(Link to AcmlmWiki) Offline: thank ||bass
Register | Login
Views: 13,040,846
Main | Memberlist | Active users | Calendar | Chat | Online users
Ranks | FAQ | ACS | Stats | Color Chart | Search | Photo album
06-15-24 06:59 PM
Acmlm's Board - I3 Archive - - Posts by Heian-794
Pages: 1 2 3 4 5 6 7 8
User Post
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 06-09-06 04:11 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
OK Drew, I love what I've seen of your hack but after finally becoming able to walljump five times in a row (how many do you need ot get out of that shaft where the wall jump boots are, anyway?), you put a little enemy crawling along the wall, right where I need to be, and my string of jumps is ruined! Now that was just plain mean!

(Going to keep at it because of all the raves this game is getting... but the walljump stuff is just a little out of hand...)
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 06-10-06 03:38 AM, in So, is there a text editor for FF7 anywhere out there? Link
Is there any way to download the PC version?

That's a question that can't be asked here, but surely you have the ingenuity to find one!

I know little about FF7, but if you're interested in FF8 (one of my all-time favorites), supposedly Qhimm made some progress on a text editor for it. Google "qhimm ff8 editor" and you'll find all kinds of tools made by him.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 06-10-06 03:40 AM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Starting from scratch isn't so harsh in a Metroid game, where half the challenge is finding all the stuff. Do it over from the beginning and your finishing time will be much less!

FatherBrain, you're further along than I am, but your nickname is so cool that I think people will be lining up to give you advice. ^^ Welcome to the board!
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 06-25-06 07:49 AM, in Giant FF6 hacking project Link
I've never had a problem with the old portraits either; they look fine.

Did you make the font a little thinner? Or add a pixel of space between each letter? Something about it looks a little different from the regular GBA font.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 07-02-06 03:42 PM, in General Project Screenshot Thread Link
I've always been a font buff and not too many hacks have custom fonts in them. So here are some custom fonts that I've made in the past; anyone who wants them is welcome to use them in their hacks (credit me, OK?).

Image Hosted by ImageShack.us

Since fonts aren't copyrightable, I imagine I could post a ROM containing them right here; could someone confirm that that's legal?

In order, they are:

* 8x8 alphanumeric font that I wanted to look like handwriting on a chalkboard. "0" and "4" are taken directly from Simon's Quest.

* 16x16 numbers for Baseball Stars Alternative. This font is used in the stat screens.

* Thicker 16x16 numbers for the same game. This font is for the scoreboard.

* Thinner 8x16 numbers; these are used for when the scoreboard needs double digits.

* Two-digit 8x8 refinement for Bases Loaded. The original has thicker numbers for the single digits; I made them all one pixel thick.

* Two sets of numbers for scoreboards; one in Japanese for my aborted Bases Loaded 2005 NPB hack

* 8x16 version of the "speed" font in F-Zero. (I'm a bit proud of this one.)

* Very slightly modified original 8x8 speed font in F-Zero

* 8x8 font used in Baseball Simulator 2. I tried to get the digits to look like the font Futura, which is used in the Baseball Encyclopedia. (This game's original font is hideous.) Several multi-character words that I had to create are included too.

* Refinement of the Extra Innings 8x16 font. Plenty of multi-character name prefixes so that you can put DaVinci, van der Rohe, ibn Rushd, Le Corbusier, etc., on your teams.

Is this something worthy of posting, or is nobody interested in font design? I have several more half-finished / non-refined fonts floating around in addition to these; these are just the ones that made it into hacks I've worked on. Comments and criticisms welcome!
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 07-07-06 05:51 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
I just got past Kraid myself and was ecstatic to find that tank. Being as depleted as I was, I had been expecting a save point. Normally a swarm of bugs to fill my existing tanks would've satisfed me; no idea why I kept searching around in that room!

But you guys are champion missile finders compared to me! I've only got 13 of them! (399/13/4) and am just now heading out of the Kraid area. It's not obvious where I should go next but I imagine there's an entrance to Norfair around somewhere!
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 07-07-06 05:59 PM, in General Project Screenshot Thread Link
DD, those dungeon windows look great! Simple, but they absolutely add a lot to the background.

Any reason why the second box in the bottom right corner of the screen (to the right of the score) is shifted a few pixels to the right? Is it animated or something?
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 07-12-06 02:17 PM, in General Project Screenshot Thread Link
SNN, almost didn't see this, but I really like those light bulbs hanging off the vines. Were they in the original game? Any way you could expand the pool of light coming out from them?
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 08-17-06 06:12 PM, in Super Metroid: Redesign OFFICIALLY RELEASED, Keep all the related questions here Link
Memnoc, that looks like ZSNES. Supposedly, the game runs better on SNES9X. And make sure that you use the right (headered or not) patch!

Make two copies of your ROM just to be safe. Eventually you should get it running on SNES9X. I've been successful with both 1.41 and Evil Peer's tracer version.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 08-24-06 06:54 PM, in Is there a way to add letters to a Advance Wars 2 US rom? Link
I have no idea what AW2 refers to so I'll give you a generic answer:

If the game is translated from Japanese, it's likely that the Japaese character graphics and codepoints were left in. You can then overwrite one of these with your new character. If those characters are 1-byte, so much the better.

I myself went a bit nuts with this when making my Extra Innings 2 translation. I added Ö (Paul Erdos and Kurt Godel), Ü, ñ, Ø (Søren Kierkegaard), Ř (Antonin Dvořak), and then single characters for de, da, van, von, and ibn. There were over 100 kana left unused, leaving plenty of space for innovation!
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-07-06 03:13 PM, in NHL 94 (Genesis Version) 2006-2007 Hack (SS) Link
This does look like a lot of fun -- I played the Nordiques like a madman with NHLPA '93 on the SNES. One of the reasons Valeri Kamensky became my favorite player was because of the success I had with him in this game!

How were you able to increase the number of teams? That's something I've always wanted to do in Baseball Stars and Bases Loaded.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-15-06 02:32 PM, in Oh, how I love revisions. Link
Hey Sliver, this new game of yours made me want to go out and get the original, so I downloaded it. Quite fun as long as you're using an emulator with a fast-forward button! (I'd forgotten just how tedious Dragon Warrior battles are.)

Am now a big hung up as a man in the southernmost town has told me that his ID card is 40 steps east and 70 steps south of the castle, but I don't hae a device to tell me where I am, like that ting the princess game you in the original. There's no other obvious reachable place, though this new Gamma Armor I've grabbed sure makes walking around easy. (Hits restored with each step! Erdrick's Armor?)

Also, how do you use items? I've got this Sapphire Ring which says something about 'the fake man in Usand'; how would I use this rign once I've found this man?
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-16-06 04:41 AM, in Oh, how I love revisions. Link
Sliver, thanks for the hints! (And forgive my atrocious typing; that last post should read "Am a bit hung up", not "am a big hung up".)

Immediately after I posted, I went exploring and stumbled on to the Duke, but I would have continued to assume that the Sapphire Ring had an actual function had you not revealed it.

Despite being activated, the droid doesn't do anything except say hello, and the other droid in Usand doesn't say anything different now that his companion is alive.

Are those seemingly-inaccessible buildings (whose insides can be seen if you enter neighboring shops) just red herrings, or are there ways in there?
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-16-06 12:01 PM, in Oh, how I love revisions. Link
Once you have these, the NukTek droid will assemble the Nuke for you.

Ah, I had this in my backpack without noticing!

Found the spot where you use it and am in the final dungeon. Somehow I made it to the final floor so I'm going to see if I can beat the final boss without returning. Level 21 (and very few PSI points), but we'll see what happens!
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-17-06 11:45 AM, in F-Zero Climax - Translation Link
We need to turn that 16x16 font into an 8x16, or better yet, a proportional font so that we can fit more test in there. (I'd love to design that font if we don't already have one.)

BTW, the text at the bottom of the controls screenshot says "You can now use 'Long Booster'." (〜が使えるようになりました means ...has become able to be used).

I just signed up for MFO again so I'll be able to comment there with the rest of the F-Zero maniacs. This is going to be a fun project!

Just thought of something -- the chapter titles seem to be using variable-width characters. Is there a separate proportional font for that, are there instructions for condensing the characters, or is that stuff graphics and not text at all?
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-18-06 12:40 PM, in F-Zero Climax - Translation Link
Guy, it's beyond my ability, but many people have managed to replace 16x16 fonts, which are ideal for Japanese but look abominable in English, with variable-width fonts or 8x16 variations, which look much better. RPG translators in particular (on TEK Hacks, I think) have done this and it really is an improvement.

One example is Secret of Mana, which loooks spiffy with the 'Chicago' font in there: http://www.romhacking.net/hacks/18/

Dragonsbrethren might be able to help out with this; he's done something similar with the GBA Final Fantasy IV. That game had a variable width font from the beginning, but he adjusted the widths to make them thinner:

http://www.romhacking.net/hacks/153/

Still waiting on acceptance from MFO; once that comes, I'll start posting more story translation!


(edited by Heian-794 on 10-18-06 11:54 AM)
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-18-06 04:26 PM, in F-Zero Climax - Translation Link
Gideon, you're the person I was thinking of when trying to recall those RPGs with VWFs inserted. You did a great job on those.

F-Zero Climax isn't very text-heavy and we could certainly get by with an 8x16 font if that's easier to implement. Could it be something as simple as finding the place that tells the game to move ahead 16 pixels after printing a character, and changing that number to 8?

I think we should fiddle with the shapes of the cahracters a bit too. The lowercase 'a' is a pixel too tall; we should leave a space for descenders too. I could probably whip something up that's more in tune with the font used in the driver names here:



Finished Chapter 11's translation; just waiting for Mr. Fixit to give my account the nod so I can post it!
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-19-06 04:31 PM, in F-Zero Climax - Translation Link
Guy, I suspect they've simply inserted the entire JIS character set or one of its variations. Not that they'll actually need to use Greek and Cyrillic and parenthesized European numerals and all that exotica; it's probably easier to just take a whole font from a library somewhere and stick it in.

Gideon, that trick worked for me when translating/hacking the sequel to Extra Innings. Somewhere in the game was code that did just what you suggested; character codes up to something like 7F moved the 'cursor' up 8 pixels. Guy, what codes are being used for the fonts you're using? Are the Roman letters included in the two-byte codes (fullwidth) you mention, or are they single-byte in opposition to the Japanese, etc.? For example, in Shift-JIS, a full-width A has the code 8260, which is distinct from the regular A at ASCII 41, and Japanese fonts contain both.

Shift-JIS was set up so that any byte under 7F is read as a single byte, and any byte 80 or over implies that the next byte is connected to it as part of a double-byte character. So the Japanese fonts are all around 8140-9FFF.

I'm on my Mac and can't open the ROM here or I'd look myself -- if the Roman letters you're using come after the kana and before the kanji, there's a good chance that they're 16-bit fullwidth and that there are thus 8-bit, possibly halfwidth, letters floating around somewhere.


(edited by Heian-794 on 10-19-06 03:36 PM)
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-20-06 06:19 AM, in F-Zero Climax - Translation Link
Guy, here's a chart of SJIS characters; it matches well with what you've posted.

http://www.rikai.com/library/kanjitables/kanji_codes.sjis.shtml

Thoe characters in the 8600s, etc., are a mystery, as SJIS doesn't have anything assigned there.

But if you look at this EUC-JP table:

http://www.rikai.com/library/kanjitables/kanji_codes.euc.shtml

...you'll find 'kumimoji' (amalgamations of multiple-kana words, such as 'milligram' and 'page', into single characters) and then some circled and parenthesized kanji for things like directions and era names, followed by more math signs such as the 'identically equal' sign and the summation sigma. Maybe the F-Zero font is SJIS but with this miscellany stuck in the empty space? Post a picture of them and I'll tell you what they are.

(This area in particular is notorious for not being compatible with different browsers and applications; I just tried to paste those two rows off the rikai.com side and got a bunch of empty squares.)

FZMV, by the way, had a bunch of characters in 16x16 squares and then compressed them to the appropriate widths when displaying the first part of the course names (Bianca City, Stark Farm, etc.) while using graphics for the second line (First Circuit, Warrior Circuit, etc.). An assembly expert might be able to find that part of the code and get it into this game.

If we could just get the 'cursor' to position itself 8 pixels to the right after drawing something, and then redesigned the font so that the entire character is in the left half of the 16x16 square, we could get decent-looking text without having to implement anything.
Heian-794

Red Paratroopa


 





Since: 01-02-06

Last post: 6327 days
Last view: 6362 days
Posted on 10-20-06 02:12 PM, in I beseech thee... Link
....kindly bestow upon me the privilege of posting in the ROM Hacking forum, wouldja?

(It looks in that stickied thread in ROM Hacking that this rule applies to veterans and newbs alike; if not, just disregard this post.)

Edit: Ah, so that's what that thumbs-up sign is for!


(edited by Heian-794 on 10-20-06 01:14 PM)
Pages: 1 2 3 4 5 6 7 8
Acmlm's Board - I3 Archive - - Posts by Heian-794


ABII

Acmlmboard 1.92.999, 9/17/2006
©2000-2006 Acmlm, Emuz, Blades, Xkeeper

Page rendered in 0.066 seconds; used 448.10 kB (max 577.89 kB)