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butterbreaking instant crossholes from hallugenorific disorientation man dude I swear
(06-04-2016, 02:07 PM)Davy Jones Wrote: Well, you can see the whole tileset has two abrupt cuts. These cuts mark the borders for the three blocks. Then you just assemble each block separately, from the left to the right, next row, from the left to the right, etc.

A block can look like this:

Line 1
Line 2
Line 3
Line 4
...

Each line is a bunch of 16x16 tiles right next to each other. Line 1 fits on Line 2, Line 2 fits on Line 3, etc.
In short: Everything fits perfectly on each other and forms the tileset structures, no matter what it is (ground, tree, walls, etc.)

This is the theory. In reality, it looks like this:

Line 1 & Parts of Line 2
Rest of Line 2 & Parts of Line 3
Rest of Line 3 & Parts of Line 4
Rest of Line 4 & Parts of Line 5
...

TL, DR:
- You essentially need to know, for example, when Line 7 ends and Line 8 begins.
- Also you need a feeling when to leave or close a gap between tiles.
- Assembling is about left to the right, next row, etc.
- Lunar 1 & 2 have blocks within the tileset which have to be assembled separately, Astonishia Story & Legend of Mana don't have that
- Activate the grid in your graphics program or you're lost (Lunar 1 & Legend of Mana: 16x16 pixels, Lunar 2 & Astonishia Story: 8x8 pixels)

Edit:
Here is an example what I mean about the gaps between tiles:
http://i.imgur.com/9naSFfj.png
Look at the second tileset (with the furniture), you have to shift the tiles around to make them work. This opens/closes gaps within each line and is pretty much normal when you're assembling them.

Thanks a lot for this guide bro, for what i understood these are the lines:
http://imgur.com/Qhz1rK6
Then the Line 1 must be assembled with the Line 2 and so on.
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Yes, but in one row you can have one, two or three lines, you have to know when one line ends and the next one begins.

Anyway, here is the Nanza Pass Tileset (Arranged):
http://i.imgur.com/Z0BjwBm.png
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(06-04-2016, 05:50 PM)Davy Jones Wrote: Yes, but in one row you can have one, two or three lines, you have to know when one line ends and the next one begins.

Anyway, here is the Nanza Pass Tileset (Arranged):
http://i.imgur.com/Z0BjwBm.png

Awesome bro, thank you again for your help. I will try to do some by myself.
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Holy s*** lmao...
Davias, give me your wisdom for this haha
http://imgur.com/o73skM3
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- Split this tileset up in their respective two blocks and choose one of it which you want to assemble.
- Start from the top or the bottom (I recommend the top), never try to pick some tiles from the middle because this will confuse you even further. It just makes it harder to determine when a line ends or begins.
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(06-05-2016, 03:35 AM)Davy Jones Wrote: - Split this tileset up in their respective two blocks and choose one of it which you want to assemble.
- Start from the top or the bottom (I recommend the top), never try to pick some tiles from the middle because this will confuse you even further. It just makes it harder to determine when a line ends or begins.

I noticed this tileset as 2 blocks of tiles, Nanza Pass got 3 instead.
Will try to do as you mentioned.
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It begins (WIP):
http://i.imgur.com/V8tuKtv.png

A lot of the game is inspired by Chrono Trigger, but the encounter rate is too damn high. Game is Black Sigil: Blade of the Exiled (DS) and the sheet shows part of the Averay Mansion Interior.

Black Sigil: Blade of the Exiled (DS)
LegendaryDPX Wrote:Misc. Codes:
Max Money
020D9CE4 0098967F

All Items (R + Select)
94000130 FEFB0000
C0000000 000000BC
020DA1D0 09090909
DC000000 00000002
D2000000 00000000

No Random Battles
120D9CE8 00000000

In Battle Codes:
Attack Bar Always Full P1
12106144 0000FFFF

Attack Bar Always Full P2
121061C4 0000FFFF

Attack Bar Always Full P3
12106244 0000FFFF

Codes by Helder at Kodewerx

Exp Multipliers:

::x2
12034ADC 00002083

::x4
12034ADC 00002103

::x16
12034ADC 00002183

::x32
12034ADC 00002203

::x64
12034ADC 00002283

::x128
12034ADC 00002303

::x256
12034ADC 00002383

Codes by elixirdream at Kodewerx
Source: http://www.gamefaqs.com/boards/944570-bl...147?page=4

Now the game is playable, because you have to heal after every battle and encounter a mob literally every second. If you go out of town and want to move, seriously before my char makes his walk animation you're already in a random encounter. The developers really screwed up, which is a pity if you look at the potential of the game.

Edit: So far I've only tested the No Random Battles code, which works fine for me.
Edit2: EXP-Multiplier works as well, 32x is enough. Max Money also works. I wouldn't use more cheats than these three to have a pleasant experience.
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Played through, all in all the game was very satisfying (if you play with the mentioned cheats). Here is the Avery Mansion Interior (WIP):
http://i.imgur.com/T9SXWXR.png
Animations are missing, but the mansion itself is complete.
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Black Wizard Borgan from Lunar: Eternal Blue Complete (PSX)
http://i.imgur.com/c5LT94C.png
After all these years, he's still not complete, as he misses the parts from the VRAM. Maybe I get back to him, but I really want to do something else now (Black Sigil).
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At least this one is ready:
http://i.imgur.com/pZDOh2b.png
Black Sigil (DS), Averay Mansion Interior
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More Black Sigil:

Rogurd's Campfire
http://i.imgur.com/sQFT5P3.png

Cursed Caves Entrance
http://i.imgur.com/nmBdtgG.png

Path to Ralbania Castle
http://i.imgur.com/yveVgQ9.png

Curse Bringers Tower Entrance
http://i.imgur.com/NcmqQBM.png

The temple structures are the most interesting maps to rip, so I'll mostly stick with them.
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All WIP:

House of White Stone
http://i.imgur.com/pOG4ICO.png

Devil's Ring
http://i.imgur.com/9sDukbZ.png
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Corridor of Clouds (WIP)
http://i.imgur.com/gh9vqbW.png
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Corridor of Clouds
http://i.imgur.com/SXpnWJN.png

Magna Dragon Fortress Entrance
http://i.imgur.com/YmkbAUj.png
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House of White Stone
http://i.imgur.com/PIDJVAE.png

Devil's Ring
http://i.imgur.com/dwILuHG.png
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