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Author Topic: Screenshots  (Read 405596 times)

tc

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Re: Screenshots
« Reply #1580 on: January 11, 2018, 07:26:18 pm »
Pretty cool. I'll have to Google Yumimi Mix to see what it's about.

Gives me some future hope for the similar looking (and personally more appealing) Urusei Yatsura My Dear Friends.
Not that I've yet seen a game that "fully utilizes" Sega CD get a complete English fan translation. Those Phantasy Star text adventures have non-CD versions.
« Last Edit: January 11, 2018, 07:51:55 pm by tc »

Supper

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Re: Screenshots
« Reply #1581 on: January 14, 2018, 04:06:58 pm »
Pretty cool. I'll have to Google Yumimi Mix to see what it's about.

Gives me some future hope for the similar looking (and personally more appealing) Urusei Yatsura My Dear Friends.
Not that I've yet seen a game that "fully utilizes" Sega CD get a complete English fan translation. Those Phantasy Star text adventures have non-CD versions.

Thanks. The game bills itself as an "interactive comic book" or something like that, but it's basically a multiple-choice adventure game that's mostly about watching cutscenes. Actually, I really don't even know that much about it myself; I saw some screenshots and thought it looked interesting, and somehow wound up doing this after playing it for a bit.

I checked out Urusei Yatsura briefly -- unfortunately, it seems to be running on a completely different engine, despite also being a Game Arts game. No idea how difficult it might be to handle compared to this game, though I can tell you the filesystem is certainly more obtuse (files named "0000" through "07FF", no other identifiers). Could be an interesting project sometime, though.

Lentfilms

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Re: Screenshots
« Reply #1582 on: January 15, 2018, 09:52:13 am »
If anyone wants to learn more about Yumimi Mix, Brian Crimmins wrote up a good article about the game over at HG101. In fact if you Google the game's name I think the article is the first thing that pops up.

Googie

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Re: Screenshots
« Reply #1583 on: January 24, 2018, 10:26:05 pm »
Here's a pic of my second MM hack, the one with the Darkwing Duck graphics that DragonsBrethren did in 2007. I'm trying to motivate myself to get back in the scene, I'm doing the best I can with the limitations but yeah slowly but surely. :)



Here's a video of the levels I did so far.



January 28, 2018, 04:30:02 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Remember years back when I was messing around with Metal Gear's text? I replaced "I Feel Asleep" with this...



Some of you liked the idea of this being a comedy hack and asked me to replace the dogs with rabbits. Thanks to pacnsacdave, this is the end result...



So far I used the text speed hack and PAN Network hack, to make this hack feel better. Whee! :D
« Last Edit: January 28, 2018, 04:30:02 pm by Googie »
The ROM Hacking community's cartoonist...

paul_met

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Re: Screenshots
« Reply #1584 on: February 07, 2018, 02:40:29 pm »
Some progress in true widescreen for Castlevania: SotN (PS1). But there are still bugs.



Ar8temis008

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Re: Screenshots
« Reply #1585 on: February 09, 2018, 12:16:31 am »
Some progress in true widescreen for Castlevania: SotN (PS1). But there are still bugs.



The game looks even more beautiful in wide screen. Can't wait till its done!

GHANMI

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Re: Screenshots
« Reply #1586 on: February 11, 2018, 10:41:45 pm »
Some progress in true widescreen for Castlevania: SotN (PS1). But there are still bugs.
Your work is amazing!

Do you have any plans to port your fixes (widescreen, white loading rooms in map, restored passage linked to the Saturn levels) to the Japanese PS1 version that was fantranslated in English by Gemini, considering that version has a lot of stuff that was deleted in the English version (audio, items, etc)?

Since you do some Saturn fixes from time to time, there's a major problem with the Saturn version of Castlevania which is the stretched pixels horizontally, even restoring that to normal scaling with black borders on the sides would look better.

mz

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Re: Screenshots
« Reply #1587 on: February 11, 2018, 10:50:04 pm »
Do you have any plans to port your fixes (widescreen, white loading rooms in map, restored passage linked to the Saturn levels) to the Japanese PS1 version that was fantranslated in English by Gemini, considering that version has a lot of stuff that was deleted in the English version (audio, items, etc)?

Sorry, but no. I do not like the Japanese version of the game.
There has to be a better life.

Shiny Ninetales

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Re: Screenshots
« Reply #1588 on: February 19, 2018, 06:19:41 am »



Some pics of a level from my Yoshi's Island hack. I tried to do a DKCR-like palette, what do you think guys?

sics

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Re: Screenshots
« Reply #1589 on: February 19, 2018, 09:09:22 am »
 Hello! Nothing special at the moment, it was only an excuse to give thanks for all the great messages I received while i was absent :thumbsup:


(Only one mockup at the moment)

SCD

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Re: Screenshots
« Reply #1590 on: February 20, 2018, 05:29:13 am »



Some pics of a level from my Yoshi's Island hack. I tried to do a DKCR-like palette, what do you think guys?

That looks really cool, you did a great job on it.

Granville

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Re: Screenshots
« Reply #1591 on: February 21, 2018, 06:01:54 am »



Some pics of a level from my Yoshi's Island hack. I tried to do a DKCR-like palette, what do you think guys?
That's really cool looking, and a VERY interesting and creative idea!

I have a couple of suggestions that may not be possible (i'm not a hacker) and also may not be ideas you agree with. But i'll throw them out there if it's okay.

1- You might consider adding back in the red colors on Yoshi and Mario. Yoshi's spines, saddle and shoes. Along with Mario's hat. Donkey and Diddy still had their red clothing highlighted during these levels, in spite of everything else being blacked out.

2- You might consider swapping the palette of the waterfalls to an orange hue instead of the blue. Reflecting the colors of the sunset.

3- This is an extreme suggestion that some may not like, only if you REALLY want to clone the DKCR silhouette aesthetic. You could reduce the colors on the rocks and plants in the background layer. Most of the background objects in DKCR's sunset levels have all detail removed and are only a single color. Except for the sky and the water backgrounds. It's kind of reminiscent of Another World's visuals. If you do decide to do this, don't reduce the amount of colors on the sky or waterfalls. They look great with the extra colors.

I made a mockup of these changes using an image editor program. I don't know how to hack myself. I'm unclear if this is even possible to do. Hope you don't mind this, disregard if it's a bad idea or not possible to do.
« Last Edit: February 21, 2018, 06:10:10 am by Granville »

Shiny Ninetales

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Re: Screenshots
« Reply #1592 on: February 22, 2018, 03:39:08 pm »
Thanks for your comments SCD and Granville!  ;)

About the suggestions:

1- You might consider adding back in the red colors on Yoshi and Mario. Yoshi's spines, saddle and shoes. Along with Mario's hat. Donkey and Diddy still had their red clothing highlighted during these levels, in spite of everything else being blacked out.

Actually doable, for some reason I had the feel I've tried to do this before, but I haven't lol.


It actually works fine (though baby mario's mouth when he is on bubble looks a bit odd but not a big deal)

2- You might consider swapping the palette of the waterfalls to an orange hue instead of the blue. Reflecting the colors of the sunset.

This is somewhat hard to do (but doable) because the animations of the game are hardcoded, so for modifying them it's needed to apply more complex ASM codes that unfortunately I don't know at the moment (technically I only used STA's and LDA's for make this palette)

3- This is an extreme suggestion that some may not like, only if you REALLY want to clone the DKCR silhouette aesthetic. You could reduce the colors on the rocks and plants in the background layer. Most of the background objects in DKCR's sunset levels have all detail removed and are only a single color. Except for the sky and the water backgrounds. It's kind of reminiscent of Another World's visuals. If you do decide to do this, don't reduce the amount of colors on the sky or waterfalls. They look great with the extra colors.

This is very doable too (except for the waterfall colors as I've said before) however I don't think that would go very well, at least not with some YI backgrounds that already are somewhat minimalistic, but I'll give a try, after all I'm plaining to edit the palettes more (the background is technically using a unedited palette from the original game)

Thanks again for your comments I really appreciate them. By the way, here is the same effect with another backgrounds combination:



(It'd be cool to have the sun and the waterfalls together but that's not possible :'( )
« Last Edit: February 22, 2018, 07:11:55 pm by Shiny Ninetales »

Granville

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Re: Screenshots
« Reply #1593 on: February 22, 2018, 08:35:16 pm »
Thanks for the response. Some of my suggestions may not look so great (even if they look nice in DKCR). But I do think having the red clothing visible looks great overall.

Those shots with the other backgrounds look great, the palette is really lovely. Wonderful contrast between the different layers.

Is the inability to have the sun and waterfall onscreen at the same time related to the sun's heat wave and palette swapping effects? If so, is it possible to disable these effects and just have the sun onscreen as a static object?

Yakibomb

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Re: Screenshots
« Reply #1594 on: February 22, 2018, 11:42:03 pm »


Battle stuff. Been working under the hood for a few days... phew.

Time to move onto spells next! :laugh:

(Hopefully)

Shiny Ninetales

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Re: Screenshots
« Reply #1595 on: February 23, 2018, 02:16:34 pm »
Is the inability to have the sun and waterfall onscreen at the same time related to the sun's heat wave and palette swapping effects? If so, is it possible to disable these effects and just have the sun onscreen as a static object?

Yes, it's related to palette effects. And sadly no, it isn't possible, keeping the waterfall animations makes the sun have a really weird wavy animation, on the other hand, keeping the sun animation makes the waterfall be static. As I've said it's everything related on how palette animations are hardcoded in the rom  :(

@Yakibomb: Very cool! I like the purple bowser.

paul_met

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Re: Screenshots
« Reply #1596 on: February 25, 2018, 05:57:49 am »
Alundra (PS1) 16:10



Gideon Zhi

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Re: Screenshots
« Reply #1597 on: March 29, 2018, 07:15:45 pm »





On display here:
  • Expanded the epigraph from three lines to five, reflection effect works with the new font
  • Dialog VWF with automatic linebreaks
  • Fully-functional menu VWF
  • Several hacked menus, including automatic Elemental unit name centering and well-aligned number variables
  • Masaki's silly table flip joke that he has in every game

KingMike

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Re: Screenshots
« Reply #1598 on: March 29, 2018, 09:03:06 pm »
I was wondering if that blue stuff in the first shot was supposed to be readable. :D
Quote
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"It's a little fortuitous that the Wii is running out of hardware."

Gideon Zhi

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Re: Screenshots
« Reply #1599 on: March 29, 2018, 11:22:28 pm »
It's animated!