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Author Topic: Screenshots  (Read 67882 times)
vivify93
Guest
« Reply #2355 on: August 28, 2011, 11:34:31 am »

Actually, it's Alain Albane, Carole Adenade, and Winona Bigford. They're Cress and Mint's ancestors from Edward Morrison's time, and also some random archer chick.
justin3009
Guest
« Reply #2356 on: August 28, 2011, 12:29:22 pm »

- More updates.

Boredom keeps going, so I'm attempting to make Rambard playable.  Added a few custom sprites for the menu.  Issue is, Klarth's animation data got slightly screwed.  I'm gonna have to see if I can figure out where it points to for animation data and bump Rambards to a new location.  Sprites though, are surprisingly extremely easy to add.

PS: Rambard I believe is an archer, from the looks of it in his official art and such anyway.  So I thought he'd be neat as a temporary replacement for Chester once you're in the Ymir Forest.  Though if I do continue to hack this, I'll probably have him be a more permanent PC.

Edit: Found a way to move PC's data to another area.  Did so, now all PC animations are stored in the F0 Bank.  PC's 0-7.  Each character has 200 bytes of data in total for their animations, which is more than enough.  So right now, no animation conflicts and Rambard/Lia both have their own area to add new animations.
« Last Edit: August 28, 2011, 03:40:50 pm by justin3009 »
Kajitani-Eizan
Guest
« Reply #2357 on: August 28, 2011, 04:52:41 pm »

Huh the "random archer" is winona. there's only four people there, lol...
justin3009
Guest
« Reply #2358 on: August 30, 2011, 08:35:57 am »

Can't really prove it in a screenshot, but I found the area to remove in TOP so you can move around during spells being casted.  The only thing is that you can't have two spells go off at once (Which is really nice, but a waste of TP).  So if I did let the availability of spells be casted and able to move around, lots of stuff would have to be tweaked to fit it.  I think it's a bit more interesting actually, and it doesn't really bug up even the slightest except maybe on hardcore spam moves like Ray.
Carnivol
Guest
« Reply #2359 on: August 31, 2011, 03:31:43 pm »

Neat! Not every day you see stuff like ToP get fiddled around with (on the SNES, that is)

Quote from: justin3009 on August 28, 2011, 12:29:22 pm
PS: Rambard I believe is an archer, from the looks of it in his official art and such anyway.  So I thought he'd be neat as a temporary replacement for Chester once you're in the Ymir Forest.  Though if I do continue to hack this, I'll probably have him be a more permanent PC.

<- You can see Brambald's battle sprite in my avatar pic (along with some other early stuff, such as the game's innitial title). He used to be a playable character in the game's early stages, but was probably phased out once Chester took a more dominant role in the store ... or maybe axed to avoid two archers ... save space ... or something ... I actually wouldn't be surprised if he was a bit of an allround character in the party ... ("Zomg! MAGICAL ELF!") - think the only set of public shots of him in action as an actual party member can be found in this old leaflet. Several magazines had screenshots from the same set in some early previews of the game, so I guess there might've been some sort of demo/preview video (on VHS, likely) handed out to the media. Would love to find that footage.

If you happen to stumble upon various leftover data for stuff like that, please show and tell!
justin3009
Guest
« Reply #2360 on: August 31, 2011, 05:45:08 pm »

That's actually interesting with that leaflet.  I remember seeing your avatar awhile ago and I had the idea of adding him in years ago but had no proper knowledge.

The interesting part I noticed in general was that he actually has a selectable tactics list.  Lia didn't at all if you allow her to be usable.  Rambard's ends up being the "Use many spells" and etc list like Arche.  Coincidentally, his spell list pointer loads exactly the same bit as Arche's.  The pointer itself wasn't removed or anything, Lia's was of course, so was Chester's, but Rambards was there.  So he was probably meant to be a straight up mage like her except on the ground.

Then for battle sprites, Rambard and Lia load up Klarth's sprites.  Then following after are the intro sprites with Winona and all of them.

Also, another fun bit of info.  Apparently there's 8 portraits being loaded for pointers yet there's only 7 characters.  Though the 8th portrait is default to load Cless's.  Just thought I'd let that be stated too.  Kind of interesting what can be found.
Kagemusha
Guest
« Reply #2361 on: August 31, 2011, 09:31:42 pm »



Script's inserted, but needs to be formatted and I think I'll be expanding a few of the text areas. Got some other misc things to do and bunch of sprites/graphics that need to be hacked.
Gemini
Guest
« Reply #2362 on: September 01, 2011, 09:33:44 am »

Also dropping that "chan" would be nice.
UglyJoe
Guest
« Reply #2363 on: September 01, 2011, 10:31:59 am »

What if Mikey Chan is Jackie Chan's brother?
Gemini
Guest
« Reply #2364 on: September 01, 2011, 10:37:44 am »

Then that cake's gonna kick asian asses!
justin3009
Guest
« Reply #2365 on: September 01, 2011, 11:46:13 am »

- Eh.  Was trying to organize the menu to look like the PSX version.  It's okay, really hard to fit with the limited room.  I was aiming maybe to make the screen scroll down ala "Custom" menu to view the equipment.  But this might do for now until I can find a better way of organization.
Kagemusha
Guest
« Reply #2366 on: September 01, 2011, 06:43:40 pm »

Well the literal translation is Michael Chan. I changed it to Mikey in the hopes that people would think of him Jackie's brother/cousin that he never had.
Klonoa
Guest
« Reply #2367 on: September 02, 2011, 03:30:07 pm »



MMX Hack ^^ started it like a week ago almost done with the first level.  Smiley

Anyone have the palette data for the title screen?
Gemini
Guest
« Reply #2368 on: September 04, 2011, 08:02:29 pm »

Implemented the third VWF in a row:

This one was using 16x16 4bpp blocks. I'm really starting to hate this game's code with a passion.
Sawakita
Guest
« Reply #2369 on: September 05, 2011, 08:33:34 am »

Quote from: Gemini on September 04, 2011, 08:02:29 pm
Implemented the third VWF in a row:

This one was using 16x16 4bpp blocks. I'm really starting to hate this game's code with a passion.
Looks good, as usual! It's for PlayStation, right? But why did they used a 4BPP format for a shaded font? Is it really necessary?
(notice: I live in a 8 bit world)
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