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Re: HD Pack's Mesen

Posted: Mon Aug 13, 2018 1:56 pm
by thefox
mkwong98 wrote:
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
Yeah, I know it's not trivial. You'd have to apply some heuristics (that is, don't just pick a layout based on one frame, look at multiple frames and see what is the most coherent) but it still wouldn't be perfect.

(1) Could be special-cased by placing less emphasis on stuff at the very edges of the screen.
(2) Not much can be done here, except to indicate to the user that the tile is shared. Or have some special code in the HD pack support that can "unshare" those tiles when it sees they are connected to some other known tiles.

I'd expect it to need some manual adjustment, but at least it could provide a starting point.

Re: HD Pack's Mesen

Posted: Sat Sep 15, 2018 10:53 pm
by zevs_7

Re: HD Pack's Mesen

Posted: Fri Nov 09, 2018 1:19 am
by mkwong98
Found one for Pac-Man on GitHub:
https://github.com/PepCodes/HDNes-Graphics-Pac

Re: HD Pack's Mesen

Posted: Sun Nov 25, 2018 12:24 am
by zevs_7

Re: HD Pack's Mesen

Posted: Sat Apr 20, 2019 2:55 am
by zevs_7

Re: HD Pack's Mesen

Posted: Tue Feb 04, 2020 1:43 pm
by pepillopev
Sour wrote:
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.
Sour, any plans to add seamless OGG looping? Much like MSU-1 you can seamless loop PCM files back to a specific spot?

Re: HD Pack's Mesen

Posted: Sat Mar 21, 2020 6:43 pm
by lyonhrt
Any packs missing from this list, i do have some packs that have been hanging around on my hdd for over a year which i'm hoping to work on this week.
Quick question, is the transparency for background images allowing for parallax effects using multiple images? And is that in the current version?

Re: HD Pack's Mesen

Posted: Tue May 05, 2020 1:06 am
by mkwong98

Re: HD Pack's Mesen

Posted: Thu May 14, 2020 3:51 pm
by lyonhrt
not sure where to post this, but mkwong98, finally making a pack with the latest hdpackeditor and theres an error with framerange saving incorrectly (as hex) and crashing when more than 9 frames

Re: HD Pack's Mesen

Posted: Fri May 15, 2020 9:49 am
by mkwong98
lyonhrt wrote:
Thu May 14, 2020 3:51 pm
not sure where to post this, but mkwong98, finally making a pack with the latest hdpackeditor and theres an error with framerange saving incorrectly (as hex) and crashing when more than 9 frames
Thanks, I updated the editor to use dec when pack version is 103 or above. Please see if this fixes that problem.

https://drive.google.com/open?id=1BDpCn ... fpy3SIVXjQ

Re: HD Pack's Mesen

Posted: Fri May 15, 2020 12:24 pm
by lyonhrt
Thanks i'll test it out, the tool is a life saver, with version 106 of the hdpack already available in dev builds of mesen, its features are increasing and more than capable of doing a 16bit style graphic pack so anything to speed it up and optimising the packs is a blessing.

I did find a minor bug, though need to confirm where if you post a tile in game objects, then copy that tile and paste, the palette replaces the ff with 00, not sure if anyone else has found that

Re: HD Pack's Mesen

Posted: Sat May 16, 2020 7:30 am
by mkwong98
lyonhrt wrote:
Fri May 15, 2020 12:24 pm
Thanks i'll test it out, the tool is a life saver, with version 106 of the hdpack already available in dev builds of mesen, its features are increasing and more than capable of doing a 16bit style graphic pack so anything to speed it up and optimising the packs is a blessing.

I did find a minor bug, though need to confirm where if you post a tile in game objects, then copy that tile and paste, the palette replaces the ff with 00, not sure if anyone else has found that
Thank you for using the editor!
Is the object a background object? In that case the editor replaces colour 0 with the background colour.

Re: HD Pack's Mesen

Posted: Sat May 16, 2020 12:09 pm
by lyonhrt
Yeah first time i thought i'd use it for a big hdnes pack (after accidentally corrupting it doing it by hand!), and no everything is set to sprite, its odd, as long as you don't copy from an already pasted tile, its fine

update i just realised why, you copy it from rom viewer with correct palette, IF you then copy it from game objects it will copy what ever the bg colour is set (default being 00)

Re: HD Pack's Mesen

Posted: Sat May 23, 2020 10:05 am
by lyonhrt
mkwong found another error with hdnespackeditor, took me a while to figure it, if you change the file name in hires.txt after you have saved it with a different name under generating, it will load with an error and just crash (i managed to figure it seeing same error with older version saying the file name in question)