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Messages - mkwong98

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61
Personal Projects / Re: Little Nemo (NES) Graphic Pack ver. 0.1
« on: April 28, 2019, 11:35:44 pm »
Nice! :thumbsup:

Do you make the new sprite yourself? I wish I can make sprites like that on my PC.

62
Personal Projects / Re: Secret of Mana twisted (Demo)
« on: March 13, 2019, 11:21:35 am »
It is possible to keep other changes too by using "Export to ROM" to save and "New Project" to load.

This is what I do to make the editor load the exported ROM file as a new project:
1. Make changes to the game using the SOM editor
2. Use "Export to ROM" to save to a smc file
3. Open the file with a hex editor
4. Remove the header added by the SOM editor by deleting the section from address $000000 to $0001FF
5. Change the value at $00FFDB from 0F to 00
6. Save the changes to the file
7. In the SOM editor, use "New Project" and select that file

Hope this helps. Make sure to backup your smc file just in case of messing up with hex editor.

63
Personal Projects / Re: Secret of Mana twisted (Demo)
« on: March 12, 2019, 11:50:35 pm »
I'm using that editor too. What do you mean by "just saving map pieces"? How do you do it?

64
Newcomer's Board / Need help with Secret of Mana graphics
« on: March 06, 2019, 06:51:40 am »
Hi, I'm using Secret of Mana Editor to change the graphics of the game. The editor is very limited both in terms of scope, e.g. boss graphics, and in terms of functionality, e.g. no copy and paste tiles. Are there other tools or easier ways of doing this? I think the graphics is compressed.

65
Personal Projects / Re: NES Metroid HD Pack
« on: February 26, 2019, 10:00:50 pm »
I have a look at Mesen and I think the problem happens when sprites overlap and they have different background priority. When that happens Mesen will render that area by rendering sprites with background priority first, then render the background tile and finally render sprites with higher render priority. However these priority checks use the original ROM pixel instead of the HD replacement. In this game, the leg has background priority and has higher render priority than the item sprite. So Mesen renders the leg first, which is transparent in the HD replacement but Mesen looks at the original ROM pixel and thinks it is solid. Then it renders the background tile, which is also transparent, and finally Mesen finds that the item sprite has lower render priority than the leg and does not render it, because it thinks the higher render priority leg sprite is already rendered there. So Mesen does not render anything and leaves a leg shape void.

66
Personal Projects / Re: NES Metroid HD Pack
« on: February 21, 2019, 10:14:03 pm »
Did you check the PPU viewer for a black sprite? Also you can change the shape of the leg by adding/removing a few pixels in the rom to see if the black leg changes too. If it changes and you don't find any black sprite then it is a bug with the emulator.

67
Personal Projects / Re: NES Metroid HD Pack
« on: February 15, 2019, 05:13:56 am »
Concerning the resettable frame counter, there is a problem to it. Imagine two red skeletons in Castlevania. They have a two frame collapsing animation. I want to replace it with four frames. I hit one skeleton, he starts to collapse, the frame counter gets reset and starts counting. While the first skeleton is collapsing, I hit the second skeleton. The frame counter resets again. First skeleton's collapsing animation starts from the beginning, which is not what I want. Ideally there should be multiple frame counters. But even in that case I do not know, how to tie a specific counter to a specific skeleton.
You are right, it only works for animations which do not have multiple instances on screen at the same time.

68
Personal Projects / Re: NES Metroid HD Pack
« on: February 14, 2019, 10:27:44 pm »
Good job! :thumbsup: This is a very interesting way of doing it.

Currently you cannot match the footsteps because you have no control of which frame of the running animation is being shown first. I posted a feature request to Mesen for an advance of version of frameRange which can start and reset with conditions but I'm not sure how difficult it is for Sour to implement.

69
Personal Projects / Re: NES Metroid HD Pack
« on: February 12, 2019, 05:52:32 am »
Good work! I'm surprised by the number of conditions required to change that animation.  :o

70
Personal Projects / Re: NES Metroid HD Pack
« on: January 23, 2019, 11:19:56 am »
I think which leg is the front leg also contributes to the problem. Facing left, the left leg is in front in the frames before the desired frame and it is the right leg in the desired frame. The animation may look less odd if the frames have the same leg in front.

71
Personal Projects / Re: NES Metroid HD Pack
« on: January 20, 2019, 10:03:45 pm »
May be add a pass through OAM before rendering and if a sprite in OAM with matching tile data and palette data is found then add an OAM entry into a separate HD pack OAM with the same priority and flip but with x and y offset from that sprite. When rendering with HD pack, read the HD pack OAM too. The line can be something like this:
<ExSprite>[img index], [tile data], [palette data],
  • , [y], [offsetx], [offsety], [brightness], [default tile]



 


72
Personal Projects / Re: NES Metroid HD Pack
« on: January 20, 2019, 10:48:15 am »
I think the legs of her jumping pose while aiming up in Super Metroid is more compact. Would that fit?

73
Personal Projects / Re: NES Metroid HD Pack
« on: January 17, 2019, 08:44:45 pm »
You have to place those lines above the lines for walking, otherwise the lines for walking will have higher priority and always get rendered as those don't need to check for conditions. So basically the emulator will stop looking further down as soon as it finds one that matches the one it is trying to render and in this case it is the walking version.

74
Personal Projects / Re: NES Metroid HD Pack
« on: January 17, 2019, 11:57:27 am »
The current tile is the one that the system is rendering. So lets say the image index of SamusCustomJumpUpper.png is 1 and SamusCustomJumpLower.png is 2, Samus tiles face right in the ROM and 546(B) and 562(D) are the front tiles and 519(A) and 520(C) are the rear jumping tiles in the following arrangement:
AB
CD

<condition>CheckForTileA,spriteNearby,-8,0,519,FF161927
<condition>CheckForTileC,spriteNearby,-8,0,520,FF161927
[CheckForTileA]<tile>1,546,FF161927,0,0,1,N
[CheckForTileC]<tile>2,562,FF161927,0,0,1,N

So when rendering tile 546, the emulator finds the line with condition "CheckForTileA". The condition tells the emulator to check if a sprite 519 is located 8 pixels to the left of tile 546 (the current tile). If the sprite 519 is found then it will use SamusCustomJumpUpper.png

Unfortunately you cannot extend the replacement for sprite tiles, you can only do that for background tiles because the background tiles cover the whole screen but sprite tiles don't.

I use a tool to generate the conditions so they are pretty easy to work with.

75
Personal Projects / Re: NES Metroid HD Pack
« on: January 15, 2019, 11:32:55 pm »
Check this out:
https://www.mesen.ca/docs/hdpacks.html#lt-condition-gt-tag

You can use "spriteNearby" to do that.

I use it in my Double Dragon II title screen test. The "II" is made of sprites and many of them are repeated. I use condition to check the horizontal and vertical distance between a sprite and the unique sprite at the corner of the "II" and uniquely identify each of the repeated sprites. This means I'm not constrained by the repeated sprites when creating the HD version of the "II".

I use "tileNearby" in my Donkey Kong pack. The game use a series of flat tiles with height of 1 to 8 to represent a slop and simply reverse the order of the tiles when the slop changes from going up to going down. With 4X resolution, this will not look smooth so I have 2 HD versions for each of the tiles and use conditions to work out the direction of the slop.

Be aware a "spriteNearby"/"tileNearby" condition involves 2 tiles and both of them must be on screen in order to function. So a large object scrolling into the screen will have problems. You will need to consider the scroll direction and use tiles within the same column if the object scrolls in horizontally or use tiles within the same row if the object scrolls in vertically.

One fun use of "tileNearby" is that you can use it to identify the blank background tiles around a background object and expand the replacement graphics into those blank tiles.

76
Personal Projects / Re: NES Metroid HD Pack
« on: January 15, 2019, 10:39:30 am »
Have you tried using conditions to check for bottom-rear sprites to distinguish between jumping and running?

78
Does skill level affect anything besides CP cost?

79
But do you think about making a "Donkey Kong Original Edition" version (with an extra stage like the arcade)?

I can make one, but that will have to wait as I don't have much free time at the moment.

80
Personal Projects / Re: NES Metroid HD Pack
« on: August 13, 2018, 01:33:58 am »
Well done! :thumbsup:
I only played Super Metroid and Metroid Fusion and never play this one. Time to pick up the controller!

BTW, do you use any tool when working with the HD tiles?

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