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Author Topic: Screenshots  (Read 67874 times)
byuu
Guest
« Reply #660 on: September 02, 2008, 02:09:36 pm »

Quote
That is only a graphical mockup, and not an actual VWF, right?

Yep :)
I'm pretty good at making them. You could also do fun stuff like throw in a gradient fade.

Quote
So maybe it's the same, I just have to conquer the fear of doing it, study up, and give it a shot.

Exactly. I was terrified the first time I tried a 12x12 VWF, same for an 8x8 VWF. In fact, I was scared with a lot of stuff; but every time I tried, I've succeeded. The hardest part is taking the chance.

If you're serious about trying, I'll look over the game and give you a feasibility breakdown. With some games, 8x8 VWF really is impossible. The Dragon Quest games are a great example. Not enough VRAM data, nested windows, and such mean you'd have to reprogram half the game to pull it off.
Deathlike2
Guest
« Reply #661 on: September 02, 2008, 02:31:34 pm »

Quote from: byuu on September 02, 2008, 02:02:32 pm
Quote
And yeah, I'm beginning to think a VWF would be the only option as well ... I may be trying to create my first VWF soon.

In that case, and since I have waaaaay too much free time today ... let me try and talk you into it Smiley

I would have to hurt you for destroying my eyes with that.  Tongue
byuu
Guest
« Reply #662 on: September 02, 2008, 03:15:19 pm »

Quote
I would have to hurt you for destroying my eyes with that.  Tongue

Yeah, it's hard to read at 1x scale, but when you're playing it fullscreen on a television or monitor, it's perfectly legible.

Ah, I should also mention, most of the time you don't want to make the numbers VWF (although you could), as it eats up your available tiles and doesn't really offer much in return.
Dragonsbrethren
Guest
« Reply #663 on: September 02, 2008, 03:23:42 pm »

Quote from: byuu on September 02, 2008, 02:09:36 pm
Quote
That is only a graphical mockup, and not an actual VWF, right?

Yep Smiley
I'm pretty good at making them. You could also do fun stuff like throw in a gradient fade.

Quote
So maybe it's the same, I just have to conquer the fear of doing it, study up, and give it a shot.

Exactly. I was terrified the first time I tried a 12x12 VWF, same for an 8x8 VWF. In fact, I was scared with a lot of stuff; but every time I tried, I've succeeded. The hardest part is taking the chance.

If you're serious about trying, I'll look over the game and give you a feasibility breakdown. With some games, 8x8 VWF really is impossible. The Dragon Quest games are a great example. Not enough VRAM data, nested windows, and such mean you'd have to reprogram half the game to pull it off.

I'd like to give this a shot as well.


Quote from: byuu on September 02, 2008, 03:15:19 pm
Quote
I would have to hurt you for destroying my eyes with that.  Tongue

Yeah, it's hard to read at 1x scale, but when you're playing it fullscreen on a television or monitor, it's perfectly legible.

I'm not a fan of the font itself but yeah, I'd have no problem reading that on my blurry TV.
Kajitani-Eizan
Guest
« Reply #664 on: September 02, 2008, 04:15:05 pm »

yeah, i would recommend making numbers all the same width and possibly using a wider font than that Tongue

also, a layout like this?

Cecil
Paladin       LV27
HP     1253/1253
MP      114/  114

KingMike
Guest
« Reply #665 on: September 03, 2008, 12:57:03 am »

Quote from: byuu on September 02, 2008, 03:15:19 pm
Quote
I would have to hurt you for destroying my eyes with that.  Tongue

Yeah, it's hard to read at 1x scale, but when you're playing it fullscreen on a television or monitor, it's perfectly legible.

Ah, I should also mention, most of the time you don't want to make the numbers VWF (although you could), as it eats up your available tiles and doesn't really offer much in return.


Maybe it's just the formatting, but it also looks like it'd be a bit of an eyestrain in actual play. Smiley
Chester
Guest
« Reply #666 on: September 03, 2008, 07:14:45 am »

Quote from: byuu on September 02, 2008, 02:02:32 pm
Quote
And yeah, I'm beginning to think a VWF would be the only option as well ... I may be trying to create my first VWF soon.

In that case, and since I have waaaaay too much free time today ... let me try and talk you into it Smiley

vs

Seriously, the difficulty of an 8x8 VWF is unfortunately highly exaggerated by some of the more prominent ROM hackers. No harm in giving it a shot, right? Wink


Wow, not bad. The font is... particular, regardless of his size.
« Last Edit: September 03, 2008, 10:37:48 am by Chester »
tc
Guest
« Reply #667 on: September 03, 2008, 09:08:10 am »



Shocked Woah, I certainly approve of this! Bringing FFIV closer to the FFVI retranslation visual standards is perfect. :thumbsup:
DarknessSavior
Guest
« Reply #668 on: September 03, 2008, 09:25:00 am »

Quote from: byuu on September 02, 2008, 02:09:36 pm
If you're serious about trying, I'll look over the game and give you a feasibility breakdown. With some games, 8x8 VWF really is impossible. The Dragon Quest games are a great example. Not enough VRAM data, nested windows, and such mean you'd have to reprogram half the game to pull it off.

Yeah, I'm serious about trying. Take a look and let me know if it's impossible. I doubt it, I'm pretty sure Gemini looked at it once for me and said it should be "easy". This coming from the guy who reprograms SNES games for the PSX in his spare time. >.>

Quote from: Kajitani-Eizan on September 02, 2008, 04:15:05 pm
yeah, i would recommend making numbers all the same width and possibly using a wider font than that Tongue

also, a layout like this?

Cecil
Paladin       LV27
HP     1253/1253
MP      114/  114


Changing the layout again would be complicated. The routine is used by the main menu, status menu, equipment menu, and item menu. There's a reason why j2e set it up the way they did, and that be it. I had to steal most of their subroutine for the main menu to work, and even then, it still had ties to other menus. So it would be too much of a headache. The layout will likely stay the way it is.

~DS

byuu
Guest
« Reply #669 on: September 03, 2008, 01:37:28 pm »

Alright, I looked over the game for you. This is truly a dream game for 8x8 VWF. The best I've ever seen.

The biggest misperception amongst people trying 8x8 VWF is that you only have 256 tiles worth of tiledata to work with. That's not true. The format for tiledata is 16-bits: vhopppcc cccccccc
v = vertical flip, h = horizontal flip, o = BG3 priority bit, p = 3-bit palette selection
c = character. Note that it's ten bits. That means you can address up to 1,024 tiles! But in most games, you aren't able to because they pack other stuff immediately after the tiledata. Eg tilemaps, other BG layer tiledata, sprite data, etc. Your only option then is to reprogram half the damn game to move it around, or use only the 256 tiles in the 8x8 font bank.

But this game is awesome. The dialog windows and battles have so little text that it all fits in 256 tiles anyway, and the menus use mode 0, which is four 4-color backgrounds. They all share the same NBA, or tiledata offset, of $4000.

BG1's SC (tilemap) is at $c000-cfff, BG2 at $d000-dfff, BG3 at $e000-efff, BG4 at $f000-ffff. So you have all of $4000-$7fff at your disposal. Now to give you an idea, 256x224 is 32*28 tiles. 896 tiles. You have more tiles available than you do screen space. VWF will be absolutely no problem.

Take a look at the VRAM in a sprite viewer.



The green line is the end of the 8x8 font, but you can safely write to and use everything inside the red box. It's safe to overwrite the other stuff, as it's not used in the menus at all.

---

Now, this is just the technical aspect. Obviously the programming side could be a bit more difficult. Especially as you were saying that it shares strings on multiple windows that are on different BG layers. You are going to have to find a way to distinguish them. I suggest checking the tilemap write address, as it will likely vary for each BG layer. Also, sometimes games will store the tilemap at 8-bits, and then convert it to 16-bits somewhere else. You may need to hack around that to access all 10-bits of addressing in the tilemap. Not that hard, really. But, I'm sure you'll figure it out. Best of luck with this :D
DarknessSavior
Guest
« Reply #670 on: September 04, 2008, 11:13:38 am »

Is it bad that most of that confused the hell out of me because of lack of sleep and the fact that byuu is a programming genius? O.O

Thanks for the info, though, I'm sure it'll come in handy once I start getting into the nitty-gritty.

~DS
Solid One
Guest
« Reply #671 on: September 05, 2008, 08:19:34 pm »

playing a bit with a GBC game that I intent to translate to portuguese:

Metal Gear Solid, Gameboy Color version.
DarknessSavior
Guest
« Reply #672 on: September 08, 2008, 07:20:09 am »

More FFIV goodness:



Moved everything over one tile's worth of space to the right, and limited equipment to 11 characters. This allowed for the text I wanted, and also fixed a bug:



No more item-name-spillage in the item screen!

Does this next screenshot bother anyone?



I expanded the equip menu over to the left (so width wise, it fills the screen), but I can't get the "pre" equip screen to do the same. Is that a huge deal, or am I just being picky?

~DS
Kajitani-Eizan
Guest
« Reply #673 on: September 08, 2008, 11:00:20 am »

not really Tongue

though, it looks like you can expand the item menu two squeeze at least one more character out per item name.
DarknessSavior
Guest
« Reply #674 on: September 08, 2008, 11:06:39 am »

Quote from: Kajitani-Eizan on September 08, 2008, 11:00:20 am
not really Tongue

though, it looks like you can expand the item menu two squeeze at least one more character out per item name.

Yeah, it's something I plan on looking into. One menu at a time! Tongue

~DS
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