2016, 11:43:41 pm
Holy shit, that looks amazing!
Title: Re: Screenshots
Post by: SunGodPortal on March 31, 2016, 11:48:08 pm
I finally finished to write the code  :beer:

(http://i.imgur.com/AzQEDgt.png)

What game is that?
Title: Re: Screenshots
Post by: toruzz on March 31, 2016, 11:53:55 pm
Holy shit, that looks amazing!
Thank you!

What game is that?
Kaeru no Tame ni Kane wa Naru, a really good Gameboy game.
Title: Re: Screenshots
Post by: SCD on April 01, 2016, 12:39:40 am
I finally finished writing the code  :beer:

(http://i.imgur.com/1wRiz3Z.png)

That looks awesome, excellent job.

It's great to know that you're going to make it look like the cancelled GBC port.

In my opinion you should keep the top part of his head black instead of brown so it would match the rest of his body better, like this quick edit I did of the image:
(http://www.bwass.org/bucket/Edit.png)
Title: Re: Screenshots
Post by: toruzz on April 01, 2016, 05:21:30 pm
That looks awesome, excellent job.

It's great to know that you're going to make it look like the cancelled GBC port.

In my opinion you should keep the top part of his head black instead of brown so it would match the rest of his body better, like this quick edit I did of the image:
(http://www.bwass.org/bucket/Edit.png)
Thank you!  :)

Actually I'm going to change the sprite a bit to make it look closer to the artwork. The final sprite will look like this:
(http://i.imgur.com/HxBeduR.png)

I know that could upset some purists, but IMHO it looks much better that way. I suppose you can't please everyone.
Title: Re: Screenshots
Post by: SCD on April 01, 2016, 08:24:37 pm
Thank you!  :)

Actually I'm going to change the sprite a bit to make it look closer to the artwork. The final sprite will look like this:
(http://i.imgur.com/HxBeduR.png)

I know that could upset some purists, but IMHO it looks much better that way. I suppose you can't please everyone.

That's a cool edit you did on the sprite, you should try editing the head a bit so you can do something like this to it:
(http://www.bwass.org/bucket/Edit1.png)
Title: Re: Screenshots
Post by: toruzz on April 01, 2016, 08:51:53 pm
That's a cool edit you did on the sprite, you should try editing the head a bit so you can do something like this to it:
(http://www.bwass.org/bucket/Edit1.png)
That looks really cool! Unfortunately it has more than 3 colors per tile, so it can't be used :/

BTW, I just finished inserting and implementing the new tile:
(http://i.imgur.com/aoy0ojd.png)
Title: Re: Screenshots
Post by: Sephirous on April 02, 2016, 12:24:19 am
Here is a screenshot of a beta project I did for fun but didn't take it anywhere.

It is reference to the after the credits scene from the movie Super Mario Bros.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/The%20Super%20Koopa%20Cousins/01_zpstydsrcjj.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/The%20Super%20Koopa%20Cousins/01_zpstydsrcjj.png.html)
Title: Re: Screenshots
Post by: SCD on April 02, 2016, 12:42:23 am
That looks really cool! Unfortunately it has more than 3 colors per tile, so it can't be used :/

Thanks. It would be nice if someone can make a GB utility tool that lets you add more than three colors to a tile.

BTW, I just finished inserting and implementing the new tile:
(http://i.imgur.com/aoy0ojd.png)

It looks good, you did a great job on inserting and implementing the new colors to the game.

Title: Re: Screenshots
Post by: SunGodPortal on April 02, 2016, 01:23:23 am
Quote
Thanks. It would be nice if someone can make a GB utility tool that lets you add more than three colors to a tile.

I'm guessing that would then require the ROM to use a special emulator.
Title: Re: Screenshots
Post by: GHANMI on April 02, 2016, 06:23:30 am
Thanks. It would be nice if someone can make a GB utility tool that lets you add more than three colors to a tile.

That's... a hardware restriction inherent to the GBC.
All graphical assets in the ROM are developed around it.
Each palette can only hold three colors plus transparency.
Some developers did hardware tricks to show static images taking advantage of GBC's available thousands of 16-bit colors but it's rarely used (Crystalis GBC, some Telefang screens, and this game's title screen for the cancelled GBC remake) and definitely unworkable here for in-game segments because of the processing load.

There's dithering (can be implemented without any further hacking) but that wouldn't suit the art style of the game that well.
That leaves gradients (kind of like in the GBC Goemon game) which may be possible here.

Some emulators like GBE+ support sprite replacement with a bitmap with as many colors as you like but it's not romhacking the actual ROM anymore.
Title: Re: Screenshots
Post by: vivify93 on April 02, 2016, 07:09:52 am
Lufia 3 spanish of Lukas also patched with
Lufia III Text Cleanup Patch of vivify93 and
I made some edits to the icons, I have no idea
about change colours but after try with tilemolester it can be
changed not only black
(http://s11.postimg.org/ktfe24bgj/lufia3esp.jpg)
Wow, it looks great!
Title: Re: Screenshots
Post by: GHANMI on April 02, 2016, 12:29:13 pm
Lufia 3 spanish of Lukas also patched with
Lufia III Text Cleanup Patch of vivify93 and
I made some edits to the icons, I have no idea
about change colours but after try with tilemolester it can be
changed not only black
(http://s11.postimg.org/ktfe24bgj/lufia3esp.jpg)

Wonderful :D
I'm impressed someone figured out the text compression.
Title: Re: Screenshots
Post by: toruzz on April 02, 2016, 02:18:39 pm
It's great to know that you're going to make it look like the cancelled GBC port.
[...]and this game's title screen for the cancelled GBC remake[...]

Actually those screenshots are just mockups made by fans, no screenshots were released for the GBC remake.
If you look at them closely you'll see that those doesn't respect the GBC limitations.

Source: https://www.unseen64.net/2008/10/03/for-the-frog-the-bell-tolls-remake/ (https://www.unseen64.net/2008/10/03/for-the-frog-the-bell-tolls-remake/)

That's why I'm using the original artwork as the main source.
Title: Re: Screenshots
Post by: Tater Bear on April 02, 2016, 03:28:09 pm
I agree that it looks a little off, when compared to the graphics in that scene. Easiest way to fix it, so it would blend in with the surrounding  graphics, would be to have the outline be brown.
(http://i.imgur.com/Io9nX7w.png)
Title: Re: Screenshots
Post by: toruzz on April 02, 2016, 04:16:42 pm
I agree that it looks a little off, when compared to the graphics in that scene. Easiest way to fix it, so it would blend in with the surrounding  graphics, would be to have the outline be brown.
(http://i.imgur.com/Io9nX7w.png)
Hmm, yeah, it actually looks better. A darker brown for the hair could work too.

I didn't want to open a topic this early into the project, but given the valuable feedback maybe I will  :)
Title: Re: Screenshots
Post by: SCD on April 02, 2016, 11:25:17 pm
I agree that it looks a little off, when compared to the graphics in that scene. Easiest way to fix it, so it would blend in with the surrounding graphics, would be to have the outline be brown.
(http://i.imgur.com/Io9nX7w.png)

That's a good edit.

Actually those screenshots are just mockups made by fans, no screenshots were released for the GBC remake.
If you look at them closely you'll see that those doesn't respect the GBC limitations.

Source: https://www.unseen64.net/2008/10/03/for-the-frog-the-bell-tolls-remake/ (https://www.unseen64.net/2008/10/03/for-the-frog-the-bell-tolls-remake/)

That's why I'm using the original artwork as the main source.

I do remember someone on there mentioned the screens were faked, the person that did those images did a good job of making them look legit. I think I remember there were a couple GBC games that actually bypassed the system's limitations.

Here's my take of what Prince Richard might look like with GBC colors:
(http://www.bwass.org/bucket/Edit2.png)
Title: Re: Screenshots
Post by: Gemini on April 03, 2016, 09:11:04 am
Technically speaking, you can use HBlank to come up with way more sprites than the GBC could do. So yeah, with some reprogramming of the OAM tables a couple of those effects could be possible.
Title: Re: Screenshots
Post by: Lukas on April 03, 2016, 12:55:03 pm
Wonderful :D
I'm impressed someone figured out the text compression.
The translation patch was released long time ago. Te compression... it's only mte. A veeeeery long table, but only mte an dte  :beer:

And made all the work only using Translhextion (http://www.romhacking.net/utilities/219/) line by line  :-[
Title: Re: Screenshots
Post by: toruzz on April 03, 2016, 02:02:53 pm
Technically speaking, you can use HBlank to come up with way more sprites than the GBC could do. So yeah, with some reprogramming of the OAM tables a couple of those effects could be possible.
You mean it's possible to have more than 10 sprites per scanline? How?
Title: Re: Screenshots
Post by: Gemini on April 03, 2016, 02:31:41 pm
Nope, I meant the total: http://bgb.bircd.org/pandocs.htm#lcdoamdmatransfers
I doubt there is a per-scanline solution.
Title: Re: Screenshots
Post by: toruzz on April 04, 2016, 09:58:17 pm
This room was a big pain in the ass. I would have chosen other colors if I could, but I had to use a couple of tricks so every corner was perfectly colored.
(http://i.imgur.com/GO1rftv.png)

Nope, I meant the total: http://bgb.bircd.org/pandocs.htm#lcdoamdmatransfers
I doubt there is a per-scanline solution.
Yeah, it's a shame.
Title: Re: Screenshots
Post by: SCD on April 05, 2016, 03:21:00 am
That looks really good.
Title: Re: Screenshots
Post by: RedComet on April 06, 2016, 02:16:05 pm
(http://archive.rpgclassics.com/subsites/twit/spidey/wip/pre-mysterio/spidey_00000.png) (http://archive.rpgclassics.com/subsites/twit/spidey/wip/pre-mysterio/spidey_00001.png)

Finally getting back around to working on this after almost 3 years. I've only had the translated script since December 2006. >_>
Title: Re: Screenshots
Post by: RetroGameFan9000 on April 06, 2016, 02:48:16 pm
(http://archive.rpgclassics.com/subsites/twit/spidey/wip/pre-mysterio/spidey_00000.png) (http://archive.rpgclassics.com/subsites/twit/spidey/wip/pre-mysterio/spidey_00001.png)

Finally getting back around to working on this after almost 3 years. I've only had the translated script since December 2006. >_>

That game was already been translated in English in 2 days ago.
http://www.romhacking.net/translations/2624/
Title: Re: Screenshots
Post by: Gideon Zhi on April 06, 2016, 03:09:57 pm
Finally getting back around to working on this after almost 3 years. I've only had the translated script since December 2006. >_>

Oh snap it's redcomet
Title: Re: Screenshots
Post by: Gemini on April 06, 2016, 03:12:38 pm
Wheeeeeeee!
Title: Re: Screenshots
Post by: SunGodPortal on April 06, 2016, 03:53:08 pm
Quote
That game was already been translated in English in 2 days ago.

Two translations, actually.
Title: Re: Screenshots
Post by: GHANMI on April 06, 2016, 03:55:35 pm
Two translations, actually.

Or to be precise, a made-up rewrite, followed by a translation.
Title: Re: Screenshots
Post by: RedComet on April 06, 2016, 08:31:42 pm
I was only aware of the "made-up rewrite" patch. Glad to see it finally received a proper translation!

I might release the source code for the VWF + kerning I had done if anyone is interested then.
Title: Re: Screenshots
Post by: Pennywise on April 06, 2016, 11:06:45 pm
If it were me, I would continue to work on it on my own time regardless of whether or not there is another translation. As long as something is technically superior to a previous translation, it's justification enough.
Title: Re: Screenshots
Post by: SCD on April 07, 2016, 12:06:53 am
You should still release it here, you can try naming your English patch something like "The Amazing Spider-Man: Lethal Foes (RedComet Edition)".
Title: Re: Screenshots
Post by: GHANMI on April 07, 2016, 12:42:29 am
For what it's worth, the currently released proper translation isn't without its issues.
The author couldn't repoint the text pointers enough/at all to make room for the longer script so some minor concessions were made during the text insertion. And the English text is too close to the borders of the speech bubbles in part because of said restrictions. It was still a well-done job.

Regardless of all that, there's no reason not to use your translated script from 2006, or Filler's script if he/she's ok with it, and not let your mostly done work go to waste.
Title: Re: Screenshots
Post by: zonk47 on April 07, 2016, 01:09:43 am
Kudos on getting this translated for us to enjoy, but as for further translations... I don't see what the fuss is about. It's Spider-Man, not Xenogears.
Title: Re: Screenshots
Post by: DackR on April 07, 2016, 02:56:26 am
I don't see what the fuss is about. It's Spider-Man, not Xenogears.
Not sure if it was your intention to come off as a troll, but I'll just say that this is a silly comparison. Last I checked Xenogears doesn't have half the fan base of Spider-Man. Not to mention comics, cartoons, blockbuster movies... Maybe it was a joke?  :P

My feeling is that if you are able to improve upon what's out there, I'm sure it will be well received. Looks great so far.
Title: Re: Screenshots
Post by: KingMike on April 07, 2016, 11:04:37 am
I'm sure it was a joke.

Though it is kind of :D to see four people suddenly translating the same game out of nowhere.
Title: Re: Screenshots
Post by: zonk47 on April 07, 2016, 03:52:16 pm
Not sure if it was your intention to come off as a troll, but I'll just say that this is a silly comparison. Last I checked Xenogears doesn't have half the fan base of Spider-Man. Not to mention comics, cartoons, blockbuster movies... Maybe it was a joke?  :P

My feeling is that if you are able to improve upon what's out there, I'm sure it will be well received. Looks great so far.

No, I was just saying that Spider Man is a pretty straightforward brainless beat'em-up kind of comic. You see the villain... he's not gonna say anything other than, "I'm going to take over this city Spiderman, and you can't stop me!" And then you fight. I mean really a Youtube let's play of this game could be executed pretty handily -- and faithfully -- without knowing a lick of Japanese. All you have to know about is the tiny little selection of constantly recurring characters in the comics.
Title: Re: Screenshots
Post by: Isao Kronos on April 08, 2016, 08:58:59 pm
the vast spiderman conspiracy
Title: Re: Screenshots
Post by: justin3009 on April 08, 2016, 09:48:12 pm
(http://oi66.tinypic.com/n3qgpt.jpg)

Testing putting in a VWF into another game.  This time, Breath of Fire 2.  I've improved the routine a bit but need to shrink it down some still.  Works a lot more nicely than my first attempt in Sailor Moon SuperS - Fuwa Fuwa Panic.
Title: Re: Screenshots
Post by: Tater Bear on April 11, 2016, 11:07:59 pm
This room was a big pain in the ass. I would have chosen other colors if I could, but I had to use a couple of tricks so every corner was perfectly colored.
(http://i.imgur.com/GO1rftv.png)

Can you post the before pic? I am curious to see the tricks you had to implement.
Title: Re: Screenshots
Post by: Zynk on April 12, 2016, 03:37:27 am
I just can't help myself  >:D
(http://i.imgur.com/ZTb0uEO.png)
Title: Re: Screenshots
Post by: toruzz on April 12, 2016, 05:43:15 pm
Can you post the before pic? I am curious to see the tricks you had to implement.
This is the most recent version:

(http://i.imgur.com/7AmU0PB.png)

You can see how I used the coin's palette on the walls, that the bench's shadow is the same color as the ground, etc.
Title: Re: Screenshots
Post by: Sam Atoms on April 12, 2016, 06:03:59 pm
This is the most recent version:

(http://i.imgur.com/7AmU0PB.png)

You can see how I used the coin's palette on the walls, that the bench's shadow is the same color as the ground, etc.

Ah, looks like the coin icon was given more coin-like colors.  I had meant to suggest that  :)
Title: Re: Screenshots
Post by: toruzz on April 12, 2016, 06:13:08 pm
Ah, looks like the coin icon was given more coin-like colors.  I had meant to suggest that  :)
That wasn't the correct palette, I had to wrote a routine to switch that tile's palette at the correct time  :)
Title: Re: Screenshots
Post by: Googie on April 20, 2016, 05:10:34 pm
I'm just figuring out on how to use KALE, it took a while but I think I'm getting the hang of it. When I get the first level done, I'll post a YouTube video...

(http://img.photobucket.com/albums/v681/QB3CF/kirbyromhack_zps1ojqprnp.png)
Title: Re: Screenshots
Post by: SunGodPortal on April 21, 2016, 02:01:40 am
I'm just figuring out on how to use KALE, it took a while but I think I'm getting the hang of it. When I get the first level done, I'll post a YouTube video...

(http://img.photobucket.com/albums/v681/QB3CF/kirbyromhack_zps1ojqprnp.png)

If you're going to do a Kirby hack make sure that it's really hard. Kirby games are too easy.
Title: Re: Screenshots
Post by: Googie on April 21, 2016, 02:31:54 pm
If you're going to do a Kirby hack make sure that it's really hard. Kirby games are too easy.

Alright cool, I found a wiki of the list of the enemies (http://kirby.wikia.com/wiki/Category:Enemies_in_Kirby's_Adventure) since I only beat this game once years ago since I can't see 'em in the editor. Once I do that and see how they operate again it's on. Thanks for the suggestion... ;)
Title: Re: Screenshots
Post by: Seeeeph on April 24, 2016, 02:16:12 pm
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Title: Re: Screenshots
Post by: Revenant on April 24, 2016, 07:57:11 pm
Oh hey, finally another KALE user

I guess I should work on the editor a little more at some point.
Title: Re: Screenshots
Post by: Googie on April 25, 2016, 01:02:29 pm
Seeeeph It's cool, we go way back. :beer:

Revenant If you do, that'll be cool. Let's keep in contact, man. I want you to be apart of this project. :thumbsup:
Title: Re: Screenshots
Post by: Seeeeph on April 27, 2016, 08:08:19 pm
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Title: Re: Screenshots
Post by: filler on May 04, 2016, 09:12:44 pm
Regardless of all that, there's no reason not to use your translated script from 2006, or Filler's script if he/she's ok with it, and not let your mostly done work go to waste.

You're welcome to use/modify the translation I made. http://www.romhacking.net/forum/index.php/topic,20556.msg301155.html#msg301155
Title: Re: Screenshots
Post by: Gemini on May 07, 2016, 09:13:43 pm
Breezing through Mizzurna Falls as the stream goes:
(http://i.imgur.com/Wf1NsoS.png) (http://imgur.com/WcwPlSJ.png) (http://imgur.com/JVtJkj9.png)
(http://imgur.com/aUgnpPa.png) (http://imgur.com/uFUyywI.png) (http://imgur.com/i85uAyO.png)
Title: Re: Screenshots
Post by: Lentfilms on May 11, 2016, 10:51:52 am
Those Mizzurna Falls screenshots look mighty fine.  :)
Title: Re: Screenshots
Post by: shadow501 on May 14, 2016, 06:40:59 pm
Look what I found while I use debug mode ?

(http://i.imgur.com/WHaAgej.png)
Title: Re: Screenshots
Post by: justin3009 on May 14, 2016, 08:35:00 pm
(http://i67.tinypic.com/2hzls3o.png) - Not much to show on this as it looks ungodly similar to the BOF2: Retranslation as of right now.

The biggest change on this menu thus far is underlying.

The menu did not allow use of Layer 1 whatsoever.  Layer 2 was the dragon tile background and Layer 3 was the text.  I've rewritten some routines and fixed a few things so now the dragon tiles are now Layer 1, Layer 2 is completely blank and ready to be used and Layer 3 is still the menu boxes/text!  This just allows for a little extra fun for various features later on.  Though, I'm planning to completely rip the menu code apart so the menu can have a fade in/fade out effect along with everything being more organized code wise.  I plan to have each bit of text be separate pointers for better customization and for easier handling.  Right now, Items, Spell, Equip etc.. is all one gigantic text string.  I'd prefer to have multiple pieces of code loading them as separate strings.

Anyhow, I'm not trying to clone the retranslation project by any means but a lot of their aesthetics are probably the best looking ones that I can think of currently.  Though, I definitely plan to rework the menu entirely to be similar to the later games if possible.  The menu WILL have to be reworked regardless due to the addition of Patty as a PC and another optional character or two later on.
Title: Re: Screenshots
Post by: Seeeeph on May 16, 2016, 02:20:32 am
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Title: Re: Screenshots
Post by: MegaEliteGamers on May 16, 2016, 10:56:50 am
:o I just lost control of my bodily functions.
Title: Re: Screenshots
Post by: Midna on May 16, 2016, 11:35:40 am
"Drugs Emporium" sounds a bit clunky to me. I think a non-plural "Drug Emporium" would work better.
Title: Re: Screenshots
Post by: Seeeeph on May 16, 2016, 05:42:22 pm
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Title: Re: Screenshots
Post by: theflyingzamboni on May 16, 2016, 06:11:08 pm
As in a "Drug Store"?

Well Tingle is actually selling drugs. Not too sure if there's a difference between the two being that english isnt my mother tongue.
You're basically right. A drug store would be a place with a pharmacy and a small mart.  Drugs Emporium is funny because it's like that, except it implies illegal drugs. Just go down to the corner mart to get all your drugs lol. So if it's supposed to be funny, it's good as is. Wouldn't make much sense played straight though, since that's not really the kind if thing you advertise.  :P
Title: Re: Screenshots
Post by: DSwizzy145 on May 16, 2016, 07:33:22 pm
Breezing through Mizzurna Falls as the stream goes:
(http://i.imgur.com/Wf1NsoS.png) (http://imgur.com/WcwPlSJ.png) (http://imgur.com/JVtJkj9.png)
(http://imgur.com/aUgnpPa.png) (http://imgur.com/uFUyywI.png) (http://imgur.com/i85uAyO.png)

:o I.. can't speak anymore words as to how excited i am to see someone translate this lost gem!! :crazy: awesome dude! can't wait to try this out very soon on my soft modded PS2!
Title: Re: Screenshots
Post by: Tsukiyomaru0 on May 21, 2016, 05:33:34 am
This is the most recent version:

(http://i.imgur.com/7AmU0PB.png)

You can see how I used the coin's palette on the walls, that the bench's shadow is the same color as the ground, etc.
While I'm excited to see that done, it makes me wonder if you have interest in Final Fantasy Adventure, specially because the iOS/Android remake gives us the colors we need.
Title: Re: Screenshots
Post by: justin3009 on May 22, 2016, 04:03:21 pm
(http://oi64.tinypic.com/123mdlj.jpg)

Turns out this is pretty easy to activate.  The only hard work technically is adding one tiny bit of extra data for the fade screen, moving the pointers and then reassinging the extra pointers.  All of this data still exists within the ROM and is even translated as seen, just goes unused due to it being skipped.

I can see why they cut it though, having all that extra data on the character and then this HUUUGEE mass of text.  It HAS to wipe the entire data before hand otherwise it will not work properly.  Though, really interesting to see all of this working fully.
Title: Re: Screenshots
Post by: Seeeeph on May 25, 2016, 01:13:14 am
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Title: Re: Screenshots
Post by: Zynk on May 26, 2016, 11:58:53 pm
I just made E-z to Easy  ;D

(http://i.imgur.com/iGwQgJt.png)
Title: Re: Screenshots
Post by: RetroRain on May 27, 2016, 02:06:17 am
I'm doing some ROM hacking, but I'm doing it in small increments as to not burn myself out.  I went to the doctor to have my eyes checked, and my eyes are fine.  So whatever it was that I was doing, it was from too much focus on the computer.  So now I only do things for smaller periods of time.

Anyway, one of the things I always wanted to, which to this day I still have not done, is make a complete hack (levels, graphics, music, ASM, etc.).  So, I started this hack about a month ago.  I don't have a title for it yet, but it's a Megaman 2 hack.

Pics from Toxic Man Stage:

(http://i16.photobucket.com/albums/b26/EXbox/megaman2_a_zpscijwyxme.png)

(http://i16.photobucket.com/albums/b26/EXbox/megaman2_b_zpstbv6zhyk.png)

(http://i16.photobucket.com/albums/b26/EXbox/megaman2_c_zpsk6spyuoi.png)

(http://i16.photobucket.com/albums/b26/EXbox/megaman2_d_zpsducrzrvb.png)

I want to try to put the Toxic Seahorse theme in.  I'm not good with music, but I'm going to see if I can compose something.  If anyone wants to help with the music, that would be awesome.  You'll be put in the credits as my music guy! :)
Title: Re: Screenshots
Post by: hyakulegger on May 27, 2016, 02:50:28 am
I'm doing some ROM hacking, but I'm doing it in small increments as to not burn myself out.  I went to the doctor to have my eyes checked, and my eyes are fine.  So whatever it was that I was doing, it was from too much focus on the computer.  So now I only do things for smaller periods of time.

Anyway, one of the things I always wanted to, which to this day I still have not done, is make a complete hack (levels, graphics, music, ASM, etc.).  So, I started this hack about a month ago.  I don't have a title for it yet, but it's a Megaman 2 hack.

Pics from Toxic Man Stage:

(http://acmlm.kafuka.org/uploader/get.php?id=5057)

(http://acmlm.kafuka.org/uploader/get.php?id=5058)

(http://acmlm.kafuka.org/uploader/get.php?id=5059)

(http://acmlm.kafuka.org/uploader/get.php?id=5060)

I want to try to put the Toxic Seahorse theme in.  I'm not good with music, but I'm going to see if I can compose something.  If anyone wants to help with the music, that would be awesome.  You'll be put in the credits as my music guy! :)

Did someone say music guy?

Do you need original music, or Toxic Seahorse's theme in NES tune? And which format?
Title: Re: Screenshots
Post by: Zynk on May 27, 2016, 03:37:24 am
Anyway, one of the things I always wanted to, which to this day I still have not done, is make a complete hack (levels, graphics, music, ASM, etc.).  So, I started this hack about a month ago.  I don't have a title for it yet, but it's a Megaman 2 hack.
Toxic Man
You are making OC Robot Masters? Do you need with any help with those?
Title: Re: Screenshots
Post by: RetroRain on May 27, 2016, 04:16:11 am
Did someone say music guy?

Do you need original music, or Toxic Seahorse's theme in NES tune? And which format?
I would love to have the Toxic Seahorse theme for my level, in NES tune of-course.  Format, doesn't the NES just have one format, NSF?

Have you ever composed Megaman 2 music before?  I believe infidelity did a full documentation on Megaman 2's music format.

You are making OC Robot Masters? Do you need with any help with those?
I might need help with sprite work, since I'm not good at pixel art.

I'm not sure if I'm using Heat Man or Bubble Man as Toxic Man.  I was thinking about modifying the Bubble Lead weapon, to be something more like Acid Burst, in which it bounces as it moves, or naming it Acid Bubble.

You know how Heatman shoots out those 3 flames at the same time?  I was thinking about having him shoot out 3 Bubble Leads (Acid Burst) at once, or if I have Bubbleman be Toxic Man, I'd just have to get rid of his swimming properties, and change his movements.
Title: Re: Screenshots
Post by: hyakulegger on May 28, 2016, 12:42:57 am
I would love to have the Toxic Seahorse theme for my level, in NES tune of-course.  Format, doesn't the NES just have one format, NSF?

Have you ever composed Megaman 2 music before?  I believe infidelity did a full documentation on Megaman 2's music format.
I might need help with sprite work, since I'm not good at pixel art.

I'm a total noob at everything except writing music with Fruity Loops, so you tell me.
I think I'm fairly good at pixelart though. See the Mega Man ones there --> http://caca.t15.org .
Title: Re: Screenshots
Post by: Midna on May 28, 2016, 03:44:35 am
Making new music for an NES game isn't as easy as either of you seem to think it is. That said, I think there's an annotated disassembly of the music format used in the first two Mega Man games, so if you're patient and good with a hex editor, you could still turn something out.
Title: Re: Screenshots
Post by: hyakulegger on May 29, 2016, 09:55:06 am
blah
Barely have an idea of what you're talking about.

I just make music/pixels (and nothing else). They want that? I'll give them that. The rest is your problem.
Title: Re: Screenshots
Post by: SunGodPortal on May 29, 2016, 03:32:51 pm
Quote
I just make music/pixels (and nothing else). They want that? I'll give them that. The rest is your problem.

It's starting to sound like your problem if it is standing in the way of your ultimate goal.
Title: Re: Screenshots
Post by: hyakulegger on May 29, 2016, 11:44:27 pm
your ultimate goal.

Not my hack.
Title: Re: Screenshots
Post by: MathUser2929 on May 29, 2016, 11:48:30 pm
While I'm excited to see that done, it makes me wonder if you have interest in Final Fantasy Adventure, specially because the iOS/Android remake gives us the colors we need.

I ain't about to ask him to start another project, but that's a great idea. Imagine seeing rabites and mushbooms in color.
Title: Re: Screenshots
Post by: justin3009 on May 30, 2016, 07:15:35 pm
(http://i66.tinypic.com/5lw1fb.png)

The image has been seen before, sorta, but with every new portrait I had in the game included.  The difference with this one is now Kid Bosch 'legitimately' joins the party when you're Kid Ryu.  He technically did but they didn't include the actual party byte being written so he was there but not there at the same time.  Now, he is fully there in the screen using Adult Bosch's stats (Much like Kid Ryu) but also using his equipment, which I hope to change to make it more authentic.

The big deal with this is that this is ALSO including the entirety of the PC stats being moved!  All PC stats started at 7E:51E0, but I altered it heavily so now it's moved back to 7E:5140 allowing for a couple more characters and spell tables.  The problem with that is I had to cut out the bank entirely to make this fit, although, your inventory count will have increased stacks being 15 instead of 9 but also being able to hold 96 items instead of 48.

As of right now, New Game, Saving, Loading, Battle and most events SHOULD properly work with the new PC stat location.  I can guarantee that I missed quite a few though.

Also, with how I moved all the battle sprites and animation data around, I've also 'technically' added in animations for Kid Ryu to use Spells.  He was not capable of that as there was no animation so it'd break the game, now he just uses his 'Defend' stance as a spell animation so no more breaking for him!.. that or it was items.  One of the two anyway would break upon use but now that's fixed.

And sadly, no, Kid Bosch has no battle sprites present.  His sprite set was used for the 'Zombie' status.  Although I'm not against making sprites for his kid form, it seems rather moot when he's not playable beyond the beginning.
Title: Re: Screenshots
Post by: MathUser2929 on June 01, 2016, 02:20:36 pm
What you guys think of my palette for a classic-ish style simon in CV4?

(http://i1320.photobucket.com/albums/u533/MathUser2929/Super%20Castlevania%20IV%20CV1%20FontIcons%20U%20002_zpsa6jrbtwb.png)
Title: Re: Screenshots
Post by: Gemini on June 01, 2016, 07:46:34 pm
Armor and skin blend too much, it's almost hard to tell what he's wearing. More contrast would help.
Title: Re: Screenshots
Post by: sics on June 03, 2016, 05:32:08 pm
Hi I want to share three IPS that complement translations Ninja Gaiden for the NES....
(http://www.bwass.org/bucket/NG 1 - 001.png)(http://www.bwass.org/bucket/NG 1 - 000.png)
(http://www.bwass.org/bucket/NG 2 - La espada oscura del caos - 001.png)(http://www.bwass.org/bucket/NG 2 - La espada oscura del caos - 002.png)(http://www.bwass.org/bucket/NG 2 - La espada oscura del caos - 000.png)
(http://www.bwass.org/bucket/NG 3 - La antigua nave de la perdicion - 001.png)(http://www.bwass.org/bucket/NG 3 - La antigua nave de la perdicion - 000.png)
                            -click image to enlarge-

(http://www.bwass.org/bucket/D1.png) Ninja Gaiden Pack (IPS).7z (http://www.bwass.org/bucket/Ninja Gaiden (Esp).7z)
   ...If anyone is interested in sharing ips.
Title: Re: Screenshots
Post by: MathUser2929 on June 03, 2016, 07:04:08 pm
Oh, you translated them all the espanol. I thought you made a compilation ROM with all 3 games on it. Well, you should submit your translation ROM to the site.
Title: Re: Screenshots
Post by: sics on June 03, 2016, 09:09:05 pm
Oh, you translated them all the espanol. I thought you made a compilation ROM with all 3 games on it. Well, you should submit your translation ROM to the site.

 Ops sorry for the confusion, about presenting the roms really prefer that add to the already existing translations or be used as a basis for other work, but I'm also too lazy to communicate with relevant people.  :laugh:
Title: Re: Screenshots
Post by: justin3009 on June 11, 2016, 02:42:44 pm
(http://oi67.tinypic.com/29f9ngh.jpg)
In my quest to alter the damned menu of this game, I figured the best way to make use of all layers is to make a sprite pointer instead of having the Tile Map update consistently every time you move your cursor.  This will save a lot of VRAM issues and what not.

Technically I could've made a very specific routine that updated only a 'tiny' portion of the tile map as you moved buuuuut I figured this would be a good way to see about adding a new sprite to the screen.  Albeit nothing on this menu is anywhere near final, I figured it'd be a good start to try to get SOMETHING in as a place holder.

Edit: It took basically all day to get everything properly setup but now the sprite still displays and does nothing, blah blah.  The HDMA now only affects Layer 1 instead of Layer 2 like it was trying to do.  Layer 2 and Layer 3 are now both usable for text!  I borrowed a routine from Chrono Trigger that copies the font into another part of VRAM by spacing out the letters a bit more thus making it look right when it's set to 4bpp.  This way the menu can have fancy background graphics and have Layer 2 be used for extra text!
Title: Re: Screenshots
Post by: Seeeeph on June 12, 2016, 01:38:30 am
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Title: ###
Post by: FCandChill on June 12, 2016, 03:01:37 pm
 Comment removed because reasons...
Title: Re: Screenshots
Post by: SunGodPortal on June 12, 2016, 03:36:41 pm
Quote
Is this typo on purpose?

Probably not. Seph is from Canada and I believe English is not his first language. I don't blame him for making such a mistake though. English is one of many languages that don't make a whole lot of sense.
Title: Re: Screenshots
Post by: Seeeeph on June 12, 2016, 05:50:18 pm
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Title: Re: Screenshots
Post by: I.S.T. on June 12, 2016, 06:04:39 pm
(http://oi67.tinypic.com/29f9ngh.jpg)
In my quest to alter the damned menu of this game, I figured the best way to make use of all layers is to make a sprite pointer instead of having the Tile Map update consistently every time you move your cursor.  This will save a lot of VRAM issues and what not.

Technically I could've made a very specific routine that updated only a 'tiny' portion of the tile map as you moved buuuuut I figured this would be a good way to see about adding a new sprite to the screen.  Albeit nothing on this menu is anywhere near final, I figured it'd be a good start to try to get SOMETHING in as a place holder.

Edit: It took basically all day to get everything properly setup but now the sprite still displays and does nothing, blah blah.  The HDMA now only affects Layer 1 instead of Layer 2 like it was trying to do.  Layer 2 and Layer 3 are now both usable for text!  I borrowed a routine from Chrono Trigger that copies the font into another part of VRAM by spacing out the letters a bit more thus making it look right when it's set to 4bpp.  This way the menu can have fancy background graphics and have Layer 2 be used for extra text!

Couple of dumb questions.

1. Is this compatible with the re-translation?

2. Any chance you could double the XP and gold like the GBA version?
Title: Re: Screenshots
Post by: justin3009 on June 12, 2016, 06:46:23 pm
1. Unfortunately no. I've been ok'd to use a couple things from it but the data usage is vastly different and I don't want to use their project as a base when the end goals are completely different.

2. Everything will be heavily rebalanced. There's going to be a lot of changes to the battle system and such so things will have to changed heavily.
Title: Re: Screenshots
Post by: SunGodPortal on June 12, 2016, 07:12:35 pm
Quote
Is ''A hack by SePH'' the correct way to say it in this case?
Or should it just says ''Hack by SePH''

Yeah. A hack by Seph.
Title: Re: Screenshots
Post by: KingMike on June 12, 2016, 10:05:30 pm

Is ''A hack by SePH'' the correct way to say it in this case?
Or should it just says ''Hack by SePH''

"an" is used before a vowel sound, otherwise "a"
Title: Re: Screenshots
Post by: Seeeeph on June 13, 2016, 02:21:42 am
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Title: Re: Screenshots
Post by: magictrufflez on June 14, 2016, 10:54:29 pm
1. Unfortunately no. I've been ok'd to use a couple things from it but the data usage is vastly different and I don't want to use their project as a base when the end goals are completely different.

2. Everything will be heavily rebalanced. There's going to be a lot of changes to the battle system and such so things will have to changed heavily.

I'm very interested in what you're planning to rebalance--BoF2 is my favorite game, and there are some well documented problems I'd love to see fixed!

Although, like IST, I would love to see something compatible with the retranslation, I can live if the other stuff it worth it! (The hacked menu screen does look lovely though)
Title: Re: Screenshots
Post by: justin3009 on June 15, 2016, 12:15:27 pm
I'm very interested in what you're planning to rebalance--BoF2 is my favorite game, and there are some well documented problems I'd love to see fixed!

Although, like IST, I would love to see something compatible with the retranslation, I can live if the other stuff it worth it! (The hacked menu screen does look lovely though)

I'm partially working right now at the moment to remedy some of the games natural bugs.  This is the only one I've gotten rid of so far:

Quote
When you try to 'Swch' a priceless item at an equipment shop, the game crashes.
The only reason why it crashes is because the string the English version used was just a tad too long.  If they cut it down a few words it wouldn't have crashed.

Seny giving no bonus is an easy fix and I'll work on that a bit later once I'm tweaking the Shaman system a bit more.

As for the rebalancing.. basically everything in the end.  Enemy stats, PC stats, weapons, items, spell damage, etc.. will have to be altered for what's in mind.  One thing I CAN confirm though is that the 'Dragon System' will not be just a spam Ryu with AP healing items and do 999 damage.  I'm aiming to make it more of a controllable character with it's own stats ALA BOF3/BOF4.  How that'll be implemented is still in question though we have an idea.

Thank ya for the comment on the menu, though, it'll look nothing like that when it's done :P
Title: Re: Screenshots
Post by: Maeson on June 15, 2016, 12:58:04 pm
Good luck with your BOF2 project!  I've been tinkering with BoF2 lately too.

I changed characters (stats gains and spells, so the less useful characters are more fun to use), touched a little the shaman bonuses, increased the exp and money enemies give (But not double, as it makes the game feel inconsistent, at least for me, when I tried it a long time ago, you level too fast), and buffed enemies somewhat to make up for faster level ups. Also changed the cost of spells and some pieces of equipment here and there.

Simple stuff overall. I'm yet to give it a full test playthrough to see how everything goes together, though. Like whatever else I do is just for personal fun, so I don't know if what I changed will be fun for others yet.

What I didn't find was the spell damage. I'm still a filthy casual in rom hacking regards after all.
Title: Re: Screenshots
Post by: magictrufflez on June 19, 2016, 11:21:12 am
For the record, I'd definitely be interested in any BoF2 rebalance, especially if it's somehow compatible with the retranslation.

And as long as the original level of difficulty is still there--it still blows my mind how hard that game is, no matter how many times I play it and how much I know about it.  I'm not sure how much I'd enjoy an "easytype" version...
Title: Re: Screenshots
Post by: Maeson on June 19, 2016, 12:24:28 pm
Well, the hack I made seems to be compatible with the retranslation (I played certain sections of the game, like from the beginning until you meet Jean/Tapeta, for example) and worked absolutely fine, but you need to do a little something before.

You must have an (an or a?) SRAM file already created after you install the retranslation patch, but before you install the "rebalance" patch. That's because the first time the retranslation boots up, it checks the game to see if everything is "how it should be". But if it tries to make the check with the hack patched, it will show you an error because it doesn't match what the check expects...

Now, if it makes the check before, and you later install the patch everything will work. If you had an existing SRAM File it should be okay too.

So yeah, it's compatible, but the check kinda annoys you a little before starting. I guess any "rebalance" hack should be okay as long as you don't move things around.

Easytype hacks are those where characters start maxed out, or just reduced difficulty in general?

I could understand the second ones if a game is hard to the point of most people not wanting to get into it.
Title: Re: Screenshots
Post by: magictrufflez on June 19, 2016, 05:04:48 pm
Oh, I don't hold it against people who find the game too difficult and want it to be a bit easier (even with the million times I've played it, Infinity still gives me trouble the first time down), I would just rather not have a hack that severely weakens monsters or really buffs up the players.

One thing that I think could stand to be removed to slightly increase the difficulty is giant monster island, but that's just IMO.
Title: Re: Screenshots
Post by: Maeson on June 19, 2016, 05:47:12 pm
My comment was in general, not just for this game, and don't worry, each one has his own way to see difficulty.

Well in practice by test playing a little what I have made, making the game less grindy by increasing the exp and money also made the game to feel quite a bit less challenging, that's why I also beefed up the enemies a percentage of their oiginal stats.

About buffing the player... Hmmm I made characters better,  (For example Jean and Sten got some big improvements so people may want to use them now, and I also gave Ryu some offensive spells just because I get a kick out of it, lol), but I didn't go too far, or at least as stat numbers go it doesn't seem so (I'll have to see as I testplay).

I also made some changes to the shamans so they change the character instead of just "improve them" in the case of transformations.

For example, Jean transformation gives him a boost on attack and doubles his not very high speed at the cost of defense and AP. That way I try to make the normal characters feel useful and depending on what you want them to do you may prefeer to stay in a normal form.

Transformed Jean is a faster, more offensive physical warrior, while normal Jean can endure more pain and be a better caster by having more AP to attack or support the team.

I don't know if others will like that, but I for one find it more interesting. "Rebalancing" is another very subjective thing too.
Title: Re: Screenshots
Post by: justin3009 on June 19, 2016, 08:06:01 pm
(http://oi65.tinypic.com/1ifk2x.jpg)
Another little update.  I've removed the HDMA effect in favor of having Layer 1 now be the Wood background tiles and also the window tiles as well.  This effectively allows a nice background when needed and also windows to look pretty as well.  No need for a colored HDMA to enhance it anymore!

Obviously none of this is final at all.  It's using Breath of Fire 4's tiles at the moment and rather incomplete as well.  The 'filling' inside the boxes is not correctly setup as it repeats the same one instead of having the four separate tiles setup properly.  The sides also have two separate tiles to use as well so that's not done correctly either.

Either way I'm going to end up completely redoing the window routine to allow for such a usage just so things can be properly setup in full detail once I can figure out a design scheme that'd fit this game well.  Might need a little help on that honestly.  Same goes with the background itself behind the boxes.  I might just go Breath of fire 3 style and have it be pure wood, though that feels rather lazy.  I'd prefer to completely avoid any 'full cast' kind of thing as that's just not going to work with this.

Also now, Layer 1 has it's own RAM location that can be modified and sent to VRAM now as well in the menu.  Layer 3 is 7E:2000, Layer 2 is 7E:2800 and Layer 1 is 7E:4000.
Title: Re: Screenshots
Post by: Seeeeph on June 21, 2016, 03:36:10 pm
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Title: Re: Screenshots
Post by: KingMike on June 21, 2016, 08:18:25 pm
I that toxic world shrine a PlayStation?  :o
Title: Re: Screenshots
Post by: Seeeeph on June 21, 2016, 09:08:13 pm
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Title: Re: Screenshots
Post by: Chaos Rush on June 23, 2016, 07:32:37 pm
(http://i.imgur.com/Y70jUvG.png)

Started working on a text editor for Final Fantasy III. Very barebones at the moment, but progress is going smoothly since I'm reusing a lot of code from my Final Fantasy II text editor (here's a link to my FFII text editor in case anyone is curious: http://www.romhacking.net/utilities/1171/).
Title: Re: Screenshots
Post by: GHANMI on June 24, 2016, 02:48:32 pm
(http://i.imgur.com/Y70jUvG.png)

Started working on a text editor for Final Fantasy III. Very barebones at the moment, but progress is going smoothly since I'm reusing a lot of code from my Final Fantasy II text editor (here's a link to my FFII text editor in case anyone is curious: http://www.romhacking.net/utilities/1171/).

Might be better with a fixed width font, or even better, an interactive preview using the in-game font.
Title: Re: Screenshots
Post by: Sephirous on June 26, 2016, 01:25:23 am
Hey,

I put the Glowing Cross into the American Castlevania III.
Not sure where I am going with this yet.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/04_zpsxy0gmomb.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/04_zpsxy0gmomb.png.html)
Title: Re: Screenshots
Post by: Chaos Rush on June 28, 2016, 01:19:31 am
So FF3's text engine has a byte that lets you move an entire row of text up by 8 pixels... Which allows me to do this:
(http://i.imgur.com/aYCFX1Y.png) (http://i.imgur.com/WFBJw2D.png)
Title: Re: Screenshots
Post by: SCD on June 28, 2016, 01:28:16 am
I'm working on a hack for Thunder Pro Wrestling Retsuden for the Sega Genesis that would make it look more like the PC-Engine Fire Pro Wrestling games, here are before and after screenshots:

Before:
(http://www.bwass.org/bucket/Before.png)

After:
(http://www.bwass.org/bucket/After.png)
Title: Re: Screenshots
Post by: Seeeeph on June 28, 2016, 05:15:52 am
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Title: Re: Screenshots
Post by: MathUser2929 on June 28, 2016, 06:24:26 am
Didn't that used to be a Conker game? What happened with that?
Title: Re: Screenshots
Post by: SunGodPortal on June 28, 2016, 02:55:49 pm
Quote
Didn't that used to be a Conker game? What happened with that?

It's still a Conker game.
Title: Re: Screenshots
Post by: Seeeeph on June 28, 2016, 04:49:13 pm
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Title: Re: Screenshots
Post by: Gideon Zhi on June 29, 2016, 01:59:32 am
So FF3's text engine has a byte that lets you move an entire row of text up by 8 pixels... Which allows me to do this:
(http://i.imgur.com/aYCFX1Y.png)

You'll want to be careful with that. Just because you CAN do something doesn't mean you should; text bunched up like that can be hard to read.
Title: Re: Screenshots
Post by: resq on June 29, 2016, 02:18:26 am
Hey,

I put the Glowing Cross into the American Castlevania III.
Not sure where I am going with this yet.

(http://i1073.photobucket.com/albums/w381/The-One-Winged-Angel/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/04_zpsxy0gmomb.png) (http://s1073.photobucket.com/user/The-One-Winged-Angel/media/Castlevania%20III%20-%20Draculas%20Curse%20Rated%20M%20Edition/04_zpsxy0gmomb.png.html)

Pretty!

Maybe you could make a whole game hack out of stuff like that. Castlevania III: Christianity? I mean not necessarily a spoof hack but just a thought.  :P
Title: Re: Screenshots
Post by: Chaos Rush on June 29, 2016, 11:53:39 pm
I'm gonna make a new English translation of Final Fantasy III, using the DS translation where applicable, and translating the original Famicom text myself if the line differs between JP FF3 Famicom and JP FF3 DS. I've also got the MMC5 patch working with loading text from new PRG banks, so I won't have to worry about free space so much like I had to with my FFII retranslation.

Anyhow, here's the intro:
(http://i.imgur.com/gGgQhFG.png) (http://i.imgur.com/XJcoOI2.png)
I took Gideon Zhi's suggestion and decided not to do single-spaced lines in the intro, as a result I had to move the third paragraph onto the second page. The first three paragraphs were taken straight from the DS version, while the last two paragraphs on the second page were translated from scratch by me.

Also here's the new text editor that I developed specifically for this project:
(http://i.imgur.com/8DquMhK.png)
(ignore the scroll bars in the text preview, as its size was configured based on the over-world dialogue box, which has less room than the text used in the intro, which is the message I have displayed in the screenshot).

I'm not going to start my own topic yet, I'll wait until I make significant progress on this.
Title: Re: Screenshots
Post by: KillerBob on July 01, 2016, 12:34:21 pm
I'm gonna make a new English translation of Final Fantasy III, using the DS translation where applicable, and translating the original Famicom text myself if the line differs between JP FF3 Famicom and JP FF3 DS. I've also got the MMC5 patch working with loading text from new PRG banks, so I won't have to worry about free space so much like I had to with my FFII retranslation.
Sounds fantastic!  :thumbsup:

Anyhow, here's the intro:
(http://i.imgur.com/gGgQhFG.png) (http://i.imgur.com/XJcoOI2.png)
I took Gideon Zhi's suggestion and decided not to do single-spaced lines in the intro, as a result I had to move the third paragraph onto the second page. The first three paragraphs were taken straight from the DS version, while the last two paragraphs on the second page were translated from scratch by me.
Looks very promising, agree with Gideon's advice. With the intro being so information-dense, would it perhaps be possible to add a page and split the text over three screens or make a press of a button let you advance?
Title: Re: Screenshots
Post by: Chaos Rush on July 03, 2016, 03:30:45 am
Sounds fantastic!  :thumbsup:
Looks very promising, agree with Gideon's advice. With the intro being so information-dense, would it perhaps be possible to add a page and split the text over three screens or make a press of a button let you advance?
I think that's beyond my current level of NES ASM knowledge, but as this project comes along it shouldn't be too hard considering we now have an added 512kb that wasn't there originally.

Anyhow, here's some screens of what I've done so far:

Item names expanded to 10 characters (technically 11 if you include the symbol at the beginning):
(http://i.imgur.com/6pqwv16.png)

In-battle they'll still be 8 characters (for now), but thanks to the magic of the bank switching and tons of free space due to the Kea's MMC5 mapper patch, I can use an entirely separate set of text strings for items in-battle:
(http://i.imgur.com/ZmiQVlP.png)

Status screen:
(http://i.imgur.com/cJzFsbG.png)

Expanded battle windows, enemy names can now be 11 characters long:
(http://i.imgur.com/GI5xpSh.png) (http://i.imgur.com/VpdZbcT.png)
(also I will tell you right now that the final boss will be named, "Cloud of Darkness", and I've already made the squish tiles to do it).

More stuff, here are some lines I translated myself as they weren't present in the DS version:
(http://i.imgur.com/QZVrud9.png) (http://i.imgur.com/vepfdGu.png)
I did reword things to make it sound more natural (particularly in the second screenshot, the original line was, "おい! けんかしてるひまがあったら でぐちを さがせ!", which a literal translation would be, "Oi! If you've got the time to argue then find the exit!")

I did say that I will be using the DS version's text when possible, but since I am also taking a look at the original Japanese Famicom text, any dialogue that is censored in the DS version will be uncensored in my translation (I don't know if it was the DS localization that censored stuff or if the Japanese version of the DS remake was already censored to begin with), for instance, here's some dialogue that I made very close to the DS version but kept the reference to 'holy water':

(http://i.imgur.com/ZmdGUWt.png) (http://i.imgur.com/peB5BSF.png)

In addition to that, here's some progress on my FFIII text editor (it's only compatible with the Japanese version right now and I don't plan on adding any support for the AWJ or ad0220 translations, sorry. I'm not even going to look at those):
(http://i.imgur.com/GEQnvX7.png)
My text editor can view the original Japanese script for each message in the game, which for me is very convenient.
(http://i.imgur.com/4wshmIL.png)

In case any of you are worried about what the quality of this translation will be like, let me say this: While I did once say several months ago that I'm not good enough at Japanese to translate a game myself, I will say that I have been studying Japanese every single day for several weeks now (since summer break began). I was born in Japan, but I have lived in America since 2001 and until recently, my Japanese vocabulary was that of a little kid (because that was when I left Japan). Luckily I have no issues with reading hiragana and katakana, and because recently I have been studying Japanese every single day, I am at a point now where I can comfortably play Japanese games in hiragana and katakana and understand everything that is going on (not that good at kanji yet, but that's besides the point because there's no kanji in this game). Final Fantasy III isn't exactly a sophisticated work of literature, and because I'm also comparing the entire game alongside the DS version, it's very easy to tell when the DS version used the same dialogue as the original (not to mention I'm also looking at Japanese videos of the DS/PC/PSP/whatever version if I'm unsure of if the DS version changed something or not, for instance, some of the stuff that Luneth says in the DS version during the opening cave sequence is actually exactly what some of the Onion Knights say in the original); in other words I really don't have to translate that much stuff myself, as about 75~85% of the dialogue will be taken straight from the DS version. I also have several sources of Japanese dictionaries if I'm unsure of a word (both online and physical).

I'll start my own thread eventually lol, but not until I'm at least a third of the way done with the script so I'll have more stuff to show.
Title: Re: Screenshots
Post by: Seeeeph on July 03, 2016, 06:32:01 am
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Title: Re: Screenshots
Post by: Rodimus Primal on July 03, 2016, 10:04:31 pm
I think that's beyond my current level of NES ASM knowledge, but as this project comes along it shouldn't be too hard considering we now have an added 512kb that wasn't there originally.

Anyhow, here's some screens of what I've done so far:

Item names expanded to 10 characters (technically 11 if you include the symbol at the beginning):
(http://i.imgur.com/6pqwv16.png)

In-battle they'll still be 8 characters (for now), but thanks to the magic of the bank switching and tons of free space due to the Kea's MMC5 mapper patch, I can use an entirely separate set of text strings for items in-battle:
(http://i.imgur.com/ZmiQVlP.png)

Status screen:
(http://i.imgur.com/cJzFsbG.png)

Expanded battle windows, enemy names can now be 11 characters long:
(http://i.imgur.com/GI5xpSh.png) (http://i.imgur.com/VpdZbcT.png)
(also I will tell you right now that the final boss will be named, "Cloud of Darkness", and I've already made the squish tiles to do it).

More stuff, here are some lines I translated myself as they weren't present in the DS version:
(http://i.imgur.com/QZVrud9.png) (http://i.imgur.com/vepfdGu.png)
I did reword things to make it sound more natural (particularly in the second screenshot, the original line was, "おい! けんかしてるひまがあったら でぐちを さがせ!", which a literal translation would be, "Oi! If you've got the time to argue then find the exit!")

I did say that I will be using the DS version's text when possible, but since I am also taking a look at the original Japanese Famicom text, any dialogue that is censored in the DS version will be uncensored in my translation (I don't know if it was the DS localization that censored stuff or if the Japanese version of the DS remake was already censored to begin with), for instance, here's some dialogue that I made very close to the DS version but kept the reference to 'holy water':

(http://i.imgur.com/ZmdGUWt.png) (http://i.imgur.com/peB5BSF.png)

In addition to that, here's some progress on my FFIII text editor (it's only compatible with the Japanese version right now and I don't plan on adding any support for the AWJ or ad0220 translations, sorry. I'm not even going to look at those):
(http://i.imgur.com/GEQnvX7.png)
My text editor can view the original Japanese script for each message in the game, which for me is very convenient.
(http://i.imgur.com/4wshmIL.png)

In case any of you are worried about what the quality of this translation will be like, let me say this: While I did once say several months ago that I'm not good enough at Japanese to translate a game myself, I will say that I have been studying Japanese every single day for several weeks now (since summer break began). I was born in Japan, but I have lived in America since 2001 and until recently, my Japanese vocabulary was that of a little kid (because that was when I left Japan). Luckily I have no issues with reading hiragana and katakana, and because recently I have been studying Japanese every single day, I am at a point now where I can comfortably play Japanese games in hiragana and katakana and understand everything that is going on (not that good at kanji yet, but that's besides the point because there's no kanji in this game). Final Fantasy III isn't exactly a sophisticated work of literature, and because I'm also comparing the entire game alongside the DS version, it's very easy to tell when the DS version used the same dialogue as the original (not to mention I'm also looking at Japanese videos of the DS/PC/PSP/whatever version if I'm unsure of if the DS version changed something or not, for instance, some of the stuff that Luneth says in the DS version during the opening cave sequence is actually exactly what some of the Onion Knights say in the original); in other words I really don't have to translate that much stuff myself, as about 75~85% of the dialogue will be taken straight from the DS version. I also have several sources of Japanese dictionaries if I'm unsure of a word (both online and physical).

I'll start my own thread eventually lol, but not until I'm at least a third of the way done with the script so I'll have more stuff to show.
This is awesome. I think at this point, you should make a project topic about it. As awesome as your FFII work is, this is a long time coming!
Title: Re: Screenshots
Post by: Seeeeph on July 08, 2016, 08:18:17 am
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Title: Re: Screenshots
Post by: MathUser2929 on July 08, 2016, 08:39:04 am
I gotta say, awesome graphics on that hack. Definately Minish cappish.
Title: Re: Screenshots
Post by: GHANMI on July 08, 2016, 09:17:23 am
Straight outta Four Swords!  :beer:

What I wouldn't give for an Alttp hack including the GBA version's content...
Title: Re: Screenshots
Post by: Seeeeph on July 08, 2016, 11:49:15 am
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Title: Re: Screenshots
Post by: paul_met on July 08, 2016, 12:01:59 pm
Genso Suikoden (Saturn only) - increasing game resolution up to 352x240 (native 320x240).

(http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=169290;image) (http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=169292;image)

Details here:
Spoiler:
http://www.emu-land.net/forum/index.php/topic,73826.msg1230920.html#msg1230920 (http://www.emu-land.net/forum/index.php/topic,73826.msg1230920.html#msg1230920)
Title: Re: Screenshots
Post by: Googie on July 08, 2016, 05:25:49 pm
Here's a little Binary Land hack I'm working on, it takes place in a cemetery and you gotta fight zombies. All I gotta do it change the palettes and work on the title screen, I dunno what I'm gonna call the hack yet...  :D   

(http://img.photobucket.com/albums/v681/QB3CF/zombies_zpsqttjks0t.png)
Title: Re: Screenshots
Post by: Grimlock on July 08, 2016, 06:03:19 pm
Pretty neat Googie.   :thumbsup:
Title: Re: Screenshots
Post by: Seeeeph on July 08, 2016, 06:17:47 pm
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Title: Re: Screenshots
Post by: Googie on July 11, 2016, 01:07:07 pm
Pretty neat Googie.   :thumbsup:

Thanks Grimlock :D

How about this:

(https://s31.postimg.org/wt4gt5hgr/thewalkingbinary.png)

Feel free to edit, use, change palettes or whatever!  :beer:

:P

Thanks Seeeeph, I like this one better! When you get a chance, read your PM. I'll rap with you later.  :beer:
Title: Re: Screenshots
Post by: Seeeeph on July 11, 2016, 03:17:00 pm
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Title: Re: Screenshots
Post by: Midna on July 12, 2016, 02:18:24 pm
The perspective on the gears is off. With the way they're arranged it looks like Conker's floating in front of them. Try flipping them vertically, maybe?
Title: Re: Screenshots
Post by: Seeeeph on July 13, 2016, 02:56:23 pm
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Title: Re: Screenshots
Post by: SC on July 13, 2016, 03:10:50 pm
That Zelda hack looks epic! Can't wait to try a demo.
Title: Re: Screenshots
Post by: Seeeeph on July 14, 2016, 06:33:19 am
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Title: Re: Screenshots
Post by: Googie on July 25, 2016, 09:15:38 pm
(http://img.photobucket.com/albums/v681/QB3CF/undawater_zpsierk14q1.png)

All I gotta do now is edit the last level and this hack can be released, I'm gonna try to finish the last level tonight or either tomorrow morning. :D
Title: Re: Screenshots
Post by: paul_met on July 27, 2016, 02:16:12 pm
Herc's Adventures (Saturn only) - increasing game resolution up to 352x240 (native 320x224).

(http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=169988;image)
(http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=169990;image)

Details here:
Spoiler:
http://www.emu-land.net/forum/index.php/topic,73826.msg1234699.html#msg1234699 (http://www.emu-land.net/forum/index.php/topic,73826.msg1234699.html#msg1234699)
Title: Re: Screenshots
Post by: MathUser2929 on July 27, 2016, 02:42:28 pm
You should submit a patch for that to the site paul_met.

July 27, 2016, 02:46:08 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Thanks Math! Trying my best.  :angel:

What I wouldn't give for another massive Alttp hack period...oh wait, I'm already doing that!

(https://s32.postimg.org/jcgebbsat/Stargate_Z3v6670_0000.png)

^^Every prisoner needs at least a bed, a water faucet and a toilet!

Edit:

https://www.youtube.com/watch?v=zrNPcfy8RHs

^^ Of course like mostly everything in the game, the toilet will have it's own dialogue!  :thumbsup:

The sink should have dialogue too. Something along the lines of "How Dirty! Come! Wash your face!"
Title: Re: Screenshots
Post by: paul_met on July 27, 2016, 03:20:29 pm
You should submit a patch for that to the site paul_met.
The link to list of patches under the spoiler (the 1st post of topic at the forum). Or do you propose to write a direct link here?
Title: Re: Screenshots
Post by: paul_met on August 05, 2016, 03:18:58 pm
Arcana Strikes (SS).
I'm not strong in English translation, but the game is still amenable to hacking.

(http://i79.fastpic.ru/big/2016/0806/35/a736ce895b5b89b71d524185ae39e935.png)
Title: Re: Screenshots
Post by: Midna on August 05, 2016, 05:10:54 pm
You can't link images from your scratchpad. You'll have to upload it to an image website like Imgur first.
Title: Re: Screenshots
Post by: Gideon Zhi on August 06, 2016, 02:57:51 pm
Neat. What game is that?
Title: Re: Screenshots
Post by: KingMike on August 06, 2016, 04:03:11 pm
Something on the Saturn I'm sure. ;D
Title: Re: Screenshots
Post by: Gemini on August 06, 2016, 04:31:02 pm
Was doing some research on Breath of Fire 3 for a translation request, ended up adding a proportional font because reasons:
(http://i.imgur.com/xnMRMNg.png) (http://i.imgur.com/UakMw56.png)
Title: Re: Screenshots
Post by: justin3009 on August 06, 2016, 04:34:12 pm
Was doing some research on Breath of Fire 3 for a translation request, ended up adding a proportional font because reasons:
(http://i.imgur.com/xnMRMNg.png) (http://i.imgur.com/UakMw56.png)

Oh dear sweet zombie Jesus that is gorgeous.  Holy hell that makes a WORLD of difference.
Title: Re: Screenshots
Post by: Axiphel on August 06, 2016, 04:46:59 pm
Was doing some research on Breath of Fire 3 for a translation request, ended up adding a proportional font because reasons:
(http://i.imgur.com/xnMRMNg.png) (http://i.imgur.com/UakMw56.png)

Hnnnnng. That looks nice. It also brought to light something I never noticed... Eqip.  :o
Title: Re: Screenshots
Post by: paul_met on August 06, 2016, 05:10:36 pm
Something on the Saturn I'm sure. ;D
Right. I added the name of the game in the previous post.
Title: Re: Screenshots
Post by: magictrufflez on August 07, 2016, 11:43:07 am
Was doing some research on Breath of Fire 3 for a translation request, ended up adding a proportional font because reasons:
(http://i.imgur.com/xnMRMNg.png) (http://i.imgur.com/UakMw56.png)

It's not my favorite, but honestly, I would very much consider replaying BoF3 just to use that font.  My eyeballs might not hurt as much when I finish for a change...
Title: Re: Screenshots
Post by: Googie on August 07, 2016, 11:52:19 am
I should get off my ass and finally hack this game, Dragonsbrethren gave me a CV hack of his long time ago with graphics he put together. Well time to get my hands dirty...

I took out Trevor and put Simon from CV2, it looks better. I haven't touch this hack in years.

(http://img.photobucket.com/albums/v681/QB3CF/castlevaniag_zpsrtxob0pp.png)
Title: Re: Screenshots
Post by: Gemini on August 07, 2016, 12:34:16 pm
It's not my favorite, but honestly, I would very much consider replaying BoF3 just to use that font.  My eyeballs might not hurt as much when I finish for a change...
I didn't consider the idea to adapt it to an improved translation, but it shouldn't be too hard once I'm done working on text replacement. So far so good, adding the proportional font with tricky stuff like string indent and auto centering hasn't been too trivial. It's just a matter of replacing strlen with other helper functions that count in actual pixels.
(http://i.imgur.com/YgDxiKj.png)
Title: Re: Screenshots
Post by: paul_met on August 09, 2016, 12:38:22 pm
Arcana Strikes (SS)

(http://i77.fastpic.ru/big/2016/0809/3c/be2838cb11d642b1a989fc2f0aed363c.jpg)
Title: Re: Screenshots
Post by: Zynk on August 10, 2016, 01:50:03 am
Arcana Strikes (SS)

(http://i77.fastpic.ru/big/2016/0809/3c/be2838cb11d642b1a989fc2f0aed363c.jpg)
Monster   Status      UP!
Might*     Healing*   Skill
Change    Capture*   Dreggy(?)

(?) I read it as "doreggii' or "dreggy". But maybe its "dredge" or "ドレッジ" (another kana spelling for "ドレッギー")
Since this game is a card game, like Magic the Gathering which uses that terminology - http://mtgsalvation.gamepedia.com/Dredge

 *literal translation
Title: Re: Screenshots
Post by: Googie on August 10, 2016, 12:51:38 pm
I forgot I was working on this game years ago, I found it in a folder. The name of this hack'll be Robo Warrior Remix :)

(http://img.photobucket.com/albums/v681/QB3CF/RoboWarriorRemix_zpswhylhrju.png)
Title: Re: Screenshots
Post by: paul_met on August 10, 2016, 03:00:29 pm
Monster   Status      UP!
Might*     Healing*   Skill
Change    Capture*

*literal translation
Yes, I know about "Might", "Healing" and "Capture". The first word is not match by sense, because in the beginning of the game character gets 4 cards with the elements (fire, water, earth and air). As for the other two words, they are too long and does not fit in rows. That's why I replaced them with shorter variants.

Dreggy(?)

(?) I read it as "doreggii' or "dreggy". But maybe its "dredge" or "ドレッジ" (another kana spelling for "ドレッギー")
Since this game is a card game, like Magic the Gathering which uses that terminology - http://mtgsalvation.gamepedia.com/Dredge
Most likely, next following the game can be to guess what the word means.
Title: Re: Screenshots
Post by: DSwizzy145 on August 11, 2016, 10:51:34 am
Arcana Strikes (Sega Saturn).
I'm not strong in English translation, but the game is still amenable to hacking.

(http://i79.fastpic.ru/big/2016/0806/35/a736ce895b5b89b71d524185ae39e935.png)
0_0!! Yet another excellent attempt at translating a Sega Saturn game! This is defintely the time for us saturn gamers/owners to arise and shine :beer:
Title: Re: Screenshots
Post by: salvadorc17 on August 11, 2016, 03:12:46 pm
Snes Goof Troop tile hacking with hex, anyone want to help me complete the tile/map documentation about this game??

(http://i64.tinypic.com/20f45mg.png)
Title: Re: Screenshots
Post by: Seeeeph on August 13, 2016, 02:00:13 pm
.
Title: Re: Screenshots
Post by: Gamerhenky on August 13, 2016, 02:05:53 pm
Seeeph. What is your game name? This spoof hack looks interesting.
Title: Re: Screenshots
Post by: SunGodPortal on August 13, 2016, 02:44:32 pm
Seeeph. What is your game name? This spoof hack looks interesting.

Conker's High Rule Tail
Title: Re: Screenshots
Post by: Seeeeph on August 15, 2016, 12:40:45 am
.
Title: Re: Screenshots
Post by: KingMike on August 15, 2016, 12:56:23 am
Conker even ends up in an EA Sports hockey land? ;D
Title: Re: Screenshots
Post by: paul_met on August 17, 2016, 05:26:15 pm
Feda remake! (Saturn) - increasing game resolution up to 352x240 (native 320x240).

(http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=170717;image)
(http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=170719;image)

Link:
Spoiler:
http://www.emu-land.net/forum/index.php/topic,73826.msg1157450.html#msg1157450 (http://www.emu-land.net/forum/index.php/topic,73826.msg1157450.html#msg1157450)
Title: Re: Screenshots
Post by: mopoz on August 19, 2016, 10:57:42 am
New map for SNES DooM  ;D

https://youtu.be/kYHbH_M7ycw (https://youtu.be/kYHbH_M7ycw)

(http://s017.radikal.ru/i416/1608/6e/33cb7ae1b31b.jpg)(http://s011.radikal.ru/i316/1608/ec/0d7b56047224.jpg)(http://s019.radikal.ru/i600/1608/85/8aab17f74989.jpg)
Title: Re: Screenshots
Post by: Seeeeph on August 19, 2016, 11:34:54 am
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Title: Re: Screenshots
Post by: Lestat on August 19, 2016, 03:26:54 pm
New map for SNES DooM  ;D

https://youtu.be/kYHbH_M7ycw (https://youtu.be/kYHbH_M7ycw)

(http://s017.radikal.ru/i416/1608/6e/33cb7ae1b31b.jpg)(http://s011.radikal.ru/i316/1608/ec/0d7b56047224.jpg)(http://s019.radikal.ru/i600/1608/85/8aab17f74989.jpg)

Well done dude!
Title: Re: Screenshots
Post by: justin3009 on August 19, 2016, 03:40:43 pm
(http://i66.tinypic.com/28ugwg5.png) - Just gonna leave this here!

The 'Yen' and 'Luck' are more than likely just placeholders at the moment.  Also, ignore the buggy status effects.  I'm awaiting what the actual translation for all that stuff is.

This game is currently being worked on by myself as the main coder and a group called 'Sea of Serenity' in efforts to retranslate this game.  Though, there are a few name changes that will bug some people, including myself, but hopefully nothing too dramatic.  (IE: Demande is Demand, Viluy is Vilyui).

Either way, I think to accommodate the situation depending on the crowd there's more than likely going to be two patches.  One with the names Sea of Serenity wants to use that's consistent with their projects and one for the names used in modern media.  In any scenario, there might be a 'third' patch to use the DiC/CWI names for attacks and such as well if needed.
Title: Re: Screenshots
Post by: SCD on August 19, 2016, 06:24:08 pm
New map for SNES DooM  ;D

https://youtu.be/kYHbH_M7ycw (https://youtu.be/kYHbH_M7ycw)

(http://s017.radikal.ru/i416/1608/6e/33cb7ae1b31b.jpg)(http://s011.radikal.ru/i316/1608/ec/0d7b56047224.jpg)(http://s019.radikal.ru/i600/1608/85/8aab17f74989.jpg)

Great job, it's cool to see someone hacking the Super NES version of Doom.
Title: Re: Screenshots
Post by: Seeeeph on August 21, 2016, 03:27:39 pm
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Title: Re: Screenshots
Post by: Midna on August 22, 2016, 09:05:16 am
Honestly, if you see yourself on some floating island in the middle of space with giant crystals, spikes, and evil mushrooms walking around everywhere, you're probably on several combinations of drugs already. What's one more layer?
Title: Re: Screenshots
Post by: salvadorc17 on August 25, 2016, 04:19:04 pm
New map for SNES DooM  ;D

https://youtu.be/kYHbH_M7ycw (https://youtu.be/kYHbH_M7ycw)

(http://s017.radikal.ru/i416/1608/6e/33cb7ae1b31b.jpg)(http://s011.radikal.ru/i316/1608/ec/0d7b56047224.jpg)(http://s019.radikal.ru/i600/1608/85/8aab17f74989.jpg)

Wow, any tool for modding snes doom??
Title: Re: Screenshots
Post by: mopoz on August 27, 2016, 03:19:19 am
Wow, any tool for modding snes doom??
Hehe, I have an exclusive :P
Title: ###
Post by: FCandChill on August 27, 2016, 01:27:56 pm
Comment removed because reasons...
Title: Re: Screenshots
Post by: mopoz on August 27, 2016, 03:05:29 pm
Will you consider releasing it once the project is done..?
Yep, as soon as I develop tools to the end. Now about 75%
Title: Re: Screenshots
Post by: vivify93 on August 27, 2016, 04:40:22 pm
(http://i66.tinypic.com/28ugwg5.png) - Just gonna leave this here!

The 'Yen' and 'Luck' are more than likely just placeholders at the moment.  Also, ignore the buggy status effects.  I'm awaiting what the actual translation for all that stuff is.

This game is currently being worked on by myself as the main coder and a group called 'Sea of Serenity' in efforts to retranslate this game.  Though, there are a few name changes that will bug some people, including myself, but hopefully nothing too dramatic.  (IE: Demande is Demand, Viluy is Vilyui).

Either way, I think to accommodate the situation depending on the crowd there's more than likely going to be two patches.  One with the names Sea of Serenity wants to use that's consistent with their projects and one for the names used in modern media.  In any scenario, there might be a 'third' patch to use the DiC/CWI names for attacks and such as well if needed.
I think I remember telling you that Sea of Serenity wanted to retranslate Another Story some time ago. Did you get in contact with them thanks to me?  :laugh:

Looks great so far, can't wait to see this game get the fresh translation is so very rightly deserves! No offense to BST, but their script was incomprehensible at times.

Hey, if you guys need any help with that "third" patch, if it's gonna exist, let me know. I know the DiC and Cloverway dubs pretty damn well and enjoy them to boot.
Title: Re: Screenshots
Post by: Grimlock on September 07, 2016, 11:30:49 pm
DuckTales (NES) Level Design concept art :

I made this yesterday.  I was messing around with a few ideas I've had for a DuckTales hack I might do as a side project some time in the future.

This is just a Photoshop rendering for a "Spooky Forest" theme.  I'm going to do a Duckberg theme next but I might expand on this concept some more first.


(http://i98.photobucket.com/albums/l247/grimlockarts/Spooky_Forest_Concept_01_zpsmqig6qc3.png~original)


(http://i98.photobucket.com/albums/l247/grimlockarts/Spooky_Forest_Concept_01_x2_zpsmktgpxiy.png~original)
Title: ###
Post by: FCandChill on September 07, 2016, 11:45:23 pm
 Comment removed because reasons...
Title: Re: Screenshots
Post by: Grimlock on September 08, 2016, 01:12:55 am
That screenshot is very nice looking ... does it adhear to the 256 tile limit..?

I did a quick test with NES Screen Tool out of curiosity since you asked.  I didn't bother with setting up the palettes (rendered incorrectly).  Also some of the tiles are out of alignment for palette placement but you get the idea.  It does meet the 256 limit as is but it isn't very efficient since it hasn't been optimized.  I would redraw the background tiles to be much more efficient if I were to actually move forward with a Ducktales graphics and level design hack.

 (http://i98.photobucket.com/albums/l247/grimlockarts/TEST%20NESst_zpsdfudzzqh.png~original)
Title: Re: Screenshots
Post by: snarfblam on September 08, 2016, 05:56:30 pm
Hot damn. This reminds me of that amazing looking CV2 hack that never saw the light of day.
Title: Re: Screenshots
Post by: Revenant on September 08, 2016, 06:43:01 pm
Very impressive, Grimlock! Looking forward to whatever else might come of that.
Title: Re: Screenshots
Post by: Thanatos-Zero on September 20, 2016, 06:53:50 pm
Hot damn. This reminds me of that amazing looking CV2 hack that never saw the light of day.
Exactly my thoughts.
Title: Re: Screenshots
Post by: salvadorc17 on September 24, 2016, 11:43:01 am
Yep, as soon as I develop tools to the end. Now about 75%

Will also agree for this, doom is really cool, even for snes.
Title: Re: Screenshots
Post by: justin3009 on September 24, 2016, 01:13:35 pm
(http://i65.tinypic.com/91fpk4.png)

Still trying to fix up the routine that recolors the items properly if they cannot be used in the menu, but this is what there is so far on the item menu.  The description and the item names are NOT final.  I wanted to whip something up in-game to show that things are, indeed, working as intended.

The items are all pre-rendered text that can be freely modified in the ROM for anyone's choosing.  They're 10 tiles at max.  Technically they can be 11 tiles but I prefer having the gap between the item name and the quantity.

The descriptions themselves are the only thing that's actually VWF'd in real-time.  Although, the entire description gets written out first in RAM then sent to VRAM.

Also, the 'red arrow' selector in all menus is now removed in favor of the 'highlight box'.  Ideally, it frees up an extra tile for various things and this way it's MUCH easier to see what you're selecting.

Edit: Everything right now is using the thin font for allowing more tile room.  I do have a thicker font but doing that will cut the tile room down TREMENDOUSLY which would make it rather hard to work anything properly on the game's screen space especially with the notebook aesthetic.  Most things wouldn't be a big deal, but for items, there's not much way around it.  I absolutely refuse to have item names be cut down if possible and the thick font would absolutely force that, sadly.  Now, once things get fully translated and finalized and we find that the thicker font can actually work WITHOUT cutting things down, I'd more than gladly insert it.

Edit 2: Turns out there is actually a very slight lag when changing pages.  The item names and such update properly but the color that dictates whether they're usable or not slightly lags behind, going unnoticeable unless you really go frame by frame.  The only problem with this now is that the item descriptions are not updating as you switch pages and adding those in actually delays the color transition quite badly.  Might have a small problem but it can probably be remedied with some reorganization of things.  Unfortunately this doesn't come as a surprise since it has to update 14 item names all at once and then render a description, something was bound to lag.
Title: Re: Screenshots
Post by: Pennywise on September 29, 2016, 07:04:50 pm
(http://i.imgsafe.org/d9d55017d1.png)

Hacked Oni 2 to display 4 lines of text instead of 2. Probably some kinks to work out along with a lot of menu hacking.
Title: Re: Screenshots
Post by: Midna on September 30, 2016, 10:38:25 pm
(http://i65.tinypic.com/91fpk4.png)

Shouldn't that be "Chalice"? The Japanese word for chalice is karisu, but it has a direct English translation, why leave it in Portuguese? It's not a whole lot better than "Shabon Spray" and the like.
Title: Re: Screenshots
Post by: vivify93 on October 01, 2016, 12:10:16 am
He's going by the hard-working and kind group Sea of Serenity Subs' translations. They use alternate names for some things such as Tellur instead of Tellu, for one. I don't mind it. I've heard there may be a second patch using official terms, though with how bad BST's Another Story translation is, I'm willing to live with just one patch, as it would be a vast improvement.

It looks fantastic, Justin. I can't wait for Another Story to get the translation it's deserved since 1999. :beer:
Title: Re: Screenshots
Post by: justin3009 on October 01, 2016, 01:34:45 pm
Sea of Serenity wants to use the terms they use to keep consistency, which is admirable on that regard since most things in Moon aren't too consistent.

I'm definitely going to be adding a second patch to use the most modern and 'known' names and such so accommodate for some hard hitting changes that may make people fuss badly.

I don't think I'll ever do it, but there's a possible 'THIRD' patch as well to use the Cloverway/CWI/DIC Names too.  That's very much reaching since this game is clearly japanese based and it wouldn't quite translate well in most regards.  Mainly the item names.  That'd be the biggest problem.  The other problem with that being that item names are pre-rendered tiles and not actual text, so anyone who'd want to modify that would have to do some tedious work, though, easily done.
Title: Re: Screenshots
Post by: Gideon Zhi on October 06, 2016, 01:51:33 pm
Left these in another thread; figured they should probably go here too.

Granhistoria:
(http://agtp.romhack.net/screendump/gh3.png) (http://agtp.romhack.net/screendump/gh6.png)
(http://agtp.romhack.net/screendump/gh7.png) (http://agtp.romhack.net/screendump/granhist022.png)
Title: Re: Screenshots
Post by: PresidentLeever on October 07, 2016, 09:31:47 am
Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any. :) I used Kizul's Definitive NES palette.

Also here are a bunch of other ones I've done lately if anyone's interested (Zelda 3 on MD and SMS, SMW on SMS, Ys 3 MD>SMS, Yoshi's Island on SMS, etc.): http://imgur.com/a/hZY0t

(http://i.imgur.com/qYgt4ic.png)
(http://i.imgur.com/5CdqI27.png)
(http://i.imgur.com/X37ZMX0.png)
(http://i.imgur.com/MhwN0A7.png)

(http://i.imgur.com/8jYabLJ.png)
(http://i.imgur.com/npSAv0q.png)
(http://i.imgur.com/b1u7IKO.png)

(http://i.imgur.com/FEKhStA.jpg)
(http://i.imgur.com/jqdMcLp.jpg)

(http://i.imgur.com/lwOGEpb.png)
(http://i.imgur.com/IFHu2uJ.png)

Title: Re: Screenshots
Post by: SunGodPortal on October 07, 2016, 11:49:28 pm
Looks cool.

It's amazing what a little color can do for a Gameboy title or what an expanded palette could do for NES games.
Title: Re: Screenshots
Post by: snarfblam on October 08, 2016, 11:04:36 am
Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any.

This is the one that jumped out at me.

(https://dl.dropboxusercontent.com/u/12027218/Shared%20Images/AutoDrop/autodrop618.png)

Setting aside the status bar, it looks like you're using:
for a total of 33 colors, when it should be:
for a total of 25 colors.

This is a nice summary of NES graphic capabilities (http://dev.bowdenweb.com/nes/a/i/nes-color-palette-02.gif).
Title: Re: Screenshots
Post by: PresidentLeever on October 08, 2016, 02:01:53 pm
Interesting, thanks! The player sprite is based on the one in GQ2 which also uses 4 colors (not including the black).
Title: Re: Screenshots
Post by: justin3009 on October 08, 2016, 07:45:52 pm
(http://i66.tinypic.com/2hyl283.png)(http://i65.tinypic.com/6dwdpy.png)

Thought I'd pop another mini update up to showcase the beginning of the game's menu look.

The Main Menu itself is absolutely done from what I can see.  All text shows up fine, no bugs whatsoever, things update when needed etc..

The Item Menu, pretty much the same as seen before.  The item descriptions, however, no longer all write at once.  It now prints one letter at a time as the game 'ticks' which causes a nice smooth animation.  If you move anywhere to another item via up/down or using L/R, it instantly stops and erases the old description (Since it's just sending a block of RAM to VRAM) and starts up the next description so it's all fluid and nice!  There's no lag either!

I'm actually tempted to go back to DeJap's Star Ocean and TOP translation and see if I can update the item descriptions/spell/tech descriptions to do this method.  That would fix some of the horrendous lag those games have in the menus.
Title: Re: Screenshots
Post by: vivify93 on October 10, 2016, 11:20:14 pm
Oh my god, it looks so good. Thank you so much.
Title: Re: Screenshots
Post by: julayla on October 11, 2016, 05:51:58 pm
I don't think I'll ever do it, but there's a possible 'THIRD' patch as well to use the Cloverway/CWI/DIC Names too.  That's very much reaching since this game is clearly japanese based and it wouldn't quite translate well in most regards.  Mainly the item names.  That'd be the biggest problem.  The other problem with that being that item names are pre-rendered tiles and not actual text, so anyone who'd want to modify that would have to do some tedious work, though, easily done.

Well...listen, I think I can write down certain scenes and make them sound a bit more natural while keeping the meaning to make it sound more like the DIC version, sorta like how I'm trying to do so with the Sailor Moon R game DIC style translation. And yes, I respect the original translator's hard efforts, but to me, they just don't sound...well natural. However, like the R version, even with the hex editor, every time I try to place in the translation I want in there, the rom crashes. I can at least write down the dialogue in text, but putting that into the game? That's a bit harder. Still, I like the latest one you did for the game.
Title: Re: Screenshots
Post by: Pennywise on October 12, 2016, 06:07:00 pm
(https://s14.postimg.org/8r0wpz6vl/Dead_Zone_3.png)

I've spent the last few days hacking Dead Zone for the FDS. Used some terribly inefficient dictionary compression, which I redid, and I expanded one of the files to allow for more room if I need it. Script's scattered across the disk in small blocks and all the pointers are hard-coded.

(https://s22.postimg.org/xpg207bxd/Dead_Zone_10.png)

And a little cosmetic hack to increase the screen space available from 8 characters per command to 9.
Title: R-Type Tactics 2
Post by: flame on October 16, 2016, 02:28:51 pm
Not looking for feedback. You need special techniques I don't know about (or even know the name of) to improve it.
Pulled text from R-Type Command, 10px tall, and scaled to 13px tall.
Original:
(http://imgur.com/HlNfAKj.jpg)
New:
(http://imgur.com/vaannZX.jpg)
Title: Re: Screenshots
Post by: MachoAlex on October 17, 2016, 10:28:24 pm
THIS LOOKS AWESOME!

Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any. :) I used Kizul's Definitive NES palette.

(http://i.imgur.com/jqdMcLp.jpg)

(http://i.imgur.com/IFHu2uJ.png)
Title: Re: Screenshots
Post by: PresidentLeever on October 18, 2016, 09:53:35 am
Thanks :) Here's a western firebrand version for the hell of it:
(http://i.imgur.com/4QULK8k.png)

Title: Re: Screenshots
Post by: Pennywise on October 18, 2016, 03:47:23 pm
(http://yojimbo.eludevisibility.org/Stuff/output_LVgTOr.gif)

Sometimes you gotta smack a bitch.
Title: Re: Screenshots
Post by: Digitsie on October 18, 2016, 04:07:05 pm
Uh... what game is -that-?
Title: Re: Screenshots
Post by: Pennywise on October 18, 2016, 04:26:49 pm
It's only the greatest NES game ever... Metal Slader Glory.
Title: Re: Screenshots
Post by: BlackDog61 on October 19, 2016, 01:31:55 am
It's only the greatest NES game ever... Metal Slader Glory.
According to Wikipedia, it was also remade on the SNES. Was the remake inferior to the NES version?
EDIT: I assume this is yours, then? https://www.youtube.com/watch?v=WKrcaH9StmQ (https://www.youtube.com/watch?v=WKrcaH9StmQ)
Title: Re: Screenshots
Post by: PresidentLeever on October 28, 2016, 09:50:23 am
I'm doing a palette hack for Shining Force 1 using rubixcuber's editor, will post WIP stuff in this thread:
http://forums.shiningforcecentral.com/viewtopic.php?f=3&t=33565

I might also update some menus and items to SF2 or GBA version graphics, we'll see.

Currently I'm editing Lyle's portrait because I think his eyes could be improved and made closer to the artwork. Which version do you like more?
(http://www.shiningforcecentral.com/content/artwork/files/sf/sf_book2_lyle.jpg)(http://fantasyanime.com/shiningforce/images/sf1_sprites/sfpro58_2x.gif)
(http://i.imgur.com/Vr9wp6Y.png)(http://i.imgur.com/gypEyDf.png)(http://i.imgur.com/4Z2lAXT.png)

With darker skin I can add some more contrast to the rest:
(http://i.imgur.com/tj6r77d.png)

Edit:

Here's a sound test screen edit I've been working on for a bit, zoom in to see the minor spritework changes to the rooster and the guy on the left. I changed one of the shades for the rooster so that I could make the light around them blue, then moved a couple of brown/yellow shades around to make it not look weird.
(http://i.imgur.com/ic0IKLX.png)
Title: Re: Screenshots
Post by: Madsiur on November 02, 2016, 06:38:59 pm
FF3us music player

(http://www.ff6hacking.com/Patches/mplayer/music1.png) (http://www.ff6hacking.com/Patches/mplayer/music2.png)

This feature was already in Pandora's Box demo and FF6-T since a long time but tsushiy (FF6-T creator) game me his SFC ASM file of the music player in 2014. After 2 fails that year to implement it in FF3us, I managed to make a patch and ASM file for the US version today. I was a lot more easy to do with the $C3 Compendium released recently by Novalia Spirit. The hack has been submitted. I'll probably make an implementation that use the config menu instead of main menu and one to fit the optimized bank $C3 available.

I'm happy the music player is being democratized.  :)
Title: Re: Screenshots
Post by: Special T on November 04, 2016, 06:08:52 pm
Here's a sound test screen edit I've been working on for a bit, zoom in to see the minor spritework changes to the rooster and the guy on the left. I changed one of the shades for the rooster so that I could make the light around them blue, then moved a couple of brown/yellow shades around to make it not look weird.
(http://i.imgur.com/ic0IKLX.png)

Note sure if you are aware of this or note but rubixcuber fixed the dialogue box around the sound test to display properly. You can see a screen towards the bottom of this topic ->
http://forums.shiningforcecentral.com/viewtopic.php?f=3&t=17550
Title: Re: Screenshots
Post by: PresidentLeever on November 04, 2016, 09:07:04 pm
I am, yeah.

Edit:
Updated overworld sprites and palette example (note that the originals are brighter due to rgb setting differences, they will be equally bright in the hack):
(http://i.imgur.com/VKNT71Q.png)

Custom Pelle sprite with clothing like on his overworld sprite:
(http://i.imgur.com/FCcuTQ7.png)
Title: Re: Screenshots
Post by: USC on November 04, 2016, 11:05:40 pm
I've been tooling around with Giftpia a little, mostly to see if I'm capable of anything more complicated than GameBoy/WonderSwan level. :)

(https://s17.postimg.org/sbb2opo0b/GGFJ01_5.png) (https://s17.postimg.org/wkfsqvr9r/GGFJ01_5.png)(https://s17.postimg.org/560o2pivf/GGFJ01_2.png) (https://s17.postimg.org/mjayhke6n/GGFJ01_2.png) (https://s17.postimg.org/prffum0gb/GGFJ01_3.png) (https://s17.postimg.org/ymga54p8v/GGFJ01_3.png)

(https://s17.postimg.org/gkx57bv7v/GGFJ01_4.png) (https://s17.postimg.org/4j1rd6lzj/GGFJ01_4.png)(https://s17.postimg.org/is1dv90i3/GGFJ01_6.png) (https://s17.postimg.org/5b4fcdq6n/GGFJ01_6.png)

So far I've made a few scripts to import/export the font and menu graphics, and how to in-place edit the text. Next up is figuring out the pointers, and then how to add larger files back into the GameCube ISO...
Title: Re: Screenshots
Post by: PresidentLeever on November 05, 2016, 12:29:42 pm
I've decided to do a bit of shading and anti-aliasing cleanup work on each battle sprite as well, so they're gonna take longer but the results will be nicer. For the cerberus below (and a couple of others) I've added one extra shade for better highlights, since most sprites have several unused palette slots.

(http://i.imgur.com/NkT8TbL.png)

Original:
(https://www.spriters-resource.com/resources/sheets/14/15404.png)

November 10, 2016, 03:30:54 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I ran into some problems with the party/force sprites I've edited and have made a couple of compromised version edits because of that. Colors 11-15 are used by the HUD (wasn't the case for enemy sprites) and currently can't be edited since the predefined colors take priority, though it looked like it in the editor.

Would like to know if they're good enough like this (compromise version to the right):
(http://i.imgur.com/5HQ1apT.png)
Yes, undecided about the hooves.

Other characters:
(http://i.imgur.com/Mi7UNIX.png)
(http://i.imgur.com/TsqJOCV.png)
(http://i.imgur.com/rW4Ggc0.png)
(http://i.imgur.com/PkcVPHO.png)
(http://i.imgur.com/1kAa3aa.png)

Edit:
All chapter 1 items converted. Let me know which healing rain and defense potion style you prefer:
(http://i.imgur.com/SRghX0b.png)

We're getting very close a demo release of the patch, with chapter 1 completed. Stay tuned!
Title: Re: Screenshots
Post by: Mugi on November 15, 2016, 04:01:43 am
just some initial herpaderping on my latest endeavor...
I suppose I'll have to start looking for a translator soon.

this one only has some simple things like few weapon and item names done along with a couple lines of script i did with google translate to test it out.
the entire executable is translated, and I started importing higher quality assets from the ps2 version over, since some of the graphics in the psp port are pretty damaged.

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00027.png) (https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00048.png)

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00050.png) (https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00055.png)

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00060.png) (https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00059.png)

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00056.png) (https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00065.png)

the original font was pretty bad so I ditched it and ported over 9px tahoma. Opinions ?
Title: Re: Screenshots
Post by: Rhys on November 15, 2016, 03:18:07 pm
If you could make it slightly thicker, it'd look a bit better I think
Title: Re: Screenshots
Post by: Mugi on November 15, 2016, 03:49:57 pm
If you could make it slightly thicker, it'd look a bit better I think

I actually attempted that but it came out weird on some places where the game renders shadows on it by applying the text over itself in multiple layers, and hence i scrapped the idea.
Using bold was also too fat looking so that didnt end well. I agree it's a little thin on some spots, especially when it's black on light background like on the map, but that was currently the lesser
or the 2 evils. Since this is in very early development yet though, I haven't played with all the options yet, such as finding out where the code to do the "dropshadows" is and applying that to
places that are not using it.
 The problem with making it thicker is that it would either be 2px wide which will make it fat, or then slightly antialiased, which im trying to avoid.
Title: Re: Screenshots
Post by: aishsha on November 16, 2016, 12:04:04 am
just some initial herpaderping on my latest endeavor...
I suppose I'll have to start looking for a translator soon.

this one only has some simple things like few weapon and item names done along with a couple lines of script i did with google translate to test it out.
the entire executable is translated, and I started importing higher quality assets from the ps2 version over, since some of the graphics in the psp port are pretty damaged.

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00027.png) (https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00048.png)

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00050.png) (https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00055.png)

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00060.png) (https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00059.png)

(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00056.png) (https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00065.png)

the original font was pretty bad so I ditched it and ported over 9px tahoma. Opinions ?
Zill O'll Infinite?
Title: Re: Screenshots
Post by: Mugi on November 16, 2016, 01:47:45 am
Zill O'll Infinite?

yup. Zill o'll infinite plus, to be exact. The psp port.
However, I did hack both versions, so whichever floats your boat I guess.
Title: Re: Screenshots
Post by: gadesx on November 18, 2016, 01:33:10 pm
I played the psx Zill Oll and it's a interesting rpg with prerenders
Title: Re: Screenshots
Post by: Mugi on November 18, 2016, 06:56:10 pm
I tried playing the ps1 version back in the day but the game was (and still is) too text heavy for me to play it properly.
Gotta admit though that I like the music more in the ps1 version than in the remakes though, maybe I'll port those back to the game later on too :P

meanwhile I've been messing with the graphics a little more, have an example of why I started reconverting the assets from the ps2 version:

original:
(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00079.png)

remade from the ps2 textbox frame and a done from scratch gradient box:
i found the original and the ps2 one to be a little too light from the right side, on brighter backgrounds it had a chance of giving slight readability issues, so the remade one is just slightly darker.
(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00082.png)
Title: Re: Screenshots
Post by: saito on December 05, 2016, 06:35:14 pm
I tried playing the ps1 version back in the day but the game was (and still is) too text heavy for me to play it properly.
Gotta admit though that I like the music more in the ps1 version than in the remakes though, maybe I'll port those back to the game later on too :P

meanwhile I've been messing with the graphics a little more, have an example of why I started reconverting the assets from the ps2 version:

original:
(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00079.png)

remade from the ps2 textbox frame and a done from scratch gradient box:
i found the original and the ps2 one to be a little too light from the right side, on brighter backgrounds it had a chance of giving slight readability issues, so the remade one is just slightly darker.
(https://dev9.blacklabel-translations.com/scrn/ULJM-05410/ULJM05410_00082.png)
Good job, this makes me very happy. I assume since you could mod the script that you were able to decompress/compress the script.

Hope you best of luck to accomplish what I couldnt with ps2 versión, a great rpg that needs some justice and to be shown to the world.

Pm me if I can help you in any way.
Thank you very much.

Title: Re: Screenshots
Post by: Mugi on December 05, 2016, 06:42:34 pm
Quote from: saito
Good job, this makes me very happy. I assume since you could mod the script that you were able to decompress/compress the script.

Hope you best of luck to accomplish what I couldnt with ps2 versión, a great rpg that needs some justice and to be shown to the world.

Pm me if I can help you in any way.
Thank you very much.

i actually attempted to work on the ps2 version some 10 years ago (unsure if it was before or after the transgen alpha patch was out for the ps2 version) and i failed on that journey.
i vividly remember that moment when there was a patch from you guys along with a readme saying you lack the technical knowhow to complete it, along with my own failure to take the game apart.

that, more or less is the only reason it took me this long to reattempt this game. Ironically, it took me half a hour or so to chew through the ps2 version now, to archieve extraction of all game data and technically rebuild the game. The psp version is similar, but with 200% less retard. It's easier to hack from the general parts than it looks like. (im not going to the asm though, it still has 200% retard in it.)

on a side note, the text is not compressed (well, technically it is since the main archive of the game is compressed) but the text files themselves are just using a stupid-ass encoding to make them semi-unreadable gibberish. Our text tool is 100% compilant with both versions of the game.

if you wish to see how it works from the inside, send me a PM and i'll show you.
The tools will othervise be made public once the project is complete.

PS: I'm still secretly bitter to you guys for making that patch, then dropping it and crushing my dream of playing this game :P
Title: Re: Screenshots
Post by: Tom on December 05, 2016, 09:44:58 pm
Gemini should do the PS1 version!
Title: Re: Screenshots
Post by: Mugi on December 05, 2016, 10:17:59 pm
Gemini should do the PS1 version!

agreed!
and Saito should do the ps2 version! (again! :P)
Title: Re: Screenshots
Post by: PresidentLeever on December 08, 2016, 07:01:02 pm
Some NG1 (Ninja Gaiden) NES to SMS mockups I've done recently:
(http://i.imgur.com/IjoSVrV.png)(http://i.imgur.com/ltNRkLr.png)
Brick wall and lantern variations, rightmost one is older.

(http://i.imgur.com/0Fo15wH.png)
The dark greenish yellow is either darker or brighter on SMS.

(http://i.imgur.com/aFR94K4.png)
Made the green ninja purple to use the other sprites' shades, might not be necessary though.

(http://i.imgur.com/U2jaFbs.png)
Variations on the enemy, lantern and hud text.

(http://i.imgur.com/H3n4lJa.png)
Could perhaps add another shade to the boss.
Title: Re: Screenshots
Post by: BlackDog61 on December 09, 2016, 03:08:46 am
Some NG1 NES to SMS mockups I've done recently
"NG1"?
Title: Re: Screenshots
Post by: Zynk on December 09, 2016, 04:20:15 am
"NG1"?
Ninja Gaiden, y'know
Title: Re: Screenshots
Post by: Midna on December 10, 2016, 01:11:41 am
Yes, Ninja Gaiden 1.

The revamps look cool, but remember that the Master System's vertical resolution is considerably shorter than the NES's (192 vs. 240). There's also a max of 512 unique 8x8 tiles for backgrounds, but the NES is similarly limited so I don't know if that's a real issue.
Title: Re: Screenshots
Post by: KingMike on December 10, 2016, 11:21:58 am
Practically speaking, Master System is limited to 448 tiles as the tilemap and I think sprite table shares the same VRAM space.
NES is limited to 256 background and 256 sprite tiles.
Title: Re: Screenshots
Post by: PresidentLeever on December 10, 2016, 12:33:50 pm
Thanks, and thanks for the info. It makes sense since the SMS game (1992) has a shorter HUD.
Title: Re: Screenshots
Post by: NoOneee on December 23, 2016, 08:18:10 am
(PSX) Animetic Story Game 1: Card Captor Sakura

(http://i.imgur.com/olB2HwK.png)
(http://i.imgur.com/S1NOtUF.png)
(http://i.imgur.com/0MVnO4D.png)
(http://i.imgur.com/a2NuUoi.png)
(http://i.imgur.com/Z5wacIi.png)


If anyone wants to volunteer to translate, please PM me. I'll probably create a help ad later.
Title: Re: Screenshots
Post by: gadesx on December 27, 2016, 02:01:25 pm
I see the title screen of cardcaptor sakura in SYS.BIN, around 39DD20 in 8bpp linear but looks ugly with tilemolester
Title: Re: Screenshots
Post by: NoOneee on December 27, 2016, 07:18:12 pm
I see the title screen of cardcaptor sakura in SYS.BIN, around 39DD20 in 8bpp linear but looks ugly with tilemolester
Yeah, I already edited some images (I had to add the English characters to the font for instance), but not this one.
I normally use TiledGDD. I think it is ugly just because you're seeing it with the wrong palette?

I have tweaked the font a little bit after taking those screenshots, some characters look better now.
Title: Re: Screenshots
Post by: SunGodPortal on December 27, 2016, 07:18:45 pm
Whoa, cool. I didn't know that Cardcaptor Sakura game existed. It looks cool. I wish I could help, but my Japanese is probably not even kindergarten level and I already have too many projects in general. I hope you find someone who can translate for you.
Title: Re: Screenshots
Post by: Pennywise on December 27, 2016, 08:11:58 pm
I decided to do something a little different and hack the Japanese version of a popular baseball game. I've only hacked the roster names to be 10 characters though. The original only had 6 to work with and 10 should be enough for some decent translations. Anyhow, that seemed like the biggest hurdle tech-wise. The rest just looks like tedious crap.

(http://yojimbo.eludevisibility.org/Stuff/SoftballHeaven-1.png)(http://yojimbo.eludevisibility.org/Stuff/SoftballHeaven-3.png)
(http://yojimbo.eludevisibility.org/Stuff/SoftballHeaven-2.png)
Title: Re: Screenshots
Post by: KingMike on December 27, 2016, 09:06:19 pm
MIKETYSON
Title: Re: Screenshots
Post by: paul_met on December 31, 2016, 03:45:01 am
Keio Flying Squadron 2 (increasing game resolution up to 352x224).

(http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=176051;image)
(http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=176053;image)

Link:
Spoiler:
http://rgho.st/download/7pbWgml5X/59afd2f0210a2594002ef8daf4b633ae2012de22/59afd2f0210a2594002ef8daf4b633ae2012de22/Keio%20Flying%20Squadron%202%20-%20ResHack_(v1.0).7z (http://rgho.st/download/7pbWgml5X/59afd2f0210a2594002ef8daf4b633ae2012de22/59afd2f0210a2594002ef8daf4b633ae2012de22/Keio%20Flying%20Squadron%202%20-%20ResHack_(v1.0).7z)
Title: Re: Screenshots
Post by: SunGodPortal on January 01, 2017, 02:16:36 am
(https://i37.servimg.com/u/f37/19/14/94/49/zelda-11.png)
Title: Re: Screenshots
Post by: Zeikar on January 01, 2017, 07:19:04 am
(https://i37.servimg.com/u/f37/19/14/94/49/zelda-11.png)
hahaha nice
Title: Re: Screenshots
Post by: KingMike on January 01, 2017, 01:27:01 pm
Was Diabeetus one of the people involved making Parallel Worlds, or a member of the SA Let's Play team that played/made fun of it upon release? :D (I'm feeling the latter.)
Title: Re: Screenshots
Post by: Midna on January 04, 2017, 01:04:42 am
It's just a Wilford Brimley joke, I'm pretty sure. IIRC, the goon's username is spelled "Diabetus" (one "e") anyway.
Title: Re: Screenshots
Post by: SunGodPortal on January 04, 2017, 01:44:52 am
The screenshot of Brimley in Zelda was something I did just for the sake of editing some graphics (and a laugh). It's not a part of an ongoing hack or anything. It had been a while since I had done any pixel art so I did the first thing that popped into my head. Much like this:

(https://i37.servimg.com/u/f37/19/14/94/49/zelda_12.png)

Just havin' some fun.
Title: Re: Screenshots
Post by: Eden.GT on January 08, 2017, 05:39:26 pm
A kaizo SMB1 Hack I'm making. What did you expect?
(https://cdn.discordapp.com/attachments/263117905036574720/267785474922381313/SigIII2-4Up_HAMMA_001.png)
(https://cdn.discordapp.com/attachments/263117905036574720/267785509701419008/SigIII2-4Up_HAMMA_008.png)
(https://cdn.discordapp.com/attachments/263117905036574720/267785527707697154/SigIII2-4Up_001.png)
Title: Re: Screenshots
Post by: tomaitheous on January 08, 2017, 06:26:41 pm
Never understood the appeal of those kaizo hacks..
Title: Re: Screenshots
Post by: SunGodPortal on January 08, 2017, 06:39:01 pm
Never understood the appeal of those kaizo hacks..

I'm not a big fan of them but I can see why some people like them. I do like games that are really hard as long as they are fair. I guess the only thing keeping me from getting into kaizo hacks is that there are very few games that I am willing to play long enough to know the engine well enough to be able to produce glitched reactions on demand. That seems to be essential to a lot of kaizo hacks. I'd rather watch someone else play them but that doesn't mean I don't appreciate them.
Title: Re: Screenshots
Post by: Seeeeph on January 13, 2017, 02:45:55 am
(https://s24.postimg.org/q87ef7n4l/image.gif)

Just having fun!
Title: Re: Screenshots
Post by: Eden.GT on January 13, 2017, 06:01:10 pm
Just having fun!

The clouds look "off"....
Title: Re: Screenshots
Post by: PresidentLeever on February 05, 2017, 02:16:31 am
A quick Deep Duck Trouble SMS to NES port mockup pic I just did (18/15 colors):
(http://i.imgur.com/TdSqrSl.png)
Reduced sprites to 4 colors in pic b.

Edit:
Aladdin SMS to NES (17 colors):
(http://i.imgur.com/L9OQwUp.png)
Title: Re: Screenshots
Post by: Midna on February 05, 2017, 01:32:19 pm
That "four colors" bit with the NES sprites includes transparency, so effectively it's just three colors. Sometimes developers like Capcom with Mega Man or the DuckTales games would create the illusion of a sprite having more than three colors by layering sprites on top of each other, though.
Title: Re: Screenshots
Post by: KingMike on February 05, 2017, 01:47:20 pm
3 colors per palette (x4 background palettes and 4 sprite palettes) plus one background (transparency) color.
Also, if you're going for authenticity, the NES can only set palettes on a 16x16 pixel grid (every 2x2 tile square must share a palette).
Title: Re: Screenshots
Post by: Midna on February 05, 2017, 04:25:34 pm
I think there are at least two NES mappers that allow you to assign palettes on an 8x8 pixel grid instead of 16x16. I know the VRC6 (Akumajou Densetsu) is one, and the localized Castlevania III uses a first-party equivalent.
Title: Re: Screenshots
Post by: PresidentLeever on February 06, 2017, 03:18:52 am
That "four colors" bit with the NES sprites includes transparency, so effectively it's just three colors. Sometimes developers like Capcom with Mega Man or the DuckTales games would create the illusion of a sprite having more than three colors by layering sprites on top of each other, though.

Oh ok, I thought it was 3+one shared color between sprites. I've read about that, and there are also some enemies in SMB3 that use 4 and 5 colors.
http://2.bp.blogspot.com/-CU2WFCti4As/VInXikrI5CI/AAAAAAAAB7Y/yYs7NHynNCo/s1600/smb3title.jpg
Title: Re: Screenshots
Post by: Midna on February 06, 2017, 12:44:19 pm
That's using the layered sprites technique.
Title: Re: Screenshots
Post by: paul_met on February 19, 2017, 03:19:40 am
Farland Saga (http://meduza-team.ucoz.net/publ/romkhaking/modifikacii/modifikacija_igr_dlja_sega_saturn/3-1-0-5) - resolution hack (Saturn)

(http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=178139;image) (http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=178141;image)
Title: Re: Screenshots
Post by: Special T on February 22, 2017, 06:37:56 am
Farland Saga (http://meduza-team.ucoz.net/publ/romkhaking/modifikacii/modifikacija_igr_dlja_sega_saturn/3-1-0-5) - resolution hack (Saturn)

(http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=178139;image) (http://www.emu-land.net/forum/index.php?action=dlattach;topic=73826.0;attach=178141;image)

Are you also translating the game or just the menus?
Title: Re: Screenshots
Post by: paul_met on February 22, 2017, 10:21:30 am
Are you also translating the game or just the menus?
Just some of the general menus for easy navigation.
Title: Re: Screenshots
Post by: Madsiur on February 27, 2017, 06:44:39 pm
WIP FF6A (E) and (U) Text Editor (all game text, all game languages).

I've good a good part of the monster data, item data, Font, monster gfx and portrait editors done so hopefully a beta version should be available in a not so distant future..

(http://i.imgur.com/I3WrAYZ.png)
Title: Re: Screenshots
Post by: justin3009 on February 27, 2017, 07:31:54 pm
(http://i66.tinypic.com/ta0dol.png) - Got 3 byte experience working, thankfully.  Had to gank some code from Sailor Moon: Another Story to get it to display properly but all the calculations seem to work inside and outside of battle thankfully.
Title: Re: Screenshots
Post by: Kurt91 on February 28, 2017, 04:33:00 am
Do you have something in mind, or did you just want to turn Super Mario RPG into a massive grind session? :)
Title: Re: Screenshots
Post by: Kea on February 28, 2017, 11:56:07 pm
Getting a hang of FF1a's text routines. Before:
(http://i.imgur.com/1UMREgI.png)

And after:
(http://i.imgur.com/d7Sx9Mr.png)
(The "-1" means that the Mythril Hammer reduces your number of hits by one, another feature I've added)
Title: Re: Screenshots
Post by: justin3009 on March 01, 2017, 12:39:08 pm
Getting a hang of FF1a's text routines. Before:
(http://i.imgur.com/1UMREgI.png)

And after:
(http://i.imgur.com/d7Sx9Mr.png)
(The "-1" means that the Mythril Hammer reduces your number of hits by one, another feature I've added)

Very nicely done!  That looks a lot better!  The new feature is pretty nifty as well.
Title: Re: Screenshots
Post by: Kea on March 01, 2017, 04:12:07 pm
Thanks! I had considered displaying the weapon's evade bonus, replacing Crit Rate or as a fourth stat, but the Evade boost of a weapon is visible when you equip it, while Crit isn't (yet anyway). Adding a fourth displayed stat looked too cluttered and would break symmetry with armor displays which don't have a simple fourth stat to display.

Most of the rest of my FF1 work is more mechanics-oriented, so there's not much in the way of screenshots to show of it.
Title: Re: Screenshots
Post by: Kiyoshi Aman on March 04, 2017, 11:22:02 pm
You could move the cost over to the stock/equipped window, I think. It'd give you more room to work with, especially if you changed Equipped to Worn and put the stock and worn numbers in the same row as their labels. This would allow you to add hits or other relevant fields (up to six).

(http://i.imgur.com/g0EJEdL.png)

(quick mock-up in the GIMP. I really, really hate the FF1 Advance font, by the way. It looks like ass.)
Title: Re: Screenshots
Post by: Isao Kronos on March 05, 2017, 03:32:42 am
i love whenever people call it "the gimp"

it just sounds so


dirty
Title: Re: Screenshots
Post by: Kea on March 05, 2017, 10:18:04 am
You could move the cost over to the stock/equipped window, I think. It'd give you more room to work with, especially if you changed Equipped to Worn and put the stock and worn numbers in the same row as their labels. This would allow you to add hits or other relevant fields (up to six).

That's good idea, I might go for that. I don't think more than five displayed fields will be practical or helpful unless I can figure out how to display elemental properties ingame (that'll go in the readme most likely). Will experiment with placement some more.

And yeah, I'm not fond of FF1's font either.
Title: Re: Screenshots
Post by: justin3009 on March 05, 2017, 01:41:52 pm
(http://i65.tinypic.com/a40x6r.png) - Got this annoyance out of the way finally.

I've been wanting to display the 'Speed' stat but there's no room on the screen using the big font unless I extend the window down to the very bottom of the screen.  In that way, it would've been pretty damn ugly and inconsistent with everything else in the menus.  Had to go a rather obnoxious roundabout way to get all this to work.

The text itself is pre-rendered graphics.  I was trying to tie it into the actual text routine but it's way too convoluted to go that route unfortunately, so I went the easier way.  The arrows themselves are a lot smaller.  I added in a new routine that sends the decompressed graphics of the Menu Sprites into VRAM so now they're freely able to be edited which fixed that.

After that it was a massive mess of getting the Tile Map to update properly for Layer 3 instead of Layer 1.  But it turned out pretty good I think overall, though I'm pretty stressed out from it all, I'm quite glad it's done.
Title: Re: Screenshots
Post by: LukiaDeathstalker on March 07, 2017, 01:59:27 pm
Terranigma  :D

(http://gegmopo3.magicteam.net/File/SB/Terranigma007.png)(http://gegmopo3.magicteam.net/File/SB/Terranigma008.png)
(http://gegmopo3.magicteam.net/File/SB/Terranigma009.png)(http://gegmopo3.magicteam.net/File/SB/Terranigma010.png)

been looking for that specific patch all over and couldn't find ANYWHERE. :/ I just find the one which chunks the dialogue to half of the dialogue box. Where can I find this to download? I've been searching around has been months :'D
Title: Re: Screenshots
Post by: GHANMI on March 07, 2017, 11:16:37 pm
been looking for that specific patch all over and couldn't find ANYWHERE. :/ I just find the one which chunks the dialogue to half of the dialogue box. Where can I find this to download? I've been searching around has been months :'D

Unreleased.
Title: Re: Screenshots
Post by: Kea on March 11, 2017, 11:54:54 am
FF1's inbattle sprite handling is still a mystery to me...

(https://dl.dropboxusercontent.com/s/981kl6zmcaejqaw/spritemadness.gif)

E: Well, technically I think this is caused by attaching vertical motion to an idle sprite action, so it continually moves him up.
Title: Re: Screenshots
Post by: STARWIN on March 11, 2017, 02:23:26 pm
That could work for some spoof hack.
Title: Re: Screenshots
Post by: Midna on March 11, 2017, 03:31:24 pm
His planet must have needed him. At least he didn't die on the way back.
Title: Re: Screenshots
Post by: q8fft on March 30, 2017, 05:48:29 pm
project Dragon Warrior Translate to Arabic  :thumbsup:

(http://i.imgur.com/CbBsM0V.jpg)
Title: Re: Screenshots
Post by: sics on March 31, 2017, 03:03:00 am
 Hard work but I succeed!!! (http://www.bwass.org/bucket/L2.png)TaleSpin Post (http://www.romhacking.net/translations/2950/)  (http://www.bwass.org/bucket/migi_Yeah.gif)

(http://www.bwass.org/bucket/TaleSpin (Es).png)
-click to shrink image-


Title: Re: Screenshots
Post by: RadioShadow on April 02, 2017, 06:55:30 pm
Inserted a better font into Dr. Robotnik's Mean Bean Machine.  Using Mega Man 9's font (with a few adjustments made like changing the "a" and "!").  With this font, including extra letters like "é", "Dr.", "ï" etc is much easier as well.  The original font was too unique that they didn't look right.

(http://i80.photobucket.com/albums/j161/RadioSonic/Dr.%20Robotniks%20Mean%20Bean%20Machine%20USA000_2.png)

(http://i80.photobucket.com/albums/j161/RadioSonic/Dr.%20Robotniks%20Mean%20Bean%20Machine%20USA001_2.png)


Title: Re: Screenshots
Post by: RedComet on April 03, 2017, 06:37:19 pm
(http://archive.rpgclassics.com/subsites/twit/surging_aura/wip/04-03-2017/surging_aura_002.png) (http://archive.rpgclassics.com/subsites/twit/surging_aura/wip/04-03-2017/surging_aura_003.png) (http://archive.rpgclassics.com/subsites/twit/surging_aura/wip/04-03-2017/surging_aura_004.png)

Finally found time to fix a bug in the code I had. Now the search for a translator begins...again!

Title: Re: Screenshots
Post by: DarknessSavior on April 04, 2017, 12:37:10 am
Translator, you say?

~DS
Title: Re: Screenshots
Post by: RedComet on April 04, 2017, 09:35:26 am
Translator, you say?

~DS

Check your PMs.  ;)
Title: Re: Screenshots
Post by: Pennywise on April 04, 2017, 03:12:01 pm
It feels like these last few posts should have taken place like five years ago.
Title: Re: Screenshots
Post by: RedComet on April 04, 2017, 06:45:42 pm
It feels like these last few posts should have taken place like five years ago.

Yes, they should have. I blame reality for getting in the way.  :P
Title: Re: Screenshots
Post by: Pennywise on April 06, 2017, 06:31:37 pm
(http://yojimbo.eludevisibility.org/Stuff/DeadZone-2.png)(http://yojimbo.eludevisibility.org/Stuff/DeadZone-3.png)(http://yojimbo.eludevisibility.org/Stuff/DeadZone-4.png)

This game sucks. I had to write a bunch of redundant code to make sure these different variables displayed properly based on what I did/didn't grab. I'm sure more fun awaits me.
Title: Re: Screenshots
Post by: Googie on April 22, 2017, 06:03:22 am
I don't need Sivak Drac's Bass sprite anymore, someone saw my MM3 ad and put MM9 Bass in my hack, he's a cool cat... ;)

(http://i.imgur.com/e0t2JgQ.png)
Title: Re: Screenshots
Post by: SCD on April 22, 2017, 06:59:04 am
That's a nice Bass sprite that your friend made for you, but it needs some tweaking in my opinion.

Here's my edit of the sprite, I made two versions of it. One based on the colors of that sprite and the other based on his MM10 colors, I think it's possible to give him his MM10 colors in MM3:
(http://www.bwass.org/bucket/mm3bass2.png) (http://www.bwass.org/bucket/mm3bass.png)
Title: Re: Screenshots
Post by: Ness on April 22, 2017, 07:27:37 am
If you ask me you should try to change the pattern definitions to add one more tile. That cut helmet woud look weird on some of the frames.
Title: Re: Screenshots
Post by: Googie on April 26, 2017, 07:20:23 pm
I just started hacking this game today, 1 level down 99 more to go... :D

(http://i.imgur.com/Hr5RJ8L.png)
Title: Re: Screenshots
Post by: Zoinkity on May 04, 2017, 12:42:22 am
project Dragon Warrior Translate to Arabic  :thumbsup:
Amazing and impressive work there!
Title: Re: Screenshots
Post by: setz on May 04, 2017, 11:01:57 pm
Started working on a thing
(http://i.imgur.com/AwvxnEn.png)

No idea if I'll finish it. Does the first four castles right now, but no saving.
Title: Re: Screenshots
Post by: Revenant on May 06, 2017, 11:25:38 pm
(http://i.imgur.com/0y8sgrq.png)

A totally "invisible" hack, but hopefully the title bar says it all...
Title: Re: Screenshots
Post by: Mari42 on May 07, 2017, 09:24:22 pm
(http://i.imgur.com/0y8sgrq.png)

A totally "invisible" hack, but hopefully the title bar says it all...

Oh. So, this game have MMC5? Amazing! XD
Title: Re: Screenshots
Post by: Revenant on May 08, 2017, 12:10:32 am
Yep. The idea was to use MMC5's larger ROM capacity to support ROM expansion in my editor, since managing free space is kind of a hassle otherwise. (The MMC5 version in that screenshot is using the full 1MB of PRG ROM)

I need to fix up the timing of screen splits a bit, but otherwise the conversion is working pretty well.

(FCEUX 2.2.2 also had a bug that was causing nametable corruption to occur only in the MMC5 version, which I spent hours trying to track down before I realized it wasn't my problem. Keep your emulators up to date, people!)
Title: Re: Screenshots
Post by: Mari42 on May 08, 2017, 02:11:20 am
Yep. The idea was to use MMC5's larger ROM capacity to support ROM expansion in my editor, since managing free space is kind of a hassle otherwise. (The MMC5 version in that screenshot is using the full 1MB of PRG ROM)

I need to fix up the timing of screen splits a bit, but otherwise the conversion is working pretty well.

(FCEUX 2.2.2 also had a bug that was causing nametable corruption to occur only in the MMC5 version, which I spent hours trying to track down before I realized it wasn't my problem. Keep your emulators up to date, people!)

I was trying to figure it out like how can you even bankswitch stuff if you used MMC5? By LDA to something??
Title: Re: Screenshots
Post by: Gideon Zhi on May 11, 2017, 03:26:33 pm
(https://pbs.twimg.com/media/C_kaOmGUIAAJtH5.jpg) (https://pbs.twimg.com/media/C_kaOmGUQAAdKTu.jpg)

These two screens were a real bear to get working correctly together. The routines that tile the window backdrops, character portraits, and other BG1 (usually BG1, sometimes BG2) elements are the same routines that tile the text onto BG3 (usually BG3, sometimes also BG2). I'm using DTE to compress the text, and the game was treating the lower third of that combat dialog window, most of the "dead pilot static" portrait, and the high-score medal on the Herald status subscreens as DTE-encoded text, which caused things to blow up. Whee. I've fixed that, but finding the exact right combinations of checks to get everything working in concert was a massive headache.
Title: Re: Screenshots
Post by: RadioShadow on May 12, 2017, 06:19:03 pm
(https://pbs.twimg.com/media/C_kaOmGUIAAJtH5.jpg) (https://pbs.twimg.com/media/C_kaOmGUQAAdKTu.jpg)

These two screens were a real bear to get working correctly together. The routines that tile the window backdrops, character portraits, and other BG1 (usually BG1, sometimes BG2) elements are the same routines that tile the text onto BG3 (usually BG3, sometimes also BG2). I'm using DTE to compress the text, and the game was treating the lower third of that combat dialog window, most of the "dead pilot static" portrait, and the high-score medal on the Herald status subscreens as DTE-encoded text, which caused things to blow up. Whee. I've fixed that, but finding the exact right combinations of checks to get everything working in concert was a massive headache.

The pictures aren't loading for some reason on romhacking.net, but I can easily view them separately in tabs.  Because I'm nice, here they are in photobucket:
(http://i80.photobucket.com/albums/j161/RadioSonic/C_kaOmGUIAAJtH5.jpg)   (http://i80.photobucket.com/albums/j161/RadioSonic/C_kaOmGUQAAdKTu.jpg)
Title: Re: Screenshots
Post by: Mugi on May 20, 2017, 10:28:07 am
lets pump this whole graphics updating on zill o'll up a bit.

512x512 256color against 128x128 64colors.... hmmm, im tempted :P

(https://dl.dropboxusercontent.com/s/40wwbd5ckusejrs/asset_upgrade.png)
Title: Re: Screenshots
Post by: Tom on May 20, 2017, 10:30:01 am
Wow! The difference is striking!
Title: Re: Screenshots
Post by: Mugi on May 20, 2017, 11:01:05 am
it's an interesting idea to play with that these could technically just be thrown into the psp version.
they would work. The question is at which point the psp chokes on itself. Considering the current state of it (there are slowdowns when 3d is involved) its propably a bad idea to toy with this too much.
however, it's a good thing that the hi-res sources are available, so some of the more badly converted textures can be redone.

even though it's a huge load of manual work to rearrange the textures one by one since their layout doesn't match (there's 288 files, containing some 300++ textures), redoing them as 256 colors (0% more strain to the engine) is an idea im seriously considering of attempting to pull of.

on the other hand.... we could always go 200% more retro and use this:
(https://dl.dropboxusercontent.com/s/iegyj32b8f78fnu/300.png)
Title: Re: Screenshots
Post by: gadesx on May 20, 2017, 03:21:23 pm
Maybe the translation can be a hack or mod finally,
because the changes made, will be better release different patches, something like
"english translation" "english translation and edited graphics"

PD: Someone after see that texture doesn't have the tempation of leave that girl naked?  :laugh:
Title: Re: Screenshots
Post by: Mugi on May 20, 2017, 03:45:53 pm
the patch will be a translation, and will include options to add things like the retro soundtrack.
the edited graphics are simply the same old with an improved quality. a mod changes something to something else, what im doing is simply undoing damages caused by bad conversions of the original assets, such as extensive dithering, and unfairly low color counts.
Title: Re: Screenshots
Post by: GHANMI on May 21, 2017, 01:02:46 am
PD: Someone after see that texture doesn't have the tempation of leave that girl naked?  :laugh:

My first 3d texture mod was actually a nude mod... unintentionally.
Tried to replace a TIM texture with a solid rectangle of 1 color, yet even without textures the 3d model for the torso (separate from head) was still detailed enough to give the impression at such low resolutions that she's naked - actually w/ a Barbie doll's anatomy, but whatever.
Title: Re: Screenshots
Post by: saito on May 21, 2017, 12:23:48 pm
the patch will be a translation, and will include options to add things like the retro soundtrack.
the edited graphics are simply the same old with an improved quality. a mod changes something to something else, what im doing is simply undoing damages caused by bad conversions of the original assets, such as extensive dithering, and unfairly low color counts.

Tought you dropped the project because of what you post at your site. Good to see that you want to continue.
Title: Re: Screenshots
Post by: Mugi on May 21, 2017, 01:01:38 pm
Tought you dropped the project because of what you post at your site. Good to see that you want to continue.

we're still going, stronger than ever!
i'll drop this thing over my dead body :P
Title: Re: Screenshots
Post by: Madsiur on May 24, 2017, 08:04:56 pm
I've added a menu option to toggle the gradient in FF6. Some custom menu backgrounds actually look better this way, with default blue it seems I'm playing FF5 :P

(http://i.imgur.com/abY0Xyp.png)
Title: Re: Screenshots
Post by: Midna on May 24, 2017, 08:16:15 pm
I thought the gradient effect looks neat and helps to separate it from the other SNES Final Fantasies with their solid blue windows, but what do I know?
Title: Re: Screenshots
Post by: Mugi on May 25, 2017, 09:06:59 am
so, i tested it and here you go; 128x128 128colors against 256x256 256color.
the game doesn't really care, just throwing in a new texture and no further work involved is all it takes.

The ps2 source is 512x512 so the psp resolution can be pumped up to 4x.
It will 100% work on the emu but didnt test slowdowns on real HW yet. tested with 2 chars using hi-res textures and there is no noticeable performance drop whatsoever.

(https://dl.dropboxusercontent.com/s/jo8gyzchjk87znr/ULJM05410_00160.png) (https://dl.dropboxusercontent.com/s/7ramt9d93ixal9w/ULJM05410_00156.png)
Title: Re: Screenshots
Post by: Madsiur on May 25, 2017, 08:00:17 pm
I thought the gradient effect looks neat and helps to separate it from the other SNES Final Fantasies with their solid blue windows, but what do I know?

On these kind of background yes it look better, but some custom ones you can import and even some vanilla ones look better without a gradient. A few I've made and imported were almost ruined because of it.
Title: Re: Screenshots
Post by: PresidentLeever on May 28, 2017, 04:44:52 am
Chrono Trigger for genesis in 1 minute:
http://imgur.com/umPiYWx

Comparison shots:
http://imgur.com/a/rvmAr

I'll probably do more accurate mockups in terms of sub palette limitations at some point, here's a more optimized party palette.
(http://i.imgur.com/searTNJ.png)

Title: Re: Screenshots
Post by: Midna on May 28, 2017, 07:56:19 am
Yeah, pretty sure most of those colors aren't actually possible on the Genesis/MD. It's got a 9-bit RGB palette, which is less than what the SNES can display with its 15-bit RGB. (This is also why a lot of Genesis games are so bright and colorful compared to SNES games; compare Turtles in Time with Hyperstone Heist, for example.) If you run your images through your image software of choice's Posterize function and set it to "9", you should get something more approaching what the Genesis can display.
Title: Re: Screenshots
Post by: PresidentLeever on May 28, 2017, 09:35:42 am
You could''ve done that yourself.  ::)

I used the MD palette (or rather what emulators use). The RGB values used are 0, 34, 68, 102, 136, 170, 204, 238.

(http://i.imgur.com/2ZiKqV4.png)

Edit: Tried "posterize" now and it both gives wrong values and adds one more value to the palette, so it would've been useless.


Edit 2:
(http://i.imgur.com/0mgsdQY.png)
Layers: http://i.imgur.com/p73cctO.png
64 to 50/58 colors (8 colors overlapping) - Sub palettes considerate mockup (background=30c, sprites+hud=28c).

(http://i.imgur.com/p1OAQDd.png)
Layers: http://i.imgur.com/RZVTPRT.png
Super Metroid SNES (113 colors) to MD - The liquid can be done with mid frame palette switching to show more colors at once, like in the Sonic games, though it might not look exactly the same.
52 colors (or 73 with the liquid effect)/43 or 66c (15 or 39 for bg, 30 for sprites+hud).
Title: Re: Screenshots
Post by: Midna on May 29, 2017, 09:25:09 am
I'm not sure if I like how orangeish the Sprite's hair looks, but I guess it's the best that can be done with the palette limitations and everything.
Title: Re: Screenshots
Post by: PresidentLeever on May 29, 2017, 10:04:48 am
The difference between the brightest two shades is very small, ~17 for one part of each RGB value, and they're both "orange-ish" or peach colored. It could look almost identical using the MD's shadow/highlight mode and combining two sprites like in MM on NES but I'm not sure it's worth using that way.

Magical Quest, boss 1 scene:
(http://i.imgur.com/FwI4xFP.png)
Layers: http://i.imgur.com/Nn7yE2i.png
157 to 55/64 colors (with water effect). 31/40 colors for the background, 29 colors for the sprites+hud and red blocks. I suppose the boss's blue shades could make up the water surface sprites that cover the water line garbage pixels?
Title: Re: Screenshots
Post by: KingMike on May 29, 2017, 06:05:34 pm
Would be interesting to see if a proto of the actual Genesis version of Magical Quest 1 ever turned up.

It was announced but I assume the reason it was canceled was because Magical Quest 2 was released a few months after.
I remember it was early enough in the days of the Internet that boxart spread so I think some websites assumed it was released (at least before people began to compile ROM sets to notice it wasn't)
Title: Re: Screenshots
Post by: PresidentLeever on May 29, 2017, 07:01:29 pm
Interesting, I did wonder why they only released the sequel but thought it had to do with Sega releasing their own Mickey games around the same time. Too bad there's so little info on it even today.

Edit:
Warcraft II - PC to Genesis mockup (147 to 52 colors):
(http://i.imgur.com/eTRnPWv.gif)


Iron Blood - PC to MD (126 colors to 56, then 47 colors (31 bg, 30 sprites+hud))
(http://i.imgur.com/ldFEBl2.png)
Title: Re: Screenshots
Post by: NES Boy on June 03, 2017, 03:31:19 pm
I used the MD palette (or rather what emulators use). The RGB values used are 0, 34, 68, 102, 136, 170, 204, 238.

(http://i.imgur.com/2ZiKqV4.png)
My preferred RGB values are 0, 36, 72, 108, 144, 180, 216, 252.

Anyway, try posterize value 8.
Title: Re: Screenshots
Post by: PresidentLeever on June 03, 2017, 06:33:44 pm
Yes that one is slightly more accurate to real hardware except it should go up to 255, which is what I started using a few days ago. I find RHW values (0, 52, 87, 116, 144, 172, 206, 255) are too inflexible for darker shades, at least when basing the mockups on emulation screenshots.

I use an automatic palette conversion tool for paint.net instead, works very well as a base to improve on. Posterize screws with the contrast too much.

(http://i.imgur.com/A8d2Rj1.png)
208 to 61 colors, a quick test so it's not optimized in terms of the sub palette limitations.
Title: Re: Screenshots
Post by: SpiderDave on June 03, 2017, 08:41:38 pm
Here's some screens of random NES hackery, unfinished/experimental stuff.

SMB3 hack to turn it into a shmup:
(http://i.imgur.com/ZtwAGSC.png)

Zelda 1 with Link replaced with purple-haired girl.
(http://i.imgur.com/TAw2jTG.gif)

Oaty Oaty Panic starring Wilford Brimley:
(http://i.imgur.com/Gf8qhQh.gif)

Megaman 1 random level generator thing.  The brick graphics are procedural random, so is the stage layout.
(http://i.imgur.com/68tH41j.png)

Zelda 1 with Link replaced with "Billy".  Bonus ugly bricks because I can.
(http://i.imgur.com/w8Hxhfs.png)

Castlevania 1 Beware the evil bunnies!  This is something I slapped together when testing new graphics features of my patcher program.  The thing about making it easy to change graphics is you can do silly things like this.
(http://i.imgur.com/77fZZaD.png)
Title: Re: Screenshots
Post by: Chronosplit on June 05, 2017, 03:29:29 pm
Managed to start pulling Darkmage's script out of "retirement."  Sorry, the GBA font isn't optional.  I had to do a lot with the intro to make it not look awkward and result in you pressing A in the middle.  How is it looking (and yes, I had to make the first spiel start to the left)?

(http://i.imgur.com/VEk3JPw.png)
(http://i.imgur.com/uN7nYNb.png)
(http://i.imgur.com/YIyZEeA.png)
(http://i.imgur.com/pHZftD4.png)
Title: Re: Screenshots
Post by: Madsiur on June 09, 2017, 01:53:16 pm
Managed to start pulling Darkmage's script out of "retirement."  Sorry, the GBA font isn't optional.  I had to do a lot with the intro to make it not look awkward and result in you pressing A in the middle.  How is it looking (and yes, I had to make the first spiel start to the left)?

Is Darkmage script completed? I've read the main problem with it was the desync with the Opera scene, but "lips movements" are really an event issue rather than a script one..

I like how this look but I think I'd prefer center alignment.
Title: Re: Screenshots
Post by: vivify93 on June 09, 2017, 10:20:29 pm
Managed to start pulling Darkmage's script out of "retirement."  Sorry, the GBA font isn't optional.  I had to do a lot with the intro to make it not look awkward and result in you pressing A in the middle.  How is it looking (and yes, I had to make the first spiel start to the left)?
The w in the font needs to be moved down by 1 pixel. Otherwise it looks fine :)
Title: Re: Screenshots
Post by: Chronosplit on June 10, 2017, 12:01:47 am
The w in the font needs to be moved down by 1 pixel. Otherwise it looks fine :)
I've noticed this.  I'm going to look into the font, it bugs me for more than one reason.

Is Darkmage script completed? I've read the main problem with it was the desync with the Opera scene, but "lips movements" are really an event issue rather than a script one..

I like how this look but I think I'd prefer center alignment.
Darkmage mentioned the one he left publically had the Opera fixed.  Haven't done anything extensive with that yet however.  I'm planning on looking at centering the intro later.

Right now the main hurdle is updating names to match the script.  I hit a unique problem with the tools and Wine.  Or something.
Title: Re: Screenshots
Post by: Googie on June 12, 2017, 05:31:16 pm

(http://i.imgur.com/ZtwAGSC.png)

(http://i.imgur.com/TAw2jTG.gif)

(http://i.imgur.com/Gf8qhQh.gif)

(http://i.imgur.com/68tH41j.png)

(http://i.imgur.com/w8Hxhfs.png)

(http://i.imgur.com/77fZZaD.png)

These made me laugh. :D
Title: Re: Screenshots
Post by: Piotyr on June 13, 2017, 05:08:12 am
Managed to start pulling Darkmage's script out of "retirement."  Sorry, the GBA font isn't optional.  I had to do a lot with the intro to make it not look awkward and result in you pressing A in the middle.  How is it looking (and yes, I had to make the first spiel start to the left)?
Glad to see someone taking a retranslation to ff6 instead of doing a "Relocalization". This game really deserves it! I am amazed it hasn't happend by now actually.
Title: Re: Screenshots
Post by: Chronosplit on June 13, 2017, 07:52:33 pm
Glad to see someone taking a retranslation to ff6 instead of doing a "Relocalization". This game really deserves it! I am amazed it hasn't happend by now actually.
That's one reason why I want to do this.  I know some are kinda like "another script fix?" and I understand that because there are a lot of good ones, but this one deserves to be pulled up due to the different perspective.

It's also planned to have a few more bells and whistles to make things worth it.  I'll talk more of this when I get a thread up (which will be a long distance from now, and I'll have more to show than intros.  I still haven't fixed my problem), but basically along with the obligatory uncensoring (including Dr. Meat's final battle stuff so this is set to be more uncensored than Improvement) it's going to be the only script completely compatible with the CV bugfix compilation.  If the planets align bushido renaming/button config will be in here too.
Title: Re: Screenshots
Post by: Piotyr on June 14, 2017, 05:48:29 pm
That's one reason why I want to do this.  I know some are kinda like "another script fix?" and I understand that because there are a lot of good ones, but this one deserves to be pulled up due to the different perspective.

It's also planned to have a few more bells and whistles to make things worth it.  I'll talk more of this when I get a thread up (which will be a long distance from now, and I'll have more to show than intros.  I still haven't fixed my problem), but basically along with the obligatory uncensoring (including Dr. Meat's final battle stuff so this is set to be more uncensored than Improvement) it's going to be the only script completely compatible with the CV bugfix compilation.  If the planets align bushido renaming/button config will be in here too.

I just like having the most faithful translation of anything I play so this is a dream come true being this is one of my favorite games ever. Hope you make it to the finishline bro!
Title: Re: Screenshots
Post by: Yakibomb on June 18, 2017, 08:51:38 pm
Going to place this here to get some feedback. This is what it looks like in game.
(http://bin.smwcentral.net/u/124/Birthday%2BWish%2Bjun1617.png)

This is what I'm thinking I want it to look like.
(http://bin.smwcentral.net/u/124/SMB3%2Bstatus%2Bbar.png)

Thoughts?

EDIT: Realize some info might help. Justin3009 and I implemented a P-Meter in Super Mario RPG, which is basically a regenerating FP gauge for each ally. It would be used for abilities.

This is how it might look in the menu (quick mockup)
(http://bin.smwcentral.net/u/124/Birthday%2BWish%2Bmockup3%2Bjun1817.png)

Not sure where LV would go...
Title: Re: Screenshots
Post by: Midna on June 19, 2017, 01:45:04 am
Couldn't you just expand the box downward a bit and put the level in there?
Title: Re: Screenshots
Post by: Grimoire LD on June 19, 2017, 02:56:23 pm
That is an ambitious idea, and any game that has Kamek and Mario teaming up sounds pretty great to me! I'm curious to know what else you have planned considering in that one screenshot alone you have two of my favorite Mario characters (Kamek and Toad) in the party, so you've already caught my interest.
Title: Re: Screenshots
Post by: tc on June 19, 2017, 04:47:32 pm
That's one reason why I want to do this.  I know some are kinda like "another script fix?" and I understand that because there are a lot of good ones, but this one deserves to be pulled up due to the different perspective.

It's also planned to have a few more bells and whistles to make things worth it.  I'll talk more of this when I get a thread up (which will be a long distance from now, and I'll have more to show than intros.  I still haven't fixed my problem), but basically along with the obligatory uncensoring (including Dr. Meat's final battle stuff so this is set to be more uncensored than Improvement) it's going to be the only script completely compatible with the CV bugfix compilation.  If the planets align bushido renaming/button config will be in here too.

I don't know enough about the other versions to have any idea how useful this is. Are you saying yours is a fresh respectable translation from the original Japanese, and more or less aims to assume no prior scripts exist? Keeping in old lines may be fanservice, but it doesn't necessarily treat the material right.
Title: Re: Screenshots
Post by: KingMike on June 19, 2017, 07:41:41 pm
Couldn't you just expand the box downward a bit and put the level in there?
I don't know how the game is coded, but maybe some of the other menus reuse that space?
Such as I think the spell menu says the next spell level, and Switch I think shows EXP.
Is that the sort of issue?
Title: Re: Screenshots
Post by: justin3009 on June 19, 2017, 10:20:47 pm
Each menu has separate height and width's as far as I recall.  The if you extend them down, you'll have to modify every menu that has stats which isn't a big deal, it's SUPER easy to do.  Just a simple couple byte changes overall but you'll have to shift the stats of each window around a tad.
Title: Re: Screenshots
Post by: Googie on June 20, 2017, 07:31:35 pm
Here's a little project I'm working on, I wanna give this hack a hilarious story. The palettes are weird for the American version of this game for me to change the clothes palettes for some reason. Here's what's done so far...

(http://i.imgur.com/CrwBRnX.png)

(http://i.imgur.com/iZ3ciHL.png)

(http://i.imgur.com/QZ4o4x4.png)
Title: Re: Screenshots
Post by: Yakibomb on June 21, 2017, 01:40:43 am
Yes, it would just be a few byte changes. Each menu is independent from each other I believe. I did try last night but was not able to locate the bytes needed to make this work. C3:1604 is the start of the address, according to giangurgolo (LS's author).

I did make another mockup. This is what it would have to look like if the box was extended by one 8x8 tile, so this is not exaggerated.
(http://bin.smwcentral.net/u/124/Birthday%2BWish%2Bmockup3%2Bjun1817_3.png)

And this is my most recent try, based on feedback from several people:

(http://bin.smwcentral.net/u/124/Birthday%2BWish%2Bjun1917_7.png)

That is an ambitious idea, and any game that has Kamek and Mario teaming up sounds pretty great to me! I'm curious to know what else you have planned considering in that one screenshot alone you have two of my favorite Mario characters (Kamek and Toad) in the party, so you've already caught my interest.
Actually, I want to extinguish this--it's not Toad or Kamek! They're going to be their own standalone characters, scripted by me. Mario will be Mario, though!

Kamek and Toad are both leftovers from hacks I attempted before where they were actually going to be those characters. That's why he's still named "Kamek".
Title: Re: Screenshots
Post by: kuja killer on June 24, 2017, 04:43:04 am
Hey there, just wish to share some shots from megaman odyssey to let the public know that this game still exists:
Original post details i posted on acmlm board, just only here and romhacking.net only

http://acmlm.kafuka.org/board/thread.php?pid=165729#165729

(http://acmlm.kafuka.org/uploader/get.php?id=5239)
Title: Re: Screenshots
Post by: FlashPV on June 24, 2017, 07:29:50 am
Awesome!!! Can't wait for this one. I'm sure it'll be the best Megaman rom hack out there.  :woot!:
Title: Re: Screenshots
Post by: Mugi on June 24, 2017, 03:51:47 pm
Too lazy to make a full thread about this but since my translator for Utawarerumono portable reappeared and the project is again progressing,
i figured i'll drop a picture or 2 :)

This patch has been in development for almost 5 years now, and is currently slightly over halfway translated.
It's origins are from the fact that Mirrormoon did provide me their texts from the pc version's translation, but we eventually decided to not use them, and
retranslate instead. However, some terminology and references have been taken from the pc version's translation (naming of characters etc...)

more than 30 tools were programmed for dealing with this game and it's overall percentage of modifications is incredibly high, it's a terrible shame that over the years we worked on this, almost nothing has been documented and eventually it's been forgotten as overall, we keep in our heads pieces of more or less complete rom map of the entire game...

nonetheless... I have hope that after all the drawbacks this patch is finally on it's final road to being completed, I decided to share a picture or 2 =)

(https://dl.dropboxusercontent.com/s/0n6t0pmvpaayif7/ULJM05458_00002.png) (https://dl.dropboxusercontent.com/s/vu2nhjdqkfm4gho/ULJM05458_00003.png) (https://dl.dropboxusercontent.com/s/hw5y4l86h0pu1rx/ULJM05458_00005.png)

(https://dl.dropboxusercontent.com/s/tsksd8mz5snxi25/ULJM05458_00006.png) (https://dl.dropboxusercontent.com/s/roiach9qaxcemme/ULJM05458_00008.png) (https://dl.dropboxusercontent.com/s/q0ncugaxf7rg18b/ULJM05458_00009.png)

(https://dl.dropboxusercontent.com/s/moxkihm38bgyzw0/ULJM05458_00010.png) (https://dl.dropboxusercontent.com/s/qu1vzioctfc233v/ULJM05458_00013.png) (https://dl.dropboxusercontent.com/s/hckj122w30vy7qe/ULJM05458_00014.png)

(https://dl.dropboxusercontent.com/s/hrk5phvwprnw7q5/ULJM05458_00015.png) (https://dl.dropboxusercontent.com/s/pdunwtlk2yvc1me/ULJM05458_00016.png)

cat tax:
(https://dl.dropboxusercontent.com/s/ud2b9l830vqp8ps/cattax.png)
Title: Re: Screenshots
Post by: paul_met on June 26, 2017, 02:32:53 pm
Castlevania SotN [PSX] - without black bars.

(https://s21.postimg.org/oqgt81yhz/image.png) (https://s21.postimg.org/k5umt4esn/image.png)
Title: Re: Screenshots
Post by: Gemini on June 26, 2017, 03:18:54 pm
Kinda usess to be honest, vertical overscan eats the stuff covered by those black strips.
Title: Re: Screenshots
Post by: paul_met on June 26, 2017, 03:49:39 pm
Kinda usess to be honest, vertical overscan eats the stuff covered by those black strips.
I do not think so. Without black bars, we get the standard screen resolution for PSX 256х240. All 240 lines should be displayed.
Title: Re: Screenshots
Post by: Chronosplit on June 26, 2017, 05:19:44 pm
I don't know enough about the other versions to have any idea how useful this is. Are you saying yours is a fresh respectable translation from the original Japanese, and more or less aims to assume no prior scripts exist? Keeping in old lines may be fanservice, but it doesn't necessarily treat the material right.
There are things left undone (Kefka, but things have been done to his lines), but they are fewer than many patches out there.  In fact, here's a dump of Darkmage's script itself: http://slickproductions.org/forum/index.php?topic=2230.msg26815#msg26815

Changes aren't planned to be big to the script itself (most changes will actually be changing everything else to what's in the script) and I'll be keeping close to what's written.  Maaaaaaybe GP will be Gil but that's it.
Title: Re: Screenshots
Post by: Gemini on June 26, 2017, 07:29:09 pm
All 240 lines should be displayed.
Nope, you get at best 248x224 pixels visible. With some TVs it can even be worse unless you have an option to adjust screen placement. After all there is a reason why Konami left some elements masked by those strips.
Title: Re: Screenshots
Post by: tc on June 26, 2017, 07:37:39 pm
Nope, you get at best 248x224 pixels visible. With some TVs it can even be worse unless you have an option to adjust screen placement. After all there is a reason why Konami left some elements masked by those strips.

Emulation. The PSP isn't a TV, it needs every pixel it can get.
Title: Re: Screenshots
Post by: Gemini on June 26, 2017, 07:49:16 pm
Then good luck displaying hi-res menus in SOTN with all that PSP stretching going on and the same exact black strips appearing in there too.
Title: Re: Screenshots
Post by: paul_met on June 27, 2017, 01:12:27 am
Nope, you get at best 248x224 pixels visible. With some TVs it can even be worse unless you have an option to adjust screen placement.
In this case, you can throw such TV to the trash. ;)

After all there is a reason why Konami left some elements masked by those strips.
To optimize performance is obvious. Otherwise, black bars were present everywhere (main menu, videos, etc.)
Title: Re: Screenshots
Post by: tc on June 27, 2017, 02:43:53 am