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

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Malias

Dealing with sprite text and hardware limitations is hard.



And that's looking to be the easy part.
The great achievement is to lose one's reason for no reason, and to let my lady know that if I can do this without cause, what should I do if there were cause?
     ~Don Quixote~

RedComet



It's hard to fully appreciate the wavy incantation text without a video, I think it's still pretty cool. Obviously the text shown is just a placeholder for testing purposes. There's one more small known technical issue to fix and then I'm just waiting to get the translated script back. :beer:
Twilight Translations - More than just Dragonball Z. :P

para

#1502
Here is a project I was working on after I ran into a dead end on an Adventure Island project.

This is a mockup image while I tinker with names and designs.  Most likely going with the one on the left since I want this game to feel like a Goonies game, so having the Lode Runner font kind of throws it off.

The title screen is half edited to be a mockup in Paint but the in game screenshots are real.

I wanted to edit the Goonies theme to fit into Lode Runner.  I thought it would be easy to copy and paste most of the sprites over, but due to the different dimensions, I ended up heavily editing or making most of them from scratch anyways.


I'm not finished the hack yet, as I plan to redo a lot of the levels more to the style of the original Goonies and opposed to Lode Runner style levels as much as possible.
Eventually it would be amazing if I could somehow get the music from The Goonies into Lode Runner to help with the vibe I'm trying to put off, but I'm aware of how hard and complicated that can be, so I'm just ignoring it for now.

paul_met

#1503
Legend 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.


Meduza Team

Almagest

#1504
My 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. :P

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.

DSwizzy145

Quote from: paul_met on September 26, 2017, 12:12:49 PM
Legend 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.




THANK GOD!!! I've been waiting for a semi translation and improving on the resolution on this version making it much more playable now!

irvgotti452

Quote from: Almagest on September 30, 2017, 06:59:08 PM
My 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. :P

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.

This is exciting! Can't wait to see the final product.

Almagest

#1507
Thanks. I'll be making a second, slightly different version for the UNDUB version (aka Xenogears 2.0). In this second version, Krelian's name will be Karellen (as it should, it's a reference to a book). His name won't be changed in the original version because it's mentioned by voice in one of the FMVs. Same goes for Alice. Can't remember if Citan's name is mentioned too, but his name will be kept, at least in the original version (people may dislike the name "Shitan", because it looks like, well... "shit").

I'll post more screenshots later when I have the time.

UPDATE:
I finished the chapter names that are written in the Memory Card as you save the game. Also, the world map is done. Looks like the pointers are working just fine.



However...



Doesn'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.

RetroProf

Quote from: paul_met on September 10, 2015, 09:52:10 AM
It 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.

I searched the hacks section of the site, and your personal website, and I couldn't see it...

Did the hack to remove the borders for Shining the Holy Ark ever get released?

I've been on a Saturn binge thanks to the Working Designs hacks someone released, and was thinking of starting Shining the Holy Ark. But damn those borders. :(

paul_met

Quote from: Szczepaniak on October 21, 2017, 09:19:25 AM
I searched the hacks section of the site, and your personal website, and I couldn't see it...
Here is the hacks selection for Sega saturn: http://meduza-team.ucoz.net/publ/romkhaking/modifikacii/modifikacija_igr_dlja_sega_saturn/3-1-0-5
Meduza Team

Gemini

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.
Probably 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.

RetroProf


Almagest

I just edited my screenshots. They were too big. Sorry, not gonna happen again.

Quote from: Gemini on October 22, 2017, 09:59:43 AM
Probably 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.
I saw your VWF pack a few days ago. Is the VWF ready for insertion? If so, then I'll just insert it.

paul_met

Some improvements for Legend of sword and fairy:
Meduza Team

Gemini

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.
It 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.

saito

.: TransGen :.

pianohombre

I never understood why the xenogears/xenosaga #trilogy# gained such steam. Looks like the feces of pseudo-polyglots that failed to append a chapter to the Final Fantasy "true" saga.
"Programming in itself is beauty,
whether or not the operating system actually functions." - Steve Wozniak

Almagest

Quote from: Gemini on October 25, 2017, 07:09:41 AM
It 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.
It requires knowledge in assembly. Sorry, no can do. ¯\_(ツ)_/¯

Gemini

Find someone who can fix it for you, it shouldn't be a hard hack (overwrite width table with 8s, then restore it). String alignment should require assembly as well, but it's probably just coordinates loaded somewhere in the code (i.e. super easy to fix and it's only a few cases anyways).

Almagest

#1519
I learned how to use SadNES cITy's Xenoiso tool. It was giving me an error while rebuilding the ISO.

Here's some new screenshots from the main dialogue. They were only made possible thanks to Xenoiso. Screenshot order is from left to right:


I've added some indentations to the text, they were removed by Square's localization team. I didn't notice they existed in the original Japanese text. And how do ye like my archaic English? Queen Zephyr's supposed to speak it. ;D

I managed to edit the Gear names present in the Battling minigame, but I still need to edit the "text" in their images. Screenshots below are from Disc 2.
Spoiler

The names in this last image still need to be edited. From the looks of it, they're images and are probably stored in some other file.
[close]

Aaand, more spoilers, again, from Disc 2.
Spoiler
[close]

These were all the screenshots I could take for now. I'll post more later when I have the time.

Edit: Modified the text a little bit. It didn't feel right to me for some reason.