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Author Topic: Screenshots  (Read 934631 times)

justin3009

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Re: Screenshots
« Reply #1300 on: September 24, 2016, 01:13:35 pm »


Still trying to fix up the routine that recolors the items properly if they cannot be used in the menu, but this is what there is so far on the item menu.  The description and the item names are NOT final.  I wanted to whip something up in-game to show that things are, indeed, working as intended.

The items are all pre-rendered text that can be freely modified in the ROM for anyone's choosing.  They're 10 tiles at max.  Technically they can be 11 tiles but I prefer having the gap between the item name and the quantity.

The descriptions themselves are the only thing that's actually VWF'd in real-time.  Although, the entire description gets written out first in RAM then sent to VRAM.

Also, the 'red arrow' selector in all menus is now removed in favor of the 'highlight box'.  Ideally, it frees up an extra tile for various things and this way it's MUCH easier to see what you're selecting.

Edit: Everything right now is using the thin font for allowing more tile room.  I do have a thicker font but doing that will cut the tile room down TREMENDOUSLY which would make it rather hard to work anything properly on the game's screen space especially with the notebook aesthetic.  Most things wouldn't be a big deal, but for items, there's not much way around it.  I absolutely refuse to have item names be cut down if possible and the thick font would absolutely force that, sadly.  Now, once things get fully translated and finalized and we find that the thicker font can actually work WITHOUT cutting things down, I'd more than gladly insert it.

Edit 2: Turns out there is actually a very slight lag when changing pages.  The item names and such update properly but the color that dictates whether they're usable or not slightly lags behind, going unnoticeable unless you really go frame by frame.  The only problem with this now is that the item descriptions are not updating as you switch pages and adding those in actually delays the color transition quite badly.  Might have a small problem but it can probably be remedied with some reorganization of things.  Unfortunately this doesn't come as a surprise since it has to update 14 item names all at once and then render a description, something was bound to lag.
« Last Edit: September 25, 2016, 11:24:11 am by justin3009 »
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Pennywise

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Re: Screenshots
« Reply #1301 on: September 29, 2016, 07:04:50 pm »


Hacked Oni 2 to display 4 lines of text instead of 2. Probably some kinks to work out along with a lot of menu hacking.

Midna

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Re: Screenshots
« Reply #1302 on: September 30, 2016, 10:38:25 pm »

Shouldn't that be "Chalice"? The Japanese word for chalice is karisu, but it has a direct English translation, why leave it in Portuguese? It's not a whole lot better than "Shabon Spray" and the like.

vivify93

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Re: Screenshots
« Reply #1303 on: October 01, 2016, 12:10:16 am »
He's going by the hard-working and kind group Sea of Serenity Subs' translations. They use alternate names for some things such as Tellur instead of Tellu, for one. I don't mind it. I've heard there may be a second patch using official terms, though with how bad BST's Another Story translation is, I'm willing to live with just one patch, as it would be a vast improvement.

It looks fantastic, Justin. I can't wait for Another Story to get the translation it's deserved since 1999. :beer:
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justin3009

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Re: Screenshots
« Reply #1304 on: October 01, 2016, 01:34:45 pm »
Sea of Serenity wants to use the terms they use to keep consistency, which is admirable on that regard since most things in Moon aren't too consistent.

I'm definitely going to be adding a second patch to use the most modern and 'known' names and such so accommodate for some hard hitting changes that may make people fuss badly.

I don't think I'll ever do it, but there's a possible 'THIRD' patch as well to use the Cloverway/CWI/DIC Names too.  That's very much reaching since this game is clearly japanese based and it wouldn't quite translate well in most regards.  Mainly the item names.  That'd be the biggest problem.  The other problem with that being that item names are pre-rendered tiles and not actual text, so anyone who'd want to modify that would have to do some tedious work, though, easily done.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

Gideon Zhi

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Re: Screenshots
« Reply #1305 on: October 06, 2016, 01:51:33 pm »
Left these in another thread; figured they should probably go here too.

Granhistoria:


PresidentLeever

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Re: Screenshots
« Reply #1306 on: October 07, 2016, 09:31:47 am »
Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any. :) I used Kizul's Definitive NES palette.

Also here are a bunch of other ones I've done lately if anyone's interested (Zelda 3 on MD and SMS, SMW on SMS, Ys 3 MD>SMS, Yoshi's Island on SMS, etc.): http://imgur.com/a/hZY0t
















« Last Edit: October 07, 2016, 09:41:07 am by PresidentLeever »
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SunGodPortal

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Re: Screenshots
« Reply #1307 on: October 07, 2016, 11:49:28 pm »
Looks cool.

It's amazing what a little color can do for a Gameboy title or what an expanded palette could do for NES games.
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snarfblam

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Re: Screenshots
« Reply #1308 on: October 08, 2016, 11:04:36 am »
Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any.

This is the one that jumped out at me.



Setting aside the status bar, it looks like you're using:
  • 1 background color
  • 4 × 4-Color bg palettes
  • 4 × 4-Color sprite palettes
for a total of 33 colors, when it should be:
  • 1 background color
  • 4 × 3-Color bg palettes
  • 4 × 3-Color sprite palettes
for a total of 25 colors.

This is a nice summary of NES graphic capabilities.

PresidentLeever

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Re: Screenshots
« Reply #1309 on: October 08, 2016, 02:01:53 pm »
Interesting, thanks! The player sprite is based on the one in GQ2 which also uses 4 colors (not including the black).
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justin3009

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Re: Screenshots
« Reply #1310 on: October 08, 2016, 07:45:52 pm »


Thought I'd pop another mini update up to showcase the beginning of the game's menu look.

The Main Menu itself is absolutely done from what I can see.  All text shows up fine, no bugs whatsoever, things update when needed etc..

The Item Menu, pretty much the same as seen before.  The item descriptions, however, no longer all write at once.  It now prints one letter at a time as the game 'ticks' which causes a nice smooth animation.  If you move anywhere to another item via up/down or using L/R, it instantly stops and erases the old description (Since it's just sending a block of RAM to VRAM) and starts up the next description so it's all fluid and nice!  There's no lag either!

I'm actually tempted to go back to DeJap's Star Ocean and TOP translation and see if I can update the item descriptions/spell/tech descriptions to do this method.  That would fix some of the horrendous lag those games have in the menus.
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

vivify93

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Re: Screenshots
« Reply #1311 on: October 10, 2016, 11:20:14 pm »
Oh my god, it looks so good. Thank you so much.
All my life I've tried to fight what history has given me.

julayla

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Re: Screenshots
« Reply #1312 on: October 11, 2016, 05:51:58 pm »
I don't think I'll ever do it, but there's a possible 'THIRD' patch as well to use the Cloverway/CWI/DIC Names too.  That's very much reaching since this game is clearly japanese based and it wouldn't quite translate well in most regards.  Mainly the item names.  That'd be the biggest problem.  The other problem with that being that item names are pre-rendered tiles and not actual text, so anyone who'd want to modify that would have to do some tedious work, though, easily done.

Well...listen, I think I can write down certain scenes and make them sound a bit more natural while keeping the meaning to make it sound more like the DIC version, sorta like how I'm trying to do so with the Sailor Moon R game DIC style translation. And yes, I respect the original translator's hard efforts, but to me, they just don't sound...well natural. However, like the R version, even with the hex editor, every time I try to place in the translation I want in there, the rom crashes. I can at least write down the dialogue in text, but putting that into the game? That's a bit harder. Still, I like the latest one you did for the game.

Pennywise

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Re: Screenshots
« Reply #1313 on: October 12, 2016, 06:07:00 pm »


I've spent the last few days hacking Dead Zone for the FDS. Used some terribly inefficient dictionary compression, which I redid, and I expanded one of the files to allow for more room if I need it. Script's scattered across the disk in small blocks and all the pointers are hard-coded.



And a little cosmetic hack to increase the screen space available from 8 characters per command to 9.
« Last Edit: October 13, 2016, 02:51:33 pm by Pennywise »

flame

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« Reply #1314 on: October 16, 2016, 02:28:51 pm »
Not looking for feedback. You need special techniques I don't know about (or even know the name of) to improve it.
Pulled text from R-Type Command, 10px tall, and scaled to 13px tall.
Original:

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MachoAlex

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Re: Screenshots
« Reply #1315 on: October 17, 2016, 10:28:24 pm »
THIS LOOKS AWESOME!

Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any. :) I used Kizul's Definitive NES palette.





PresidentLeever

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Re: Screenshots
« Reply #1316 on: October 18, 2016, 09:53:35 am »
Thanks :) Here's a western firebrand version for the hell of it:


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Pennywise

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Re: Screenshots
« Reply #1317 on: October 18, 2016, 03:47:23 pm »


Sometimes you gotta smack a bitch.

Digitsie

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Re: Screenshots
« Reply #1318 on: October 18, 2016, 04:07:05 pm »
Uh... what game is -that-?

Pennywise

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Re: Screenshots
« Reply #1319 on: October 18, 2016, 04:26:49 pm »
It's only the greatest NES game ever... Metal Slader Glory.