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

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justin3009

#1300


Still trying to fix up the routine that recolors the items properly if they cannot be used in the menu, but this is what there is so far on the item menu.  The description and the item names are NOT final.  I wanted to whip something up in-game to show that things are, indeed, working as intended.

The items are all pre-rendered text that can be freely modified in the ROM for anyone's choosing.  They're 10 tiles at max.  Technically they can be 11 tiles but I prefer having the gap between the item name and the quantity.

The descriptions themselves are the only thing that's actually VWF'd in real-time.  Although, the entire description gets written out first in RAM then sent to VRAM.

Also, the 'red arrow' selector in all menus is now removed in favor of the 'highlight box'.  Ideally, it frees up an extra tile for various things and this way it's MUCH easier to see what you're selecting.

Edit: Everything right now is using the thin font for allowing more tile room.  I do have a thicker font but doing that will cut the tile room down TREMENDOUSLY which would make it rather hard to work anything properly on the game's screen space especially with the notebook aesthetic.  Most things wouldn't be a big deal, but for items, there's not much way around it.  I absolutely refuse to have item names be cut down if possible and the thick font would absolutely force that, sadly.  Now, once things get fully translated and finalized and we find that the thicker font can actually work WITHOUT cutting things down, I'd more than gladly insert it.

Edit 2: Turns out there is actually a very slight lag when changing pages.  The item names and such update properly but the color that dictates whether they're usable or not slightly lags behind, going unnoticeable unless you really go frame by frame.  The only problem with this now is that the item descriptions are not updating as you switch pages and adding those in actually delays the color transition quite badly.  Might have a small problem but it can probably be remedied with some reorganization of things.  Unfortunately this doesn't come as a surprise since it has to update 14 item names all at once and then render a description, something was bound to lag.
'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.'

Pennywise



Hacked Oni 2 to display 4 lines of text instead of 2. Probably some kinks to work out along with a lot of menu hacking.

Midna

Quote from: justin3009 on September 24, 2016, 01:13:35 PM

Shouldn't that be "Chalice"? The Japanese word for chalice is karisu, but it has a direct English translation, why leave it in Portuguese? It's not a whole lot better than "Shabon Spray" and the like.

FlamePurge

He's going by the hard-working and kind group Sea of Serenity Subs' translations. They use alternate names for some things such as Tellur instead of Tellu, for one. I don't mind it. I've heard there may be a second patch using official terms, though with how bad BST's Another Story translation is, I'm willing to live with just one patch, as it would be a vast improvement.

It looks fantastic, Justin. I can't wait for Another Story to get the translation it's deserved since 1999. :beer:
Check out and discuss my projects

justin3009

Sea of Serenity wants to use the terms they use to keep consistency, which is admirable on that regard since most things in Moon aren't too consistent.

I'm definitely going to be adding a second patch to use the most modern and 'known' names and such so accommodate for some hard hitting changes that may make people fuss badly.

I don't think I'll ever do it, but there's a possible 'THIRD' patch as well to use the Cloverway/CWI/DIC Names too.  That's very much reaching since this game is clearly japanese based and it wouldn't quite translate well in most regards.  Mainly the item names.  That'd be the biggest problem.  The other problem with that being that item names are pre-rendered tiles and not actual text, so anyone who'd want to modify that would have to do some tedious work, though, easily done.
'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.'

Gideon Zhi

Left these in another thread; figured they should probably go here too.

Granhistoria:


PresidentLeever

#1306
Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any. :) I used Kizul's Definitive NES palette.

Also here are a bunch of other ones I've done lately if anyone's interested (Zelda 3 on MD and SMS, SMW on SMS, Ys 3 MD>SMS, Yoshi's Island on SMS, etc.): http://imgur.com/a/hZY0t
















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

SunGodPortal

Looks cool.

It's amazing what a little color can do for a Gameboy title or what an expanded palette could do for NES games.
Cigarettes, ice-cream, figurines of the Virgin Mary...

snarfblam

Quote from: PresidentLeever on October 07, 2016, 09:31:47 AM
Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any.

This is the one that jumped out at me.



Setting aside the status bar, it looks like you're using:

  • 1 background color
  • 4 × 4-Color bg palettes
  • 4 × 4-Color sprite palettes
for a total of 33 colors, when it should be:

  • 1 background color
  • 4 × 3-Color bg palettes
  • 4 × 3-Color sprite palettes
for a total of 25 colors.

This is a nice summary of NES graphic capabilities.

PresidentLeever

Interesting, thanks! The player sprite is based on the one in GQ2 which also uses 4 colors (not including the black).
Mini-reviews, retro sound chip tribute, romhacks and general listage at my site: Mini-Revver.

justin3009



Thought I'd pop another mini update up to showcase the beginning of the game's menu look.

The Main Menu itself is absolutely done from what I can see.  All text shows up fine, no bugs whatsoever, things update when needed etc..

The Item Menu, pretty much the same as seen before.  The item descriptions, however, no longer all write at once.  It now prints one letter at a time as the game 'ticks' which causes a nice smooth animation.  If you move anywhere to another item via up/down or using L/R, it instantly stops and erases the old description (Since it's just sending a block of RAM to VRAM) and starts up the next description so it's all fluid and nice!  There's no lag either!

I'm actually tempted to go back to DeJap's Star Ocean and TOP translation and see if I can update the item descriptions/spell/tech descriptions to do this method.  That would fix some of the horrendous lag those games have in the menus.
'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.'

FlamePurge

Oh my god, it looks so good. Thank you so much.
Check out and discuss my projects

julayla

Quote from: justin3009 on October 01, 2016, 01:34:45 PM
I don't think I'll ever do it, but there's a possible 'THIRD' patch as well to use the Cloverway/CWI/DIC Names too.  That's very much reaching since this game is clearly japanese based and it wouldn't quite translate well in most regards.  Mainly the item names.  That'd be the biggest problem.  The other problem with that being that item names are pre-rendered tiles and not actual text, so anyone who'd want to modify that would have to do some tedious work, though, easily done.

Well...listen, I think I can write down certain scenes and make them sound a bit more natural while keeping the meaning to make it sound more like the DIC version, sorta like how I'm trying to do so with the Sailor Moon R game DIC style translation. And yes, I respect the original translator's hard efforts, but to me, they just don't sound...well natural. However, like the R version, even with the hex editor, every time I try to place in the translation I want in there, the rom crashes. I can at least write down the dialogue in text, but putting that into the game? That's a bit harder. Still, I like the latest one you did for the game.

Pennywise

#1313


I've spent the last few days hacking Dead Zone for the FDS. Used some terribly inefficient dictionary compression, which I redid, and I expanded one of the files to allow for more room if I need it. Script's scattered across the disk in small blocks and all the pointers are hard-coded.



And a little cosmetic hack to increase the screen space available from 8 characters per command to 9.

flame

Not looking for feedback. You need special techniques I don't know about (or even know the name of) to improve it.
Pulled text from R-Type Command, 10px tall, and scaled to 13px tall.
Original:

New:

MachoAlex

THIS LOOKS AWESOME!

Quote from: PresidentLeever on October 07, 2016, 09:31:47 AM
Some mockups I've done for a GB>NES port of Gargoyle's Quest 1. Would like to know what rules I'm breaking, if any. :) I used Kizul's Definitive NES palette.





PresidentLeever

Thanks :) Here's a western firebrand version for the hell of it:


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

Pennywise



Sometimes you gotta smack a bitch.

Digitsie

Uh... what game is -that-?

Pennywise

It's only the greatest NES game ever... Metal Slader Glory.