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Messages - Zera
Pages: 1 ... 39 40 [41] 42 43 ... 51
601
« on: December 10, 2007, 04:56:00 pm »
QUOTE | 1.) are all the sprites moving? it's probably no big deal to keep separate .gsms for each character atm. it makes it easier later if modifications need to be made. that's a lot of characters btw. do they all move? |
A majority. There are only a few stationary sprites and objects. Most of them are main characters, townspersons, etc.
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--> QUOTE | 4.) it depends. how many sprites actually have left and right? |
Any character who moves. So that would be the main characters, townspersons, etc. Maybe 10 or so different characters, each having around 6 sprites a piece.
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--> QUOTE | especially since it's gs. |
So, this needs to be done in CalcGS? I can compile them any number of ways using something like iStudio. I would prefer to do something that is subject to compression, since we're dealing with a lot of data.
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--> QUOTE | do you want me to work on both at the same time? |
Absolutely NOT. I'm just asking in advance so I can go ahead and get some things out of the way. That way, when we do get finished up with the first project, this one will hopefully be less of a task.
602
« on: December 10, 2007, 04:51:00 pm »
THE POST 13560271 So, which would be more efficient? I can create a mask, if you want to go that route. I just want to make sure it's not going to require more memory, or slow the game down any.
603
« on: December 10, 2007, 04:49:00 pm »
Holy crap, allynfolksjr. Isn't your avatar just a tad over the limitations? (it's half a meg, and the dimensions are way into the thousands -- it's dragging my browser down!)
604
« on: December 10, 2007, 01:31:00 pm »
THE POST 13560028 17 pages and still holding strong.
605
« on: December 10, 2007, 01:17:00 pm »
I've finished the graphics data and would like to go ahead and convert it. There's only one technicality I need to understand first, and that's the sprite routine. There are 98 total sprites in the game, pertaining to all sorts of different characters. Now, should I seperate these sprites and keep each character in his / her own seperate tile binary, or should I just cram them all into one gigantic binary? I was thinking I should keep them seperated, because there would be little point in the system loading an ENTIRE 98-tile binary into memory any time a sprite is called on screen. Plus, it would be a lot easier on an organizational level.
Second concern: should the tiles be arranged top-down or left-right?
Third concern: should I use the transparency technique I proposed with the first game? (check the other thread)
EDIT: Oh, it almost slipped my mind. Also, instead of having two seperate tiles for a character standing left or right, I only have one tile for them standing left. I figure to converse space, we can someone write instructions for the system to "flip" the tile when the character is facing right. (since there's essentially no difference between the two tiles anyway)
606
« on: December 10, 2007, 01:13:00 pm »
THE POST 13560001 About transparency:
There's only one sprite in the game that actually moves around and displays transparent borders, and that's the main character. Everything else is static. Originally, I wasn't sure how the transparency would be handled. Spikeman suggested that we try assigning one of the grayscale colors as a transparent value. This seems like the easiest solution, as sprite-based games generally go this method anyway. It would only require a few minor adjustments to the sprite, which I could take care of in no time. I just want to make sure this is alright with Halifax and Liazon first.
607
« on: December 10, 2007, 12:38:00 pm »
Oh, wow. I'm on this list, too. *looks at his post count* I really don't know how I accumulated that many posts in such a short time. Honestly!
608
« on: December 09, 2007, 02:57:00 pm »
Hey, I'm back. A bit sooner than expected.
609
« on: December 05, 2007, 05:54:00 pm »
Just a note: something came up, and it may be a few days (at least) before I can check in. Maybe a week or two, at most. Don't ask. It's just a personal thing.
610
« on: December 05, 2007, 10:14:00 am »
Anyone interested in porting console games to TI platforms would be better off reverse-engineering the entire game and then rewriting it to utilize the new hardware. Otherwise, you're going to be stuck with a very questionable frame-rate and pixel resolution. Ranman basically has the right idea. If you're going to do a port, may as well do it right. I believe he wrote the code for Ultima V from the ground up so it would run well on the target platform.
611
« on: December 04, 2007, 04:00:00 pm »
QuoteBegin-DJ Omnimaga+4 Dec, 2007, 21:4--> QUOTE (DJ Omnimaga @ 4 Dec, 2007, 21:40) | I wonder if this would make a good calc game? %) |
It certainly would be fun to port something like that. Imagine the speed issues, though! o.o
612
« on: December 04, 2007, 03:19:00 pm »
This is a small ROM hacking project I've been working on these past couple of days. Thought I would go ahead and post it here, in case anyone is interested in these things: QUOTE | Hey, everyone. I thought I would mention a little ROM hacking project I just finished last night. Basically, this is a minor text / graphics update for Final Fantasy Legend III, (or "SaGa 3: Jikuu no Hasha" ) which seeks to remedy some of the inaccuracies in the naming conventions. (engrish, misleading / inconsistent inventory names, etc.) Most of the spell and item inventories have been revised, and I've also detailed some of the game's icons. (such as the cursor, the trash can icon in the inventory and treasure chests)
Get it http://www.sendspace.com/file/wm8eqo. Just apply the IPS patch to the ENGLISH version of the ROM.
Bear in mind, this isn't really a re-translation, or anything. It's just an attempt to make the inventories appear more consistent. (for example, "Samurai Shield" contradicts itself, and some of the "Bronze, Iron, Silver, Gold" items were appearing in an inconsistent order) Also, I couldn't really mess around with the dialogue since it appears to be encoded, so there might be a few odd references intact. (such as referring to Excalibur as "Xcalibr" )
Let me know what you think! |
EDIT: And just to avoid any confusion, no ROMs / illegal material are provided with this patch. It's simply an IPS you apply to the ROM, if you actually own it yourself. (in case there are any concerns about distributing such materials)
613
« on: December 04, 2007, 07:06:00 am »
THE POST 13551689 QuoteBegin-art_of_camelot+4 Dec, 2007, 12:29 --> QUOTE (art_of_camelot @ 4 Dec, 2007, 12:29) | Glad to hear it'll be on the 86 too. I still love that old thing heh. If it were me, id make use of the wider screen by displaying more tiles... but that's just my oppinon. I don't know how much of a pain it would be to re-work it though. |
Hmm. Might not be too hard to rework. I'll have to look into some of the tech. specifications and see. Also, any other plans for other platforms? 89 might also be a good idea, though there's much more space to work with, so I might have to redo the graphics in their entirety. o.o EDIT: If we do 89, I think I'll want to rework the game in general -- kind of give it a face lift. That would have to be another project entirely, though, and I would work on it seperate to everything else. Hmm. Kind of gives me a few ideas... This post has been edited by grendel on 4 Dec, 2007, 13:08
614
« on: December 03, 2007, 05:03:00 pm »
THE POST 13550905 Being open source and all, anyone is welcome to port the project however they like. If you need me to make any accompanying changes to the graphics, resolution and so forth, I can provide this.
Why 86, though? I don't know much about this platform, but I've heard it has some serious technical issues.
615
« on: December 03, 2007, 08:06:00 am »
Hmm. Kind of a tough choice, since I'm pretty new and all. (I don't even recognize half of these users :oops: ) Oh, well. I went ahead and threw in a vote, anyway.
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