11 March 2016 - Forum Rules
Started by Gemini, September 04, 2011, 09:02:29 PM
Quote from: paul_met on September 26, 2017, 12:12:49 PMLegend of sword and fairy (Saturn) - Removed black bars and increased resolution (and some english menu).The old viewing area was 320x224 - 4x24 = 316x200. New viewing area is real 352x240.
Quote from: Almagest on September 30, 2017, 06:59:08 PMMy newest project:And below are a few tests:What you're not seeing in the images above: apart from renaming Fei as "Fey" (lol), I've added unused character name opcodes to the game's dialogue, which will give me lots of free space. Also, if anyone wishes to add a character naming feature to the game, this will give you less headaches. Most of the game's main dialogue and battle dialogue is done, but I still need to do another proofreading to make sure nothing was forgotten.I've already posted this in my blog this afternoon, but I hope it gets more visibility here.
Quote from: paul_met on September 10, 2015, 09:52:10 AMIt is the individual hack, on the basis of which it is possible to remove the black borders in any game where they are present. But it may be that under black borders the image will not be rendered or you will see the garbage.
Quote from: Szczepaniak on October 21, 2017, 09:19:25 AMI searched the hacks section of the site, and your personal website, and I couldn't see it...
Quote from: Almagest on October 07, 2017, 10:58:44 AMDoesn't look like the world map reads character name opcodes. I typed Bart's respective opcode there (or so I think), and this glitch happened. The code was 0x0503. Can't say if it's correct. All the other locations look fine, btw.
Quote from: paul_met on October 21, 2017, 09:28:55 AMHere is the hacks selection for Sega saturn: http://meduza-team.ucoz.net/publ/romkhaking/modifikacii/modifikacija_igr_dlja_sega_saturn/3-1-0-5
Quote from: Gemini on October 22, 2017, 09:59:43 AMProbably the text parser not being able to process those extra bytecodes and causing garbage as a result. If you are accepting suggestions, you could integrate my VWF hack to expand further map names, since those aren't really limited to a number of bytes but rather bind to canvas size for printing location names. With a proportional font you can fit a lot more glyphs in there.
Quote from: Almagest on October 22, 2017, 04:58:34 PMI saw your VWF pack a few days ago. Is the VWF ready for insertion? If so, then I'll just insert it.
Quote from: Gemini on October 25, 2017, 07:09:41 AMIt needs a few fixes for the name input screen and some realignment for horizontal placement of strings in menus, but yeah, it's pretty much plug'n'play if you use the files included and if you're using the SadNES tools for extraction and reinsertion.
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