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Messages - Troy Lundin

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76
Maps In Progress / (GBA) Super Mario Advance 4
« on: March 06, 2012, 12:14:01 am »
Todo: World 1 - World 2 - World 3 - World 4 - World 5 - World 6 - World 7 - World 8

Super Mario Advance 4.zip

77
Mapping Tips/Guides / Re: GBA Blending Emulator
« on: March 05, 2012, 10:29:08 pm »
@TerraEsperz: What kind of blending did you use for those maps? The water certainly looks semi-transparent. Do you still have the raw captures?
@Trop: I almost regret releasing it now. I have found so many bugs and am constantly adding things to it. I thought it was more ready than it actually was. I'm not very good with image manipulation in .NET so this is a huge project for me.

Btw, have you guys been able to break it yet? :D

78
Mapping Tips/Guides / Re: GBA Blending Emulator
« on: March 05, 2012, 12:34:44 pm »
Updated to Revision 5.

79
Mapping Tips/Guides / Re: Degree of transparency.
« on: March 05, 2012, 02:44:47 am »
Sweet, I'll check 'em out.

There are only three modes of blending. Well, two really. The first is alpha blending and the second is brightness adjustment (fade-in, fade-out).

80
Mapping Tips/Guides / Scene Manipulation and Rendering Tools
« on: March 04, 2012, 11:38:22 pm »
Changed to SMRT, a compilation of my Scene Manipulation and Rendering Tools. Currently, it contains GBA Blending Emulator and VBA Scene Compiler. Please post any bugs found here. Thanks. :D

SMRT (Revision 0)
SMRT (Revision 1)

Tagger (Beta 0) [23AUG12]
Tagger (Beta 1) [26AUG12]
Tagger (Beta 2) [27AUG12]
Tagger (Beta 5) [29OCT12]
Tagger (Beta 6) [02NOV12]

Mapper (Revision 0) [18SEP12]

Changelog

Code: [Select]
[Changelog : GBA Blending Emulator]

Revision 10   30 JUN 2012   [Feature]  Loading a layer no longer automatically resizes the canvas. It was pretty annoying. :D
                            [Fix]      More positional blending bugs squashed! WHY IS IT SO HARD?!
                              ! BUG !  There is a bug with this revision that occurs when the up/down buttons of the
                                       positional controls of the BG layers are held down. You can still change these
                                       values by single-clicking the buttons or entering a value manually.

Revision  9   16 MAR 2012   [Feature]  Tooltips added to all controls.
                            [Feature]  Layers now blend ~17 times faster thanks to Bitblt. (Blends 10,000,000 pixels in ~4.2 seconds)
                            [Feature]  Now accepts images of any resolution. Still outputs at 96dpi.
                            [Fix]      Negative positioning no longer gives incorrect results.

Revision  8   08 MAR 2012   [Feature]  Now supports indexed pixel formats. (PNGOut compresses to indexed pixel formats.)
                            [Feature]  Now uses PARGB format for all image manipulation to increase processing speed ten-fold. Save format is also PARGB.
                            [Feature]  Loading a layer will now resize the canvas if it's too small.
                            [Feature]  Shift-left-clicking a layer resizes the canvas to the size of the layer.
                            [Feature]  Right-clicking a layer now removes it.
                            [Fix]      Zoom no longer glitches the canvas.
                            [Fix]      The Replace Tiles button now correctly disables if no replacement tiles are present.
                            [Internal] The Alpha and Coords windows no longer show up in the taskbar.

Revision  7   08 MAR 2012   [Feature]  Added tile replacement capabilities.
                            [Feature]  Added mouse / tile co-ordinates to the canvas.
                            [Feature]  The canvas may now be scrolled by dragging it with the mouse.
                            [Feature]  The canvas may now be zoomed.
                            [Feature]  The canvas BG color may now also be chosen by Shift-clicking on the canvas.
                            [Fix]      Fixed multiple tiling issues.

Revision  6   06 MAR 2012   [Feature]  Added the ability to choose a negative position for each layer.
                            [Feature]  Tiling is more advanced. It now loops around the canvas.
                            [Fix]      Auto Blend will now obtain a new pointer when VBA is refreshed.
                          
Revision  5   05 MAR 2012   [Feature]  Changed the canvas to update on the fly as options are changed.
                                      Blending now only occurs when the Blend button is pressed.
                            [Fix]      No longer get sharing violations with open images.
                            [Fix]      Manually setting blend options works correctly.
                          
Revision  4   04 MAR 2012   [Feature]  Changed UI controls.
                            [Feature]  The Alpha window now resizes the image if it is too large.
                            [Fix]      Fixed a bug causing the alpha channel to not reset.

Revision  3   04 MAR 2012   [Feature]  Added support for all modes of blending.
                            [Feature]  Added support for automatic gathering of blending information.
                            [Feature]  Added support for layer position modifiers.
                            [Fix]      Fixed bugs with layer tiling.

Revision  2   03 MAR 2012   [Feature]  Added support for up to four layers.
                            [Feature]  Added support for layer transparency.
                            [Feature]  Added support for layer tiling.

Revision  1   02 MAR 2012   Internal build.

Revision  0   01 MAR 2012   Initial public release.

[Changelog : Scene Compiler]

Revision  2   16 MAR 2012   Initial public release.

Previous revisions are non-public builds.

81
Map Gab / Re: Sonic Advance (GBA)
« on: March 04, 2012, 11:32:07 pm »
Imgur is a better alternative.

82
Mapping Tips/Guides / Re: Degree of transparency.
« on: March 03, 2012, 02:24:25 pm »
Edit: Made a new thread for the program here: https://www.vgmaps.com/forums/index.php?topic=1770.0

83
Mapping Tips/Guides / Re: Degree of transparency.
« on: March 02, 2012, 01:09:01 pm »
To convert 5-bit-per-channel colour to 8-bit-per-channel colour (aka true colour) you should not multiply by 8, as that makes pure white a bit grey. You should use bit operations to repeat the value until it fills 8 bits:
Code: [Select]
r = (r5 << 3) | (r5 >> 2)
and repeat for g, b and a. But a lot of emulators do this wrong.

Not sure what you mean here. As far as I know, the GBA doesn't have a pure white color, as it can only get up to {248,248,248}.

84
Mapping Tips/Guides / Re: Degree of transparency.
« on: March 02, 2012, 12:22:16 pm »
Ok, Peardian, you got me. Because you said I was handy with programming I had to see if I could do this. Looks like I could. I got it to blend perfectly. Thank you. :D

Here it is: GBA Alpha Blender.zip

It's very basic right now and only supports one mode of blending (alpha). You will have to get the evA and evB values from the VBA IO Viewer as they are bound to be different per game or even per area. I included three images for testing purposes.

_clouds3.png is the blended image. It goes in Box A.
_darkClouds.png is the background image. It goes in Box B.
The last image is a screenshot from the game. I used it to compare the blending.

Also, the evA value is 0.625 and the evB value is 0.5625 for this game. Let me know if it doesn't work. Thanks again, Peardian. :D

Just FYI, dealing with PNG in any higher-level language/environment like Java or .NET is pretty easy.  You don't have to write any decompression code yourself to read the files.  Even with lower-level languages like C there are libraries already written.  Several years back I still used BMP because I used MS Paint for a lot of things, but these days there really isn't much reason to use BMP unless you're dealing with some sort of legacy software or system.

.NET handles PNG natively. Reading and writing is automatic without extra code.

85
Mapping Tips/Guides / Re: Degree of transparency.
« on: March 02, 2012, 10:56:39 am »
A few years ago I figured out how GBA stores it's colors. It's values go from 0 to 31. So, to get to the actual RGB value you must multiply by 8. I grabbed the RGB values of the two layers. Layer A is the transparent layer while Layer B is the underlying layer. I took a screenshot of the blend in action. This is C.

A = 224, 224, 224
B =   0,  64, 120
C = 136, 176, 200

Converted into GBA colors gives the following:

A =  28, 28, 28
B =   0,  8, 15
C =  17, 22, 25

Now, if we use the formula given in the first post (C = (wA * A) + (wB * B)) where wA = 0.625 and wB = 0.5625 (these value are given via the IO Viewer) with the GBA colors then we get the following:

C = (wA * A) + (wB * B)

R = (0.625  * 28) + (0.5625 *  0)
G = (0.625  * 28) + (0.5625 *  8)
B = (0.625  * 28) + (0.5625 * 15)

R = 17.5 + 0
G = 17.5 + 4.5
B = 17.5 + 8.4375

R = 17.5
G = 22
B = 25.9375

As you can see, the results have to be floored to match up with the in-game results. But, the math works. This tells me how the formula works but I still don't know how to apply it. In GIMP, there is a simple slider for the percent of transparency to add to a layer. I'll fiddle around with it some more.

86
Mapping Tips/Guides / Re: Degree of transparency.
« on: March 02, 2012, 12:49:07 am »
Good read.

So, using the calculation they gave: C = wA·A + wB·B.

wA = 0.625
wB = 0.5625

as shown in the IO Viewer. Blend mode is 01 or Alpha blend mode. How would I use this information to create a good transparency in a program like GIMP?

87
Mapping Tips/Guides / Degree of transparency.
« on: March 01, 2012, 08:24:07 pm »
Is there a way to tell how much transparency a game uses for any of it's layers with VBA?

88
Maps Of The Month / Re: 2012/03: New Super Mario Bros. (DS) - Piranhaplant
« on: February 29, 2012, 11:39:30 pm »
Congratulations! :D

89
Maps In Progress / Re: Sonic Advance 3 (GBA)
« on: February 25, 2012, 10:40:59 pm »
If you open the memory viewer and click the dropdown in the upper-left hand corner you'll see.

WRAM is anything 02000000, IRAM is 030000000.

90
Maps In Progress / Re: Sonic Advance 3 (GBA)
« on: February 25, 2012, 09:26:22 pm »
Glad you got it working. Btw, does the rerecording program freeze values better than the VBA's cheat system? That was one issue I had with it. The internal freeze wasn't quite strong enough for some values.

Also, I made my first freeze program when I was doing Golden Sun 2. I couldn't just freeze the NPCs willy nilly. The NPCs had values in the WRAM and the IRAM. The ones in the IRAM were only used for the NPCs after the scene had loaded in the game. So, if I froze the value and loaded another scene, there would be graphical errors since the addresses I had frozen were used for loading the scene before they were used for controlling NPC animations. I had to write a conditional freeze so the values would only freeze after the scene had loaded but before any of the NPCs could do anything.

Does the rerecording program work with conditions like that? I'll have to check it out.

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