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Romhacking => Personal Projects => Topic started by: toruzz on April 07, 2016, 12:09:00 am

Title: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on April 07, 2016, 12:09:00 am
(http://i.imgur.com/NQJsOGQ.png)

For the Frog the Bell Tolls DX is a color hack of the amazing Nintendo title Kaeru no Tame ni Kane wa Naru. It's completely done in ASM and takes advantage of the GBC unique features, which results in an almost GBC-level game.

I'm trying to be as true as possible to the original game, editing graphics only when it is strictly needed and adding tiles only when it makes sense. I'm also trying to be faithful to the elements that the developers intended to emphasize and the places that the developers wanted to differentiate.

Of couse all this is highly subjective and I know that I can't make everybody happy, but I'll try at least to be consistent. This is something that I'll try to fine-tune as much as possible when the betatesting stage comes.

Screenshots:
Spoiler:
(http://i.imgur.com/Gs55Wwx.png)
(http://i.imgur.com/8CyMsmu.png)
(http://i.imgur.com/YIorRpL.png)
(http://i.imgur.com/gSEZRDe.png)
(http://i.imgur.com/7bTORf6.png)
(http://i.imgur.com/9rmf19c.png)
(http://i.imgur.com/d4DXPXv.png)
(http://i.imgur.com/nUPBAKO.png)
(http://i.imgur.com/sF0VUIq.png)
(http://i.imgur.com/Pw2zglV.png)
(http://i.imgur.com/v1DhTWs.png)

You can also watch it in movement in this video (it's a bit buggy though): https://www.youtube.com/watch?v=Ppwp5kne99k (https://www.youtube.com/watch?v=Ppwp5kne99k)

FAQ:

When will it be released?
I don't know. I've been working on this for half a year now, but unfortunately I think I'll need at least another year.

Which colors are you using and why?
My color choices are highly inspired by the GBC Zelda games and the original artwork. I'm taking into account that saturated colors are needed because the GBC screen wash the colors out, but I'm also aware that most people are going to play with an emulator, so I'm actually testing the hack in both real hardware and emulators.
Spoiler:
(http://i.imgur.com/JH9OUiD.png)
VGA colors vs emulated colors. The right image shows a pretty accurate depiction on how it actually looks on the GBC screen

Is this hack compatible with the English translation patch?
It seems to work just fine (except for the intro screen graphics), but I'm not completely sure. I want to make a VWF hack, so I'll adapt the English script if the original translator grant me permission to do so.

How can I help you?
I'm not quite happy with my current splash screen (http://i.imgur.com/OaZathQ.png), so I'd love if an artist came up with a good illustration for it. For reference, I liked a lot the one I had (http://i.imgur.com/CWTZFNB.png) based on this amazing artwork (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=57918692), but unfortunately the author didn't grant me permission to use it.

Original post:
Spoiler:
Hello everyone!

(http://i.imgur.com/GCYOzjL.png)
(http://i.imgur.com/b04rkxt.png)

Many of you may know that back in the GBC era Nintendo announced a "DX" version of Kaeru no Tame ni Kane wa Naru (For the Frog the Bell Tolls or, as the other thread says, The Frog for Whom the Bell Tolls). I really enjoyed the game and I couldn't help but think that it would have been amazing in color.

Recently I became familiar with GB/C ASM and managed to make a VWF hack for Link's Awakening (http://"http://www.romhacking.net/hacks/2414/"), and now that I'm confident enough to work on a bigger project I think is time to make this hack.

The project is in a really early stage, but in the Screenshots thread it became obvious to me that I could use some feedback :)
I'm also tweaking little things here and there, most notably Sablé's sprite. Also, choosing the correct colors is hard, so I'd appreciate any comments on those matters.

https://www.youtube.com/watch?v=9JouJV2MZRA (https://www.youtube.com/watch?v=9JouJV2MZRA)

Spoiler:
BTW, sorry for my bad English
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on April 07, 2016, 12:33:23 am
Don't worry, your English isn't bad at all!

The screenshots look really good. Maybe not saturated enough (compare with Link's Awakening DX and/or the Oracles games), but what you have here looks absolutely fine and you don't need to change a thing.

Remember that Link's Awakening DX took advantage of the transition to a color device to improve the graphics some (trees, grass, the Angler Fish boss, etc.). You could try changing, for example, the 2D-looking trees in the third to be more three-dimensional.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Gideon Zhi on April 07, 2016, 03:01:04 am
Will this be compatible with the translation patch?
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on April 07, 2016, 12:35:38 pm
It looks great. I hope this gets finished.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: BadChad on April 07, 2016, 01:17:24 pm
This project has got me super excited! I'm a huge fan of this game. There seems to be a lot of attention towards this game right now with the translation being re-worked and improved. And now it getting the "DX" treatment with this color hack. I'm all for it!

Hope it'll be compatible with the translation to combine for the ultimate experience!

Anyway, everything looks great so far and good luck with the rest of the project. Looking forward to seeing more progress!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: acediez on April 07, 2016, 04:05:49 pm
Don't worry, your English isn't bad at all!

The screenshots look really good. Maybe not saturated enough (compare with Link's Awakening DX and/or the Oracles games), but what you have here looks absolutely fine and you don't need to change a thing.

Remember that Link's Awakening DX took advantage of the transition to a color device to improve the graphics some (trees, grass, the Angler Fish boss, etc.). You could try changing, for example, the 2D-looking trees in the third to be more three-dimensional.
No need to be saturated to look good. I actually like this pastel-like soft tones more than the saturated Zelda games.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on April 07, 2016, 05:24:24 pm
Don't worry, your English isn't bad at all!

The screenshots look really good. Maybe not saturated enough (compare with Link's Awakening DX and/or the Oracles games), but what you have here looks absolutely fine and you don't need to change a thing.

Remember that Link's Awakening DX took advantage of the transition to a color device to improve the graphics some (trees, grass, the Angler Fish boss, etc.). You could try changing, for example, the 2D-looking trees in the third to be more three-dimensional.
Thank you! I tried that at first, but I like it more with softer colors. Also, I'm always checking if there is enough contrast on BGB's washed out colors and it doesn't look bad at it is now.

I'm actually trying to make the kind of improvements you suggest (and I know the trees don't look that good because of palette's limitations). I'll keep trying to make those look better.

Will this be compatible with the translation patch?
No, as I want to insert a VWF hack. Hopefully the translator will grant me permission to use his script.

It looks great. I hope this gets finished.
If it doesn't I'll release what I have so anyone else can finish it  :)

This project has got me super excited! I'm a huge fan of this game. There seems to be a lot of attention towards this game right now with the translation being re-worked and improved. And now it getting the "DX" treatment with this color hack. I'm all for it!

Hope it'll be compatible with the translation to combine for the ultimate experience!

Anyway, everything looks great so far and good luck with the rest of the project. Looking forward to seeing more progress!
Thank you!

No need to be saturated to look good. I actually like this pastel-like soft tones more than the saturated Zelda games.
Yep, I agree.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Scapetti on April 08, 2016, 07:47:15 am
No, as I want to insert a VWF hack. Hopefully the translator will grant me permission to use his script.

I hope so too! And a VWF hack would be great to fix that Sablé problem. I would suggest keeping the borders of the sprites black to be more in line with Link's Awakening DX. It made Link look like he had black hair and it will make the Prince look like he has black hair probably, as well as Richard (he had black hair in Link's Awakening DX). But that's how they've done it in Link's Awakening DX. You should take the same skin tone from Link's Awakening DX I think and have Richard look paler than our main character :) Very awesome!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on April 10, 2016, 12:33:58 am
I'm trying to keep the map editing at the minimum, but sometimes there is no other way. In this case I had to remove the tree as it was taking two BG palettes :/

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

I hope so too! And a VWF hack would be great to fix that Sablé problem. I would suggest keeping the borders of the sprites black to be more in line with Link's Awakening DX. It made Link look like he had black hair and it will make the Prince look like he has black hair probably, as well as Richard (he had black hair in Link's Awakening DX). But that's how they've done it in Link's Awakening DX. You should take the same skin tone from Link's Awakening DX I think and have Richard look paler than our main character :) Very awesome!
Thank you! Link's Awakening DX took a very different approach because the developers had more limitations (they wanted it to be compatible with GB and didn't have as much ROM as I do), so as long as it looks good, I think it's better to use more colors.

And you're right, I have to make Richard look a bit paler  :P
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Scapetti on April 10, 2016, 10:03:13 pm
Thank you! Link's Awakening DX took a very different approach because the developers had more limitations (they wanted it to be compatible with GB and didn't have as much ROM as I do), so as long as it looks good, I think it's better to use more colors.

And you're right, I have to make Richard look a bit paler  :P

Oh that may be so but I still think a black outline highlights the characters better, they blend into the background a little too much for my liking currently. Better to have them stand out :) I mean think of games like Earthbound and A Link to the Past, even without colour limitation on the Super Nintendo they still had black outlines. I just think it will look nicer, personally. Generally I think if the colour was black in the black and white version you should keep it black. Even for backgrounds. It'll just give everything a bit more contrast and will look nicer overall
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on April 10, 2016, 11:24:29 pm
Oh that may be so but I still think a black outline highlights the characters better, they blend into the background a little too much for my liking currently. Better to have them stand out :) I mean think of games like Earthbound and A Link to the Past, even without colour limitation on the Super Nintendo they still had black outlines. I just think it will look nicer, personally. Generally I think if the colour was black in the black and white version you should keep it black. Even for backgrounds. It'll just give everything a bit more contrast and will look nicer overall
Hmm... I understand where you're coming from, but I tried it and it just doesn't feel right to me. Look at this screenshots:

(http://i.imgur.com/RYd6HjF.png)
(http://i.imgur.com/I7Gn34p.png)

Maybe I should use darker color for the outlines to improve the contrast, but using black as in LA doesn't look good to me. I don't know, if you guys disagree maybe I'll make a poll.

PS.- BTW, I improved the trees and inserted the routine to switch the palette of the coin/heart :D

EDIT: I made a mockup and it definitely looks better with darker outlines. I'll change it.
(http://i.imgur.com/MvldhYX.png)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: LargoLaGrande on April 13, 2016, 11:34:00 am
Never knew about this game. So I defintely check it out.

It looks really great in color! Good job! Thanks. Looks very promising
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Scapetti on April 13, 2016, 12:17:01 pm
EDIT: I made a mockup and it definitely looks better with darker outlines. I'll change it.
(http://i.imgur.com/MvldhYX.png)

Fantastic! They look MUCH better. A good compromise I think :)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on April 16, 2016, 10:08:23 pm
Do you guys think I should change the map a bit like Link's Awakening DX did? I'm finding it difficult to make it look as good as I'd like without adding some changes, and color adds a dimension that I think should be explored. I'm thinking about something like this:

(http://i.imgur.com/1tMSzux.png)

I would really appreciate your feedback on this one.

Fantastic! They look MUCH better. A good compromise I think :)
Thanks!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on April 16, 2016, 10:10:52 pm
I was going to suggest extending the wall. It looks better and makes more sense than replacing the tree with flowers.

Edit: Wow, I didn't even notice the Link's Awakening-type dirt patches. I guess that says something about how good they look!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on April 17, 2016, 12:25:01 am
I'd rather see colorized gameboy graphics than gbc style graphical replacements. I vote against it.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: SunGodPortal on April 17, 2016, 12:35:05 am
I think everything looks awesome so far. :thumbsup:
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: BadChad on April 17, 2016, 01:33:08 am
I'm all for the changes as long as things don't go too overboard. So far everything looks really good and also seems to stay in line with the type of changes Nintendo made when making the "DX" version of Link's Awakening. So I feel like they would have made similar changes for a "DX" release of this game!  :thumbsup:
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: GHANMI on April 17, 2016, 02:51:42 am
I'm trying to keep the map editing at the minimum, but sometimes there is no other way. In this case I had to remove the tree as it was taking two BG palettes :/

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

Any way to keep that tree, even with a yellow + light green + dark green palette?
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Scapetti on April 17, 2016, 07:40:15 pm
Do you guys think I should change the map a bit like Link's Awakening DX did? I'm finding it difficult to make it look as good as I'd like without adding some changes, and color adds a dimension that I think should be explored. I'm thinking about something like this:

(http://i.imgur.com/1tMSzux.png)

I would really appreciate your feedback on this one.
Thanks!

If you think changes are necessary and it is in keeping with what Nintendo might do then I am all for it :) looks good!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on April 17, 2016, 07:43:19 pm
Thank you for the feedback! The response has been mostly positive, so I'll introduce some slight changes ONLY if for some reason it doesn't feel right - as in the terrain. I'll probably ask you anyway  ;)

I'm doing everything manually at the moment, so I think I'll focus on making a map/palette editor now. I haven't fully figured out the map system, so I also have some investigation to do.

BTW, I've made some changes to Port Saltwater and this is how it looks now:

(http://i.imgur.com/A0sNDAY.png)

Any way to keep that tree, even with a yellow + light green + dark green palette?
Actually I figured out a way to fit all the palettes, so I'll keep the tree  :)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on April 17, 2016, 08:51:08 pm
That's looking really fantastic! If you're doing what you think an official Nintendo version would have done, though, I'm not sure if you'd want to make the cross on the building red. It's a copyrighted symbol and you can actually get in legal trouble for using it. It's why all of the red crosses on the hospitals in Mother 2 were scrubbed when it came over as EarthBound.

Of course, it's not an official "DX version" and the Red Cross can't exactly go after random hackers adding a new twist to a cult game, so do what you will.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on April 17, 2016, 10:03:41 pm
That's looking really fantastic! If you're doing what you think an official Nintendo version would have done, though, I'm not sure if you'd want to make the cross on the building red. It's a copyrighted symbol and you can actually get in legal trouble for using it. It's why all of the red crosses on the hospitals in Mother 2 were scrubbed when it came over as EarthBound.

Of course, it's not an official "DX version" and the Red Cross can't exactly go after random hackers adding a new twist to a cult game, so do what you will.

Thank you! I didn't think about that to be honest. I could change the colors or maybe change it for something like this, but it looks kinda worse to me:

(http://i.imgur.com/3w6agRg.png)

I don't know, I think I'll keep it as it is for now.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on April 17, 2016, 10:25:47 pm
You don't need to redraw the sign. You could change the color to something like blue, or mint green, or even pink. That's what Pokemon does.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: SCD on April 17, 2016, 11:02:45 pm
(http://i.imgur.com/A0sNDAY.png)

That looks really cool, excellent job.

I definitely recommend that you should keep the original cross sign on the hospital building the way it is and give it the red color as well. The Red Cross is not going to care about a color hack for a old game that has their symbol in it, they're more worried about newer games that have their symbol in it than older games.

I really don't want any censorship in this game.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: BadChad on April 18, 2016, 12:28:04 pm
This looks fantastic so far! I don't really have any issues with the red cross as it is personally. But if it was changed to be pink or something, that wouldn't bother me at all.

The only thing I'm noticing that could be fixed is the plain patch of ground between the two houses in the top left corner. Right now you have it as just plain grey to match the stone walkways. I'd suggest filling it in with some grass. And maybe the fixing the stone in the bottom right corner by the water, but that's just nitpicking.

(http://i128.photobucket.com/albums/p191/BaddyChaddy/A0sNDAY_zpstbev2jxi.png) (http://s128.photobucket.com/user/BaddyChaddy/media/A0sNDAY_zpstbev2jxi.png.html)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Satoshi_Matrix on April 18, 2016, 04:31:02 pm
I concur. Keep the cross, and keep it red. The Red Cross will almost certainly NOT come after you for its use in a colorized version of a 1992 GameBoy game that will be released for free. And even on the most remote chance they did come after you, theyd issue a C&D and not outright get you in legal trouble. You're not selling anything, and you weren't the one who used the symbol in the first place as you weren't the original developer of the game.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Vanya on April 18, 2016, 08:30:05 pm
Plus I don't even know how the Red Cross got away with copyrighting that in the first place since the red cross symbol had been in use for centuries before they came to be. Copyright law can be so... fudgey at times.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Scapetti on April 19, 2016, 06:51:20 am
Thank you! I didn't think about that to be honest. I could change the colors or maybe change it for something like this, but it looks kinda worse to me:

(http://i.imgur.com/3w6agRg.png)

I don't know, I think I'll keep it as it is for now.

It did strike me also actually but you're not doing a localisation patch, you're doing a colour patch. The cross itself would be completely removed as you have done but I am not sure what the best thing to do would be, perhaps changing it to a wine bottle? (but then there's also the issue of that being localised due to alcohol) OR a heart?

It's really up to you whether you want to change these things... as people have said, the red cross won't come after you, however that is definitely not the reason people would want it changed. There are two kinds of people on here when it comes to translations. Those that like a localised version so it is more authentic to what Nintendo would do, and those that want an uncensored literal version. I dare say we've gotten into some arguments about it in the other thread too.

If you WANT to make two versions to cater for these two kinds of people, that would be great, but you don't have to :)

The whole thing is looking great though! Very exciting.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Bahamut ZERO on April 19, 2016, 01:24:09 pm
I wouldn't bother changing up the cross graphic or the color you originally gave it. It looks perfect as it was.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: ShadowOne333 on April 19, 2016, 02:54:16 pm
Holy freaking shit, toruzz.

This is some top notch work!
I can only image the kind of black magic that you have done to make this.

Colourizing games has always been something that amazes me.

How are you doing this stuff?!
I'd love to hear the process of doing such an amazing feat!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on April 19, 2016, 03:57:26 pm
The GBC hardware is pretty similar to the original Game Boy hardware. Besides the color graphics, it has the option to run at 8 MHz instead of 4, which doesn't really amount to much except less slowdown when many sprites are on-screen, and has twice the amount of VRAM, which obviously allows for better animated/more sprites and more detailed backgrounds. (Game Boy Color games that are backwards-compatible with the original Game Boy can only use half of the available VRAM, though. It's why the Korean versions of Pokemon Gold and Silver can only be run on the GBC - the graphics used for the hangul poke into the second VRAM bank.)  Other than that, the systems are extremely close, if not identical.

If I'm remembering right, adding color to a Game Boy game can be done by adding in palette data, adding in code to load the palette data (since why would the original Game Boy ever need that?), and then assigning palette attributes to individual tiles. There's a program called the Game Boy Colorizer that can automate the process to an extent, but it's very limited, and not very good besides that.

Maybe someone else can explain it better than I can, since I've never done it before, but there you go.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on April 19, 2016, 07:32:44 pm
It did strike me also actually but you're not doing a localisation patch, you're doing a colour patch. The cross itself would be completely removed as you have done but I am not sure what the best thing to do would be, perhaps changing it to a wine bottle? (but then there's also the issue of that being localised due to alcohol) OR a heart?

It's really up to you whether you want to change these things... as people have said, the red cross won't come after you, however that is definitely not the reason people would want it changed. There are two kinds of people on here when it comes to translations. Those that like a localised version so it is more authentic to what Nintendo would do, and those that want an uncensored literal version. I dare say we've gotten into some arguments about it in the other thread too.

If you WANT to make two versions to cater for these two kinds of people, that would be great, but you don't have to :)

The whole thing is looking great though! Very exciting.
I wouldn't bother changing up the cross graphic or the color you originally gave it. It looks perfect as it was.

Thanks! Well, as I said before I think I'll just keep the red cross (it probably hasn't been trademarked in my country anyway).
I'll finish the "DX" version first, but eventually I'd like to use the English translation (if the guy who translated it previously grant me permission) and then translate it to Spanish. So yeah, maybe it sounds a bit ambitious but I want to release it in Japanese, English and Spanish.

Holy freaking shit, toruzz.

This is some top notch work!
I can only image the kind of black magic that you have done to make this.

Colourizing games has always been something that amazes me.

How are you doing this stuff?!
I'd love to hear the process of doing such an amazing feat!

Thank you! I'm writing some sort of documentation for this hack (even though it is a mess), so maybe I could clean it up and release everything I have once it has been finished. I'd really like to see more colorization hacks.

The GBC hardware is pretty similar to the original Game Boy hardware. Besides the color graphics, it has the option to run at 8 MHz instead of 4, which doesn't really amount to much except less slowdown when many sprites are on-screen, and has twice the amount of VRAM, which obviously allows for better animated/more sprites and more detailed backgrounds. (Game Boy Color games that are backwards-compatible with the original Game Boy can only use half of the available VRAM, though. It's why the Korean versions of Pokemon Gold and Silver can only be run on the GBC - the graphics used for the hangul poke into the second VRAM bank.)  Other than that, the systems are extremely close, if not identical.

If I'm remembering right, adding color to a Game Boy game can be done by adding in palette data, adding in code to load the palette data (since why would the original Game Boy ever need that?), and then assigning palette attributes to individual tiles. There's a program called the Game Boy Colorizer that can automate the process to an extent, but it's very limited, and not very good besides that.

Maybe someone else can explain it better than I can, since I've never done it before, but there you go.
That's basically the process, yeah. The tricky part is to intercept the code at the correct time and to make sure it runs fast enough, but that's about it.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: TRIFORCE89 on April 19, 2016, 08:02:47 pm
Just wanted to chime in and say these screenshots look absolutely terrific. Perhaps the best "colorized" GB hack I've come across. Really impressive.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on April 25, 2016, 11:17:36 am
Just wanted to chime in and say these screenshots look absolutely terrific. Perhaps the best "colorized" GB hack I've come across. Really impressive.
Thank you very much  ;)

I've found some issues with the speed the boat sails. It's not a huge deal, but I haven't been able to fix it and it is bugging me a lot.
Anyway, here is some progress:
https://www.youtube.com/watch?v=CKIiH07Yfho (https://www.youtube.com/watch?v=CKIiH07Yfho)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Scapetti on April 25, 2016, 12:36:38 pm
Looks good! Richard is looking a little like a ghost though I think, I think you need to make his borders darker like we mentioned. Actually the whole thing is looking a little paler but perhaps it is simply the emulator you are using
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on April 25, 2016, 12:52:52 pm
Looks good! Richard is looking a little like a ghost though I think, I think you need to make his borders darker like we mentioned. Actually the whole thing is looking a little paler but perhaps it is simply the emulator you are using
Yep, keep in mind that BGB's colors are washed out on purpose to make it look more like the actual GBC. Most people will play it on an emulator, though.
In any case I'll receive a flashcart soon and I'll check if the colors have to be tweaked.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: CVReynolds on April 25, 2016, 06:19:42 pm
Yep, keep in mind that BGB's colors are washed out on purpose to make it look more like the actual GBC. Most people will play it on an emulator, though.
In any case I'll receive a flashcart soon and I'll check if the colors have to be tweaked.

In BGB's options, go to the Graphics tab. There's an option labeled "GBC LCD colors". Uncheck the enable box. Looks good then. :3
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: mz on April 25, 2016, 07:30:23 pm
Great tip, CVReynolds!

I wish I could apply it retroactively to the thousands of screenshots I took with it enabled. :(
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Jigglysaint on April 25, 2016, 07:43:07 pm
Is the level data similar to that of Link's Awakening?  I would vote for making changes as long as they don't affect gameplay.  I know that LA did some changes, mostly to fix glitches that lead to unwinnable situations.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: John Enigma on April 25, 2016, 07:52:59 pm
I know that this is a GB game, but is it really that possible to change its b&w color scheme to full Game Boy Color colors?
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: House on April 26, 2016, 01:02:49 am
Hello everyone!

(http://i.imgur.com/GCYOzjL.png)
(http://i.imgur.com/b04rkxt.png)

Many of you may know that back in the GBC era Nintendo announced a "DX" version of Kaeru no Tame ni Kane wa Naru (For the Frog the Bell Tolls or, as the other thread says, The Frog for Whom the Bell Tolls). I really enjoyed the game and I couldn't help but think that it would have been amazing in color.

Recently I became familiar with GB/C ASM and managed to make a VWF hack for Link's Awakening (http://"http://www.romhacking.net/hacks/2414/"), and now that I'm confident enough to work on a bigger project I think is time to make this hack.

The project is in a really early stage, but in the Screenshots thread it became obvious to me that I could use some feedback :)
I'm also tweaking little things here and there, most notably Sablé's sprite. Also, choosing the correct colors is hard, so I'd appreciate any comments on those matters.

https://www.youtube.com/watch?v=9JouJV2MZRA (https://www.youtube.com/watch?v=9JouJV2MZRA)

Spoiler:
BTW, sorry for my bad English

You can use https://github.com/shonumi/gbe-plus . This way it will be much simpler. You can even make HD tiles for it. You have to wait a bit for the stable release or use this but it's a little old version.
https://drive.google.com/file/d/0B-WE3IAskDSYRHVmWXNmd1gxQnM/view?pref=2&pli=1
Here is the repository with texture packs for GBE+ https://github.com/GregoryMcGregerson/GBE-Plus-Projects
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: John Enigma on May 02, 2016, 11:50:34 am
I want this patch to work on my Supercard DSTwo.

Is it possible that this might work?
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: KingMike on May 02, 2016, 06:30:54 pm
I know that this is a GB game, but is it really that possible to change its b&w color scheme to full Game Boy Color colors?
If one is willing to put in a lot of work on it, then yes it is. :)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on May 02, 2016, 06:37:50 pm
I've been looking into how the game works and I've come to realize that I can make the hack way better, hence I've decided to rewrite all the code. Basically I've found a way to fix the scrolling artifacts and restore the fade-in/fade-out animations.

Hopefully I will be able to show it to you soon.

Is the level data similar to that of Link's Awakening?  I would vote for making changes as long as they don't affect gameplay.  I know that LA did some changes, mostly to fix glitches that lead to unwinnable situations.
Sorry, I didn't look into Link's Awakening level data, so I can't tell :/

I know that this is a GB game, but is it really that possible to change its b&w color scheme to full Game Boy Color colors?
As KingMike said yes, it is possible :)
There are tons of similar hacks, i.e. http://www.romhacking.net/hacks/175/ (http://www.romhacking.net/hacks/175/)

You can use https://github.com/shonumi/gbe-plus . This way it will be much simpler. You can even make HD tiles for it. You have to wait a bit for the stable release or use this but it's a little old version.
I want to make a hack that can be played anywhere, even in the actual GBC.

I want this patch to work on my Supercard DSTwo.

Is it possible that this might work?
Yes, you will be able to play it on GameYob for NDS or any other GBC emulator.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: John Enigma on May 02, 2016, 07:12:20 pm
Yes, you will be able to play it on GameYob for NDS or any other GBC emulator.
Yes! :thumbsup:
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Ziko on May 10, 2016, 12:03:03 pm
Will this hack work with the english translation patch when it's finished? I played the whole normal game in english and want to replay it in color in english.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: USC on May 10, 2016, 12:51:27 pm
Hey Ziko. As toruzz said at the beginning of the topic...

No, as I want to insert a VWF hack. Hopefully the translator will grant me permission to use his script.
If it doesn't I'll release what I have so anyone else can finish it  :)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Ziko on May 13, 2016, 02:53:13 am
Oh I read that. I guess if this comes out, I can replay it in Japanese anyway since I beat it once. It's not that big a deal to me.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: regnad on June 23, 2016, 09:13:47 am
Do is this project dead? :(
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on June 23, 2016, 09:21:04 am
I hope not, it's a excellent project. Truley a game worth colorizing. I'd also like to see rolan's curse 2 colorized, but I ain't expecting he played that. It gots great music tho.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on June 23, 2016, 12:33:45 pm
The project isn't dead, but I was rewriting the code so there wasn't much to say.
I'll show you some progress soon, I just have to fix a couple of things  ;)

June 29, 2016, 06:19:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm receiving a lot of questions about the hack, so I'll give you guys some updates.

I'm almost finished with the code rewriting and things are going well, I'm happy I went this route. The new code fixes all the speed problems, and the fade in/fade out animation is now completely restored. Also I almost completely removed the artifacts that appeared in the screen transitions.

However, this comes at a cost - now I'm forced to tweak the palettes so the transitions aren't so abrupt. For example, the colors in Saltwater would look like this while the screen is moving:

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

So that's the downside, in certain points I won't be able to use bright colors as before. I've tried different formulas and I think this is the best way to go, but if you guys prefer brighter colors in exchange of some artifacts I'm open to changes.

By the way, I've finished the intro scene:

(http://i.imgur.com/sFLBCB5.png)

As you can see there is a SGB border, but it is just a mockup. I definitely want to insert a SGB border, but I wanted to know your opinion on this one first. If someone comes up with a better one maybe I'll use it.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: regnad on July 03, 2016, 08:12:32 am
The new coloration kind of reminds me of Zelda Oracle of Ages in the past.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on July 03, 2016, 09:21:55 am
It's kinda funny that you would add a SGB border to a GBC only game. Or does it still have a GB mode? I understand why you would still include one as I've played Zelda DX on a emulator. You can have colors and SGB Border on at the same time.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Guadozoku on July 03, 2016, 09:26:27 am
The project isn't dead, but I was rewriting the code so there wasn't much to say.
I'll show you some progress soon, I just have to fix a couple of things  ;)

June 29, 2016, 06:19:41 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I'm receiving a lot of questions about the hack, so I'll give you guys some updates.

I'm almost finished with the code rewriting and things are going well, I'm happy I went this route. The new code fixes all the speed problems, and the fade in/fade out animation is now completely restored. Also I almost completely removed the artifacts that appeared in the screen transitions.

However, this comes at a cost - now I'm forced to tweak the palettes so the transitions aren't so abrupt. For example, the colors in Saltwater would look like this while the screen is moving:

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

So that's the downside, in certain points I won't be able to use bright colors as before. I've tried different formulas and I think this is the best way to go, but if you guys prefer brighter colors in exchange of some artifacts I'm open to changes.

By the way, I've finished the intro scene:

(http://i.imgur.com/sFLBCB5.png)

As you can see there is a SGB border, but it is just a mockup. I definitely want to insert a SGB border, but I wanted to know your opinion on this one first. If someone comes up with a better one maybe I'll use it.
I like the bright colors better personally, even at a little cost
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 03, 2016, 11:58:48 am
It's kinda funny that you would add a SGB border to a GBC only game. Or does it still have a GB mode? I understand why you would still include one as I've played Zelda DX on a emulator. You can have colors and SGB Border on at the same time.
It looks completely broken in GB mode, so yes, the SGB border is only meant to be used on emulators.

I like the bright colors better personally, even at a little cost
I'll try and make a comparison video so you can judge it better.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: TRIFORCE89 on July 03, 2016, 12:45:17 pm
The difference in the saltwater didn't jump out to me in the screenshots above as much as the "greening" of some the grass. But, really, compared to the artifacting in screen transitions in some GB colorizations of the past - this is a very subtle tradeoff, and well-worth it.

Love the SGB border idea too. Wasn't expecting that at all.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 04, 2016, 09:05:14 pm
A comparison video as promised: https://www.youtube.com/watch?v=iHOj74CLeF4 (https://www.youtube.com/watch?v=iHOj74CLeF4)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on July 04, 2016, 09:13:03 pm
Honestly I prefer the first one. The brighter colors are more visually pleasing (it's easier to distinguish the dirt from the grass for one thing), and the artifacting is subtle enough that you probably won't notice it unless you're actively looking for it.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: John Enigma on July 05, 2016, 12:32:54 am
^I agree. The graphics should be a bit more brighter. It should have that Legend of Zelda: Link's Awakening DX color vibe.

Oh, and @toruzz, this hack should be compatible in any kind of emulator and flash cart. Just saying, because not a lot emulators run color hacks very well, particularly VisualBoy Advance and all of its versions.

Los colores deben ser más brillantes.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on July 05, 2016, 07:55:32 am
I'd definately go for brighter colors. Unless you want gritty and realistic.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: GHANMI on July 05, 2016, 03:32:11 pm
Why not crop the original cover art and use that for the border (after heavy dithering, of course)?
TLOZ:LA DX did something similar with some concept art from the manual.

Spoiler:
(http://i.imgur.com/rj057F9.png)

But with this:
(http://static.giantbomb.com/uploads/original/14/149200/2267150-kaeru_no_tame_ni_kane_wa_naru.gif)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Scapetti on July 05, 2016, 08:20:02 pm
I also think brighter colours are better. I understand the want for smoother transitions but I don't think the colours should suffer for it. The box art shows it to be a bright, colourful and cartoony game and otherwise it's going to end up looking like Gears of War which is most definitely the wrong mood for the game. Personally I would like to see you sticking as close to the Link's Awakening palette as possible :)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 06, 2016, 12:15:14 am
I also think brighter colours are better. I understand the want for smoother transitions but I don't think the colours should suffer for it. The box art shows it to be a bright, colourful and cartoony game and otherwise it's going to end up looking like Gears of War which is most definitely the wrong mood for the game. Personally I would like to see you sticking as close to the Link's Awakening palette as possible :)
That's pretty much what everybody is saying to me, so I suppose that's the only way to go. I've been exploring several ways to avoid the artifacts and keep the colors bright, and I think I've finally found a satisfactory solution.

I've been trying to use just one set of palettes per section and I've finally managed to do it properly by giving up to some colors and making small changes per screen to the base palette set - because you know, small changes can make huge differences. For example, if you pay attention to the wall's border you'll see that the bottom is brown and the top is black:

(http://i.imgur.com/MbnEH6N.png)

And you may think this is a stupid change, but this is how it looks if I switch the palettes:

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

So from now on I'm going to stick to a base palette per section and make some tweaks here and there.

Why not crop the original cover art and use that for the border (after heavy dithering, of course)?
TLOZ:LA DX did something similar with some concept art from the manual.

Spoiler:
(http://i.imgur.com/rj057F9.png)

But with this:
(http://static.giantbomb.com/uploads/original/14/149200/2267150-kaeru_no_tame_ni_kane_wa_naru.gif)
I love the idea, but I think it would require an artist to redraw the background or to remove the characters in order to look good.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Zoinkity on July 06, 2016, 08:37:05 am
I like what you've been doing up to this point.
The upper of those two is definitely the better.  Besides the "leading" edge of the wall being better defined by a softer brown, and the way that contrasts with the interior being the darker, pure black, switching the two has a massive impact on the shadows in the houses.

Bright colors are more important for the sprites than the enviroment honestly.  Bright, pure colors can look heavy-handed or gaudy if applied everywhere.  Contrast is more important than hue.  Heavily contrasting pastels not only look nice on their own, but if the background is primarily pastel and foreground elements use richer colors they will stand out better in the end.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: M-Tee on July 08, 2016, 08:47:21 pm
I'm honestly surprised that there's such opposition to the palette choices. The muted palette is what I find so very visually appealing about this project. Having a subtle palette has nothing to do with grit, realism or anything else alluded to by previous posters. These screenshots are all well-keyed in terms of both value and saturation.

Quite honestly, LoZ DX has an abhorrently garish palette, (possibly so to compensate for the GBC's weak lighting?) and I don't think anyone should want to follow that.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on July 08, 2016, 10:41:10 pm
You're right, it shouldn't be too garish, but the official artwork uses bright cartoonish colors and I think it would be best if the in-game graphics reflect that to a degree. If the palette is too muted it makes it seem like the entire game is perpetually overcast, which makes the graphics visually uninteresting.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on July 09, 2016, 02:51:21 am
I'm honestly surprised that there's such opposition to the palette choices. The muted palette is what I find so very visually appealing about this project. Having a subtle palette has nothing to do with grit, realism or anything else alluded to by previous posters. These screenshots are all well-keyed in terms of both value and saturation.

Quite honestly, LoZ DX has an abhorrently garish palette, (possibly so to compensate for the GBC's weak lighting?) and I don't think anyone should want to follow that.

As long as he don't use yellow/white for the grass all is good.
Title: ###
Post by: FCandChill on July 09, 2016, 04:00:45 am
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Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 09, 2016, 05:09:33 am
Choosing the correct colors is proving to be really difficult, but keep in mind that there's nothing final yet. I wanted to experiment a bit and see how good can I make it, and that's why I've been constantly giving you concepts and implementing stuff. After the rewriting I've been a bit more ambitious and now I want to completely remove the artifacts. That's why I put the bright vs muted palette face to face - not for artistic reasons but for the technical limitations involved. Fortunately I solved that so I don't have to choose anymore.

As for now, I have to make the editing tools, fix a lot of things and implement a lot of code. The colors and the style will be discussed later, but I can tell you that I'll try to please as much people as possible.

BTW, I finally started with the palette editor. It's extremely rudimentary, but it's better than doing it manually:
(http://i.imgur.com/XtWw7PA.png)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Panzer88 on July 12, 2016, 12:00:54 pm
I prefer the muted colors, they suit the sprites more. There could always be two different patches .

You also have to consider what it will look like on a Gameboy player, gbc, gba gba so, GB micro, etc.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Satoshi_Matrix on July 12, 2016, 12:43:15 pm
Brighter Colors are probably better because they would feel more authentic to what a real GBC game would use since it wasn't backlit and I'm not sure about you guys, but I definitely want to play this on my GB Everdrive and my real GBC.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Panzer88 on July 12, 2016, 12:59:37 pm
I'm up for playing it on the Game Boy Player.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Scapetti on July 12, 2016, 06:40:03 pm
I think the character (NPC) sprites should have a black outline. I've said this before. But comparing these characters to the houses you can really see the problem. These characters should stand out. Perhaps it's just the grey that you should make black. If you look at Link's Awakening you can see that everything has a strong cartoony black outline with the exception of ground tiles. Basically anything interactive has strong blacks. It's a good way to tell the player what they can touch so I really think you should consider it from a gameplay perspective.

I'm still not sure why you don't just use the same palettes as Link's Awakening considering the game runs on the same engine. I think it would be cool to have that connection. But hey, it's up to you I guess
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 12, 2016, 09:20:00 pm
I think the character (NPC) sprites should have a black outline. I've said this before. But comparing these characters to the houses you can really see the problem. These characters should stand out. Perhaps it's just the grey that you should make black. If you look at Link's Awakening you can see that everything has a strong cartoony black outline with the exception of ground tiles. Basically anything interactive has strong blacks. It's a good way to tell the player what they can touch so I really think you should consider it from a gameplay perspective.

I'm still not sure why you don't just use the same palettes as Link's Awakening considering the game runs on the same engine. I think it would be cool to have that connection. But hey, it's up to you I guess

Okay guys, please stop with the Link's Awakening uses the same engine therefore you should use the same colors. The art direction is different in each game. For example, For the Frog the Bell Tolls uses a white outline on every sprite while Link's Awakening does not, so there are a lot of contrast problems that didn't exist on LA. And in my opinion it just doesn't look good:

(http://i.imgur.com/6cWoKoT.png)
I'm going to make the colors a bit brighter, but I don't want them to be as oversaturated as LA's.

Regarding the black outlines - I tried that at first, but there are contrast issues because of the dark doors. Maybe I'll make the doors greyer and use black outlines, we'll see.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Grimlock on July 12, 2016, 10:11:41 pm
I agree, the palette choice on the left looks very nice!  The variation on the right looks obnoxiously vibrant.  Your original palette concept is very easy on the eyes and just feels right.   :thumbsup:

Edit:  I personally don't see the need for the black outlines....
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on July 12, 2016, 11:13:47 pm
Edit:  I personally don't see the need for the black outlines....

See what I mean? People want gritty and realistic. That's why the boring palette has so much support now.They wanna pretend it's a PS3 game in disguise.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: ShadowOne333 on July 12, 2016, 11:16:54 pm
I sy the right image looks the best.
The left one is not appealing for a GBC game.
We need colour variety, not the lower portion of the colour palette only.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Made in China on July 13, 2016, 12:07:17 am
The image on the right does look best on modern screens, but keep in mind that this is a GB game - and the GB/GBC didn't have backlight. Sprites were made oversaturated to compensate for the general darkness of the screen.

This probably isn't going to matter much to most players, as playing it on the original GBC is probably not an option - but if you want to create an authentic-feeling GBC game, you might want to consider that.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: John Enigma on July 13, 2016, 12:51:27 am
Yep.

The one on the right looks pretty and bright.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on July 13, 2016, 01:05:48 am
The one on the right is waaay too garish, yes. It's not a matter of wanting things "gritty" or "realistic", it's wanting something that will look easy on the eyes.

I brought the image on the left into GIMP and fiddled around with it a bit to make something that I feel could work as a compromise. Not clown vomit, but bright enough that people won't think it's trying to be, uh... a "PS3 game in disguise"? I don't think there's anyone who wants this game to be that, but...

(http://i.imgur.com/2UULRZ6.jpg)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Panzer88 on July 13, 2016, 02:18:09 am
I agree, the palette choice on the left looks very nice!  The variation on the right looks obnoxiously vibrant.  Your original palette concept is very easy on the eyes and just feels right.   :thumbsup:

Edit:  I personally don't see the need for the black outlines....

I completely agree
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: SC on July 13, 2016, 09:29:51 am
Right one looks more legit as a GBC game.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Zoinkity on July 13, 2016, 02:31:47 pm
If this thread has proved anything, you can't please everyone.
If you're going to try to please someone, it might as well be yourself.  Otherwise you're going to put months of effort into something you aren't completely pleased with, and that's a recipe for burning out and not completing it in the end.
Title: ###
Post by: FCandChill on July 13, 2016, 02:33:23 pm
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Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: SC on July 13, 2016, 02:47:42 pm
(https://i.imgur.com/A0sNDAY.png)

It felt so perfect... and balanced.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on July 13, 2016, 04:33:17 pm
If he wants gritty and realistic then why is he using the squiggly grass outline from zelda dx?
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: BadChad on July 13, 2016, 08:12:50 pm
(https://i.imgur.com/A0sNDAY.png)

It felt so perfect... and balanced.

I totally have to agree here! All this talk about about changing this and that, but I personally think it looked best the way toruzz had it in the beginning. Everything just felt right. Now I feel like everyone's nitpicking is just stirring everything up and making it hard to find a focus. I say stick with the original pallet!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on July 13, 2016, 08:55:15 pm
If he wants gritty and realistic then why is he using the squiggly grass outline from zelda dx?

Are you still on this tack? He's not trying to be gritty and realistic, he wants something that will look nice without being hard on the eyes.

Maybe it's the (over?)abundance of brown in the tileset that's throwing people off. Real is brown, after all.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Panzer88 on July 16, 2016, 02:47:28 pm
yeah, you can use words like gritty, or you can use words like subtle, you can use words like colorful, or words like garish.

At the end of the day it just depends on your agenda and your preference.

Saying something is "gritty" doesn't make it so, it just means that you don't like it and are trying to posture it as objectively bad, but it's a subjective matter to begin with.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Satoshi_Matrix on July 18, 2016, 01:35:35 pm
(http://i.imgur.com/6cWoKoT.png)

Please release two ips patches - one with the muted colors, one with the real hardware accurate colors.

This thread is a microcosm of the division between the two. Some people will think that the muted colors are better and others will insist on the oversaturated Link's Awakening DX look because that's what it would have looked like had the colorized version been officially released back in the day.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Thirteen 1355 on July 18, 2016, 01:50:30 pm
Wow, looks neat!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 22, 2016, 09:10:12 pm
If this thread has proved anything, you can't please everyone.
If you're going to try to please someone, it might as well be yourself.  Otherwise you're going to put months of effort into something you aren't completely pleased with, and that's a recipe for burning out and not completing it in the end.
Yeah, that's absolutely right. I appreciate the feedback and all, but right now I'm wasting a lot of time just because of other people preferences. From now on I'll just make what I feel right or I'll never complete the hack.

Speaking of which, I think I'm going to go with this colors:
(http://i.imgur.com/DO2UMK6.png)

Maybe I'll tweak them a bit, but you can see what I'm trying to do - I want the colors to be the same I used from the start after emulating them. So yeah, I'm going to use saturated colors but definitely not the same palette as LA.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: ShadowOne333 on July 22, 2016, 09:26:58 pm
Yeah, that's absolutely right. I appreciate the feedback and all, but right now I'm wasting a lot of time just because of other people preferences. From now on I'll just make what I feel right or I'll never complete the hack.

Speaking of which, I think I'm going to go with this colors:
(http://i.imgur.com/DO2UMK6.png)

Maybe I'll tweak them a bit, but you can see what I'm trying to do - I want the colors to be the same I used from the start after emulating them. So yeah, I'm going to use saturated colors but definitely not the same palette as LA.
I love the palette!
:D

Definetely a very good choice of colours you made there.
Awesome work!
Title: ###
Post by: FCandChill on July 22, 2016, 11:08:52 pm
 Comment removed because reasons...
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Midna on July 22, 2016, 11:12:37 pm
Looks pretty good! I think that's a decent compromise between the cartoonish and subtle styles people have been fighting over.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: releasethedogs on July 24, 2016, 03:03:14 pm
I think that we should all just accept what OP selects. He doesn't even have to do this hack and any color is better than no color. If you don't like it, you can always make another hack how YOU want it to be.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: BadChad on July 25, 2016, 10:37:21 pm
Works for me! :thumbsup:
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Panzer88 on July 26, 2016, 04:41:55 am
Looks good!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 28, 2016, 10:50:49 pm
Thanks guys :beer:
Here is some progress: https://youtu.be/ZSlSSWtEm0g (https://youtu.be/ZSlSSWtEm0g)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: ShadowOne333 on July 29, 2016, 12:57:24 am
Thanks guys :beer:
Here is some progress: https://youtu.be/ZSlSSWtEm0g (https://youtu.be/ZSlSSWtEm0g)
Oh my!
There's something about colorized GB games that just tickles my emotions, and man have you done a beatiful work on this DX version so far!

I love every tidbit of progress you make.
Really impresive work! :)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Axiphel on July 29, 2016, 02:16:40 am
It's cute that everyone has their own little doghouse to live in.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: bradzx on July 29, 2016, 11:53:48 pm
(http://i.imgur.com/6cWoKoT.png)
How about this?  Make two patches.  One for left side version you made.   One for right side for LA version color.

Edited: Look like I got ninjaed before I mention this.  Lol.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on July 30, 2016, 06:46:06 am
I still don't get why that characters eyes are pure white. Is he a god or something?
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Scapetti on July 30, 2016, 11:02:24 am
Yeah, that's absolutely right. I appreciate the feedback and all, but right now I'm wasting a lot of time just because of other people preferences. From now on I'll just make what I feel right or I'll never complete the hack.

Speaking of which, I think I'm going to go with this colors:
(http://i.imgur.com/DO2UMK6.png)

Maybe I'll tweak them a bit, but you can see what I'm trying to do - I want the colors to be the same I used from the start after emulating them. So yeah, I'm going to use saturated colors but definitely not the same palette as LA.

Woops, I missed a huge argument that I potentially started... sorry about that! But I do think this looks MUCH better. Switching the doors and the npc blacks makes it look great. I guess that was the problem :) It looks so much better now and I am very happy. The only thing I will say (please don't kill me), in the video, Richard looks kind of spectral.. like a ghost, perhaps a darker shade of blue is in order? So much better now though, very happy :)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: SCD on July 30, 2016, 11:34:42 am
I checked out your video on YouTube, your color hack is coming out great.

In my opinion you should make a alternate patch that would keep the original sprites of the main characters intact like this edit I made:
(http://www.bwass.org/bucket/FBDX.png)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: BadChad on July 30, 2016, 11:37:59 pm
Thanks guys :beer:
Here is some progress: https://youtu.be/ZSlSSWtEm0g (https://youtu.be/ZSlSSWtEm0g)

Really liking the look of everything. The colour looks great and everything seems to work very well together in my opinion.

One little thing I noticed that I figured I'd mention though. You added that little spike/cow lick to Prince Sable's hair, which I actually like as its a little touch which makes the sprite just a little more accurate to original artwork of the character. But I noticed that the cow lick is most commonly shown on the the right side of his hair (our left) and figured it could be changed to reflect that. I also noticed the cow lick is not present when seeing the sprite from behind which could be added as well. Just a minor suggestion I though I'd point out.

(http://i128.photobucket.com/albums/p191/BaddyChaddy/Sable_zpsib5kzpaw.png) (http://s128.photobucket.com/user/BaddyChaddy/media/Sable_zpsib5kzpaw.png.html) (http://i128.photobucket.com/albums/p191/BaddyChaddy/Spike_zps1copkplk.png) (http://s128.photobucket.com/user/BaddyChaddy/media/Spike_zps1copkplk.png.html)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 31, 2016, 01:59:43 am
Thank you guys, I really appreciate the feedback.

I still don't get why that characters eyes are pure white. Is he a god or something?
Please, make a mockup and enlighten me.

Woops, I missed a huge argument that I potentially started... sorry about that! But I do think this looks MUCH better. Switching the doors and the npc blacks makes it look great. I guess that was the problem :) It looks so much better now and I am very happy. The only thing I will say (please don't kill me), in the video, Richard looks kind of spectral.. like a ghost, perhaps a darker shade of blue is in order? So much better now though, very happy :)
Yeah I know, I still have to tweak Richard's colors  :)

I checked out your video on YouTube, your color hack is coming out great.

In my opinion you should make a alternate patch that would keep the original sprites of the main characters intact like this edit I made:
(http://www.bwass.org/bucket/FBDX.png)
Sorry, I'm not making any alternate patches - I'd never end. I haven't decided on Richard's hair though.
In any case, if that really bothers you it would be really easy to make your own addendum.

Really liking the look of everything. The colour looks great and everything seems to work very well together in my opinion.

One little thing I noticed that I figured I'd mention though. You added that little spike/cow lick to Prince Sable's hair, which I actually like as its a little touch which makes the sprite just a little more accurate to original artwork of the character. But I noticed that the cow lick is most commonly shown on the the right side of his hair (our left) and figured it could be changed to reflect that. I also noticed the cow lick is not present when seeing the sprite from behind which could be added as well. Just a minor suggestion I though I'd point out.

(http://i128.photobucket.com/albums/p191/BaddyChaddy/Sable_zpsib5kzpaw.png) (http://s128.photobucket.com/user/BaddyChaddy/media/Sable_zpsib5kzpaw.png.html) (http://i128.photobucket.com/albums/p191/BaddyChaddy/Spike_zps1copkplk.png) (http://s128.photobucket.com/user/BaddyChaddy/media/Spike_zps1copkplk.png.html)
Hmm... you've got a point there. It's a pain in the ass to tweak that, but I'll look into it.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: SCD on July 31, 2016, 02:37:36 am
Sorry, I'm not making any alternate patches - I'd never end. I haven't decided on Richard's hair though.
In any case, if that really bothers you it would be really easy to make your own addendum.

It's not bothering me, I just though it would be a neat idea. Sorry about that.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 31, 2016, 02:56:06 am
It's not bothering me, I just though it would be a neat idea. Sorry about that.
I'm sorry if that came out wrong, I didn't mean to sound like an asshole. I just meant that it would take me quite a long time to make alternate patches as people have been suggesting me, so I think it's best to just finish the hack the best I can and if someone doesn't like a particular thing he or she can change it later.

I understand that purists may be unhappy with the changes/additions, so it wouldn't surprise me if an addendum come up later.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: SCD on July 31, 2016, 03:21:48 am
I'm sorry if that came out wrong, I didn't mean to sound like an asshole. I just meant that it would take me quite a long time to make alternate patches as people have been suggesting me, so I think it's best to just finish the hack the best I can and if someone doesn't like a particular thing he or she can change it later.

I understand that purists may be unhappy with the changes/additions, so it wouldn't surprise me if an addendum come up later.

It's not a big deal, apology accepted.

I understand, you don't have to worry about making any alternate patches. Just make your hack the way you wanted it to be.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: dACE on July 31, 2016, 06:22:49 am
I still don't get why that characters eyes are pure white. Is he a god or something?

This is you focusing on a zoomed in view of the character seen on the side.
Then his pupils connect to the hairline - which lead to your misconception.

/dACE
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on July 31, 2016, 08:29:23 am
(http://i1320.photobucket.com/albums/u533/MathUser2929/2UULRZ6_zpsd7uh9kbf.png)

Like this?
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 31, 2016, 09:15:46 am
(http://i1320.photobucket.com/albums/u533/MathUser2929/2UULRZ6_zpsd7uh9kbf.png)

Like this?
That's not compliant with GBC's resolution.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on July 31, 2016, 09:33:50 am
I copied his picture tho.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on July 31, 2016, 09:39:27 am
I copied his picture tho.
I mean your edit, you draw between pixels.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: MathUser2929 on July 31, 2016, 10:36:32 am
Probably cause he made his image too big. I can't match it pixel per pixel if each pixel is actually 4 pixels. It's just to give an idea of how to draw the sprite. He would of course have to work within the limitations.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: nerdkiller2000 on August 06, 2016, 12:54:17 pm
I suggest you stop talking about this project and posting updates, until you're done, in the way you like it. The entitled little children here will never stop pestering you with insane claims and demands. That's the way of the internet these days, alas. The dominant age group is a very toxic one, that must be ingored and never tended to.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: GHANMI on August 06, 2016, 01:57:53 pm
I suggest you stop talking about this project and posting updates, until you're done, in the way you like it. The entitled little children here will never stop pestering you with insane claims and demands. That's the way of the internet these days, alas. The dominant age group is a very toxic one, that must be ingored and never tended to.

Xir Nerd Killer "The Millennial", congratulations on your first post. It feels like a hate train off the rails and very off topic, but that fits the general theme you chose for your user name and all. And good luck for your personal crusade to deny all those pesky young'uns undeserved FUN for their unchecked privilege and entitlement, as you start that glorious era with a nerd massacre in this nerd cesspool known as RHDN.

But could you please postpone and tone down your murderous nerd killing (and please spare that nerdy hack author if you may)? After the hack is done, you can paint walls with colored guts of nerds all you want, that must be the reason you came to this color hack discussion right? It can't be just to tell the hack author to shut up, right? He's so kind and not that annoying so that you took the effort to come from some far away community to tell him that.

There's some harmony and peaceful exchange of ideas making everyone here a better person, the hack author asking for feedback is getting some of it, the one with the x2 screenshoot learning about what's not pixel art, new facts and concept art unseen elsewhere, and suggestions for purists that actually help them improve the game the way they want. By the way, purists can learn here what they need to do with Crystaltile2 to fix the game (and then they can come up with their own innovative hacks for other games). In fact, it's a wonderful discussion!

I understand how paramount your Nerd Slaying quest knowing no bounds (either place or proper spelling) is, and empathize with how painful Nerd-Poisoning can get, but we could do without needless antagonism and tension here.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on August 07, 2016, 11:28:08 pm
Here's the overworld so far:

(http://i.imgur.com/N3aCUWs.png)

I'm progressing slowly but surely!
Title: ###
Post by: FCandChill on August 07, 2016, 11:36:31 pm
 Comment removed because reasons...
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on August 07, 2016, 11:54:50 pm
Looks nice. I do find the rock graphics to be ... off. For one ... the rock ledges don't have explicit graphics for where the end. Also the ... cracks ... in the ground look odd to me. What are they..? I assume this is the original game's fault?
This is the original game's overworld so you can compare it: http://www.spriters-resource.com/fullview/61133/ (http://www.spriters-resource.com/fullview/61133/)

Believe me if I say I'm paying a lot of attention to every screen, but there are so many limitations it's impossible to make it look perfect, especially because I don't want to redraw a graphic unless it's absolutely necessary. Even GB/GBC commercial games have a few pixels here and there that look a bit off, I think that's inescapable in this kind of projects.
Title: ###
Post by: FCandChill on August 08, 2016, 12:07:01 am
Comment removed because reasons...
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: GHANMI on August 08, 2016, 09:43:38 pm
Ah-ha ... there's the issue. The corner's of the ledges are not as explicit with the the new color palette. There's no easy way to improve it unfortunately...

August 08, 2016, 12:20:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a crazy suggestion ... make the dirt grass. The method to do this: assign the palette for the dirt to be the one's of the trees. Once this is done change the color for the dirt to be green ... but don't modify the palette. Once this is done ... change the brown color to the light green color without changing the palette. Of course you are free to do what you want but I feel that there is too much dirt for the overworld.

August 08, 2016, 12:57:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a mockup of what I'm talking about (the rock graphics can easily be adjusted to fit the new palette)

http://www.tiikoni.com/tis/view/?id=548e0a3

I sort of agree considering the new world seems too barren, but if there's no way to include the lighter shade of grass green in the palette that's not a problem either, it looks awesome.

About the rocky side tiles having no edge, there's no helping it short of redrawing it extensively, all limitations considered, and we'd rather not have that.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Satoshi_Matrix on August 13, 2016, 12:43:20 am
toruzz and others, I don't think there's any reason to redraw graphics before the project is done in a 1.0 state. redraw rocks and such to make the game look better than the original? Sure, that can be a future goal. But right now, focus instead on simply making a colorized version of the original game. Minor cosmetic improvements can be tackled at a later date if you so choose to do so.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on August 26, 2016, 06:59:02 pm
I've made a lot of progress lately, fixing and implementing a lot of stuff. I'll upload an an update video showing everything eventually.

The side-scrolling parts are almost finished, which needed a separate code for the palettes and so forth. I also implemented the prince's transformations, which look like this:
(http://i.imgur.com/AyMUPZY.png)

And here you have a couple of comparison screenshots, just because:
(http://i.imgur.com/ufR7hLX.png)
(http://i.imgur.com/TdGb0mN.png)

I'll focus on improving the tools I'm using after I finish the ASM code for the side-scrolling parts so I can edit the screens faster (although I'll have to fine-tune them later). I also looked a bit into the VWF hack, it looks like it's going to take some time but it's doable.
Title: ###
Post by: FCandChill on August 26, 2016, 07:07:53 pm
Comment removed because reasons...
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Vortiene on September 07, 2016, 05:25:24 pm
I've made a lot of progress lately, fixing and implementing a lot of stuff. I'll upload an an update video showing everything eventually.

beauty! love it so far. Great work.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Satoshi_Matrix on September 13, 2016, 11:58:43 pm
looking wonderful so far!
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on September 18, 2016, 02:25:41 am
There are a lot of bugs in here, but you can see how it's shaping up  :)
https://www.youtube.com/watch?v=Ppwp5kne99k
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: BadChad on September 24, 2016, 06:04:45 pm
Looking pretty damn good to me! :thumbsup:
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Satoshi_Matrix on September 25, 2016, 09:47:33 am
I just want to give a personal thank you to toruzz for this incredible project. As a child of the mid 80s, I got a GameBoy when I was just old enough to start to play videogames and was an avid gamer by the time the GameBoy Color came out. I had a pretty sizable collection of DMG GameBoy games by then,  and was heavily engrossed in the concept that my grayscale library would get deluxe color versions ala Zelda DX. Many color versions were promised: Metroid II,  Final Fantasy Legend 3  and the five Megaman games stick out in my memory - but ultimately very few games actually got this color treatment.

Projects such as this give me hope that someday there will be color versions of the Megamans, Wario Land, The Kirbys and perhaps some obscure gems like Konami's parody RPG God Medicine.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: KingMike on September 25, 2016, 10:32:05 pm
FFL3? When was that announced. Square didn't make anything besides the four "Final Fantasy" games and I thought they had committed themselves to the WonderSwan by the GBC's lifetime (the rumors going around that time where that Yamauchi "banned" them from Nintendo consoles after they announced FF7 and that they were only allowed to make GBA games after they "apologized" to Nintendo a couple times. Anyone else remember that? I remember at least RPGamer reporting on it.)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: ShadowOne333 on September 26, 2016, 12:22:38 am
Projects such as this give me hope that someday there will be color versions of the Megamans, Wario Land, The Kirbys and perhaps some obscure gems like Konami's parody RPG God Medicine.
I would love to see both Dream land and Dream Land 2 getting a proper DX hack.
I feel like those two have the potential to become really colorful and amazing GBC games.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on September 26, 2016, 12:59:59 am
Thank you guys!  :beer:
The most annoying bugs on the last video (i.e. everything breaking up every time you pause) are actually regressions that I easily fixed.

By the way, it looks like the English translation works just fine:

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

I'm still making the VWF hack as I want to use it for the Spanish translation, but if you want to play it with LA's font, you can.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: ShadowOne333 on September 26, 2016, 05:08:12 pm
YES!
English translation!

May the Gods bless your soul. I will definitely play this when it becomes available. :D
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Satoshi_Matrix on September 28, 2016, 12:52:41 am
I literally anticipate this hack moreso than any new full AAA release this fall.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: asdfqwer426 on September 29, 2016, 11:34:55 am
This hack looks awesome. very excited for it to be released and try it out on a flash cart.

The colors look great, I am in no way advocating that they change but one thing I never read mentioned is the original LCDs used in GBC systems. They were quite a bit more "dull"  than modern screens, and as such many games went with the oversaturated colors so they would pop more on the original reflective GBC screen.

If i recall, they even made some later games, like the zelda oracle series, have two color palettes. One Palette for when used on a GBC, one for when played on a GBA, because the colors on one screen didn't look right on the other.

With a modern emulator on a nice backlit modern screen, I think the more "pastel" colors you're going with will look more accurate, it's just that people are used to the oversaturated colors of other games.

Can't wait to play "For the Frog the Bell Tolls DX"! Keep up the awesome work.

Out of curiosity, any idea how much larger than the original the colorized ROM would be?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on September 29, 2016, 11:23:47 pm
Thank you very much guys, you really encourage me to keep working on this :beer:

@asdfqwer426, actually that was already discussed and I changed the colors to take that into account.
I updated the first post, please check it out as you can even see comparison screenshots  ;)
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Asaki on September 30, 2016, 10:38:10 pm
In BGB's options, go to the Graphics tab. There's an option labeled "GBC LCD colors". Uncheck the enable box. Looks good then. :3

^ This, to everyone suggesting two different patches. No$ also has an option to simulate real GBC colors, and a lot of other emulators at least have options to change brightness/gamma.

Although, as someone else mentioned, there were a few games that did adjust the brightness of the palette if you were playing on a GBA. The Zelda Oracle games and Shantae did.
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: toruzz on October 01, 2016, 03:24:58 am
Out of curiosity, any idea how much larger than the original the colorized ROM would be?
Oops, sorry, I forgot to answer this question. I expanded the ROM to 1MB (the original was 512KB).

^ This, to everyone suggesting two different patches. No$ also has an option to simulate real GBC colors, and a lot of other emulators at least have options to change brightness/gamma.

Although, as someone else mentioned, there were a few games that did adjust the brightness of the palette if you were playing on a GBA. The Zelda Oracle games and Shantae did.
Yep, that was what I concluded (http://www.romhacking.net/forum/index.php/topic,21642.msg313371.html#msg313371). I suppose I could make two palettes and select the correct one depending on the system, but it's a huge task and I don't really think it's worth the time.

This is how it looks with BGB's standard colors vs BGB's emulated colors:
(http://i.imgur.com/JH9OUiD.png)

And this is how it looks on the actual unmodded GBC screen:
https://www.youtube.com/watch?v=t5CrPSQywr4 (https://www.youtube.com/watch?v=t5CrPSQywr4)

I spent a lot of time on this topic and I think everything looks just as it is supposed to now, so I'm not going to call my color choices into question until the beta testing. Speaking of which, this is more or less how I want the overworld map to look (finished parts in blue):
(http://i.imgur.com/yQ1pEUb.png)

As you can see there are four main areas: Brown Sugar Island, Meringue Glacier, Mt. Pudding and a few places at the bottom. I wanted Éclair Castle to be all shiny and palatial and quite the oposite with Mt. Bavarian. This makes sense because of the game graphics and because of the original artwork (http://4.bp.blogspot.com/-Qa7atjgeL9k/VP-9rOBT9oI/AAAAAAAAO18/YS0Oi-2yV2w/s1600/For_the_Frog_GameBoy_manual_1011.jpg). So in short I'm trying to reflect the differences between areas with the palettes, I hope you all like this  :beer:
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: subeng on October 01, 2016, 09:17:52 am
Holy Molly Shake!!? 

Kaeru no Tame ni Kane wa Naru DX !????

l had multiple light orgasms while reading through this topic so had to constantly changing pants.  :crazy:
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: jink640 on October 01, 2016, 11:40:11 am
l had multiple light orgasms while reading through this topic so had to constantly changing pants.  :crazy:
My first time at this forum in weeks and this is what I come back to...
Title: Re: Kaeru no Tame ni Kane wa Naru Color Hack
Post by: Asaki on October 03, 2016, 09:04:38 am
I suppose I could make two palettes and select the correct one depending on the system, but it's a huge task and I don't really think it's worth the time.

I agree.

I assume that the official games just automatically apply a brightness setting to every color, but still, probably not worth the time.

I think most GBC games look fine emulated without LCD colors. Also, they look the same way on an AGS-101.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on October 14, 2016, 12:50:05 am
This is getting stupidly laborious!

(http://i.imgur.com/PC4iTx3.png)

Here is another update video: https://youtu.be/YDQPOaCMCl4 (https://youtu.be/YDQPOaCMCl4)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Scapetti on November 26, 2016, 02:34:34 pm
This is getting stupidly laborious!

(http://i.imgur.com/PC4iTx3.png)

Here is another update video: https://youtu.be/YDQPOaCMCl4 (https://youtu.be/YDQPOaCMCl4)

Progress is looking great! Do make sure that the characters colours are accurate to the instruction manual etc. though. Mandola for example I believe is meant to have black hair. She looks a little odd with the blonde you have there :)

Edit: Noticed you're calling it For the Frog the Bell Tolls DX which is the name of the fan translation... might I suggest calling it The Frog For Whom the Bell Tolls DX as it is now translated by Nintendo officially (source: https://miiverse.nintendo.net/posts/AYMHAAACAABnUYoByIR5hQ ) and to better parody the title of the novel by Ernest Hemingway https://en.wikipedia.org/wiki/For_Whom_the_Bell_Tolls
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on November 28, 2016, 09:06:31 am
Progress is looking great! Do make sure that the characters colours are accurate to the instruction manual etc. though. Mandola for example I believe is meant to have black hair. She looks a little odd with the blonde you have there :)

Edit: Noticed you're calling it For the Frog the Bell Tolls DX which is the name of the fan translation... might I suggest calling it The Frog For Whom the Bell Tolls DX as it is now translated by Nintendo officially (source: https://miiverse.nintendo.net/posts/AYMHAAACAABnUYoByIR5hQ ) and to better parody the title of the novel by Ernest Hemingway https://en.wikipedia.org/wiki/For_Whom_the_Bell_Tolls

Thank you! Rest assured, I'm using the Instruction Manual as a source and Mandola is blonde (http://2.bp.blogspot.com/-2FOoyPnMPCU/VP-9sAcDwTI/AAAAAAAAO2I/Vetal9gIRC0/s1600/For_the_Frog_GameBoy_manual_1617.jpg).

Regarding the title, I was using the japanese one at first, but started using FtFtBTDX as that's what everyone was calling it. I don't know what I'm going to do regarding the English version yet, but for the time being I'll just use what people recognise the most.

By the way, I uploaded an update video a couple of days ago (https://www.youtube.com/watch?v=tSX6SzLrXD0) and another comparison video (https://www.youtube.com/watch?v=xNaSz-vWmDQ).

Oh, and this is how the previous picture looks by now:
(http://i.imgur.com/KXaan4f.png)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ArkthePieKing on November 29, 2016, 04:00:07 am
This is just...amazing. Really, standing ovation (even though I'm still sitting in my chair). If I may give my personal preference, for the middle, young girl I think I prefer the previous backround you had there, with the white hearts. I thought it was a better artistic direction and it makes them sort of 'pop' more. Just my two cents!

Either way this is one of the coolest hacks I've seen to date. :D
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ShadowOne333 on November 29, 2016, 10:34:01 am
Just saw the recently posted videos.
Damn, toruzz, you really have something special in there.

It really is amazing how the hack is turning out, and it seems like you are almost there!
can't wait to play it! :D
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: TheCardiganKing on November 29, 2016, 06:27:53 pm
toruzz, just want to say that there are a lot of people anticipating this project for sure. I remember seeing the original color mock ups that you did and I was completely stoked!  Thank you for all of your hard work so far. We're looking forward to the finished product!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Scapetti on November 30, 2016, 12:32:34 am
Thank you! Rest assured, I'm using the Instruction Manual as a source and Mandola is blonde (http://2.bp.blogspot.com/-2FOoyPnMPCU/VP-9sAcDwTI/AAAAAAAAO2I/Vetal9gIRC0/s1600/For_the_Frog_GameBoy_manual_1617.jpg).

Oh is that hair? My bad, and I just checked the original black and white version too, definitely not black. Hmm... it does still look a little odd though... but I can't put my finger on it, maybe she would look better with a paler skin tone, for the contrast. This is the thing I guess, they knew it would be black and white so they didn't have to think about things like that, I think they even changed the princess' hair colour in the game compared with the cover art? You may have to take some creative liberties here, also to work with the story
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Midna on December 01, 2016, 02:06:12 am
Yeah, Tiramisu is blonde on the box art. I'm not sure why they changed that in-game.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on December 02, 2016, 03:44:20 am
Thank you guys, I really appreciate your kind words  :beer:

Oh is that hair? My bad, and I just checked the original black and white version too, definitely not black. Hmm... it does still look a little odd though... but I can't put my finger on it, maybe she would look better with a paler skin tone, for the contrast. This is the thing I guess, they knew it would be black and white so they didn't have to think about things like that, I think they even changed the princess' hair colour in the game compared with the cover art? You may have to take some creative liberties here, also to work with the story
Keep in mind that there are a lot of color limitations. I used the same color for the skin shadow and the hair, and the skin can't be very different or it would look weird.

Yeah, Tiramisu is blonde on the box art. I'm not sure why they changed that in-game.
It is weird to have a brunette Tiramisu and a blonde Madeline and the opposite on the manual, but I have to be coherent with the game. It almost looks like they swapped the graphics by mistake...

On a different note, the overworld is almost done! I'll show it to you guys soon enough :)

EDIT: By the way, I'm looking for an artist to help me with a couple of drawings for the splash screen and the "not compatible" screen.
I made one that I really liked based on this artwork (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=57918692), but unfortunately the author didn't answer me when I contacted him to ask for permission. It looked like this:

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

I'd also need help with the SGB border, ideally a drawing of the island in the same fashion as Link's Awakening. Worst case scenario I can use the one I made:

(http://i.imgur.com/sFLBCB5.png)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Midna on December 02, 2016, 04:40:02 am
Hmm... the grammar on that splash screen is technically right (mostly) but it's still bugging me. Doesn't feel right. Maybe something more like:

"This is a fan-made ROM hack. It is neither endorsed nor affiliated by Nintendo, and it should not be sold. Please support this game and other Nintendo series!"

(I understand space is an issue...)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: MegaManJuno on December 02, 2016, 09:36:45 am
Something more like this maybe..?

"This fan-made, free hack is not affiliated with nor endorsed by Nintendo."
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on December 02, 2016, 02:29:08 pm
Actually it sounded a bit weird to me too  :D

Thanks guys, I'll change it.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: njosro on December 02, 2016, 08:29:57 pm
I just noticed this thread now. This is amazing work! Can't wait!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: releasethedogs on December 03, 2016, 01:39:02 am
I'd also need help with the SGB border, ideally a drawing of the island in the same fashion as Link's Awakening. Worst case scenario I can use the one I made:

(http://i.imgur.com/sFLBCB5.png)

What! I asked about this in the general hacking forum and was told adding a SGB border is not possible.
I don't mean to hijack this thread but how is that possible?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Asaki on December 03, 2016, 02:29:51 am
Edit: Noticed you're calling it For the Frog the Bell Tolls DX which is the name of the fan translation... might I suggest calling it The Frog For Whom the Bell Tolls DX as it is now translated by Nintendo officially (source: https://miiverse.nintendo.net/posts/AYMHAAACAABnUYoByIR5hQ ) and to better parody the title of the novel by Ernest Hemingway https://en.wikipedia.org/wiki/For_Whom_the_Bell_Tolls

IMO, the title is already wordy enough without adding one more word.

Has anyone heard the title "For the Frog the Bell Tolls" and not realized the literary connection? Seems pretty obvious to me without the "Whom".
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on December 03, 2016, 05:52:59 am
What! I asked about this in the general hacking forum and was told adding a SGB border is not possible.
I don't mean to hijack this thread but how is that possible?
Of course it's possible, but you can only take advantage of that feature with an emulator. Here is all the info you may need:
http://bgb.bircd.org/pandocs.htm#sgbborderandobjcommands (http://bgb.bircd.org/pandocs.htm#sgbborderandobjcommands)

Just make sure the header has the correct values and inject the code shortly after the game boots up. I haven't done it yet for this hack, but I'd try first to read all the packets of a random game with BGB and try to replicate them.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Midna on December 04, 2016, 05:47:36 am
Say, have you considered making the backgrounds of the side-view areas a bit darker? It's what was done for the Seashell Mansion in Link's Awakening DX: bright white on the original GB, dark blue on the GBC.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: SCD on December 04, 2016, 09:14:15 am
This project keeps getting better, keep up the great work.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Queen Zeal on December 04, 2016, 07:15:18 pm
Wow. That looks great,I'm glad that this game is getting some well deserved attention. I was charmed immediately by this game when I played it. Can't wait to see the finished product. Keep up the good work.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: SORASUNYU on December 04, 2016, 07:28:41 pm
Can we get the colorful English edition ?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Panzer88 on December 07, 2016, 07:37:50 pm
Of course it's possible, but you can only take advantage of that feature with an emulator. Here is all the info you may need:
http://bgb.bircd.org/pandocs.htm#sgbborderandobjcommands (http://bgb.bircd.org/pandocs.htm#sgbborderandobjcommands)

Just make sure the header has the correct values and inject the code shortly after the game boots up. I haven't done it yet for this hack, but I'd try first to read all the packets of a random game with BGB and try to replicate them.

What about on a flash cart with a real super game boy
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Asaki on December 08, 2016, 10:49:09 am
What about on a flash cart with a real super game boy

Real Super Gameboy won't run GBC games (at least not in color), so it's moot.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: BadChad on December 08, 2016, 11:40:54 pm
Unless it was coded in the same way as Link's Awakening DX where the game is compatible on both GB and GBC hardware.

EDIT: Nevermind, I see what your saying. I guess it would still be a neat feature to have, even if you are playing it on your SNES without colour. For a more complete authentic feel of compatibility features anyway...
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on December 09, 2016, 04:55:45 am
Say, have you considered making the backgrounds of the side-view areas a bit darker? It's what was done for the Seashell Mansion in Link's Awakening DX: bright white on the original GB, dark blue on the GBC.
Actually I recently made them a bit darker. Not as dark as Link's Awakening, as I think it kinda breaks the atmosphere -at least in the inside of the castle. Also, I have to make sure that the background and the foreground have a good contrast.

This project keeps getting better, keep up the great work.
Wow. That looks great,I'm glad that this game is getting some well deserved attention. I was charmed immediately by this game when I played it. Can't wait to see the finished product. Keep up the good work.
Thank you very much, guys  :beer:

Can we get the colorful English edition ?
This question has already been answered before. Yes, you will be able to play this in English.

Regarding the SGB border thing - the SGB won't play GBC-only games as Asaki said, so you can only have a nice SGB border to play the "this is only compatible with GBC" screen. So again, you can only take advantage of such a hack with an emulator that plays GBC+SGB border.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Midna on December 09, 2016, 11:23:02 am
You can play Link's Awakening on the Super Game Boy, though, can't you? It just looks like it would on a Game Boy except with one green palette throughout the entire game, meaning no unique grass graphics and you can't play the color dungeon.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on December 09, 2016, 01:02:29 pm
You can play Link's Awakening on the Super Game Boy, though, can't you? It just looks like it would on a Game Boy except with one green palette throughout the entire game, meaning no unique grass graphics and you can't play the color dungeon.
That's right, but I was talking about GBC-only games and Link's Awakening isn't one. You can add a SGB border to GB, GB/GBC and GBC-only games, but to take advantage of the latter you have to use an emulator.

That's the case for this hack, as it won't be compatible with the classic GB.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Scapetti on December 17, 2016, 02:19:10 am
For the border I think maybe the cover art would look better than the island? Also, you can use that same frog from the fan artwork but posed as he is on the cover art (looks like he based it off that anyway), then you won't have to worry about using that guy's work http://imgur.com/a/T7vbo

Also, I think you should change the princess' hair from brunette to blonde, I understand respecting the game but I'm pretty sure Nintendo would change it too as that is how she is everywhere else officially and of course on the main cover art. It just seems weird otherwise
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on December 17, 2016, 04:29:30 am
For the border I think maybe the cover art would look better than the island? Also, you can use that same frog from the fan artwork but posed as he is on the cover art (looks like he based it off that anyway), then you won't have to worry about using that guy's work http://imgur.com/a/T7vbo

Also, I think you should change the princess' hair from brunette to blonde, I understand respecting the game but I'm pretty sure Nintendo would change it too as that is how she is everywhere else officially and of course on the main cover art. It just seems weird otherwise
I don't want to meddle that much with the game's style to be honest. It would be like fixing Link's pink hair in ALttP - something that shouldn't be done. But I don't know, if the betatesters think it's a major issue I'll reconsider.

Regarding the splash screen, I actually did just that :P The author never replied, so I used some artwork from the manual (http://4.bp.blogspot.com/-segGb9Umkg0/VP-9sWTfOMI/AAAAAAAAO2M/NA77TGsTmYo/s1600/For_the_Frog_GameBoy_manual_1819.jpg) instead. I don't like it as much as the previous one, so maybe I'll give it another try in the future. It looks like this:

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

And I just inserted the "only compatible with GBC" screen, which also uses artwork from the manual (http://2.bp.blogspot.com/-nFyi9VhNfE0/VP-9qcOUpFI/AAAAAAAAO10/lCGKHWr0h9s/s1600/For_the_Frog_GameBoy_manual_1213.jpg):

(http://i.imgur.com/pMUuQI6.png)

On a different note, I have great news - I contacted this AWESOME artist (http://www.pixiv.net/member_illust.php?mode=medium&illust_id=47760512) and he granted me permission to use his art for the SGB border! It needs a lot of fixing and cleaning, but it will look close to this if you guys like it:

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

And finally, this is how the Overworld map looks as for now:

(http://i.imgur.com/JgKVIBw.png)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: SCD on December 17, 2016, 12:06:23 pm
They all came out great, you did a excellent job on them.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Zeikar on December 17, 2016, 08:59:46 pm
never heard of this game before today, but I want this
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Raccoon Sam on December 18, 2016, 05:41:05 am
This looks really really good.
Keep up the good work!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: MathUser2929 on December 18, 2016, 09:10:50 am
What you got done looks great. I really like the new border too. Keep up the good work.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Scapetti on December 24, 2016, 08:28:22 pm
Ahh the overworld is looking great! And yeah, not such a big deal about that splash screen but I do like the sort of half turn side look the frog does in the cover art, (and in the fan art picture), prefer it to the direct face on image you have now, just something about that half cape. So if it was up to me I would have another crack at it and base it on the other image but it's totally up to you and no big deal of course :)

And I was actually going to mention the pink hair thing myself. You know, maybe you could keep the colours how they are and it could be a quirk like that, because who knows if an official colour patch would fix that issue or not, they may have just looked at the in game art and kept it. It would actually put your own spin on it in a way choosing not to fix it, sometimes little mistakes like that are nice and gives things some character, as opposed to just making everything look perfect and exactly like the instruction manual and stuff. So yeah, I'm warming to the idea, maybe.

And sorry for when I criticise things, it's only because I want it to be the very best of course and because I know it's unfinished. Everything is looking so much better now :) It's nice to see the progress you're making.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on December 25, 2016, 04:01:09 am
Thank you for your kind words, guys :beer:

@Scapetti I feel the same about the splash screen, so I'll probably change it eventually. And don't worry about criticism, I made this thread to get your feedback and the hack will be better because of that  ;)

By the way, DidYouKnowGaming? featured the hack in their last video (https://www.youtube.com/watch?v=j8gnQ_NzaV8)!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: SCD on December 25, 2016, 07:30:04 am
I watched it earlier, that's pretty cool that they mentioned your hack in one of their videos.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Satoshi_Matrix on December 26, 2016, 04:22:10 pm
It's great they mentioned you, but it bothers me they just glossed over the fact that you're taking on the enormous task yourself. How many previous GB to GBC conversion projects have been done? Like 2, 3? This effort is not wasted on me or other romhacking.net users. Kudos to you. I can only hope that someday, other GB games like Kirby's Dreamland, Wario Land 1 and the Megaman games will get this kind of treatment.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Vortiene on December 27, 2016, 12:43:41 am
Regarding the splash screen, I actually did just that :P The author never replied, so I used some artwork from the manual (http://4.bp.blogspot.com/-segGb9Umkg0/VP-9sWTfOMI/AAAAAAAAO2M/NA77TGsTmYo/s1600/For_the_Frog_GameBoy_manual_1819.jpg) instead. I don't like it as much as the previous one, so maybe I'll give it another try in the future. It looks like this:

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

If you plan on having splash screens after booting the game up, if you can please make them immediately skippable, so if people play the game on an everdrive for example they can get into the game quickly without needing to use a platform with save states.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Scapetti on December 28, 2016, 10:49:41 pm
I can only hope that someday, other GB games like Kirby's Dreamland, Wario Land 1 and the Megaman games will get this kind of treatment.

Also Mole Mania and Kid Icarus, basically all Nintendo developed games that didn't get the colour treatment
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Satoshi_Matrix on December 29, 2016, 12:34:04 am
Well, priorities. Let's pipedream about games that color would greatly enhance over what the SGB alone can do. Mole Mania works pretty well as a SGB title as it is and Of Myths & Monsters isn't an especially great game. Not suggesting that it wouldn't be great to see them, but I'd put other projects like Mario Land 2, Megaman V or any of the Kirby games ahead of those.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: releasethedogs on December 31, 2016, 02:34:56 am
Well, priorities. Let's pipedream about games that color would greatly enhance over what the SGB alone can do. Mole Mania works pretty well as a SGB title as it is and Of Myths & Monsters isn't an especially great game. Not suggesting that it wouldn't be great to see them, but I'd put other projects like Mario Land 2, Megaman V or any of the Kirby games ahead of those.

If I could choose any game to put into color it would be Trip World or Roland's Curse 2.
Also as far as easy game to colorize: Boomer's Adventure in ASMIK World, Catrap/Pitman and Chalvo 55. All these games use a really simple and static tileset yet are still really fun AND are not in color on any platform.

Edit: I'd do the colorization if someone else would do the hacking and give me direction on what guidelines to use.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: MathUser2929 on December 31, 2016, 05:24:37 am
I tried using the colorizer to colorise Rolan's Curse 2 long ago but it didn't work. I guess it'd need to be done by hand. That would be a great game to colorise tho. So fun.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: linkncb16 on January 01, 2017, 11:37:04 am
What a strange, meaningless coincidence. Just a few days ago I saw a video by DYKG on this and was really interested actually. I'll be sure to give this hack a try once I get around to playing it  ;)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on January 14, 2017, 09:48:51 pm
Thank you guys :beer: I just came back after a long vacation and I'm already working on the project with renewed strength.

It's great they mentioned you, but it bothers me they just glossed over the fact that you're taking on the enormous task yourself. How many previous GB to GBC conversion projects have been done? Like 2, 3? This effort is not wasted on me or other romhacking.net users. Kudos to you. I can only hope that someday, other GB games like Kirby's Dreamland, Wario Land 1 and the Megaman games will get this kind of treatment.
Thank you! I really hope this project encourage other people to make other colorization projects.

I'd do the colorization if someone else would do the hacking and give me direction on what guidelines to use.
Actually, this is something I considered - I can write the code for another game and let somebody else choose and apply the colors, which is really tedious. But maybe it's better to teach a man to fish instead of giving him a fish, I don't know. We'll see.

Returning to this project, I'm thinking about changing the sprite's palettes depending on the location a la Shantae GBC.
A picture is worth a thousand words:

(http://i.imgur.com/ZJA8rJZ.png)

I haven't implemented it yet, but it's really easy to do so with my current code. I'm also thinking about changing the palette depending on whether the sprite is inside the water or not, but that would be a bit more complex to implement.

What do you think?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: SCD on January 14, 2017, 10:31:11 pm
I like that idea, you should definitely add that to your project. It looks really cool.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ShadowOne333 on January 15, 2017, 02:02:25 am
Same here!
I like the idea too :)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Midna on January 15, 2017, 05:25:24 am
It's a neat little touch.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on January 16, 2017, 08:06:25 pm
I just implemented this:

(http://i.imgur.com/kdHbnwi.gif)

I really like it, but I don't know if I'll be able to pull it off as it creates a lot of bugs. I'll keep trying, that's for sure.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: MathUser2929 on January 17, 2017, 01:20:31 am
You mean turning into a green frog I hope you get to keep it. It looks great.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ShadowOne333 on January 17, 2017, 01:58:33 am
You mean turning into a green frog I hope you get to keep it. It looks great.
Not that, the change in color of the Frog when it goes in the water.
Notice when he jumps out of the water, you see a more vibrant shade of green, but when the frog goes back into the water, the green turns into a darker shade of green.

Really neat work toruzz!
Can't wait to see what else you have in store! :D
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Midna on January 17, 2017, 01:59:29 am
If the palette change is subtle enough that people can't tell what's added, I think it needs to be more drastic.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on January 17, 2017, 02:12:45 am
Not that, the change in color of the Frog when it goes in the water.
Notice when he jumps out of the water, you see a more vibrant shade of green, but when the frog goes back into the water, the green turns into a darker shade of green.

Really neat work toruzz!
Can't wait to see what else you have in store! :D
Thanks! Also thank you for the explanation :P

If the palette change is subtle enough that people can't tell what's added, I think it needs to be more drastic.
I think it's not that perceptible precisely because it's working.
Here is a comparison so you can see that the difference is noticeable:

(http://i.imgur.com/5v6k4bK.png)

In any case the colors are placeholders for now :)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: njosro on January 17, 2017, 01:02:56 pm
That's a very nice touch. Actually I was secretly hoping it would be like that  :laugh:
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ShadowOne333 on January 17, 2017, 03:43:55 pm
One thing worth noting:
(http://i.imgur.com/5v6k4bK.png)

Check the stalactites on the cave, the tips have some sort of purple squares.
This ones could be avoided by using the white colour of the stalactites in place of the purple, or maybe even use the transparent background instead of the purple.
Small little thing, but hope it helps as feedback!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on January 17, 2017, 05:46:46 pm
One thing worth noting:
(http://i.imgur.com/5v6k4bK.png)

Check the stalactites on the cave, the tips have some sort of purple squares.
This ones could be avoided by using the white colour of the stalactites in place of the purple, or maybe even use the transparent background instead of the purple.
Small little thing, but hope it helps as feedback!
Thanks for the feedback :thumbsup:
Actually I haven't fixed it (yet) for a reason. If you look closely, those tiles are also found underwater and the background color isn't white but the second color, so I can't just change it. Also there isn't transparent for BG on GBC.

The solution is to insert an edited version of those tiles on my alternate tileset on VRAM1, but I have to think carefully before filling in any slots for a number of reasons. So I'm finishing the important stuff first and, if there is enough room left, I'll edit the 'low priority' tiles.

EDIT: Forget about what I just said. I think it looks better without the gray background:

(http://i.imgur.com/Pro7A4g.png)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Zeikar on January 18, 2017, 11:12:53 am
noice
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ShadowOne333 on January 18, 2017, 11:40:03 am
EDIT: Forget about what I just said. I think it looks better without the gray background:

(http://i.imgur.com/Pro7A4g.png)

Nice! :D
Looks freaking sweet!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Asaki on January 21, 2017, 02:24:58 am
What do you think?

Yes.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on January 24, 2017, 11:53:18 pm
I forgot to show you the final results:

(http://i.imgur.com/S2V3zCm.gif)

Before & after (just the sprite colors):

(http://i.imgur.com/O2g4cfS.png)

I've been focused on the VWF for a couple of days and hopefully I'll have something to show you soon.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: SCD on January 25, 2017, 02:42:53 am
The lighting effects came out great, excellent job.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: MathUser2929 on January 25, 2017, 08:39:56 am
That's definately better. I can see the change in color pretty clearly now.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Midna on January 25, 2017, 10:05:15 am
Much better!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Scapetti on February 04, 2017, 10:30:21 pm
A compromise between the gray background and the new background would be good I think as our prince kind of blends in too much now. Just a BIT more contrast.. because the background is almost as dark as his hair now. It is better though for sure, just perhaps a little TOO dark now (only by a tiny bit, I'm a perfectionist).

Also I disagree with people about the underwater colour needing to be more drastic... (I noticed it before) You don't really want people to go "OOH he changed colour" when it happens. A subtle effect is much better; like in most 3D games the colours change when you go underwater and it's not an "OH" moment... you don't even notice it! Though I do think you have it okay now, I'm just saying, I disagree with the others here :P

And yeah, definitely like the palette changes throughout. Great work as per usual!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on February 05, 2017, 12:58:35 am
A compromise between the gray background and the new background would be good I think as our prince kind of blends in too much now. Just a BIT more contrast.. because the background is almost as dark as his hair now. It is better though for sure, just perhaps a little TOO dark now (only by a tiny bit, I'm a perfectionist).

Also I disagree with people about the underwater colour needing to be more drastic... (I noticed it before) You don't really want people to go "OOH he changed colour" when it happens. A subtle effect is much better; like in most 3D games the colours change when you go underwater and it's not an "OH" moment... you don't even notice it! Though I do think you have it okay now, I'm just saying, I disagree with the others here :P

And yeah, definitely like the palette changes throughout. Great work as per usual!
Hmm... I think you are right, it needed some contrast - specially after inserting the darker palettes for sprites in caves. I tweaked the background a bit:

(http://i.imgur.com/N7oumeS.gif)

Regarding the VWF, I'm not sure about how to proceed anymore. I thought about implementing Link's Awakening VWF edition font at first, but I think that a bigger font would fit this game better. So I made this one:

(http://i.imgur.com/Ruwvko5.png)

And I think it looks fine to be honest, however I can't help but think that the gap between the lines is HUGE. I'm considering doing some crazy stuff to implement a 16px height VWF with two different fonts that looks like this:

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

But before doing that I wanted to ask you because I don't even know anymore - do you think that this would actually improve the game? I don't know because I'm really crazy about font stuff, but this is a text-based game after all.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Scapetti on February 05, 2017, 09:14:02 am
That's MUCH better :D great! And personally... I would prefer the original Link's Awakening font. I don't really think VWF fonts are easier to read (sorry, I know you work hard on them, this is just my preference). I think Nintendo spread them out like that on purpose because of the small screen. I certainly never had a problem with the font in Link's Awakening when I played it back in the day. Perhaps you should focus on the colour patch for now and release a VWF edition later for those who want it?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Asaki on February 06, 2017, 08:37:46 am
I don't really understand games that have VWF just for the sake of having it...making the text only take up half of the width of the screen doesn't really improve anything, it just makes more dead space. Even professional translations do this sometimes.

I could see if the game was being re-translated and needed the extra space, but from what I remember, it doesn't really need a new translation.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: NES Boy on February 06, 2017, 09:55:50 am
This reminds me of DK King of Swing. In both the American and Japanese versions, the font is big and wide enough to fill the entire dialogue box, but the European version made it smaller:

(https://s23.postimg.org/3u67unk6z/dkkos_jpn_format.png)
(https://s23.postimg.org/vvk98cph7/dkkos_usa_format.png)
(https://s23.postimg.org/4if2dliwr/dkkos_eur_format.png)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on February 06, 2017, 08:26:36 pm
I've asked a few people and they all think the same as you. It isn't very encouraging to be honest, and I also want to move on to other projects, so I'll ditch the VWF altogether. I'll just have a custom font (http://i.imgur.com/HMwRV6H.png) and logo (http://i.imgur.com/PPVZoMv.png) for personal use.

That being said, I'll probably have one final addition before focusing on finishing the hack, and that's to increase the number of characters for the player's name from 4 to at least 6, and also remove the spaces after his name.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: DarioEMeloD on February 06, 2017, 10:51:42 pm
I think the VWF doesn't improve much as it is, but it would be useful if you adapted the text to fit the whole text box (eventually using less text boxes to scroll through dialog). The font is actually better in my opinion, as it is easier to read in bigger screens. But no italics please :P
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ShadowOne333 on February 06, 2017, 11:21:52 pm
Damn, I came late to the discussion.
I personally loved the VWF rendition you made, toruzz, fits very well and looks easy on the eyes.
I would encourage you to go for it as an Optional or Additional Patch to your already amazing DX hack, but that's up to you.

Can't freaking wait to try this game :D
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on February 07, 2017, 12:07:06 am
I think the VWF doesn't improve much as it is, but it would be useful if you adapted the text to fit the whole text box (eventually using less text boxes to scroll through dialog). The font is actually better in my opinion, as it is easier to read in bigger screens. But no italics please :P
I thought that it was obvious it worked that way, but maybe I should have used a better example (http://i.imgur.com/llIBWV1.png).

Damn, I came late to the discussion.
I personally loved the VWF rendition you made, toruzz, fits very well and looks easy on the eyes.
I would encourage you to go for it as an Optional or Additional Patch to your already amazing DX hack, but that's up to you.

Can't freaking wait to try this game :D
Thanks! You're literally the first one to say something nice about it.

I'll just forget about the VWF for the time being, but I'm a bit headstrong so I don't completely rule out coming back to it again.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ShadowOne333 on February 07, 2017, 01:01:04 am
If there's one thing I learned about hacking so far is that, unfortunately, you cannot please everyone.
My only suggestion would be to do what you like and, if you do it with passion and care, and you enjoy it, others will :P

I'll only say that I really like the work you have put in this project so far, every aspect of it.
So whatever the final product ends up being, I know for a fact that I'll enjoy it :D
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Made in China on February 07, 2017, 01:17:30 am
To chime in, I also like your new font, and also hate Link's Awakening's approach of Italics everything. VWF is a bit redundant in my opinion, but it isn't bad. Whatever you do, this hack is still amazing.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: dACE on February 07, 2017, 09:30:31 am
The font is italic in Link's Awakening because SPOILER ALERT Link is dreaming/in a dream - and in dreams, as everybody knows, everything is written in italics...

That's my conclusion anyway and I think it is a neat feature - for THAT game.

/dACE
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Tater Bear on February 07, 2017, 12:57:11 pm
I thought that it was obvious it worked that way, but maybe I should have used a better example (http://i.imgur.com/llIBWV1.png).
Thanks! You're literally the first one to say something nice about it.

I'll just forget about the VWF for the time being, but I'm a bit headstrong so I don't completely rule out coming back to it again.

The one one the right looks great and is far easier to read  :thumbsup:. What font is that?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: TheCardiganKing on February 07, 2017, 06:31:18 pm
toruzz, your new font suits the game better. This is coming from an actual fine artist if it means anything. Trust your gut because you have a great grasp on color and composition.

Just have to say that I've been following your hack since the beginning and it's people like you who make me want to get into making hacks and homebrews. I am very much looking forward to this release. So far, so good, dude!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on February 07, 2017, 07:26:52 pm
If there's one thing I learned about hacking so far is that, unfortunately, you cannot please everyone.
My only suggestion would be to do what you like and, if you do it with passion and care, and you enjoy it, others will :P

I'll only say that I really like the work you have put in this project so far, every aspect of it.
So whatever the final product ends up being, I know for a fact that I'll enjoy it :D
Thank you! :beer: I certainly enjoy making this hack and I want it to be the best it can be, but I know I have to find some balance to finish it in a reasonable time. In any case it won't be finished until I'm satisfied.

To chime in, I also like your new font, and also hate Link's Awakening's approach of Italics everything. VWF is a bit redundant in my opinion, but it isn't bad. Whatever you do, this hack is still amazing.
It's definitely not a must, but I think it helps with really long texts. In any case it's obviously a subjective matter.

The font is italic in Link's Awakening because SPOILER ALERT Link is dreaming/in a dream - and in dreams, as everybody knows, everything is written in italics...

That's my conclusion anyway and I think it is a neat feature - for THAT game.

/dACE
Hah, that's a wild theory (a GAME theory). But I agree that LA's font doesn't fit well in this game.

The one one the right looks great and is far easier to read  :thumbsup:. What font is that?
It's the same VWF I showed you before, I made it based on the one I made for Link's Awakening.

toruzz, your new font suits the game better. This is coming from an actual fine artist if it means anything. Trust your gut because you have a great grasp on color and composition.

Just have to say that I've been following your hack since the beginning and it's people like you who make me want to get into making hacks and homebrews. I am very much looking forward to this release. So far, so good, dude!
I'm always doubting myself, so that actually means a lot coming from an artist. Thank you!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Asaki on February 08, 2017, 09:52:55 am
I've asked a few people and they all think the same as you. It isn't very encouraging to be honest, and I also want to move on to other projects, so I'll ditch the VWF altogether.

I'm re-reading what I wrote, and it sounds a bit harsher than I meant it to. Sorry about that.

That being said, I'll probably have one final addition before focusing on finishing the hack, and that's to increase the number of characters for the player's name from 4 to at least 6, and also remove the spaces after his name.

So we don't have to name him "SABL" anymore??? =)

Could you add that feature to the straight translation patch too, or would that be too much work?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Scapetti on February 08, 2017, 11:57:45 am
I'll just have a custom font (http://i.imgur.com/HMwRV6H.png) and logo (http://i.imgur.com/PPVZoMv.png) for personal use.

The logo looks nice it would be cool if we could have that! But I am still adamant the title of this game is The Frog For Whom the Bell Tolls :P I'll keep arguing that forever! aha

It's like how everyone got used to Earthbound Zero but Nintendo later officially called it Earthbound Beginnings
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: rainponcho on February 08, 2017, 01:20:09 pm
I think you have a massive amount of instinct, talent of reworking everything so far, bending the gbc to do your will. And from your page description of Zelda DX Spanish, you show a deeper understanding of intent and themes.

It's beyond safe to say many of us trust your decisions, seeing as you know how to make good ones.

Don't forget that although you want a very high quality 1st release, it's okay to come back with maintenance updates while sneaking in some dishes of post-polish. Besides, as you work on new future projects (with predictable fortunate success), you'll likely discover some new methods you'll want to add back into your older projects.



tl;dr
Color choices are outstanding. Invisible asm hacking is probably even more exceptional.

Please don't burn out over small details - keep your passion and drive going, even if it means focusing on fresh new game material for awhile.

You clearly enjoy this field. And for a first "experimental" project, you churn out material like a champ, while still having so much more vertical height to learn and grow.

Thank you for not abandoning this dx hack!! Let's all stay happy. :mrgreen:
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Ballz on February 08, 2017, 10:01:08 pm

And I think it looks fine to be honest, however I can't help but think that the gap between the lines is HUGE. I'm considering doing some crazy stuff to implement a 16px height VWF with two different fonts that looks like this:

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


I liked this one the best, although it sounds like it might be more trouble than it's worth.  Otherwise the non-16px font you created looks really nice, too.  Well, that's my opinion thanks for reading.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on February 08, 2017, 11:17:55 pm
I'm re-reading what I wrote, and it sounds a bit harsher than I meant it to. Sorry about that.
Don't worry, I asked you guys for feedback and you provided me with an honest one - that's always okay!

So we don't have to name him "SABL" anymore??? =)

Could you add that feature to the straight translation patch too, or would that be too much work?
Yes and yes. I'll send ryanbgstl the code for doing this.

The logo looks nice it would be cool if we could have that!
Hmm, I don't know. My initial idea was to reinsert the translation -if permission was granted- or retranslate it -if it wasn't-, but if I'm leaving the translation as a complete separate thing I think it would be a bit arrogant to just change its logo. We'll see.

But I am still adamant the title of this game is The Frog For Whom the Bell Tolls :P I'll keep arguing that forever! aha

It's like how everyone got used to Earthbound Zero but Nintendo later officially called it Earthbound Beginnings
Well, I don't want to revive your battle, but I think this is a tough one  :P IMHO I wouldn't say Sakurai's translator has an official status, especially when it's obvious he wanted to point out the literary reference. Also, the book's title in Japanese is "Taga Tame ni Kane wa Naru", so it makes sense to just change one word in English too -granted, Japanese is very different from English, but it still applies. In any case, both titles work for me.

I think you have a massive amount of instinct, talent of reworking everything so far, bending the gbc to do your will. And from your page description of Zelda DX Spanish, you show a deeper understanding of intent and themes.

It's beyond safe to say many of us trust your decisions, seeing as you know how to make good ones.

Don't forget that although you want a very high quality 1st release, it's okay to come back with maintenance updates while sneaking in some dishes of post-polish. Besides, as you work on new future projects (with predictable fortunate success), you'll likely discover some new methods you'll want to add back into your older projects.



tl;dr
Color choices are outstanding. Invisible asm hacking is probably even more exceptional.

Please don't burn out over small details - keep your passion and drive going, even if it means focusing on fresh new game material for awhile.

You clearly enjoy this field. And for a first "experimental" project, you churn out material like a champ, while still having so much more vertical height to learn and grow.

Thank you for not abandoning this dx hack!! Let's all stay happy. :mrgreen:
Wow! Thank you very much for those kind, encouraging words.

What you said about the maintenance updates is completely true, and while I'd prefer not doing that you raised a good point.
Oh, and I won't be abandoning the hack anytime soon, that's for sure! -but if I were to abandon it I'd release everything I have so someone else can finish it.

I liked this one the best, although it sounds like it might be more trouble than it's worth.  Otherwise the non-16px font you created looks really nice, too.  Well, that's my opinion thanks for reading.
Thanks for the feedback :) I probably won't be adding the VWF in this release, but I might do it in the future. We'll see.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: releasethedogs on February 19, 2017, 12:19:52 am
I know I am a bit late, but I just wanted to say the bigger font looks great!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Thirteen 1355 on March 07, 2017, 07:46:52 am
Wow, I've always wanted to play this game. A colourised version will surely help!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Panzer88 on March 10, 2017, 10:58:30 am
I thought that it was obvious it worked that way, but maybe I should have used a better example (http://i.imgur.com/llIBWV1.png).
Thanks! You're literally the first one to say something nice about it.


Your new one looks great!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Ballz on March 11, 2017, 12:21:21 pm


How can I help you?
For the time being what I need the most is a good illustration of the Mille-feuille Kingdom map (http://i.imgur.com/5syJLlb.png) to make a Super GameBoy border similar to the one in Link's Awakening (http://i.imgur.com/j1BncZ1.png).

What's the source of that map image?  Did it come from the game's original manual, or was there a guide released in Japan that had this?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on March 21, 2017, 06:25:36 am
I just noticed that a couple of messages posted before the servers went down are missing, so I'll reply you guys again  :P

I know I am a bit late, but I just wanted to say the bigger font looks great!
Your new one looks great!
Your new one looks great!
Thank you!

What's the source of that map image?  Did it come from the game's original manual, or was there a guide released in Japan that had this?
It's from the original manual (http://4.bp.blogspot.com/-Qa7atjgeL9k/VP-9rOBT9oI/AAAAAAAAO18/YS0Oi-2yV2w/s1600/For_the_Frog_GameBoy_manual_1011.jpg), yeah. That being said, the SGB border thing has already been solved, I posted it before. I'll update the first message again to reflect this  :beer:
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: askjdfhlkjhfvlvbuiyh on April 02, 2017, 02:59:41 pm
Hi toruzz, I just want to say GREAT job so far and keep up the work :)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Ballz on April 03, 2017, 04:05:44 pm
Oh cool, I found your SGB border update on page 9.  Looks great!

Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on April 03, 2017, 05:28:52 pm
Thank you guys  :thumbsup:

Just so you know, I started working on Super Mario Land 2 (https://www.youtube.com/watch?v=xqH13Nh61Uo) as a side project (but don't worry, I'm still working on this one!), so I'll probably repurpose this thread to host both projects.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ShadowOne333 on April 03, 2017, 05:38:07 pm
Thank you guys  :thumbsup:

Just so you know, I started working on Super Mario Land 2 (https://www.youtube.com/watch?v=xqH13Nh61Uo) as a side project (but don't worry, I'm still working on this one!), so I'll probably repurpose this thread to host both projects.
AMAZING!
I'd love to see how you progress with SML2 :D
Instant sub as well haha
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Thirteen 1355 on April 03, 2017, 05:46:31 pm
Super Mario Land... Never played the series before. I might try it out after you've finished this work.
Are you planning to make a colourised version of Mario Land 1 as well?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on April 03, 2017, 06:18:46 pm
Super Mario Land... Never played the series before. I might try it out after you've finished this work.
Are you planning to make a colourised version of Mario Land 1 as well?
I wasn't even planning on hacking SML2 a few days ago  :P

This project came to life when I started gathering the code for For the Frog the Bell Tolls DX. I realised that I implemented so many hacks over the months that it was going to take a HUGE amount of time and I just didn't feel up for it.

As I wanted to release the code thinking that it might inspire someone else to do a similar hack, I challenged myself to deploy a new one as fast as possible. So here we are.

To answer your question: No, I'm not planning to hack SML at the moment. I love this kind of hacks and I'd gladly help anyone trying to make one, though. I've had an ambitious idea going round in my head for quite a while regarding this topic, but I don't want to get ahead of myself.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Thirteen 1355 on April 03, 2017, 06:36:30 pm
Haha, don't worry. I'm sure people will be totally satisfied with the work you're doing right now (including me).

For the Frog the Bell Tolls has always interested me, ever since I discovered the game through Link's Awakening (DX).
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Midna on April 03, 2017, 06:40:30 pm
Your Super Mario Land 2 hack looks pretty sharp (changing the 1-Up Heart back into a mushroom is a nice touch). I'd love to see it finished someday!

Maybe once I know more about graphics decompression and ASM hacking and the like, I can create a "DX" version of the Game Boy Tetris Attack (after I hack it back into Panel de Pon, of course).
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: MathUser2929 on April 27, 2017, 04:35:28 am
I like the super mario land 2 hack alot. I think Luigi should be fun to play. You should consider giving him different physics. Also, the sky color is too near grey, you should change it.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on April 27, 2017, 06:51:17 pm
Your Super Mario Land 2 hack looks pretty sharp (changing the 1-Up Heart back into a mushroom is a nice touch). I'd love to see it finished someday!

Maybe once I know more about graphics decompression and ASM hacking and the like, I can create a "DX" version of the Game Boy Tetris Attack (after I hack it back into Panel de Pon, of course).
I sure hope my hacks encourage someone else to make more DX hacks! I'm releasing the source code of this one for what it's worth.

I like the super mario land 2 hack alot. I think Luigi should be fun to play. You should consider giving him different physics. Also, the sky color is too near grey, you should change it.
I already considered giving him different physics, but I haven't looked into it too much - if it's not that difficult, I'll probably change it. Regarding the sky color it isn't so gray anymore (http://i.imgur.com/xAn2upY.png).
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: mwksoul on April 28, 2017, 02:43:44 am
This is looking pretty good already. I wonder if you have considered making some small edits to the sprites to make it more similar to the canceled DX version? Some screenshots can be found at http://www.geocities.co.jp/Bookend-Soseki/4279/dematu3.html
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on April 28, 2017, 05:31:15 pm
This is looking pretty good already. I wonder if you have considered making some small edits to the sprites to make it more similar to the canceled DX version? Some screenshots can be found at http://www.geocities.co.jp/Bookend-Soseki/4279/dematu3.html
This was mentioned in this thread, and as it turns out those screenshots are actually mockups made by fans - they don't even comply with GBC's technical limitations. No official screenshot of the cancelled game was shown.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Satoshi_Matrix on April 29, 2017, 08:46:22 pm
Can we get a progress report? I'd like to know roughly how much is done and what's to do, and if you maybe have a rough ETA on when the whole thing will be ready for beta testing. I definitely want to beta test this on the real hardware and be able to report any issues.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Thirteen 1355 on April 29, 2017, 08:50:08 pm
Wow, I've never seen something like this, ever before.

First, you almost demand a progress report. Next, you almost demand to be a beta tester.
I think the creator of this hack should decide for himself whether progress reports are necessary for the public to see.

I think it sounds pretty rude and disrespectful towards Toruzz, to ask for these things like they are supposed to happen.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Vortiene on April 30, 2017, 06:00:24 pm
Wow, I've never seen something like this, ever before.

First, you almost demand a progress report. Next, you almost demand to be a beta tester.
I think the creator of this hack should decide for himself whether progress reports are necessary for the public to see.

I think it sounds pretty rude and disrespectful towards Toruzz, to ask for these things like they are supposed to happen.

I don't think he meant it in a rude manner, i think he just wants to know if he can be of help/know the status of the project.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: DarioEMeloD on April 30, 2017, 06:50:20 pm
I definitely want to beta test this on the real hardware and be able to report any issues.

Isn't there a risk of damaging real hardware with this kind of hacks? At least there is one case that I know of (https://hax.iimarckus.org/post/26275/#p26275), but I'm not sure if it's even relevant to this one.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Vortiene on May 01, 2017, 03:59:48 pm
Isn't there a risk of damaging real hardware with this kind of hacks? At least there is one case that I know of (https://hax.iimarckus.org/post/26275/#p26275), but I'm not sure if it's even relevant to this one.

No. The flash cartridge you use would have to have some design issue for it to damage the hardware.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on May 02, 2017, 02:03:08 am
Thanks Thirteen 1355, but as Vortiene said I don't think he meant it in a rude manner  :beer:

I explained a bit about the current status in previous posts, but there is a reason for the apparent lack of progress. On the one hand, I wasted a lot of time trying to gather and make sense of the code -to finally decide on not releasing it at all-, and on the other hand I made some artistic decisions that requires me to rework a lot of what I've done up until now. I also want to add a couple of unannounced things and I'm considering the best way to do so, maybe even starting again from scratch. Keep in mind that I've been learning as I've been making this hack.

Regarding SML2 DX, it's progressing at a very good pace. Apart from a few bugs, most of the code is done.

Isn't there a risk of damaging real hardware with this kind of hacks? At least there is one case that I know of (https://hax.iimarckus.org/post/26275/#p26275), but I'm not sure if it's even relevant to this one.
Rest assured, I don't write to that register at all. It is compatible with real hardware.

PS.- I forgot to say that I already chose the betatesters for my hacks. Sorry guys.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Satoshi_Matrix on May 02, 2017, 02:46:31 am
Wow, I've never seen something like this, ever before.

First, you almost demand a progress report. Next, you almost demand to be a beta tester.
I think the creator of this hack should decide for himself whether progress reports are necessary for the public to see.

I think it sounds pretty rude and disrespectful towards Toruzz, to ask for these things like they are supposed to happen.

You absolutely misunderstand. It isn't my intention to "demand" anything. I have the utmost respect for Toruzz and absolutely appreciate how he's one in a million to even take on a project of this magnitude. I'm simply excited about this project and perhaps that might've came across as rudeness to some. Not my intention at all.

Thanks Thirteen 1355, but as Vortiene said I don't think he meant it in a rude manner  :beer:

I explained a bit about the current status in previous posts, but there is a reason for the apparent lack of progress. On the one hand, I wasted a lot of time trying to gather and make sense of the code -to finally decide on not releasing it at all-, and on the other hand I made some artistic decisions that requires me to rework a lot of what I've done up until now. I also want to add a couple of unannounced things and I'm considering the best way to do so, maybe even starting again from scratch. Keep in mind that I've been learning as I've been making this hack.

Regarding SML2 DX, it's progressing at a very good pace. Apart from a few bugs, most of the code is done.
Rest assured, I don't write to that register at all. It is compatible with real hardware.

PS.- I forgot to say that I already chose the betatesters for my hacks. Sorry guys.

Ah. Still, I'd like to be involved if at all possible.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: MathUser2929 on May 02, 2017, 05:42:41 am
I'm glad you changed the sky color. Do you thik you could give fire mario his proper colors too? White suit and stuff.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: SCD on May 02, 2017, 07:44:32 am
I found out that Fire Mario in this game doesn't use the white suit according to official artwork for this game: http://4.bp.blogspot.com/-FfKdZYwvz_g/VKwbiB_Mc8I/AAAAAAAAEbc/N5Mk_gmsnl0/s1600/IMG_0118.jpg

Maybe the white suit can be added as a alternate patch.

The one thing I would like to see change in this game is edit Wario's eyes to look more like the ones from his official artwork: http://4.bp.blogspot.com/-aD2r0fZTJiw/VKwbvXWUfdI/AAAAAAAAEcA/v0upkU3j2Ow/s1600/IMG.jpg

Here's a link to official artwork from the Japanese manual to help you on the colors for your hack: http://somerussianmariodude.blogspot.com/2015/01/gameboy-game-manuals-3-super-mario-land.html
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Rodimus Primal on May 02, 2017, 11:49:41 am
I can only add to the topic on hand is I say is that you should stay true to just making the color in game and alter graphics as necessary as you state on your first post. If there's tweaks needed to be compatible with the English translation then please do so. I don't think a VWF is necessary if the translation works as is with the color hack. If you wanted to make translation differences, maybe that could be an ammendum included with the color hack or released seperately. Personally I think that should be ironed out before any alterations to the game are made.

This is just of suggestion of course. You can do with your project as you see fit, but that's just my opinion.

As for Super Mario Land 2 DX, I think that if you are planning a release for it, maybe it should be seperated into a seperate topic. I know that both are your projects but it would make it easier to keep track of each project that way.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: ShadowOne333 on May 02, 2017, 12:06:25 pm
PS.- I forgot to say that I already chose the betatesters for my hacks. Sorry guys.
Can I be a gamma tester then?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Thirteen 1355 on May 02, 2017, 12:16:41 pm
Ah, seems I misinterpreted Satoshi_Matrix's comment. Apologies  ::)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: MathUser2929 on May 02, 2017, 11:06:42 pm
Maybe you should make a seperate thread for sml2 dx. It'd be easier to keep track of.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Shade Aurion on December 19, 2017, 03:00:29 am
Really great work Toruzz. Can't wait for this to be complete, whenever that is. I just finished the game as it was and i'd be really keen to play a colorized version.

Would you be interested in a customized title screen, I mean i'm sure you're more then capable but I mean to match in with the more accurate version of the title. I made a custom boxart for this on the SNES mini and thought maybe you'd be interested in an altered title screen whether from me or just as an idea in general.

This is the boxart I made but I can lift just the title logo for you if you like
(https://i.imgur.com/DJHrwKn.png)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on December 19, 2017, 03:17:36 am
Really great work Toruzz. Can't wait for this to be complete, whenever that is. I just finished the game as it was and i'd be really keen to play a colorized version.

Would you be interested in a customized title screen, I mean i'm sure you're more then capable but I mean to match in with the more accurate version of the title. I made a custom boxart for this on the SNES mini and thought maybe you'd be interested in an altered title screen whether from me or just as an idea in general.

This is the boxart I made but I can lift just the title logo for you if you like
(https://i.imgur.com/DJHrwKn.png)
Thank you! But PLEASE don't open that can of worms here  :P
Spoiler:
Actually I don't agree with Sakurai's translator, you can see that discussion at the translation thread

BTW, this hack (and by extension this thread) will receive the love it deserves soon enough. It's about time!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Shade Aurion on December 19, 2017, 03:27:46 am
Thank you! But PLEASE don't open that can of worms here  :P
BTW, this hack (and by extension this thread) will receive the love it deserves soon enough. It's about time!
No probs man, I must have missed that discussion. With translation a lot gets glossed over and much is open to interpretation so it could really be either (as i'm sure you know) I was just offering to save you any additional hassle if you were interested.

Can't wait dude! For SML2 too but I know this is your baby <3
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Aynezz on January 09, 2018, 03:04:38 am
I just wanted to say that I'm really looking forward to this release. Great work with SML2 DX.

Anything that makes more people aware of the existance of For the Frog the Bell Tolls is a good thing. It's such a great game!

Keep up the good work, toruzz!
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: CJP on January 14, 2018, 01:54:35 pm
I am a big fan of zelda link's awakening DX and I knew this game thanks to him, I look forward to this new version of FtFtBT toruzz (especially after the great SML2 DX)!

I hope that this new version is also compatible with the Spanish translation that has been available since recently. Greetings and encourage!  ;)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: DarioEMeloD on May 19, 2018, 03:46:37 pm
I saw your stream the other day and I was thinking about ways to improve the music, since it's really high pitched and annoying. I assume that's because it was made to be heard through the GB speakers, so is it possible to pitch it an octave down? That way the music is basically the same, it actually sounds very similar to Link's Awakening, and it doesn't destroy your ears xD
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Midna on May 19, 2018, 05:18:24 pm
The music in Frogs isn't that bad at all, I think. Certainly not as high as the Game Boy Mega Man II. Why would you take a perfectly good soundtrack and then make it so high-pitched it's only audible to dogs?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on May 19, 2018, 05:35:25 pm
Please stop this blasfemy, FtFtBT's soundtrack is awesome the way it is  :laugh:
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: PresidentLeever on May 19, 2018, 09:44:07 pm
A full octave would sound like ass if it's even doable, transpose it down one note at most or just edit the "bell" instrument. To me it's fine as is though.
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Shade Aurion on May 20, 2018, 08:30:51 pm
Can't wait for the next update on this project. I'm really looking forward to this being in color :3
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on May 20, 2018, 09:16:38 pm
Thank you, guys  :beer:

There are a couple of streams on my Youtube channel if you want to see a bit more of the game: https://www.youtube.com/watch?v=Xc5XlO7m5eM (https://www.youtube.com/watch?v=Xc5XlO7m5eM)
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Bonkers! on May 22, 2018, 07:12:53 am
Always thought this looked better than the font used in the final version of the English translation.

(http://www.n-sider.com/images/inline_images/inline-4-4178-3.jpg)

Any chance of an optional patch after/with the release of the colour hack?
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: Shade Aurion on May 22, 2018, 05:06:07 pm
^I do like that^

Watched a bit of your streams and it looks amazing Toruzz. I stopped playing the original translated version about halfway through because yours looks too good. Its worth waiting for :3
Title: Re: For the Frog the Bell Tolls DX (WIP)
Post by: toruzz on May 22, 2018, 06:59:58 pm
@Shade Aurion Thank you!  :beer:

Always thought this looked better than the font used in the final version of the English translation.

(http://www.n-sider.com/images/inline_images/inline-4-4178-3.jpg)

Any chance of an optional patch after/with the release of the colour hack?

I also think that one looks way better, but choosing that font is not up to me. I'm rethinking everything related to this hack, so I'm still unsure about what I'll do to maintain compatibility with the English translation.