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04-24-22 06:53:57 AM
Jul - The Cutting Room Floor - Phantasy Star 4 New poll - New thread - New reply
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Abaxa
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Posted on 10-04-10 01:37:56 AM Link | Quote
I'll get back to editing the wiki entry either late Monday or sometime Tuesday. I got sidetracked while looking through a VRAM viewer when I noticed it still has quite a few Japanese characters in the tile maps. It appears they were left in because the Japanese version used 127-value character tables and the English version didn't need all of those entries. This lead to me having to fill in my records for those hex values and eventually tracking down the map names for translation.
Aoi
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Posted on 10-05-10 01:51:58 AM Link | Quote
Originally posted by Abaxa
ETA: There's a page over at Hugue Johnson's site about unused stuff in PS3 for those who expressed interest in that game. Discussion thread over at Fringes of Algo.


That's one of the pages I linked to, above. (The first link, not the second. I probably should take a look at the second...)




Abaxa
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Posted on 10-05-10 06:25:16 AM Link | Quote
Great minds think alike! *evil laugh, somewhere in the background is a distinct cry of "shenanigans!"*

Ahem..

The wiki is coming along although I still have to extract some video frames for Gryz.
Abaxa
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Posted on 03-07-11 03:16:03 AM (last edited by Abaxa at 03-12-11 12:18 AM) Link | Quote
Holy thread resurrection Batman! Nah, I just have some new stuff specifically for this game. One of the things that's been bothering me is how to handle all the stuff that exists in areas but is out of sight. There is a ton of it.

For a good example here's the inner sanctuary map for the Esper Mansion, ground floor. The full thing is 1023x1024 pixels so this is just a thumbnail. This was assembled using KEGA savestates, GSaveState and Photoshop so it should be accurate in size and palette. I can scale these down if need be.



In game the player is confined to the room in the center so they'd never see the incomplete arch to the north. There is an NPC inside but I had sprites hidden in GSaveState so the character I was moving around in game wouldn't be passed along to the bitmap dumps. I'll probably go back and fix this.



The Soldier's Temple interior map is 1023x1020 (the black space at the bottom is part of the map). The water and the scrambled-looking tiles at the bottom are animated and although the player is never able to leave the interior walls collision outside is mostly in place.



The first is the unused copy of Valley Maze room 1, map $2d. Again, the black space is part of the map. For comparison is the used Valley Maze room 1 with the darker final palette, map $9b.
andlabs
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Posted on 03-09-11 03:20:36 AM Link | Quote
Oi I missed a lot of talk :|

I am in the middle of following every codepath in the game with IDA to get all the code disassembled, so soon I might be able to use the codes to figure out what is going on and see if something ticks. (I also tried doing this for II (on a preliminary level) and III.) When I actually play the game, I might be able to help more with figuring out what is what... though I am also in the middle of a lot of other things (in some cases, things that would hopefully come to the benefit of TCRF =P) so :/
Abaxa
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Posted on 03-09-11 03:40:50 PM (last edited by Abaxa at 03-12-11 12:16 AM) Link | Quote
No worries. I've been working on the page for several months now and I'm in no rush. It will get done when it gets done.

EDIT: Got to more maps assembled tonight. These are, again, thumbnails because the full things are huge and sprites are hidden.



First is the Piata Dormitory. I'm not sure what's supposed to be casting the shadow in the west. Maybe the town wall or the academy itself? Anyway the scrambled mess in the lower right is an NPC sprite being drawn and repeated as a background tile.



The other map is the item shop in Tyler. It's one of the more visually boring interior maps on Dezolis but it's a good demonstration of just how much these things are padded with empty space and little details like that picket fence that are impossible to see in game due to camera restraints.
Abaxa
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Posted on 03-12-11 01:20:52 AM (last edited by Abaxa at 03-12-11 12:15 AM) Link | Quote
I started work on the Air Castle since I'm guessing it was the most rushed of the dungeons.



The northern exterior map has extra detailing out of camera range. The starry background has some animation where individual pixels change color to make it look like there are blinking lights in the distance.



The southern exterior is more interesting. I couldn't fully map this without the debug menu because going sufficiently far south (far enough to be a couple steps down the walkway) triggers the warp to the planet selection screen. Maybe the devs were planning to put in an actual dock for the Landale? That would make Wren's dialogue when the player first gets there more sensible.

EDIT: I quickly mapped out room $176 in the Air Castle. I'll only be going for rooms that have something other then padding.



The healing panel and surrounding red stuff have animated palettes and I captured them at their brightest for best contrast. The row of scrambled tiles in the south will also function as healing panels.
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Jul - The Cutting Room Floor - Phantasy Star 4 New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

31 database queries, 4 query cache hits.
Query execution time:  0.329854 seconds
Script execution time:  0.011938 seconds
Total render time:  0.341792 seconds


TidyHTML vomit below
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Tidy found 138 warnings and 0 errors!


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see http://www.w3.org/WAI/GL.
You are recommended to use CSS to specify the font and
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compared with using <FONT> elements.

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Use "white-space: nowrap" to inhibit wrapping in place
of inserting <NOBR>...</NOBR> into the markup.

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