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Author Topic: Screenshots  (Read 447420 times)

KingMike

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Re: Screenshots
« Reply #1440 on: June 19, 2017, 07:41:41 pm »
Couldn't you just expand the box downward a bit and put the level in there?
I don't know how the game is coded, but maybe some of the other menus reuse that space?
Such as I think the spell menu says the next spell level, and Switch I think shows EXP.
Is that the sort of issue?
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justin3009

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Re: Screenshots
« Reply #1441 on: June 19, 2017, 10:20:47 pm »
Each menu has separate height and width's as far as I recall.  The if you extend them down, you'll have to modify every menu that has stats which isn't a big deal, it's SUPER easy to do.  Just a simple couple byte changes overall but you'll have to shift the stats of each window around a tad.
'We have to find some way to incorporate the general civilians in the plot.'

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Googie

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Re: Screenshots
« Reply #1442 on: June 20, 2017, 07:31:35 pm »
Here's a little project I'm working on, I wanna give this hack a hilarious story. The palettes are weird for the American version of this game for me to change the clothes palettes for some reason. Here's what's done so far...





The ROM Hacking community's cartoonist...

Yakibomb

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Re: Screenshots
« Reply #1443 on: June 21, 2017, 01:40:43 am »
Yes, it would just be a few byte changes. Each menu is independent from each other I believe. I did try last night but was not able to locate the bytes needed to make this work. C3:1604 is the start of the address, according to giangurgolo (LS's author).

I did make another mockup. This is what it would have to look like if the box was extended by one 8x8 tile, so this is not exaggerated.


And this is my most recent try, based on feedback from several people:



That is an ambitious idea, and any game that has Kamek and Mario teaming up sounds pretty great to me! I'm curious to know what else you have planned considering in that one screenshot alone you have two of my favorite Mario characters (Kamek and Toad) in the party, so you've already caught my interest.
Actually, I want to extinguish this--it's not Toad or Kamek! They're going to be their own standalone characters, scripted by me. Mario will be Mario, though!

Kamek and Toad are both leftovers from hacks I attempted before where they were actually going to be those characters. That's why he's still named "Kamek".

kuja killer

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Re: Screenshots
« Reply #1444 on: June 24, 2017, 04:43:04 am »
Hey there, just wish to share some shots from megaman odyssey to let the public know that this game still exists:
Original post details i posted on acmlm board, just only here and romhacking.net only

http://acmlm.kafuka.org/board/thread.php?pid=165729#165729

« Last Edit: June 24, 2017, 04:56:37 am by kuja killer »

FlashPV

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Re: Screenshots
« Reply #1445 on: June 24, 2017, 07:29:50 am »
Awesome!!! Can't wait for this one. I'm sure it'll be the best Megaman rom hack out there.  :woot!:

Mugi

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Re: Screenshots
« Reply #1446 on: June 24, 2017, 03:51:47 pm »
Too lazy to make a full thread about this but since my translator for Utawarerumono portable reappeared and the project is again progressing,
i figured i'll drop a picture or 2 :)

This patch has been in development for almost 5 years now, and is currently slightly over halfway translated.
It's origins are from the fact that Mirrormoon did provide me their texts from the pc version's translation, but we eventually decided to not use them, and
retranslate instead. However, some terminology and references have been taken from the pc version's translation (naming of characters etc...)

more than 30 tools were programmed for dealing with this game and it's overall percentage of modifications is incredibly high, it's a terrible shame that over the years we worked on this, almost nothing has been documented and eventually it's been forgotten as overall, we keep in our heads pieces of more or less complete rom map of the entire game...

nonetheless... I have hope that after all the drawbacks this patch is finally on it's final road to being completed, I decided to share a picture or 2 =)









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paul_met

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Re: Screenshots
« Reply #1447 on: June 26, 2017, 02:32:53 pm »
Castlevania SotN [PSX] - without black bars.


Gemini

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Re: Screenshots
« Reply #1448 on: June 26, 2017, 03:18:54 pm »
Kinda usess to be honest, vertical overscan eats the stuff covered by those black strips.
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paul_met

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Re: Screenshots
« Reply #1449 on: June 26, 2017, 03:49:39 pm »
Kinda usess to be honest, vertical overscan eats the stuff covered by those black strips.
I do not think so. Without black bars, we get the standard screen resolution for PSX 256х240. All 240 lines should be displayed.

Chronosplit

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Re: Screenshots
« Reply #1450 on: June 26, 2017, 05:19:44 pm »
I don't know enough about the other versions to have any idea how useful this is. Are you saying yours is a fresh respectable translation from the original Japanese, and more or less aims to assume no prior scripts exist? Keeping in old lines may be fanservice, but it doesn't necessarily treat the material right.
There are things left undone (Kefka, but things have been done to his lines), but they are fewer than many patches out there.  In fact, here's a dump of Darkmage's script itself: http://slickproductions.org/forum/index.php?topic=2230.msg26815#msg26815

Changes aren't planned to be big to the script itself (most changes will actually be changing everything else to what's in the script) and I'll be keeping close to what's written.  Maaaaaaybe GP will be Gil but that's it.
« Last Edit: June 26, 2017, 05:32:33 pm by Chronosplit »

Gemini

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Re: Screenshots
« Reply #1451 on: June 26, 2017, 07:29:09 pm »
All 240 lines should be displayed.
Nope, you get at best 248x224 pixels visible. With some TVs it can even be worse unless you have an option to adjust screen placement. After all there is a reason why Konami left some elements masked by those strips.
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tc

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Re: Screenshots
« Reply #1452 on: June 26, 2017, 07:37:39 pm »
Nope, you get at best 248x224 pixels visible. With some TVs it can even be worse unless you have an option to adjust screen placement. After all there is a reason why Konami left some elements masked by those strips.

Emulation. The PSP isn't a TV, it needs every pixel it can get.

Gemini

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Re: Screenshots
« Reply #1453 on: June 26, 2017, 07:49:16 pm »
Then good luck displaying hi-res menus in SOTN with all that PSP stretching going on and the same exact black strips appearing in there too.
« Last Edit: June 26, 2017, 07:54:33 pm by Gemini »
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paul_met

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Re: Screenshots
« Reply #1454 on: June 27, 2017, 01:12:27 am »
Nope, you get at best 248x224 pixels visible. With some TVs it can even be worse unless you have an option to adjust screen placement.
In this case, you can throw such TV to the trash. ;)

After all there is a reason why Konami left some elements masked by those strips.
To optimize performance is obvious. Otherwise, black bars were present everywhere (main menu, videos, etc.)

tc

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Re: Screenshots
« Reply #1455 on: June 27, 2017, 02:43:53 am »
Then good luck displaying hi-res menus in SOTN with all that PSP stretching going on and the same exact black strips appearing in there too.

I think users who play SOTN stretched have bigger problems than black strips.

KingMike

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Re: Screenshots
« Reply #1456 on: June 27, 2017, 03:23:32 am »
Nope, you get at best 248x224 pixels visible. With some TVs it can even be worse unless you have an option to adjust screen placement. After all there is a reason why Konami left some elements masked by those strips.

I wouldn't think it necessarily a bad thing to have the full image displayed, as long no important part of the image (such as the HUD) is placed in the overscan area.

Unless this was a performance issue, comparable to the NES when Konami didn't bother updating tile data in the overscan area (I still can remember doing ASM work on Dragon Scroll to optimize their routine to write tile data to VRAM faster, within the NES' woefully limited vblank. It was basically like changing "print('t'); print('e'); print('x'); print('t');" to "print("text");").
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Piotyr

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Re: Screenshots
« Reply #1457 on: June 27, 2017, 04:24:25 am »
There are things left undone (Kefka, but things have been done to his lines), but they are fewer than many patches out there.  In fact, here's a dump of Darkmage's script itself: http://slickproductions.org/forum/index.php?topic=2230.msg26815#msg26815

Changes aren't planned to be big to the script itself (most changes will actually be changing everything else to what's in the script) and I'll be keeping close to what's written.  Maaaaaaybe GP will be Gil but that's it.

I heard the writer for FF6 actually liked Kefka from the american version better and based most of his later appearances on it, but that's just hearsay.
Gunna get a translator to help with the parts you have to fill in? Or just default the GBA script?

SCD

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Re: Screenshots
« Reply #1458 on: June 27, 2017, 04:47:12 am »
Here's a little project I'm working on, I wanna give this hack a hilarious story. The palettes are weird for the American version of this game for me to change the clothes palettes for some reason. Here's what's done so far...







That's looks really cool, I hope you find a way to give everyone different colored uniforms to make this game more like its Japanese counterpart. Keep up the great work.

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Your cat is cool looking Mugi. Including you're doing a great job of translating that game to English as well. Keep up the great work.

Mugi

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Re: Screenshots
« Reply #1459 on: June 27, 2017, 05:02:59 am »
it's not mine, just a random cat from google :P

mine doesnt approve of my hobbies that much, all he does is sits on my lap preventing me from translating things :P
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