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Author Topic: Screenshots  (Read 67879 times)
Gideon Zhi
Guest
« Reply #2430 on: December 02, 2011, 10:43:14 pm »

Quote from: Azkadellia on December 02, 2011, 10:18:33 pm
It's similar to the PSX port, but items locations differ.

I know enig's your source on this, but I'd like to independently verify this for myself. One of the things I noticed about the SNES version, having played it extensively, is that several of the rooms in the mansion get shuffled around each time you play, and that there are at least two DIFFERENT item placement layouts that are possibly random, or possibly determined by which death scene you see first.
reyvgm
Guest
« Reply #2431 on: December 09, 2011, 04:43:32 pm »



Cool, huh? Too bad actually hacking the game is not as easy as editing an image.

*edit*
I'm not hacking this.
« Last Edit: December 23, 2011, 07:17:25 pm by reyvgm »
riffman81
Guest
« Reply #2432 on: December 17, 2011, 12:15:26 am »

Quote from: Klonoa on November 13, 2011, 08:46:53 pm
 

Pic #3 is an old pic so you won't see it in the hack.

@RetroHelix Yup.. level edits getting the hang of the editor. ^^

Looking good! I believe your the first one to actually attempt hacking Mega Man X... I wasn't aware that the editor was capable of making such changes... last I read, it was still very incomplete. Nice work, hope to see it finished.
Normmatt
Guest
« Reply #2433 on: December 17, 2011, 10:57:28 pm »

I managed to get this game to accept ASCII and implemented a mostly functional VWF  Cool

Gemini
Guest
« Reply #2434 on: December 18, 2011, 11:26:13 am »

Very nice indeed! Loving that font.
reyvgm
Guest
« Reply #2435 on: December 23, 2011, 07:25:35 pm »

If someone ever tries to translate Goemon 4, here are some font and graphic edits I did. I'll leave them here just in case they become useful and because by then, I'll probably won't be here anymore.



Font set I did. I took it from another Konami game, I modified it a bit to make it the same size and style as the original Japanese font as possible.

« Last Edit: December 23, 2011, 07:31:47 pm by reyvgm »
Plint Michigan
Guest
« Reply #2436 on: December 26, 2011, 10:54:55 am »

Klonoa, you're not the only one attempting it, but it's nice to see someone who is. Let's see the pros do it first before a novice like me gets started.

...Actually though, I do have a Megaman X sprite hack in mind, but right now I'm trying Megaman Xtreme first cause it might be easier for me. This hack I like to call "MegaBenny: The Poor-Man's Pocket Edition For Those Who Can't Afford the Far Superior SNES Games." ...Or PMPEFTWCAFSSG. ...Seriously though, Megaman Xtreme is no where NEAR as good as the SNES games. I know it's a lower bit platform, but still it feels like they shoe-horned it onto the gameboy color instead of making a legit one. I feel like I'm playing the Genesis Pirated version of Megaman X 3.

...But I feel it's a better place to start due to the 8-bit sprites. First, I made sprites for the first four bosses: Frigid Rabia, Strength Torun, Wind Labolas, and Burst Kirin. (Note: These are all going to be based off of non-existent creatures.) ...I didn't have a 16-bit reference of Burst Kirin made up yet, though, so I decided to make one based on what I might make it look like if I ever made a hack of Megaman X 2.



Then I decided to make some fake mugshots for the bosses.

To the left.

Then I decided to make a mock-up using the main character I'm going to be using: MegaBenny, or MegaMiraj if you prefer.



And then, finally, I got busy. I spent about an hour fiddling with a tile editor and eventually I inserted my first full sprite into a hack.



Compare it to the mock-up above. Edit: I notice the horn and ear are higher in the mock-up, but that was my fault. I went over the height limit of the sprite before noticing, then I fixed it in the hack.

...Okay, it's not that impressive, but I just started hacking and now I'm getting into it. I figured sprite hacking would be a good place to start.
Kagemusha
Guest
« Reply #2437 on: January 01, 2012, 08:33:41 pm »



I bet this looks kinda crappy, right?
Gideon Zhi
Guest
« Reply #2438 on: January 02, 2012, 12:09:05 am »

It kind of depends on context - in this case, the general atmosphere/feel of the game it's The End of.
Kagemusha
Guest
« Reply #2439 on: January 02, 2012, 12:37:46 am »

More like does the design of "The End" look bad? Originally when I photoshopped it, it looked ok, but then it changed a bit and I ended up trying to rectify it in the tile editor. Image editing isn't really my forte.
BRPXQZME
Guest
« Reply #2440 on: January 02, 2012, 12:41:30 am »

Yeah, it looks bad.
Aerdan
Guest
« Reply #2441 on: January 02, 2012, 03:13:08 am »

Protip: scaling text down is always a terrible idea. If you can't manage to make that font look good at that font-size, pick a different font.
BRPXQZME
Guest
« Reply #2442 on: January 02, 2012, 09:46:34 am »

It’s not anything to do with size; it’s about a failed conversion to aliased text. Consistent stroke properties such as stroke width are an important part of text aesthetics. They are applied very inconsistently here.
Chpexo
Guest
« Reply #2443 on: January 02, 2012, 05:39:45 pm »

reyvgm
Guest
« Reply #2444 on: January 02, 2012, 07:27:23 pm »

Pennywise: does the "THE END" have to be in a specific size? Because I could probably get you a good one.
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