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Topics - lastdual

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ROM Hacking Discussion / About that Beyond Oasis font
« on: October 23, 2020, 08:14:22 am »
Is there any way to get at the font for Beyond Oasis/Story of Thor? It's always bothered me how it seems as if the font is too large for the space it's written into, thus giving the appearance of the black outlines getting cut off here and there.

Normally I would just replace the font with a tile editor, but seeing as I can't find it, I'm guessing there's some compression going on :(

ROM Hacking Discussion / Beyond Oasis Dialogue Font
« on: November 18, 2018, 10:17:25 pm »
I recently got the urge to give this old Genesis gem another playthrough, and while I can get past the subpar frame rate, I was instantly reminded of how bad the dialogue font is. The font is literally too tall for the tiles, resulting in the black outline occasionally getting cut off at the top or bottom of certain letters or symbols (like the quotation marks). It just looks unprofessional.

No problem, I thought. I'll just take a look with YYCHR and touch up the font as needed.

The only problem is that I can't seem to find the dialogue font anywhere. I located an all-caps menu font around 153400, but have combed the rom several times and (despite the abundance of uncompressed graphics) haven't had any luck uncovering another. Might this be hidden via some weird Genesis compression, or am I just missing something?

Personal Projects / Dragon Warrior 1-3 DX
« on: April 04, 2018, 11:18:55 pm »
The early Dragon Quest games have seen several great remakes, but there's still a certain charm to the NES originals. That said, I can't help but prefer the character sprites in the GBC versions - so why not port them to the NES? For this project, I focused solely on the Roto Trilogy. The hero and all party members, along with all NPCs and controllable sprites like the ship are being redrawn, though new backgrounds aren't planned at this time.

Using the GBC remakes as a base, I'm adapting the sprites as necessary, taking a bit more liberty in some cases (like the female sage below). The project is nearing completion, though I haven't played all the way through each of the games yet to fully test things out.

Newcomer's Board / Advice for a SNES newb
« on: March 20, 2017, 04:50:30 pm »
How difficult would it be for someone with zero knowledge of assembly (like me!) to attempt a FastROM hack for a SNES game like Gradius 3? The info here makes it look fairly straightforward:

However I’m pretty new at this, having only done very basic hex edits (NES) in the past.

I was playing Gradius 3 on an old version of ZSNES the other day (v1.36) and upon comparison with newer, more accurate emulators, the old release of ZSNES (before SlowROM was correctly emulated) runs the game noticeably smoother. There’s still slowdown, but the difference is considerable enough that I’d enjoy being able to get the same experience without having to resort to an out-of-date emulator.

Personal Projects / Metal Gear DX - MG NES meets Ghost Babel
« on: December 12, 2016, 03:31:36 pm »
Of the 2D Metal Gear games, I've always felt that Ghost Babel, with its MGS-inspired visuals and slick animation, has aged the best.

This project started as a simple attempt to give Snake his iconic sneaking suit in MG1 for the NES, using redrawn sprites based on the style of Ghost Babel. I'm not skilled enough to add animation frames, so the visuals won't be as smooth as in the GBC game (the two-frame walking animation inevitably gives a bit of a "skating" impression), but the visual style has otherwise been carried over.

Unfortunately, the Ghost Babel style (with its darker hues and frequent lack of outlines) resulted in Snake blending with the original game's rather busy, rather dark backgrounds. In order to ensure the sprites pop, I ended up redrawing or touching up basically all the floor tiles (as well as some others), thus giving the backgrounds a cleaner, brighter appearance, while also trying to stay true to the spirit of the originals. It was important to keep the game's atmosphere intact.

Overall I'm happy with the new sprites and the project is basically done, but the animation when Snake is wading in shallow water looks a little odd. When wading, the game simply displays the top half of Snake with a bobbing effect.

The problem is that it's the top half of his *standing* frames. In Ghost Babel, the standing poses don't lend themselves as well to motion. It would be great if the game could be hacked to display the top half of the running pose instead, but to attempt that, well, I'm not even sure where I would start. It's not a huge deal, but I'm open to suggestions as to whether I should release it as-is, request help, or find relevant resources to learn more, etc. 

Newcomer's Board / Editing tiles in Metal Gear
« on: November 25, 2016, 12:10:42 pm »
I'm attempting my first hack, trying to edit some tile sets in Metal Gear for the NES. Tools like Tile Layer Pro and YY-CHR seem to make it easy, but when I save the edited file, the tiles are always cut-off/offset when loading up the game in an emulator. Here's an example (notice how the top-left tile displays differently in YY-CHR versus the PPU Viewer in FCEUX):

I'm totally new this, so any help on how to solve this issue would really be appreciated.

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