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Author Topic: Screenshots  (Read 67906 times)
Lenophis
Guest
« Reply #810 on: October 14, 2008, 02:26:00 pm »

Quote from: justin3009 on October 14, 2008, 02:12:21 pm
Well I can post the data if you want me to of what it shows in hex.  If I remember correctly, if you try altering the data, it either:
1) Shows no space in between the names
2) There is space and if you go back, it all kinda looks jumbled.
3) The "LV" text gets bumped down, but the level itself stays in the same area
4) The "LV" text data, along with how much attack and defense they have is completely gone from the menu.
Yeash, if it's doing what I think it's doing then changing it will not be easy. My guess is that the VRAM position is being set directly instead of using spaces to draw that portion.

"You make it sound worse than it is!"

Perhaps, but from my experience the game will not like drastic changes made to the area (as garbage will show up if there's a bunch of shifting, tiles will repeat, etc).

Although, it's also possible that this needs to be approached from a data perspective, not code. If the menu system is what I think it is, then the strings will follow this format:

Code:
XXYYI'm text!(null terminator)

The XX and YY are the position onscreen where the text will go. Getting Kajitani's idea to work will be easy, it just requires 2 free tiles. Keep the position where it is, just nix the space and replace it with the 2 tiles that would say "Lv." The "L" portion would start about 4 pixels in, so there still would be some space between the name and "Lv." It'll still look slightly skinny, but it would be much more readable than it is now.
justin3009
Guest
« Reply #811 on: October 14, 2008, 04:04:58 pm »

Well, there is an X/Y coordinate for everything, but it's not what you think it is.  Moving the X/Y coordinate will bump EVERYTHING in the box left right up or down 1 tile, not that won't free any space, it'll just keep the same thing but shifted.
Kajitani-Eizan
Guest
« Reply #812 on: October 14, 2008, 04:09:43 pm »

there is a SNES debugger/tracer, right? i'm sure it shouldn't be too difficult to get it to do what you want. the worst it could entail is figuring out how to add more code than there already is in the middle somewhere, i would think.
Vehek
Guest
« Reply #813 on: October 14, 2008, 04:16:21 pm »

I think the data for one part is like this: Load name, load $#FF, load data (LV text) from a pointer. So it might be possible.
justin3009
Guest
« Reply #814 on: October 14, 2008, 05:06:03 pm »

3FC5C3 - Pointer for "LV" Text
3FC4D8 - Name Pointer in Menu

3FBE11 - Character Stats X Coordinate Menu \\
3FBE12 - Character Stats Y Coordinate Menu / These move the ENTIRE status, including name, attack, defense etc..
3FBE20 - Characters Name/LVl Text Modifying Status?
KC
Guest
« Reply #815 on: October 18, 2008, 01:43:56 pm »


Added a VWF, made the scrolling compatible and nice looking with it and changed the font to use shadows and all.
Thanks to Gemini for the font.
I doubt anyone knows the game...
KingMike
Guest
« Reply #816 on: October 18, 2008, 01:50:55 pm »

I do, and I'm glad somebody's making the effort!
Guadozoku
Guest
« Reply #817 on: October 18, 2008, 02:50:16 pm »

Quote from: KC on October 18, 2008, 01:43:56 pm

Added a VWF, made the scrolling compatible and nice looking with it and changed the font to use shadows and all.
Thanks to Gemini for the font.
I doubt anyone knows the game...
I have that game. A bit disappointing for an entry in its series, but hopefully it will raise interest (I need to get off my ass and finish the script on the first one, also) so that the rest get translated.
Lenophis
Guest
« Reply #818 on: October 18, 2008, 02:56:02 pm »

You guys feel like filling those that don't know in, or am I gonna have to get a crowbar after you?
* Lenophis goes to find a crowbar
Kagemusha
Guest
« Reply #819 on: October 18, 2008, 03:03:32 pm »

Oriental Blue, I think. It's part of the Far East of Eden Series. Although the game isn't quite out there like the other games are.
Rockman
Guest
« Reply #820 on: October 18, 2008, 10:40:37 pm »

A preview of Scorch Man's level from my MM2 hack. All-new original graphics, from the ground up. What do you think?

Googie
Guest
« Reply #821 on: October 19, 2008, 12:40:50 pm »



Mega Man in St. Canard is back, thanks to Dragonsbrethren putting the Wily graphics from MM9 into our MM1 hack. I'm conjuring levels as we speak...  Grin
Kitsune Sniper
Guest
« Reply #822 on: October 19, 2008, 07:15:30 pm »



Getting there. Thanks to KingMike the Konamicrack checksum has been defeated. Now there only seems to be some weird problem with the compression utility... the Konami logo isn't showing up so something's wrong. Maybe the game doesn't like the recompressed data...

Edit: Fixed. I basically moved some data around so the decompression routine doesn't see anything wrong with it anymore. ^^



Of course, now I have to move everything around, which will take me a few days. @_@
« Last Edit: October 19, 2008, 07:32:29 pm by Kitsune Sniper »
Rockman
Guest
« Reply #823 on: October 19, 2008, 08:02:18 pm »

Hey guys, I could use some opinions on these new graphics I have made.  I think I have really outdone myself this time.  I was able to create original high-quality MM9-style graphics on my own.  Is there anything you see that could be touched up, besides the fire of course?













Tomato
Guest
« Reply #824 on: October 22, 2008, 03:47:11 pm »



Just tried a quick test to see how far I could get hacking-wise in a few minutes after my Mother 3 experience. Not sure if I'll go through with this or not, but so far it's been 50000x easier to mess with than M3  Tongue
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