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Author Topic: Screenshots  (Read 986071 times)

creatorofchaos

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Re: Screenshots
« Reply #580 on: August 10, 2013, 07:32:06 pm »





I've got most of the main menu and such translated.  I'm pretty proud of the graphics for the menu options, I think I managed to fit the original style pretty well.  Still haven't gotten to their descriptions yet, though.  At least now you can sort of understand what you're doing. :P

By the way, thanks to everyone for helping me translate "jobs".
Projects:
      - Pokemon Alpha Graphics Restoration(Restarting soon)
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shadow501

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Re: Screenshots
« Reply #581 on: August 10, 2013, 08:11:19 pm »
That is neat, are you who do that  :o cool

Trax

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Re: Screenshots
« Reply #582 on: August 13, 2013, 05:22:50 am »
Okay, a few more goodies just popped up. Some various data that can be edited in Zelda 1. Below, the Caves Editor, where you can change the message, the character speaking and items and prices (if any) of all caves of the Overworld...

Below, the items window. A little more user-friendly than entering a number, but you can still do that if you prefer. The weird glitchy sprite in the middle is the Triforce, the one you get when you beat Ganon. It appears like this because the editor takes all graphics from the ROM, and the PPU is loaded as it would be in-game. So to see the Triforce correctly, you have to load Level 9. I will eventually correct that since it's the only one that glitches...



Below, a window to edit various data. The 2 special locations where you get lost, and their respective special paths, the item in the Overworld, its location and type (in the original game, it's a Heart Container at location 5F), the cost to avoid losing a Heart Container (this guy is an asshole), and the cost of Bomb Upgrades, and how many bombs you get for the purchase...

Below, the text editor, of which the purpose is obvious. It only edits the messages for Caves and Dungeons. Intro and Ending text needs to be added...

shadow501

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Re: Screenshots
« Reply #583 on: August 13, 2013, 01:53:20 pm »
Nice work, can you teach me how make editor for sprite NES ? :o

DSwizzy145

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Re: Screenshots
« Reply #584 on: August 14, 2013, 09:51:10 am »
I happen to find a YouTube video that teaches you how to make sprites if you like :thumbsup:

shadow501

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Re: Screenshots
« Reply #585 on: August 14, 2013, 03:23:22 pm »
I happen to find a YouTube video that teaches you how to make sprites if you like :thumbsup:

Yes i like, please give me link for guides GUI VB98 video  :banghead:

DSwizzy145

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Re: Screenshots
« Reply #586 on: August 14, 2013, 08:44:06 pm »
Yes i like, please give me link for guides GUI VB98 video  :banghead:
Well i'm not certain if these are the suitable videos to your liking but here's something: http://www.youtube.com/watch?v=eJOnvnngR9g

justin3009

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Re: Screenshots
« Reply #587 on: August 27, 2013, 04:27:38 am »


Thinking of moving the names up by a whole line.  I cut down the letter naming to 6 letters (As 7 just will not fit neatly in battle) and expanded it so the names can be 6 full letters in battle.  Moved the selector over by a few coordinates as well (Sprite Assembly data) to fix the width of the selection.

Gonna try to clean up some of the DeJap menu/battle looks and such.

Also, this game supports a RIDICULOUS number of sprites in battle in RAM.

Edit: May have to figure something else out.  7 letters will not fit, ever yet if I don't want to change any of their DeJap names.. we'll be having issues still.

Edit 2: Even more neat!  It's simple to give even No Spell Users, spells.  The only thing missing is their casting animation bit.  Expand their data and add that in, voila!  Ratix, Iria, Dorn, Mavelle etc... could all use spells! :)

Also, I love this games spell menu.  It has a table format JUST like I wanted to implement in Tales of Phantasia to load whatever spell you want!  I MUST USE THIS!
« Last Edit: August 27, 2013, 02:15:05 pm by justin3009 »
'We have to find some way to incorporate the general civilians in the plot.'

'We'll kill off children in the Juuban district with an infection where they cough up blood and are found hanging themselves from cherry blossom trees.'

RedScorpion

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Re: Screenshots
« Reply #588 on: August 27, 2013, 05:34:32 am »


Thinking of moving the names up by a whole line.  I cut down the letter naming to 6 letters (As 7 just will not fit neatly in battle) and expanded it so the names can be 6 full letters in battle.  Moved the selector over by a few coordinates as well (Sprite Assembly data) to fix the width of the selection.

Gonna try to clean up some of the DeJap menu/battle looks and such.

Also, this game supports a RIDICULOUS number of sprites in battle in RAM.

Looks great! :D

thanks

red

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Re: Screenshots
« Reply #589 on: August 31, 2013, 04:41:48 am »
Trax : It looks very user-friendly so good job :)

Vehek

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Re: Screenshots
« Reply #590 on: September 02, 2013, 04:48:28 pm »
I kind of vaguely alluded to it in the Satellaview discussion last month, so I guess I'll show another one of the projects I sometimes work on: Treasure Conflix.


These aren't "real" translations, really just my interpretations of what I get from Google Translate.
I mentioned back when I asked for some name translations that Treasure Conflix stores data in the BS-X cart's PSRAM. Because of that combined with ROM expansion, compatibility is very poor at the moment.
« Last Edit: September 02, 2013, 04:54:45 pm by Vehek »

Gemini

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Re: Screenshots
« Reply #591 on: September 02, 2013, 07:00:31 pm »
Isn't that my 16x16 Bahamut Lagoon font based on Dejap's 8x8 set? It looks kinda funny without the shading pixels.
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Vehek

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Re: Screenshots
« Reply #592 on: September 02, 2013, 07:07:28 pm »
Yeah, I believe I used Blood of Bahamut. I've been using it for a while, but haven't completely settled on a font yet.
« Last Edit: September 02, 2013, 07:12:33 pm by Vehek »

Gemini

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Re: Screenshots
« Reply #593 on: September 02, 2013, 07:11:41 pm »
That made me realize the font was incorrectly labelled as "custom" instead of "Gemini", like the other two I've uploaded. :beer:
I am the lord, you all know my name, now. I got it all: cash, money, and fame.

DSwizzy145

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Re: Screenshots
« Reply #594 on: September 02, 2013, 08:24:51 pm »
I kind of vaguely alluded to it in the Satellaview discussion last month, so I guess I'll show another one of the projects I sometimes work on: Treasure Conflix.


These aren't "real" translations, really just my interpretations of what I get from Google Translate.
I mentioned back when I asked for some name translations that Treasure Conflix stores data in the BS-X cart's PSRAM. Because of that combined with ROM expansion, compatibility is very poor at the moment.
Looks like i'm gonna need to get me a SD2SNES with Super Famicom console pretty soon! ;D

ChronoMoogle

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Re: Screenshots
« Reply #595 on: September 03, 2013, 02:57:15 pm »
Color me excited for this translation! Awesome to see someone working on Treasure Conflix!

KiddoCabbusses

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Re: Screenshots
« Reply #596 on: September 03, 2013, 04:03:47 pm »
Yes! Yes! Treasure Conflix!

I'll be watching the progress on this one carefully. :)

Trax

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Re: Screenshots
« Reply #597 on: September 08, 2013, 09:53:08 pm »
I started working on a tile editor for Mac, since it's been overdue for 10 years, and others are lame or outdated. It's very basic, only works with NES graphics, no special tool, but functional and can save. The layout is obviously based on YY_CHR...

MathUser2929

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Re: Screenshots
« Reply #598 on: September 09, 2013, 08:13:43 am »
Well, that'll be good for Mac users. Maybe it'll lead to some new hacks.

Pennywise

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Re: Screenshots
« Reply #599 on: September 09, 2013, 01:45:48 pm »


That took more work than I would have liked, but it's done and nice and pretty.