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Author Topic: Screenshots  (Read 67902 times)
dormento
Guest
« Reply #1755 on: May 04, 2010, 11:32:45 pm »

Whoa Grond.
Pretty nice, as always.  :thumbsup:
I see you got some clever stuff to work, like the option to forget spells. Things like these remember me that I always have such high expectations of your work, and I am never let down Smiley
Grond
Guest
« Reply #1756 on: May 05, 2010, 11:17:53 pm »

Quote from: Spikeman on May 03, 2010, 12:20:11 am
Looks great! It's a little jarring when the player walks behind the waterfall and just instantly disappears, would it be possible to do a smoother transition?
I suppose it's possible, but I'm not sure if I can manage it. I'll give it another look at some point, but I don't consider it a priority Smiley

Quote from: dormento on May 04, 2010, 11:32:45 pm
Whoa Grond.
Pretty nice, as always.  :thumbsup:
I see you got some clever stuff to work, like the option to forget spells. Things like these remember me that I always have such high expectations of your work, and I am never let down Smiley
Thanks, dormento! And since you're reading this... I'm planning to use a slightly modified version of your old class-change patch for this hack; I assume you don't mind?

Also, I don't want anyone to be too impressed by my stuff, since it's largely built upon foundations laid by others--and my coding skills are still amateur at best. After all, there are two partially-commented disassemblies of FF1 floating around out there on the 'net (one by Disch and one by anomie), and I couldn't do half as well without them.

Anyway, I'll toss up another silly animation:

(660 k)

This still needs some work, mainly because of the brief flicker that occurs when I turn the PPU off (to redraw the enemy) and back on. But I think this is a cool effect, and it could conceivably be altered a bit to add summon spells to the game.
KingMike
Guest
« Reply #1757 on: May 07, 2010, 01:20:28 pm »


Anybody want to play Uno? Smiley
Hacking work demonstrated here:
Graphics compression handled.
8x16 font/routine reduced to 8x8 (will probably be needed for screen space reasons) (font height, and possibly width controlled per character, 8x16 kana are characters I didn't need to replace)
DTE and dictionary compression implemented.
Menu tilemap compression figured out.
The most common 2-byte control codes reduced to 1 byte.

Anybody interested in translating this? It's about 43KB, including a fair amount of control codes. Probably a fair amount is for story mode. How deep can a plot based on a card game be? Cheesy
Moulinoski
Guest
« Reply #1758 on: May 07, 2010, 03:05:41 pm »

Aw man, I hate UNO as much as I love it. XD I'd take a crack at it, but then again, I said the same thing for DQ & FF in Itadaki Street Special and I've done nothing in regards to that... :/
Celice
Guest
« Reply #1759 on: May 07, 2010, 05:39:00 pm »

Quote from: Grond on May 05, 2010, 11:17:53 pm

Anyway, I'll toss up another silly animation:

(660 k)

This still needs some work, mainly because of the brief flicker that occurs when I turn the PPU off (to redraw the enemy) and back on. But I think this is a cool effect, and it could conceivably be altered a bit to add summon spells to the game.
I effing love you Cheesy
aishsha
Guest
« Reply #1760 on: May 07, 2010, 08:41:22 pm »


One of my earliest projects has finally seen some sufficient progress  :happy:
DarknessSavior
Guest
« Reply #1761 on: May 07, 2010, 09:21:58 pm »

I have -no- idea what game that is. But the font looks nice.  :thumbsup:

~DS
Gideon Zhi
Guest
« Reply #1762 on: May 07, 2010, 09:59:57 pm »

Minelvaton/Minerva Town Saga!

(You can tell by the screenshots' filenames :p)
Rai
Guest
« Reply #1763 on: May 08, 2010, 01:16:05 am »



Found the pointers for enemy names... Unfortunately it seems that I might have to implement a DTE into that routine.
aishsha
Guest
« Reply #1764 on: May 08, 2010, 07:25:29 am »

Quote from: Gideon Zhi on May 07, 2010, 09:59:57 pm
Minelvaton/Minerva Town Saga!

(You can tell by the screenshots' filenames :p)
The first variant Smiley Seems like all the by-problems have been solved, but the translation process will be a bit messy Smiley
DaMarsMan
Guest
« Reply #1765 on: May 08, 2010, 09:09:01 am »

Quote from: aishsha on May 07, 2010, 08:41:22 pm

One of my earliest projects has finally seen some sufficient progress  :happy:

I would take out that white line in the border so that the text looks like it's a little more spaced from it.
aishsha
Guest
« Reply #1766 on: May 08, 2010, 09:35:49 am »

That could be done, I think Smiley
DarknessSavior
Guest
« Reply #1767 on: May 08, 2010, 12:50:45 pm »

Quote from: Rai on May 08, 2010, 01:16:05 am


Found the pointers for enemy names... Unfortunately it seems that I might have to implement a DTE into that routine.
Change the font already! D:

~DS
RedComet
Guest
« Reply #1768 on: May 08, 2010, 09:52:31 pm »



The only thing left to hack is the credits screen which should be...interesting. Damn color outlined text.

EDIT:

Still got a few kinks to work out, but it's up and working. Cheesy
« Last Edit: May 09, 2010, 03:51:05 pm by RedComet »
rmco2003
Guest
« Reply #1769 on: May 09, 2010, 06:06:33 pm »

looks awesome RedComet :thumbsup:
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