Visit my youtube channel Pyron's Lair
Take here all my hacks made with love for all of us here
Want to help me? Here is my Patreon!
Visit my youtube channel Pyron's Lair
Take here all my hacks made with love for all of us here
Want to help me? Here is my Patreon!
Last edited by LinkueiBR; 07-21-2015 at 02:15 AM.
VISUAL SHOCK!
SPEED SHOCK!
SOUND SHOCK!
NOW IS TIME TO THE 68000 HEART ON FIRE!
SEGA Mega Drive - Mortal Kombat Arcade Edition
To make a simple test, we can change one of the 4 special stages listed before by Cammy's.
For example, if you change the 0x11 at 0x2831D by 0x0C, shadow sprite should now use palette 0 in Cammy's stage, but palette 2 in the unidentified (bonus ?) stage with id 0x11.
Tested : it works. If needed, I'll work for a hack later.
Last edited by tryphon; 07-21-2015 at 04:56 AM.
Things are going better and better. Amazing considering how you have to hack poorly organized stuff instead of doing it from scratch.
Regarding Cammy stage:
- Could you make crows blue again? Even when current version is more accurate to arcade, they blend too much with the background. Right crow is barely noticeable, and the blue used in the left roof is still pretty suitable for them.
- That skyline at the back of the mountains breaks the sky in half in a weird unnatural way. In the original arcade that shades were used to do suggest more distant mountains and not sure If you have the tiles to do that. At least you could lower the line to outline the mountains instead. I think that would improve the overall look of the stage.
- Pallete cycling on borealis is totally discarded?
And 2 minor comments. You barely use the darkest shade on the left castle. Have you tried to manually add some detail here and there using it?
And I also noticed the tile patterns are more noticeable on the foliage around the houses. It looks more like trees than just foliage as in the original stage. It looks good, so I wonder if it's a side effect from the lack of tiles or done in purpose.
So good it makes original one look like a NES game![]()
Besides the issues that you pointed--which I agree-- there are two more details that I notice and bother me:
The detail for the front tree was lost and also some detail of the right castle wall was lost when compared to the arcade version. (However, Im not sure what do you mean by the issue on the left castle). But IMO the two main issues are the color of shadows of the fighters and then the crow colors blending with the background. I wish fix just that two main issues. I recognize that Im lazy for try to fix the other ones.
Tryphon offered me their great help for fix the shadow of the fighters --because that fix is beyond of me--.
For the crows is technically easy to change the colors, but I not found a more situable colors for them available in the subpalette. I will try other combinations.
Respect to palette cycling for boreal aurora, could it be done with an h-int trick. However that hack is also beyond of me, sorry.
hay que tomar el control del descontrol.
A h-int trick is used to chage a given color between 2 adjacent lines (for example a gradient like in Guile SF2 Stage).
It's different from a palette cycling, that just means to change a given color for the whole screen every fixed amount of time. It seems that's the case here (or am I mistaken ?)
A palette cycling is MUCH easier to implement (to be honest, I'm not sure I could implement an h-int trick).
What would be interessant would be a capture of the different frames of the aurora in arcade version, and to know how many colors you devoted to it (and to make sure they are not shared with anything);
The problem is that the colors used for boreal aurora are shared with many objects of plane B in my hack. Maybe Im confused and sorry if Im saying silly things here but I thought that could it be necessary to do a h-int trick in each frame in this case:
There is a complete row of tiles with a single blue color under the boreal area. I thought that in theory you could change for example 15 colors of the subpalette there without artifacts applying the h-int trick in some lines in that row of tiles (but not change the blue color under the aurora) . So you could dispose of a complete 15 color subpalette in each frame for the boreal aurora and do the change of colors properly.
For do a palette cycling directly could it be necessary reserve some colors for the boreal aurora--as you said--but unfortunately this is not the case in my hack.
hay que tomar el control del descontrol.
So you need a h-int trick AND a palette cycling
I looked into the HBLANK code. It's hackable (but there are different HBLANK routines called through the game, stored in a table, and I'll certainly need to move all the routines. Not sure it fits in the area Barone pointed), but that's something I never did. I must study more what happens in HBLANK for Cammy's stage. I let you know if I find something, but it's definitely much harder than the previous changes
I must know where in the stage the colors of the aurora are used. That must not be in the same line as the aurora itself. It would be easier if there was some vertical space between the aurora and the objects using the same color.
Well, that's not a problem, since those colors are used in the same plane and there is some sky blank space between them. But as unpolished as current code is, you may expect unwanted behaviors for sure.
Another thing that is a little annoying is that when both Max and Pyron did their color hacks they took advantage of color 0, and that reverted into wrong colors in screen borders that are a bit glitchy too. Could you force black back there and blend it with the rest of the black?
I think it would improve overall presentation.
IIRC, the screen border color (also background color) is color 0 from one of the 4 palettes, but you can chose which palette. So, provided one of the 4 palette has a black 0 color, it should be possible.
There are currently 1 users browsing this thread. (0 members and 1 guests)