DarknessSavior
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« Reply #975 on: January 19, 2009, 06:56:52 am » |
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There. Just to show that the area names actually do work in game. That is the most awesome thing I've ever seen. This is pure win on all levels. I am really looking forward to this. Keep up the great work. Can I donate the DarknessFront to this project? It's essentially the CV3 font, edited to be easier on the eye. Also, lower case FTW. ~DS
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Dr. Mario
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« Reply #976 on: January 19, 2009, 02:28:36 pm » |
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I haven't really decided on a font yet, or if I'm just going to make my own, so you should totally PM me with what yours looks like.
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creaothceann
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« Reply #977 on: January 19, 2009, 03:21:59 pm » |
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Have you thought about centering the names?
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Kagemusha
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« Reply #978 on: January 20, 2009, 03:13:37 pm » |
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Before After One of the problems with this one was that there wasn't enough screen space for Tomato's translation, but I've done an ASM hack to fix that.
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Numonohi_Boi
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« Reply #979 on: January 20, 2009, 03:44:33 pm » |
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I'm failing at seeing the difference can you help me out or did you accidentally post one of the images twice.
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Kagemusha
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« Reply #981 on: January 20, 2009, 04:17:49 pm » |
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Yeah, and even more for this one. Incidently, it appears that timing issues have presented themselves into the intro and while I haven't seen the full effects, I imagine that choreography for the pictures and music is going to be thrown into whack. I have to look into it more though. And man is that screen crammed with text.
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creaothceann
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« Reply #982 on: January 20, 2009, 04:18:53 pm » |
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Move the picture 8 pixels up as well?
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Kagemusha
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« Reply #983 on: January 20, 2009, 04:20:42 pm » |
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Yeah, I was thinking about that.
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KingMike
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« Reply #984 on: January 20, 2009, 09:38:32 pm » |
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DTE seems to be working and only enabled when printing to "mirror" VRAM addresses (yes, the string is just for testing). Sadly, I can't use bit-packed text because decompression is too slow (really annoying flicker). I'm hoping this DTE hack will help at least a bit. It seems that not just strings use the text routine, but also palette and attribute table writes. So, I figure the best way to resolve that is to use mirror addresses as a flag to enable DTE (thus it will only affect strings I've translated). Really hoping the space I think is free space really is free space (around 200 bytes scattered). Otherwise, I'll have to butcher it up and say "sorry, can't say I didn't try (off and on for years)".
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justin3009
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« Reply #985 on: January 21, 2009, 08:28:03 am » |
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Thanks to Vehek and Mauron, the 7th letter is almost ready D:! Few minor issues going on. The letter shows up fine but you can't erase or actually name it to the memory location for some reason. The 7th letter appears fine in the save menus as well. Just have to fix the battle ones, and the main menu ones and it'll be done!
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Lenophis
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« Reply #986 on: January 21, 2009, 07:01:23 pm » |
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Thanks to Vehek and Mauron, the 7th letter is almost ready D:! Few minor issues going on. The letter shows up fine but you can't erase or actually name it to the memory location for some reason. Most likely because it was programmed for only 5 letters in mind. Have you been able to locate the routine that handles the naming?
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Gideon Zhi
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« Reply #988 on: January 22, 2009, 11:07:50 am » |
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GenoBlast
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« Reply #989 on: January 22, 2009, 11:25:32 am » |
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I love that game! I hope your editor turns out great, then someone makes an awesome hack which I can selfishly play without giving anything in return other than an implied Thank You near the end of this run-on sentence!
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