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Topic: Screenshots (Read 67911 times)
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justin3009
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« Reply #990 on: January 22, 2009, 11:51:47 am » |
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Leno, you do know that a 6th letter patch was released a little while ago, right?
ON other note, 7 letters are now working great. The only couple issues are in battle and in the menu. For battle, we have to bump HP and MP stats over one and it'll show up fine. For the menu, there's really no room to fit LV** up there anymore unless we bump it back so it'd be something like..."ChronosLV99" which would be sloppy if you ask me.
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Gemini
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« Reply #991 on: January 22, 2009, 12:03:25 pm » |
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An acronym: VWF.
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Numonohi_Boi
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« Reply #992 on: January 22, 2009, 02:22:23 pm » |
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Lenophis
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« Reply #993 on: January 22, 2009, 02:42:08 pm » |
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Leno, you do know that a 6th letter patch was released a little while ago, right? No. I don't keep up with all of the patch news (potential or otherwise). ON other note, 7 letters are now working great. Pretty big jump from a few days ago, but awesome nonetheless. For the menu, there's really no room to fit LV** up there anymore unless we bump it back so it'd be something like..."ChronosLV99" which would be sloppy if you ask me. You did mention that expanding the main menu window would require HDMA tweakage for the gradient effect to get all of the window. I would seriously consider doing that. It's either that or... An acronym: VWF. ...put up with stuff like this until the end of time.
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justin3009
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« Reply #994 on: January 23, 2009, 08:01:12 am » |
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Honestly, I'd kill to get a VWF working in there. But seeing how much work it was just to get items showing up in there? I refuse to even try to do it. I'm really thinking of expanding the menu width on both ends so we could actually pop in 8 letters if we did that. - Update. Fixed the HDMA. Yea, it's still a little screwy but it's getting there =p - Almost done ><
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« Last Edit: January 25, 2009, 10:35:05 am by justin3009 »
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Lenophis
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« Reply #995 on: January 25, 2009, 03:28:17 pm » |
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- Almost done >< Hey! That's looking pretty spiffy there! Now all you have to find is...*checks*...wonderful, portraits are on the same layer as the text... Well, it looks like you'll have to find the positioning for the text in that upper right window, once you do you are set. * Lenophis gets the feeling that the space between the HP/MP window text and the portrait is controlled by spaces By that I mean whatever character in the font that is a space (usually #$FF) will be written to $2180 twice (assuming this menu systems follows the predecessor). If it's a loop, then you're in luck, you just need to increase that loop by one more value. If not, you'll have to hook it manually to increase it by one. Again, this is all assuming this menu system follows FF6's spaghetti-code method.
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justin3009
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« Reply #996 on: January 25, 2009, 05:13:37 pm » |
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I suppose I should post the other update D: - I've found the hand positioning on every menu practically except Exchange and the Item menu. I found the X Coordinate of the Item names themselves, but they seem to be split into 2 parts for weapon names. I can't find the 2nd half but the top I can. I was hoping to nudge the item names over a few times so there's room for 3-4 more letters for better item naming. Then try to re-do the item routine a bit so it supports 12-15 instead of 11 letters.
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smkd
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« Reply #997 on: January 26, 2009, 06:18:33 am » |
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Gemini
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« Reply #998 on: January 26, 2009, 08:02:06 am » |
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Because it's so miserable to rip from Ecclesia by other means. Still need to fix type 2 entities (they have no palette entries on their own) and boss palettes (which point to an empty bank of the exe). PS: Sprite assembly format is the same for all DS Castlevania games, so it can be easily expanded to handle them all.
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Moulinoski
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« Reply #999 on: January 26, 2009, 11:57:15 am » |
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Gemini, you're hacking Ecclesia or just ripping sprites from it?
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Gemini
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« Reply #1000 on: January 26, 2009, 12:50:50 pm » |
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I'm studying the formats used in the whole DS CV series (the engine is the same for all three titles), gathering as much as I can from "blind" research and reverse engineering. So far I've got how the standard type 1 sprites work (i.e. regular monsters), but I'm still having problems with a few particular ones, like bosses and monsters using 256x? textures (regular ones use 128x128 pages, like SOTN did). Let's say that this helps with ripping, and it will allow me later to import everything in Red Moon (my CV game). ;p EDIT: Whoever programmed this engine was really retarded or something. Some monsters have palette and gfx data directly addressed in the map overlay (which is another retarded thing to do: have maps inside overlays). DoS and PoR make the thing even harder because all monsters totally lack a palette field, which is stored somewhere in the map file they are associated to. All I can render from those two is just a complete set of grayscaled crap:
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« Last Edit: January 28, 2009, 02:12:20 pm by Gemini »
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justin3009
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« Reply #1001 on: January 29, 2009, 10:47:42 am » |
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^- Ack =/ That's really retarded. Still, you're doing an amazing job on it! - Found the length of item names/tech names in everything! So now we can do longer names for everything ^_^
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Kajitani-Eizan
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« Reply #1002 on: January 29, 2009, 10:56:25 am » |
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looks like you have one too many spaces in the left column... you could even get another character for item names, if you wanted. as i count it, you only need 11 characters in the left column (not counting borders):
ChronoMLv**
where "Lv" is two special tiles with " Lv" in it. (there's a gap on the left, so it isn't touching any 7-letter names.)
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justin3009
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« Reply #1003 on: January 29, 2009, 12:15:32 pm » |
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Yea. I'm just leaving it like that for now because I was planning to implement 8 letters after the 7th was working, but I don't think I'll do that because it'll take too much more editing to do on everything.
Edit: Fixed the exchange menu's bug. Had to set a couple bytes back 1 so now it copies the entire character name including the 7th letter correctly.
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« Last Edit: January 29, 2009, 01:43:14 pm by justin3009 »
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Dr. Mario
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« Reply #1004 on: February 06, 2009, 07:16:27 am » |
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We decided there should be an area in between the clock tower and Dracula, so here's what I've done so far for the Golden Hall
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