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Author Topic: Titlescreens: Screenshots & Edits [Constructive Criticism Only]  (Read 13 times)
Ryusui
Guest
« Reply #15 on: January 23, 2007, 12:29:43 am »

Thanks.

Just a hint: you'll probably need a custom dumper/inserter for SRW1. The game uses a control code to swap between printing hiragana and katakana.

I even Photoshopped the official English logo (okay, so I used The GiMP, but same end result) to match:



Hmm...I wonder how that title AVI would look with this in place...

I know it looks awesome in SRW2, that's for sure. ^_^

http://theryusui.googlepages.com/srw2.rup

Forgot to provide this. Apologies for it being a NINJA patch, but hey. The logo looks just so damn cool scrolling in like that, with "Neppu! Shippu! Cybuster" playing in the background.
Gideon Zhi
Guest
« Reply #16 on: January 23, 2007, 12:47:22 am »

Speaking of, how go those scripts? I will say that Tyria's at least 1/3 of the way done with SRW1's!
Ryusui
Guest
« Reply #17 on: January 23, 2007, 03:37:50 am »

I've run into a brick wall. I hit Masaki's dialogue and he talks like he's never even seen a dictionary. -_-;

I also need to rewrite some of the earlier stuff...misunderstood the part where Jack stays behind with Michiru to keep the DC from retaking the city that Jerid held hostage.

I've discovered the hard way that I'm more editor than translator. For BoF2, I've made it to the battle arena where you meet Lin for the first time...really had fun writing Bosch's dialogue thus far. ^_^ I have three different scripts to help me; one of them is in German, a language I have minimal understanding of, but it's helpful to run it through Babelfish and get the gist of what went into d4s' version.

Here's another recent sample. For those of you who might not remember, Nero (or "Niro") is the crazy old man who nearly cooks Suzy, the pet pig you're hired to rescue:

Quote
Nero:
"So you're a framed man now, aintcha? On the run from the wrong arm of the law? Ain't that the funniest thing! Like somethin' out of some old, corny book!"

Bosch:
"That's right. Ryu's gonna look for the real crook while I hide out here. I can't say I'm really happy with this arrangement, but I was pretty desperate. You don't have any problems with this, do you?"

Nero:
"'Course not! Yer sense of fine cuisine might leave a little desirin', but yer sense of timing couldn't be better! Ya see, the roof of this old house's seen better days...and I've been hankerin' for somebody to help patch 'er back up."

Bosch:
"I have a feeling I'm not going to like this punchline."

Nero:
"Oh, you better! 'Cause if you don't put those furry hands to good use patchin' up my roof...ol' Nero here might just forget he's not s'pose to talk to nobody about his new houseguest. Heh heh heh."

Bosch:
"Heh, heh heh heh hoo boy...well, beggars can't be choosers. At least he's not threatening to stew me while I'm sleeping..."

Nero:
"Shoot, why would I do that? It'd be a differn't story if yer friend here came with the deal, but them's the breaks! Now, don't you be in too big a hurry now, Ryu...or whatever yer name is. Yer friend here's gotta give this roof a nice whitewash 'fore he's done..."
Rai
Guest
« Reply #18 on: January 23, 2007, 08:53:47 am »

Quote
Beat you to it.



We don't need no stinkin' Taisen! ^_^

EDIT: Oh, and forgot this one:



I actually inserted this into the ROM, though it's a little different from this mock-up...the "2" is a bit further to the left, since I didn't have room to insert it without modifying the tile map. (Yeah, I'm lazy, but the 2 in the OG2 logo also slightly overlaps the letters...)
Wars is good, the only benefit of using "Taisen" is that people who were introduced to SRT through SRT OG and OG2 US might be confused, and think this is another game. Also, Taisen is the official English translation. In any case, do what you want, I don't want to start an argument.
byuu
Guest
« Reply #19 on: January 23, 2007, 10:11:07 am »

Quote from: ghettoyouth on January 23, 2007, 06:37:51 am
Ok, I reduced the gaps between the first letters now as much as I could, without redrawing the other letters. I nearly managed to get all tiles into the rom, only one more tile is needed O_o

http://home.arcor.de/ghettoyouth/d003_075.bin
http://img221.imageshack.us/img221/9500/unbenannt1vo.png
<edited to link>

don't worry about the white pixels in the middle, something is wrong with the screenshot:P

Hmm, ok. That definitely looks perfect this time, thank you so much. I think I can work something out for the last tile. I can possibly "sneak" it into the BG1 tileset, and reference it in the BG2 tileset anyway. Could you link me to the original 256x224 PNG image too, as in your previous examples?

I also have one other idea. I have a tiledata optimizer to detect similar tiles, perhaps I can extend that to detect the "closest" matches that failed, and then analyze them to see if I can make them identical without harming the image quality. I'm thinking, convert the color to YCbCr, add the differences * Y/Cb/Cr scalars (luma most important, obviously), and sum the total differences. Whichever two tiles have the smallest differences, we can work on manipulating them to look identical.

Or perhaps I can just avoid optimization/tile flipping entirely and stick all the extra tiles on BG1, since there is quite a bit of space. I'll try and post screenshots if I can of the tiledata in VRAM during the titlescreen later today or tomorrow. I'll take a closer look at your optimized .bin file, as well.

Also, I obviously meant to say we had 256 tiles to work with in the original bin file.
« Last Edit: January 23, 2007, 11:30:01 am by byuu »
ghettoyouth
Guest
« Reply #20 on: January 23, 2007, 10:43:09 am »

ok here's the png Wink
byuu
Guest
« Reply #21 on: January 23, 2007, 11:29:13 am »

Brilliant, thank you.

Just tried out your bin file in-game. Looks incredible. Wow, so that tile at the top left really is pink, heheh. Ok, I'll see what I can get done tonight and let you know.



This is the VRAM data.

Code:
$2105=#$09 (mode 1 + bg3 pri)
$2108=#$09
$210b=#$11

BG1=512x256 (64x32 tiles @ 8x8)
BG2=512x256 (64x32 tiles @ 8x8)
BG1DATA=$2000
BG2DATA=$2000
BG1MAP =$0000
BG2MAP =$1000

Those are the attributes for each layer. As you can see, BG1 and BG2 overlap. I believe the two YY-CHR screenshots from the above were meant to be in the same tileset. I believe the only reason they were split into two (d003_075.bin and another one, haven't looked yet as I'm not at home), is because the decompressor seems to be limited to 8kb/block. So I'll just need to find the other, and stick the excess tiles in the second half of the second file, and then reprogram the tilemap for BG2. Shouldn't be too hard.
byuu
Guest
« Reply #22 on: January 24, 2007, 09:32:11 am »

Hmm, bad news.

ghettoyouth, I think your title screen mixes colors from two different palettes inside the same tiles. That, or you're only using one palette when the title screen is using two. I tried to pick out the best matches from each, but it results in very noticeable color transistions between tiles that use the two different palettes :/

These are the two palettes:
Code:
uint palette_title1[16] = {
  bgr(0x3192), bgr(0x1c00), bgr(0x7c1f), bgr(0x40c0),
  bgr(0x5560), bgr(0x7af6), bgr(0x7e71), bgr(0x720e),
  bgr(0x7400), bgr(0x7ca0), bgr(0x7d60), bgr(0x4e8e),
  bgr(0x2a40), bgr(0x15c0), bgr(0x2325), bgr(0x7f5a),
};

uint palette_title2[16] = {
  bgr(0x0000), bgr(0x1c00), bgr(0x5560), bgr(0x40c8),
  bgr(0x590a), bgr(0x7ab6), bgr(0x7e33), bgr(0x7190),
  bgr(0x40c0), bgr(0x7ca0), bgr(0x720e), bgr(0x6400),
  bgr(0x7400), bgr(0x7c1f), bgr(0x7c1f), bgr(0x7f5a),
};

(palettes 5 and 6 if you want to use something like vSNES to see them)

And here is the tilemap:

Code:
00000000 200D 200D 200D 200D 200D 200D 200D 200D
00000010 200D 200D 200D 200D 200D 200D 200D 200D
00000020 200D 200D 200D 200D 200D 200D 200D 200D
00000030 200D 200D 200D 200D 200D 200D 200D 200D
00000040 200D 200D 200D 200D 200D 200D 200D 200D
00000050 200D 200D 200D 200D 200D 200D 200D 200D
00000060 200D 200D 200D 200D 200D 200D 200D 200D
00000070 200D 200D 200D 200D 200D 200D 200D 200D
00000080 EB0C EB0C EB0C EB0C EB0C EB0C EB0C EB0C
00000090 EB0C EB0C EB0C EB0C EB0C EB0C EB0C EB0C
000000A0 EB0C EB0C EB0C EB0C EB0C EB0C EB0C EB0C
000000B0 EB0C EB0C EB0C EB0C EB0C EB0C EB0C EB0C
000000C0 EB0C EB0C EB0C EB0C EB0C EB0C EB0C EB0C
000000D0 EB0C EB0C EB0C EB0C EB0C EB0C EB0C EB0C
000000E0 EB0C EB0C EB0C EB0C EB0C EB0C EB0C EB0C
000000F0 EB0C EB0C EB0C EB0C EB0C EB0C EB0C EB0C
00000100 0118 0118 0118 0118 0118 0118 0118 0118
00000110 0118 0118 0118 0118 0118 0118 0118 0118
00000120 0118 0118 0118 0118 0118 0118 0118 0118
00000130 0118 0118 0118 0118 0118 0118 0118 0118
00000140 0118 0118 0118 0118 0118 0118 0118 0118
00000150 0118 0118 0118 0118 0118 0118 0118 0118
00000160 0118 0118 0118 0118 0118 0118 0118 0118
00000170 0118 0118 0118 0118 0118 0118 0118 0118
00000180 EA14 EA14 EA14 EA14 EA14 0514 0614 0714 <- first line of title logo
00000190 0814 EA14 EA14 EA14 EA14 EA14 EA14 EA14
000001A0 F018 0F18 0D18 EA14 EA14 EA14 EA14 EA14
000001B0 EA14 EA14 EA14 EA14 EA14 EA14 EA14 EA14
000001C0 EA14 EA14 EA14 EA14 EA14 1514 1614 1714
000001D0 1814 1914 EA14 EA14 EA14 EA14 EA14 1F18
000001E0 A518 A418 A918 EA14 EA14 EA14 EA14 A814
000001F0 E914 EA14 EA14 EA14 EA14 EA14 EA14 EA14
00000200 5014 5014 5014 5014 2414 2514 2614 2714
00000210 2814 2914 2A14 2B14 5014 5014 2E18 2F18
00000220 E818 E718 E618 5014 5014 5014 E514 E414
00000230 E314 E214 5014 5014 5014 5014 5014 5014
00000240 5014 5014 5014 3314 3414 3514 3614 3714
00000250 3814 3914 3A14 3B14 3C14 3D18 3E18 3F18
00000260 E118 E018 DE18 DD18 5014 DC14 DB14 DA14
00000270 D914 D814 D714 5014 5014 5014 5014 5014
00000280 5014 5014 5014 4314 4414 4514 4614 4714
00000290 4814 4914 4A14 4B14 4C14 4D18 4E18 4F18
000002A0 D618 D518 D418 D318 D214 D114 D014 CF14
000002B0 CE14 CD14 CC14 5014 5014 5014 5014 5014
000002C0 5014 5014 5214 5314 5414 5514 5614 5714
000002D0 5814 5914 5A14 5B14 5C14 5D14 5E14 5F14
000002E0 CB14 CA14 C914 C814 C714 C614 C514 C414
000002F0 C314 C214 C114 C014 5014 5014 5014 5014
00000300 6014 6014 6214 6314 6414 6514 6614 6714
00000310 6814 6914 6A14 6B14 6C14 6D14 6E14 6F14
00000320 BF14 BE14 BD14 BC14 BB14 BA14 B914 B814
00000330 B714 B614 B514 B414 B314 6014 6014 6014
00000340 7014 7014 7214 7314 7414 7514 7614 7714
00000350 7814 7914 7A14 7B14 7C14 7D14 7E14 7F14
00000360 B214 B114 B014 AF14 AE14 AD14 AC14 AB14
00000370 AA14 A214 7114 6114 5114 7014 7014 7014
00000380 8014 8114 8214 8314 8414 8514 8614 8714
00000390 8814 8914 8A14 8B14 8C14 8D14 8E14 8F14
000003A0 4214 4114 4014 3214 3114 3014 2D14 2C14
000003B0 2314 2214 2114 2014 1E14 1D14 1C14 8014
000003C0 9014 9114 9214 9314 9414 9514 9614 9714
000003D0 9814 9914 9A14 9B14 9C14 9D14 9E14 9F14
000003E0 1B14 1A14 1414 1314 1214 1114 1014 0E14
000003F0 0C54 0C14 0B14 0A14 0914 0414 0314 0214
00000400 A014 A114 A114 A314 A014 A014 A614 A714
00000410 A014 A014 A014 A014 A014 A014 A014 A014
00000420 A014 A014 A014 A014 A014 A014 A014 A014
00000430 A014 A014 A014 A014 A014 A014 A014 A014
00000440 DF08 DF08 DF08 DF08 DF08 DF08 DF08 DF08
00000450 DF08 DF08 DF08 DF08 DF08 DF08 DF08 DF08
00000460 DF08 DF08 DF08 DF08 DF08 DF08 DF08 DF08
00000470 DF08 DF08 DF08 DF08 DF08 DF08 DF08 DF08
00000480 EF08 EF08 EF08 EF08 EF08 EF08 EF08 EF08
00000490 EF08 EF08 EF08 EF08 EF08 EF08 EF08 EF08
000004A0 EF08 EF08 EF08 EF08 EF08 EF08 EF08 EF08
000004B0 EF08 EF08 EF08 EF08 EF08 EF08 EF08 EF08
000004C0 0209 0309 0209 0309 0209 0309 0209 0309
000004D0 0209 0309 0209 0309 0209 0309 0209 0309
000004E0 0209 0309 0209 0309 0209 0309 0209 0309
000004F0 0209 0309 0209 0309 0209 0309 0209 0309
00000500 0409 0509 0409 0509 0409 0509 0409 0509
00000510 0409 0509 0409 0509 0409 0509 0409 0509
00000520 0409 0509 0409 0509 0409 0509 0409 0509
00000530 0409 0509 0409 0509 0409 0509 0409 0509
00000540 0609 0709 0609 0709 0609 0709 0609 0709
00000550 0609 0709 0609 0709 0609 0709 0609 0709
00000560 0609 0709 0609 0709 0609 0709 0609 0709
00000570 0609 0709 0609 0709 0609 0709 0609 0709
00000580 0809 0909 0A09 0B09 0809 0909 0A09 0B09
00000590 0809 0909 0A09 0B09 0809 0909 0A09 0B09
000005A0 0809 0909 0A09 0B09 0809 0909 0A09 0B09
000005B0 0809 0909 0A09 0B09 0809 0909 0A09 0B09
000005C0 0C09 0D09 0E09 0F09 0C09 0D09 0E09 0F09
000005D0 0C09 0D09 0E09 0F09 0C09 0D09 0E09 0F09
000005E0 0C09 0D09 0E09 0F09 0C09 0D09 0E09 0F09
000005F0 0C09 0D09 0E09 0F09 0C09 0D09 0E09 0F09
00000600 1009 1109 1209 1309 1009 1109 1209 1309
00000610 1009 1109 1209 1309 1009 1109 1209 1309
00000620 1009 1109 1209 1309 1009 1109 1209 1309
00000630 1009 1109 1209 1309 1009 1109 1209 1309
00000640 1409 1509 1609 1709 1409 1509 1609 1709
00000650 1409 1509 1609 1709 1409 1509 1609 1709
00000660 1409 1509 1609 1709 1409 1509 1609 1709
00000670 1409 1509 1609 1709 1409 1509 1609 1709
00000680 1809 1909 1A09 1B09 1809 1909 1A09 1B09
00000690 1809 1909 1A09 1B09 1809 1909 1A09 1B09
000006A0 1809 1909 1A09 1B09 1809 1909 1A09 1B09
000006B0 1809 1909 1A09 1B09 1809 1909 1A09 1B09
000006C0 1C09 1D09 1E09 1F09 1C09 1D09 1E09 1F09
000006D0 1C09 1D09 1E09 1F09 1C09 1D09 1E09 1F09
000006E0 1C09 1D09 1E09 1F09 1C09 1D09 1E09 1F09
000006F0 1C09 1D09 1E09 1F09 1C09 1D09 1E09 1F09
00000700 2109 2209 2309 2409 2109 2209 2309 2409
00000710 2109 2209 2309 2409 2109 2209 2309 2409
00000720 2109 2209 2309 2409 2109 2209 2309 2409
00000730 2109 2209 2309 2409 2109 2209 2309 2409
00000740 2509 2509 2509 2509 2509 2509 2509 2509
00000750 2509 2509 2509 2509 2509 2509 2509 2509
00000760 2509 2509 2509 2509 2509 2509 2509 2509
00000770 2509 2509 2509 2509 2509 2509 2509 2509
00000780 2309 2409 2309 2409 2309 2409 2309 2409
00000790 2309 2409 2309 2409 2309 2409 2309 2409
000007A0 2309 2409 2309 2409 2309 2409 2309 2409
000007B0 2309 2409 2309 2409 2309 2409 2309 2409
000007C0 2509 2509 2509 2509 2509 2509 2509 2509
000007D0 2509 2509 2509 2509 2509 2509 2509 2509
000007E0 2509 2509 2509 2509 2509 2509 2509 2509
000007F0 2509 2509 2509 2509 2509 2509 2509 2509

(stored at VRAM $1000)

Basically, each row on the screen has 32 tiles, or 64 bytes above. The format of each byte is as follows:

(note: you need to flip the bytes, 0514 = 1405, etc)
vhopppcc cccccccc
v = vertical flip
h = horizontal flip
o = priority
ppp = palette #
c = character # (0 - 1023)

If possible, I'd need you to either a) convert the entire title screen + mountain graphic on the top to -only- use the first palette above; and I'll hack the tilemap to use only that one palette, or b) recolor the image to fit into the palettes that match the tilemap above.

There were also a few cases where your version slightly overspilled the boundaries from the original tilemap. If necessary, I can brute force hack the tilemap to work however we need it to, but the tilemap stored inside the ROM is in a really screwy format (located at 0x1c35c5). I haven't messed with it much, so I'm not sure what's going on with it. As it stands, it would be difficult to add additional tiles where tiles are blank in the original; though I should easily be able to change any one specific tile definition and its' palette #. Would it be possible to try and slightly modify the new titlescreen to fit inside the bounds of the old titlescreen tile edges?

I can't seem to modify the tilemap's available tiles very easily, as I believe the game uses the tilemap list at 0x1c35c5 to dynamically generate the required map based on the scroll register (or something, not sure), and possibly has some weird compression associated with it as well, so just hacking the tilemap reading routine to blast in my own would be difficult as well.
ghettoyouth
Guest
« Reply #23 on: January 24, 2007, 10:20:25 am »

ok edited and recolored the graphics, it doesn't need any extra tiles now.

this screenshot shows, how it looks in the game:


home.arcor.de/ghettoyouth/d003_075.bin
byuu
Guest
« Reply #24 on: January 24, 2007, 11:14:00 am »

Wow, you work so fast!

The .bin file is very nice too, thank you. Saves me the trouble of having to make a translation map. May I ask how you made it?

I'm assuming the .bin file is using palette 5 for some tiles and palette 6 for the others? Your I at the top left looks really good this way, when I tried matching colors between the palettes my result turned out pretty bad. Guess I'm just no good at pixel editing :(

Also, how'd you take care of the swapped/flipped tile at the bottom right you were mentioning before, without editing the tilemap? Likewise, how did you reorder your tiles to fit into the original .bin file the game was using? That thing was completely unsorted >_<
I was using a translation matrix (put tile at x,y in bitmap at tile n in the binary file) that I was building by hand.

Thanks again, this one's perfect and requires no more modifications on my part. You practically did all of the work for me :D

Please let me know if I can return the favor sometime. I can assist with 65c816 assembly hacks, a special modified version of my SNES emulator to log/trap any specific data you need, or any kind of general purpose tool (eg bitmap<>bitplane conversion stuff, cross assembler tools, etc).

Side note: the PNG got it's colors smashed again (between the A and I), but it's not a problem with the .bin file, I can always grab a PNG from an emulator if I need it. Pointing this out mainly in case anyone else looks only at the screenshot.
« Last Edit: January 24, 2007, 11:19:35 am by byuu »
ghettoyouth
Guest
« Reply #25 on: January 24, 2007, 11:52:39 am »

Quote
Wow, you work so fast!

The .bin file is very nice too, thank you. Saves me the trouble of having to make a translation map. May I ask how you made it?

I just pasted it all from the png, tile by tile. At first I thought it would take years but the format is pretty simple Grin

Quote
I'm assuming the .bin file is using palette 5 for some tiles and palette 6 for the others? Your I at the top left looks really good this way, when I tried matching colors between the palettes my result turned out pretty bad. Guess I'm just no good at pixel editing Sad

yes I have some experience in pixelart, if you want to see more check this Wink

Quote
Also, how'd you take care of the swapped/flipped tile at the bottom right you were mentioning before, without editing the tilemap?

Yes, I did not change the tilemap, I just made the flipped tile fit into the titlescreen. It doesn't look perfect but it's ok.

Quote
Thanks again, this one's perfect and requires no more modifications on my part. You practically did all of the work for me Cheesy

no problem Wink

Quote
Please let me know if I can return the favor sometime. I can assist with 65c816 assembly hacks, a special modified version of my SNES emulator to log/trap any specific data you need, or any kind of general purpose tool (eg bitmap<>bitplane conversion stuff, cross assembler tools, etc).

great! thanks thanks for the offer Cheesy
byuu
Guest
« Reply #26 on: January 24, 2007, 12:18:27 pm »

Note: this post was rewritten at ~12:55PM

Quote
Yes, I did not change the tilemap, I just made the flipped tile fit into the titlescreen. It doesn't look perfect but it's ok.

Ah, ok. I didn't notice the R/I at the bottom right before. Hmm, I'm sorry to be such a perfectionist, but could I tell you how to disable the flipping, and ask you to replace the flipped tile with tile # 5 (that is now clear at the top left) so that we can draw the R/I like you had it before in your previous screenshot, and post a .bin of that? You should just be able to modify two tiles (#5 and #12/0xc) in your current .bin file, no need to redo the whole thing.

Here's how to change the tilemap:
Go to offset 0x1c35c5 in the ROM, and change "05 14" to "ea 14". Since we are not using the top left tile anymore, this will free up that tile for use elsewhere, and will now use the default "blank" tile here. So there's no visual change for this.
Now, go to offset 0x1c38d7 and change "0c 54 0c 14" to "05 14 0c 14". This will change the left-side of the flipped tile to use the now free tile #5. So draw the bottom "R" tile here. Now, place the bottom "I" tile at tile #12 (0x0c). None of these tiles need to be flipped.

Just for reference, the VRAM map will change as follows:

Before:
Code:
//line #0
00021D93 EA14 EA14 EA14 EA14 EA14[0514]0614 0714
00021DA3 0814 EA14 EA14 EA14 EA14 EA14 EA14 EA14
00021DB3 F018 0F18 0D18 EA14 EA14 EA14 EA14 EA14
00021DC3 EA14 EA14 EA14 EA14 EA14 EA14 EA14 EA14
...
//line #9
00021FD3 9014 9114 9214 9314 9414 9514 9614 9714 ................
00021FE3 9814 9914 9A14 9B14 9C14 9D14 9E14 9F14 ................
00021FF3 1B14 1A14 1414 1314 1214 1114 1014 0E14 ................
00022003[0C54 0C14]0B14 0A14 0914 0414 0314 0214 .T..............

After:
Code:
//line #0
00021D93 EA14 EA14 EA14 EA14 EA14[EA14]0614 0714 ................
00021DA3 0814 EA14 EA14 EA14 EA14 EA14 EA14 EA14 ................
00021DB3 F018 0F18 0D18 EA14 EA14 EA14 EA14 EA14 ................
00021DC3 EA14 EA14 EA14 EA14 EA14 EA14 EA14 EA14 ................
...
//line #9
00021FD3 9014 9114 9214 9314 9414 9514 9614 9714 ................
00021FE3 9814 9914 9A14 9B14 9C14 9D14 9E14 9F14 ................
00021FF3 1B14 1A14 1414 1314 1214 1114 1014 0E14 ................
00022003[0514 0C14]0B14 0A14 0914 0414 0314 0214 ................

Quote
yes I have some experience in pixelart, if you want to see more check this

Ah, that looks really neat! Looks like an art style somewhere between SMW1 and SMW2. I'll have to check that out sometime.

Thanks again for all your help! :D
« Last Edit: January 24, 2007, 01:03:29 pm by byuu »
Aerdan
Guest
« Reply #27 on: January 24, 2007, 11:45:36 pm »

Okay, could we get this thread stickied, please?
Kitsune Sniper
Guest
« Reply #28 on: January 25, 2007, 12:09:02 am »

K, but only because you asked nicely.
byuu
Guest
« Reply #29 on: January 25, 2007, 06:07:12 am »

Ok, I went ahead and merged the two on my end. Daikaijuu's titlescreen is now completely inserted and working perfectly! Hooray!

Before:


After:


Aspect corrected with TV filtering (roughly what it would look like on a real SNES + TV):


And one last time, thanks again for all your help, ghettoyouth! :D
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