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1 user currently in Rom Hacking: |
Acmlm's Board - I2 Archive - Rom Hacking - breath of fire 2, take two | | | |
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Gideon Zhi Red Tektite Level: 13 Posts: 2/79 EXP: 10265 For next: 2 Since: 04-02-05 Since last post: 47 days Last activity: 2 days |
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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. |
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dormento Shyguy Level: 17 Posts: 92/99 EXP: 24075 For next: 668 Since: 03-15-04 From: Esteio - Brasil Since last post: 182 days Last activity: 161 days |
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@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 |
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d4s Panser Level: 29 Posts: 158/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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Originally posted by FloBo |
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EverdredReturns Micro-Goomba Level: 7 Posts: 5/19 EXP: 1376 For next: 72 Since: 01-30-05 Since last post: 2 days Last activity: 2 days |
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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! | |||
PeterGriffinTheMan Deddorokku Level: 29 Posts: 71/425 EXP: 137018 For next: 10867 Since: 03-02-05 Since last post: 4 hours Last activity: 6 hours |
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How long is it going to take to finish it | |||
d4s Panser Level: 29 Posts: 169/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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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/ (edited by d4s on 04-12-05 09:25 PM) |
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PeterGriffinTheMan Deddorokku Level: 29 Posts: 72/425 EXP: 137018 For next: 10867 Since: 03-02-05 Since last post: 4 hours Last activity: 6 hours |
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Is there a download for the game or I have to wait. | |||
Setzer Popo Level: 36 Posts: 183/532 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. |
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Originally posted by d4s I think it's pretty obvious by that post that you have to wait. |
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Gideon Zhi Red Tektite Level: 13 Posts: 27/79 EXP: 10265 For next: 2 Since: 04-02-05 Since last post: 47 days Last activity: 2 days |
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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 |
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d4s Panser Level: 29 Posts: 172/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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Originally posted by Gideon Zhi 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. |
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Gideon Zhi Red Tektite Level: 13 Posts: 29/79 EXP: 10265 For next: 2 Since: 04-02-05 Since last post: 47 days Last activity: 2 days |
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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! |
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d4s Panser Level: 29 Posts: 173/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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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? |
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Gideon Zhi Red Tektite Level: 13 Posts: 32/79 EXP: 10265 For next: 2 Since: 04-02-05 Since last post: 47 days Last activity: 2 days |
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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. |
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Acmlm's Board - I2 Archive - Rom Hacking - breath of fire 2, take two | | | |