11 March 2016 - Forum Rules
Started by RHDNBot, May 13, 2017, 01:46:23 AM
QuoteDoes anybody know if there is a raw build of this Nestopia emulator that you could compile for example as a retroarch core?
QuoteIn any case, are there any other NES emulators that allow for this kind of color patching?
Quote from: kya on June 04, 2017, 10:36:08 AM....
QuoteI really look forward to even creating some graphic packs for Ninja Gaiden I, II and III so we can have a properly enhanced trilogy.
QuoteQuestion: Is there a limit to how many new colors you could use on a game with this build?
QuoteI want to post the source over at the Retroarch forums to see if someone could compile a core, mainly for the Wii U so I can get the ball rolling, but I would definitely like to credit the main author of this build. Would that be you?
Quote from: kya on June 08, 2017, 02:02:27 AM....
Quote from: mkwong98 on June 10, 2017, 10:16:32 AMI remember seeing a fan art of Ninja Gaiden in the NesDev forum:
Quotehow do you edit the tiles I mean the program recommended to do this I was trying with Paint Shop Pro 7 and don't know how to save it, the silhouette of the old tiles are mixed with the new ones
QuoteThis is what is happening look at the zombie I edited from Simon's Quest
QuoteI've got a message of something about "just an alpha channel will be saved"
Quote from: kya on June 22, 2017, 08:02:30 AMSeems it's exactly what I thought. You have almost transparent pixels in your skin.png, but the hack renders them opaque.You should make them totally transparent. Use Eraser tool, set its size to 1, hardness to 100 and delete those almost transparent pixels left from the old sprite.Looks like you have multiple alpha channels in your edited skin (e.g. R, G, and B each have their own transparency). PNG24 does not support that. The editor warns you that it will merge these three channels into one. This is ok. As I told you above, the hack does not need this information. It does not support even one alpha channel, just a binary value - the pixel is either totally opaque, or totally transparent.After you erase all unnecessary pixels, use Dropper tool to make sure they have zero opacity. The pixels should have R: -- G: --B: --O: 0shown in the right pane
QuoteAlso (and correct me if Im wrong) I think the sprite needs to have exactly the same shape/silhouette for this hack to display it as intended, doesnt it?
QuoteProbably it makes more sense to wait for nicer HDNES support in Mesen.
#Defining a condition that checks if we're on the battle screen, in the crystal tower, in FF3:<condition>towerBattle,tileAtPosition,0,8,D250B460A8C2952270F4D0EA62508665,0F302112#Using that condition to setup a background image (e.g what was shown in the screenshot above):[towerBattle]<background>TowerBattleBackground.png,1#Defining an IPS patch to use with the HD pack:<patch>ff.ips,c4443fc24625e3c2bb859525eb44b6b3a80e7c35#Disabling the sprite limit:<options>disableSpriteLimit
Quote from: AxlRocks on July 09, 2017, 12:10:54 AMDo conditions have an option (or can such a thing be added) for reading from user specified RAM addresses to change tiles, rather than just checking certain tiles on-screen?
Quote from: AxlRocks on July 09, 2017, 12:10:54 AMI can only assume background replacement works (well) only with static screens and can't support scrolling in anyway, right?
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