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11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - breath of fire 2, take two
  
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Gideon Zhi
Posts: 32/79
It really depends. It's been my experience that most games simply paint a picture of the text they're displaying in RAM somewhere, then copy that to VRAM during NMI. Other games that might not have, say, a very large kanji set just -might- do it BoF's way.

Most games that have 8x8 text, or 8x16 without any kanji, will use fixed tilesets probably because they simply -can- fit the entire font in RAM and just have to update the tilemaps during NMI. In my experience, anyway.
d4s
Posts: 173/325
well, i think it could be done, but you know...
that'd mean id have to do absolutely everything from scratch, from vram reorganization to tile uploads etc.
im not lazy, but i dont think it will be a rewarding task, thats why im hesitating.
the intro was a different story.
actually, i think that the intro was even more work than a vwf cause i had to absolutely everything myself, trim the nmi routine to not exceed vblank time, get the spc<->65816 timing and syncing right etc.
but when i had it finally running, it was ike a blast.
well...
i might look into it again when i have time.

oh, and heres something that puzzled me, i guess you can tell from your experience:
do the majority of sfc games use fixed tilesets for the font or do they upload indiviual tiles?


Gideon Zhi
Posts: 29/79
Ugh, yikes. Fixed tilesets are never fun

Yeah, in a case like that, I'd probably scrap the whole VWF idea too. But hey, at least you considered it!
d4s
Posts: 172/325
Originally posted by Gideon Zhi
No VWF? Man, I thought better of you

In all seriousness though, if you're looking to kill some time, a VWF would definitely be the way to go. It looks absolutely fantastic the way it is, mind, but a VWF'd certainly be a final finishing touch to make it look even better


i also thought about adding a vwf...
problem is:
ive never done one and
the game is somewhat vwf-unfriendly.
fixed font-tileset within a tight vram area etc.

actually, last week, i spent one whole night(or so it seemed to me) thinking about how a vwf should be coded in every detail. ~_=

well, i might try, but im still unsure.



Gideon Zhi
Posts: 27/79
No VWF? Man, I thought better of you

In all seriousness though, if you're looking to kill some time, a VWF would definitely be the way to go. It looks absolutely fantastic the way it is, mind, but a VWF'd certainly be a final finishing touch to make it look even better
Setzer
Posts: 183/532
Originally posted by d4s
i am done with all the programming stuff, currently waiting for the scripts to arrive.
i assume that the german version could be out in the next month, the english retranslation will take some more time, though.
thats about as precise as i can be for now.

the project page was updated as well:
http://bof2.blogspot.com/


I think it's pretty obvious by that post that you have to wait.
PeterGriffinTheMan
Posts: 72/425
Is there a download for the game or I have to wait.
d4s
Posts: 169/325
i am done with all the programming stuff, currently waiting for the scripts to arrive.
i assume that the german version could be out in the next month, the english retranslation will take some more time, though.
thats about as precise as i can be for now.

the project page was updated as well:
http://bof2.blogspot.com/
PeterGriffinTheMan
Posts: 71/425
How long is it going to take to finish it
EverdredReturns
Posts: 5/19
I'm really excited about this hack (at least, the English retranslation part). I tried playing through Breath of Fire 2 long ago (back when you could still rent SNES games), but the incredibly unpolished dialogue (and ESPECIALLY the random dropping of periods!) kept me from playing through the whole game. This hack can't come soon enough!
d4s
Posts: 158/325
Originally posted by FloBo
Just a little question aside, Mr d4s:

Hast du die Cartridge von dem Bild damals selbst gebastelt, oder warum sieht die so aus?!

Und was f
dormento
Posts: 92/99
@dormento, that isn't Dutch. That's German.
Sorry, i'm always mistaking the two...

@Heian-794, did you use Google translation or do you happen to be the first Japanese I know who speaks German?
lol
Gideon Zhi
Posts: 2/79
Dude, this thing looks fantastic. I'm definitely looking forward to playing it!

You're making me want to do something similar to some of my own projects, hah.
blackhole89
Posts: 608/971
Originally posted by d4s

i expanded the rom from 24 to 32mbits, but there were like 3 completely free hirom banks in the original game, this game might've also fit on a 16mbit cart with a compressed script.

the part that occupies (wastes is probably more appropriate) the most space is the music, 6mbit.
im constantly streaming brr samples at 11025hz, mono.
actually, im making the dsp play a single looped sample thats constantly rewritten,
one could say im using some kind of primitive sound buffer.
was damn hard to get the syncing right and to make it sound right without clicks and pops.
i adapted the technique from a pd slideshow.
to simplify the conversion process, the whole song is one big brr sample and i set the loop and end flags during runtime when needed.

the graphics are only 3mbits in size, but the hdma and sinetables for the intro occupy 1 hirom bank alone.

it wasnt that much work, the intro took me two weeks to make.(however, i had the sound running already, the sound engine should have appeared in my zelda 3 hack in the first place.).
i had a good concept, programmed all the needed routines (including a primitive event handler to simplify the actual designing process) in 2 days and spent
the rest of the time designing the intro.
i tried to code all the routines as flexible as possible.

actually, i like bof2s songs pretty much, im a whore for the capcom lead guitars.

btw, blackhole:
did you know theres a nintendo convention taking place in bad m
FloBo
Posts: 37/101
Just a little question aside, Mr d4s:

Hast du die Cartridge von dem Bild damals selbst gebastelt, oder warum sieht die so aus?!

Und was f
d4s
Posts: 156/325
Originally posted by blackhole89
Originally posted by Ice Man
Ich liebe diese Screenies, einfach zu gut um etwas zu sagen. Keep it up.

Wieso sagst du dann was?

@d4s, this looks like a whole lot of work. Where the heck did you find enough free space in the ROM for placing all the tile data required for the pictures?
Anyway, this might even get me to play BoF2 when it is released. I used to listen to the soundtrack first and play the game it's from when I like it, and BoF2's soundtrack sorta turned me off (lack of any kind of dynamics, crappy samples, crappy melodies, crappy instrumentalization), but...well...yeah.



i expanded the rom from 24 to 32mbits, but there were like 3 completely free hirom banks in the original game, this game might've also fit on a 16mbit cart with a compressed script.

the part that occupies (wastes is probably more appropriate) the most space is the music, 6mbit.
im constantly streaming brr samples at 11025hz, mono.
actually, im making the dsp play a single looped sample thats constantly rewritten,
one could say im using some kind of primitive sound buffer.
was damn hard to get the syncing right and to make it sound right without clicks and pops.
i adapted the technique from a pd slideshow.
to simplify the conversion process, the whole song is one big brr sample and i set the loop and end flags during runtime when needed.

the graphics are only 3mbits in size, but the hdma and sinetables for the intro occupy 1 hirom bank alone.

it wasnt that much work, the intro took me two weeks to make.(however, i had the sound running already, the sound engine should have appeared in my zelda 3 hack in the first place.).
i had a good concept, programmed all the needed routines (including a primitive event handler to simplify the actual designing process) in 2 days and spent
the rest of the time designing the intro.
i tried to code all the routines as flexible as possible.

actually, i like bof2s songs pretty much, im a whore for the capcom lead guitars.

btw, blackhole:
did you know theres a nintendo convention taking place in bad m
blackhole89
Posts: 607/971
Originally posted by Ice Man
Ich liebe diese Screenies, einfach zu gut um etwas zu sagen. Keep it up.

Wieso sagst du dann was?

@d4s, this looks like a whole lot of work. Where the heck did you find enough free space in the ROM for placing all the tile data required for the pictures?
Anyway, this might even get me to play BoF2 when it is released. I used to listen to the soundtrack first and play the game it's from when I like it, and BoF2's soundtrack sorta turned me off (lack of any kind of dynamics, crappy samples, crappy melodies, crappy instrumentalization), but...well...yeah.

@dormento, that isn't Dutch. That's German.

@Heian-794, did you use Google translation or do you happen to be the first Japanese I know who speaks German?
dormento
Posts: 91/99
** I don't speak dutch but ich liebe them too **

ExKay
Posts: 617/1114
Ich liebe diese Screenies, einfach zu gut um etwas zu sagen. Keep it up.
d4s
Posts: 155/325
Originally posted by Heian-794
Phantastisch! Wann koennen wir das spielen? ;


well,
im pretty much done with the coding part, most of the time is spent debugging the whole thing.
usually, the debugging bores me after an hour or so and i add stuff here and there or switch to coding random hacks for another game thats somewhat relaxing to work with. (smw comes to mind)
thats why it takes so long.
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Acmlm's Board - I2 Archive - Rom Hacking - breath of fire 2, take two


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