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This is a prime example of why I'm so hesitant to adopt the digital-only platform for games.  I'd really love to have CV:AR on physical media, Switch especially.  Maybe Konami will release a physical CV collection and include it on Switch.
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Fan Stuff / Re: Spritework Request & Showcase Thread
« Last post by golpebaixo on Today at 07:28:57 PM »
On top of that, when I entered into TiledGGD to look at the files, they came out monochromatic and stretched out. And I know almost next to nothing about using this program, despite RHDN having a screenshot of the program looking into one of the DS games

Those files only contain the raw graphics data. You still need to set the proper width, height and the palette.

The easiest way to find the palette is by running Yabause then going to Debug -> VDP1

Notice also that the image uses 4BPP color mode (4 bits per pixel, in other word each pixel occupies half a byte, so each byte in the file corresponds to two pixels in the image).
Each 4 bits value can only go from 0 to 15, so it's able to store 16 indexes to a color palette (also known as CLUT, color look-up table).
Take note of the offset to the color table.

Then you close that, go to Debug -> Memory Editor, select the "VDP1 Ram" tab and press "Save tab".


Now you open one of those images in TiledGGD. Most of the default settings are already good for this game.
Go to File -> Open graphics and select one of the decompressed image files (or just drag and drop the file onto the the application's main area).
Go to File -> Open Palette and select the VDP1 RAM dump that you saved earlier (or just drag and drop the file onto the application's bottom right area).

Then you have to select the proper offset to the palette in the VDP RAM dump.



Now perhaps you should look up a tutorial on how to use TiledGGD.
Basically you use the arrow keys to adjust the dimensions of the displayed image (the amount changed is set by the "width skip size" and "height skip size" options).
Page Up and Page Down scroll through the file (not necessary for Maria and Richter's files but required for some of Alucard's). The amount that you move is set byt the "Skip size" setting.

You should also set the Palette skip size to 16 colors if you want to check out other images or other palettes since most of the graphics in the game use 4BPP mode.
Home and End scroll through the palette file.

As you can see it was in this game that they decided Richter would have a jump kick, though they didn't actually implement it.
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Fan Stuff / Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Last post by theplottwist on Today at 10:44:08 AM »
Any new update on Castlevania: Umbra of Sorrow? It has been a while. Right now, I anticipate this fangame more than I do Bloodstained, I'm sure I'm not the only one.

Hello!

First of all, thank you for the support. The support the community has given us is far more than we expected, and we're always grateful for it.

Now, there are updates waiting to be made, but at this specific time I'm refraining from releasing them and also instructed the team not to beyond their personal channels with handpicked content. I'll keep from giving too many details due to the fact that everyone is operating on assumptions, but bottom line is that we do not want to even imply to be trying to confuse people or trying to ride a wave of attention that might get us in trouble. This has to do with a certain well-established fan work's death and the circunstances around it which quite frankly startled me a bit.

The fan Castlevania community has a knack for producing high-quality work, something we're also striving to do, and we understand that presenting this work could actually become a problem for us if shown before the exactly right time. We do not want to have the most minimal risk of trouble beyond the necessary so we're waiting a bit to give an update.

If you need a confirmation that this is still alive though, then yes, it very much is. We just chose to stay silent for a while and are observing the fandom's movement. I should also reiterate that producing this project will likely take much longer than probably anyone expects so, if it looks like we're dead but no death statement has been made, we probably aren't dead.
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Fan Stuff / Re: Spritework Request & Showcase Thread
« Last post by Mysterii on Today at 09:41:47 AM »
Ah, forgot to say that I made a tool to decompress the graphics from those CHR files.
https://github.com/piratesephiroth/cvsatdec

It doesn't output images because I didn't do enough research to find where the information about image sizes and palettes are stored so you have to use TiledGGD but it's better than nothing  ;D

On top of that, when I entered into TiledGGD to look at the files, they came out monochromatic and stretched out. And I know almost next to nothing about using this program, despite RHDN having a screenshot of the program looking into one of the DS games
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Can't wait to add this amazing box to my Switch collection!
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This is amazing!!

I'm loving the box art.  :D
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Fan Stuff / Re: Castlevania: Umbra of Sorrow (1999 Fan Project)
« Last post by Gardraphius on Yesterday at 09:06:16 PM »
Any new update on Castlevania: Umbra of Sorrow? It has been a while. Right now, I anticipate this fangame more than I do Bloodstained, I'm sure I'm not the only one.
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Do you guys think Iga is ever going to post again?
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anything