Author Topic: Graphics Hacking  (Read 54021 times)

JLukas

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Re: Graphics Hacking
« Reply #15 on: June 07, 2006, 09:01:19 pm »
I was talking about the compressed graphics that were modified.  In other words, it won't corrupt anything.

Chrono'99

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Re: Graphics Hacking
« Reply #16 on: June 11, 2006, 06:06:41 am »
Here are the finished King Zeal spriteset and the new values for its palette :)

Palette starts at address 240EE8:

1f 05 83 08 6a 59 f4 62
9c 73 76 15 3d 32 8a 6a e5 20 5d 53 e7 48 c4 28

[attachment deleted by admin]
« Last Edit: June 11, 2006, 12:09:30 pm by Chrono'99 »

JLukas

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Re: Graphics Hacking
« Reply #17 on: June 11, 2006, 06:54:22 am »
Here are the finished King Zeal spriteset and the new values for its palette :)

edit: old link removed
« Last Edit: January 15, 2008, 05:36:31 pm by JLukas »

Agent 12

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Re: Graphics Hacking
« Reply #18 on: June 11, 2006, 11:37:44 am »
When I applied that patch King Zeal was very messed up.  He started off kind of drawn (part was missing) but with messed up pallettes and then when the fight started he got unrecognizable.

EDIT:  If anyone else wants to try I made the Dactyl in the Debug Room send you in the room right before King Zeal shows up and you fight him.  Here's the patch.......maybe I'm just bad at patching.

--jp

[attachment deleted by admin]
« Last Edit: June 11, 2006, 12:07:41 pm by jsondag2 »

Agent 12

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Re: Graphics Hacking
« Reply #19 on: June 11, 2006, 12:10:53 pm »
Made so that I could attach

[attachment deleted by admin]

Chrono'99

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Re: Graphics Hacking
« Reply #20 on: June 11, 2006, 12:11:51 pm »
Mmh, something goes wrong when I change the file extension to .txt, for some reason. I've replaced my attachment with the graphic smc in a rar file. It should work now (recompress to 1AA97F and change the palette in an hex editor).

Agent 12

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Re: Graphics Hacking
« Reply #21 on: June 11, 2006, 12:26:56 pm »
K, I did it myself but it's in a temp CE Rom until JLukas either can verify that the attached rom is corruption free, verifies the patch is ok, or makes a patch of his own.

By the way, I love the flames coming out of his hands haha.

If anyone wants to see him do Debug room-->Chancellor--->go through Ocean Palace Ruins

--jp

[attachment deleted by admin]
« Last Edit: June 11, 2006, 12:35:03 pm by jsondag2 »

Chrono'99

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Re: Graphics Hacking
« Reply #22 on: June 11, 2006, 01:39:22 pm »
I'm going to do the Terra Tower now. Thanks to this perfectly aligned drawing from Missing Piece, it shouldn't be too hard (I'll just reduce this to the correct size and correct the blurred edges).

Agent 12

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Re: Graphics Hacking
« Reply #23 on: June 11, 2006, 05:26:36 pm »
Hm...Magus' Lair is a much larger sprite than I thought.  I thought the middle part was it's own sprite and it was surrounded by 4 of "ozzie's fort" sprites.  But it looks like it's one large sprite (I'm really surprised they opted for this method).  There's going to be some pallette issues, I'm pretty sure we may have to have it be different colors in each time period......Does anyone know how Black Omen looks good in every time period despite the changing pallettes?  We should find what pallette that uses and use it.

Here's a pic of Magus Lair in 65 MIL

--jp

 Notes for Moi: 

Original 600 AD OW Events copy 329--->338
Sprite 51 for OW Sprites Group 8/9/6/1 Is Magus Lair




[attachment deleted by admin]
« Last Edit: June 11, 2006, 05:46:30 pm by jsondag2 »

Chrono'99

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Re: Graphics Hacking
« Reply #24 on: June 11, 2006, 06:15:18 pm »
Can the colors be fixed with the SetPalette command? Maybe the palette exists in each time period but has a different number.

Here's a work-in-progress picture (it's not actually inserted yet). It was really easier and faster than I expected (easier and faster than with the King lol). It's a bit small though because of the size constrain. I'll try to make the bottom part longer and replace the small forts with those giant pink shells...

[attachment deleted by admin]

Agent 12

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Re: Graphics Hacking
« Reply #25 on: June 11, 2006, 06:24:49 pm »
From my understanding (lots of assuming made here) each overworld has 7 differnt pallettes to choose from.  Every object/sprite you insert you can use set pallette to pick one of those palletes.

So when I put it in 65 MIL I went through all 7 of the set pallettes and none of them looked right, then I changed layer 1/2 pallette to the same as 600 AD's and it did look right (of course 65 MIL itself looked horrible)

That sprite looks amazing by the way.


--jp

Chrono'99

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Re: Graphics Hacking
« Reply #26 on: June 14, 2006, 05:33:46 pm »
Which version is better? I believe the one at the right is more impressive, but it's also very small compared to the size of the dungeon... So I've put a small mountain under it to make it seem bigger (and account for the different dungeon than the one in CC).

[attachment deleted by admin]

Agent 12

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Re: Graphics Hacking
« Reply #27 on: June 14, 2006, 05:56:12 pm »
Personally I'll probably vote for the one on the left.   They both look great though.  Is that placed in the game already?

--jp

Chrono'99

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Re: Graphics Hacking
« Reply #28 on: June 14, 2006, 06:00:53 pm »
Not placed yet. I think I'm going to wait to see how the palette issue is handled... and do some maps in the meanwhile.

Agent 12

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Re: Graphics Hacking
« Reply #29 on: June 14, 2006, 06:08:32 pm »
Would you be able to send me something to test the pallette with though (doesn't have to be final version just something to put in each timeline)

--jp