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Romhacking => Personal Projects => Topic started by: Lugia2009 on March 02, 2020, 02:59:29 AM

Title: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on March 02, 2020, 02:59:29 AM
So, it's been a while since I've posted on here. A lot of issues in my life needed to be sorted out after I finished the Pokemon Yellow translation project, other issues were thrown at me that were out of my control.


I started on a new project to try and improve the NES port of Resident Evil. I made a list of things I'd like to do. Hopefully I can do most of it.

I've managed to make a few changes. Jill's frantic movement speed has now been reduced a good bit. I haven't figured out how to control it exactly, but, after some trial and error, I seem to have gotten it slowed down without any glitches showing up.

The battle screen has been modified a bit to be more than just a black background. Problem with it is that I only have 2 graphic tiles to work with since the enemies take up basically the entire graphic section. So, I did what I could with those 2 graphic tiles.

I'm thinking of changing the enemy graphics around to include a few more tiles for the battle menus.

Jill's portrait has been modified as well. Not great looking, but I tried to get it to look more like her original portrait.

(https://imgur.com/a/mKAJnar)

(https://imgur.com/hZbn1Ie)

Trying to figure out how to improve the look of the map layouts in the game, but, the game has very little room for additions. And, also found out that collision tiles are linked to the graphics themselves rather than being set per level.


But, anyway, that's what I've been able to do so far, I just started working on this about a week ago, I'm going to try and do some work on it every week.

March 02, 2020, 03:02:08 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Not sure why the images aren't loading, but, here's the links for them

https://imgur.com/hZbn1Ie

https://imgur.com/mwaPfgp

March 02, 2020, 03:44:01 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Screen scrolling is now fixed, rather than having to walk all the way to the edges of the screen to get the camera to move, now it's centered on Jill. So, no more being caught off guard by enemies directly in front of you, but off screen.  :woot!:
Title: Re: Resident Evil Famicom Upgrade Project
Post by: 4lorn on March 02, 2020, 04:09:10 PM
Hey, that's great. Bootlegs deserve some love too :)

What's the ROM revision you're working on? Felt like messing around with Jill's portrait but I read there were 3 versions floating around... I went with a RE3 approach and kept to 4 colors but I'm not sure this fits the alloted space:

(https://i.ibb.co/WydQpPH/Untitled.png)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on March 02, 2020, 04:39:06 PM
Resident_Evil_(Unl)_fixed is the one I have. The portrait looks great, but, it's a bit too large. The portrait size in game is 32x32 pixels
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Graphicus on March 02, 2020, 08:42:39 PM
(https://i.imgur.com/lUPfHZ8.gif)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Cody The Fox on March 03, 2020, 07:04:13 PM
I Can't Wait To Play This Improvement...
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on March 04, 2020, 01:06:33 AM
Quote from: Graphicus on March 02, 2020, 08:42:39 PM
(https://i.imgur.com/lUPfHZ8.gif)

This looks pretty good, I'll have to modify it a little for colors to make it work.

March 04, 2020, 01:15:20 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Figured I'd redo Jill's overworld sprites and give it a little more detail.


(https://i.imgur.com/jkUd6K3.png)


I found out that there's a few unused sprites on each of her walking animations. If they were used, her walking animation would look much smoother. But, they aren't, and the game only allows for 4 sprites to be used per animation, so all 5 wouldn't fit anyway.

Maybe that's why Waixing didn't use them after they made them? Idk. But I'll have to limit it to just 3, cause even with 4, it looks rough.
And each direction you run, Jill goes back to her standing sprite for a single frame, even if you hold down the directional button which would make the added animations look bad anyway.

March 04, 2020, 01:46:08 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

Also found how to slow the animation a little, and made the movement a little more smooth.
Rather than no frame being between the arms shifting back and forth, it now goes from arms swinging one way, standing, arms swinging the other way. A bit more fluid animation for her walk animation
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Shade Aurion on March 04, 2020, 04:41:30 AM
I just wanted to say this looks great!~
Have you tried the battle screen without the tiles around the bottom and side. I know you're working with what you got, just suggesting just incase you find something that works better. So far i'm impressed with what I see
Title: Re: Resident Evil Famicom Upgrade Project
Post by: 4lorn on March 04, 2020, 07:46:30 AM
Quote from: Lugia2009 on March 02, 2020, 04:39:06 PM
Resident_Evil_(Unl)_fixed is the one I have. The portrait looks great, but, it's a bit too large. The portrait size in game is 32x32 pixels

Sorry. I figured it was small and went with an estimate. It's been a while since I tried doing very small portraits like that (usually I work in bigger sizes and more colors). Not a priority right now but figured I'd spend a few more minutes around it.

(https://i.ibb.co/nc32Knp/1.png) (https://i.ibb.co/wLqcT83/2.png) (https://i.ibb.co/6Pwnx6z/3.png) (https://i.ibb.co/LzJnrpN/4.png) (https://i.ibb.co/kBC1Fyr/5.png) (https://i.ibb.co/pjb4YSJ/6.png) (https://i.ibb.co/QC0XXqp/7.png)


Quote from: Graphicus on March 02, 2020, 08:42:39 PM
(https://i.imgur.com/lUPfHZ8.gif)

Nice :) That's from the PSX Director's Cut, isn't it?

March 04, 2020, 09:31:16 AM - (Auto Merged - Double Posts are not allowed before 7 days.)

By the way... Is it possible to instruct it to rotate tiles for the interface? If yes, you could try doing something like this:

(https://i.ibb.co/yFVPXSC/untitled.png)

This way you could have one single tile for every straight line, plus a corner. The less colors the more seamless it will look, of course.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on March 04, 2020, 06:43:37 PM
Quote from: 4lorn on March 04, 2020, 07:46:30 AM
Sorry. I figured it was small and went with an estimate. It's been a while since I tried doing very small portraits like that (usually I work in bigger sizes and more colors). Not a priority right now but figured I'd spend a few more minutes around it.

(https://i.ibb.co/nc32Knp/1.png) (https://i.ibb.co/wLqcT83/2.png) (https://i.ibb.co/6Pwnx6z/3.png) (https://i.ibb.co/LzJnrpN/4.png) (https://i.ibb.co/kBC1Fyr/5.png) (https://i.ibb.co/pjb4YSJ/6.png) (https://i.ibb.co/QC0XXqp/7.png)



Thank you so much for making these, they look awesome :D

(https://i.ibb.co/LzJnrpN/4.png)
I really love this one, I made a few additions to it using the hair on the first one you sent as well as a few other additions

(https://i.imgur.com/hEruDIY.png)




Quote from: 4lorn on March 04, 2020, 07:46:30 AM

By the way... Is it possible to instruct it to rotate tiles for the interface? If yes, you could try doing something like this:

(https://i.ibb.co/yFVPXSC/untitled.png)

This way you could have one single tile for every straight line, plus a corner. The less colors the more seamless it will look, of course.

Unfortunately, I lack programming knowledge, so I'll have to rely on using graphic tiles. Only way I can make it work is by borrowing a few tiles from each of the enemy's graphics. It shouldn't affect the graphics for enemies much since I only need a few.

March 04, 2020, 06:47:16 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Quote from: Cody The Fox on March 03, 2020, 07:04:13 PM
I Can't Wait To Play This Improvement...
I'll try and have it all finished in the next few months ^.^
It shouldn't take much longer than that to complete I'm hoping


Quote from: Shade Aurion on March 04, 2020, 04:41:30 AM
I just wanted to say this looks great!~
Have you tried the battle screen without the tiles around the bottom and side. I know you're working with what you got, just suggesting just incase you find something that works better. So far i'm impressed with what I see

I'll see what it will look like without those, I'll just have to wait till I start messing with the enemy graphics so I can know what I'll have to work with.
And thank you :3
I'm hoping this will turn out all right in the end, cause, this game is honestly very impressive. Waixing did a surprisingly great job with it
Title: Re: Resident Evil Famicom Upgrade Project
Post by: 4lorn on March 05, 2020, 08:05:36 AM
Glad you liked'em! I'd forgotten about the cap's symbol, sorry, but your edit looks good :)

If you need any edits for the enemies let me know, though I looked into the ROM and while not compressed, the tiles seem to be a mess.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: gadesx on March 05, 2020, 02:25:47 PM
You can use all my work from
Resident Evil Demake,
I made the game like an enhanced 8bit version of Sachen's Biohazard.
I made/edit sprites,
music (well I had all tracks in midi, so only have to sync all or the tracks sound weird as chiptune)
Menus/puzzles/computers graphics,
maps, etc

All unpacked
https://drive.google.com/open?id=10smYmjxzI2GYLrFaXBLcSkBFcbln3KNv (https://drive.google.com/open?id=10smYmjxzI2GYLrFaXBLcSkBFcbln3KNv)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on March 10, 2020, 12:51:25 PM
Quote from: 4lorn on March 05, 2020, 08:05:36 AM
Glad you liked'em! I'd forgotten about the cap's symbol, sorry, but your edit looks good :)

If you need any edits for the enemies let me know, though I looked into the ROM and while not compressed, the tiles seem to be a mess.

Enemies I kinda want redone from scratch so they won't be just copy pasted from Gaiden. And yeah, the sprites are pretty confusing to look at in the editor.




Quote from: gadesx on March 05, 2020, 02:25:47 PM
You can use all my work from
Resident Evil Demake,
I made the game like an enhanced 8bit version of Sachen's Biohazard.
I made/edit sprites,
music (well I had all tracks in midi, so only have to sync all or the tracks sound weird as chiptune)
Menus/puzzles/computers graphics,
maps, etc

All unpacked
https://drive.google.com/open?id=10smYmjxzI2GYLrFaXBLcSkBFcbln3KNv (https://drive.google.com/open?id=10smYmjxzI2GYLrFaXBLcSkBFcbln3KNv)


Thank you, I'll see what I can use from the pack since my options are limited for the game. Would be great to have music to replace what's here.

March 10, 2020, 12:58:19 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

So, I looked at how the items are in the menu, and there's no way to add variety to the colors. They're part of the background so unless I change the blue background to something else, items are limited to 2 colors which are grey and orange.

I'm thinking of ditching the blue background and making it dark grey, so I can at least have a 3rd color for item sprites. Dark Grey, Grey, and Orange would probably be best for the item sprites. There are herbs in the game, but, I can't use green/red/blue for them either cause there's only one sprite for herbs and one for mixed herbs
Title: Re: Resident Evil Famicom Upgrade Project
Post by: 4lorn on March 11, 2020, 06:48:16 AM
Ok, I'll see what I can do with the enemies. Might have something to show next week.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on March 11, 2020, 03:38:56 PM
Quote from: 4lorn on March 11, 2020, 06:48:16 AM
Ok, I'll see what I can do with the enemies. Might have something to show next week.

Awesome  :thumbsup:
Looking forward to seeing it

March 11, 2020, 03:41:40 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

(https://i.imgur.com/egZTHXE.png)

Working on the item icons now, and messed with the Use/Check/Combine boxes.

Here's a before and after of the old and new item menu

March 11, 2020, 03:43:02 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Also just realized the line where the Radio selection box will be is gone. I'll have to fix that

March 11, 2020, 09:44:03 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Ok, I applied the english translation to this game, or most of it at least. The waixing logo and translations for the maps you find are still not copied over. But at least the game can be played in english as well.

Only thing though, the people that translated the game didn't translate any of the memos and books you find. So it's all just black screens that you need to repeatedly press A to skip past. I'm not sure how I can add that in, and I don't think I can since the translation for the game doesn't touch the text system and just uses the game's chinese text and replaces it.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: gadesx on March 12, 2020, 06:05:15 AM
I used more colors so only
"Looks" like an 8bit game.
First using cheats to have
all items to dump many things from the sachen rom,
They used Red color a lot.

About the battle system,
Sachen game it's similar to RE gaiden, I thought if made
battles like Sweet home, but
finally I moved to an Action system.
No idea about if it's too much work via Romhacking.

From the original game.
I saw the "random" hp of the
enemies.
Weapons had X attack,
but a zombie for example can
have 40-80 HP,
changing of map, the
hp change, so every time
the gameplay changes.

I did set random range of attack
power only.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Tsukiyomaru0 on March 17, 2020, 03:07:32 AM
If possible... I'd suggest to change how the battle works, have you be able to control the aim bar, but the little aim bar could be shakier to simulate sway from trying to aim with a heavy gun or something.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: KAGE-008 on March 23, 2020, 02:21:22 AM
Quote from: Lugia2009 on March 11, 2020, 03:38:56 PM
Ok, I applied the english translation to this game, or most of it at least. The waixing logo and translations for the maps you find are still not copied over. But at least the game can be played in english as well.
Is that translation based on the one Pacnsacdave did? Even though it was cool, it wasn't perfect to be honest, since the font might seem to be very small for some people.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on March 23, 2020, 05:57:10 PM
Quote from: gadesx on March 12, 2020, 06:05:15 AM
I used more colors so only
"Looks" like an 8bit game.
First using cheats to have
all items to dump many things from the sachen rom,
They used Red color a lot.

About the battle system,
Sachen game it's similar to RE gaiden, I thought if made
battles like Sweet home, but
finally I moved to an Action system.
No idea about if it's too much work via Romhacking.

From the original game.
I saw the "random" hp of the
enemies.
Weapons had X attack,
but a zombie for example can
have 40-80 HP,
changing of map, the
hp change, so every time
the gameplay changes.

I did set random range of attack
power only.

I didn't realize that the enemy HP in this game was random, but it would explain how the number of shots needed changes so much. I just thought I wasn't timing the shots right every time.

Playing this game, I also noticed that shotguns and the grenade launcher do less damage than the handgun. I'll have to fix that as well




Quote from: Tsukiyomaru0 on March 17, 2020, 03:07:32 AM
If possible... I'd suggest to change how the battle works, have you be able to control the aim bar, but the little aim bar could be shakier to simulate sway from trying to aim with a heavy gun or something.

That's far out of my abilities. I have no programming knowledge.




Quote from: KAGE-008 on March 23, 2020, 02:21:22 AM
Is that translation based on the one Pacnsacdave did? Even though it was cool, it wasn't perfect to be honest, since the font might seem to be very small for some people.

Yeah, it certainly helps to play through the game, but I'm seeing alot of issues with it. I'll have to redo it. Though looking at how they did it, I'll have to do it the same way. The text will still be pretty small, but it should help clean up the english. And I want to rewrite a few parts to have it make more sense.

as for the files/books. There's no way I can add that in at all, it's simply too much text. I'll have to make a kind of manual for the game and have the files point to the manual pages for them.


Cause the original translator, they didn't touch the text system for the game, they just changed the chinese text to boxes of english text, having things like one chinese symbol turn into a few words.





Also for this game, I noticed there's just a massive chunk of space that's not even used at the end of the ROM. It's kind of baffling.
0x0A0010 - 0x10000f is just FF in the hex editor. I have no idea why. and then in the ROM there's some stuff after the FF's that is different, but doesn't even show up in Tile Layer Pro. And followed by that is another bit of empty space that's all 00's from 0x101cb0 - 0x10200f which also doesn't show up in Tile Layer Pro

So the game's 1mb in size, but, looking at this it feels like it should be 600kb instead. Maybe less.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Cody The Fox on March 30, 2020, 10:02:01 PM
I Would Love To See What Else You've Been Working On For Resident Evil On The NES...  ;)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on March 31, 2020, 10:31:26 AM
Quote from: Cody The Fox on March 30, 2020, 10:02:01 PM
I Would Love To See What Else You've Been Working On For Resident Evil On The NES...  ;)

Not too much unfortunately due to work and some issues from this whole virus situation. But I did do some looking into how enemies are placed and found how enemies, items, and NPCs are placed as well as other things.







--------Item/Enemy/NPC Placement Per Map Settings--------

around 0x09216d

00 - Jill
01 - Frog Man (Enemy)
02 - Zombie (Enemy)
03 - Pushable Box
04 - Health bar (Glitches game)
05 - Health bar (Glitches game)
06 - (Item drop) Look further down in guide for item list
07 - Barry?
08 - Barry?
09 - Barry?
0A - Richard
0B - Unknown (Enemy) (Uses altered version of Frog Man sprite)
0C - Bees (Non battle enemy)
0D - Dog (Enemy)
0E - Bird (Enemy)
0F - Snake (Non battle enemy)
10 - Spider (Enemy)
11 - Tyrant
12 - (Ball) Switch
13 - Large Ball (???)
14 - Rocket Launcher? (Not an item drop)
15 - ????? (Has no sprite)
16 - Vines (Like the one in the plant room)
17 - Candlestick
18 - Shark (Enemy)
19 - Plant Root
1A - Helicopter
1B - Battery? (Not an item drop)

1C - ????? (idk what the sprite is)
1C-FF I don't believe there's anything else here


now, for item drops, after you put in 06, there's 00 00
The first 00 sets what item is found.
The second one seems to cause an item to infinitely respawn if it's set to 02


------------Items--------------
00 - Knife
01 - Handgun
02 - Broken Shotgun
03 - Revolver (Magnum)
04 - Howitzer (Bazooka)
05 - Rocket Launcher
06 - Pistol Ammo
07 - Shotgun Ammo
08 - Revolver Ammo
09 - Bombs (Grenade Launcher Ammo)
0A - Red Herb
0B - Green Herb
0C - Blue Herb
0D - Mixed Herb (Unknown Combination)
0E - Super Mixed Herb (Unknown Combination)
0F - Mixed Herb (Unknown Combination)
10 - Super Mixed Herb (Unknown Combination)
11 - Mixed Herb (Unknown Combination)
12 - First Aid Spray
13 - Armor Key
14 - Shield Key
15 - Helmet Key
16 - Key 002
17 - Key 003
18 - Control Room Key
19 - Power Room Key
1A - Ribbon
1B - Serum
1C - Wood Crest
1D - Nothing
1E - Crown of Day
1F - Spider (Battle) that gives you Crown of Night
20 - Crown of Stars
21 - Crown of Wind
22 - Ruby
23 - Sapphire
24 - Red Book
25 - Creation Book -Red-
26 - Creation Book -Blue-
27 - Eagle Badge
28 - Wolf Badge
29 - Square Handle
2A - Hexagon Handle
2B - Lighter
2C - Herbicide
2D - Music
2E - Power Cell (Battery)
2F - Flare
30 - Mo Disc
31 - ?????? (Uses a copy of the first aid/serum sprite)
32 - ?????? (Uses the first aid/serum sprite)
33 - ?????? (Uses the first aid/serum sprite)
34 - (Not sure if this is an actual item)
35 - (Not sure if this is an actual item)
36 - (Not sure if this is an actual item)
37 - (Not sure if this is an actual item)
38 - (Not sure if this is an actual item)
39 - (Not sure if this is an actual item)
3A - (Not sure if this is an actual item)
3B - (Not sure if this is an actual item)

-------------Maps--------------
3C - 1st Floor Map
3D - Mansion B1 Map
3E - 2nd Flor Map
3F - Garden Map
40 - Cave Map
41 - Dorm Room 1f Map
42 - Dorm Room B1 Map
43 - Lab B1 Map
44 - Lab B2 Map
45 - Lab B3 Map
46 - Lab B4 Map

---------Books/Notes----------
47 - Diary
48 - Fellow's Testament
49 - Plant 42 Report
4A - Newspaper
4B - Fax
4C - V-Jolt Report
4D - ??????????????
4E - ??????????????
4F - ??????????????
50 - Security System
51 - Researcher's Letter
52 - Command
53 - Botany Books
54 - Password (Keypad Log: Big House)
55 - Note (Log: John  Password:ADA   Password 2:Mole)
56-FF (Nothing)















Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on April 12, 2020, 02:09:03 PM
Going through the items for the game, I've started to just from one to the next, redo the sprites, save space and clear up some free space.
I found out how items are determined to have which sprite, so I can create some new sprites to give herbs and mixed herbs different colors. Also for serum and first aid spray to have different sprites.

And since I'm freeing up space in the graphics, enemy sprites are right after item sprites, so I may be able to free up enough that I can add more graphic tiles to enemies and they can be more detailed or have additional animations
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on June 04, 2020, 01:04:06 PM
Sorry, this project was put on hold for a bit due to all of the recent events. I promise I'll continue working on it, sorry to say I don't have any new WIP to show.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Fox Cunning on June 05, 2020, 08:37:40 AM
I hope you manage to complete this project, because it looks really cool!
Stay safe though  ;D
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on September 14, 2020, 01:59:12 PM
Back to work on this. I decided to go through the intro screens and update them.
It was a bit of a headache figuring out how to move the dialogue boxes out of the way. But, I moved them off screen and replaced that with text in the form of graphic tiles.
Also cut way down on the number of graphic tiles the game was using to make its opening screen.

(https://i.imgur.com/3AXemO0.png)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Noside on September 14, 2020, 06:31:40 PM
Man this is awesome! no one as ever translated this game. (as far as I remember)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on September 15, 2020, 06:14:53 PM
Quote from: Noside on September 14, 2020, 06:31:40 PM
Man this is awesome! no one as ever translated this game. (as far as I remember)

There is an english translation, but...it's not very good.
I see how they did it, and I like how they did it. But there's alot missing like all documents you find are blank, some locked door messages are broken, and scenes don't make much sense, especially the intro screens.

So I want to retranslate the game and see where I can free up space to allow it

September 15, 2020, 10:05:17 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Next shot done.
2 more left  :)

(https://i.imgur.com/ZXWx3Zi.png)

September 20, 2020, 08:12:55 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I took a look at the sound engine for the game and made some notes on how it works based on the song that plays when you wander around the mansion.
Here's what I have so far.





Music Engine Notes.

Each song starts with a set of many pointers.
For some reason, there's pointers to multiple sets of notes per channel.
Each set of notes ends in a 00



Exploration song     0x09c858 - 0x09cb16

This song does not use the Triangle Channel

76 C8 87 C8 98 C8 AB C8 BC C8 CD C8 DE C8 ED C8 F8 C8 03 C9 14 C9 27 C9 36 C9 45 C9 52 C9 5F C9 80 C9 A1 C9 C4 C9 E5 C9 1A CA 4F CA 88 CA 06 BC 06 B3 06 B0 06 B1 06 B7 06 B1 06 B3 06 B2 00 02 BC 0A B7 06 BC 06 B7 02 BC 0A B1 06 BC 06 B1 00 06 B2 08 B7 0C AA 06 B7 06 BF 06 BC 06 B7 06 B3 06 B2 00 06 BC 06 B7 06 BC 06 B7 06 B2 06 B7 06 B1 06 B7 00 06 BC 06 B7 06 B3 06 B7 06 B2 06 B7 06 B1 06 B7 00 06 BC 06 B7 06 BC 06 B7 06 BC 06 B1 06 BC 06 B1 00 06 BC 06 B3 06 B7 06 B3 06 BC 06 B7 1E BC 00 16 84 06 83 0A 9B 14 84 0C AA 00 16 84 06 83 0A 9B 0A 99 16 84 00 08 9F 0C AA 1E 9F 08 99 0C AA 0A 99 0A 9B 16 84 00 0A 87 0A 84 0A 87 0A 84 0A 87 0A 84 0A 87 0A 80 2E 83 00 1E 84 06 83 06 9B 06 9A 06 87 06 82 06 83 00 1E 84 06 83 06 9B 06 9A 06 83 06 87 06 83 00 06 9F 1E 99 06 9F 06 99 1E 9B 06 99 00 06 9B 1E 9A 06 9B 06 84 06 87 1E 84 00 0C 83 08 AA 0C B7 08 AA 0C 83 08 AA 0C 83 08 AA 0C 83 08 AA 0C B7 08 AA 0C 83 08 AA 0C 9A 08 AA 00 0C 83 08 AA 0C 9A 08 AA 0C 83 08 AA 0C 8A 08 AA 0C 83 08 AA 0C 9A 08 AA 0C 83 08 AA 0C B7 08 AA 00 0C 83 08 AA 0C 83 0C B7 0A AA 0C 8A 08 AA 0C 9A 08 AA 0C 83 08 AA 0C B7 08 AA 0C 8A 08 AA 0C 9A 08 AA 00 0C 83 08 AA 0C B7 08 AA 0C 83 08 AA 0C B7 08 AA 0C 83 08 AA 0C 8A 08 AA 0C 9A 08 AA 0C B7 08 AA 00 0C 83 0C AA 0C 8A 0C AA 0C B7 08 AA 0C 8A 0C AA 0C 83 0C AA 0C 9A 08 AA 0C B7 0C AA 0C 83 08 AA 0C B7 0C AA 0C 83 0C AA 0C 8A 0C AA 0C 83 0C AA 0C B7 0C AA 00 0C 83 0C AA 0C 8A 0C AA 0C 9A 08 AA 0C B7 0C AA 0C 83 0C AA 0C 8A 08 AA 0C 8A 0C AA 0C 83 0C AA 0C B7 0C AA 0C 9A 0C AA 0C 83 0C AA 0C 8A 08 AA 0C B7 0C AA 00 0C 83 0C AA 0C 9A 0C AA 0C 8A 0C AA 0C 83 0C AA 0C B7 0C AA 0C 8A 0C AA 0C 83 0C AA 0C 9A 08 AA 0C 9A 0C AA 0C 83 0C AA 0C B7 08 AA 0C 8A 0C AA 0C 83 0C AA 0C 9A 0C AA 00 0C 83 0C AA 0C 9A 0C 8A 0C B7 0C AA 0C 83 0C AA 0C 8A 0C AA 0C B7 0C AA 0C 83 0C AA 0C 9A 0C AA 0C B7 0C AA 0C 83 0C AA 0C B7 0A AA 0C B7 0C 8A 0C AA 0C B7 0C AA 0C 9A 0C AA 0C 83 0C AA 00 00 0B CF CA E4 CA F9 CA FD 0F FE A0 FF B0 00 00 00 00 00 00 00 01 02 03 04 05 06 FC 00 FD 0F FE A0 FF B0 00 00 00 00 00 07 08 09 0A 0B 0C 0D 0E FC 00 FD 0F FE A0 0F 10 11 12 13 14 15 16 FC 00



Breakdown=======================


Pointers

76 C8  87 C8  98 C8  AB C8  BC C8  CD C8  DE C8  ED C8  F8 C8  03 C9  14 C9  27 C9  36 C9  45 C9  52 C9  5F C9  80 C9  A1 C9  C4 C9  E5 C9  1A CA  4F CA  88 CA

76 C8 - Pointer for 1st channel's 1st set of notes
87 C8 - Pointer for 1st channel's 2nd set of notes
98 C8 - Pointer for 1st channel's 3rd set of notes
AB C8 - Pointer for 1st channel's 4th set of notes
BC C8 - Pointer for 1st channel's 5th set of notes
CD C8 - Pointer for 1st channel's 6th set of notes
DE C8 - Pointer for 1st channel's 7th set of notes

ED C8 - Pointer for 2nd channel's 1st set of notes
F8 C8 - Pointer for 2nd channel's 2nd set of notes
03 C9 - Pointer for 2nd channel's 3rd set of notes
14 C9 - Pointer for 2nd channel's 4th set of notes
27 C9 - Pointer for 2nd channel's 5th set of notes
36 C9 - Pointer for 2nd channel's 6th set of notes
45 C9 - Pointer for 2nd channel's 7th set of notes
52 C9 - Pointer for 2nd channel's 8th set of notes

5F C9 - Pointer for 3rd channel's 1st set of notes
80 C9 - Pointer for 3rd channel's 2nd set of notes
A1 C9 - Pointer for 3rd channel's 3rd set of notes
C4 C9 - Pointer for 3rd channel's 4th set of notes
E5 C9 - Pointer for 3rd channel's 5th set of notes
1A CA - Pointer for 3rd channel's 6th set of notes
4F CA - Pointer for 3rd channel's 7th set of notes

88 CA - Pointer for 4th channel's 1st set of notes




Square 1 Channel

First Pointer
06 BC  06 B3  06 B0  06 B1  06 B7  06 B1  06 B3  06 B2  00

30

Second Pointer
02 BC  0A B7  06 BC  06 B7  02 BC  0A B1  06 BC  06 B1  00

30

Third Pointer
06 B2  08 B7  0C AA  06 B7  06 BF  06 BC  06 B7  06 B3  06 B2  00

3E

Fourth Pointer
06 BC  06 B7  06 BC  06 B7  06 B2  06 B7  06 B1  06 B7  00

30

Fifth Pointer
06 BC  06 B7  06 B3  06 B7  06 B2  06 B7  06 B1  06 B7  00

30

Sixth Pointer
06 BC  06 B7  06 BC  06 B7  06 BC  06 B1  06 BC  06 B1  00

30

Seventh Pointer
06 BC  06 B3  06 B7  06 B3  06 BC  06 B7  1E BC  00

42

170 TOTAL


Square 2 Channel

First Pointer
16 84  06 83  0A 9B  14 84  0C AA  00

46

Second Pointer
16 84  06 83  0A 9B  0A 99  16 84  00

46

Third Pointer
08 9F  0C AA  1E 9F  08 99  0C AA  0A 99  0A 9B  16 84  00

70

Fourth Pointer
0A 87  0A 84  0A 87  0A 84  0A 87  0A 84  0A 87  0A 80  2E 83  00

7E

Fifth Pointer
1E 84  06 83  06 9B  06 9A  06 87  06 82  06 83  00

42

Sixth Pointer
1E 84  06 83  06 9B  06 9A  06 83  06 87  06 83  00

42

Seventh Pointer
06 9F  1E 99  06 9F  06 99  1E 9B  06 99  00

54

Eighth Pointher
06 9B  1E 9A  06 9B  06 84  06 87  1E 84  00

54

2A6 TOTAL


? Channel

First Pointer
0C 83  08 AA  0C B7  08 AA  0C 83  08 AA  0C 83  08 AA  0C 83  08 AA  0C B7  08 AA  0C 83  08 AA  0C 9A  08 AA  00

A0

Second Pointer
0C 83  08 AA  0C 9A  08 AA  0C 83  08 AA  0C 8A  08 AA  0C 83  08 AA  0C 9A  08 AA  0C 83  08 AA  0C B7  08 AA  00

A0

Third Pointer
0C 83  08 AA  0C 83  0C B7  0A AA  0C 8A  08 AA  0C 9A  08 AA  0C 83  08 AA  0C B7  08 AA  0C 8A  08 AA  0C 9A  08 AA  00

AE

Fourth Pointer
0C 83  08 AA  0C B7  08 AA  0C 83  08 AA  0C B7  08 AA  0C 83  08 AA  0C 8A  08 AA  0C 9A  08 AA  0C B7  08 AA  00

A0

Fifth Pointer
0C 83  0C AA  0C 8A  0C AA  0C B7  08 AA  0C 8A  0C AA  0C 83  0C AA  0C 9A  08 AA  0C B7  0C AA  0C 83  08 AA  0C B7  0C AA  0C 83  0C AA  0C 8A  0C AA  0C 83  0C AA  0C B7  0C AA  00

12C

Sixth Pointer
0C 83  0C AA  0C 8A  0C AA  0C 9A  08 AA  0C B7  0C AA  0C 83  0C AA  0C 8A  08 AA  0C 8A  0C AA  0C 83  0C AA  0C B7  0C AA  0C 9A  0C AA  0C 83  0C AA  0C 8A  08 AA  0C B7  0C AA  00

12C

Seventh Pointer
0C 83  0C AA  0C 9A  0C AA  0C 8A  0C AA  0C 83  0C AA  0C B7  0C AA  0C 8A  0C AA  0C 83  0C AA  0C 9A  08 AA  0C 9A  0C AA  0C 83  0C AA  0C B7  08 AA  0C 8A  0C AA  0C 83  0C AA  0C 9A  0C AA  00

148

62E TOTAL


? Channel

First Pointer
0C 83  0C AA  0C 9A  0C 8A  0C B7  0C AA  0C 83  0C AA  0C 8A  0C AA  0C B7  0C AA  0C 83  0C AA  0C 9A  0C AA  0C B7  0C AA  0C 83  0C AA  0C B7  0A AA  0C B7  0C 8A  0C AA  0C B7  0C AA  0C 9A  0C AA  0C 83  0C AA  00

172 TOTAL



?????????

00 0B CF CA E4 CA F9 CA FD 0F FE A0 FF B0 00 00 00 00 00 00 00 01 02 03 04 05 06 FC 00 FD 0F FE A0 FF B0 00 00 00 00 00 07 08 09 0A 0B 0C 0D 0E FC 00 FD 0F FE A0 0F 10 11 12 13 14 15 16 FC 00



Each note starts with a number setting how long the note will play, followed by a number telling what the note will be.





Note Table for Square 1 (Any absent numbers have no sound attatched to them.)

A1   
A2   BC
A#2  6D BD
A3   32 88 C4 D8 DC
A#3  89
A4   02 22 2A 2E 31 39 3D 84 C1 C5 CE D1 D2
A#4  85
A5   90
A#5  91
A6   EC
A#6  ED
A7   

B1   
B2   B2
B3   8E
B4   9A
B5   42 5D 61 96
B6   76 E2
B7   

C1   
C2
C3   B3
C#3  B0
C4   7D 8F
C#4  54 5B 5C 69 8C
C5   9B
C#5  98
C6   97
C#6  62 94
C7   E3

D1
D2
D3   30 34 3C 79 B1 CA CC D0 D4 F6
D#3  B6
D4   8D
D#4  82
D5   99
D#5  9E
D6   95
D#6  EA
D7   E1
D#7  E6

E1
E2
E3   B7
E4   6E 83
E5   55 66 7A 9F
E6   EB
E7   46 6A E7

F1
F2
F3   0C 4B 4D 6B 7F B4
F#3  71 B5
F4   1E 80
F#4  01 49 81
F5   9C
F#5  51 9D
F6   E8
F#6  4A 72 E9
F7   E4
F#7  E5

G1   
G2
G3   0E 4E 8A
G#3  19 8B
G4   86
G#4  11 1D 87
G5   17 40 48 4C 58 60 64 68 6C 74 92
G#5  44 70 7C 93
G6   12 16 5A EE
G#6  EF
G7   



01 F#4
02 A4
0C F3
0E G3
11 G#4
12 G6
15 ?
16 G6
17 G5
19 G#3
1D G#4
1E F4
22 A4
2A A4
2E A4
30 D3
31 A4
32 A3
34 D3
39 A4
3C D3
3D A4
40 G5
42 B5
44 G#5
46 E7
48 G5
49 F#4
4A F#6
4B F3
4C G5
4D F3
4E G3
51 F#5
54 C#4
55 E5
58 G5
5A G6
5B C#4
5C C#4
5D B5
60 G5
61 B5
62 C#6
64 G5
66 E5
68 G5
69 C#4
6A E7
6B F3
6C G5
6D A#2
6E E4
70 G#5
71 F#3
72 F#6
74 G5
76 B6
79 D3
7A E5
7C G#5
7D C4
7F F3
80 F4
81 F#4
82 D#4
83 E4
84 A4
85 A#4
86 G4
87 G#4
88 A3
89 A#3
8A G3
8B G#3
8C C#4
8D D4
8E B3
8F C4
90 A5
91 A#5
92 G5
93 G#5
94 C#6
95 D6
96 B5
97 C6
98 C#5
99 D5
9A B4
9B C5
9C F5
9D F#5
9E D#5
9F E5
B0 C#3
B1 D3
B2 B2
B3 C3
B4 F3
B5 F#3
B6 D#3
B7 E3
BC A2
BD A#2
C1 A4
C4 A3
C5 A4
CA D3
CC D3
CE A4
D0 D3
D1 A4
D2 A4
D4 D3
D8 A3
DC A3
E0 C#7
E1 D7
E2 B6
E3 C7
E4 F7
E5 F#7
E6 D#7
E7 E7
E8 F6
E9 F#6
EA D#6
EB E6
EC A6
ED A#6
EE G6
EF G#6
F6 D3
F8 ?
F9 ?
FA ?
FB ?
FE ?



SOUND EFFECTS

A0 Item select?
A1 Jump sound?
A2 Another item sound?
A3 Blip sound
A6 Same as A1
A8 Cancel sound?
A9 Some wierd sound fade
AB Another cancel sound?
AC High pitched sound
AD Another high pitched sound
AE An even higher pitched sound
AF Almost hard to hear high pitched sound effect
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on September 23, 2020, 08:15:59 PM
I learned more about how songs work in this game.




Breakdown of code after battle song.

0F 97 D0 AF D0 D0 D0 DC D0 FD 0F FE A0 FF B0 00
00 00 00 00 00 01 FF D0 00 00 00 00 00 02 03 FC
00 FD 0F FE A0 FF D0 00 00 00 00 00 04 FF C0 00
F1 F1 F1 F1 05 06 FF C0 00 F1 F1 F1 F1 07 08 09
FC 00 FD 0F FE A0 FF 8F 0A 0B 0C 0D FC 00 FD 0F
FE A0 0E 0E 0F 0F FC 00

0F not sure what it does, but changing it gets rid of the Square 2, Triangle, and noise channels.

97 D0 Pointer to *1
AF D0 Pointer to *2
D0 D0 Pointer to *3
DC D0 Pointer to *4

*1 (FD 0F FE A0 FF)(*12) B0(*10) (00 00 00 00 00)(*11) 00(*5) 01(*9) (FF D0 00 00 00 00 00 02 03 FC 00)(*13)

*2 FD 0F FE A0 FF D0 00 00 00 00 00 04(*6) FF C0 00 F1 F1 F1 F1 05 06 FF C0 00 F1 F1 F1 F1 07 08 09 FC 00

*3 FD 0F FE A0 FF 8F 0A(*7) 0B 0C 0D FC 00

*4 FD 0F FE A0 0E(*8 ) 0E 0F 0F FC 00

*5 This number sets which pointer Square 1 starts on

*6 This number sets which pointer Square 2 starts on

*7 This number sets which pointer Triangle starts on

*8 This number sets which pointer Noise starts on

*9 This number is the second pointer for the Square 1 channel

*10 This number changes the way notes sound while playing.


A0 - This causes each note to play rapidly 3 times with each note.
B0 - Notes play regularly
C0 - Each note is very short with the rest of the time between notes to be quiet.
D0 - Notes sound higher pitched


*11 - Changing these causes each note's sound to become distorted, each time a note plays, the note changes to a higher pitch during the second half of each note.

*12 - Not sure what this is, but I have a feeling that it allows a section to have more pointers by being a starting spot for whatever channel it's supposed to be.

*13 - settings for the next set of bits of song for that channel.








September 23, 2020, 08:17:41 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I started making the save room music, it sounds fine with the triangle channel, but with the square channel section, it sounds awful. I'm thinking of having it as a triangle only song, or maybe having triangle and square 1 play the same notes.

Also having some trouble finding the songs for RE1 in Midi format, I found a few, but, I may need to pull songs from RE2 and RE3 to add more music to this game. Also possibly adding a song from RE: Gaiden for the battle music since the only way I know how to make songs for the NES is by breaking down a Midi format song into notes and converting them to the game's sound engine.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: gadesx on September 25, 2020, 05:51:50 PM
I have the RE1 songs in midi,
they used something like psf to mid to rip'em. But I have to find the tracks.

In my demake I had to change the music to "sync" patterns, as async sounds weird with chiptune music.
(I used Fl studio and soundfonts, one of the tracks was made by me because there's scenes that needed a chiptune mysterious music )
The modified tracks can be exported as midi.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on September 27, 2020, 03:38:30 PM
That would be great, I have some songs in mind for what I want to use for where. I'll take any you have

September 27, 2020, 03:40:53 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I finished up working on what the battle screens will look like, as well as redesigned the Zombie. I just need to make a few animations for it.

I dipped into the graphic tiles for enemies in order to make the background and menus. So, I'll have to try and save on graphic tiles when I remake the enemy sprites so I can keep it all.

(https://i.imgur.com/pOZKMX7.png)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: gadesx on October 02, 2020, 01:03:18 PM
Psx music midi, and my fl studio tracks.
http://www.mediafire.com/file/fwo6drltmzgw290/Resident_evil_mid_music_original_and_REdemake_by_gadesx.rar/file (http://www.mediafire.com/file/fwo6drltmzgw290/Resident_evil_mid_music_original_and_REdemake_by_gadesx.rar/file)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Flaviogames on May 22, 2021, 07:07:35 PM
what happened to the project?
Title: Re: Proyecto de actualizaciĆ³n de Resident Evil Famicom
Post by: Ray572 on May 24, 2021, 10:42:05 PM
It would be nice if they did a hack to the main title of the game, from "Biohazard" by "Resident Evil" :angel:
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Natsu-Ken on February 06, 2022, 11:42:09 AM
Hello Lugia2009 (https://www.romhacking.net/forum/index.php?action=profile;u=10230).
I hope this project to improve Waixing's demake is still in development?
I'm trying to transfer all the text from the original PS1 game to this demake for now.
So if you need help in future with translation - I'm glad to help you.

(https://i.imgur.com/61ilnIn.jpg)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Midna on February 07, 2022, 02:57:41 PM
Quote from: Natsu-Ken on February 06, 2022, 11:42:09 AM
I hope this project to improve Waixing's demake is still in development?

Unfortunately, since the last update on this project was two years ago, it is very likely dead.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: julayla on February 07, 2022, 03:40:04 PM
Awww it sucks that the project is dead. I wouldn't have minded trying to get into Resident Evil the first time through the RE Upgrade.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Cris1997XX on February 11, 2022, 01:36:04 PM
Oh, c'mon! This project can't die here!
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on June 16, 2022, 10:30:51 PM
Sorry for the long absence, the past few years have been rough between getting sick with Covid, and getting a concussion as well as other life stuff.

But been feeling better, recovery is going well, and I got back to work on this project.  :woot!:

Here's some before and after screens of the intro screens as well as the title screen.

(https://i.imgur.com/nR6jHJ3.png)
(https://i.imgur.com/WnBva9o.png)
(https://i.imgur.com/SSTM54O.png)
(https://i.imgur.com/3asunn8.png)
(https://i.imgur.com/KB5BSak.png)
(https://i.imgur.com/vatJo3f.png)
(https://i.imgur.com/Mv0JXHc.png)

Now I need to do something with the load screen. I want to do something like add a typewriter in the background to replace the Biohazard logo.
Along with that, I want to somehow increase the time between the transition to each screen to give players ample time to read the text. Once that's finished, I can move to other parts of the game.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Ray572 on June 17, 2022, 05:23:28 PM
wow it's looking great, I thought not even the title would be translated but this is more than I imagined.
Thanks for continuing the project. :beer:
Title: Re: Resident Evil Famicom Upgrade Project
Post by: MrJ_GamePreserver on June 18, 2022, 05:42:19 PM
I gotta say, this is a beautiful piece of work you got going here. Wishing you the best of luck with it, since a good number of these bootleg games, really could use a bit of an overhaul, but unfortunately, from what I've been told from the Bootleg Games Wiki community, that hacking them, is more challenging than normal games.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on June 20, 2022, 02:49:06 AM
(https://i.imgur.com/EYIv9wm.png)
Finished up the Save/Load screen, the graphics at least. Now I need to move around the text that appears for selecting a save file and the arrow. I'm going to move them up onto the paper in the typewriter. Hoping it won't be too much of a pain to figure out how to move the text.




Quote from: Ray572 on June 17, 2022, 05:23:28 PM
wow it's looking great, I thought not even the title would be translated but this is more than I imagined.
Thanks for continuing the project. :beer:

Thank you ^.^
Yeah I couldn't leave the title screen as is, it was just way too plain.



Quote from: MrJ_GamePreserver on June 18, 2022, 05:42:19 PM
I gotta say, this is a beautiful piece of work you got going here. Wishing you the best of luck with it, since a good number of these bootleg games, really could use a bit of an overhaul, but unfortunately, from what I've been told from the Bootleg Games Wiki community, that hacking them, is more challenging than normal games.

Thanks, I appreciate it :beer:
And agreed, so many of these bootlegs could use some love. There's quite a few I want to go through myself.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Flaviogames on June 20, 2022, 08:20:58 AM
Lugia2009: very good, will there be improvement in the sprites as well and in the gameplay? :thumbsup:
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on June 20, 2022, 09:38:32 AM
Quote from: Flaviogames on June 20, 2022, 08:20:58 AM
Lugia2009: very good, will there be improvement in the sprites as well and in the gameplay? :thumbsup:

Yup, as well as a re-translation of the game and new music

June 20, 2022, 10:25:01 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Turned into a bit of a headache, but I figured out how to move around all the text in the save/load screen as well as the arrows and overwrite options. It all works very smoothly and doesn't look awkward now.

(https://i.imgur.com/CTEkAeB.png)

June 20, 2022, 10:48:31 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

All I need to do now is extend the time between screen transitions on the intro screens, and the first section of the game will be finished  :woot!:
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Red Soul on June 27, 2022, 10:23:58 PM
I never seriously played any RE game (shock/horror, right?)
but this effort here interests me enough that I might be able to enjoy it. It's looking great.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Fray on June 29, 2022, 10:59:28 AM
Lugia2009 You seem to be able to do magic ... Your work is really great !!!
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on June 30, 2022, 01:32:52 AM
Quote from: Red Soul on June 27, 2022, 10:23:58 PMI never seriously played any RE game (shock/horror, right?)
but this effort here interests me enough that I might be able to enjoy it. It's looking great.
Thanks ^.^
I'll be curious as to what you think of the game since you don't have any nostalgia for the original.

Quote from: Fray on June 29, 2022, 10:59:28 AMLugia2009 You seem to be able to do magic ... Your work is really great !!!
Thanks! I really appreciate it.  :beer:




Figured out how to extend time between screens in the opening, so now onto more stuff   ;D

I took some inspiration from Metal Gear and redid Jill's sprites.
(https://i.imgur.com/z9aMWz1.png)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Red Soul on June 30, 2022, 03:40:54 AM
Jill is looking great; well done!
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Creature667 on June 30, 2022, 02:50:56 PM
Hi, @Lugia2009 I was wondering if you need any help with zombie designs? I'm a tattoo artist by trade, an avid horror aficionado and fan of Resident Evil... And somewhat experienced in Romhacking. I'm wet behind ears in this scene but I know what I'm doing. I can only offer zombie variants as I'm engaged in a large hack project with a bunch of others here in the community doing level design, but I've been watching this project very closely and have been wanting to contribute something. I like your redesign from 2 years ago, but if I might offer some constructive criticism, it's too bloody and torn up. Doesn't exactly line up lore wise with the initial outbreak Spencer Mansion zombies if you'll see my meaning.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Noside on June 30, 2022, 04:18:36 PM
Fantastic work as usual! :woot!:
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on July 01, 2022, 01:41:01 PM
Quote from: Creature667 on June 30, 2022, 02:50:56 PMHi, @Lugia2009 I was wondering if you need any help with zombie designs? I'm a tattoo artist by trade, an avid horror aficionado and fan of Resident Evil... And somewhat experienced in Romhacking. I'm wet behind ears in this scene but I know what I'm doing. I can only offer zombie variants as I'm engaged in a large hack project with a bunch of others here in the community doing level design, but I've been watching this project very closely and have been wanting to contribute something. I like your redesign from 2 years ago, but if I might offer some constructive criticism, it's too bloody and torn up. Doesn't exactly line up lore wise with the initial outbreak Spencer Mansion zombies if you'll see my meaning.

Yeah, I understand what you mean. But yeah, that would be amazing! I do only need one zombie design, but 3 or 4 frames of animation for it. I'm working on the battle screen now, so I'll let you know how many graphic tiles I have to work with. We could talk about it in PMs if you'd like.
Thank you so much for the offer  :)
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on July 02, 2022, 10:37:48 PM
(https://i.imgur.com/lVeMexI.png)

Made a new battle screen. I doesn't use many more tiles than the last one. I think only 13.
Since the graphics for the battle screen use the same tiles as the enemies do, there's 185 tiles left for each of the enemy sprites to use. So that's 185 tiles to split among the 3 or 4 enemy animations since it's all loaded in at once.

Now I just need to change around the graphics for the targeting sprites
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Red Soul on July 03, 2022, 04:41:15 AM
Very good spritework!
I always prefer pixels to polygons if I can help it, haha.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on July 13, 2022, 07:30:51 PM
Quote from: Red Soul on July 03, 2022, 04:41:15 AMVery good spritework!
I always prefer pixels to polygons if I can help it, haha.

Thanks ^.^
Yeah, I'm a more retro fan too  :beer:




So I've been screenshotting all of the maps in the game from beginning to end, noting how large each of the maps are. And I must say, there's a TON of wasted space in this game when it comes to maps.

Maps like this one.
(https://i.imgur.com/n8JIlQV.png)

6 screens are used for what could fit into 2  :huh:



So I figured out most of what goes into putting together maps in this game. And there's some free space in the ROM, enough free space that I could probably add about 20 0r so maps to this game.

So my plan is, I want to add the notes and diaries back into the game and do so by creating maps that are just black screens with text as the background to fill out the screen and hopefully fit all of what the diaries and notes contained into that one screen. (I may need to do some rewriting to make that work for the longer notes)

Going to make this my new priority. If I can make this happen, I can then work on redoing the translations for this game and hopefully make them better. Cause as much as I appreciate the translation work, there's some issues.

So I need to figure out how the note screens are called in. And what decides what map uses what set of map tiles.


Also figuring out what maps use what set of graphic tiles so I can plan out how I'm going to go about improving the graphics for the maps.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Red Soul on July 14, 2022, 06:58:14 AM
So even with the current, non-efficient map layouts, the game's content is represented properly? or do you intend to also redraw the maps to more closely resemble to original games' maps?
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on July 14, 2022, 08:42:30 PM
Quote from: Red Soul on July 14, 2022, 06:58:14 AMSo even with the current, non-efficient map layouts, the game's content is represented properly? or do you intend to also redraw the maps to more closely resemble to original games' maps?

It's somewhat accurate to the original game, but I'm going to redraw the maps a bit and free up the blank space. I want to make the maps more detailed.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Lugia2009 on July 15, 2022, 09:51:53 PM
So, some unfortunate news, I figured out how the screen for notes and files work.
It works by blacking out the item menu, and then overlaying boxes of text. So because of this, I won't be able to create new screens for the notes and files and will have to think of another way to go about this.  :huh:

(https://i.imgur.com/T0frRX5.png)

So I'm wondering how I can go about this, and I think I can get a little creative with it. Might need to do something like creating note pages and files outside of the game for use in the game. Like creating a PDF of a game manual and including pages that correspond to the notes in game. Like when you select a note it tells you to go to a certain page in the manual. Thinking of how Startropics had a physical note you used to figure out a code for in game which I thought was awesome.
Title: Re: Resident Evil Famicom Upgrade Project
Post by: Red Soul on July 15, 2022, 11:31:46 PM
I was thinking exactly something along those lines. Maybe an additional PDF file or sets of .png images using the graphics style of the game and the game's font would suffice to substitute for their in game equivalents.

Here's another idea, have the images be in a .zip within the main .zip file for the patch distribution, and have the password be told in game as a sort of achievement.