Work on my silly DW3 GBC hack... but I gotta finish some stuff on the closer-to-release Medarot 3 translation...
I think I got decently far already though:
- VWF'd all the dialog text
- Pre-rendered and dynamic VWF text for the menu options, including items and spell names
- RE'd the decompression AND compression algorithms for graphics perfectly, for a 1:1 rebuild
What was left was making sure that prerendered tiles for all the other text (shops, battles, etc...) were doable. I found some text was going into my working area for vwf... think that's about where I left off.
Or maybe we'll hear about DQ3 HD-2D and I can just shelve it altogether...
I saw a neat little post on Twitter showing off how pretty DW3 looks in general and I think it'd be really cool to have backgrounds in combat in the GBC version. Maybe not the fidelity of the SNES version, but it'd be pretty neat to see how we could make things work...
For now though, I think I'll spend a little time seeing if I can clean up the existing VWF code to properly work in all menus, shops, and combat.
Of course, I think there's a lot of charm in Nob's translation where he had to work around limited text visibility and limited text space, but I'd like to see what a DQ3 translation on GBC could look like with those text limitations mostly avoided.
When I find some time, I'll see about doing staggered releases of QoL things. VWF dialog works completely as far as I can tell, but things like inventory/magic/combat, etc... will all need to be tackled one by one to VWF-ify them properly.