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Started by Gemini, September 04, 2011, 09:02:29 PM

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BlackDog61

Quote from: Pennywise on October 18, 2016, 04:26:49 PM
It's only the greatest NES game ever... Metal Slader Glory.
According to Wikipedia, it was also remade on the SNES. Was the remake inferior to the NES version?
EDIT: I assume this is yours, then? https://www.youtube.com/watch?v=WKrcaH9StmQ

PresidentLeever

#1321
I'm doing a palette hack for Shining Force 1 using rubixcuber's editor, will post WIP stuff in this thread:
http://forums.shiningforcecentral.com/viewtopic.php?f=3&t=33565

I might also update some menus and items to SF2 or GBA version graphics, we'll see.

Currently I'm editing Lyle's portrait because I think his eyes could be improved and made closer to the artwork. Which version do you like more?



With darker skin I can add some more contrast to the rest:


Edit:

Here's a sound test screen edit I've been working on for a bit, zoom in to see the minor spritework changes to the rooster and the guy on the left. I changed one of the shades for the rooster so that I could make the light around them blue, then moved a couple of brown/yellow shades around to make it not look weird.

Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

Madsiur

FF3us music player



This feature was already in Pandora's Box demo and FF6-T since a long time but tsushiy (FF6-T creator) game me his SFC ASM file of the music player in 2014. After 2 fails that year to implement it in FF3us, I managed to make a patch and ASM file for the US version today. I was a lot more easy to do with the $C3 Compendium released recently by Novalia Spirit. The hack has been submitted. I'll probably make an implementation that use the config menu instead of main menu and one to fit the optimized bank $C3 available.

I'm happy the music player is being democratized.  :)

Special T

Quote from: PresidentLeever on October 28, 2016, 09:50:23 AM
Here's a sound test screen edit I've been working on for a bit, zoom in to see the minor spritework changes to the rooster and the guy on the left. I changed one of the shades for the rooster so that I could make the light around them blue, then moved a couple of brown/yellow shades around to make it not look weird.


Note sure if you are aware of this or note but rubixcuber fixed the dialogue box around the sound test to display properly. You can see a screen towards the bottom of this topic ->
http://forums.shiningforcecentral.com/viewtopic.php?f=3&t=17550

PresidentLeever

#1324
I am, yeah.

Edit:
Updated overworld sprites and palette example (note that the originals are brighter due to rgb setting differences, they will be equally bright in the hack):


Custom Pelle sprite with clothing like on his overworld sprite:
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

USC

I've been tooling around with Giftpia a little, mostly to see if I'm capable of anything more complicated than GameBoy/WonderSwan level. :)





So far I've made a few scripts to import/export the font and menu graphics, and how to in-place edit the text. Next up is figuring out the pointers, and then how to add larger files back into the GameCube ISO...

PresidentLeever

#1326
I've decided to do a bit of shading and anti-aliasing cleanup work on each battle sprite as well, so they're gonna take longer but the results will be nicer. For the cerberus below (and a couple of others) I've added one extra shade for better highlights, since most sprites have several unused palette slots.



Original:


November 10, 2016, 03:30:54 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

I ran into some problems with the party/force sprites I've edited and have made a couple of compromised version edits because of that. Colors 11-15 are used by the HUD (wasn't the case for enemy sprites) and currently can't be edited since the predefined colors take priority, though it looked like it in the editor.

Would like to know if they're good enough like this (compromise version to the right):

Yes, undecided about the hooves.

Other characters:






Edit:
All chapter 1 items converted. Let me know which healing rain and defense potion style you prefer:


We're getting very close a demo release of the patch, with chapter 1 completed. Stay tuned!
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

Mugi

just some initial herpaderping on my latest endeavor...
I suppose I'll have to start looking for a translator soon.

this one only has some simple things like few weapon and item names done along with a couple lines of script i did with google translate to test it out.
the entire executable is translated, and I started importing higher quality assets from the ps2 version over, since some of the graphics in the psp port are pretty damaged.









the original font was pretty bad so I ditched it and ported over 9px tahoma. Opinions ?
In PSP we trust.

doop

If you could make it slightly thicker, it'd look a bit better I think

Mugi

Quote from: Rhys on November 15, 2016, 03:18:07 PM
If you could make it slightly thicker, it'd look a bit better I think
I actually attempted that but it came out weird on some places where the game renders shadows on it by applying the text over itself in multiple layers, and hence i scrapped the idea.
Using bold was also too fat looking so that didnt end well. I agree it's a little thin on some spots, especially when it's black on light background like on the map, but that was currently the lesser
or the 2 evils. Since this is in very early development yet though, I haven't played with all the options yet, such as finding out where the code to do the "dropshadows" is and applying that to
places that are not using it.
The problem with making it thicker is that it would either be 2px wide which will make it fat, or then slightly antialiased, which im trying to avoid.
In PSP we trust.

aishsha

Quote from: Mugi on November 15, 2016, 04:01:43 AM
just some initial herpaderping on my latest endeavor...
I suppose I'll have to start looking for a translator soon.

this one only has some simple things like few weapon and item names done along with a couple lines of script i did with google translate to test it out.
the entire executable is translated, and I started importing higher quality assets from the ps2 version over, since some of the graphics in the psp port are pretty damaged.









the original font was pretty bad so I ditched it and ported over 9px tahoma. Opinions ?
Zill O'll Infinite?

Mugi

Quote from: aishsha on November 16, 2016, 12:04:04 AM
Zill O'll Infinite?

yup. Zill o'll infinite plus, to be exact. The psp port.
However, I did hack both versions, so whichever floats your boat I guess.
In PSP we trust.

gadesx

I played the psx Zill Oll and it's a interesting rpg with prerenders

Mugi

I tried playing the ps1 version back in the day but the game was (and still is) too text heavy for me to play it properly.
Gotta admit though that I like the music more in the ps1 version than in the remakes though, maybe I'll port those back to the game later on too :P

meanwhile I've been messing with the graphics a little more, have an example of why I started reconverting the assets from the ps2 version:

original:


remade from the ps2 textbox frame and a done from scratch gradient box:
i found the original and the ps2 one to be a little too light from the right side, on brighter backgrounds it had a chance of giving slight readability issues, so the remade one is just slightly darker.
In PSP we trust.

saito

Quote from: Mugi on November 18, 2016, 06:56:10 PM
I tried playing the ps1 version back in the day but the game was (and still is) too text heavy for me to play it properly.
Gotta admit though that I like the music more in the ps1 version than in the remakes though, maybe I'll port those back to the game later on too :P

meanwhile I've been messing with the graphics a little more, have an example of why I started reconverting the assets from the ps2 version:

original:


remade from the ps2 textbox frame and a done from scratch gradient box:
i found the original and the ps2 one to be a little too light from the right side, on brighter backgrounds it had a chance of giving slight readability issues, so the remade one is just slightly darker.

Good job, this makes me very happy. I assume since you could mod the script that you were able to decompress/compress the script.

Hope you best of luck to accomplish what I couldnt with ps2 versión, a great rpg that needs some justice and to be shown to the world.

Pm me if I can help you in any way.
Thank you very much.

.: TransGen :.

Mugi

Quote from: saito
Good job, this makes me very happy. I assume since you could mod the script that you were able to decompress/compress the script.

Hope you best of luck to accomplish what I couldnt with ps2 versión, a great rpg that needs some justice and to be shown to the world.

Pm me if I can help you in any way.
Thank you very much.

i actually attempted to work on the ps2 version some 10 years ago (unsure if it was before or after the transgen alpha patch was out for the ps2 version) and i failed on that journey.
i vividly remember that moment when there was a patch from you guys along with a readme saying you lack the technical knowhow to complete it, along with my own failure to take the game apart.

that, more or less is the only reason it took me this long to reattempt this game. Ironically, it took me half a hour or so to chew through the ps2 version now, to archieve extraction of all game data and technically rebuild the game. The psp version is similar, but with 200% less retard. It's easier to hack from the general parts than it looks like. (im not going to the asm though, it still has 200% retard in it.)

on a side note, the text is not compressed (well, technically it is since the main archive of the game is compressed) but the text files themselves are just using a stupid-ass encoding to make them semi-unreadable gibberish. Our text tool is 100% compilant with both versions of the game.

if you wish to see how it works from the inside, send me a PM and i'll show you.
The tools will othervise be made public once the project is complete.

PS: I'm still secretly bitter to you guys for making that patch, then dropping it and crushing my dream of playing this game :P
In PSP we trust.

Tom

#1336
Gemini should do the PS1 version!

Mugi

Quote from: Tom on December 05, 2016, 09:44:58 PM
Gemini should do the PS1 version!

agreed!
and Saito should do the ps2 version! (again! :P)
In PSP we trust.

PresidentLeever

#1338
Some NG1 (Ninja Gaiden) NES to SMS mockups I've done recently:

Brick wall and lantern variations, rightmost one is older.


The dark greenish yellow is either darker or brighter on SMS.


Made the green ninja purple to use the other sprites' shades, might not be necessary though.


Variations on the enemy, lantern and hud text.


Could perhaps add another shade to the boss.
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

BlackDog61