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Acmlm's Board - I3 Archive - ROM Hacking - VWF/ASM tutor? | New poll | | |
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Celice Gordo Since: 11-17-05 From: Oroville, CA Last post: 6292 days Last view: 6288 days |
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I've been looking into small bits of ASM, and while on the whole it seems relativly easy for me to grasp (I don't think I could code anything custom), I've not done much.
I've also been a fan of VWF, simply because I think thin letters look better than thick. So put two and two together, and I'm asking for the basics on implementing a VWF font. I remember hearing how there needs to be enough room for its width table and its code, to which, I also remember hearing how VWF could easily replace the kana-over-text thing in japanese games--which I seem to hack moreoft than not. Basically, is there anyone/any easy tutorials that'd be willing to/could help me get the hang of this? |
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Gideon Zhi Keese Since: 12-05-05 From: ...behind you! Boo! Last post: 6290 days Last view: 6287 days |
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VWF is not an easy thing to implement, especially not if you want to allow for 16x16 tiles maximum instead of just 8x16. It's also almost impossible to do on an NES, due to the NES not having any real vram to speak of, so if that's what you're thinking about trying to do then you might as well forget it.
Here's a link to a simple DTE decompression routine I wrote for Megami Tensei 1. It allows for letter-pair indexes between #$30-7F in the script. If you check the last post here as well, I have a fairly substantial writeup on how to convert a 16-bit relative load into a 24-bit absolute load. And lastly, if you didn't understand any of what I just said, it's not time for you to start trying to do a vwf yet, sorry |
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Celice Gordo Since: 11-17-05 From: Oroville, CA Last post: 6292 days Last view: 6288 days |
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Now if only my NES love stretched as far as my SNES Maybe when I take a look into Super Famicom Wars I'll read up. Thanks anyways.
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