11 March 2016 - Forum Rules
Started by Fire-WSP, March 19, 2018, 10:19:14 PM
Quote from: Fire-WSP on December 10, 2020, 02:59:49 PMGuys what do you think about this modified Titlescreen for the uncut version?That way it fits to the Box and Manual Art.It is still WIP.
Quote from: Fire-WSP on December 04, 2020, 03:51:58 PMUnfortunately there was no progress on the hack itself so far but I finished the manual.The game manual was also censored. I remade the whole thing from scratch based upon the real one.I have improved and fixed some things and also added some stuff which was missing from the original.You can download a review copy of the manual as PDF here:W3DManReview.pdfIt would be cool if you guys, especially native english speaker, could check it for errors.Thing I have added are:Automap Screen and descriptionFlamethrower and Rocketlauncher textBoth should be checked and maybe the text can be improved.I had to read and retype the text so there could be typos.Also I think they missed some commas back then but I am no native english speaker.This review copy is in low quality to keep the file size down.The material I have is in 300 DPI print quality.Have fun.
Quote from: Fire-WSP on December 14, 2020, 05:36:56 PMOkay guys! The title screen is now working properly.You can try out the title screen with this patch:https://www.dropbox.com/s/hz2lg46vzeb8e22/W3DU0.1.ips?dl=0This IPS patch works with the US version of the rom.The wall textures have been updated also and now are final.With the official tools found in the Noah3D source ( https://eludevisibility.org/2018/super-noahs-ark-3d-source-code ),I am able to change most of the GFX in the game. This however is not true for the Sprites!In this case the SPRGRAB tool seem to produces different files.Not sure why this is the case, since everything else in this source is basically Wolfenstein 3D SNES. The sizes of the binaries it produces are correct and by inspecting them in a hex editor they look partialthe same but there are several differences. I verified this by extracting the ammo clip GFX binary from the game.I then produced a binary from the ammo clip GFX with the SPRGRAB tool and compared both bin files in the hex editor.You can check the files here:https://www.dropbox.com/s/v7lmov9gyx0zd31/SpriteAmmo.zip?dl=0Only the lower part in both binaries are identical. The middel part looks similar but has quite some changes.The first few lines are totaly different.That shouldn't be the case since it is the same GFX.When I copy the binary from the SPRGRAB Tool into the game, the game crashes as soon as the ammo clip appears on the screen.This is a real roadblock here The Sprites are all ready to get implemented and I hoped to be able to use the officialtool for this task since I have no access to the tool made by DarkSamus.After two years of inactivity on the project and with a new Covid lockdown in a few days I really want to take the chance and continue and finalize the project.Implementing the sprites just requires the right tool. Maybe I also made a mistake using the SPRGRAB tool.A big help so far was this extractor tool:https://github.com/adambiser/snes-wolf3d-extractorI just wish it could be used to the other way around.Are there any skilled people here who could help finalizing this?With that Noah3D Source we have the full Wolfenstein 3D SNES Source. Most stuff in there is written in C.This should help figuring out a few things like why some wall textures are getting mirrored.There is really not that much left to do since I do not want to alter the SNES game too much.Any help is appreciated.
Quote from: BIGLOU07 on December 16, 2020, 06:56:09 PMPage 10GRAFT should be CRAFT
Quote from: Fire-WSP on December 18, 2020, 05:55:06 PMThis time I have made and added a new Mission Briefing screen.The one in the SNES version uses so much dither it is not nice.I used the Mission Briefing screen from the Jaguar version but added a new background and changed a few things.Now there is no more dithering. I think it looks much better now.I also remade all the gfx for the Auto Map. The tiles are now uncut and hand optimzed.The original ones were just scaled to 8x8.Umlauts and the special character "ß" have been added to the fonts so that the names Hans and Trans Grosse are now spelled correctly "Größe" and Ubermutant is now "Übermutant"That can be observed in the mission briefing and Cast list.The status bar has gotten a few fixes and improvements.The face uses updated pictures.
Quote from: Fire-WSP on December 18, 2020, 05:55:06 PM@niuusThe blood is included in the sprites, that is why I can't touch it myself without a proper tool.
Quote from: Fire-WSP on December 18, 2020, 05:55:06 PMOkay, here is a new version to test:https://www.dropbox.com/s/s5st2j8o5l9i6e3/W3DuncutV0.2.ips?dl=0
Quote from: Fire-WSP on December 19, 2020, 08:20:01 PMA new version is ready.https://www.dropbox.com/s/a3jgr75qwnjd30a/W3DuncutV0.3.ips?dl=0Today I have done the intermission pictures.He has now his Chaingun in its hands. Unfortunately there was not enough palette space for the bullet chain.Well, he is just out of Ammo after killing Adolf Because if this I made a mix of two pictures. Now there is also blood in those pictures like in the Jaguar version.For this I had to alter the palette and redraw parts of the pictures. It is much cleaner now.There is not much left I can do now without help on the code side.@niuusI have all the sprites ready with blood, I just can not reimplement them at this point.
Quote from: Fire-WSP on January 01, 2021, 10:19:30 AMHappy new year everybody!Here is a new version for you.https://www.dropbox.com/s/alf79mg2e4kytuh/w3duV0.4.ips?dl=0New is:- All the mission briefing text is uncut now and uses the umlauts.The mission briefing texts are not the ones from the Jag version.I just made the SNES text uncut. I was able to avoid touching any pointers.Maybe somebody can check the text for errors just to be sure.- The startup ball GFX got some changes and optimazions- Titlescreen now uses the proper ID Software Logo of that time.- the chain gun in the Overall screen is looking better now.Thats it for this patch but I have some more news.Thanks to the official tools found in the Noah3D source a friend andI were able to convert the whole PC Wolfenstein3D Soundtrack to proper SNM format used by the SNES version.In order to do this we had to convert the WLF sound files from the PC Version to Midi first and from there we used the Noah3D tools to convert to the SNM format. That was not easy because of different instrument lists.With the converted Soundtrack we can now expand the Soundtrack of the SNES version.That means more different music for levels and a proper Titletrack.In order to implement the new music, some hacking is needed. That is something I can not do on my own.That brings me to @BIGLOU07s question. I haven't asked on the Help Wanted section but I spoke to DarkSamus afew days before Xmas and there is a good chance that he is returning to the project soon. Fingers crossed
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