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11-09-24 09:52 AM |
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Main - Works in Progress - (SNES) 7th Saga projects page (2) |
Slidelljohn |
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Red Tektite Level: 11 Posts: 21/70 EXP: 5472 Next: 513 Since: 08-14-24 From: Slidell, Louisiana Last post: 32 days Last view: 19 days |
I finally went ahead and updated my Elnard English beta patch to version 2e. You can download that here: Elnard English beta patch 2e
There was a total of 28 text pointers that needed to be updated. For more details about this patch and other things that I worked on for the 7th saga and Elnard you can check out my project page on RHDN. ____________________ Give someone a fish and you feed them for a day, teach them how to fish and you feed them for life. |
Slidelljohn |
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Red Tektite Level: 11 Posts: 68/70 EXP: 5472 Next: 513 Since: 08-14-24 From: Slidell, Louisiana Last post: 32 days Last view: 19 days |
I posted this on RHDN and I figured I'd post it here as well.
I started game planing how I want to change some of the battle system so I made a little test rom to test how I want the layers, sprites, and some hdma to be. Here is what I came up with. It uses 7th Saga characters and enemies, Mystic Ark formations, Treasure of Rudras background, slightly modified Final Fantasy 3 battle menu merged with Star Oceans message box all combined together. This is a mock up test rom to test the layers and hdma. For the most part everything seems to be working good and it does work on real hardware. I did notice when bg3 V-Offset is at 0 it is showing the 2nd line instead of the first but other than that its perfect. Looks really cool on a crt. Here is a pic using Mesen to show all of the layers. Depending on how things go I might remove the 8x8 pixel tiles around the screen but I might just leave it how it is. I also might move the characters from sprites to bg1 and move the bg1 enemies to sprites. I really wont know how Ill end up doing these two things until I get this working in the actual game. The hdma on line 0 might also need to be on line 224 to fix " bg3 V-Offset is at 0 it is showing the 2nd line instead of the first". I'll probably test that tomorrow. ____________________ Give someone a fish and you feed them for a day, teach them how to fish and you feed them for life. |
Oz74 |
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Level: 8 Posts: 36/37 EXP: 2072 Next: 115 Since: 08-16-24 From: Erebonia Last post: 9 days Last view: 7 hours |
This combination is looking really good. I particularly love the battle HUD. |
MacUser |
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Shyguy Level: 12 Posts: 74/90 EXP: 7612 Next: 309 Since: 08-21-24 Last post: 16 hours Last view: 5 hours |
Looks like Phantasy Star games. ____________________ 8-bit is enough. |
Slidelljohn |
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Red Tektite Level: 11 Posts: 70/70 EXP: 5472 Next: 513 Since: 08-14-24 From: Slidell, Louisiana Last post: 32 days Last view: 19 days |
@Oz74
Im glad you like it. For the most part the battle hub will work like FF3/6. I have a little more work to do to remove mode 7 from the 7th saga battles and create the smooth transition to battle on the world map. Once thats done then I can add the new battle background(s) and the new battle HUD. The extra character and enemy slots will take the most time to do and thats going to be awhile do to the amount of ram remaping that needs to be done. Im probably going to have to add my decompressed data patch to 7th saga to complete the ram remapping. @MacUser Yes, 7th saga looks and plays like Phantasy Star games. I plan on adding some of the Phantasy Star enemies to 7th saga. Here is some more stuff I posted on RHDN: Here is some pics of the games I used. I ended up changing a couple things with the hdma and everything seems to be running perfect. The 1 pixel bg3 V-Offset issue is also fixed which can be seen in the pic by looking at bg3 layer. Now bg3 can be used for not only the battle menu but also for spells or other effects by using the free space above the battle menu. I would prefer bg2 for extra spell effects but it wouldn't work due to needing one bg layer for the extra enemies. If I use a bg layer for the characters, and sprites for all enemies, then I could make a spell effect that makes the characters disappear while the spell is cast and then that bg layer would be free to also use for the spell effects and when the spell is done then the characters reappear. Im pretty sure FF3/6 does this for some spells or at least the characters disappear while the spell is cast. If I did that then I think I can add some of the nicer looks spells from other snes rpg's. Another good reason for me to possibly change the characters to the bg layer is because of the color math limitation with sprites at pal #0-3. 0-3 color math doesn't work but 4-7 it does which is why some characters color math is working for and some its not. If the characters remain as sprites then I could possibly be limited to one palette for certain spell effects that go over the battle menu. More than one palette could make the effect go over the menu just like in the image above with kamil and olvan. If the characters are moved to a bg layer then the color palettes that could possibly be used moves to 4 instead of 1. Something I found while playing around with mystic arks enemies is the hermit from 7th saga has one extra sprite in mystic ark that is not in the 7th saga. Its the 3rd image with the staff in the air. Im sure Ill be adding this extra sprite to the hermit at some point down the road. ____________________ Give someone a fish and you feed them for a day, teach them how to fish and you feed them for life. |
MacUser |
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Shyguy Level: 12 Posts: 77/90 EXP: 7612 Next: 309 Since: 08-21-24 Last post: 16 hours Last view: 5 hours |
Posted by Slidelljohn I like that idea. ____________________ 8-bit is enough. |
Main - Works in Progress - (SNES) 7th Saga projects page (2) |
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