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Topics - GregoryMcGregerson

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1
Bugs & Feature requests / Hero scaling
« on: September 24, 2017, 09:24:18 pm »
I haven't heard anything about this lately but is Hero scaling being worked on at all? It'd be nice to be able to use HD sprites and tiles eventually. I know you can technically use HD assets but the hit box is all wrong for everything. Should I put together a 32x resource pack to help gather interest?

2
Game art & music / LoZ tiles & sprites
« on: May 07, 2016, 01:46:18 pm »
I decided to merge my old tile and sprite rip topics into one post. Everything will be redone from scratch in the future but for now I want everything in one place.
Any questions or suggestions feel free to ask!


Currently working on: hiatus
Next on list: N/A

ALttP
old DOWNLOAD

Oracles
old DOWNLOAD

MC
old DOWNLOAD
GitHub

FSA
old tileset DOWNLOAD
Large sprites such as bosses, entrances and HUD stuff: DOWNLOAD (May 9th, 2016)

3
Game art & music / LoZ music & sfx for Solarus v1.5
« on: May 04, 2016, 07:04:47 pm »
File names and looping points are taken directly from the roms/images. Volume for music has been reduced to match the alttp-pack levels. (-3dB) also bitrate is 320 kb/s
Any suggestions, errors or other problems let me know and I'll address it ASAP.
Inside each music zip is a text file for easy adding to your project_db.dat if desired.

No credit from me if used. All music and sound is copyrighted Nintendo.


Currently working on: hiatus
Next on list: N/A


ALBW
Music: DOWNLOAD v2.0 (May 8th, 2016) [complete re-rip]
Sounds: DOWNLOAD v1.0 (May 8th, 2016)
notes: 32 tracks are cseq thus not converted and not in the zip

ALttP
Music: DOWNLOAD [SPC file format is supported by Solarus!]
Sounds: researching

BSLoZ
Music: future release
Sounds: researching

BSLoZAST
Music: N/A
Sounds: researching

FSA
Music: conversion not possible yet (bms sequence)
Sounds: DOWNLOAD v1.0 (May 8th, 2016) [loop points unknown]

FS AE
Music: researching (sseq?) [NDS games can be converted into minincsf]
Sounds: researching

HW
Music: researching
Sounds: researching

LA DX
Music: researching (gbs)
Sounds: researching

LoZ
Music: researching (nsf)
Sounds: researching

MC
Music: researching (minigsf)
Sounds: researching

MM 3D
Music: DOWNLOAD v1.0 (May 5th, 2016)
Sounds: future release
notes: 32 tracks are cseq thus not converted and not in the zip

OoT 3D
Music: researching (cseq)
Sounds: future release

OoA & OoS
Music: researching (gbs)
Sounds: researching

PH
Music: researching (sseq) [NDS games can be converted into minincsf]
Sounds: researching

SS
Music: DOWNLOAD v1.0 (May 7th, 2016)
Sounds: researching

ST
Music: researching (sseq) [NDS games can be converted into minincsf]
Sounds: researching

TFH
Music (stereo tracks): DOWNLOAD v1.0 (May 10th, 2016)
Music (normal tracks): DOWNLOAD v1.0 (May 10th, 2016)
Music (alternate tracks): Not going to convert
Sounds: DOWNLOAD v1.0 (May 10th, 2016)
notes: 98 tracks are cseq thus not converted and not in the zip

TP HD
Music: DOWNLOAD v1.0 (May 5th, 2016)
Sounds: researching

WW HD
Music: DOWNLOAD v1.0 (May 6th, 2016)
Sounds: researching

Z2
Music: researching (nsf)
Sounds: researching

4
Not sure if this has been asked for in the past but the engine needs to have more options for animated bg tiles. From looking at the files of Zelda games the animations vary quite a bit. Some games have 3 frames others have 4 and one even has 8 frames! The delay on these are also different depending on the game. I've used sprites in the past to get around this but the engine doesn't load the sprite animation unless it's in view which is not always in sync with the rest of the sprites. It's pretty weird. Anyways I think this would be a nice feature to expand on.

5
Development / frames per second technical question
« on: January 27, 2015, 07:12:39 pm »
Something I've been wondering for awhile. Does Solarus recognize decimal points in frame delay? For example 16.67ms which is one frame in 60fps. The animation editor does not allow such a number but it can be put into the dat file manually. Does it actually work in-game or is it rounded down to 16? Thanks so much.

6
Bugs & Feature requests / feature request: OGG looping
« on: January 25, 2015, 11:57:39 am »
I think it would be great if OGG files could loop after playing the intro of a song using the same method as RPG Maker in which metadata tags are used to mark PCM sample points for beginning and ending of loops. Here's an explanation on how this works when creating OGG files for RPG Maker. http://forums.rpgmakerweb.com/index.php?/topic/10987-make-looping-bgm-part-1-ogg-vorbis/
ZDoom also has this feature which is documented here with their source code. http://zdoom.org/Changelog/2424/files

Here's a loopable OGG with proper metadata tags. The engine would need to know how to read the metadata and start the loop at the correct PCM sample point when it hits the loop end tag.
BGM_DUNGEON_CASTLE.ogg

"LOOP_START" & "LOOP_END" would be the preferred tag names for this feature as seen in the attached image.

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