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Post by ommadawnyawn2 on Jun 4, 2021 11:18:53 GMT -5
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Post by Deleted on Jun 4, 2021 20:16:25 GMT -5
I hadn't previously seen this thread. I really like your recolours. Going from the primitive monochrome GB colour set to the SMS really works well I think, as it brings out the detail in the original artwork in a way not previously seen. Good work.
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Post by ommadawnyawn2 on Jun 5, 2021 11:00:14 GMT -5
Hey thanks, I did this one for someone's request at romhacking.net (though that was for GB to GBC so it's different in some ways). Yeah the SMS has roughly similar steps in terms of brightness and contrast to the 4 GB shades and that amount of shades per tile is fairly common so it tends to work well. NES should also work alright though you have tighter color limitations per tile there, one or more sprites can potentially combine two sprites like they did in the Mega Man games for more color.
I can give you palette files and and some tips if you want to try it yourself, you can load auto-palette replacements in paint.net and go from there with a palette pic in the other tab.
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Post by Deleted on Jun 8, 2021 23:16:23 GMT -5
Thanks. I wouldn't mind having a go, but I have a problem of letting myself get distracted from too many unfinished projects lately.
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Post by ommadawnyawn2 on Aug 13, 2021 13:33:48 GMT -5
2x: i.imgur.com/DOZpea4.pngCrossCode PC to MD/GEN and SNES conversion mockups. MD 320x240 (pal), 61 colors vs SNES 256x224, 88 colors Originally 568x320 pixels (scaled to 2x), 5077 colors (due to lighting gradients) Melfland Stories - SNES to MD 83 to 59 colors
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Post by Deleted on Aug 14, 2021 9:41:21 GMT -5
I think the resolution change works in CrossCodes favour. It's one of those games where the view is so 'zoomed out' the character looks lost on the screen. Narrowing the field of view gives her a greater presence, and would theoretically increase focus on the action at hand.
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Post by ommadawnyawn2 on Aug 14, 2021 10:52:59 GMT -5
Yeah good point there, maybe it also has to do with the background being pretty busy and bright in this area.
I had the same feeling about Jazz Jackrabbit 2 when I first played that and actually lowered the resolution on it a bit.
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Post by ommadawnyawn2 on Aug 30, 2021 8:58:25 GMT -5
Original by nerkin (Golden Axe fan remake mockup) Custom to MD/GEN 133 to 53 colors 456x258 to 320x224
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Post by ommadawnyawn2 on Oct 7, 2021 8:56:36 GMT -5
Some more VB Wario Land VB to SMS (2x) 4 to 27 colors
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Post by Deleted on Oct 7, 2021 10:36:58 GMT -5
Some more VB Wario Land VB to SMS (2x) 4 to 27 colors ommadoes what Nintendon't! Perfection fella!
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Post by ommadawnyawn2 on Oct 7, 2021 13:32:24 GMT -5
Hehe thanks-a you!
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Post by windfisch on Oct 12, 2021 3:08:17 GMT -5
ommadawnyawn2Awesome as always! How I wish these were actual games... Have you ever considered doing an actual GB to GBC conversion hack or something like that?
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Post by ommadawnyawn2 on Oct 12, 2021 12:36:05 GMT -5
Thanks Yeah I've been considering FF Adventure, Bionic Commando, For the Frog the Bell Tolls or Wario Land. But that's work I don't quite have time for right now. I think someone is doing FtFtBT actually. Using an approximation of GBC palette colors, 18 colors which I'm not sure if it's too many or not. It should be able to use 56 colors at once for a "from scratch" port.
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Post by windfisch on Oct 13, 2021 9:36:32 GMT -5
Those would all be great candidates for sure and your Mystic Quest mock-up looks both great and plausible. But I suppose such hacks wouldn't be done overnight, so I more than understand that you'd shy away from such endeavours. In fact the "Frog Bell"-hack has been in development for a couple of years now (by the same person who gave us two wonderful Super Mario Land DX upgrades). I'm really looking forward to seeing it released eventually.
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Post by ommadawnyawn2 on Dec 3, 2021 4:54:02 GMT -5
Ghouls 'n Ghosts ARC to MD redux - 93 to 53 colors (28 colors in 1989 MD port)
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