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Author Topic: For the Frog the Bell Tolls DX (WIP)  (Read 66534 times)

FCandChill

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« Reply #120 on: August 07, 2016, 11:36:31 pm »
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« Last Edit: September 25, 2016, 09:02:06 pm by FCandChill »

toruzz

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #121 on: August 07, 2016, 11:54:50 pm »
Looks nice. I do find the rock graphics to be ... off. For one ... the rock ledges don't have explicit graphics for where the end. Also the ... cracks ... in the ground look odd to me. What are they..? I assume this is the original game's fault?
This is the original game's overworld so you can compare it: http://www.spriters-resource.com/fullview/61133/

Believe me if I say I'm paying a lot of attention to every screen, but there are so many limitations it's impossible to make it look perfect, especially because I don't want to redraw a graphic unless it's absolutely necessary. Even GB/GBC commercial games have a few pixels here and there that look a bit off, I think that's inescapable in this kind of projects.

FCandChill

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« Reply #122 on: August 08, 2016, 12:07:01 am »
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« Last Edit: September 25, 2016, 09:03:04 pm by FCandChill »

GHANMI

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #123 on: August 08, 2016, 09:43:38 pm »
Ah-ha ... there's the issue. The corner's of the ledges are not as explicit with the the new color palette. There's no easy way to improve it unfortunately...

August 08, 2016, 12:20:41 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a crazy suggestion ... make the dirt grass. The method to do this: assign the palette for the dirt to be the one's of the trees. Once this is done change the color for the dirt to be green ... but don't modify the palette. Once this is done ... change the brown color to the light green color without changing the palette. Of course you are free to do what you want but I feel that there is too much dirt for the overworld.

August 08, 2016, 12:57:08 am - (Auto Merged - Double Posts are not allowed before 7 days.)
Here's a mockup of what I'm talking about (the rock graphics can easily be adjusted to fit the new palette)

http://www.tiikoni.com/tis/view/?id=548e0a3

I sort of agree considering the new world seems too barren, but if there's no way to include the lighter shade of grass green in the palette that's not a problem either, it looks awesome.

About the rocky side tiles having no edge, there's no helping it short of redrawing it extensively, all limitations considered, and we'd rather not have that.

Satoshi_Matrix

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #124 on: August 13, 2016, 12:43:20 am »
toruzz and others, I don't think there's any reason to redraw graphics before the project is done in a 1.0 state. redraw rocks and such to make the game look better than the original? Sure, that can be a future goal. But right now, focus instead on simply making a colorized version of the original game. Minor cosmetic improvements can be tackled at a later date if you so choose to do so.

toruzz

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #125 on: August 26, 2016, 06:59:02 pm »
I've made a lot of progress lately, fixing and implementing a lot of stuff. I'll upload an an update video showing everything eventually.

The side-scrolling parts are almost finished, which needed a separate code for the palettes and so forth. I also implemented the prince's transformations, which look like this:


And here you have a couple of comparison screenshots, just because:



I'll focus on improving the tools I'm using after I finish the ASM code for the side-scrolling parts so I can edit the screens faster (although I'll have to fine-tune them later). I also looked a bit into the VWF hack, it looks like it's going to take some time but it's doable.

FCandChill

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« Reply #126 on: August 26, 2016, 07:07:53 pm »
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« Last Edit: September 25, 2016, 09:26:40 pm by FCandChill »

Vortiene

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #127 on: September 07, 2016, 05:25:24 pm »
I've made a lot of progress lately, fixing and implementing a lot of stuff. I'll upload an an update video showing everything eventually.

beauty! love it so far. Great work.

Satoshi_Matrix

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #128 on: September 13, 2016, 11:58:43 pm »
looking wonderful so far!

toruzz

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #129 on: September 18, 2016, 02:25:41 am »
There are a lot of bugs in here, but you can see how it's shaping up  :)
https://www.youtube.com/watch?v=Ppwp5kne99k

BadChad

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #130 on: September 24, 2016, 06:04:45 pm »
Looking pretty damn good to me! :thumbsup:

Satoshi_Matrix

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #131 on: September 25, 2016, 09:47:33 am »
I just want to give a personal thank you to toruzz for this incredible project. As a child of the mid 80s, I got a GameBoy when I was just old enough to start to play videogames and was an avid gamer by the time the GameBoy Color came out. I had a pretty sizable collection of DMG GameBoy games by then,  and was heavily engrossed in the concept that my grayscale library would get deluxe color versions ala Zelda DX. Many color versions were promised: Metroid II,  Final Fantasy Legend 3  and the five Megaman games stick out in my memory - but ultimately very few games actually got this color treatment.

Projects such as this give me hope that someday there will be color versions of the Megamans, Wario Land, The Kirbys and perhaps some obscure gems like Konami's parody RPG God Medicine.

KingMike

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #132 on: September 25, 2016, 10:32:05 pm »
FFL3? When was that announced. Square didn't make anything besides the four "Final Fantasy" games and I thought they had committed themselves to the WonderSwan by the GBC's lifetime (the rumors going around that time where that Yamauchi "banned" them from Nintendo consoles after they announced FF7 and that they were only allowed to make GBA games after they "apologized" to Nintendo a couple times. Anyone else remember that? I remember at least RPGamer reporting on it.)
"My watch says 30 chickens" Google, 2018

ShadowOne333

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #133 on: September 26, 2016, 12:22:38 am »
Projects such as this give me hope that someday there will be color versions of the Megamans, Wario Land, The Kirbys and perhaps some obscure gems like Konami's parody RPG God Medicine.
I would love to see both Dream land and Dream Land 2 getting a proper DX hack.
I feel like those two have the potential to become really colorful and amazing GBC games.

toruzz

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #134 on: September 26, 2016, 12:59:59 am »
Thank you guys!  :beer:
The most annoying bugs on the last video (i.e. everything breaking up every time you pause) are actually regressions that I easily fixed.

By the way, it looks like the English translation works just fine:



I'm still making the VWF hack as I want to use it for the Spanish translation, but if you want to play it with LA's font, you can.

ShadowOne333

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #135 on: September 26, 2016, 05:08:12 pm »
YES!
English translation!

May the Gods bless your soul. I will definitely play this when it becomes available. :D

Satoshi_Matrix

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #136 on: September 28, 2016, 12:52:41 am »
I literally anticipate this hack moreso than any new full AAA release this fall.

asdfqwer426

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #137 on: September 29, 2016, 11:34:55 am »
This hack looks awesome. very excited for it to be released and try it out on a flash cart.

The colors look great, I am in no way advocating that they change but one thing I never read mentioned is the original LCDs used in GBC systems. They were quite a bit more "dull"  than modern screens, and as such many games went with the oversaturated colors so they would pop more on the original reflective GBC screen.

If i recall, they even made some later games, like the zelda oracle series, have two color palettes. One Palette for when used on a GBC, one for when played on a GBA, because the colors on one screen didn't look right on the other.

With a modern emulator on a nice backlit modern screen, I think the more "pastel" colors you're going with will look more accurate, it's just that people are used to the oversaturated colors of other games.

Can't wait to play "For the Frog the Bell Tolls DX"! Keep up the awesome work.

Out of curiosity, any idea how much larger than the original the colorized ROM would be?

toruzz

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Re: For the Frog the Bell Tolls DX (WIP)
« Reply #138 on: September 29, 2016, 11:23:47 pm »
Thank you very much guys, you really encourage me to keep working on this :beer:

@asdfqwer426, actually that was already discussed and I changed the colors to take that into account.
I updated the first post, please check it out as you can even see comparison screenshots  ;)

Asaki

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Re: Kaeru no Tame ni Kane wa Naru Color Hack
« Reply #139 on: September 30, 2016, 10:38:10 pm »
In BGB's options, go to the Graphics tab. There's an option labeled "GBC LCD colors". Uncheck the enable box. Looks good then. :3

^ This, to everyone suggesting two different patches. No$ also has an option to simulate real GBC colors, and a lot of other emulators at least have options to change brightness/gamma.

Although, as someone else mentioned, there were a few games that did adjust the brightness of the palette if you were playing on a GBA. The Zelda Oracle games and Shantae did.