User talk:Chenzw: Difference between revisions

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== Title screens ==
== Title screens ==


Thank you for your contributions to the 3DS games so far! Could I request that you redo the English and Japanese X and Y title screens so they include the bottom screen displays like Omega Ruby and Alpha Sapphire do? Thanks in advance! - [[Bp:User:Chosen|<span style="color:#F85888">Chosen</span>]] <span style="color:#6890F0">of</span> [[User talk:Chosen|<span style="color:#F8D030">Mana</span>]] 18:31, 22 May 2016 (UTC)
Thank you for your contributions to the 3DS games so far! Could I request that you redo the English and Japanese X and Y title screens so they include the bottom screen displays like Omega Ruby and Alpha Sapphire do? Thanks in advance! - [[Bp:User:Coffee|<span style="color:#F85888">Chosen</span>]] <span style="color:#6890F0">of</span> [[User talk:Coffee|<span style="color:#F8D030">Mana</span>]] 18:31, 22 May 2016 (UTC)
:The title screens for X and Y are initially blank at the bottom. It's only later on when the contents of the bottom screen transition to the in-game demo-like thing (rendered demonstrations of Kalos' game features). Is there a particular frame that is preferred? [[User:Chenzw|Chenzw]] ([[User talk:Chenzw|talk]]) 02:29, 23 May 2016 (UTC)
:The title screens for X and Y are initially blank at the bottom. It's only later on when the contents of the bottom screen transition to the in-game demo-like thing (rendered demonstrations of Kalos' game features). Is there a particular frame that is preferred? [[User:Chenzw|Chenzw]] ([[User talk:Chenzw|talk]]) 02:29, 23 May 2016 (UTC)
::No, X/Y should absolutely have [https://www.youtube.com/watch?v=t12aJ2WjVCg&t=11s Xerneas/Yveltal] in the exact same context as [https://www.youtube.com/watch?v=wPVM5Cr8DA0&t=53s Groudon/Kyogre] appear. The bottom screen really shouldn't be blank until the gameplay reels start playing. If you're using a ROM, try checking a physical (untouched) cart if you can, and then check that nothing's wrong with the ROM you're using. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 17:44, 23 May 2016 (UTC)
::No, X/Y should absolutely have [https://www.youtube.com/watch?v=t12aJ2WjVCg&t=11s Xerneas/Yveltal] in the exact same context as [https://www.youtube.com/watch?v=wPVM5Cr8DA0&t=53s Groudon/Kyogre] appear. The bottom screen really shouldn't be blank until the gameplay reels start playing. If you're using a ROM, try checking a physical (untouched) cart if you can, and then check that nothing's wrong with the ROM you're using. [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 17:44, 23 May 2016 (UTC)
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I saw {{bp|Hotel Richissime}}, and FYI, what you uploaded as 2F is actually 5F. There's another model for 2F-4F (they're all the same floor plan so I expect there's only one model for them, mostly it's just different people on each floor). [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 10:58, 28 June 2016 (UTC)
I saw {{bp|Hotel Richissime}}, and FYI, what you uploaded as 2F is actually 5F. There's another model for 2F-4F (they're all the same floor plan so I expect there's only one model for them, mostly it's just different people on each floor). [[User:Tiddlywinks|Tiddlywinks]] ([[User talk:Tiddlywinks|talk]]) 10:58, 28 June 2016 (UTC)
:Sorry for the oversight. In the meantime, I have found the models for the other floors (yup, the game loads only one unique set for 2F-4F), but due to the location's size, has been split into two models in the game data. They will need to be pieced together in a 3D environment first, so will take some time to process.
:Unfortunately, the current method for extracting game maps will not be able to include individual objects (people, props etc.), so for now, the image for 2F-4F will be identical, and I will be uploading only one file later on. [[User:Chenzw|Chenzw]] ([[User talk:Chenzw|talk]]) 11:29, 28 June 2016 (UTC)
== RE: PBR intro screen ==
It's best to resample the image instead of applying a crop to it. Dolphin emulation has rather shoddy screen capture (PNG), especially with widescreen, as their recommended procedure to capture at native tends to leave widescreen images within 640x360, which is wrong for Wii internal resolution. Also the screen capture tool takes a picture of the stretched image that displays in the window instead of the internal native resolution. Also GCN and Wii games have varying native resolutions. It's not one resolution fits all like the {{bp|SNES}} or {{bp|GB}} for examples. Visit ''The Cutting Room Floor'' for more info on that. They don't always exactly fit into those neat resolutions of 640x480 or 854x480. I have noticed this with games such as Super Mario Sunshine (596x448), Paper Mario 2 (not known to me), Super Paper Mario (less than 854 width but still 480 in height from what the {{bp|Wii U}} shows on the game pad), and Super Mario Galaxy (608×456 when not stretched to widescreen). You can try ''Spriter's Resource'', but good luck assembling the pieces accurately! This isn't an easy one to solve I'm afraid. --[[User:Wildgoosespeeder|Wildgoosespeeder]] ([[User talk:Wildgoosespeeder|talk]]) 06:04, 2 July 2016 (UTC)
:I did indeed resample the image (the copy I uploaded is a fresh capture), so I am not sure what you meant by applying a crop. In either case, this is a more troublesome issue than expected! Now that you mention it, I remember someone commenting that Dolphin doesn't dump from internal resolution supposedly due to "incompatibilities with features". [[User:Chenzw|Chenzw]] ([[User talk:Chenzw|talk]]) 06:27, 2 July 2016 (UTC)
::I was told that the screen capture code wasn't revised to capture correctly because it's still using code from its early days. It's a mess. --[[User:Wildgoosespeeder|Wildgoosespeeder]] ([[User talk:Wildgoosespeeder|talk]]) 06:49, 2 July 2016 (UTC)