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Acmlm's Board - I2 Archive - - Posts by d4s |
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d4s Panser Level: 29 Posts: 322/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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hate to say it, but 99% of your suggestions are nonsense, i dont think you have any idea what youre talking about. i'm too tired to elaborate on the matter, but let me tell you this: everything you suggested (making the overworld bigger, having more levels etc) can be accomplished by reprogramming the game using 65816 assembler. nothing against being innovative, but you have to be realistic about it, too. the people who disagreed with your opinion earlier in this thread dont do that because they hate newbies, its because they are frequent visitors here and have a broader knowledge base. (edited by d4s on 10-05-05 08:21 PM) |
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d4s Panser Level: 29 Posts: 323/325 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 peter_acOriginally written in the ReadMe by d4s you cant. but you don't have to in most of the cases. select the first color in lunar magic (background color), then go from there and fade in one, two or three colors at the same time. i have yet to see a gradient that absolutely cant be reproduced using this system. you could post a screenshot of the one youre trying to reproduce, though. |
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d4s Panser Level: 29 Posts: 324/325 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 peter_ac again, you cant. you can only specify direct colors. for that particular blue to white fade you mentioned, try setting the background color in lunar magic to something similar, but keep the green and red values at the same level, like 1/3 intensity, while having blue at full or near-full intensity all the time. now gradually increase red and green to near-full level. this is only an approximation, but it should do the job. if you must have different red and green values, try changing each of them on individual scanlines, but try to maintain equal numbers of lines between the changes. wont look that bad, either. (edited by d4s on 10-07-05 01:30 PM) (edited by d4s on 10-07-05 01:32 PM) |
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d4s Panser Level: 29 Posts: 325/325 EXP: 142151 For next: 5734 Since: 03-23-04 Since last post: 13 days Last activity: 1 day |
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the titlescreen logo is compressed. use lunar compress (can be found on fusoyas site) and especially the included sniff tool to find the compressed titlescreen data. iirc, the tiles, tilemap and palettes are all compressed together in a single file. you can then edit the titlescreen using either a tile editor (bad) or convert a pc image file(better) such as pcx or gif to snes tile format. a word of warning: although you dont have to code or know assembler to do this, you'll have to have a pretty good knowledge of what youre doing to accomplish it. its nothing like the point and click editors such as smk track designer you are probably used to. |
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Acmlm's Board - I2 Archive - - Posts by d4s |