Still needs a few tweaks, but for a quick test created in a few hours it was a breeze to work with.
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Each character is rendered as a 16x16 sprite using a 4080x48 font sheet.I mean specifically this scenario.
Each sprite is evenly spaced. This is one hard coded number. I have modified the game's code to render the sprites as 6x12 instead.So you could add an extra step and increase the current text x position with a table of widths, instead of using a hardcoded value.
Besides I have no romhacking skills so I wouldn't know how to fix it.Probably just a palette match error. If the graphics were reinserted with TileMolester, that's the issue.
Anyways it doesn't look like a major glitch so I guess I'll leave it as it is.
You should help out with one of the projects then.Aaaand done, sent my inserter & dumper.
Maybe we could join all our efforts? A VWF from there, a decent translation from there, etc.The problem with that is that the VWF code is not mine, I don't even have its sources. ev0 was the one in charge of it and you need a good summoning to lure him out of his cave nowadays.
Is there a way to do the opposite process (generate a xml file from the original disc) just to see what the end result looks like?Use the xml generator that comes with mkpsxiso, it should be more than enough to recreate the structure with a few manual tweaks later.
If it has to be manually, how should I go about it?
Disagree on the GBA ports being superior. This is only true of FFV--the bonus content in IV Advance is garbage and the graphics and audio are inferior in all three GBA ports.Well, it it kinda true with FF4 and 5, since they have updated graphics for the ugly-ass backgrounds and 16 colors for everything on 4. With sound patches and reduced lag they are pretty decent, despite FF4 having the worst extras ever.