variantxyz

mild software hipster

platform sec at ******** by day / gameboy jrpg hacker by night / vwf enthusiast / avatar by the infallible ColorBrews



variantxyz
@variantxyz

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...



variantxyz
@variantxyz

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.


variantxyz
@variantxyz

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.


variantxyz
@variantxyz

The text manually inserts line breaks, so I figured it’d probably be a good idea to write a script to handle reformatting the text to take advantage of the VWF… but alas, there’s also scrolling and other things to take care of.

Maybe I’ll take a crack at it later.

🫠



Finished up laundry and setting up an irrigation system in my backyard, and now I'm stuck doing nothing while I try to figure out if I want to finish that Megaman Star Force DX hack, Shining Soul 2, Dragon Quest 11, Kirby and the Forbidden Land, play a Pokemon Crystal QoL hack, play the Zelda Oracle games now that they're on NSO... or go and work on that Dragon Warrior 3 hack.

🫠

I don't think I've been able to forget everything and be completely immersed in a game since I played that Nora and the Time Studio translation a while back. Love that game.



variantxyz
@variantxyz

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...


variantxyz
@variantxyz

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.


variantxyz
@variantxyz

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.