11 March 2016 - Forum Rules
Started by Gedankenschild, October 20, 2015, 07:34:05 PM
Quote from: justin3009 on October 30, 2015, 10:21:09 AMWhat Gemini said. Does the game employ any kind of system where one byte can be a long word? If not, I'd say incorporate that too. That would DRAMATICALLY compress the script down.
Quote from: JCE3000GT on October 29, 2015, 07:07:07 PMAm I in the minority that FFIV doesn't really need VWF? It might be a little too far from the original feel. I would have to see and use it first hand to be convinced. Guess I'm a stick in the mud? LOLI do think these updated graphics are brilliant.
Quote from: Synnae on October 30, 2015, 11:45:07 AMI'm worried about one thing, though.I assume you're ripping the graphics from the GBA version, right? But on the GBA remake, everything looks too bright to compensate for the handheld's dark screen. It looks fine if you're playing on real hardware, but it looks too bright if you're using an emulator.So, does that mean the hack will look very bright as well? or will you darken the graphics a bit?(I'm no hacker so excuse me if this sounds stupid)
Quote from: Bahamut ZERO on October 30, 2015, 04:02:24 PMTo be honest, updating/modernizing the font/text doesn't seem as high priority to me as say, Actors/NPCs or tilesets. That doesn't take into account whether you're sticking with the vanilla font or going with some other type altogether, of course.
Quote from: justin3009 on October 29, 2015, 05:04:44 PMIt's doable on most SNES games (I'd rather not say all and jump the gun there) as long as there's enough room in VRAM to house everything needed. FFIV would probably benefit greatly from having one.
Quote from: JCE3000GT on October 29, 2015, 07:07:07 PMAm I in the minority that FFIV doesn't really need VWF? It might be a little too far from the original feel. I would have to see and use it first hand to be convinced. Guess I'm a stick in the mud? LOL
Quote from: Gemini on October 30, 2015, 07:44:36 AMText storage isn't exactly an issue, you can pretty much allocate twice as many banks as the original did and reference them with 24 bit pointers.
Quote from: Gedankenschild on October 30, 2015, 05:20:14 PMBahamut ZERO is right. My hack is based on the Wonderswan version. I chose that version precisely because it does not try to overcompensate for the lack of a backlight.
QuoteDo you have anything in mind to get around this problem?
Quote from: Granville on October 30, 2015, 08:43:46 PM
Quote from: SunGodPortal on October 29, 2015, 07:56:41 PMI think it would look nice but don't see it being as necessary as the other improvements here. This was never one of those games where the text bugged me. The script is another issue though...
QuoteKeep in mind that FFIV is a game that contains dialogue during battle screens, dialogue boxes with a total limit of 24 characters. In order to have a somewhat decent translation of these monologues, a VWF is necessary, if you don't want to split the lines in several parts. There's simply no screen space available.A VWF hack isn't really needed but what hack really is? FFIV isn't exactly unplayable with the original graphics either but Gedankenschild's work on this look fantastic.
Quote from: Gedankenschild on October 30, 2015, 10:41:57 PMP.S. I ripped off Rudra No Hihou for the desert ground.
Quote from: Gedankenschild on October 30, 2015, 10:41:57 PMWow, thanks for the input everyone, especially the photoshoppers! I initially thought about porting over the Wonderswan backgrounds with size adjustments. But we can do better than that and here's why:The WSC version uses one 16 color palette per background. The SNES original uses two 8 color palettes. My hack expands this to two 16 color palettes. Minus transparent colors that's 30 (though transparents can be used as black - Square did).The tricky part is the tile limit. The most tile intensive background is the field one. That one uses 40 8x8 pixel tiles. That space is always reserved for bg graphics. If I managed to move some things around, I think that could be increased to 63 tiles. That's what the game engine can address without having to be rewritten.The version I'm particularly interested in for backgrounds is the mobile version (including After Years). The screen size is closest to the original and it seems somewhat simpler than the Wii version. Sadly, there doesn't seem to be a tileset of the mobile backgrounds anywhere... Of course none of that could hold a candle to what Granville did. I'd like to see a similar version of the beach... What software did you use?P.S. I ripped off Rudra No Hihou for the desert ground.
QuoteMy apologies for not explaining what I did to get these images. I didn't want to assume it was possible to insert them into the SNES version.
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