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Messages - creaothceann

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Maps Of The Month / Re: 2012/12: Chrono Trigger (Super NES) - Rick Bruns
« on: December 02, 2012, 10:52:10 am »
Congratulations! ;) :)

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Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 28, 2012, 12:23:59 am »
The "+" are not 100% aligned here...

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Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 27, 2012, 09:49:31 am »
The animated map for the Inside Lavos area would be kewl. I will wait for BizHawk to be ready before I take that on.

It should also be possible by disabling unwanted BG and sprites, and recording a video with a lossless codec (in RGB colorspace).

I have not made an APNG yet. Is that supported by the major browsers at this point?

Firefox, Chrome (with plugin) and Opera support it.

Let me know what ending Crono and Marle flying off together is from.  What I need to do to get it, or provide a Save State File just before that ending.

http://www.gamefaqs.com/snes/563538-chrono-trigger/faqs/11185
The first one, with the Epoch crashed into Lavos at 1999AD.

This might have working savestates; if not then there are SRMs here.

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Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 26, 2012, 08:28:56 am »
Black Omen:
The normal queen sprite also appears on the last Black Omen fight screen, maybe include that? And maybe put the enemies in both elevators into them.

Inside Lavos:
What's the policy on animated GIFs/APNGs? It seems this page could utilize them...

Ending Flyby 1:
The ship also appears on that screen... Anyway, there's an ending where Crono & Marle fly into the sky, maybe include that sprite?

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Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 20, 2012, 12:06:53 pm »
Quote from: snesmaster
I just updated the map for Ioak Hut 1.

The alignment looks good. :) But the lower text states the item count; maybe add that at the top? (maybe without the quotes)

Code: [Select]
3 each of
Petal + Fang     = Ruby Gun   / Dream Gun
Petal + Horn     = Sage Bow   / Dream Bow
Petal + Feather  = Stone Arm  / Magma Hand
Fang  + Horn     = Flint Edge / Aeon Blade
Fang  + Feather  = Ruby Vest
Horn  + Feather  = Rock Helm

10 each of
Petal + Fang + Horn + Feather = Ruby Armor

Or 2 grids:

Code: [Select]
       | Fang     | Horn       | Feather
--------+----------+------------+----------
Petal   | Ruby Gun | Sage Bow   | Stone Arm
--------+----------+------------+----------
Fang    |          | Flint Edge | Ruby Vest
--------+----------+------------+----------
Horn    |          |            | Rock Helm

Or the crazy version ;D

Code: [Select]
                    Petal
         --+----------+----+---------
        |  |          |    |         |
        +--Stone Arm  |    Ruby Gun--+
        |             |              |
        |             Sage Bow       |
Feather +--Ruby Vest--|--------------+ Fang
        |             |              |
        +--Rock Helm  |  Flint Edge--+
        |  |          |  |           |
         --+----------+--+-----------
                     Horn

Quote from: snesmaster
Should I show the guards blocking the doors on my map, or should I show them where they stand after the trial and you can go anywhere in the castle?

Blocking, imo - it conveys the info that they're not just decoration.

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Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 19, 2012, 06:17:44 pm »
Do you think this is a case where I should change the way it appears from the game to make it look better on the map?

It's already different because there's no message window behind it, so imo it just looks like a description that can be changed at will. And I like aligned text, hence the question. :)

(I'm sure the game didn't align it because it would've meant programming another separate area for text output, when the existing system works too)

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Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 19, 2012, 12:20:14 pm »
How about aligning the text like this?

(in one case the "and" was moved, too)

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Map Gab / Re: Chrono Trigger on the Super Nintendo (SNES)
« on: November 19, 2012, 01:41:33 am »
1. There's also this map, iirc it's when the party fails to beat Lavos at some point and the "Day of Lavos" is shown. It's Mode7 and zooms around on the screen, and red indicators pop up.

2. Technically this is also a map: good end, bad end :)

3. This one?

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Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 16, 2012, 02:53:27 am »
vSNES lets you scroll through a window that displays 127 sprite channels

128 ;)

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Mapping Tips/Guides / Re: SNES mapping - backdrop color solved!
« on: November 15, 2012, 10:26:54 am »
Hi, I'm new here (followed the link from tasvideos). :)

does [bsnes] support all the additional chips that later games featured like the Super FX, the Cx4, the SA1 and S-DD1?

Yes, afaik there's only the special chip(s) for the Japanese Shogi games left.

having to constantly use bgmapper is a pain

What are you using bgmapper for that vSNES can't do?

sprite placement viewer (I know at least one DS emulator has that, but I don't know if the SNES works in a way to allow for it)

Do you mean showing the coordinates as numbers, or the sprites as outlines?

How about an option to export graphics (be it tilesets or maps) with the transparent color actually transparent? Every emulator I've seen always exports the colors completely solid, which can be a hassle to use sometimes. Having an option to export with proper transparencies (by reading how the game uses the palette? I dunno) would be really handy for mapping and sprite ripping.

I don't quite understand what you mean.

I think he means exporting e.g. the sprite layer as PNG with all in-game transparent pixels set transparent (either via transparent color like in GIF, or alpha transparency).

I just saw this thread. I tested it out, and it appears that the colors in this are slightly brighter than zSNES and vSNES.

As TerraEsperZ said it'd be easy to convert 5-bit <-> 8-bit colors, but there seems to be something else going on.

The latest versions of bsnes calculate all colors at 10 bits per color channel, to allow for greater precision for its NES core and the SNES brightness register. This may be where differences might occur.

(I like it when the lowest bits are clear - means I can separate between pure PC white and pure SNES white in the same picture.)

Be able to turn on and off different parts of sprites like can be done in vSNES (That way if one sprite is covering another you can uncover it)

You mean turning off individual hardware sprites (0-127) to reveal parts of software sprites (e.g. the player character).

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