HD Pack's Mesen

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zevs_7
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HD Pack's Mesen

Post by zevs_7 » Sat Mar 03, 2018 11:56 pm

Hey. In this thread, I'll upload hd pack's and blanks for them, for the Mesen emulator. Preparations are done by HDPack Builder. More information about hd pack's and workouts here: https://www.mesen.ca/docs/hdpacks.html and also a subject where you can write to the author (Sour): https://forums.nesdev.com/viewtopic.php?f=3&t=13844. Please lay out your workmanship and your hd pack's too. And also please turn to the streamers with a request to do hd pack's.
Last edited by zevs_7 on Fri Jul 27, 2018 2:05 am, edited 4 times in total.

zevs_7
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Re: HD Pack's Mesen

Post by zevs_7 » Sun Mar 04, 2018 12:02 am

hd pack's
Attachments
SuperMarioBros - MkWong98.rar
(1.73 MiB) Downloaded 1790 times
Super Mario Bros - LyonHrt.rar
(1.18 MiB) Downloaded 1749 times
Nuts & Milk - evgeny.rar
(439.12 KiB) Downloaded 964 times
Kung Fu - MkWong98.rar
(828.89 KiB) Downloaded 1217 times

mkwong98
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Re: HD Pack's Mesen

Post by mkwong98 » Sat Mar 10, 2018 5:40 am

From ROMhacking.net:
CastlevaniaHdPack.zip
Castlevania by Kya, converted by Sour
(461.67 KiB) Downloaded 1097 times

Denine
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Re: HD Pack's Mesen

Post by Denine » Wed Mar 21, 2018 4:45 am

I enjoyed Nuts & Milk skin, very nice to have this. Now all we need is remixed music :D
Do you plan to make more of these?

Sour
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Re: HD Pack's Mesen

Post by Sour » Wed Mar 21, 2018 7:17 pm

kya has made another CV pack at 2x resolution and with .ogg audio tracks - he's essentially waiting for me to release version 0.9.5 to release his work, since it requires some new HD pack features that aren't available in 0.9.4. There's also another person working on HD packs for Ninja Gaiden 1 & 2. And also this Megaman 1 pack by AxlRocks.

I think that's more or less all of the available and/or in-development HD packs at the moment.

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Alp
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Re: HD Pack's Mesen

Post by Alp » Thu Mar 22, 2018 7:00 am

Sour wrote:I think that's more or less all of the available and/or in-development HD packs at the moment.
I'm currently working on an HD pack for Hydlide, to test the viability of making more, later.

I'd like to create HD packs, for my hentai games! :P

zevs_7
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Re: HD Pack's Mesen

Post by zevs_7 » Fri Apr 06, 2018 11:03 pm

New version HD pack Castlevania:
https://yadi.sk/d/XXkso2kp3U7sjz?lang=en

mkwong98
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Re: HD Pack's Mesen

Post by mkwong98 » Thu Apr 19, 2018 11:23 pm

Sour wrote:There's also another person working on HD packs for Ninja Gaiden 1 & 2.
Ninja Gaiden 1 & 2 HD packs by RichterSnipes are released:
https://www.romhacking.net/forum/index. ... ic=26164.0

mkwong98
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Re: HD Pack's Mesen

Post by mkwong98 » Thu Jul 19, 2018 9:02 am

I just finished one for Donkey Kong:
https://drive.google.com/open?id=1MCK-S ... aJBbw4CfQB

TBM
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Re: HD Pack's Mesen

Post by TBM » Sat Jul 28, 2018 3:04 pm

Anyone have an untouched fully complete SMB sprite set?

TBM
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Re: HD Pack's Mesen

Post by TBM » Mon Aug 06, 2018 11:54 am

If nobody has one, how could I make one the way other people have? When I make it, it comes out like this:

Image

But I saw one that looks like this:

Image

In this one, everything is so much more organized than mine. How is that done?

Sour
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Re: HD Pack's Mesen

Post by Sour » Mon Aug 06, 2018 2:01 pm

The HD example you're showing is something that was made using HDNes, not Mesen.
As far as I know, the tiles in that picture are organized in a neat manner because someone organized them manually - there is no way to automatically generate something like that (unfortunately)

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thefox
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Re: HD Pack's Mesen

Post by thefox » Thu Aug 09, 2018 8:51 am

Sour wrote:there is no way to automatically generate something like that (unfortunately)
"No way" as in impossible, or as in "not implemented"?

It seems like something that could be done by looking at the connectedness of the hardware sprites at runtime (i.e., which ones appear next to others, and how often).
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi

Sour
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Re: HD Pack's Mesen

Post by Sour » Thu Aug 09, 2018 1:36 pm

thefox wrote:It seems like something that could be done by looking at the connectedness of the hardware sprites at runtime (i.e., which ones appear next to others, and how often).
When I initially implemented this, I spent a good amount of time at first trying to do exactly this, and the results weren't exactly great (some of the tiles would get properly connected, but then tiles that you wish were together would get separated for a number of reasons, etc.). A lot of the time, it just made more sense to use the CHR banks, since the games usually keep related tiles close to each other. There's no technical reason why it couldn't be done, though, I'm just not sure that getting good results would be worth the amount of time needed to code it.

Edit: Also, unrelated, but Aclectico just released a HD Pack for Metroid here: https://www.romhacking.net/forum/index. ... ic=26811.0

mkwong98
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Re: HD Pack's Mesen

Post by mkwong98 » Thu Aug 09, 2018 11:59 pm

Sour wrote:As far as I know, the tiles in that picture are organized in a neat manner because someone organized them manually
Yes, I organized them manually. I use the raw sprite sheet to see which tiles need work. Once I make the replacement for a group of connected tiles, I add the replacement to another sheet and remove the tiles from the raw sheet. So the tiles in the final sprite sheet are organized.
thefox wrote:It seems like something that could be done by looking at the connectedness of the hardware sprites at runtime (i.e., which ones appear next to others, and how often).
There are a few obstacles that I can think of:
1. The object is moving near the edge of the screen and some of the tiles may go outside the screen. 2. The same tile appears multiple times in several poses of the same object.
3. Tiles within the same object overlap each other (various characters in Double Dragons II)
4. Tiles within the same object are not fixed relative to each other (white dragon in Castlevania)
5. Two objects appears to be connected (Mario holding a shell in SMB3)
6. Objects using the background layer

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