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Author Topic: Screenshots  (Read 67861 times)
justin3009
Guest
« Reply #195 on: January 13, 2008, 04:45:55 pm »

Well I got the most I could of her in.  I definately am going to need to find the Sprite Assembly for her in order to continue.

Edit: - That's the best I can get on Yua's last frame =/

Edit 2: - Now this is weird.  As you can see I labeled them.  You can definately see Ryu's face and head in the first one but what's odd....No matter what Codec, Mode, or how many bytes you add or subtract, they will NOT line up.  I even tried decompression in desperation and that didn't work...O_O...It seems like a cross between layer 3 and layer 4 but idk..

I removed the header of the BOF2 rom as well so the offset for the portraits is at 1DAD81
« Last Edit: January 13, 2008, 06:03:56 pm by justin3009 »
Gemini
Guest
« Reply #196 on: January 13, 2008, 06:42:49 pm »

It seems compression to me.
justin3009
Guest
« Reply #197 on: January 13, 2008, 06:58:23 pm »

Yea that's what I thought.  I tried using Decomp.exe and it says "Bad Compression Data" for 1DAD81.  I'm probably going to have to keep moving above byte by byte to hit the right offset
justin3009
Guest
« Reply #198 on: January 13, 2008, 08:20:48 pm »

Had to double post this

- I edited a savestate so I could show you guys what it would look like in game.  =P  That's her portrait ^^
DaMarsMan
Guest
« Reply #199 on: January 13, 2008, 11:36:09 pm »

You're going to have to use assembly to either recompress that and change the pointer or you'll have to make it load uncompressed graphics.
GenoBlast
Guest
« Reply #200 on: January 14, 2008, 01:06:39 pm »

Quote from: DarknessSavior on January 08, 2008, 12:59:39 pm


Just to make sure... do you know that a bunch of words are cut off?  Cheesy

Other than that, nice. They all used to just say "Dark" and an icon, right?
DarknessSavior
Guest
« Reply #201 on: January 14, 2008, 03:40:23 pm »

Yeah, I know. Don't pay attention to the left sign of the screen. Everything in FFIV is based on the amount of space you had for the Japanese equivalent. So changing the equipment was one separate hack, doing the left side will be another.

Though, at this point, Gemini is trying to help me understand how a VWF works, so I may wind up skipping alot of the menu hacks I planned altogether, and all I'll have to do is move things and mess with pointers. That's if that all goes as planned, though. If not, I'll be doing lots of menu hacking. We'll see.

~DS
DaMarsMan
Guest
« Reply #202 on: January 15, 2008, 12:56:48 am »

Ahh...This part is finally almost done. This is by far the hardest hack I've done to date.

I reprogrammed EVERYTHING from scratch. Without overwriting crucial parts of ram like i did last time. I have an embedded pointer to pointer 24 bit system with a control code for the variables in RAM.

The part I'm most proud of is solving most of my space constraint issues with these funky textboxes. I used the smaller textboxes but with my 16 length items it didn't looks so good.

Solution...Auto-formatting strings within the SNES assembly....Now items with spaces will automatically wrap around to the next line.




Heracles 3 is coming....This time around it will look 10 times as good and be bug free.
Numonohi_Boi
Guest
« Reply #203 on: January 15, 2008, 01:09:57 am »

I'm sorry, but what is this? Heracles? what?
DaMarsMan
Guest
« Reply #204 on: January 15, 2008, 01:27:24 am »

Glory of Heracles 3....or in japanese herakles no eikou 3
DarknessSavior
Guest
« Reply #205 on: January 15, 2008, 12:55:51 pm »

I've been waiting for you to show some progress on this. Looks good. =D

~DS
Cless
Guest
« Reply #206 on: January 15, 2008, 11:04:18 pm »

Script formatter tools are wonderful things.



I.S.T.
Guest
« Reply #207 on: January 15, 2008, 11:05:56 pm »

Awesome!
Chester
Guest
« Reply #208 on: January 16, 2008, 12:53:18 pm »

I'm working on an Italian translation of Bahamut Lagoon Smiley

I wrote a tool in order to handle LZSS de/compression, repointering etc... and also a couple of asm hacks to make it prettier Cheesy


And now some screenshots...

The rom's intro:


A dialogue showing the new beautiful font:


The name selecting screen, with 10 character available (instead of eight), thanks to a 6-bit encoding/decoding Tongue
I'm also working on a restyling of the names, as you can see (Alessandro is just a random italian name, don't worry):



A dialogue showing a 10-characters name:


A battle scene (not translated yet), note the name Alessandro (10 characters) instead of Byū:
« Last Edit: January 20, 2008, 03:30:20 am by Chester »
Numonohi_Boi
Guest
« Reply #209 on: January 16, 2008, 02:09:37 pm »

how come italian translations always look so damn polished to me? nice stuff
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