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Team Seraphim
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
Application Form HTML Code:
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4 Attachment(s)
Name: Player
E-Mail: [email protected] IM: none but I can make one Position: Map Proof of work: attached |
Name: Harris
E-Mail: [email protected] IM: Same as above Position: Mapper and Spriter Proof of Work: Spriting: http://i235.photobucket.com/albums/ee268/07harris/th_jessejames.png http://i235.photobucket.com/albums/ee268/07harris/th_oventile.pnghttp://i235.photobucket.com/albums/ee268/07harris/bedroompreview.png?t=1265736858 http://i235.photobucket.com/albums/ee268/07harris/khow.png?t=1265736880 http://i235.photobucket.com/albums/ee268/07harris/1-1.png?t=1265736897 Mapping: http://i235.photobucket.com/albums/ee268/07harris/GoodMap.jpg?t=1265736930 http://i235.photobucket.com/albums/ee268/07harris/mapofdoom.png?t=1265736973 Sorry that my proof is so big :S |
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Hows this?
http://i69.servimg.com/u/f69/14/19/42/26/heroin10.png I made two versions, one in pink and one in red. I hope you liked the hair band thingys that I added for uniqueness.. |
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. |
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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Thank you so much Thrace! So What OWs do ya want first?
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Name: Haroun
E-Mail & IM: [email protected] Position: Scripter Proof of Work: Spoiler:
Please and thank you. |
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:
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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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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 |
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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. :( |
http://i69.servimg.com/u/f69/14/19/42/26/thrace10.png
Here is the frames |
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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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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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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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? |
I think colcolstyles has something new to share.
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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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