+  RHDN Forum Archive
|-+  Romhacking
| |-+  ROM Hacking Discussion
| | |-+  YouTube/Google Video thread
Pages: 1 ... 22 23 [24] 25 26 ... 28
Author Topic: YouTube/Google Video thread  (Read 19382 times)
Gemini
Guest
« Reply #345 on: August 11, 2010, 03:10:06 am »

Well, the point of constant scroll is to have one character appearing every X frames. Most of the times you're working on a tile-based machine one character corresponds to one tile. Even with VWF implemented, it should still reflect the "X frames=1 character" as it defies the whole purpose of breaking tile boundaries.
Nightcrawler
Guest
« Reply #346 on: August 11, 2010, 06:58:57 am »

I believe the 'whole purpose' most people break tile boundaries for is to have a thinner font and fit more text on a line. Tongue Displayed characters per frame is a secondary concern at best.
Gemini
Guest
« Reply #347 on: August 11, 2010, 07:28:13 am »

Still, think of how that works on modern machines. You never see characters broken into "tiles". :p Plus, most professional SNES VWFs work with no grid.
Kajitani-Eizan
Guest
« Reply #348 on: August 11, 2010, 12:12:03 pm »

Quote from: Gemini on August 11, 2010, 03:10:06 am
Well, the point of constant scroll is to have one character appearing every X frames.

? says who? i would think it actually more natural to have Y pixels appearing every X frames, or Y/X pixels appearing every frame, or whatever. as i said, why should an "i" take the same amount of time to appear as an "M"?

the main issue here is more of the right edge of the scrolling text being "ugly", rather than whether it's one character per X frames or not.
Gemini
Guest
« Reply #349 on: August 12, 2010, 09:31:04 am »

Quote from: Kajitani-Eizan on August 11, 2010, 12:12:03 pm
? says who?
Pretty much every professional release since 1936? Ok, maybe not since that long, but you'll find many commercial releases to follow this kind of "standard". Grin It's not very hard to do, so why not making it look as professional as possible and bring it to the next level? I mean, all you've got to do is an extra tile shifting+DMA transfer to VRAM each time an overflow happens.
Tauwasser
Guest
« Reply #350 on: August 12, 2010, 10:26:43 am »

I actually found that very repelling, too.  However, I thought it was just a hacky video.

It's really not that hard altogether to pull off. Basically follow Gemini's advice:

Quote from: Gemini on August 12, 2010, 09:31:04 am
I mean, all you've got to do is an extra tile shifting+DMA transfer to VRAM each time an overflow happens.

I actually have always done it this exact way. The only problem for now is that sometimes text gets rendered to a background that is not the same pattern as the text background, so you see additional "blank" space where the routine will print the next char.

Quote from: Kajitani-Eizan on August 11, 2010, 12:12:03 pm
why should an "i" take the same amount of time to appear as an "M"?

Because they're both equally letters. It's the way you read and are least distracted. By getting not-fully-rendered parts every rendered letter, you automatically feel that something is somehow wrong.

cYa,

Tauwasser
Kajitani-Eizan
Guest
« Reply #351 on: August 13, 2010, 12:35:07 am »

well, i guess these guys screwed up this time-honored tradition of yours, then. who are these "skewair" people? how dare they profane the Gemini Typesetting Act of 1936!

my point being that, yes, game VWFs are usually done the way you're saying. however, that's not because it is intuitively better for 1 character to appear every X frames, regardless of width. keep in mind that many times the text scroll was intended to be used with fixed-width or near-fixed-width fonts (e.g. any game that was made in japan, older games for PC/NES/GB/whatever that didn't have VWFs, etc.). therefore it would just so happen that 1 character every X frames would be equivalent to Y pixels every X frames.
« Last Edit: August 13, 2010, 12:41:08 am by Kajitani-Eizan »
Gemini
Guest
« Reply #352 on: August 13, 2010, 02:06:11 am »

Quote from: Kajitani-Eizan on August 13, 2010, 12:35:07 am
well, i guess these guys screwed up this time-honored tradition of yours, then. who are these "skewair" people? how dare they profane the Gemini Typesetting Act of 1936!
That's just a picture, nothing involving scrolling at all. Roll Eyes In fact, actual sprite-based text in the very same game follows "my standard". Shocked
Daniel Eakins
Guest
« Reply #353 on: August 14, 2010, 04:55:06 am »

http://www.youtube.com/watch?v=A0WbG5soJ0U

Just something I've been working on. Cross Sequence Battle system in CT Smiley This is 100% done with Temporal Flux and custom graphic sprites (no ASM hacking on the original battle system). It's obviously not complete as you can see but it IS feasible, although it takes a lot of space. Just to show the HP digits I need 1,000 frames of sprite assembly for instance, but the coding to show them will be very short thanks to self-modifying code functions.
FaustWolf
Guest
« Reply #354 on: September 15, 2010, 10:03:11 pm »

DUDE.

Vagrant Story.

Heavy Modding.

NOW.

I think the modder goes by Valendian here.
« Last Edit: September 15, 2010, 10:19:22 pm by FaustWolf »
Kagemusha
Guest
« Reply #355 on: October 01, 2010, 12:23:28 am »

http://www.youtube.com/watch?v=bxKuUAraNAY

One of the benefits of already having an english version available is with this. Without it that would have been a real pain in the ass to hack and thankfully the translation is spot on. Release is imminent following some polishing and a bug fix for another part of the game.
ded302
Guest
« Reply #356 on: October 18, 2010, 11:34:59 pm »

http://www.youtube.com/watch?v=X8jum99WvS8

Here is a video showing an expanded intro for Adventures Of Musashi.
Kagemusha
Guest
« Reply #357 on: October 18, 2010, 11:55:06 pm »

Nice job, have you thought about expanding the text boxes? It's a matter of preference really.

Once again, nice job. This was one of those games that I kind of wanted to re-do myself.
ded302
Guest
« Reply #358 on: October 19, 2010, 09:43:07 am »

I'll expand the text box for the dialog, and menus. The intro textbox seems fine for me. I also did a 2 line item hack to where I don't have to expand that much boxes.
Lin
Guest
« Reply #359 on: November 07, 2010, 05:35:17 pm »

Hmm... Quite some time without posts. Oh well.

Here's some things testing an Oracle of Ages scripting program I've been working on. Not much, but I thought I'd share:
http://www.youtube.com/watch?v=hUT-nidUYd4
http://www.youtube.com/watch?v=TUzv5Cpx_xQ
http://www.youtube.com/watch?v=HTHGiBwLxvE
Pages: 1 ... 22 23 [24] 25 26 ... 28  


Powered by SMF 1.1.4 | SMF © 2006-2007, Simple Machines LLC