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

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sics

Quote from: MathUser2929 on September 27, 2019, 07:16:18 PM
I made one of the hacks that improve it but wished I could have done more. I hope you hack turns out good.
Thank you very much, I would love to learn more about their work :thumbsup:

Quote from: SuperStarFox on September 29, 2019, 02:10:41 AM
Is This Real? [...] Also, How's The Progress On Sonic The Hedgehog For The NES?
The project moves slowly, but it moves, the catch is real, the Final Zone has been completed :beer:
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

SuperStarFox

Man, I Never Knew That You Would Take The Time And Effort To Make The Final Zone Look Just Like The Sega Genesis Version Of Sonic The Hedgehog!  :thumbsup:

Question 1: Are You Going To Make A Video On The Progress You Did For The Final Zone Later?

Question 2: What Else Is Missing In This Upcoming Rom-Hack?

sics

 1) I do not want to ruin the experience for those wishing to discover the game themselves, for that reason have to wait for the publication of the hack to know the entire contents.

2) Although I'm only supposed to make the necessary modifications to publish this hack, I always end up doing more than I planned, it's still not enough to expect anything extraordinary, but he continued to give the best of me ;)
Linktree  | Better a small finished project than a thousand giant ideas stuck in your system.

SuperStarFox

1) I Understand

2) I Understand

Okay, I Understand... Also, It's Nice To See The Project Up And Running Again... I Hope This Rom-Hack Is Finished By Next Year Or By The End Of This Year... Until Then, Keep Up The Work!  :thumbsup:

RadioTails



So the Frame instruction in Puyo Puyo has one byte that determines:
- Who is speaking (character 1 or character 2)
- Max letters per line (max can be 15)
- Number of lines to use (max can be 4)

So digging through a trace, I figured out how it does the calculations. This is what the Visual Basic Net code looks like:
Quote
                Puyo_Script.Max_Letters = &HF And Puyo_Script.Test_Byte(2)

                Puyo_Script.Last_Line = Puyo_Script.Test_Byte(2) >> 4
                Puyo_Script.Last_Line = &H7 And Puyo_Script.Last_Line

                Puyo_Script.Current_Letter = 0


As I showed early, I know how to modify the font routine to output 8x16 tiles, but I need to dig deeper into how the box is generated.

The text that appears at the end and during the How to Play work in a slight different way. Will need to get that added to the Script Dumper.
Avatar by LazyNinjartist

Googie

Quote from: sics on September 23, 2019, 12:02:24 AM
Great job!!! :thumbsup:

Perhaps these addresses could be of interest:
1196 Distribution of palettes enemies.
19a4 Palettes distribution scenarios.
19D6 Sprites objects.

And this program that facilitates much customizing the title screen of Bomberman:

Click to zoom

Thanks man, I'm gonna look into the program this weekend. :)

Quote from: sics on September 27, 2019, 02:15:45 PM
The final zone has finally been remapped :laugh:


That looks bad ass, I really dig it. 8)

RadioTails

This is the most interesting screenshot ever! I'm also very mature. 8)


Now "Alex Kidd in the Enchanted Castle" has one of the worse fonts ever. Let's use a 16x16 pixels for the English font. It doesn't look ugly what so ever. Plus that's what I expect a noob romhackers to do, not used in an official translation.

This game is also strange how it stores stuff. The font is uncompressed, but is displayed using 1bpp. It uses one byte to change the text, and I have put together the table. There is also a table that tells the game which tiles to use for for each font (currently only found the Intro). I think there is room to add more letters, but I need to check.

The reason for the uneven letters is because you have to tell the game the amount of space to leave. It's a easy fix, but I need to figure out the formula to make the calculations easier.
Avatar by LazyNinjartist

SCD

I changed the colors of the Super Ghouls'n Ghosts title screen to the ones from the arcade Ghouls'n Ghosts title screen:

Before:

After:

the_E_y_Es

Quote from: SCD on November 18, 2019, 10:49:49 PM
I changed the colors of the Super Ghouls'n Ghosts title screen to the ones from the arcade Ghouls'n Ghosts title screen:

Before:

After:

Nice. Gonna include that in your restoration mod?

SCD

Thanks. Yes, I'm thinking about including it as a optional patch that will change the colors of the title screen and a few other things.

Gemini

Revamping Dino Crisis for PC, so it's less crisis and more dino.

Upped the resolution, rewrote GTE emulation code to render texture and vertices as perspective correct:


A before-after example of horrible wobble polygons gone fixed:
I am the lord, you all know my name, now. I got it all: cash, money, and fame.

Googie

Gemini: That's pretty bad ass, bro.

I love this franchise, I have part one and two for the Playstation. I heard part three bombed big time.

Awesome improvements. :)

yugisokubodai




Nintendoesn't like this.

VicVergil


Googie



I been poking at somma my projects, been trying to motivate myself to get back into the scene.

cralso

Quote from: Gemini on December 01, 2019, 08:35:50 PM
Revamping Dino Crisis for PC, so it's less crisis and more dino.

Upped the resolution, rewrote GTE emulation code to render texture and vertices as perspective correct:


A before-after example of horrible wobble polygons gone fixed:

Where I can download this? if available

RadioTails

It's hard to tell from the picture below, but I had to modify the cursor to use palette 2 instead of 0, so now Sonic doesn't flash random colors. Now I'm off to get some sleep.

Avatar by LazyNinjartist

Googie



Borrowed the health bar from Mega Man: Reloaded and borrowed the shooting pose from Ridley X Hack 6 - Dr.Cossack's Revenge. After I edit the enemies around halfway in Ice Man's level, Fire Man's stage and the Wily levels are all the levels that need to be edited.

RadioTails

Just making a simple editor to edit the Round Puzzles in Sonic Eraser.

Avatar by LazyNinjartist

paul_met

Some experiments on porting the English translation from the PSX to the version of the game for Saturn.


Meduza Team