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avatar_Gryzor

La abadia del crimen in English?

Started by Gryzor, 09:37, 11 February 11

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robcfg


Gryzor


kawickboy

Looks great. Who is the owner of opera soft rights nowadays ?

khaz

#128
I had a go at the y myself. I used the bottom of the a for it.
Great job at the T, it works well.

I noticed a discrepancy in the letters height between the top and bottom rows. The top row has one fewer pixel than the bottom row, and copying the e directly means it stands slightly taller. I tried to correct it in different ways:

[attachimg=1]
Both rows have kept their original size. I tweaked the e but as a result, it looks a bit different on each row.

[attachimg=2]
I shortened the bottom row.

[attachimg=3]
I expanded the top row.


I have my opinion on which looks best, but I'd love to hear yours, guys.


[edit] removed some inconsistencies.

khaz

Another update. The in-game text has been greatly modified to take into account its context, and a few words were changed for better English. Thanks to you guys for all the help!

The text is probably good now.

The space character in the scrolls is thinner, but I haven't looked at the scrolls otherwise. It will be the next update.

Nich

Quote from: khaz on 01:03, 31 October 17
I have my opinion on which looks best, but I'd love to hear yours, guys.

I prefer the one named abadia_new_title_screen_both.png (the first of the three screens in your post).

Sykobee (Briggsy)

Image 2 (1 pixel stubbier version).

khaz

#132
I'm having trouble as to understand where and how the loading screen and graphical interface elements are stored. I have been probing the source code and the dsk, but without any luck yet. Still searching.

In the mean time, put this on a real disc, run"disc and mash 0, 1, 2, or 3 to swap between the different versions.
Seeing the pics on a real blurry CPC display is quite different than a small thumbnail in your browser.
(like, really mash them. My routine is completely unoptimized and may not catch all your keypresses.)

Nich

Quote from: khaz on 20:03, 03 November 17
I'm having trouble as to understand where and how the loading screen and graphical interface elements are stored. I have been probing the source code and the dsk, but without any luck yet. Still searching.

On the DSK file, the title screen is stored in 5 separate blocks located at the following hex addresses:

1500-23FF
2500-33FF
3500-43FF
4500-53FF
5500-58FF

As I'm sure you know, the data is stored in reverse on the disc.

The status bar is stored in 2 separate blocks, again in reverse:

B2D8-B3FF
B500-BBD7

However, we need to find a way of converting both PNG files to CPC format, which I can see is already being discussed.

The status bar isn't stored as a screen but as a large sprite. You could save the PNG file as a 320×200 screen, convert it to a CPC screen with ConvImgCPC, then use a sprite grabbing program on a CPC emulator to grab the status bar and save it as a sprite.

khaz

#134
I'm going to look into it.

How do you find all that?

[edit] Right, I get how the sprite is encoded. Each byte codes for 4 pixels, with the first digit coding orange, and the second coding yellow. If bits are overlapping it becomes black, if none are it stays green (background). There is probably a super clever computer-way to generate the hex codes of a sprite, but I think I'll just brute-force my way through it. Most of the changes being orange and black makes it half easier (codes being Fx, where x is the binary pattern of black pixels.)

Probably not tonight though ^^

(although convimgcpc could, we'll see.)

khaz

Once you know where things are...

I feel like I spent most of my time looking for things, before giving up and asking here. Comparing and replacing the things can be tedious, but not really difficult.



The loading screen is in, people.

Nich

Quote from: khaz on 23:05, 03 November 17
How do you find all that?

I already knew where the status bar was located in the CPC's memory, and how much memory it uses, so I looked at the final few bytes of the status bar sprite, reversed them, then searched for the reversed bytes in the DSK file to find out where the data for the status bar is stored on the disc.

I have written a BASIC program to convert the status bar and title screen to a format that can be inserted into the DSK file. It reverses the bytes and then saves 2 files for the status bar (STATBARx.BIN) and 5 files for the title screen (TITLESCx.BIN). You can extract these files using the ManageDsk utility, and then use a hex editor to insert them into the DSK file at the appropriate addresses. It's slow, but it works. :)

I have attached a ZIP file containing a DSK file with the BASIC program on it, and PAL files for the status bar and title screen.

If you prefer to use a different title screen, you can use ManageDsk to add it to the DSK file. However, if you are using ConvImgCpc to convert the screen, make sure the 'Lock' box below each palette colour is ticked so that the order of the palette is preserved, otherwise it will not be converted correctly!

khaz

Thanks.

What I did was extracting the loading screen data and injecting it into a previous .scr. Then it was just a matter of reorganising the palette in convimgcpc. With that palette, I can simply use convimgcpc to generate the scr I want, and insert that data back in the dsk.

spokito95

#138
Hello all, :)


I followed all the exchanges concerning the possibilities of translation, I said to myself why not try the translation in French.
So I used all your data, by the way, a big Bravo to all those who worked on it.
Excellent group work.
So I reworked the introduction image and the banner image.
I also translated the introduction text, to create the letters with accents: é, è, ê, à, â, I used the pointers of some special characters such as :

)

dw char123_data ;caracter 0x21: '!'     7E DC  = é
dw char124_data ; caracter 0x22: '"'     7F 01  = ê, mettre valeur hexa = &22 sinon erreur de compilation assembleur : exemple: db"monast",&22,"re.",13
dw char125_data ; caracter 0x23: '#'     7F 25  = è
dw char126_data ; caracter 0x24: '$'     7F 51  = à
dw char127_data ; caracter 0x25: '%'     7F 7D  = â
dw char128_data ; caracter 0x26: '&'                       ç   


org #680e ; adresse du pointeur du caractère:  !
db &dc,&7e ; adresse qui pointe vers le glyph grapique de la lettre: é


org #6810  ; adresse du pointeur du caractère: "
db &01,&7f ; adresse qui pointe vers le glyph grapique de la lettre: è


org #6812 ; adresse du pointeur du caractère: #
db &25,&7f  ; adresse qui pointe vers le glyph grapique de la lettre: ê


org #6814 ; adresse du pointeur du caractère: $
db &48,&7f  ; adresse qui pointe vers le glyph grapique de la lettre: à


org #6816 ; adresse du pointeur du caractère: %
db &74,&7f ; adresse qui pointe vers le glyph grapique de la lettre: â




org &6754 ; Change taille de l'espace
&05


org &7edc ; adresse du début de la table des glyph graphiques: é è ê à â ç


char123_data:
db &a6,&b5,&c4,&c3,&c2,&b3,&b2,&b1,&b0,&a1,&a2,&91,&92,&81,&82,&71
db &72,&61,&62,&51,&52,&43,&44,&45,&54,&55,&56,&66,&65,&74,&83,&22
db &23,&14,&15,&f8 ; ajout de l'accent aigu sur la base du e
char124_data:  ; e = accent grave
db &a6,&b5,&c4,&c3,&c2,&b3,&b2,&b1,&b0,&a1,&a2,&91,&92,&81,&82,&71
db &72,&61,&62,&51,&52,&43,&44,&45,&54,&55,&56,&66,&65,&74,&83,&12
db &13,&24,&25,&f8 ; ajout de l'accent grave sur la base du e
char125_data:  ; e = accent circonflex
db &a6,&b5,&c4,&c3,&c2,&b3,&b2,&b1,&b0,&a1,&a2,&91,&92,&81,&82,&71
db &72,&61,&62,&51,&52,&43,&44,&45,&54,&55,&56,&66,&65,&74,&83,&22
db &13,&14,&25,&f8 ; ajout de l'accent circonflex sur la base du e
char126_data:  ; a = accent grave
db &40,&41,&51,&52,&43,&44,&54,&55,&46,&65,&64,&75,&74,&84,&85,&95
db &94,&a4,&a5,&b4,&b5,&b6,&c5,&b4,&c3,&c2,&c1,&b2,&b1,&b0,&a1,&a0
db &91,&90,&81,&80,&71,&72,&83,&12,&13,&24,&25,&f7 ; ajout de l'accent grave sur la base du a
char127_data:  ; a = accent circonflex
db &40,&41,&51,&52,&43,&44,&54,&55,&46,&65,&64,&75,&74,&84,&85,&95
db &94,&a4,&a5,&b4,&b5,&b6,&c5,&b4,&c3,&c2,&c1,&b2,&b1,&b0,&a1,&a0
db &91,&90,&81,&80,&71,&72,&83,&22,&13,&14,&25,&f7 ; ajout de l'accent circonflex sur la base du a   









But for the texts in the game I will need your help.
Here is an attachment of what it looks like.

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