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As everyone seems to be releasing hell a lot of screens of WIPs, and I'm too lazy to make a new post in my blog, I'll just abuse this forum to show some WIP. Mainly transparency oriented, with some examples from "Castlevania:Dawn of Sorrow". First a little comparison between current CVS (left) and WIP (right):
And this is how the WIP looks ingame:
I'll commit it when I get it tested, but as it's a bit of a hack, don't hold your breath...
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Great shots!
Hope you can find a real fix soon.
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Look real good this would fix a lot graphical gliches like the map on Trauma Center showing the city where the pointer is a bit funny and off colour
The pen is mighter than the sword.
(Final Fanatasy VIII)
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Why is it textboxes are always half broken? It happens in Advance Wars aswell, half the textbox looks like Braille and the other part is propper text.
No I am not complaining shash, just curious because it looks like a very wierd glitch.
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Why is it textboxes are always half broken? It happens in Advance Wars aswell, half the textbox looks like Braille and the other part is propper text.
No I am not complaining shash, just curious because it looks like a very wierd glitch.
It's due to transparency not being handled on current uploaded core, and in these shots you can see a fix, I'll do some tests with Trama Center and Advance Wars later, and see how they run.
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Cool it will be awesome once that's fixed.
It looks better but not quite complete yet on those screenshots, maybe it is like that in the actual game but the frames around the textboxes still look a bit broken. Should they not continue around the whole box?
Last edited by SCHUMI-4-EVA (2007-03-21 18:20:50)
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Cool it will be awesome once that's fixed.
It looks better but not quite complete yet on those screenshots, maybe it is like that in the actual game but the frames around the textboxes still look a bit broken. Should they not continue around the whole box?
True, the boxes aren't complete, I checked it today, and it should be rather easy to fix, as I already supported it a while back.
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Awesome, just when you are testing it would be cool if you could check on Advance Wars because that's the game I know of the has the worst issues in regard to that glitch.
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Awesome, just when you are testing it would be cool if you could check on Advance Wars because that's the game I know of the has the worst issues in regard to that glitch.
Could you post some shots of the glitch, so I know what you're trying to report.
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Err sorry sure will do...id thought it was already known/reported, just wait a bit ill have em up asap.
Update:
I assume you frown on double posts so ill just add it on here.
http://img68.imageshack.us/my.php?image=advwars1ng6.png
(How on earth do you put the thumbnails up? I tried every imageshack option but no luck)
Last edited by SCHUMI-4-EVA (2007-03-21 22:16:58)
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I am not worried about missing items....I am worried about Braille like text...on the right half of textboxes.
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I am not worried about missing items....I am worried about Braille like text...on the right half of textboxes.
I just checked: it's not rendered using the 3D core, so it's not related to this fixes.
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Ok....it's still a really weird problem though....
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The weird text seems to be just black text on black background. I guess the fact that some sprites don't load properly (as also seen on the shots in the 1st post) is what causes it.
Great work by the way.
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Shash, Great job on the graphics i think you and the rest of the team should get payed for this hard work And soon you will be able to work on speed.
So... How about those trees?
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wow,great I tried play it in 0.6,that was only half screen on the mouse screen.
That is a great change!
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I was told that "Castlevania: Portrait of Ruin" didn't run on the excellent no$gba, so here're some screens of what it should look with the transparency fix:
That's all
EDIT: Imageshack gave me some trouble, now on imagehax
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Little update on "Castlevania: DOS" menus:
Tiny details, but hell a lot of other games look way better
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Oh, that's a very nice work, Phoenix Wright games should be pretty much perfect with this.
Thanks and good job shash
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an exellent job you´re doing, well everyone, im really interested in helping but im starting to learn c++ so i can´t even understand half of a file yet lol.
Well thx Im expecting for you to put more screenshots please and to update your blog, im always checking.
C ya..
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Any news on that matter? Is CVS release getting closer? What about shininess, and the fact that both ambient and diffuse are always the same colors on every material?
If you are reading this signature, you SERIOUSLY need to get a life.
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Any news on that matter? Is CVS release getting closer?
It'll committed in the near future, just not now.
What about shininess, and the fact that both ambient and diffuse are always the same colors on every material?
Shinniness will probably never be supported by the openGL plugin, atleast without using pixel shaders, as it's using a table access to get the shinniness indices, and that's not possible with the fixed pipeline. You're wrong on the the material diffuse and ambient color stuff, just check this code:
int diffuse[4] = {(val&0x1F) << 26,
((val>>5)&0x1F) << 26,
((val>>10)&0x1F) << 26,
0xffffffff },
ambient[4] = {((val>>16)&0x1F) << 26,
((val>>21)&0x1F) << 26,
((val>>26)&0x1F) << 26,
0xffffffff };
(...)
glMaterialiv (GL_FRONT_AND_BACK, GL_AMBIENT, ambient);
glMaterialiv (GL_FRONT_AND_BACK, GL_DIFFUSE, diffuse);
I think it's quite clear it's being setup correctly, atleast what's assigned to ambient/diffuse, there's a small mistake that it's harder to catch, but doesn't have anything to do with ambient/diffuse being mixed
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Shash
These fixes go to enter in practical in 0.8.0 version?
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