11 March 2016 - Forum Rules
Started by Gemini, September 04, 2011, 09:02:29 PM
Quote from: paul_met on June 27, 2017, 01:12:27 AMTo optimize performance is obvious. Otherwise, black bars were present everywhere (main menu, videos, etc.)
Quote from: Gemini on June 27, 2017, 05:26:51 AMThen good luck displaying hi-res menus in SOTN with all that PSP stretching going on and the same exact black strips appearing in there too.
Quote from: Gemini on June 27, 2017, 05:26:51 AMIf you look into the code you will notice that it isn't because of GPU performance issues. SOTN was written with some old version of GCC and it doesn't do a very good job at optimization of its own either.
Quote from: paul_met on June 27, 2017, 06:14:13 AMI do not think that the resolution of 384x207, in which the menu is rendered, can be called Hi-Res.
QuoteAnd for what do you think these bars were made? On the other screens (except ingame and menus) they are absent.
QuoteIn my memory, the developers have never worried about the overscan.
Quote from: Gemini on June 27, 2017, 07:32:43 AMAnother reason could possibly be to make designs from other programmers less error prone. As for those screens that simply display artwork and a bunch of selections: they aren't exactly cluttered with elements that would cover the action
Quote from: paul_met on June 27, 2017, 07:54:41 AMIt sounds unconvincing. Why hide something that anyway is not going to be seen?
QuoteIn addition, most PSX games use all 240 lines without any horizontal bars.
Quote from: Gemini on June 27, 2017, 08:28:00 AMBecause it isn't hidden, it's effectively not drawn at all due to how the display environment is set up.
Quote from: Piotyr on June 27, 2017, 04:24:25 AMGunna get a translator to help with the parts you have to fill in? Or just default the GBA script?
Quote from: Chronosplit on June 27, 2017, 03:27:41 PMGood question, because those of you who know FF3USME have probably noticed there are three txt files in that 7zip while the tool can export more. For famiilarity's sake and because the script uses GBA as a source, the the plan is to usually default to GBA for names and such, unless the script says otherwise (which is rare, but I'm keeping an eye on that). Location names will be decapitalized. Keep in mind that this script was already used in Improvement with the only thing not done being the now-done opera, so the filling in is mostlly everything not included in the script dump (location names, item names, monster names, etc.), alignment issues, hoping the opera works out, etc.. Considering this will take a while as I want to do it right, if anything else comes up a Help Wanted Ad may appear.
Quote from: Piotyr on June 28, 2017, 04:00:39 PMSo in your opinion will this be the most accurate translation out there? I heard the GBA script is great but it has a few flaws.
Quote from: SpiderDave on June 30, 2017, 02:22:32 AM@paul_met: With the pause screen on Symphony of the Night if you're going to extend it that much maybe you're better off removing the border completely. I think it would look pretty nice like that.
Quote from: KingMike on June 28, 2017, 05:35:10 PMIf by accurate you mean too-literal? I heard even Sky Render himself thinks it's pretty bad.
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