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Author Topic: Samurai Shodown RPG-Requesting help with FEIDIAN  (Read 977 times)
Deuce
Guest
« on: March 27, 2007, 02:48:26 pm »

I'm in the middle of working on Samurai Shodown RPG (in between work on seemingly-endless Ys projects). I've got a script dump, reinsertion setup, all that jazz. I need, however, to work on the font, and FEIDIAN seems like it would be a massive help, since I'm going to have to do a double-font (16x16 masquerading as 8x16) in order for the text to fit, and obviously, if I can get it work through FEIDIAN, it'll make life much, much simpler. I'm no hacker, so the technical side of things is a bit alien to me. What's thoroughly puzzling me is how to create the pattern. The game uses basic SMS format tiles, 4bpp planar. 16 colors (though the font itself only uses 10 of those available). The font is flipped left-to-right, and row-interleaved. Here's a picture of it as seen in Tile Molester.
 

 
The background is part of the font tiles themselves.
 
Here's how it looks without the interleaving.
 

 
Might anyone be able to provide me some insight as to how the pattern should be arranged? I'm quite thoroughly confused, as the docs seem to assume more knowledge of the font's structure than I have. I've put together the custom definition with the palette in place, and the following options:
 
define("COLOR_DEPTH","16"); // Sixteen Color (Four Plane)
$tile_width = 16;
$tile_height = 16;
$pat_size = 32;
$order = "planar""";
 
The pattern, however, is a mystery. Help? Please?
MegaManJuno
Guest
« Reply #1 on: March 27, 2007, 06:46:31 pm »

Based on the heart and the "A", it looks like the tiles are broken up and stored as such:

12
34

...and that to reassemble them correctly, that you would need to swap 2 & 3, so they were in the following order:

13
24

Then you still need to worry about flipping them though, since they'll still be backwards.

I've never messed with Fedian, so I have no idea how that would relate to it, but maybe this will help some to at least get them in the right order...?
Spikeman
Guest
« Reply #2 on: March 27, 2007, 06:50:05 pm »

Quote from: MegaManJuno on March 27, 2007, 06:46:31 pm
Based on the heart and the "A", it looks like the tiles are broken up and stored as such:

12
34

...and that to reassemble them correctly, that you would need to swap 2 & 3, so they were in the following order:

13
24

That is exactly what row-interleaved means as far as I know. Also, I've never really figured out how to work FEIDIAN with more than one color so I can't really help you there.
Deuce
Guest
« Reply #3 on: March 28, 2007, 08:45:25 am »

Just as an update, I tried it with the neogeo16 template (which is 2bpp) and got this result:


Closer to the actual intended result, but obviously, not nearly enough colors. The pattern as shown in this definition is as follows:
Plane 1:
AAAAAAAAgggggggg
CCCCCCCCiiiiiiii
EEEEEEEEkkkkkkkk
GGGGGGGGmmmmmmmm
IIIIIIIIoooooooo
KKKKKKKKqqqqqqqq
MMMMMMMMssssssss
OOOOOOOOuuuuuuuu
QQQQQQQQwwwwwwww
SSSSSSSSyyyyyyyy
UUUUUUUU22222222
WWWWWWWW44444444
YYYYYYYY66666666
aaaaaaaa88888888
cccccccc!!!!!!!!
eeeeeeee@@@@@@@@

Plane 2:
BBBBBBBBhhhhhhhh
DDDDDDDDjjjjjjjj
FFFFFFFFllllllll
HHHHHHHHnnnnnnnn
JJJJJJJJpppppppp
LLLLLLLLrrrrrrrr
NNNNNNNNtttttttt
PPPPPPPPvvvvvvvv
RRRRRRRRxxxxxxxx
TTTTTTTTzzzzzzzz
VVVVVVVV33333333
XXXXXXXX55555555
ZZZZZZZZ77777777
bbbbbbbb99999999
dddddddd?HuhHuh?
ffffffff********


Anyone?  Advice?  If I'm not mistaken, once I figure this out, I'll be able to dump sprites from any NeoCD game... or at least, everything from SSRPG.
DaMarsMan
Guest
« Reply #4 on: March 28, 2007, 09:56:33 am »

We need a generic bmp inverting program that flips tiles. I remember this problem with black matrix 00 too. A tool like that would come in really handy.
KaioShin
Guest
« Reply #5 on: March 28, 2007, 10:50:38 am »

Quote from: DaMarsMan on March 28, 2007, 09:56:33 am
We need a generic bmp inverting program that flips tiles. I remember this problem with black matrix 00 too. A tool like that would come in really handy.

BM 00 was different that the order of the tiles was correct. In this case you can easily switch the whole font in photoshop, that wouldn't work with BM 00. Speaking of BM 00, I should get going to write a font ripper for that  Roll Eyes
Deuce
Guest
« Reply #6 on: March 30, 2007, 04:56:48 pm »

Okay, if anyone's actually paying attention, I edited the "sakura.php" preset that I got from the FEIDIAN website to the following:

define("COLOR_DEPTH","16"); // Sixteen Color (Four Plane)
$tile_width  = 16;
$tile_height = 16;
$pat_size    = 4;
$order = "planar""";
$plane1 = "AAAAAAAAAAAAAAAA""";
$plane2 = "BBBBBBBBBBBBBBBB""";
$plane3 = "CCCCCCCCCCCCCCCC""";
$plane4 = "DDDDDDDDDDDDDDDD""";

And the correct palette in place.

Here's the result I get:


Obviously, much closer to the real thing... but still backward and with that weird 8-pixel column.  Anyone have any ideas on how to fix those two items?  If I can get that, then I should be able to get everything flawlessly!

Pleeeeease... *begging*
Normmatt
Guest
« Reply #7 on: March 30, 2007, 08:59:44 pm »

Quote
$plane1 = "AAAAAAAAAAAAAAAA""";
$plane2 = "BBBBBBBBBBBBBBBB""";

$plane3 = "CCCCCCCCCCCCCCCC""";
$plane4 = "DDDDDDDDDDDDDDDD""";

notice that plane 1 and 2 are missing a byte compared to plane 3 and 4 just add another AA and BB and see what happens
Kitsune Sniper
Guest
« Reply #8 on: March 30, 2007, 10:23:38 pm »

Quote from: Normmatt on March 30, 2007, 08:59:44 pm
Quote
$plane1 = "AAAAAAAAAAAAAAAA""";
$plane2 = "BBBBBBBBBBBBBBBB""";

$plane3 = "CCCCCCCCCCCCCCCC""";
$plane4 = "DDDDDDDDDDDDDDDD""";

notice that plane 1 and 2 are missing a byte compared to plane 3 and 4 just add another AA and BB and see what happens

It doesn't make a difference. I added sixteen letters to each plane, it's still the same.
Deuce
Guest
« Reply #9 on: March 31, 2007, 12:46:35 am »

Problem solved, thanks to Kitsune and his handy-dandy connections. Grin

RedComet
Guest
« Reply #10 on: March 31, 2007, 10:45:21 am »

Care to share how you got it dumped correctly? Smiley
tomaitheous
Guest
« Reply #11 on: March 31, 2007, 11:07:54 am »


 So - are you planning on replacing every 16x16 tile with two 8x16 tiles without hacking the text font routine? Are you going to have enough characters to hold all the required combonations of pairs? Just curious.

Kitsune Sniper
Guest
« Reply #12 on: March 31, 2007, 03:33:16 pm »

Quote from: tomaitheous on March 31, 2007, 11:07:54 am

 So - are you planning on replacing every 16x16 tile with two 8x16 tiles without hacking the text font routine? Are you going to have enough characters to hold all the required combonations of pairs? Just curious.


There's around what, 1100 pairs or something. There's enough space. Tongue

As for how we got it dumped, D himself helped us out. It's pretty complicated and I don't really remember how to do it. Tongue
Deuce
Guest
« Reply #13 on: March 31, 2007, 07:11:51 pm »

There are something like 1500 or so possible combinations.  Might not be able to do a proper upper/lowercase set, but it'll work.
tomaitheous
Guest
« Reply #14 on: April 01, 2007, 12:01:35 am »


  Smiley   Reminds of the plan Dave S. had for BGC before we ended up hacking the font routine - but that only had about 512 16x16 characters.

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