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Resident Evil Famicom Upgrade Project

Started by Lugia2009, March 02, 2020, 02:59:29 AM

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Flaviogames

Lugia2009: very good, will there be improvement in the sprites as well and in the gameplay? :thumbsup:

Lugia2009

#41
Quote from: Flaviogames on June 20, 2022, 08:20:58 AM
Lugia2009: very good, will there be improvement in the sprites as well and in the gameplay? :thumbsup:

Yup, as well as a re-translation of the game and new music

June 20, 2022, 10:25:01 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

Turned into a bit of a headache, but I figured out how to move around all the text in the save/load screen as well as the arrows and overwrite options. It all works very smoothly and doesn't look awkward now.



June 20, 2022, 10:48:31 PM - (Auto Merged - Double Posts are not allowed before 7 days.)

All I need to do now is extend the time between screen transitions on the intro screens, and the first section of the game will be finished  :woot!:

Red Soul

I never seriously played any RE game (shock/horror, right?)
but this effort here interests me enough that I might be able to enjoy it. It's looking great.

Fray

Lugia2009 You seem to be able to do magic ... Your work is really great !!!

Lugia2009

Quote from: Red Soul on June 27, 2022, 10:23:58 PMI never seriously played any RE game (shock/horror, right?)
but this effort here interests me enough that I might be able to enjoy it. It's looking great.
Thanks ^.^
I'll be curious as to what you think of the game since you don't have any nostalgia for the original.

Quote from: Fray on June 29, 2022, 10:59:28 AMLugia2009 You seem to be able to do magic ... Your work is really great !!!
Thanks! I really appreciate it.  :beer:




Figured out how to extend time between screens in the opening, so now onto more stuff   ;D

I took some inspiration from Metal Gear and redid Jill's sprites.

Red Soul


Creature667

Hi, @Lugia2009 I was wondering if you need any help with zombie designs? I'm a tattoo artist by trade, an avid horror aficionado and fan of Resident Evil... And somewhat experienced in Romhacking. I'm wet behind ears in this scene but I know what I'm doing. I can only offer zombie variants as I'm engaged in a large hack project with a bunch of others here in the community doing level design, but I've been watching this project very closely and have been wanting to contribute something. I like your redesign from 2 years ago, but if I might offer some constructive criticism, it's too bloody and torn up. Doesn't exactly line up lore wise with the initial outbreak Spencer Mansion zombies if you'll see my meaning.
Yo! I be gettin' them fat stacks shootin smack, makin rom hacks and sniffin butt-cracks... Boy,  I know this rhyme is whack, and my use of alliteration isn't exactly exhilarating, but it sure beats being depressed and on medicine, dressed like a furry and beating my meat to venison.

Noside


Lugia2009

Quote from: Creature667 on June 30, 2022, 02:50:56 PMHi, @Lugia2009 I was wondering if you need any help with zombie designs? I'm a tattoo artist by trade, an avid horror aficionado and fan of Resident Evil... And somewhat experienced in Romhacking. I'm wet behind ears in this scene but I know what I'm doing. I can only offer zombie variants as I'm engaged in a large hack project with a bunch of others here in the community doing level design, but I've been watching this project very closely and have been wanting to contribute something. I like your redesign from 2 years ago, but if I might offer some constructive criticism, it's too bloody and torn up. Doesn't exactly line up lore wise with the initial outbreak Spencer Mansion zombies if you'll see my meaning.

Yeah, I understand what you mean. But yeah, that would be amazing! I do only need one zombie design, but 3 or 4 frames of animation for it. I'm working on the battle screen now, so I'll let you know how many graphic tiles I have to work with. We could talk about it in PMs if you'd like.
Thank you so much for the offer  :)

Lugia2009



Made a new battle screen. I doesn't use many more tiles than the last one. I think only 13.
Since the graphics for the battle screen use the same tiles as the enemies do, there's 185 tiles left for each of the enemy sprites to use. So that's 185 tiles to split among the 3 or 4 enemy animations since it's all loaded in at once.

Now I just need to change around the graphics for the targeting sprites

Red Soul

Very good spritework!
I always prefer pixels to polygons if I can help it, haha.

Lugia2009

Quote from: Red Soul on July 03, 2022, 04:41:15 AMVery good spritework!
I always prefer pixels to polygons if I can help it, haha.

Thanks ^.^
Yeah, I'm a more retro fan too  :beer:




So I've been screenshotting all of the maps in the game from beginning to end, noting how large each of the maps are. And I must say, there's a TON of wasted space in this game when it comes to maps.

Maps like this one.


6 screens are used for what could fit into 2  :huh:



So I figured out most of what goes into putting together maps in this game. And there's some free space in the ROM, enough free space that I could probably add about 20 0r so maps to this game.

So my plan is, I want to add the notes and diaries back into the game and do so by creating maps that are just black screens with text as the background to fill out the screen and hopefully fit all of what the diaries and notes contained into that one screen. (I may need to do some rewriting to make that work for the longer notes)

Going to make this my new priority. If I can make this happen, I can then work on redoing the translations for this game and hopefully make them better. Cause as much as I appreciate the translation work, there's some issues.

So I need to figure out how the note screens are called in. And what decides what map uses what set of map tiles.


Also figuring out what maps use what set of graphic tiles so I can plan out how I'm going to go about improving the graphics for the maps.

Red Soul

So even with the current, non-efficient map layouts, the game's content is represented properly? or do you intend to also redraw the maps to more closely resemble to original games' maps?

Lugia2009

Quote from: Red Soul on July 14, 2022, 06:58:14 AMSo even with the current, non-efficient map layouts, the game's content is represented properly? or do you intend to also redraw the maps to more closely resemble to original games' maps?

It's somewhat accurate to the original game, but I'm going to redraw the maps a bit and free up the blank space. I want to make the maps more detailed.

Lugia2009

So, some unfortunate news, I figured out how the screen for notes and files work.
It works by blacking out the item menu, and then overlaying boxes of text. So because of this, I won't be able to create new screens for the notes and files and will have to think of another way to go about this.  :huh:



So I'm wondering how I can go about this, and I think I can get a little creative with it. Might need to do something like creating note pages and files outside of the game for use in the game. Like creating a PDF of a game manual and including pages that correspond to the notes in game. Like when you select a note it tells you to go to a certain page in the manual. Thinking of how Startropics had a physical note you used to figure out a code for in game which I thought was awesome.

Red Soul

I was thinking exactly something along those lines. Maybe an additional PDF file or sets of .png images using the graphics style of the game and the game's font would suffice to substitute for their in game equivalents.

Here's another idea, have the images be in a .zip within the main .zip file for the patch distribution, and have the password be told in game as a sort of achievement.