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#gba format
aaapplepie · 1 year
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I'm trying to learn how to do pixel art so here's a gif of the Starsworn insignia I made for practice!
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xtheneox · 7 months
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I think that movies should be on cartridges like games
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like, those massive bazoongalahongaboobas are pretty accurate to the character design but somehow seeing them in the gba fe format makes them so much funnier
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bluebudgie · 2 months
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Anyway... we did it lads.
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Still got a few sidequests to do and apparently there's also a new battle that opened up after the credits. But that's for later.
In any case I can safely say this is the game of the year.
Is it flawless? ....no.... Story's pretty shallow and very predictable, character writing isn't amazing either for the most part (think GBA FE era), and most importantly the designs of some female characters are.... oof. This game is very much the epitome of dudes in plate armour vs. girls in bikinis on the battlefield. Can't deny some of the breasting boobily wiggly animations are mesmerizing to watch though. And there are nice female designs as well. Still the gap is uhm... yeah.
Other than that though?
-Gameplay is absoluely solid, lots of costumization and choices. Map design and mechanics are very memorable imo, at least for the main story quests. Lots of smaller filler battles but I actually enjoyed those for when you don't feel like getting into a long battle.
-Difficulty's definitely on the easier side, but I also didn't have the balls to commit to the highest difficulty setting. Think I should give it a go on another playthrough.
-GENIUS whoever put the crest/emblem editor in the game. That's what gamers want. Also loved the option to dye character outfits for cohesive unit formation fashion lol.
-Obviously the presentation of the game is outstanding. So so SO beautiful. Not just the character and background artwork and animation, but the UI as well. Visually an absolutely stunning game.
-OST is great! I was unsure at the beginning since ironically I think the starting area has by far the weakest music choices (prologue battle aside obviously), but starting from Drakenhold onward the music is banger after banger. Been listening to the OST a lot the past weeks outside of playing the game.
-And despite the sort of meh writing overall, I do think the cast is very endearing. I grew attached to a good handful of characters. And I definitely did get hyped up during some of the bigger story battles. Atmosphere's great when the music and animations have the right oomph.
Ogre Battle and Fire Emblem came together to have a great lovechild here. 100% recommend if you're into SRPGs and can look past the writing and some of the outfit designs. Visually, aurally and mechanically an amazing experience.
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sacredechoes · 4 months
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I'm thinking of trying my hand at some GBA Fire Emblem ROM hacking, and I was wondering, what software/program/whatever was used to make Sacred Echoes?
My workflow for Sacred Echoes ended up being pretty similar to how the original devs built FE8 - meaning I was mostly working with source code and the compiler with various command-line utilities to convert my asset files into a data format the GBA could handle. When I started the project in mid-2018, I already had some formal education and work experience in programming, so I was past the steepest part of the learning curve for these specific tools.
Please note that my methods are NOT the methods I would recommend for a first project unless you're already familiar with the software development process and using command-line tools. I went into Sacred Echoes knowing I would need to write a bunch of custom code to modify the game mechanics beyond what the beginner tools at the time allowed me to do, so I chose the more complex path. If you're looking for an all-in-one graphical editor that's more friendly to beginners, FEBuilder is amazing and constantly updated with new functions. Whichever method you decide on using, the FE Universe forum and discord are full of resources, tutorials, and helpful people, and I wouldn't have been able to succeed without them. Best of luck on your project!
That said, here's all the technical details and links to all the tools I used:
Sacred Echoes was built using a combination of GNU make (a build system used to automatically detect and compile changes to source code in large projects) and Event Assembler, a utility primarily built for editing the GBA Fire Emblem games. Event Assembler is used with a method called the buildfile, which is essentially a fancy text file with instructions for Event Assembler to insert source files into a ROM and linking different parts together. This meant I used different tools for creating each type of data. Unlike with a ROM editor (such as FEBuilder), I wasn't constantly saving my changes to the same ROM file, but instead freshly building it each time I made a change and wanted to test. This meant that if I messed up (very common when writing custom code), I could just comment out the relevant code or instructions in the buildfile and rebuild from source, rather than try to pick through the ROM by hand to fix issues.
There were cases where I would need to view and edit raw binary data with a hex editor (usually to find a pointer to compressed graphics or a data table); I prefer HxD for that.
For graphics, use any program that can edit and save .PNG files (I used MS Paint and GIMP), and then a tool for game graphics called Usenti to put them into a format the GBA can read. If you need to find and rip graphics from a ROM to edit them, GBAGE is the gold standard (and comes built-in to FEBuilder).
Maps are built from the tileset graphics using a program called Tiled.
For music, the GBA uses MIDI sequences, so any audio program with MIDI support works fine for that. (I used Anvil Studio). The MIDI file is then converted to GBA with a utility called midi2agb.
For unit data and other large data structures, I used a spreadsheet in CSV format, which can be edited with a program like Excel or LibreOffice Calc.
For map events and loading units, the GBA FE games use a scripting language called Event Assembler Language, which just gets written in a raw .txt file. A good plaintext editor like Notepad++ or SublimeText can help keep track of language syntax and keywords.
For assembly code, it is also written in a text editor, and then compiled to bytecode with devkitARM. Most of it I wrote in raw ARM assembly language (which is specific to the GBA's CPU), but in more complex cases towards the end of the project I wrote the code in the C programming language and compiled it with devkitARM.
To keep track of my source files and changes, and to make backups and version control easier, I just used GitHub because I already had an account, but you could also use GitLab or Bitbucket instead.
Finally, I used some tools made by the FE hacking community specifically for automating some tasks and formatting data - most of these are Python scripts, but some can be downloaded as compiled executables. I used "lyn", "TMX2EA", "C2EA", TextProcess and ParseFile, and AnimationAssembler. Ask on the FEU discord or check the forum's toolbox tag.
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thesimquarter · 4 months
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Jade Pingree is the all-business (and pretty rude) head of the Barkersville Companion Club.
Meredith is part librarian and part party girl. She’s serious during the day, and playful at night.
v - ramblings under the cut - v
I almost never see people talking about the characters from the Sims 2 Pets GBA. I mean. that's understandable. Sims 2 Pets for GBA was not only released two years after the DS was released, but it was also bad.
The Sims 2 Pets for GBA takes a lot of inspiration from the other GBA Sims games, with an isometric artstyle and a mixture of adventure elements and simulation elements. Howeverrr, the problem seems to be that it doesn't feel like it actually knows what to do with it.
The minigames are tedious and boring. Aforementioned minigames pay peanuts and rely on an NPC being in a specific location to do them. Characters have little personality; 70% of the dialogue in this game is completely exchangeable. There's no way to easily find NPCs that you need to find (read: phone call), even though they all have schedules and move all the time. The game doesn't keep track of missions. There's like three different kinds of burglars, and there's no way to stop them from coming to your house (what the fuck). Training your pets is so tedious and repetitive and yet everything else feels like a distraction from it. You can randomly, and frequently, get sick, from fully cooking your food with eight levels of cooking skill and using good kitchen items. Everything breaks down and is dirty all the time. Eating dog food is safer than cooking. This game is having me eat dog food because just cooking feels like a risk. And there's just so much more that annoys me about it.
Okay, I'm done complaining. There's not much to compliment about the game. It does have its charm but wears off as the tediousness of all of its various mechanics settles in. I mean. I'd like to know more about the characters, but also... I don't care.
I really wanted to make Jade. Unlike nearly every other character, she does, actually, have a personality. Even if it absolutely sucks. Meredith is my favorite character in the game. I can't explain why, but her design is neat and she seems really nice and likable. I was considering doing more (read: Elza and Hugo) but after I finished these two I. couldn't be bothered.
I feel as if Meredith brings the Blue Hair and Pronouns to Barkersville. She also has this kind of warmness that I haven't really gotten from other characters in this game. And I believe she's close with Kirk (... Carbon?). I'd suspect they were dating, as they both have positive reactions when they mention each other and I caught them going on a Graveyard Date at 1:00 AM. But when I talked to Kirk he said even though he's with a girl, he thought Celina was hot. So I can only make one conclusion: leave your shitty boyfriend, Meredith!!!
And on Jade: She's definitely on the Barkersville HOA (and Barkersville definitely has one!). She's just that kind of demon. It's mentioned that the Pingree's are a wealthy family. So, I don't think she has a job. Instead, she just torments her community with her influence.
Anyways. I don't actually know anything else about these characters beyond this. So. Um.
I had a lot of fun making these; I'm planning on doing something similar to this for all the Sims 2 GBA characters. I remade them all a few months ago, wanted to do renders to show them all off, and I want the excuse to write things like this about every single character. :) (and. I tried to do them all at once. but um. hm. that's just a little too much.) It'll take a while to actually finish anything w/ that because i need to experiment with format. I gave some of them outfits in other categories than 'everyday,' so I'm thinking about rendering those out, butttt that's up in the air.
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cut-content-contest · 10 months
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Honey
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Honey was a playable character scrapped during development whose existence was discovered through hacking when the game was rereleased in Sonic Gems Collection. Her design is based on Honey from Fighting Vipers, and she was originally put in the game as a test. She was eventually added in the 2012 remaster of the game to be actually playable.
Honey The Cat was a character from the original version of Sonic The Fighters for arcades, who was unplayable but hidden in the game's code. She was added as a nod to the game's predecessor, Fighting Vipers, being a Sonic-fied version of one of the game's characters. A developer originally toyed with the idea of putting Sonic in Fighting Vipers, which led to Sonic The Fighters being made in the first place. When the game was ported to PS3 and 360, Honey was re-added via a secret code; pressing a certain button while selecting Amy allows you to play as Honey legitimately.
anti-piracy
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So, there was an official program put out to convert the original Higurashi Visual Novels to a GBA rom format to either play on emulators or a homebrew cart. This anti-piracy measure was intended to trigger if it detected that you were trying this on a pirated copy of the visual novel. After booting up the rom file, the screen will just have Rena insult you and then promptly dox you with your PC user name and IP address. I don't think this works in the final release, but people did get it working again in recent years. Since it doesn't work properly I think this can be considered accidentally cut content.
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blueeyedrat · 5 months
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Games I played in 2023.
Last year was stable. This year has been... less so. I've bounced between getting out more and shutting myself in more, and between trying to take better care of myself and letting small issues and stressors start to pile up. My steady job got a lot less steady, and I'm now out of work and finding ways to pass the time. Like video games, for instance. Shall we?
(2022 ⇐ 2023)
Moncage
This was another decent year for getting caught up on games I've tried out and expressed an interest in before. Moncage, INSIGHT, Railbound, URBO, and a few other games you'll see further down the list. I also followed up on some games I've played in the past like Train Valley 2, and even dipped back into some old mainstays like Eternal. One of these days I'll find time for Minecraft or Dwarf Fortress again.
I more or less broke even on my backlog this year, chipping away at smaller games from assorted bundles I've picked up over the years, but also picking up some new bundles to add to the pile. So many games, so little time.
Before We Leave
While we're talking about the backlog, here's a game I've been interested in for a while. A settlement builder in a solar system of small planets, with a quaint aesthetic of wooden ships and massive space whales. I was pleasantly surprised how much I enjoyed this one. The automation and logistics aspect is an interesting spin on the genre, even it gets a bit complex at times. Never too challenging, though, and there's enough depth and nuance to hold my interest all the way to the final stages and on towards the stars. I'm looking forward to the upcoming sequel.
The Legend of Zelda (series)
It's hard to go wrong with Zelda. I have fond memories of Skyward Sword, Wind Waker HD, and Breath of the Wild, and with a new one on the way, it seemed like as good a time as any to catch up on my library. In order: Link's Awakening DX, Ocarina of Time, Majora's Mask, The Minish Cap, and the DLC quests from Breath of the Wild I never got around to. Our Wii U saw more activity than it's gotten in years.
Opinions on each: Awakening was a fun, solid 2D adventure that never overstayed its welcome, though the game shows its age at a few points. Likewise, Ocarina was an interesting look at the series' jump to 3D, but was also somewhat janky at times and it took a while for me to really get into a groove with it. (I think the turning point might've been the Water Temple. I actually liked the Water Temple. Ye gods.) Majora was a sizeable improvement gameplay-wise and played with the format in neat ways, though I'll admit that I butted heads with the time loop mechanic more than once.
I have a particular nostalgia for Minish Cap; some of my earliest memories of Nintendo games are watching my friend's GBA over his shoulder on the bus ride to elementary school. After so long, this was the one I was most curious to see if it held up. Answer: yes. Minish Cap is officially my favorite 2D Zelda, and the highlight of this little retro binge. There's a lot of charm to it, and it just feels good to play.
It may be a bit too recent for nostalgia, but I almost forgot how much I loved Breath of the Wild. My old file was exactly how I left it, and playing through the extra content was a good way to re-acquaint myself with the "new" Zelda style before…
The Legend of Zelda: Tears of the Kingdom
This was a daunting one. If I had to sum up Tears in one sentence, it would be this: There is so much game in this game. Even compared to its predecessor, there's so much to do and so many more layers of exploration and interaction, with a wide array of smaller improvements that make it a smoother experience overall.
I wish I could say I put as much time into this game as I did into Breath of the Wild, and I did put a lot of time into it, but… some other things got in the way. Summer is when my work got a lot busier and a good amount more stressful, and this was a game I slowly chipped away at whenever I found time for it. I got pretty much everything I wanted out of it, and after the credits rolled, I put it away and haven't touched it since. I should change that. I'm sure there are more good times to be had.
Mutazione
The word that comes to mind to describe Mutazione is fascinating. It's a point-and-click narrative, light on gameplay, heavy on story and character. Of the other games I've played recently, the vibes remind me the most of Sable – quiet and contemplative, where all you want to do is observe and take in the world and characters that are being presented to you. It dovetails nicely with the story itself, which largely consists of a curious little soap opera playing out around characters who are along for the ride. The writing is some of the best I've seen this year, and gets real fuckin' raw in ways I wasn't expecting. This one will stick with me for a while.
Pikmin 3 / The Wild at Heart
I've never had the focus or dexterity for a really complex RTS, but Pikmin's always been a little more approachable. Played the second game in the series a while back, picked up a used copy of Pikmin 3 at a local convention this year, and with another one coming out, it seemed as good an excuse as any to make it a double feature.
Both games have their charms. Pikmin has a distinct style and sense of scale that's hard to replicate, and a good variety of environments and encounters and puzzles. The Wild at Heart is smaller in scope as a Pikmin-like, and hits some familiar beats while remixing some of the core ideas in interesting ways. The latter also put more of an emphasis on character and narrative, something I'd like to see fleshed out more, but what we got was still satisfying. Both games were fun, and I'm looking forward to getting my hands on Pikmin 4 soon.
Chants of Sennaar / Heaven's Vault
Another double feature – one game that caught my eye immediately, and another I've been curious about for a while. For a long time I've had a fondness for constructed languages, with scripts and writing systems of particular interest. The idea of decoding such a language lends itself well to a puzzle game, and these two approach it in different ways: Chants of Sennaar features multiple cultures in a Tower of Babel-esque setting, each with their own quirks and traits to learn and translate between, and their own puzzles to solve. Heaven's Vault opts for depth, with a single language and a vast history that you slowly unravel through exploration.
My verdict for both games is the same. The language puzzles are really cool and interesting! I want more of them! …Everything else in between gets sort of meandering at times. Not enough to drag down the overall experience, but perhaps enough to overstay its welcome. Sennaar filled the space with a mish-mash of puzzles and stealth, which felt oddly paced at times. Heaven's Vault's pacing was hit even harder with slow exploration and visual novel-esque story segments – fine enough for one playthrough, but the amount of wandering and backtracking involved makes me hesitant to go back and play NG+ to see the rest of the content. I don't have the patience to play a visual novel multiple times to see what all of the dialogue options do. The story's fine as is, and I got what I wanted out of it.
Even with their faults, these are still probably the games that influenced me the most in 2023. If anyone asks me, as a game dev, what I would make given unlimited time, resources, and creative freedom, from now on I'm going to point to Chants of Sennaar and say "something like that". I want more games like this to exist. I will make them myself, if I have to.
F-Zero 99
This wasn't the only racing game I played this year – a bunch of new content was added to Mario Kart 8, and I also pulled Horizon Chase Turbo from my backlog and spent a bit of time on that – but this is definitely the one that made the biggest splash. I've never played an F-Zero game, and it controls differently enough from other racers I've played that I had to unlearn a lot of muscle memory, but I got the hang of it after a while. The 99-player model is frantic in an enjoyable way, and races are quick enough that it's easy to pick up and play in short bursts… which is good, because short bursts are all my nerves can take with this one. Seriously this game is stressful. Fun, but stressful. Maybe one of these days I'll actually win a 99-player race.
Cobalt Core
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I've been playing... a lot of Cobalt Core these past couple months. I don't jump on every roguelite or deckbuilder that comes out, but when one does get its hooks in me, they get in deep. This is another one of those games where everything just works. Great music and pixel art, fun characters (all traits shared with its predecessor, Sunshine Heavy Industries, which I also liked this year), a simple but engaging narrative, and an addicting gameplay loop that I can easily sink an hour into whenever the mood strikes me. It doesn't reinvent the wheel, but it doesn't need to – it takes a lot of ideas from games that have come before it, and builds on them to create something really enjoyable. One of my favorite games of the year, without question.
Terra Nil
As we build up, so too must we tear down. This is another one I wanted to get to sooner or later, and managed to slip it in during the last couple weeks of the year. It's also a type of game I want to play more often; a lot of the time when I play sim and builder games all I really want in the end is to build nice-looking homes and environments, and Terra Nil spins that into a puzzle game where those things are the only goal. It was a nice time, but left me wanting more – either more content in Terra Nil, or more games like it.
Eastward
This game is… a curiosity. A solid action-adventure game with a memorable cast of characters and impeccably detailed pixel art. Gameplay flips back and forth between slow-paced story segments and fun setpiece levels with a decent variety of tools for combat and puzzle-solving. The biggest sticking point is the narrative: the pacing and worldbuilding felt odd and disjointed in places, particularly in the back half, sometimes feeling like it's saying too much and often like it's said too little. Yet throughout all that, it never failed to be compelling, and I was hooked all the way 'til the end. What's more, the idea of the upcoming Octopia DLC flipping the entire game and setting on its head has my interest thoroughly piqued – something to look forward to in the coming year.
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Here's to 2024, and here's hoping things turn around sooner or later.
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I'm writing this from my phone so format is gonna be wonky because I don't have enough energy to do anything else.
ANYWAYS WELCOME TO TWO LITTLE EVENTS THAT I THINK OCCURED ON THE SHIP
As always, this wasn't proofread.
GBA Masterlist
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Faithful had many ideas about what was wrong with their two travel companions. Of course one was worse than the other, but their point still remained. Both men had their own issues. Anyone in their position could see that clear as day.
"it's not that big of a deal, little brother." Albus said. Faithful's gaze switched over to the bastard from where they sat on the ship deck. They had abandoned their temple robes to wear a shirt and trousers with the legs rolled up to mid-calf.
"not a big deal?!" Their other companion practically squawked with indignation. They bit back a smile. "You DRANK some of the engine fuel!"
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The stars were far more visible when you left the city. Sometimes the sky would clear for a bit back at the temple. But not very often. If they ignored the danger their surroundings presented, Faithful could imagine they were back home, sneaking onto the roof to look at the stars.
They tugged the blanket alongside them, brow furrowed with focus. They could hear soft snores coming from where their companions rested, although who the snores belonged to, they weren't sure. Faithful didn't really care right now either.
They brought the blanket onto the deck, laying it out before sitting on it. Their face tilted up towards the sky and they watched the clouds over head shift. Milky silver moonlight splashed over the deck like paint.
Sure, they were headed somewhere horrible to save a poor child from horrors unknown. But for now, they were in peace. How odd.
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watashime-slug-fan · 9 months
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Hi everybody, this account is my attempt to archive the music and miscellaneous content of the 2007 - 2009 Visual Kei band Watashime Slug. I will be uploading tracks every other day, but if you just want them all, this archive provides them as .FLAC files, along with all additional content I currently have.
The audio is all ripped straight from my CD collection, so they should be in the highest quality. If you think there are any issues - please let me know!
What's Here?
This archive includes the releases Juuryoku, Fill Me With Flowers, and Lyric. This includes all tracks in the .FLAC format, along with additional content (specifically, a couple music videos, some live recordings, and a couple interesting digital inclusions).
What's Not Here?
High-quality scans of insets, magazine content, compilation albums (to my knowledge Watashime Slug were featured on two, both times using a single that was not otherwise released), any live shows or interviews that weren't included on a CD release, "web content" (from Watashime Slug's website or otherwise), and the Rhythm Tengoku (GBA, 2003) CD soundtrack featuring Soshi performing an arrangement of WISH made exclusively for the game.
That's a Lot Missing!
Yes! It is! If you have anything you want to see, any information you think I may find interesting, or leads on where I could find rare Watashime Slug content, please get in touch with me! You can either PM me here, or email me at [email protected]
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callmearcturus · 1 year
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are you a Gamer? you should listen to Into the Aether
with the death of twitter, it's gonna be harder to share stuff you think is cool so fuck it sometimes you just gotta be like
HEY. do you like VIDEO GAMES. do you like people who are thoughtful and good humored. do you want to hear more about older (easier to access) games than just the latest modern triple A megahit? do you want to listen to 4 hours of deep dive on the GBA library?
you should really listen to Into The Aether (@intothecast) on your podcatcher of choice.
I really love this podcast and am willing to vouch heavily for it. i have been a patron for months now and have been listening for over a year. ITA stands out for being "a low-key video game podcast" that is very conversational and fun to listen to.
they have a great format, with normal episodes where they talk about what they've been playing with one pretty important caveat: they don't bring games to the show that they hated. this isn't a place were you'll hear endless dunking of a shitty game. but also! it is not positivity poisoned; they talk about the good and the bad of everything they like. but its a great venue to find genuine enthusiasm for cool stuff.
also, once a month, they have bonus episodes that focus in on one game and really bring that book club energy. ICO/Shadow of the Colossus, Chrono Trigger, Tales of Arise, Skyrim-- you'll never know exactly what the monthly pick is gonna be, but the conversation is always great. (for a taste of this, i REALLY recommend the Pokemon Crystal bonus, which makes a very solid argument for why its the best pokemon game and also the context of why its the best)
the hosts are good folks, and not to sound like a weirdo but one of the reasons i like this show is it is hosted by two dudes, but these dudes also get really emotional about stories, they get invested in romances, they like fun stuff and cute stuff, and I like the space where I can head guys talk openly about that kind of thing. it's good!
if you need a random episode to get the vibe from, i really liked "Blue Shell Energy" but there's so few misses in their entire catalog, it's fantastic. also every episode has its own art and they're all fantastic.
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gelatinocomics · 9 months
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Regius Development Update #1
As you may know, I've been working on a pokemon fangame for a while. I want to try posting progress about it more often, because I'm nearing the later stages of the project where the bulk of the hard work is already finished, and I have plenty of neat things I can share. Now is the time when I really need motivation to finish up the home stretch, so I hope you'll all enjoy what I've done so far!
I've already posted some of my progress on the game's maps here and here, and if you want to see every post I've made about the project, you can check out the regius tag. But I've never given a proper overview of what the game is all about, so that's what I'll do in this post.
Title
The game is called REGIUS. I'm still deciding how to format the title, and if it should have a descriptive tagline like "Regius: A Pokemon Adventure" or something like that. But one thing I have come up with is a banger logo and title screen to go with it:
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I had more ambitious plans for the title screen graphics and created this version as a placeholder, but I'm pretty satisfied with it so I think it will stick around for a while.
So what's it about?
From the title screen, you can see that Regigigas will play some kind of important role, and in fact this is a game that primarily features the whole Regi family (except for the two newest gen 8 members, RIP regieleki and regidrago).
Furthermore, this is a game that takes place almost entirely on the ocean! You'll be exploring the Regius Archipelago, a series of islands connected by open sea. Here are some examples of the types of locales you might expect to see:
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Hidden deep in each island, you'll find ruins from an ancient civilization, and a member of the Regi family sealed away. To unlock the secrets of the islands, you'll have to journey to each one and capture Regirock, Regice, and Registeel, and then the path will open to your final goal, Regigigas.
Unlike most other games, the map of this region is very well-connected, with every island joined by a large central stretch of ocean. Your exploration will be self-guided, and you'll be rewarded for checking out every corner of the archipelago, so decide for yourself how you would like to progress through the game!
New Pokemon
Of course, one of the most important features of this game is the set of brand new pokemon! The Regius Archipelago is home to a number of unique species not found anywhere else. In total there are roughly 50 new pokemon I've developed that can be obtained in this game, so look forward to befriending some new creatures when the game finally becomes available to play!
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Development Details
This game is being developed using the pokeemerald decompilation project, meaning all my work is based on modifying the source code of Pokemon Emerald. It's a rom hack that will be playable on any GBA emulator (or hardware, if you can get it to run!). It's a lot of work to make a whole new region like this, but it's my preferred way of making a pokemon fangame! I like using the same game engine and graphics as official titles, it makes my game feel authentic.
Development Goals
Now that you have an idea of what the game is going to be like, let me talk about the project's current status. My goal is to get an alpha version of the game ready to release as soon as possible. This will have a full region ready to explore, every obtainable new pokemon, and the Regis all waiting to be discovered. At the moment, I am still working on filling out every map area with objects and scripts, the stuff that the player actually interacts with.
This alpha version, of course, will not be the final version of the game. It will provide you with a fun world to explore and lots of pokemon to train, but I have much more planned! Eventually, the game will have a bigger story, where the player will race against a nefarious band of pirates intending to capture the Regis and upset the balance of the islands. I would also like to remake the whole project in pokeemerald expansion, a large community mod of pokeemerald that includes lots of updated features, like a modern battle system and all official pokemon through gen 8. But that's a long way off, and I'm trying to stay focused on my current goals for now. Just remember there's a bright future to look forward to!
I think that's about all I need to share for now. Let me know what you think, and look forward to more development updates in the future! I'll keep on working hard to make this years-long project a reality.
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tsubasaclones · 6 months
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I'm always having to come for program recs/tech questions because you do stuff that's so scary to me but what programs have you been using to extract sprites from the TRC and CCS games?
For the tsubasa games I've been using tinke to view/export the sprites and then clip studio paint to fix the colors lol (although I did find a palette editing program more recently but I havent tried that method too much yet). This one is pretty dependent on if it can read whatever format the files are in though, I got really lucky with the 2nd tsubasa game for the most part, other games I've tried to look at with it have not worked very well LOL
For the ccs gba game the only way I could get the sprites in any viewable state was to just play the game in the mGBA emulator and grab them from the sprite view window. But those sprites are in a bajillion tiny pieces so I have to put them back together myself (again in clip studio paint)
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claire-starsword · 6 months
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Polishing up some code I made when messing around with Shining Soul. This one generates GBA color palettes with the correct byte format and conversion of incompatible colors to the closest 15-bit color.
It's main feature to me is loading the palette from an indexed bmp image, so that I could draw the sprites with no worries and rip the palette code later, but i added some options to edit the colors manually as well if you wish.
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gbaromspokemone · 6 months
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Story
The world you find yourself in is divided into three factions, each striving to establish their own vision of an ideal society. As a young and idealistic trainer, your goal is to join Team Magma in the hopes of advancing humanity. However, the pursuit of a better world is complex, as people have varying ideas of what that world should look like. Some may focus on the land, others on the sea or the sky, and they will stop at nothing to achieve their version of a utopia. In this quest, they often trample on the hopes and dreams of others, leading to a constant struggle for dominance.
As a member of Team Magma, you enter the underground world of Hoenn, where power dynamics reign supreme. The game, Pokemon Team Magma Edition, allows you to climb the ranks of Team Magma, using any means necessary to realize Maxie’s vision of a perfect world for humans. Along the way, you will experience the toll of the three-way conflict on the Hoenn populace and uncover the truth behind the formation of Team Aqua and Team Magma, as well as the mysterious team that came before them. You will also discover the truth behind the workings of the Devon Corporation and Hoenn’s government.
The world of Pokemon Team Magma Edition is a complex one, where hope for a better world is both a unifying and divisive force. As you navigate the intricacies of Hoenn’s underground and climb the ranks of Team Magma, you will encounter the harsh reality that there is no clear right or wrong, only the strong and the weak. The game promises to be a thrilling and thought-provoking experience as you explore the depths of the human psyche and the lengths people will go to achieve their dreams.
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queenlua · 1 year
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let's see about 5, 11, 12, 13 for the ask meme?
5. What game would you recommend to someone new to the series?
ugh this is so HARD because i don't think there's any game that's perfect for this...
if they're new to the series but have enjoyed at least a couple older video games at some point (and thus have some tolerance for a bit of gameplay cruft and GBA-era rough edges), i'd be really tempted to throw Sacred Stones at them. absolutely gorgeous sprites, good music, probably the most solid/focused/best-executed story in the series, fun support conversations, and very good gameplay whose only flaw is "it's kinda too easy." but it's satisfying and if someone likes everything about it but "too easy," then that's an easy problem to fix with subsequent games lol
i suspect Awakening is probably the objectively-better answer, though. first "modern"-feeling FE in terms of how streamlined and nice the mechanics feel, the depth/multiplicity of strategies, the storyline is weaker but still has definite highlights (especially when the kids show up), etc
Three Houses is a solid contender but the game is kind of bloated with extras that i think can make playing it feel like a bit of a drag; i know a lot of people who just kinda flaked out or gave up b/c of all the monastery stuff, and i wouldn't want someone's first FE to end that way
i do love the Tellius games but i wouldn't recommend them as starter games. the 3d sprites are kinda ugly and it definitely shows its age a bit in terms of gameplay cruft
11. A character that deserved better?
Edelgard, tbh. she's fantastic when the game isn't trying to make her all woobie/waifu/etc. wouldn't even take many changes to fix this one!
also Renning. i love what's on the page but he gets so little and shows up so late. give the dude some damn base conversations plz
also Meg. the game is so mean to her, goddamn.
12. A game that deserved better?
oh boy. the problem here is, if i finished playing an FE game, that means i liked it well enough over all, even if there's stuff i didn't like. like, i wish Awakening's storyline was stronger, but it definitely feels like it executed on exactly what it wanted to do, so i wouldn't say the game deserves better per se
so i guess i'll say the two FE games i tried and failed to play:
fe6: i ragequit on the map with the fucking reinforcements that move the same turn that they spawn. motherfuckers. why
fe14: i was already pretty "eh" on the story and then that one fucking "defend [x] turns" map (unhappy reunion iirc) took SO much finicky effort to survive that by the time i finished it i was like. ugh. i'm so tired. and then i put it down for a while and never picked it back up oops
13. What do you like most about Fire Emblem?
...god this is going to make me sound SO uncultured but, the support conversations, especially in the older games, are just so delightful. delightful in-and-of-themselves (especially when they would happen DIRECTLY ON THE BATTLEFIELD lmao), and also, were probably weirdly influential in how i thought about game writing / writing generally. conveyed a huge amount of personality & implied huge things about the world & in a relatively small space; and also refused to let anyone be just a rando soldier in your army; you can look back at short fiction i wrote in middle school and see how much i was striving to get that huge-cast-small-space-feel in that format. simple but effective approach
also it's nice to have a big-name game series that executes so well on story and gameplay, on average. i've played a lot of Final Fantasy and i love those games but. often the gameplay is just kinda mediocre/grind-y, right, and i'm forcing my way through for the story? could NOT be fire emblem lol
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