Chrono Compendium
Guru Workshop - Project Forums - Need One? Ask In Kajar Labs => Chrono Cross HD Edition => Topic started by: Kodokami on June 02, 2020, 03:02:45 pm
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This will be the place for general discussions for the Chrono Cross HD Edition idea I had in the Chrono Cross Backgrounds (https://www.chronocompendium.com/Forums/index.php?topic=6904.msg232062#msg232062) thread.
The goal is to have a more "modern" play experience of game, by way of upscaled textures and backgrounds, adding quality of life updates, and fixing known bugs. Eventually, once those are done, this "HD edition" can be used as a jumping point for more ambition hacks.
So, the three goals right now are:
- Improved Graphics
- QoL Updates
- Bug Fixes
GRAND TO-DO LIST
Improved Graphics
User Tirion has created a mod (https://github.com/stoofin/beetle-psx-libretro/tree/texture-wip) of the RetroArch emulator that can replace the textures of Chrono Cross at runtime. His demo of this can be seen here (https://streamable.com/sji8g5). Currently, the textures have been upscaled using various sources to create a 5 GB texture pack.
- Condense the texture pack into a more manageable size? (current pack can be found here (https://mega.nz/file/ePpjwK7K#cipRQpZRYD0JeCauyrGiEvq0n3QZWUCaOLEE9fZxva4))
- Upscale and incorporate the FMVs as well (using a process similar to this (https://www.youtube.com/watch?v=1MYq28xmLOI) or this (https://www.youtube.com/watch?v=DH5hl1fho2s))
Write a Read-me for directions on how to use Tirion's RetroArch mod (Included in the mega file and attached below)- Implement a widescreen hack, if feasible
- Edit the game's introductory title screen (e.g. Chrono Cross: HD Edition)
- Possibly wait for official texture support for Beetle?
- Any more...?
QoL Updates
These should be relatively simple updates that make life easier for the players (and for the modders!). Users prizvel and Danetta had a list (https://www.chronocompendium.com/Forums/index.php?topic=10846.0) they were working on (are they still working on it?).
Single Disc Project (https://www.chronocompendium.com/Forums/index.php?topic=10836.0) (MOST IMPORTANT: Every change to the ISO should come after and be merged with this) (the SDP is the base game included in the mega file)- Introduce the Relief Charm early on and before NG+
- Any more...?
Bug Fixes
Every game is known to have bugs. We should attempt to fix these for the final ISO for a better gaming experience.
- Pip Evolution Bug (https://www.chronocompendium.com/Forums/index.php?topic=13223.0) (merge with SDP)
- Add the "Ghetz's Shirt" Wraith (https://www.chronocompendium.com/Forums/index.php?topic=10846.msg221160#msg221160) (merge with SDP)
- Scour the script (https://chronofan.com/Black/Publications/crossscript.txt)/Re-play the game to find and fix any typos or grammatical errors that may exist
- Any more...?
Known Issues
- Leaving some menus removes all or parts (https://imgur.com/twjEo0u) of the upscaled texture pack for that area, until it is reloaded.
- A few 3D models appear to have been replaced with textures so that they are static images. So far I've seen two: A man in Termina (https://imgur.com/1evrv04) (the one ogling Nikki's poster) and a girl in Guldove (https://imgur.com/NeAVe18) (the one who lets you "become one with the wind").
- Lisa's model is made of poop. (https://imgur.com/erVl0QH) While not a fault of the texture pack, increasing GPU resolution really makes the clipping of her face noticeable.
- Typos: "Inisignificant" (https://imgur.com/Hai9PaY); "4 Devas" (https://imgur.com/5lcnXgw) when there are only 3; "Dragonites" (https://imgur.com/Usq1iAw).
Main files for this project, now tiltled "PROJECT KID", are listed below.
- All-in-one Package (http://chronofan.com/Black/Other/CrossHD/PROJECT_KID.zip)
- Tirion's Upscaled Texture Pack (http://chronofan.com/Black/Other/Chrono%20Cross-texture-replacements.zip)
- Tirion's RetroArch Core (http://chronofan.com/Black/Other/Beetle-PSX-Upscale.zip)
- Danetta and prizvel's Single Disc Project (http://chronofan.com/Black/Other/Chrono_Cross_Single_Disc.7z)
- RetroArch (https://www.retroarch.com/?page=platforms)
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I wish there was a like button, but since there isn't, I'll use text. I like the idea, I think the OP was put together really comprehensively.
Other ideas I wanted to add to the wishlist:
Widescreen hack.
This goes with improved graphics. I doubt this would be something that could be changed in a menu, so it might have to be a separate hack maybe tested for compatibility. It's possible Danetta and Prizvel or someone else already did this. It's also possible it already exists or can be done by changing emulator settings. I don't know, I can try to research it. Regardless of the how, it'd be nice to have the option to view the HD version in something like true widescreen, where the UI and text elements stretch but the environment, characters and objects are not stretched but still fill the entire available screen space. We'd have to decide whether to pillar-box (black bars on sides of the 4:3 video) the FMV scenes or crop then to the 16:9 aspect ratio. This would apply whether or not the videos were upscaled.
Typo/dialogue correction.
Goes along with bug fixes. I know text can be changed. I know the script is long. I assume there are typos (aside from the intentional grammatical mistakes that come from the accent system). If there is a dialogue dump if some sort, proofing and correcting typos would be doable.
Edit title.
Goes with Quality of Life. While it would be nice to simply boot up Cross in HD, I think if the work done to it isn't immediately obvious (and even if it is), then the title should be edited to immediately identify the version being seen, despite being vanilla.
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Hack compatibility
Doesn't really fit a category.
Since it already exists and was (from what I understand) a Compendium community effort, I think Magus Unmasked would make a perfect first hack to try "on top" of the HD edition to test compatibility, once the HD edition is up and running of course.
I think those all seem like they would be perceived as upgrades and they seem like they could be realistic goals (though, again, I know little to nothing on the subject of PS1 game hacking so don't take my word for it).
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Thanks, Bekkler!
Widescreen Hack
This would be wonderful and definitely fits the scope of an "HD edition". My concern is how feasible it actual is. Looking at Final Fantasy X/X-2 Remaster*, for example, I recall reading that one major issue was that some characters who were scripted to enter a scene had been previously placed off-screen, thus simply increasing the aspect ratio revealed those characters just standing around awkwardly. I don't know how much, if any, of that is present in Chrono Cross, but it's something to keep in mind. If there is a way to introduce widescreen easily through a menu or something, then it would be a simple matter of playtesting to see if such an issue arises.
The FMVs were also not changed and instead cropped to fit the widescreen. I'm not sure which is better, that or the black bars, but we could take a vote when we get there?
*Maybe we should call this Chrono Cross HD Remaster...?
Typo/Dialogue Correction
This should be easy. I think. We have the script (https://chronofan.com/Black/Publications/crossscript.txt). We have the tools (https://www.chronocompendium.com/Forums/index.php?topic=10927.0) (Terminus Traductions is what I believe is used for editing the script). I don't recall any typos but, again, playtesting would help with that.
As for dialogue changes (the story and whatnot), there is so much that I want to do; however, I wonder if that would fall under the "more ambitious" hacks. Regardless, we can start a new thread specific for "dialogue re-writes" for brainstorming.
Edit Title
I wonder if this could be done with some sort of graphical insert...?
Hack Compatibility
Sounds great, using Magus Unmasked as the first test. We should have all the assets around here. I don't know how easily pre-existing hacks could be re-inserted after the Single Disc Project, or if those would need to be completely redone... But we'll see.
Thanks so much for your input, Bekkler.
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I know for a fact that some of the FMVs have already been converted to 4k/8k via AI machine learning. In fact, that's how a lot of modern upscales are being made (including the FFVII 4k hack I've been eyeballing).
For example:
https://www.youtube.com/watch?v=1MYq28xmLOI
https://www.youtube.com/watch?v=DH5hl1fho2s
There's probably more than the intro FMV already made, it's just a matter of grabbing them. :)
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Wonderful! Schala shared one of those as well, but it's cool that the FMV upscale has been done twice separately.
Since they're using external AI machine learning to perform the upscale, I assume it would be as "simple" as copying the process to upscale each FMV, then using Tirion's modded RetroArch to replace them at runtime just like the textures.
I wonder if there's any inspiration we can get from the FFVII hack (https://forums.qhimm.com/index.php?topic=15520.0)...?
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I absolutely love this project, and I'm drooling over the prospect of being able to play this in glorious HD. (The retroarch mod already looks great!)
I'm not a lot of help here, more of a cheerleader, but I wanted to show some support. :) Now if only we could get this on the Switch when it was finished...
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Edit Title
I wonder if this could be done with some sort of graphical insert...?
Replacing the title screen logo with a custom one would be pretty easy.
Also, as far as enhancements go, the game almost runs perfectly at higher framerates (https://www.youtube.com/watch?v=mHoJcHLtNCk) (by turning the cpu frequency way up, to >200%). But some UI elements flash, sometimes the screen flickers, and the camera pans too fast in cutscenes.
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Ah, I was just watching a similar video (https://youtu.be/tDsI_CAj2ks). They used a lot of CPU overclocking as well. It does have the unfortunate side effect of killing the FMVs though, like you said with the camera panning too fast. I'm gonna play with the settings to see if I can get both working hand-in-hand.
Would anyone be willing to work on a new title screen? It could be as simple as adding "HD" as like a splash logo (or whatever title we end up deciding on).
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Would anyone be willing to work on a new title screen? It could be as simple as adding "HD" as like a splash logo (or whatever title we end up deciding on).
I can do this, just need to know what format and dimensions are needed. Getting the current title/logo extracted would probably help.
Like is it just a high resolution logo on a transparent png at 1920px by 1080px file that we need? Or do we need a full image, non transparent? A different size (maybe not full screen but just the size of the logo cropped)? A weird file format?
Any info would be great so I can make the right file the first try.
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Here's some title screen stuff: https://imgur.com/a/wXyxlXw (https://imgur.com/a/wXyxlXw)
Playstation games only have 1-bit alpha, called the semi-transparency bit, but in addition to that any pixel can also be fully transparent. Currently I encode this as alpha = 0 -> fully transparent, 255 -> opaque, and anything in between turns the semi-transparency bit on (while discarding the exact value, i.e. alpha = 1 is treated exactly the same as alpha = 254), which uses the runtime requested blending mode.
Afaik the title screen uses additive blending. So if you want to see it in an image editor as it would actually appear in game, then you'd move all semi-transparent pixels to a new layer underneath, make those pixels fully opaque, and switch that new layer's mode to addition.
Also, the replacement texture needs to a be a power of 2 size of the original in both dimensions, which is why the upscale has a weird resolution of 1216x768, because it's 4x the original's 304x192.
EDIT: and to further torture anyone reading, I'll mention that the psx apparently used a slightly different aspect ratio, so if you think the O in the raw logo is a bit too wide to be perfectly circular you are right, but also wrong because it works out in the end. ???
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Tirion that's super helpful, thank you!
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I've got it working myself now, using the Single Disc edit. Upscaled textures and improved 3D models. And it looks nice. So, just some things I want to note:
- The Sony logo lags and stutters pretty badly upon opening. I have no idea why.
- The texture pack takes a second to load in places like the world map. Not a big deal but noticeable. Maybe due to the large file sizes?
- Speaking of, I tried converting the texture pack into smaller file sizes to no effect. Is it hardcoded to only accept certain files (.png?)
- Only odd thing about the texture pack that stands out to me is that some of the text is upscaled and some (like dialogue) is not. It's most noticeable in the victory screen where a side-by-side comparison is given.
- The audio stutters occasionally for me. However, I'm pretty sure this is entirely due to the ancient computer setup that I'm working with, so YMMV.
- And on that note, I can't get the FPS higher than 30 without messing up the audio even more. The previous video (https://www.youtube.com/watch?v=tDsI_CAj2ks&feature=youtu.be) I linked to suggests that the simple fix to improving FPS is CPU overclocking, yet I'm pretty sure that's only possible with a decent setup. So again, probably user error on my part for using an old computer.
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Thanks for testing it! All of your explanations are correct.
- I've been assuming the sony logo thing isn't my fault and must also happen with the unmodified core, because I have no idea either.
- The world map is using 8x textures instead of 4x (just to see what would happen, mostly), so they take longer to load.
- It is hardcoded to pngs. Even worse, it doesn't support all png modes (like palette or grayscale), so even png optimizers aren't reliable. Tons of room for improvement here. Main issues are library wrangling, but there are a few complications wrt the weird alpha and mipmaps.
- The upscaled text uses textures or font atlases. The unupscaled text is generated dynamically, and I never figured out exactly what it's doing or a good way to replace it.
- You're right, audio issues mean your computer can't keep up. I can't do high framerate reliably either. Higher cpu frequency taxes both cpu and gpu. In contrast with raising the internal resolution which relies only on the gpu. The gpu side stuff I added could probably be much better optimized, since I have no idea what I'm doing in vulkan, but I couldn't get any profilers to work so most attempts to speed things up there have been duds. On the cpu side, there is ongoing work on a dynamic recompiler to replace the interpreter, but last I read you don't get the speed benefits if you also enable PGXP, which is what makes the vertices not wobbly and gives you perspective correct texturing.
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Hey there! Been trying this myself, in my experience:
- Game runs perfect, without CPU Overclock or GTE game would run just like I remembered it, but using 200% CPU and GTE makes the game flawless, actually I plan to see how much I can lower CPU overclock and mantain it fluid
- Just 1 time I saw the background load slower than the game, but it normally does it at the same time
Will keep on testing and will update my experience here, I am also streaming a full playthrough (giving full credits to Tirion of course)
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I think I've figured out the aspect ratio with the logo. PlayStation apparently rendered screens as 340x224 and then CRT TV's were expected to stretch them to 320x240. The increase in height from 224px to 240px is approximately 7.14%. And if you stretch the logo's height by that amount in Photoshop, the O's in the font are not perfect circles, but the Roman numerals' black backgrounds on the clock ARE. To me it seems likely that the "correct" aspect ratio to view. The pixel amounts wouldn't be the same in HD resolution obviously, but the percentage shouldn't change. So the HD logo graphic will be created 7.14% shorter than it should display at its given width.
Does this sound reasonable? Or have I missed something crucial?
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Will keep on testing and will update my experience here, I am also streaming a full playthrough (giving full credits to Tirion of course)
That's awesome, Roanfox! I'm glad it's working for you. Feel free to share your stream here at the Compendium!
Also, would you be interesting in trying out our Single Disc edit as well? I believe we've only had one other playtester (who said it ran perfectly), though more testing is always helpful. Plus, having saves at specific locations would be great since it doesn't appear older saves carry over.
Does this sound reasonable? Or have I missed something crucial?
I don't really have the knowledge to say for sure or not, but that reasoning sounds good to me. Thanks for taking this up!
I'm curious myself how the actual inserting of graphics such as that one works. I'm guessing using a program like alfadorredux's Purple Cat Tools or something?
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That's awesome, Roanfox! I'm glad it's working for you. Feel free to share your stream here at the Compendium!
Also, would you be interesting in trying out our Single Disc edit as well? I believe we've only had one other playtester (who said it ran perfectly), though more testing is always helpful. Plus, having saves at specific locations would be great since it doesn't appear older saves carry over.
I will share the stream here for sure!
Yean no problem I will gladly test both of them
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Twitch stream is on https://www.twitch.tv/roanfox btw
So did some testing today:
- I could achieve 60 fps with CPU overclock on 240% and GTE overclocking on, thing is audio starts to jitter, it's like if the fps are over 40 in the closeups during battle (when picking light, medium or high attack) the audio fails. So with CPU on 200% and GTE overclocking game runs pretty smoothly. Problem is that also with over 30 fps in battles during selection of spells or attacks, the sprite of the attack meter or the spell will flash, making it very annoying
- Also if both GTE overclocking are on and CPU overclocking is over 200%, it crashes the game if using Uplift, will keep testing more spells as I play the game to check which of them crash it, but it starts at the same threshold where UI elements flash
- Seems that the most stable config to play it in terms of fps and quality is either 200% CPU overclock with GTE Overclocking OFF or 140% CPU overclock and GTE Overclocking ON
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Very nice, keep up the good work!
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I've remade intro logo from scratch, in vectors, it can be scaled to any size you want, HD can be easily added too [maybe in place of the Japanese subtitle?]. The only issue is that I don't know how to add glow, can't figure how alpha is done...
(https://i.imgur.com/R9vklCi.png)
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That looks really nice, except the edges as you're already aware. I too ran into alpha channel troubles on my attempt and if you get it figured out I'd love to know how.
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That looks really nice, except the edges as you're already aware. I too ran into alpha channel troubles on my attempt and if you get it figured out I'd love to know how.
I've figured out how to do it but not how it works XD
(https://i.imgur.com/ujW4soO.png)
and I'm working on a modernized version
(https://i.imgur.com/pTpl24X.png)
Would be great if the guy who did upscale shared his scripts or explained how it;s done
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Looks amazing! Great job.
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Yeah, really sharp.
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@Kodokami in the things that could be added to that list :
Add a wraith with the ghetz shirt (prizvel did a patch for that : https://www.chronocompendium.com/Forums/index.php?topic=10846.msg221160#msg221160 )
Switch the portrait for lynx to the second one after the bodyswap between lynx and serge for the few time we will see it (when we select an answer to a question as serge/lynx) (that one : (https://www.chronocompendium.com/images/wiki/3/3d/Lynx_portrait2.png)
One more that is more of a simple wish, add a way to recruit glenn no matter the path (maybe just make him recruitable in the save kid path only on new game plus ?)
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Is it worth going ahead and hosting a 0.1 build (or "patch", as humorous as a 5 GB patch is)? So far I've just seen the textures and tools uploaded, but maybe we'd stoke even more interest if we had an actual plug and play product to roll out.
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I was actually planning on putting together a "walk-through" of sorts on getting it all together and working. Just haven't had the time, and wasn't sure if we could actually host it here. But if it's cool with you, I'll get to work on it again.
Add a wraith with the ghetz shirt (prizvel did a patch for that : https://www.chronocompendium.com/Forums/index.php?topic=10846.msg221160#msg221160 )
That would definitely be a good thing to add. In fact, it may already be included in the single-disc edit? I'm not sure, I'd need to due more play tests to see. As for the others, I would need to learn how to modify more myself!
I've figured out how to do it but not how it works XD
That's awesome! Looks great. I wonder if it's as simple as replacing the right textures from the texture pack.
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I have the Beetle-PSX mod uploaded, and am currently in the process of uploading the 5 GB texture pack. I'll give you the links when it's good to go.
Placeholder exists here for them: https://www.chronocompendium.com/wiki/index.php/Chrono_Cross_Modifications_and_Translations
Edit: OK, check out the upscale section. Links are good to go.
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to add in the bugfixes, wasnt there a bug where Razzly fierce(3) attack hit harder than supposed to, while Zoah fierce attack hit weaker than supposed to ?
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I've figured out how to do it but not how it works XD
That's awesome! Looks great. I wonder if it's as simple as replacing the right textures from the texture pack.
It's as simple as that. Just tell me which one do you want, do you want a HD instead the japanase text for example?
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Updated the master post. Links now including for everything needed.
It's as simple as that. Just tell me which one do you want, do you want a HD instead the japanase text for example?
I'm currently naming all the files as PROJECT KID. Could we replace the Japanese text with that?
Or maybe a vote: What should the name of the project be?
- CHRONO CROSS: HD
- CHRONO CROSS: HD EDITION
- CHRONO CROSS: PROJECT KID
- Something else
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I'll mock up those subtitles if someone else can handle the transparency settings and the logo insertion stuff.
Seeing them might help folks decide which they like best.
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I'll mock up those subtitles if someone else can handle the transparency settings and the logo insertion stuff.
Seeing them might help folks decide which they like best.
That would be awesome, Bekkler! If it's as simple as replacing the right texture, I'll try to find it within the files so we can test out the mock-ups.
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Decide then I'll deal with preparation of the textures [ it's two textures with 10 tiles ea. ]
Remember that it has to fit into the frame of the current logo
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Amazing work you guys are doing!
Just want to mention a classic old Bug to Fix.
When you get Serge back in party (just before starting CD2) head to Termina (Home World) with Viper in your party, in the Bar's backstore/secret room you can get Viper's Lv.7 Signature Element (FlagBearer) and Dragoon's Glory, the Bug is you can exit->reenter the room and spam infinite FlagBearer/Dragoon's Glory
Recently I manage to edit the Fieldscript in the room and fixed it! But I'm not sure how to share it
So I'll just post the Raw Hex data, you can simply use a HexEditor (I use HxD) , open your iso/img , open the corresponding .txt and just copy-paste it in your iso! (Make sure to use the corresponding .txt files) and Voila!
Location on a regular CD1 iso/format 2352 (Sector 25473)
from offset : 03923148 to 0392D8AF (Length = A768)
Location on a regular CD2 iso/format 2352 (Sector 24658)
from offset : 0374F178 - 037598DF (Length = A768)
-------------------------------------------------------------
Location on a CD1 iso/format 2048
from offset : 031C0800 - 031C9A0F
Location on a CD2 iso/format 2048
from offset : 03029000 - 0303220F
*I know it was done in the Single-Disk Project
Changes:
*All data from disk2 added to disk1.
*fix Viper tech bug in Termina
*fix Dario battel logic
*fix Criosphinx battel logic
but just in case it can help!
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Hey everyone. First time posting on this forum, been lurking on it for a couple days when I came across upscaled backgrounds of Chrono Cross. I really, REALLY appreciate all the work that has gone into this project. I was always hopeful that something like this would happen in the future.
I wanted to give out some ideas/suggestions to this project and hopefully I am posting in the right area.
1. Recruiting Glenn regardless if you save Kid or not is a great one idea and pretty simple I think. Since Glenn joins you before going to Hermit Hideway in the don't save kid path why not have him join you before going there in the save kid path? He mentions going to see Radius before he leaves Termina so he could join your party at that point and not disrupt the story.
2. Guile being revealed as Magus and restoring his story that was intended to put into the game would be wonderful. I understand if adding all of it would take too much away from the game but I'm sure people would be happy with even a small amount.
3. Mojo being able to join your party before you go to Cape Howl. https://www.youtube.com/watch?v=IziW5Eue7kc This video shows that the creators intended to have Mojo recruited before Cape Howl but for whatever reason scrapped it.
4. The ability to use the Tele-porter at anytime to switch out your characters, the same as Chrono Trigger.
5. Implying a sound option to turn off Battle Music so you can toggle the background music of the map instead. The battle music is pretty distracting when the mood is suppose to be sad, or spooky.
6. If you guys are planning on adding new elements to the game, I suggest adding in a few low grade summons seeing as how you have the star points but can't use them until you get Frog Prince. Maybe add one summon for a few colors for lvl 3, 4 or 5 so you get a total of 4 new summons added. It could be healing or status recovery or Buff/Debuff or Dmg.
7. Status aliments could be handled in a few different ways. You could have...
A. Status aliments could have a better chance of applying to you or the enemy the stronger the element lvl is. Lvl 1 or 2 would have very low chance were as Lvl 7 or 8 would be closer to 50 or 60% chance.
Or...
B. Status aliments could have a better chance of applying to you or the enemy the more the field color is filled with the same color. A fully colored field would have a 40-50% chance for a element of the same color to apply a status aliment.
Or...
C. Status aliments could have a better chance of applying to you or the enemy the more times Fire/Ice/Water/Electric/Ground/Wind/Poison elements are cast in a row. Example would be: You have used a fire type element (Fireball,Magmabomb, etc.) 3 times, either in a row or throughout the fight, and now the enemy has gone from a low-medium chance to a medium or high chance of getting burned on the 4th fire element done to it.
Or...
D. Most techs would have a higher chance to apply a status aliment. This would only apply to appropriate Techs.
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Do you guys have a mirror download for the All-in-one package download? It isn't working for me.
Thank you!
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Nvm.
For some reason I couldn't download the game from the Dominican Republic so I used a VPN and it worked, big thanks to everyone who has worked on this.
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Great job!
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I've been doing my own independent tests of HD-upscaling on Chrono Cross's pre-rendered backgrounds. I searched for the pre-rendered backgrounds on Google and found most of them uploaded on Imgur. So far I've been seeing amazing results.
(https://drive.google.com/uc?id=1Pl5HK97IX1LRAq8n2yTNbF-EkcR5M6BT)
But since the backgrounds I got were from Imgur, not necessarily in the correct dimensions, nor in a complete set, I'd like to work with the original texture files instead, ripped from my copy of the game. Can anyone here share the list of tools they used to extract the textures (including the prerendered backgrounds) from the game disc and convert them to something usable (ie. PNG)?
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I think this is what you need
tim2view_win32
https://drive.google.com/file/d/1vOsaBGfOSMrsssZwPhLev_7qCF0l6yQl/view?usp=sharing
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I've been doing my own independent tests of HD-upscaling on Chrono Cross's pre-rendered backgrounds. ... So far I've been seeing amazing results.
I'd have to agree!
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can you tell, what method is used to calculate textures hash? For example, if I want to improve the textures other languages.
upd:
Okay, I just do the damping new elements. However, texture navigation is very difficult. Need some kind of table
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I think this is what you need
tim2view_win32
https://drive.google.com/file/d/1vOsaBGfOSMrsssZwPhLev_7qCF0l6yQl/view?usp=sharing
Thank you, I was able to get the textures for 3D models (like characters, weapons and such) very easily using that tool.
The pre-rendered backgrounds seem a lot harder to find, or, maybe they're stored in multiple parts? I see what looks like bits and pieces of different backgrounds, stored in different textures... definitely not all just one image for each. If that's the case then this'll be a lot more complicated than I thought! :shock: Or maybe the backgrounds are somewhere else and stored in a compressed format or something. :?
(https://drive.google.com/uc?id=1GdQJU4IyLLIQ3_VK_chvEZOcGLXkOxo9)
BTW here's another test I just made. You'll want to open this image in a new tab and zoom in to see the difference, this forum's width shrinks it otherwise.
(https://drive.google.com/uc?id=1oeAZc0C10Gxc-7iMertVh2Ly9JmxrpHb)
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Thank you, I was able to get the textures for 3D models (like characters, weapons and such) very easily using that tool.
The pre-rendered backgrounds seem a lot harder to find, or, maybe they're stored in multiple parts? I see what looks like bits and pieces of different backgrounds, stored in different textures... definitely not all just one image for each. If that's the case then this'll be a lot more complicated than I thought! :shock: Or maybe the backgrounds are somewhere else and stored in a compressed format or something. :?
BTW here's another test I just made. You'll want to open this image in a new tab and zoom in to see the difference, this forum's width shrinks it otherwise.
Very good! But now i realized that the Tyrion's mod does not use the originals from the disk.
Unfortunately, I was inactive for a year, so I skipped this project. It took me several days to figure out what's what. Now that I understand how it works, I need to add new textures to the archive for my mod, because my game looks like this
(https://i.imgur.com/sNDRqWZ.png)
Hash of my textures does not match the hash from Tyrion's archive, so i make them.
Therefore, I will create a folder on google drive and upload the originals of the textures there. You can take them from there. I will lay out the textures gradually, and not all 8k at once, and they will be sorted into folders. I will post a link to the disc with the originals a little later.
If you need some specific one, then write to me, I will try to speed up its appearance in the archive. You also need a place to store new textures. Has anyone thought about this?
upd:
Original texture dump: https://drive.google.com/drive/folders/1b7uTH0Hj_XfwqOxwqfYsOynfOYysrCOi?usp=sharing