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Main - ROM Hacking - Realm of Existence III for NES (EotB vs MQ Hack) New thread | New reply


jargon
Posted on 01-06-08 12:18 AM (rev. 4 of 01-06-08 09:26 AM) Link | Quote | ID: 72827


Ninji
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The jist: A from scratch recombination of Mystic Quest/FF4 and Eye of the Beholder/Arcana for SNES, on NES.

here is some preliminary work thus far:

cartridge art for iii:


development tool screen shot: (note this is a first person 32bit map editor of which i threw together in less than 25 minutes, *not* a NES rom)


i have been working on this since 1989, but always ended up redesigning the damn thing.

i have a 16bit pc prototype i got stuck on in 1997.

but i realized i could fix that by mixing first person with overhead angle-down view in order to make the game somewhat enjoyable.

if that doesn't work out i will have to compromise instead of having a first person hud and main screen angle-down view by simply going equinox on its ass.

i plan on using a 32bit 3d level editor this way i can pump 2d levels from it later if need be.

i have to recode everything because in 1997 i didn't realize the NES didn't have 64k ram, nor strings, nor the dec operand.

nor did i even think about the dimensions of the damn screen.

i will link the 16bit pc prototype once i get the kinks ironed out.

here is a page view of most of the sprites i recovered from the realm of existence ii project.
Realm of Existence II Sprites Full Page View

and here is Realm of Existence II's NES Cartridge Art:


and here is a dev shot as a win32 binary of Realm of Existence I:


hope you enjoy.

toodles.

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jargon
Posted on 01-14-08 05:10 AM Link | Quote | ID: 73451


Ninji
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Realm of Existence - Generation 2 Sprites





































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Dr. Hell
Posted on 01-14-08 07:06 AM Link | Quote | ID: 73464


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Well I hope you get somewhere with this, I think you'd take the title of longest development time ever if you did.

jargon
Posted on 01-14-08 07:07 AM (rev. 2 of 01-14-08 07:09 AM) Link | Quote | ID: 73465


Ninji
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-splitting post-

i plan on basing my game gfx off the Generation 2 gfx.

however many frames of animation were missing from my corrupted floppy backups, and some npc's were lost in entirety.

notice they are consisting of 16 color EGA using OR. with a $0/$f alpha mask using AND.

also note the sprites are 24x24 which is basically 3x3 of 8x8 patterns.

notice some 8x8 subtiles actually have 7 or 8 colors.

i intend on simplifying this as two overlaid sprites that use 3 colors each...

however this would still only provide 6 colors.

however if i super-chipped it using 2 different palettes that flicker back and forth i could simulate 16 colors i hear, i don't agree with this tho, i feel i would have to flicker 3 palettes dlp style. which many of my friends with synesthesia would be mad pissed at me for doing.

also i would have to artifically pump up framerate faster than NTSC could handle, which would piss off the NES seriously.

so i ask...

how can i mip-map these 24x24 sprites as 16x16 on the NES using the DLP method without frying the gpu or the television?

i was thinking of using the "Shadows of the Empire" method in which instead of mip-mapping it rendered a random texel out of the ones that existed within the same pixel on the screen.

however Shadows of the Empire was a damned N64 game, i doubt the NES would be able to even come near doing this.

plus i would possibly have to research WROM in order to render the new pattern tables in real time in order to pull this crap off, leaving no room for actual game play nor PCM audio.

damn i hate complicated first person NES programming!

especially when its as simple as "Arcana" or "Eye of the Beholder" for snes/msdos, just with more flashiness.

and damn, rendering nametable crap in real time is a bullocks idea too.

why do i ever get involved in this absolute mess of projects.

i been working on this same series of 3 games since 1989.

this is getting to be tiresome.


-edit-

ACMLM ate my post data for this so i had to ask DrMario here to post something so my postdata wouldn't be stuck in limbo (thanks btw)

please mod ACMLM so it quotes what you attempted to post on failure such as 'cannot double post within 24hrs'


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jargon
Posted on 01-25-08 11:58 AM (rev. 2 of 01-25-08 11:59 AM) Link | Quote | ID: 74945


Ninji
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This is the sprites and tiles and masks for roe ii converted to a 256px wide sheet of 8px x 8px subtiles.


This is a simplified sheet that is 8px wide using 8px x 8px subtiles, with all duplicates removed.
(8px x 5000 some px tall)

This is the resulting 256px wide sheet of 8px x 8px subtiles without duplicates.


I wrote a program in Blitz3D called 'ChopShop.exe' to do this :/

any suggestions on how i may easily reduce clones even more by getting rid of identical patterns that simply use a different palette?

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Kawa
Posted on 01-25-08 03:27 PM (rev. 4 of 01-25-08 06:13 PM) Link | Quote | ID: 74951


CHIKKN NI A BAAZZKIT!!!
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Posted by "Cearn"
One 256x256 sheet or so? That seems so not worth automating.
If you had, say every sprite from pokemon to retouch, *that* would be worth automating.
But a single sheet can be easily done by hand in terms of colors methinks.
Of course, you still need a gfx converter at some point too.

...

Huh.. removing duplicate tiles ... for sprites? That should work nicely when tiling them out
That guy's an expert in the field of computer graphics formats and conversion.

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jargon
Posted on 03-24-08 07:18 AM (rev. 4 of 03-25-08 06:29 AM) Link | Quote | ID: 80877


Ninji
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Realm of Existence IV (QBX) Prototype (Service Pack "C-2" Pre-Installed)

Realm of Existence IV (QBX) Prototype (No Service Packs Installed, Source Included)

Project Pages:

RoE i (GWB/QB) - no link
RoE i (BB)
RoE ii (QB/QBX) - no link
RoE iii (NES)
RoE iii (QBX)
RoE iv (DBA)
RoE iv (QBX)
RoE v (VB6) - no link

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jargon
Posted on 04-01-08 12:16 AM (rev. 3 of 04-01-08 12:22 AM) Link | Quote | ID: 81281


Ninji
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Screen Shots!

RoE II/IV (QBX)











RoE IV (DBA)

Click for Full-Size!




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Main - ROM Hacking - Realm of Existence III for NES (EotB vs MQ Hack) New thread | New reply

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