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Dracula X Extended mod patch by paul_met
Mr^Burns - Sep 12, 2021

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 Knight0fDragon Sep 15, 2021

TrekkiesUnite118 said:

every single character is their own sprite.

 paul_met Sep 15, 2021
It is enough to turn off HT for a large window with a green background and control problems disappear. But in this case, the window will not be translucent for the sprites in the background.

 TrekkiesUnite118 Sep 15, 2021
Which is probably why it was meshed originally. So you'd probably need to either deal with the sprites not being blended properly, or keep it as meshes. The only other option would be to move it all to VDP2 and have it do the blending, but that's a lot more involved.

 Knight0fDragon Sep 15, 2021

TrekkiesUnite118 said:

another solution is to do what is done with the 8x16 text. Draw to a texture, then present the texture.

Each line could be a sprite, instead of character.

 TrekkiesUnite118 Sep 15, 2021
One thing I was wondering, would it be possible to adjust the colors for some of the transparent elements? Mainly the Text boxes for items, dialogue, menus, etc. With 50/50 blending turned on the colors appear to be a bit too bright compared wo what colors they should be. Is it possible to darken them so they're not so intensely bright?

 Knight0fDragon Sep 15, 2021

TrekkiesUnite118 said:

Window color is determined in the settings. I say get the menu in the shop to read those values.

 paul_met Sep 15, 2021

TrekkiesUnite118 said:

In fact, for the librarian's room, disabling HT visually will have almost no effect. Only the stairs in the background will no longer be visible, but the librarian and Alucard himself are not obscured by the windows. So I think to just turn off HT for all librarian menu windows. It is completely incomprehensible why the stairs in the background were made separately via VDP1, if it could easily be included in the tiles.


TrekkiesUnite118 said:

The brightness of the colors is due to the CCMD = 1 setting (by default). Otherwise, you will have to set CC ration for each layer. But it will look worse, the colors will become too pale.

 TrekkiesUnite118 Sep 15, 2021

paul_met said:


I've noticed that a lot throughout the game. Usually when they're sprites they're destructible.


paul_met said:


Would actually changing the color itself have any impact? For example would using a darker shade of blue or green for the different menus and text boxes result in a darker looking transparency?

 Knight0fDragon Sep 15, 2021

paul_met said:

Because it is not part of the inversed castle

 clockworkengine Sep 15, 2021

CheoChessman said:

Thank you, @Knight0fDragon..., for all your hard work.

 Knight0fDragon Sep 15, 2021

clockworkengine said:

Thank you, but this is about Paul Met's hard work, so please do not let trolls make it about me. Let's thank Paul for such an awesome project.

 MVSBruiser Sep 15, 2021
I dont seem to be able to skip dialogue scenes

I definitely could not skip the CGI after defeating Shaft before entering the inverted castle

Also, I didnt not know Alucard could run?? Tapping left or right twice makes him run, is that a Saturn feature? Been playing this game since it was released (PS1) and didnt know you could do that lol

 Knight0fDragon Sep 15, 2021

MVSBruiser said:

there is an item that does that. one of the boots

 Ardiloso Sep 15, 2021

MVSBruiser said:

Yes, the Godspeed Shoes is a nice adition to the saturn version, sadly it's useless on console because almost everytime you run, the game slows down like crazy lol. On emulators it's fine since there are no slows (thank you inaccurate emulation).

 paul_met Sep 16, 2021

MVSBruiser said:

All dialogues and videos can be skipped. Except for the dialogue before and after the battle with Maria (I don't count the final dialogues).

Knight0fDragon said:

What does the ladder in librarian's room have to do with the inverted castle?

TrekkiesUnite118 said:

I used the darkest blues and greens available.

 Knight0fDragon Sep 16, 2021

paul_met said:

Because the inverted castle uses the same tile set but flipped, and the ladder is not apart of that. That is why it exists as a sprite and not as a tile.

 MVSBruiser Sep 16, 2021

MVSBruiser said:



FYI I checked K0Ds build and the original rom and they all display these glitches. Also found it on the main screen where you select Game Start, Sound Test etc

 paul_met Sep 16, 2021

Knight0fDragon said:

The inverted castle does not matter. It would be easy to add some ladder tiles to the existing tileset.

 TrekkiesUnite118 Sep 16, 2021

paul_met said:


That looks better I think.

 Knight0fDragon Sep 16, 2021

paul_met said:

and it is even easier to not have exceptions when rendering a pattern table and just throw in a sprite instead.

You said it was incomprehensible, and I gave you the comprehensible reason behind it lol.

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