Search found 128 matches
- Mon Jun 06, 2011 3:00 pm
- Forum: Telefang - Hacking
- Topic: Re: (Incomplete) Telefang English Translation
- Replies: 925
- Views: 407083
Re: (Incomplete) Telefang English Translation
Kenju: "Melo-D" is used consistently through other parts of the hack, usually to assign ringtones to individual denjuu. I'm not 100% sure if that's correct, though.
- Mon Jun 06, 2011 7:53 am
- Forum: Telefang - Hacking
- Topic: Re: (Incomplete) Telefang English Translation
- Replies: 925
- Views: 407083
Re: (Incomplete) Telefang English Translation
Alrighty after hacking for a whole day and a half I found and re-enabled VWF for what I call "status screen items" - basically almost everything that wasn't already VWF'd. I also had to figure out how the VWF state works in the process and fix a few tile corruption bugs caused by improper ...
- Sun Jun 05, 2011 11:33 pm
- Forum: Telefang - Hacking
- Topic: Re: Telefang 1 english logo
- Replies: 67
- Views: 19692
Re: Telefang 1 english logo
DeKaFu: It's because latin script is designed to look best on a continuous baseline, since many of the capital letter forms are written with strokes parallel to the baseline. Katakana doesn't do this, as many katakana have strokes at an angle to the baseline. So katakana looks more visually interest...
- Sun Jun 05, 2011 3:36 pm
- Forum: Telefang - Hacking
- Topic: Re: Telefang 1 english logo
- Replies: 67
- Views: 19692
Re: Telefang 1 english logo
My hack just added more space for the G, and then new graphics were injected to move the G down. Although if you were to do this I would recommend thinning that super-large N first. So yes, you could make the G taller, it has space both under it (sprite tile 11, 10) and above it (bg tile 1B, 1C). If...
- Sun Jun 05, 2011 6:39 am
- Forum: Telefang - Hacking
- Topic: Re: Telefang 1 english logo
- Replies: 67
- Views: 19692
Re: Telefang 1 english logo
Done. I made some modifications to the sprites again - at first I thought you wanted me to add a sprite with tile 0f, but then I realized 0f already existed after I made the hack so I cut off the other sprite list. This meant removing another unused sprite with tile 10, which I readded in the new sp...
- Sun Jun 05, 2011 5:34 am
- Forum: Telefang - Hacking
- Topic: Re: Telefang 1 english logo
- Replies: 67
- Views: 19692
Re: Telefang 1 english logo
Well, I copied and pasted my notes file of all the findings I did so far, here: http://pastebin.com/yMNG66Jx The first section deals with precomposed sprite lists, which are used to put stuff into OAM RAM. The thing is the lists are tightly packed together, which means that I can't just add another ...
- Sat Jun 04, 2011 5:56 pm
- Forum: Telefang - Hacking
- Topic: Re: Telefang 1 english logo
- Replies: 67
- Views: 19692
Re: Telefang 1 english logo
Alrighty, I found the routine that writes GBC extended attributes to the tile mapping table, and I might be able to find the thing that writes the OAM sprites too if it's near the rest of the titlescreen code. Still have to reverse engineer them, though... In order to actually fit a modified title s...
- Sat Jun 04, 2011 7:16 am
- Forum: Telefang - Hacking
- Topic: Re: Telefang 1 english logo
- Replies: 67
- Views: 19692
Re: Telefang 1 english logo
I'm still a bit unpleased with the positioning of the G. I understand it's because of the way OAM sprites are setup to avoid attribute clash, but it's still... off. The logo would probably look better if all the letters were on the same baseline. I'm also disassembling the game looking for the title...