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Author Topic: Screenshots  (Read 652047 times)

justin3009

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Re: Screenshots
« Reply #1220 on: June 19, 2016, 08:06:01 pm »

Another little update.  I've removed the HDMA effect in favor of having Layer 1 now be the Wood background tiles and also the window tiles as well.  This effectively allows a nice background when needed and also windows to look pretty as well.  No need for a colored HDMA to enhance it anymore!

Obviously none of this is final at all.  It's using Breath of Fire 4's tiles at the moment and rather incomplete as well.  The 'filling' inside the boxes is not correctly setup as it repeats the same one instead of having the four separate tiles setup properly.  The sides also have two separate tiles to use as well so that's not done correctly either.

Either way I'm going to end up completely redoing the window routine to allow for such a usage just so things can be properly setup in full detail once I can figure out a design scheme that'd fit this game well.  Might need a little help on that honestly.  Same goes with the background itself behind the boxes.  I might just go Breath of fire 3 style and have it be pure wood, though that feels rather lazy.  I'd prefer to completely avoid any 'full cast' kind of thing as that's just not going to work with this.

Also now, Layer 1 has it's own RAM location that can be modified and sent to VRAM now as well in the menu.  Layer 3 is 7E:2000, Layer 2 is 7E:2800 and Layer 1 is 7E:4000.
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Seeeeph

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Re: Screenshots
« Reply #1221 on: June 21, 2016, 03:36:10 pm »
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« Last Edit: August 22, 2016, 04:04:08 pm by Seeeeph »

KingMike

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Re: Screenshots
« Reply #1222 on: June 21, 2016, 08:18:25 pm »
I that toxic world shrine a PlayStation?  :o
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Seeeeph

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Re: Screenshots
« Reply #1223 on: June 21, 2016, 09:08:13 pm »
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« Last Edit: August 22, 2016, 04:04:00 pm by Seeeeph »

Chaos Rush

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Re: Screenshots
« Reply #1224 on: June 23, 2016, 07:32:37 pm »


Started working on a text editor for Final Fantasy III. Very barebones at the moment, but progress is going smoothly since I'm reusing a lot of code from my Final Fantasy II text editor (here's a link to my FFII text editor in case anyone is curious: http://www.romhacking.net/utilities/1171/).

VicVergil

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Re: Screenshots
« Reply #1225 on: June 24, 2016, 02:48:32 pm »


Started working on a text editor for Final Fantasy III. Very barebones at the moment, but progress is going smoothly since I'm reusing a lot of code from my Final Fantasy II text editor (here's a link to my FFII text editor in case anyone is curious: http://www.romhacking.net/utilities/1171/).

Might be better with a fixed width font, or even better, an interactive preview using the in-game font.

Sephirous

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Re: Screenshots
« Reply #1226 on: June 26, 2016, 01:25:23 am »
Hey,

I put the Glowing Cross into the American Castlevania III.
Not sure where I am going with this yet.

« Last Edit: June 26, 2016, 01:57:31 am by Sephirous »

Chaos Rush

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Re: Screenshots
« Reply #1227 on: June 28, 2016, 01:19:31 am »
So FF3's text engine has a byte that lets you move an entire row of text up by 8 pixels... Which allows me to do this:

SCD

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Re: Screenshots
« Reply #1228 on: June 28, 2016, 01:28:16 am »
I'm working on a hack for Thunder Pro Wrestling Retsuden for the Sega Genesis that would make it look more like the PC-Engine Fire Pro Wrestling games, here are before and after screenshots:

Before:


After:

Seeeeph

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Re: Screenshots
« Reply #1229 on: June 28, 2016, 05:15:52 am »
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« Last Edit: August 22, 2016, 04:03:44 pm by Seeeeph »

MathUser2929

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Re: Screenshots
« Reply #1230 on: June 28, 2016, 06:24:26 am »
Didn't that used to be a Conker game? What happened with that?

SunGodPortal

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Re: Screenshots
« Reply #1231 on: June 28, 2016, 02:55:49 pm »
Quote
Didn't that used to be a Conker game? What happened with that?

It's still a Conker game.
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Seeeeph

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Re: Screenshots
« Reply #1232 on: June 28, 2016, 04:49:13 pm »
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« Last Edit: August 22, 2016, 04:07:54 pm by Seeeeph »

Gideon Zhi

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Re: Screenshots
« Reply #1233 on: June 29, 2016, 01:59:32 am »
So FF3's text engine has a byte that lets you move an entire row of text up by 8 pixels... Which allows me to do this:


You'll want to be careful with that. Just because you CAN do something doesn't mean you should; text bunched up like that can be hard to read.

resq

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Re: Screenshots
« Reply #1234 on: June 29, 2016, 02:18:26 am »
Hey,

I put the Glowing Cross into the American Castlevania III.
Not sure where I am going with this yet.



Pretty!

Maybe you could make a whole game hack out of stuff like that. Castlevania III: Christianity? I mean not necessarily a spoof hack but just a thought.  :P
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Chaos Rush

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Re: Screenshots
« Reply #1235 on: June 29, 2016, 11:53:39 pm »
I'm gonna make a new English translation of Final Fantasy III, using the DS translation where applicable, and translating the original Famicom text myself if the line differs between JP FF3 Famicom and JP FF3 DS. I've also got the MMC5 patch working with loading text from new PRG banks, so I won't have to worry about free space so much like I had to with my FFII retranslation.

Anyhow, here's the intro:

I took Gideon Zhi's suggestion and decided not to do single-spaced lines in the intro, as a result I had to move the third paragraph onto the second page. The first three paragraphs were taken straight from the DS version, while the last two paragraphs on the second page were translated from scratch by me.

Also here's the new text editor that I developed specifically for this project:

(ignore the scroll bars in the text preview, as its size was configured based on the over-world dialogue box, which has less room than the text used in the intro, which is the message I have displayed in the screenshot).

I'm not going to start my own topic yet, I'll wait until I make significant progress on this.

KillerBob

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Re: Screenshots
« Reply #1236 on: July 01, 2016, 12:34:21 pm »
I'm gonna make a new English translation of Final Fantasy III, using the DS translation where applicable, and translating the original Famicom text myself if the line differs between JP FF3 Famicom and JP FF3 DS. I've also got the MMC5 patch working with loading text from new PRG banks, so I won't have to worry about free space so much like I had to with my FFII retranslation.
Sounds fantastic!  :thumbsup:

Anyhow, here's the intro:

I took Gideon Zhi's suggestion and decided not to do single-spaced lines in the intro, as a result I had to move the third paragraph onto the second page. The first three paragraphs were taken straight from the DS version, while the last two paragraphs on the second page were translated from scratch by me.
Looks very promising, agree with Gideon's advice. With the intro being so information-dense, would it perhaps be possible to add a page and split the text over three screens or make a press of a button let you advance?

Chaos Rush

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Re: Screenshots
« Reply #1237 on: July 03, 2016, 03:30:45 am »
Sounds fantastic!  :thumbsup:
Looks very promising, agree with Gideon's advice. With the intro being so information-dense, would it perhaps be possible to add a page and split the text over three screens or make a press of a button let you advance?
I think that's beyond my current level of NES ASM knowledge, but as this project comes along it shouldn't be too hard considering we now have an added 512kb that wasn't there originally.

Anyhow, here's some screens of what I've done so far:

Item names expanded to 10 characters (technically 11 if you include the symbol at the beginning):


In-battle they'll still be 8 characters (for now), but thanks to the magic of the bank switching and tons of free space due to the Kea's MMC5 mapper patch, I can use an entirely separate set of text strings for items in-battle:


Status screen:


Expanded battle windows, enemy names can now be 11 characters long:

(also I will tell you right now that the final boss will be named, "Cloud of Darkness", and I've already made the squish tiles to do it).

More stuff, here are some lines I translated myself as they weren't present in the DS version:

I did reword things to make it sound more natural (particularly in the second screenshot, the original line was, "おい! けんかしてるひまがあったら でぐちを さがせ!", which a literal translation would be, "Oi! If you've got the time to argue then find the exit!")

I did say that I will be using the DS version's text when possible, but since I am also taking a look at the original Japanese Famicom text, any dialogue that is censored in the DS version will be uncensored in my translation (I don't know if it was the DS localization that censored stuff or if the Japanese version of the DS remake was already censored to begin with), for instance, here's some dialogue that I made very close to the DS version but kept the reference to 'holy water':



In addition to that, here's some progress on my FFIII text editor (it's only compatible with the Japanese version right now and I don't plan on adding any support for the AWJ or ad0220 translations, sorry. I'm not even going to look at those):

My text editor can view the original Japanese script for each message in the game, which for me is very convenient.


In case any of you are worried about what the quality of this translation will be like, let me say this: While I did once say several months ago that I'm not good enough at Japanese to translate a game myself, I will say that I have been studying Japanese every single day for several weeks now (since summer break began). I was born in Japan, but I have lived in America since 2001 and until recently, my Japanese vocabulary was that of a little kid (because that was when I left Japan). Luckily I have no issues with reading hiragana and katakana, and because recently I have been studying Japanese every single day, I am at a point now where I can comfortably play Japanese games in hiragana and katakana and understand everything that is going on (not that good at kanji yet, but that's besides the point because there's no kanji in this game). Final Fantasy III isn't exactly a sophisticated work of literature, and because I'm also comparing the entire game alongside the DS version, it's very easy to tell when the DS version used the same dialogue as the original (not to mention I'm also looking at Japanese videos of the DS/PC/PSP/whatever version if I'm unsure of if the DS version changed something or not, for instance, some of the stuff that Luneth says in the DS version during the opening cave sequence is actually exactly what some of the Onion Knights say in the original); in other words I really don't have to translate that much stuff myself, as about 75~85% of the dialogue will be taken straight from the DS version. I also have several sources of Japanese dictionaries if I'm unsure of a word (both online and physical).

I'll start my own thread eventually lol, but not until I'm at least a third of the way done with the script so I'll have more stuff to show.
« Last Edit: July 03, 2016, 03:49:59 am by Chaos Rush »

Seeeeph

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Re: Screenshots
« Reply #1238 on: July 03, 2016, 06:32:01 am »
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« Last Edit: August 22, 2016, 04:03:35 pm by Seeeeph »

Rodimus Primal

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Re: Screenshots
« Reply #1239 on: July 03, 2016, 10:04:31 pm »
I think that's beyond my current level of NES ASM knowledge, but as this project comes along it shouldn't be too hard considering we now have an added 512kb that wasn't there originally.

Anyhow, here's some screens of what I've done so far:

Item names expanded to 10 characters (technically 11 if you include the symbol at the beginning):


In-battle they'll still be 8 characters (for now), but thanks to the magic of the bank switching and tons of free space due to the Kea's MMC5 mapper patch, I can use an entirely separate set of text strings for items in-battle:


Status screen:


Expanded battle windows, enemy names can now be 11 characters long:

(also I will tell you right now that the final boss will be named, "Cloud of Darkness", and I've already made the squish tiles to do it).

More stuff, here are some lines I translated myself as they weren't present in the DS version:

I did reword things to make it sound more natural (particularly in the second screenshot, the original line was, "おい! けんかしてるひまがあったら でぐちを さがせ!", which a literal translation would be, "Oi! If you've got the time to argue then find the exit!")

I did say that I will be using the DS version's text when possible, but since I am also taking a look at the original Japanese Famicom text, any dialogue that is censored in the DS version will be uncensored in my translation (I don't know if it was the DS localization that censored stuff or if the Japanese version of the DS remake was already censored to begin with), for instance, here's some dialogue that I made very close to the DS version but kept the reference to 'holy water':



In addition to that, here's some progress on my FFIII text editor (it's only compatible with the Japanese version right now and I don't plan on adding any support for the AWJ or ad0220 translations, sorry. I'm not even going to look at those):

My text editor can view the original Japanese script for each message in the game, which for me is very convenient.


In case any of you are worried about what the quality of this translation will be like, let me say this: While I did once say several months ago that I'm not good enough at Japanese to translate a game myself, I will say that I have been studying Japanese every single day for several weeks now (since summer break began). I was born in Japan, but I have lived in America since 2001 and until recently, my Japanese vocabulary was that of a little kid (because that was when I left Japan). Luckily I have no issues with reading hiragana and katakana, and because recently I have been studying Japanese every single day, I am at a point now where I can comfortably play Japanese games in hiragana and katakana and understand everything that is going on (not that good at kanji yet, but that's besides the point because there's no kanji in this game). Final Fantasy III isn't exactly a sophisticated work of literature, and because I'm also comparing the entire game alongside the DS version, it's very easy to tell when the DS version used the same dialogue as the original (not to mention I'm also looking at Japanese videos of the DS/PC/PSP/whatever version if I'm unsure of if the DS version changed something or not, for instance, some of the stuff that Luneth says in the DS version during the opening cave sequence is actually exactly what some of the Onion Knights say in the original); in other words I really don't have to translate that much stuff myself, as about 75~85% of the dialogue will be taken straight from the DS version. I also have several sources of Japanese dictionaries if I'm unsure of a word (both online and physical).

I'll start my own thread eventually lol, but not until I'm at least a third of the way done with the script so I'll have more stuff to show.
This is awesome. I think at this point, you should make a project topic about it. As awesome as your FFII work is, this is a long time coming!