Closed drojf closed 5 years ago
Resized sprites: https://mega.nz/#!mZcAFLDL!gujplfJ1lj6qnnSjJ7w_9B8ZJBySTw1jHCVWBjXbMx4 I'll rework the zoomed sprites from scratch, so this is not final.
Just for the record, here's what I did with the 'zoom' sprites.
History:
lsp2
command to do zooms in-engine (the engine has poor scaling though). It's written as two commands, one after the other: ;ld_p KIR_DefB1G
sets the $ld_pass variable (dunno how exactly that part works/why it's done that way...I guess so you can use the same sprite aliases as normal sprite commands.)
;lsp2 3,$ld_pass,-600,100,300,300,0
this line means:
mldz c,":a;zoom/ep6/97.png",0
. lsp2manual 4,"rg1_akuwaraia2",-310,-60,-310,-60,-1,"200","1"
. I still don't understand the function properly, but it re-maps the string "rg1_akuwaraia2"
, for example, to the correct zoom image, and then places it at the correct location on the screen.Because re-making the mangagamer sprites 100% would have been difficult (I think @irlPM started doing it, but we decided to stop? I don't remember), I decided to use the 'original' games method (method 1), except instead of scaling the images in engine, the images were just scaled outside of the engine (this was done by @irlPM).
Code wise, I did this by modifying all the lsp2manual functions calls in the script so one of the variables now is just the x-coordinate of the sprite. I then modified the lsp2manual function itself to place the sprite such that its center was a the specified x-coordinate.
These changes are in commit 61dd2797f796fab1e3905f454c9eb786519d6988 . You can see I have just copied the first argument from the old lsp2
function into the first argument of the lsp2manual
function Keep in mind that I have changed how the lsp2manual function itself - it only ever uses the first variable - the rest are ignored.
;lsp2 4,":a;bmp\TATI\RG1\1\RG1_akuwaraiA2.bmp",150,420,-200,200,0 //first arg is 150
-lsp2manual 4,"rg1_akuwaraia2",-310,-60,-310,-60,-1,"200","1" //mangagamer
+lsp2manual 4,"rg1_akuwaraia2",150,-60,-310,-60,-1,"200","1" //drojf modified
Closing - we have used a different method (just asset replacement) to implement ryukishi/pachinko sprites (has already been implemented)
Any further discussion should occur in https://github.com/07th-mod/umineko-question/issues/131
Experimental version which uses the old or mangagamer sprites, but the new backgrounds and voice: