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Topic: Screenshots (Read 67911 times)
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Hamlet
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« Reply #1320 on: September 30, 2009, 10:06:16 am » |
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OK, DS, between You and me, I am sorry to inform You, but You just gained a huge fan! I will so play this, when this is out! If my memory does not fail me I read (some years ago) that the Japanese and European releases were without most of the bugs that were present in the US release, but as Nightcrawler already mentioned, most of the bugs are fixed with Reli's patch, although not all, as it seems: http://www.lufiaworld.com/forum/viewtopic.php?t=1386140
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DarknessSavior
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« Reply #1321 on: September 30, 2009, 02:47:14 pm » |
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Thanks. ^_^ Update: I have alot of item pointers to change. Each individual item has it's own pointer. I only did "Knife" and "Cloth" for now. However, to show the fact that I've got 12 character items, I changed their names. Notice the fact that MGR is 999? Yeah, that's a side effect of longer names. Like I said, I gotta find another place to put those in RAM. ~DS
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Hamlet
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« Reply #1322 on: September 30, 2009, 03:05:13 pm » |
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Thanks. ^_^ Update: I have alot of item pointers to change. Each individual item has it's own pointer. I only did "Knife" and "Cloth" for now. However, to show the fact that I've got 12 character items, I changed their names. Notice the fact that MGR is 999? Yeah, that's a side effect of longer names. Like I said, I gotta find another place to put those in RAM. ~DS Looks really exciting! And 999 MGR is not a bad thing if you're fighting the egg dragon.
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DaMarsMan
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« Reply #1323 on: September 30, 2009, 03:26:44 pm » |
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Is that... the final font? I don't like it. No offense. It's just too fat for an RPG, in my opinion. I helped get this font into the game. The original font is actually a good amount thicker and wider. It keeps a cartoon bubbly feel and fits enough so I think it's a decent choice. I see where you are coming from though.
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Talbain
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« Reply #1324 on: September 30, 2009, 04:18:02 pm » |
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Near as I can tell, that hack simply corrupts the Lufia II ROM.
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SC
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« Reply #1325 on: October 01, 2009, 10:09:06 am » |
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Thanks. ^_^ Update: I have a lot of item pointers to change. Each individual item has it's own pointer. I only did "Knife" and "Cloth" for now. However, to show the fact that I've got 12 character items, I changed their names. Notice the fact that MGR is 999? Yeah, that's a side effect of longer names. Like I said, I gotta find another place to put those in RAM. ~DS Is it the Japanese version you are working on? Why not implementing a VWF for dialogs and menu? I was planning something similar for a needed Spanish re-translation for this lovely game, but I lack the time. At least it has a place in my heart and memories... (ohhhh ).
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DarknessSavior
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« Reply #1326 on: October 01, 2009, 02:18:57 pm » |
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I do not currently know HOW to make a VWF. But, seeing as this project will likely take a LONG time, I don't see why I wouldn't want to have a nice 8x16 VWF for the dialog, at least. Dunno about the menus, might not need one with all the crap I'm plannin' to do to 'em.
~DS
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KingMike
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« Reply #1327 on: October 01, 2009, 03:13:34 pm » |
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From my understanding, adding VWF to menus in an SNES RPG is usually hell. Which is why only a couple REALLY skilled hackers have attempted it in the past. SNES has room for 512 tiles per BG, which is enough for unique tiles for about half the screen. Since VWF text has to be drawn in VRAM, it takes much longer processing time, and the game may or may not like that. (as opposed to tilemap-based fonts, where you only need to change a few bytes in the tilemap to change the string) Also, scrolling menus (which are numerous in this game) could be another issue, where it would have to constantly redraw text. Also, when only part of the screen is updated during scrolling, it could eventually overwrite tiles used on static portions of the menu. (Even in the GBA Lufia, I do recall seeing VWF rendering bugs a couple times when scrolling through menus.)
When inserting a VWF for 3x3 Eyes 1 SFC, I had to include a tilemap mode because of the partial-refresh issue, and also one point where the game would attempt to print multiple strings simultaneously.
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vivify93
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« Reply #1328 on: October 01, 2009, 04:54:25 pm » |
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Near as I can tell, that hack simply corrupts the Lufia II ROM. It has to be patched to a US ROM. Y'know, starts with the Natsume splash screen, then Erim and Arek converse, then it displays "Lufia II: Rise of the Sinistrals" like it does in the title screen snapshot on the page? ...If it doesn't, then it might be header issues.
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Talbain
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« Reply #1329 on: October 01, 2009, 11:47:07 pm » |
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Near as I can tell, that hack simply corrupts the Lufia II ROM. It has to be patched to a US ROM. Y'know, starts with the Natsume splash screen, then Erim and Arek converse, then it displays "Lufia II: Rise of the Sinistrals" like it does in the title screen snapshot on the page? ...If it doesn't, then it might be header issues. Well it was a header issue. Turned out it needed one when I'm used to ROMs not needing (much less wanting) them.
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Dragonsbrethren
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« Reply #1330 on: October 02, 2009, 04:16:43 am » |
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Well it was a header issue. Turned out it needed one when I'm used to ROMs not needing (much less wanting) them.
Until recently, recently being the past two/three years, it was much more common to find SMC/SWC headered SNES ROMs than unheadered. This "everything has to be unheadered" crusade has broken the majority of older SNES patches on this site. Read some older hacking documentation that mentions subtracting $200 from offsets to locate pointers, for one example of how much of a non-issue headers were until this started.
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creaothceann
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« Reply #1331 on: October 02, 2009, 05:07:59 am » |
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Well it was a header issue. Turned out it needed one
-> ipsedit.exe
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Talbain
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« Reply #1332 on: October 02, 2009, 04:13:08 pm » |
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Well it was a header issue. Turned out it needed one
-> ipsedit.exe I fixed it with SNEStool, but thanks for the mention.
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optomon
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« Reply #1334 on: October 06, 2009, 01:16:46 am » |
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I've been looking forward to Super Mario Unlimited and I was wondering what happened to it lately.
I have to ask about the bricks. Why not just make them fully connected instead of leaving that noticeable black space in between them? It would seem that they would be much more aesthetically pleasing if they were.
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