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Post by crisgenjin on Jan 10, 2022 19:01:29 GMT
From what I've read in the comment sections of two videos (Respectively "DF Retro: The Splatterhouse Saga - Horror Brawling Revisited On Arcades & Consoles" and "Ghouls 'n Ghosts - Versions Comparison"), the aforementioned games use 3bit color instead of 4bit to keep the rom size down, meaning each cell only has 7 colors instead of 15 colors. That's visible throught Ghouls 'N Ghosts, which features some washed out sprites, especially Arthur's. They could've looked even better, but developers obviously had to use smaller cartridges because of prices. Would it be possible to rip the background/foreground tiles and sprites from each game to give them a fresh coat of paint, even bumping up the memory to...say, 2.5MB?
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Post by turboxray on Jan 11, 2022 2:07:18 GMT
From what I've read in the comment sections of two videos (Respectively "DF Retro: The Splatterhouse Saga - Horror Brawling Revisited On Arcades & Consoles" and "Ghouls 'n Ghosts - Versions Comparison"), the aforementioned games use 3bit color instead of 4bit to keep the rom size down, meaning each cell only has 7 colors instead of 15 colors. That's visible throught Ghouls 'N Ghosts, which features some washed out sprites, especially Arthur's. They could've looked even better, but developers obviously had to use smaller cartridges because of prices. Would it be possible to rip the background/foreground tiles and sprites from each game to give them a fresh coat of paint, even bumping up the memory to...say, 2MB? Yes. Quite a lot of PCE hucards use this 3bit cell storage method. Even some early SNES games did this. But yeah, you definitely could hack a game to load 4bit graphics instead of 3bit cells. 2.5MB easily with the Street Fighter 2 mapper, which is very easy to use.
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Post by crisgenjin on Jan 11, 2022 13:04:17 GMT
From what I've read in the comment sections of two videos (Respectively "DF Retro: The Splatterhouse Saga - Horror Brawling Revisited On Arcades & Consoles" and "Ghouls 'n Ghosts - Versions Comparison"), the aforementioned games use 3bit color instead of 4bit to keep the rom size down, meaning each cell only has 7 colors instead of 15 colors. That's visible throught Ghouls 'N Ghosts, which features some washed out sprites, especially Arthur's. They could've looked even better, but developers obviously had to use smaller cartridges because of prices. Would it be possible to rip the background/foreground tiles and sprites from each game to give them a fresh coat of paint, even bumping up the memory to...say, 2MB? Yes. Quite a lot of PCE hucards use this 3bit cell storage method. Even some early SNES games did this. But yeah, you definitely could hack a game to load 4bit graphics instead of 3bit cells. 2.5MB easily with the Street Fighter 2 mapper, which is very easy to use. Thanks, now it's time to learn how to hack a game lmao
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Post by turboxray on Jan 11, 2022 15:31:17 GMT
I think a general purpose tile/sprite/map editor would be nice for the PCE. This was done for the NES like 10 or more years ago. Basically, just keep adding support for specific games. So one editor, multiple games. Python with built-in tkinter makes this really easy, especially if you're not a GUI programmer. Of course, someone needs to reverse engineer how said game stores the graphics and pointers.
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Post by dshadoff on Jan 11, 2022 17:01:09 GMT
If there’s a format or a location to place information, I can add info when hacking games. For example, there’s already a lot of information in the Bazaru de Gozaru GitHub repository about various graphic assets from that game.
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Post by crisgenjin on Jan 12, 2022 1:44:56 GMT
I don't think someone will ever make GitHub repositories about those two games (Unless you want to hack the Japanese version of Splatterhouse with the correct mask color, in which case you'll also have to translate a few words here and there)
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