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The Team Room Archive
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Original description: Team up, start a formation of dedicated hackers and helpers. Here, you can discuss production of hacks with other groups, or make your own hacking group (through approval processes).



 
 
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  #1    
Old February 7th, 2010 (04:22 PM). Edited April 4th, 2010 by Thrace.
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Thrace Thrace is offline
@tion
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Team Seraphim


Introduction

Genesis is very nearly finished and I need some help polishing things off. Any projects you might have, I (and the rest of the team) would be glad to help out with as well. We won't be a huge group because I know from experience that large teams don't work. I won't be accepting just anyone either, I have very strict requirements for the open positions. As a former moderator and founder of the ROM Hacking Newsletter I have a proven record in leadership. Under Team Seraphim Genesis will be completed.

Current Staff

Projects

Open Positions
  • Mapper
    Prerequisites: A mapping style consistent with the maps already in Genesis.
  • Scripter
    Prerequisites: A working knowledge of every command. Good grammar and spelling.
  • Spriter
    Prerequisites: A style consistent with FR/LG sprites and/or tiles.
  • Storyline Editor
    Prerequisites: A good knowledge of western religions and their history. Excellent grammar and spelling.
  • Music Composer
    Prerequisites: Knowledge of how to insert and loop music. Ability to compose original music or convert existing music.

Application Form

HTML Code:
[B]Name:[/B] 
[B]E-Mail:[/B] 
[B]IM:[/B] 
[B]Position:[/B]
[B]Proof of Work:[/B]
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  #4    
Old February 10th, 2010 (01:19 AM).
Thrace's Avatar
Thrace Thrace is offline
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Age: 24
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Sorry but your mapping is quite what I want.

I can't accept you as a mapper but I do like your spriting. However it isn't the kind of style I'm looking for. Could you do an OW (just the front sprite would be fine) of the heroine? The only important feature is that she has to have black hair. Everything else is up to you.

Thats perfect! Exactly what I was looking for. To start off with could you do a remap of Munis Lakeside? You can do whatever you want with it. Starting fresh would be best.
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  #5    
Old February 10th, 2010 (09:50 AM).
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.Tactic. .Tactic. is offline
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Hows this?

I made two versions, one in pink and one in red.
I hope you liked the hair band thingys that I added for uniqueness..
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  #6    
Old February 10th, 2010 (06:24 PM).
Vrai Vrai is offline
can you feel my heart?
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Join Date: Jun 2008
Age: 20
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Posts: 2,890
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Name: Jake
E-mail: [email protected] or [email protected]; I can check the bitshed one more readily and it has less spam! :D
IM: [email protected], although I haven't been able to get on much lately
Position: Storyline Editor
Proof of Work: Well, there's not too much I can show as proof of this, but I'll do what I can. I have pretty much near-perfect grammar and spelling. Here's two of my longer posts that I've written (albeit a while ago), but yeah. 1 2

If you want some storyline-ish examples, I have some things of my own hack that I've written that I can send you. As far as dialogue goes, I'm pretty creative. ;)

Um, I have a pretty good knowledge of most history. I'm not sure exactly what you're looking for, but I could learn about it anyways. XD

Also, I've been having some internet troubles, but I can check PC generally every day during school (iTouch) but I won't be able to respond to anything until I get home and have an excuse to get on the computer. So.
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  #7    
Old February 12th, 2010 (07:40 PM).
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Thrace Thrace is offline
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Age: 24
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You two are both in. Unfortunately I'm extremely busy till the 16th so I won't be able to come on PC till then. See you guys then!
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  #8    
Old February 13th, 2010 (02:32 AM).
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.Tactic. .Tactic. is offline
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Thank you so much Thrace! So What OWs do ya want first?
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  #9    
Old February 13th, 2010 (04:54 AM). Edited February 13th, 2010 by Spherical Ice.
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Spherical Ice Spherical Ice is offline
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Join Date: Nov 2007
Location: Leicester, UK
Posts: 3,501
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Name: Haroun
E-Mail & IM: [email protected]
Position: Scripter
Proof of Work:
Spoiler:
Type: Level Script
Script:
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x8CA
if 0x1 goto @end
lockall
setdooropened 0x1A 0x0B
special 0x113
applymovement 0x7F @movec
waitmovement 0x7F
special 0x114
doorchange
showsprite 0x1
setdoorclosed 0x1A 0x0B
applymovement 0x1 @rival1
waitmovement 0x1
doorchange
playsong2 0x13B
applymovement 0x1 @rival2
waitmovement 0x1
msgbox @1 0x6
applymovement 0xFF @prepare
waitmovement 0xFF
special 0x113
applymovement 0x7F @movec1
waitmovement 0x7F
special 0x114
applymovement 0xFF @player1
waitmovement 0xFF
fadedefault
msgbox @2 0x6
goto @choose
setvar 0x7000 0x1
releaseall
end

#org @end
releaseall
end

#org @choose
msgbox @3 0x4
multichoice 0x0 0x0 0x10 0x1
closeonkeypress
compare 0x800D 0x0
if 0x1 goto @bells
compare 0x800D 0x1
if 0x1 goto @magby
compare 0x800D 0x2
if 0x1 goto @horse
releaseall
end

#org @horse
msgbox @sure 0x5
compare LASTRESULT 0x0
if 0x1 goto @choose
givepokemon 0x74 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x01 0x74
fanfare 0x13E
msgbox @obtain 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
playsong2 0x11D
msgbox @challenge 0x4
closeonkeypress
trainerbattle 0x9 0x146 0x3 @lose @win
fadedefault
goto @continue

#org @name
call 0x1A74EB
return

#org @magby
msgbox @sure 0x5
compare LASTRESULT 0x0
if 0x1 goto @choose
givepokemon 0xF0 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x01 0xF0
fanfare 0x13E
msgbox @obtain 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
playsong2 0x11D
msgbox @challenge 0x4
closeonkeypress
trainerbattle 0x9 0x146 0x3 @lose @win
fadedefault
goto @continue

#org @bells
msgbox @sure 0x5
compare LASTRESULT 0x0
if 0x1 goto @choose
givepokemon 0x45 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x01 0x45
fanfare 0x13E
msgbox @obtain 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
playsong2 0x11D
msgbox @challenge 0x4
closeonkeypress
trainerbattle 0x9 0x146 0x3 @lose @win
fadedefault
goto @continue

#org @continue
msgbox @4 0x6
setdooropened 0x1A 0x0B
playsong2 0x13B
applymovement 0x1 @leave
waitmovement 0x1
doorchange
setdoorclosed 0x1A 0x0B
applymovement 0x1 @leave2
doorchange
waitmovement 0x1
hidesprite 0x1
fadedefault
setflag 0x8CA
releaseall
end

#org @challeng
= [blue_fr]In return for [buffer1], you must\nbattle me - now!

#org @lose
= You won.\nEither way, I've still got the\lbetter POKéMON!

#org @win
= Hahaha!\nYou actually thought you chose\lthe best POKéMON?

#org @nickname
= [black_fr]Would you like to give your\nnewly received [buffer1] a nickname?

#org @obtain
= [black_fr][PLAYER] received a [buffer1]!

#org @sure
= [black_fr]Are you sure you want\n[buffer1]?

#org @4
= [blue_fr]Well fought.\nAnyway, I'm going now.\pSee you later.

#org @3
= [black_fr]Take [green_fr]BELLSPROUT[black_fr], [red_fr]MAGBY[black_fr] or [blue_fr]HORSEA[black_fr]?

#org @2
= [blue_fr]Okay, I've got [red_fr]three\nPOKéMON[blue_fr] here.\lI want you to take one.

#org @1
= [blue_fr][PLAYER]!\nCome over here, I've got\lsomething for you!

#org @player1
#raw 0x62
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x00
#raw 0x10
#raw 0x03
#raw 0x13
#raw 0xFE

#org @rival2
#raw 0x00
#raw 0x10
#raw 0x03
#raw 0x13
#raw 0x01
#raw 0x11
#raw 0x02
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x54
#raw 0x62
#raw 0xFE

#org @rival1
#raw 0x00
#raw 0x10
#raw 0xFE

#org @movec
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @movec1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @prepare
#raw 0x03
#raw 0xFE

#org @leave
#raw 0x03
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org @leave2
#raw 0x11
#raw 0x60
#raw 0xFE

Description: The camera moves, a person exits a house, message, camera returns, and the player moves to the person, a choice of three Pokémon (Bellsprout, Magby and Horsea), option of nicknaming, Oak Tutorial battle, person returns to house. Player takes control.
Comments: Yeah, it's pretty simple - I don't really have many amazing scripts, but I pretty much understand a majority of XSE commands.


Please and thank you.
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  #10    
Old February 13th, 2010 (05:50 AM).
simdu68's Avatar
simdu68 simdu68 is offline
asleep all summer zzZZ
 
Join Date: Feb 2010
Location: France
Age: 20
Gender: Male
Nature: Calm
Posts: 221
Name: simon
E-Mail: [email protected]
IM: [email protected]
Position:mapper, spriter, tile editor(if needed)
Proof of Work: (they are all only these that i use for my hack thats why i don't have manny)


Spoiler:
some maps:
http://img230.imageshack.us/img230/9476/route106.png
http://img684.imageshack.us/img684/9098/village1y.png
http://img691.imageshack.us/img691/3624/route103.png
http://img534.imageshack.us/img534/6262/route101.png
http://img521.imageshack.us/img521/6725/dewfordtown.png

some tiles(they are not very good but its only those that i use for my hack, if you want other tiles just ask me and i'll make them ;D):
http://img5.imageshack.us/img5/2989/petitemaison1.png
http://img693.imageshack.us/img693/6...itemaison2.png
http://img220.imageshack.us/img220/8476/mytiles.png

sprites:
i have no sprites because all what i had i didn't need so i deleted everything, but if you don't believe me i can sprite you can ask me what you want i'll do it for you;D
  #11    
Old February 15th, 2010 (02:10 PM).
Thrace's Avatar
Thrace Thrace is offline
@tion
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Join Date: Jun 2007
Age: 24
Gender: Male
Posts: 1,048
Quote originally posted by Paranoid:
Thank you so much Thrace! So What OWs do ya want first?
The Heroine OWs, make it the one with the hair bands. Would it be possible to use the same palette as the hero's? You can get the palette from the latest Genesis beta. If you can't use those colours then don't worry about it, we'll just insert a new palette.

Quote originally posted by The Master:
Name: Haroun
E-Mail & IM: [email protected]
Position: Scripter
Proof of Work:
Spoiler:
Type: Level Script
Script:
Spoiler:
#dynamic 0x800000

#org @start
checkflag 0x8CA
if 0x1 goto @end
lockall
setdooropened 0x1A 0x0B
special 0x113
applymovement 0x7F @movec
waitmovement 0x7F
special 0x114
doorchange
showsprite 0x1
setdoorclosed 0x1A 0x0B
applymovement 0x1 @rival1
waitmovement 0x1
doorchange
playsong2 0x13B
applymovement 0x1 @rival2
waitmovement 0x1
msgbox @1 0x6
applymovement 0xFF @prepare
waitmovement 0xFF
special 0x113
applymovement 0x7F @movec1
waitmovement 0x7F
special 0x114
applymovement 0xFF @player1
waitmovement 0xFF
fadedefault
msgbox @2 0x6
goto @choose
setvar 0x7000 0x1
releaseall
end

#org @end
releaseall
end

#org @choose
msgbox @3 0x4
multichoice 0x0 0x0 0x10 0x1
closeonkeypress
compare 0x800D 0x0
if 0x1 goto @bells
compare 0x800D 0x1
if 0x1 goto @magby
compare 0x800D 0x2
if 0x1 goto @horse
releaseall
end

#org @horse
msgbox @sure 0x5
compare LASTRESULT 0x0
if 0x1 goto @choose
givepokemon 0x74 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x01 0x74
fanfare 0x13E
msgbox @obtain 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
playsong2 0x11D
msgbox @challenge 0x4
closeonkeypress
trainerbattle 0x9 0x146 0x3 @lose @win
fadedefault
goto @continue

#org @name
call 0x1A74EB
return

#org @magby
msgbox @sure 0x5
compare LASTRESULT 0x0
if 0x1 goto @choose
givepokemon 0xF0 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x01 0xF0
fanfare 0x13E
msgbox @obtain 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
playsong2 0x11D
msgbox @challenge 0x4
closeonkeypress
trainerbattle 0x9 0x146 0x3 @lose @win
fadedefault
goto @continue

#org @bells
msgbox @sure 0x5
compare LASTRESULT 0x0
if 0x1 goto @choose
givepokemon 0x45 0x5 0x0 0x0 0x0 0x0
bufferpokemon 0x01 0x45
fanfare 0x13E
msgbox @obtain 0x4
waitfanfare
closeonkeypress
setflag 0x828
msgbox @nickname 0x5
compare LASTRESULT 0x1
if 0x1 gosub @name
playsong2 0x11D
msgbox @challenge 0x4
closeonkeypress
trainerbattle 0x9 0x146 0x3 @lose @win
fadedefault
goto @continue

#org @continue
msgbox @4 0x6
setdooropened 0x1A 0x0B
playsong2 0x13B
applymovement 0x1 @leave
waitmovement 0x1
doorchange
setdoorclosed 0x1A 0x0B
applymovement 0x1 @leave2
doorchange
waitmovement 0x1
hidesprite 0x1
fadedefault
setflag 0x8CA
releaseall
end

#org @challeng
= [blue_fr]In return for [buffer1], you must\nbattle me - now!

#org @lose
= You won.\nEither way, I've still got the\lbetter POKéMON!

#org @win
= Hahaha!\nYou actually thought you chose\lthe best POKéMON?

#org @nickname
= [black_fr]Would you like to give your\nnewly received [buffer1] a nickname?

#org @obtain
= [black_fr][PLAYER] received a [buffer1]!

#org @sure
= [black_fr]Are you sure you want\n[buffer1]?

#org @4
= [blue_fr]Well fought.\nAnyway, I'm going now.\pSee you later.

#org @3
= [black_fr]Take [green_fr]BELLSPROUT[black_fr], [red_fr]MAGBY[black_fr] or [blue_fr]HORSEA[black_fr]?

#org @2
= [blue_fr]Okay, I've got [red_fr]three\nPOKéMON[blue_fr] here.\lI want you to take one.

#org @1
= [blue_fr][PLAYER]!\nCome over here, I've got\lsomething for you!

#org @player1
#raw 0x62
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x00
#raw 0x10
#raw 0x03
#raw 0x13
#raw 0xFE

#org @rival2
#raw 0x00
#raw 0x10
#raw 0x03
#raw 0x13
#raw 0x01
#raw 0x11
#raw 0x02
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x54
#raw 0x62
#raw 0xFE

#org @rival1
#raw 0x00
#raw 0x10
#raw 0xFE

#org @movec
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0xFE

#org @movec1
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0x12
#raw 0xFE

#org @prepare
#raw 0x03
#raw 0xFE

#org @leave
#raw 0x03
#raw 0x13
#raw 0x13
#raw 0x13
#raw 0x01
#raw 0xFE

#org @leave2
#raw 0x11
#raw 0x60
#raw 0xFE

Description: The camera moves, a person exits a house, message, camera returns, and the player moves to the person, a choice of three Pokémon (Bellsprout, Magby and Horsea), option of nicknaming, Oak Tutorial battle, person returns to house. Player takes control.
Comments: Yeah, it's pretty simple - I don't really have many amazing scripts, but I pretty much understand a majority of XSE commands.


Please and thank you.
Yup you're in. Don't worry, I'll have detailed explanations of what I want for every script. I don't have anything for you to do right now but I'll let you know when I do. I've added you on MSN. You can download the scripting standards file I've attached. Its missing some stuff but I'll tell you those over MSN.

Quote originally posted by simdu68:
Name: simon
E-Mail: [email protected]
IM: [email protected]
Position:mapper, spriter, tile editor(if needed^^)
Proof of Work: (they are all only these that i use for my hack thats why i don't have manny^^)


Spoiler:
some maps:
http://img230.imageshack.us/img230/9476/route106.png
http://img684.imageshack.us/img684/9098/village1y.png
http://img691.imageshack.us/img691/3624/route103.png
http://img534.imageshack.us/img534/6262/route101.png
http://img521.imageshack.us/img521/6725/dewfordtown.png

some tiles(they are not very good but its only those that i use for my hack, if you want other tiles just ask me and i'll make them ;D):
http://img5.imageshack.us/img5/2989/petitemaison1.png
http://img693.imageshack.us/img693/6...itemaison2.png
http://img220.imageshack.us/img220/8476/mytiles.png

sprites:
i have no sprites because all what i had i didn't need so i deleted everything, but if you don't believe me i can sprite you can ask me what you want i'll do it for you;D
I'm afraid I can't accept you as mapper even though some of your maps are quite nice. I can't accept you as a spriter either since you haven't provided proof of FR/LG style tiles.
Attached Files
File Type: txt Scripting Standards.txt‎ (642 Bytes, 22 views) (Save to Dropbox)
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  #12    
Old February 15th, 2010 (03:53 PM).
colcolstyles's Avatar
colcolstyles colcolstyles is offline
Yours truly
Crystal Tier
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
Posts: 1,592
Name: Sean
E-Mail: [email protected]
IM: [email protected]
Position: Scripter
Proof of Work: This post contains the final draft of a random weather script that I collaborated with Darthatron on. The bulk of the script was written by myself but Darthatron chipped in a few, very useful, add-ons such as the check for the current map's weather and map type. If you want proof that I was the original conceiver of the script, this post contains the very first draft (which, though it will work, contains a few bugs that cause the odds to work differently in-game).

I'm going to be honest with you, it's been a while since I've done any major hacking. My "working knowledge of every command" is probably a bit rusty (though my spelling and grammar are in top shape) but I'm hoping that by joining a team, I can refresh my memory and get back into hacking again. I've also been experimenting with GBA development (Vrai can back me up on that ;) ) and I'm working towards implementing that knowledge into hacking.
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  #13    
Old February 15th, 2010 (04:15 PM).
simdu68's Avatar
simdu68 simdu68 is offline
asleep all summer zzZZ
 
Join Date: Feb 2010
Location: France
Age: 20
Gender: Male
Nature: Calm
Posts: 221
Quote originally posted by Thrace:
I'm afraid I can't accept you as mapper even though some of your maps are quite nice. I can't accept you as a spriter either since you haven't provided proof of FR/LG style tiles.

well, the maps are ruby maps and they are not the best, its the 5 last i made for my hack, i have of course better than this, and the tiles are also the last i done but don't worry i started doing a completly new tileset, now i even hesitate if i need to use my new tiles for my own hack or for this team

but well, i'll see........

and i'll also post my new tiles ;D
  #14    
Old February 16th, 2010 (12:12 AM).
Thrace's Avatar
Thrace Thrace is offline
@tion
Gold Tier
 
Join Date: Jun 2007
Age: 24
Gender: Male
Posts: 1,048
Quote originally posted by colcolstyles:
Name: Sean
E-Mail: [email protected]
IM: [email protected]
Position: Scripter
Proof of Work: This post contains the final draft of a random weather script that I collaborated with Darthatron on. The bulk of the script was written by myself but Darthatron chipped in a few, very useful, add-ons such as the check for the current map's weather and map type. If you want proof that I was the original conceiver of the script, this post contains the very first draft (which, though it will work, contains a few bugs that cause the odds to work differently in-game).

I'm going to be honest with you, it's been a while since I've done any major hacking. My "working knowledge of every command" is probably a bit rusty (though my spelling and grammar are in top shape) but I'm hoping that by joining a team, I can refresh my memory and get back into hacking again. I've also been experimenting with GBA development (Vrai can back me up on that ;) ) and I'm working towards implementing that knowledge into hacking.
Thats great. You're in too. I've already asked Darthatron for some help on this but it couldn't hurt to ask you too. There are some very important events in Genesis that are flashbacks. To emphasize their importance I want to make everything grayscale and have black bars on the bottom and top (like in the intro to FR/LG). Think that might be something you could do?

Quote originally posted by simdu68:
well, the maps are ruby maps and they are not the best, its the 5 last i made for my hack, i have of course better than this, and the tiles are also the last i done but don't worry i started doing a completly new tileset, now i even hesitate if i need to use my new tiles for my own hack or for this team^^

but well, i'll see........

and i'll also post my new tiles ;D
OK, I look forward to seeing these new tiles. :D
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  #15    
Old February 16th, 2010 (03:50 AM).
colcolstyles's Avatar
colcolstyles colcolstyles is offline
Yours truly
Crystal Tier
 
Join Date: May 2008
Location: The Bay Area
Gender: Male
Nature: Lonely
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Quote originally posted by Thrace:
Thats great. You're in too. I've already asked Darthatron for some help on this but it couldn't hurt to ask you too. There are some very important events in Genesis that are flashbacks. To emphasize their importance I want to make everything grayscale and have black bars on the bottom and top (like in the intro to FR/LG). Think that might be something you could do?
Thanks for the admission.

As for the flashback, I wrote a routine which adds a border to the player's window. Here's a video of it. I can make the borders thinner if you want (they're currently 16px in width and I can make them 8px). Making things grey will take a little while because I'd have to write an algorithm to convert whatever palettes are currently loaded into a grey color of the same darkness. But right now, I've got schoolwork to finish. :(
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Old February 16th, 2010 (04:21 AM).
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Here is the frames
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Old February 16th, 2010 (09:37 PM).
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So I thought that creating a shade of grey from each individual color would be hard until I looked up the Wikipedia article on Greyscale. Turns out that using the formula "(11*R + 16*G + 5*B) / 32" (where R, G, and B are the red, green, and blue values of the original color, respectively) yields a pretty close representation of the original color but using only grey. This is also really nice because I've heard that doing division with ASM is fairly difficult but because the divisor (32) is a power of 2, the division can be done with a single instruction. Anyways, after toying around with the formula, I eventually implemented it into a routine which immediately converts all of the palettes into greyscale. Here are my results.

I tried to keep it as close to the model as possible, with the model being the clips that play when you load up your save file. The colors generated with my formula are actually a little bit darker than the ones used in the "Previously on your quest..." countdown but only slightly and that's understandable seeing how Game Freak probably used a slightly different formula for obtaining those values. To see the difference, compare my greyscale with the official greyscale. Also in keeping with the official model, the routine changes all of the palettes in both the BG and OBJ palette memories except for the last three palettes in the BG Palette Memory. These are used for things such as the textboxes and, as noticeable in the video, the START menu. After observing the effects of the official greyscale, I noticed that they didn't touch those three palettes so I, too, left them as they were. I figure it will help with the flashback seeing how having the option of colored text might be nice.

Now that the bulk of the code is out of the way, I think we should focus on its implementation. Obviously, when a flashback plays, the colors aren't going to instantly change to greyscale. I'm thinking that before the flashback, you use a "fadescreen 0x1" command to fade the screen completely to black. Then, after a pause, we use a "callasm" command to fade-in to the greyscale palettes (this would require some more code but nothing unmanageable, I think). We could try to use a "fadescreen 0x0" to fade back in but it would most likely (I haven't tested it) load the original, colored palettes. In order for it to fade-in to the grey palettes, we would have to hack the command and frankly I think it would just be easier to write a fade-in routine from scratch. I also think that a nice touch would be to, as the fade-in is occurring, move the two border strips into position. I could alter the code so that they start just off-screen and then, one pixel per frame or two, they could be shifted down/up respectively until, after 16-32 frames, they are in position.

Eh, I'm just throwing out ideas here. It's your hack so your opinion is what matters. I've just been thinking about how we could realistically implement the code while making it look nice as well.
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Old February 16th, 2010 (10:35 PM).
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Quote originally posted by Paranoid:

Here is the frames
Those look great but I think the clothes are a bit too dark. I'll insert them tomorrow and see how they look and get back to you on whether you should make any changes.

Quote originally posted by colcolstyles:
So I thought that creating a shade of grey from each individual color would be hard until I looked up the Wikipedia article on Greyscale. Turns out that using the formula "(11*R + 16*G + 5*B) / 32" (where R, G, and B are the red, green, and blue values of the original color, respectively) yields a pretty close representation of the original color but using only grey. This is also really nice because I've heard that doing division with ASM is fairly difficult but because the divisor (32) is a power of 2, the division can be done with a single instruction. Anyways, after toying around with the formula, I eventually implemented it into a routine which immediately converts all of the palettes into greyscale. Here are my results.

I tried to keep it as close to the model as possible, with the model being the clips that play when you load up your save file. The colors generated with my formula are actually a little bit darker than the ones used in the "Previously on your quest..." countdown but only slightly and that's understandable seeing how Game Freak probably used a slightly different formula for obtaining those values. To see the difference, compare my greyscale with the official greyscale. Also in keeping with the official model, the routine changes all of the palettes in both the BG and OBJ palette memories except for the last three palettes in the BG Palette Memory. These are used for things such as the textboxes and, as noticeable in the video, the START menu. After observing the effects of the official greyscale, I noticed that they didn't touch those three palettes so I, too, left them as they were. I figure it will help with the flashback seeing how having the option of colored text might be nice.

Now that the bulk of the code is out of the way, I think we should focus on its implementation. Obviously, when a flashback plays, the colors aren't going to instantly change to greyscale. I'm thinking that before the flashback, you use a "fadescreen 0x1" command to fade the screen completely to black. Then, after a pause, we use a "callasm" command to fade-in to the greyscale palettes (this would require some more code but nothing unmanageable, I think). We could try to use a "fadescreen 0x0" to fade back in but it would most likely (I haven't tested it) load the original, colored palettes. In order for it to fade-in to the grey palettes, we would have to hack the command and frankly I think it would just be easier to write a fade-in routine from scratch. I also think that a nice touch would be to, as the fade-in is occurring, move the two border strips into position. I could alter the code so that they start just off-screen and then, one pixel per frame or two, they could be shifted down/up respectively until, after 16-32 frames, they are in position.

Eh, I'm just throwing out ideas here. It's your hack so your opinion is what matters. I've just been thinking about how we could realistically implement the code while making it look nice as well.
That looks fantastic, exactly what I wanted. The difference is very slight between the two so thats fine.

Most of the time the flashbacks involve warping to black space on a new map and then scrolling down to show the event (not sure if that makes sense I wish I had a video to show what I'm talking about). We can use callasm at the very start of the level script while the screen is still in the black area. I don't think the fading is necessary because of that, the same goes for the sliding up/down of the black strips. I really love those ideas though and there are quite a few flashbacks I haven't scripted yet so we'll probably be able to use those ideas in at least one flashback.

I'm going to be a bit busy for a while, I promise that this is the last time I'll be busy (for a long time anyway). I'll be back in two days and I'll send out the patch to everyone then.
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Old February 16th, 2010 (11:23 PM).
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Quote originally posted by Thrace:
Most of the time the flashbacks involve warping to black space on a new map and then scrolling down to show the event (not sure if that makes sense I wish I had a video to show what I'm talking about). We can use callasm at the very start of the level script while the screen is still in the black area. I don't think the fading is necessary because of that, the same goes for the sliding up/down of the black strips. I really love those ideas though and there are quite a few flashbacks I haven't scripted yet so we'll probably be able to use those ideas in at least one flashback.
I think I get what you're saying. And yeah, that makes the issue of fading irrelevant. Though if you ever do need a fade-in, I think I might know how we can do it. It combines both the method that you're using and my method. First, we map out a portion of a map with all black tiles (like the way you've been doing it) and then, when the player is warped to that area, we use a fadescreen to set all the palettes to black (the player won't notice this change at all because the tiles that the player can see are already all black). Then we move the camera down to where the event is mapped out but, again, the player won't notice anything because everything is black (this time, because of the palettes, not the actual tiles). Finally, using a custom routine, we slowly fade-in to the greyscale palettes. It's definitely not the cleanest way of doing it but it's probably the easiest and it's unlikely that it'll cause any bugs. The alternative would be to hack the routine that runs whenever a player enters a new map via a warp and add a piece of code that checks if a flag has been set. If it hasn't, then nothing different happens. But if it has, then control will branch off, take the color that would be written to the Palette Memory, and convert it to its greyscale counterpart before storing it in the Palette Memory. Seeing how I don't know anything about that routine, however, I say that for now we stick with the first method.
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Old February 17th, 2010 (03:34 AM).
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Quote originally posted by Thrace:
Those look great but I think the clothes are a bit too dark. I'll insert them tomorrow and see how they look and get back to you on whether you should make any changes.

Ok, Just tell me as soon as you can as to the changes you want.
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Old February 17th, 2010 (09:10 PM). Edited February 17th, 2010 by colcolstyles.
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I'm getting kind of tired of writing tl;dr posts (and I'm sure you're sick of reading them) so I'll try to keep this one short. To make a long short, I hacked the fade-in/fade-out routine so that if 0x8000 is set to 0x42, then all palettes loaded on the fade-in will be grey (both the values 0x8000 and 0x42 can be changed). Also, like before, the textbox palettes are left untouched. The palettes will stay that way until something else other than the fade routine runs, such as moving from map to map (which loads new secondary tileset palettes directly, meaning no fade) but I don't think that that will be a problem seeing how the grey mode will only be used for flashbacks.
As for application into a script, there are a few things I need to check first. Once I work out the kinks, I'll make one more video showing the final product and post the script(s) here.

edit: Okay so I think I've gotten everything working the way I want it to. Now all that's left to do is for Thrace to take a look at it and see if everything's working the way he wants it to. Here's a video with an example of how a flashback would be implemented. Unfortunately, the flashback in the video takes place in a building so the flashback border looks a little weird because it intersects with the normal, interior black border.
Anyways, in order for the flashback to work, a couple of level scripts are necessary:
1. The level script (type 0x2) with the event. This is pretty obvious since the flashback is an event and it needs to run automatically
2. Another level script (type 0x4) on the map of the event. In this script, there is a 'callasm' command which loads the border sprites into the VRAM and places them in the right spots. This has to be a type 0x4 level script and if you put the 'callasm' into, say, a setmaptile script, no border will appear. I think that this is because the setmaptile script runs not only before the map is loaded but also before the sprites are loaded. Because of this, the border is loaded but is then immediately overwritten. Also, this script contains the 'setvar 0x8000 0x42' which triggers the greyscale palette loading function (type 0x0). This has to be set here because if you set it in the calling script, the fade-out will use shades of grey
3. A setmaptile script (type 0x1) on the map where the flashback is called from. The only command in this script is a 'setvar 0x8000 0x0' which turns off the greyscale palette fade function. Unfortunately, you have to set 0x8000 to 0x0 after the fade-out but before the fade-in, like in the previous script, because otherwise the fade-out will be colored

Also, if you wanted to continue the event that calls the flashback after the flashback is completed, you will need another type 0x2 level script on the calling map.
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Old February 19th, 2010 (07:42 PM).
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Quote originally posted by Paranoid:
Ok, Just tell me as soon as you can as to the changes you want.
Um... they look a little weird when they move. I'll send you the patch so you can see for yourself. Everything about the neck is great though.
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Old February 19th, 2010 (08:18 PM).
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When I open up the ROM in AdvanceMap, an error message pops up saying that "The value at $734F7C is not a pointer". The map of Verasa Village has a strip of tiles in the top left-hand corner that look like some other type of data that got interpreted as map data. Supporting this theory is the fact that their movement permissions are weird as well. On top of that, the event data is messed up too.
Could you try remaking the patch and then PM it to me?
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Old February 21st, 2010 (10:04 PM).
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I think colcolstyles has something new to share.
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Old February 21st, 2010 (10:06 PM).
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Thanks Vrai. :)

Hey gang. Thrace had me working on a little something for Genesis over the weekend and about fifteen minutes ago I finally finished it. It's a tablet that displays a legend, which I'm assuming is a major part of the plot of Genesis. If you want to have a look at it in action, here's a link to a video of it running in-game.
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