Register | Login
Views: 19364387
Main | Memberlist | Active users | ACS | Commons | Calendar | Online users
Ranks | FAQ | Color Chart | Photo album | IRC Chat
11-02-05 12:59 PM
1 user currently in Rom Hacking: hukka | 2 guests
Acmlm's Board - I2 Archive - Rom Hacking - Zelda - Gates of Time | |
Pages: 1 2 3 4 5 6 7Add to favorites | "RSS" Feed | Next newer thread | Next older thread
User Post
Dart Zaidyer

Red Tektite
Level: 15

Posts: 43/72
EXP: 13571
For next: 2813

Since: 06-27-04

Since last post: 8 days
Last activity: 2 hours
Posted on 04-03-05 08:30 AM Link | Quote
Awesome title screen.

What would it look like if you changed the "Zelda" letters to the more modern version used in the GBA port? You know, the one that looks more like the "Zelda" letters from OoT onward?
KTurbo

Paragoomba
Level: 15

Posts: 30/78
EXP: 15418
For next: 966

Since: 06-19-04
From: Swe

Since last post: 8 days
Last activity: 30 min.
Posted on 04-03-05 12:38 PM Link | Quote
How about making every other pixel in the title screen black and transparent. That way it's transparent and it'll look kinda gray, almost like OoT. And it'll be easier to read the text.

And in the new title screen, couldn't you put a lake or pound or just some water somewhere? That way the field wouldn't look so plain. You could change the forest graphics in the title screen too!


(edited by KTurbo on 04-03-05 03:47 AM)
(edited by KTurbo on 04-03-05 07:21 AM)
Dart Zaidyer

Red Tektite
Level: 15

Posts: 44/72
EXP: 13571
For next: 2813

Since: 06-27-04

Since last post: 8 days
Last activity: 2 hours
Posted on 04-03-05 02:45 PM Link | Quote
Here's a screengrab of the official "Zelda" letters change in the GBA version. Actually, it looks like they drew it smaller than the SNES letters, but the general style is there.




(edited by Dart Zaidyer on 04-03-05 04:47 AM)
KTurbo

Paragoomba
Level: 15

Posts: 31/78
EXP: 15418
For next: 966

Since: 06-19-04
From: Swe

Since last post: 8 days
Last activity: 30 min.
Posted on 04-04-05 08:22 PM Link | Quote
I mean kinda like this:




Something like that would be good, if you don't see: copy the pic and zoom in.
(I cared about fixing 'lift' and 'pull' )


(edited by KTurbo on 04-04-05 07:34 AM)
Rockman

Flurry
Level: 26

Posts: 160/250
EXP: 96387
For next: 5888

Since: 03-17-04

Since last post: 18 days
Last activity: 16 days
Posted on 04-05-05 10:09 PM Link | Quote
I like the new title screen SePH!
d4s

Panser
Level: 29

Posts: 161/325
EXP: 142151
For next: 5734

Since: 03-23-04

Since last post: 13 days
Last activity: 1 day
Posted on 04-06-05 12:16 AM Link | Quote
Originally posted by KTurbo
I mean kinda like this:


Something like that would be good, if you don't see: copy the pic and zoom in.
(I cared about fixing 'lift' and 'pull' )


the idea is good, but i'd rather make bg 3 translucent.

or maybe make bg 1, 2 and the sprites darker when in the menu, like a fadeout, but not completely black.
thatd look nice for sure.

for a translucent bg3 youd have to remove bg2 from the mainscreen in order to keep transparent clouds etc from turning opaque.
a nice way to do this is: (as seen in bahamut lagoon)

-disable colour addition halfing (register $2131, bit 6)
-enable fixed colour addition (register $2130, bit 1)
-simultanously increase mosaic register value and decrease fixed colour for addition.

fading out all bgs and sprites except for bg3 is much simpler and involves just
the cgadsub register you can write to anytime through the buffer at $7E:009A.
actually, this could be quite a nice and rewarding task for an asm newbie.

hint:
a good spot to hook your stuff up is sneslo $0DE59.

SePH

Geldman
Level: 33

Posts: 298/459
EXP: 219339
For next: 9840

Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
Last activity: 14 hours
Posted on 04-07-05 05:52 AM Link | Quote
Originally posted by KTurbo
How about making every other pixel in the title screen black and transparent. That way it's transparent and it'll look kinda gray, almost like OoT. And it'll be easier to read the text.



And in the new title screen, couldn't you put a lake or pound or just some water somewhere? That way the field wouldn't look so plain. You could change the forest graphics in the title screen too!
I have tried to edit the tiles manually via the GFX. But since the menu re-use corner tiles, it doesn't look too good, see:



So there are only two options left using that method... either black out the corners (doesn't look good through):



Or make the borders smaller:



I'll probably just end up using another method.

As for the title screen itself, I'll probably keep the trees like that but add something from a river to houses or something so it doesn't look plain.

Originally posted by Dart Zaidyer
Here's a screengrab of the official "Zelda" letters change in the GBA version. Actually, it looks like they drew it smaller than the SNES letters, but the general style is there.


I'll see if I'll change it. I'll try at first and post the results later on if it looks good. But I still want the "zelda" logo to be blue through.

Originally posted by d4s
the idea is good, but i'd rather make bg 3 translucent.

or maybe make bg 1, 2 and the sprites darker when in the menu, like a fadeout, but not completely black.
thatd look nice for sure.

for a translucent bg3 youd have to remove bg2 from the mainscreen in order to keep transparent clouds etc from turning opaque.
a nice way to do this is: (as seen in bahamut lagoon)

-disable colour addition halfing (register $2131, bit 6)
-enable fixed colour addition (register $2130, bit 1)
-simultanously increase mosaic register value and decrease fixed colour for addition.

fading out all bgs and sprites except for bg3 is much simpler and involves just
the cgadsub register you can write to anytime through the buffer at $7E:009A.
actually, this could be quite a nice and rewarding task for an asm newbie.

hint:
a good spot to hook your stuff up is


Looks like a hard thing to do for a newbie but I'll give a hand at deciphering those. No mather what, this is probably going to be the best alternative for the menus.
KTurbo

Paragoomba
Level: 15

Posts: 32/78
EXP: 15418
For next: 966

Since: 06-19-04
From: Swe

Since last post: 8 days
Last activity: 30 min.
Posted on 04-07-05 06:01 PM Link | Quote
Originally posted by d4s
Originally posted by KTurbo
I mean kinda like this:


Something like that would be good, if you don't see: copy the pic and zoom in.
(I cared about fixing 'lift' and 'pull' )


the idea is good, but i'd rather make bg 3 translucent.

or maybe make bg 1, 2 and the sprites darker when in the menu, like a fadeout, but not completely black.
thatd look nice for sure.

for a translucent bg3 youd have to remove bg2 from the mainscreen in order to keep transparent clouds etc from turning opaque.
a nice way to do this is: (as seen in bahamut lagoon)

-disable colour addition halfing (register $2131, bit 6)
-enable fixed colour addition (register $2130, bit 1)
-simultanously increase mosaic register value and decrease fixed colour for addition.

fading out all bgs and sprites except for bg3 is much simpler and involves just
the cgadsub register you can write to anytime through the buffer at $7E:009A.
actually, this could be quite a nice and rewarding task for an asm newbie.

hint:
a good spot to hook your stuff up is sneslo $0DE59.




If you get this working it'll look a thousand times better then the way I suggested... I know you said it would kinda hard for you to do but you could ask someone for help.
Rockman

Flurry
Level: 26

Posts: 168/250
EXP: 96387
For next: 5888

Since: 03-17-04

Since last post: 18 days
Last activity: 16 days
Posted on 04-08-05 06:06 AM Link | Quote


I like the menu this way. What about making the text more bold?
Kario

In Possession of a Stolen Shovel

Level: 65

Posts: 1735/2082
EXP: 2321379
For next: 14249

Since: 03-15-04
From: Texas... Yeehaw!

Since last post: 2 days
Last activity: 17 hours
Posted on 04-08-05 06:16 AM Link | Quote
I don't like that one. You might as well take everything away and just have the items appear.
Setzer

Popo
Level: 36

Posts: 166/532
EXP: 290182
For next: 17928

Since: 04-22-04
From: Not Florida. because I'm going to sink it.

Since last post: 5 hours
Last activity: 48 min.
Posted on 04-09-05 12:38 AM Link | Quote
Instead of just trying to revamp the item selection screen: why don't you alter it and change the appearance completely around eh?
SePH

Geldman
Level: 33

Posts: 300/459
EXP: 219339
For next: 9840

Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
Last activity: 14 hours
Posted on 04-09-05 03:03 AM Link | Quote
Originally posted by Skiffles
Instead of just trying to revamp the item selection screen: why don't you alter it and change the appearance completely around eh?
Actually Euclid's going to give me a hand with that ASM work later this year (Maybe..)

In case you haven't seen his work on that side, here's two screens:

Euclid's alteration



The menus are a lot better that way and I'm working on a similar style that's still is in the works.
Dart Zaidyer

Red Tektite
Level: 15

Posts: 46/72
EXP: 13571
For next: 2813

Since: 06-27-04

Since last post: 8 days
Last activity: 2 hours
Posted on 04-09-05 05:11 AM Link | Quote
Holy buckets, is that for real?
Euclid

Cheep-cheep
Level: 23

Posts: 154/193
EXP: 65528
For next: 2195

Since: 03-15-04
From: Australia

Since last post: 24 days
Last activity: 7 days
Posted on 04-09-05 05:49 AM Link | Quote
Yes they're real although i post them on TEK on april 1st.

Here's one with the magic bar used a bit.



I have experimented with that tranlucent bg3, but you know what the problem is? Message boxes for the text will appear the same as well since they're on the same bg (or you could set it back). Plus I don't see what's the problem with the black bg.
SePH

Geldman
Level: 33

Posts: 301/459
EXP: 219339
For next: 9840

Since: 06-23-04
From: Québec
Caliss de libéraux

Since last post: 6 days
Last activity: 14 hours
Posted on 04-09-05 06:51 PM Link | Quote
I was bored with all these interface changes, so I re-did some more overworld editing again..


Still need to fix under the bridge colision with the land through.


I had a hard time finding the right palettes for the snow, due to the interface colors. They still need some work through and I'll probably change some tiles around.


Snow again, still I'm thinking about having grass/snow instead of cliff/snow. Would work better.


The naming screen looks quite healty and less dark. Althrough the palettes and textures ain't quite finished.

As for the hack itself.. I haven't work on it that much since weeks (Don't have much time School/Work.) So it might get delayed later this year/early next. But no need to worry since you guys going to play Omega and DM's hack anyway in a few months since he's about to finish it.


(edited by SePH on 04-09-05 03:39 AM)
The Arkichef

Red Tektite
Level: 15

Posts: 70/75
EXP: 15823
For next: 561

Since: 03-19-04

Since last post: 192 days
Last activity: 182 days
Posted on 04-10-05 01:51 AM Link | Quote
Euclid, you are teh master

Love the way Gates of Time is coming on, although I do agree that the cliff/snow combination looks a bit odd, maybe it would work better with grass.


(edited by The Arkichef on 04-09-05 08:52 AM)
Alastor the Stylish
Hey! I made a cool game! It's called "I poisoned half the food, so if you eat you might die!" Have a taco.


Level: 114

Posts: 5745/7620
EXP: 16258468
For next: 51099

Since: 03-15-04
From: Oregon, US

Since last post: 2 hours
Last activity: 2 hours
Posted on 04-10-05 02:13 AM Link | Quote
Originally posted by The Arkichef
Euclid, you are teh master
I agree. Something about it doesn't seem quite right, but it's probably just that I'm used to the old look, and if it's not then I'm certain it will get ironed out. Very nice work.
Rockman

Flurry
Level: 26

Posts: 174/250
EXP: 96387
For next: 5888

Since: 03-17-04

Since last post: 18 days
Last activity: 16 days
Posted on 04-10-05 04:12 AM Link | Quote
Its nice to see some new screens! This one is my favorite:



Very nice graphics there!
Ice Ranger

Leever
Level: 23

Posts: 125/183
EXP: 60462
For next: 7261

Since: 03-16-04

Since last post: 82 days
Last activity: 3 days
Posted on 04-10-05 04:51 AM Link | Quote
This is starting to remind me of some stuff I've seen in Zelda Classic now. Very nice, I've only seen the use of snow or ice in one demo Zelda hack at least a year ago.

Just wondering, did you figure out how to change the layout for the screen elements yet (or an April Fools joke)? The new pictures you just posted doesn't have them, but the one before that does (with the rupees in the bottom left and a horizonal magic meter). I just wasn't sure, but everything seems pretty good sofar.
Dart Zaidyer

Red Tektite
Level: 15

Posts: 47/72
EXP: 13571
For next: 2813

Since: 06-27-04

Since last post: 8 days
Last activity: 2 hours
Posted on 04-10-05 05:38 AM Link | Quote
Very clean overworld design. And the interim Heads-up-display is also refreshing. (But I kinda miss the indigo outline on the equipped Item display... That harkens to later Zelda games where it's color-coded to the proper button on the controller.)

Some comments:
The fences look like they're caked over with several layers of thick, thick moss. What's that about?
The snow really clashes and fights with the brown surroundings in that one shot. I definitely agree that grass might work better.
Pages: 1 2 3 4 5 6 7Add to favorites | "RSS" Feed | Next newer thread | Next older thread
Acmlm's Board - I2 Archive - Rom Hacking - Zelda - Gates of Time | |


ABII


AcmlmBoard vl.ol (11-01-05)
© 2000-2005 Acmlm, Emuz, et al



Page rendered in 0.032 seconds.