icemagician
Neo Member
Oh man, I love Grandia II. So underrated.
Oh man, that's the good stuff. Look at that line work, that subtle texture to the paper behind the water color, those realistic and elegant proportions and features. I wish more JRPGs would take visual inspiration from older games like this.
But more on topic, is there not an artbook with all of the portraits in it? If modders could get high enough quality scans from that, the community could remedy the problems themselves based on what I've read about the ease of changing picture elements.
Man, seriously. Grandia franchise is probably the only one where I bother to speak with literally everyone till their dialogue repeats, and do so every time a major event happens. (I might attempt to do this with other JRPGs but give up midway into the story)
So much characterization even with party members, not just the protagonist. AND DINNER TIME.
edit: Definitely post impressions after you're done with the game. I'd like to hear your thoughts coming from Grandia (1).
edit2: yay
Yikes. Not to dissuade the hard work being put in, but... right now (I know it's unfinished) it looks less like a Dreamcast game and more like a mobile game. Mismatched resolutions and styles on each element and all.
Those new command icons have to go.
What mods are you running?
Yeah not really seeing what's "Yikes" worthy about that.
http://steamcommunity.com/app/330390/discussions/0/520519112492477670/#p3
This guy's ongoing project
For the battle textures (inside "data/afs/sys" and "data/afs/sys_hardmode"), the only way I found to make them work is editing the textures, after I saved them, with a Hex editor like HxD.
I wonder why the battle hud is different in this way from the main hud.
This update focuses on two key areas: controller support and audio fixes.
Keyboard & Gamepad controls have now been consolidated into one tab within the Launcher called "Input". The Input tab will now allow you to cycle between your keyboard and all connected gamepads, along with displaying the gamepad name.
Also, a number of fixes have implemented to help improve various audio issues relating to ambient sounds not playing correctly, some sounds getting cut off and music tracks not properly playing their entire track length. The size of the patch is largely due to the re-conversation of multiple music files. We have also adjusted the default volume settings so that users who have not yet adjusted their volume sliders can have a more pleasant starting experience.
We also addressed a crash which may have been affecting some users.
- Updated Launcher with new Input Tab for managing keyboard & multiple gamepads
- Added greater support for a wide range of USB gamepads
- Preferred gamepad is now assigned in launcher regardless of how many gamepads are connected
- Gamepad windows name is now displayed on Input tab
- Movement & Camera controls are now mapped to DPad & Shoulder buttons by default
- Analog Movement & Analog Camera controls are now mapped to Left Stick & Trigger buttons by default (can be toggled On/Off)
- Fix for all keys & gamepads buttons being re-mappable in Launcher Input tab
- Fix for X button being re-mappable in Launcher Input tab for keyboard & gamepad
- Fix for X button correctly zooming camera out when button is held down during battle attack state
- Fix for X button toggling camera angle when AI is turned on during battle
- Fix for X button toggling Full details on Save screen
- Fix for X button toggling Next page on Items screen
- Fix for ambient sounds incorrectly playing in battles
- Fix for ambient sounds not playing properly in various field locations
- Fix for ambient sounds incorrectly looping endlessly in fields
- Fix for some music tracks getting cut off abruptly
- Fix for some speech samples incorrectly tied to SFX volume toggle
- Re-converted 172 music files to fix tracks not playing their entire length (looping too quickly issue)
- Fixed an AI crash when setting Roan to "Power Up" and equipping Holy Mana Egg (global AI crash fix)
- Lowered default SFX Volume from 60 to 40
- Lowered default Footstep Volume from 50 to 15
*Note: Update 1.04 will revert your Launcher settings to default on first boot up because of our latest Input changes. Please go into the Launcher and reset your Video/Audio/Input settings when you start playing 1.04 for the first time. You will only have to do this once.
http://steamcommunity.com/app/330390/discussions/0/520519112492477670/#p3
This guy's ongoing project
I'm not running anything. I'm just following progress out of curiosity
I just have an aversion to mismatched resolutions in UIs (FF6 iOS played on an iPad traumatized me)
edit: And yeah, the fonts are getting there.
edit2: Forgot to link the higher res image. It's there in the steam thread, but for convenience
I was wondering how he made his edits actually work in the battle scenes, just good old brute force hex editing.
edit: Yup, hexediting works.
I wonder why the battle hud is different in this way from the main hud.
Yup. When the game came out I tested it a bit and for some reason any and all texture edits in the battle UI were showing up blank regardless of what settings I threw at it. Copying the lines 00000020 to 00000040 from original texture to the new texture seemingly fixes it. So it's some kind of file header incompatibility issue I guess, but it just makes me wonder why the battle ui is different. "Normal" dds files work without any hex editing for the world ui, like the compass for example.Wait wat? Hex edit the textures after you save the new version. Hex edit what in them though?
So the file format is DDS? The DDS header is 124 bytes, described here.Yup. When the game came out I tested it a bit and for some reason any and all texture edits in the battle UI were showing up blank regardless of what settings I threw at it. Copying the lines 00000020 to 00000040 from original texture to the new texture seemingly fixes it. So it's some kind of file header incompatibility issue I guess, but it just makes me wonder why the battle ui is different. "Normal" dds files work without any hex editing for the world ui, like the compass for example.
So the file format is DDS? The DDS header is 124 bytes, described here.
Those addresses would be 32 to 64 bytes in, so 8 to 16 DWORDS, in other words lots of reserved bytes plus some of the PIXEL_FORMAT struct.
WAIT HOLY SHIT
That actually means we can completely redesign the UI?
or
OR!!!
Redo the UI with modified positioning for widescreen
(!!!)
Oh well.
Thanks for the patch GungHo!
Feel free to PM me any direct feedback or bugs/glitches you'd like for the team to be aware of =D
I put together some comparisons.
I originally was using NullDC but it had some graphical glitches that made it unusable. (It automatically will upres the game to your desktop resolution).
I used DeMul instead which only offers fixed scales.
So the resolution is mismatched.
DeMul may be incorrect in it's own ways as well unfortunately.
http://screenshotcomparison.com/comparison/143062
http://screenshotcomparison.com/comparison/143063
http://screenshotcomparison.com/comparison/143065
But the differences, though subtle make a very nice impact on IQ.
Ok so I'm NOT crazy. I've only played the game for 20-30 mins, but I did not remember all of the advanced shadows being in the Dreamcast version. Glad to know I have some validation now.
The shopkeeper area looks better on the DC version though... something is off about it in the PC version. It's almost like the DC version had Ambient Occlusion, while the PC one removed it in favor of sharpness.
Edit:
I think it's the added object shadows in the PC version that make the scene seem more artificial, due to the lack of Ambient Occlusion.
Nice thanks. It must not be as bad as some has sounded in here lol. I am reading about widescreen and hex editors and my eyes are getting bigger by the minute !
Grandia on PC is a better experience, barring some leftover issues with audio and some disappearing geometry close to camera from time to time.
edit: Hard mode alone is worth the price of entry. The original game is... rather easy, to put it mildly.
I've been told that the original Dreamcast version was 60fps both in and outside battles. If that's the case I'd call that version the better experience. Personally I'd value that much higher than an extra hard mode.
It's 30 all the way on DC.
Yes, it's something anyone can prove.