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Author Topic: Screenshots  (Read 586931 times)

toruzz

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Re: Screenshots
« Reply #1120 on: March 31, 2016, 11:33:20 pm »
I finally finished writing the code  :beer:

« Last Edit: April 01, 2016, 12:01:02 am by toruzz »

Gideon Zhi

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Re: Screenshots
« Reply #1121 on: March 31, 2016, 11:43:41 pm »
Holy shit, that looks amazing!

SunGodPortal

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Re: Screenshots
« Reply #1122 on: March 31, 2016, 11:48:08 pm »
I finally finished to write the code  :beer:



What game is that?
War is Peace. Freedom is Slavery. Ignorance is Strength.

toruzz

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Re: Screenshots
« Reply #1123 on: March 31, 2016, 11:53:55 pm »
Holy shit, that looks amazing!
Thank you!

What game is that?
Kaeru no Tame ni Kane wa Naru, a really good Gameboy game.

SCD

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Re: Screenshots
« Reply #1124 on: April 01, 2016, 12:39:40 am »
I finally finished writing the code  :beer:



That looks awesome, excellent job.

It's great to know that you're going to make it look like the cancelled GBC port.

In my opinion you should keep the top part of his head black instead of brown so it would match the rest of his body better, like this quick edit I did of the image:
« Last Edit: April 01, 2016, 07:15:58 am by SCD »

toruzz

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Re: Screenshots
« Reply #1125 on: April 01, 2016, 05:21:30 pm »
That looks awesome, excellent job.

It's great to know that you're going to make it look like the cancelled GBC port.

In my opinion you should keep the top part of his head black instead of brown so it would match the rest of his body better, like this quick edit I did of the image:

Thank you!  :)

Actually I'm going to change the sprite a bit to make it look closer to the artwork. The final sprite will look like this:


I know that could upset some purists, but IMHO it looks much better that way. I suppose you can't please everyone.

SCD

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Re: Screenshots
« Reply #1126 on: April 01, 2016, 08:24:37 pm »
Thank you!  :)

Actually I'm going to change the sprite a bit to make it look closer to the artwork. The final sprite will look like this:


I know that could upset some purists, but IMHO it looks much better that way. I suppose you can't please everyone.

That's a cool edit you did on the sprite, you should try editing the head a bit so you can do something like this to it:

toruzz

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Re: Screenshots
« Reply #1127 on: April 01, 2016, 08:51:53 pm »
That's a cool edit you did on the sprite, you should try editing the head a bit so you can do something like this to it:

That looks really cool! Unfortunately it has more than 3 colors per tile, so it can't be used :/

BTW, I just finished inserting and implementing the new tile:

Sephirous

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Re: Screenshots
« Reply #1128 on: April 02, 2016, 12:24:19 am »
Here is a screenshot of a beta project I did for fun but didn't take it anywhere.

It is reference to the after the credits scene from the movie Super Mario Bros.


SCD

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Re: Screenshots
« Reply #1129 on: April 02, 2016, 12:42:23 am »
That looks really cool! Unfortunately it has more than 3 colors per tile, so it can't be used :/

Thanks. It would be nice if someone can make a GB utility tool that lets you add more than three colors to a tile.

BTW, I just finished inserting and implementing the new tile:


It looks good, you did a great job on inserting and implementing the new colors to the game.


SunGodPortal

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Re: Screenshots
« Reply #1130 on: April 02, 2016, 01:23:23 am »
Quote
Thanks. It would be nice if someone can make a GB utility tool that lets you add more than three colors to a tile.

I'm guessing that would then require the ROM to use a special emulator.
War is Peace. Freedom is Slavery. Ignorance is Strength.

GHANMI

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Re: Screenshots
« Reply #1131 on: April 02, 2016, 06:23:30 am »
Thanks. It would be nice if someone can make a GB utility tool that lets you add more than three colors to a tile.

That's... a hardware restriction inherent to the GBC.
All graphical assets in the ROM are developed around it.
Each palette can only hold three colors plus transparency.
Some developers did hardware tricks to show static images taking advantage of GBC's available thousands of 16-bit colors but it's rarely used (Crystalis GBC, some Telefang screens, and this game's title screen for the cancelled GBC remake) and definitely unworkable here for in-game segments because of the processing load.

There's dithering (can be implemented without any further hacking) but that wouldn't suit the art style of the game that well.
That leaves gradients (kind of like in the GBC Goemon game) which may be possible here.

Some emulators like GBE+ support sprite replacement with a bitmap with as many colors as you like but it's not romhacking the actual ROM anymore.

vivify93

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Re: Screenshots
« Reply #1132 on: April 02, 2016, 07:09:52 am »
Lufia 3 spanish of Lukas also patched with
Lufia III Text Cleanup Patch of vivify93 and
I made some edits to the icons, I have no idea
about change colours but after try with tilemolester it can be
changed not only black

Wow, it looks great!
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GHANMI

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Re: Screenshots
« Reply #1133 on: April 02, 2016, 12:29:13 pm »
Lufia 3 spanish of Lukas also patched with
Lufia III Text Cleanup Patch of vivify93 and
I made some edits to the icons, I have no idea
about change colours but after try with tilemolester it can be
changed not only black


Wonderful :D
I'm impressed someone figured out the text compression.

toruzz

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Re: Screenshots
« Reply #1134 on: April 02, 2016, 02:18:39 pm »
It's great to know that you're going to make it look like the cancelled GBC port.
[...]and this game's title screen for the cancelled GBC remake[...]

Actually those screenshots are just mockups made by fans, no screenshots were released for the GBC remake.
If you look at them closely you'll see that those doesn't respect the GBC limitations.

Source: https://www.unseen64.net/2008/10/03/for-the-frog-the-bell-tolls-remake/

That's why I'm using the original artwork as the main source.

Tater Bear

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Re: Screenshots
« Reply #1135 on: April 02, 2016, 03:28:09 pm »
I agree that it looks a little off, when compared to the graphics in that scene. Easiest way to fix it, so it would blend in with the surrounding  graphics, would be to have the outline be brown.

toruzz

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Re: Screenshots
« Reply #1136 on: April 02, 2016, 04:16:42 pm »
I agree that it looks a little off, when compared to the graphics in that scene. Easiest way to fix it, so it would blend in with the surrounding  graphics, would be to have the outline be brown.

Hmm, yeah, it actually looks better. A darker brown for the hair could work too.

I didn't want to open a topic this early into the project, but given the valuable feedback maybe I will  :)

SCD

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Re: Screenshots
« Reply #1137 on: April 02, 2016, 11:25:17 pm »
I agree that it looks a little off, when compared to the graphics in that scene. Easiest way to fix it, so it would blend in with the surrounding graphics, would be to have the outline be brown.


That's a good edit.

Actually those screenshots are just mockups made by fans, no screenshots were released for the GBC remake.
If you look at them closely you'll see that those doesn't respect the GBC limitations.

Source: https://www.unseen64.net/2008/10/03/for-the-frog-the-bell-tolls-remake/

That's why I'm using the original artwork as the main source.

I do remember someone on there mentioned the screens were faked, the person that did those images did a good job of making them look legit. I think I remember there were a couple GBC games that actually bypassed the system's limitations.

Here's my take of what Prince Richard might look like with GBC colors:
« Last Edit: April 03, 2016, 01:33:26 am by SCD »

Gemini

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Re: Screenshots
« Reply #1138 on: April 03, 2016, 09:11:04 am »
Technically speaking, you can use HBlank to come up with way more sprites than the GBC could do. So yeah, with some reprogramming of the OAM tables a couple of those effects could be possible.
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Lukas

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Re: Screenshots
« Reply #1139 on: April 03, 2016, 12:55:03 pm »
Wonderful :D
I'm impressed someone figured out the text compression.
The translation patch was released long time ago. Te compression... it's only mte. A veeeeery long table, but only mte an dte  :beer:

And made all the work only using Translhextion line by line  :-[