For almost a week now, after seeing a streamer's effort in making the game more eye-friendly with backlit screens, consolizer and emulators, I too decided to make an effort in giving a shot at making a romhack, specifically for Dragon Warrior III. This video
showcases most of the progress, however I do have a few hurdles and not am ashamed to ask for assistance in this project, and whoever choose to aid should feel free to take the credit for concluding it.
Said hurdles are:
Enix logo. This is a major hurdle due to Run-Length Encoding that is employed, most of which I have dealt with somehow, but then we have this tiny spot here:
Now, how do we get rid of these black spots (in bits, they would be 10, I need them to be 01 instead)? Managed to find where this RLE starts by tinkering with bits after locating its byte in the ROM, the address is 0FFC0D, contains the byte 03 followed by 05. Now, onto next.
The outside of certain buildings is, due to palette switching, white. Normally this one would be black, even bit-wise (11)! However this one seems also to be a run-length encoding that gives each row of pixels in a tile 01 and then adds up 10. This is the next thing I intend(ed) to tackle after the Enix logo.
After tackling the above, this one should be a no-brainer. Should be literally the same thing, so it would just need the same procedure.
Once all others are done, this should be the final hurdle, but possibly a major one. My plan is to either make the background white (while keeping text boxes' areas in dark mode) or make the top 2/3rd of the screen white background except where a text box is. Half managed to do the second part, but the problem was evident because the monsters then had the black stripe behind them.
So, if anyone is willing to cooperate or take the torch from me, please give me contact, it will be greatly appreciated. This post will be updated when and if I make some progress.
0FFC0D → Contains the RLE for the part of the logo that is giving me trouble.
28C005 → Contains the RLE for one of the outside "blank" tiles that is used outside the church and guild, but ineffective inside the well and seems to glitch the tiles every else a little when said tile is used.
004CD0 → Somewhere a RLE hides, and that is handy for plan B... Now to learn its location and squash it.
004AE2 → Potentially another RLE related to plan B?
Recoloring tiles related to the text boxes. This also involves RLE Hell, unfortunately, as the top, bottom, dividing line in the name entry, and a upwards arrow ALL uses RLE. Pros of Plan B: less time wasted trying to change the palette everywhere and dealing with some pesky "blank" tiles that insists to appear in the code and are also made by RLE, "quick and clean" job. Cons of Plan B: Involves a LOT of digging for the RLE Hell. SUPER pro of Plan B: It's almost a "one solution fits all scenes", it would still need adjustments in battles.
The Plan B should be an all-encompassing solution, possibly simpler too...
However it needs to be finely tuned. And I mean REALLY finely.
On note: bit-shifting is not fun.
A slightly different take on Plan B got me this:
Which is real close...
Closer, closer, yet closer.
I'm just tinkering with guesses and somehow making it happen.... Kinda scary.
Currently on indefinite hold. I can't sort out the compressed data that prints out some symbols or completes them, or draws the blank tile in VRAM0:8800, and without that being resolved it is impossible to progress in any direction.