Using ReShade and the CRT filter + lowering the resolution makes the game look quite a bit better. It looks good enough to play thru anyways.
What is the legality of Square just selling an emulated copy of the SNES or DS version with out having to pay Nintendo royalties? since technically they would be selling a SNES/DS emulator even if it just runs one game.
That would be a reason for them to use the IOS port since is probably easier to convert it to PC.
You know, I think to them the sprites just seem like old, outdated graphics, rather than an asset.
They're probably confused because the fanbase seems to want the exact opposite things for FF6 and FF7.Their statement for the FF6 port definitely makes it sound like that.
You know, I think to them the sprites just seem like old, outdated graphics, rather than an asset.
Probably because they had a history of porting the mobile versions of their games. It's not a surprise, just a disappointment.Why didn't they just port the frigging DS version, add modern resolution options, and add an optional blur filter for people who like that stuff?
But the developers made the game on 4:3 TVs, for 4:3 TVs. If you prefer 8:7 that's fine, but it's not the intended look. This is the equivalent of arguing that CPS arcade games should run at their native resolutionThat moon and the pendulum in the intro are the only graphics that stick out as being corrected for 4:3 though. All the tile art and sprites look better at 8:7 IMO.
Yeah, CPS2/3 games are obviously designed to be displayed at 4:3. Except Progear, which has some elements that look squished at 4:3, probably because it's from Cave and not Capcom. I use whatever aspect ratio gives the majority of objects perfect geometry (symmetrical circles and squares).But the developers made the game on 4:3 TVs, for 4:3 TVs. If you prefer 8:7 that's fine, but it's not the intended look. This is the equivalent of arguing that CPS arcade games should run at their native resolution
Progress.
Since the character sprites are in there, it might be easier than expected to fix that.
Sadly same doesn't seem to be true for backgrounds and even if Jed or anyone else comes up with a way to repackage the resources, it would be a lot of manual work to replace all the assets.
Hell yeah, some one may be able to fix this catastrophe.Progress
Since the character sprites are in there, it might be easier than expected to fix that.
Sadly same doesn't seem to be true for backgrounds and even if Jed or anyone else comes up with a way to repackage the resources, it would be a lot of manual work to replace all the assets.
I haven't bough it yet (got Nier:Automata from the sale on steam, so I'm not buying a new game at least until I tire of that) but probably it's an application to view the assets from the game. If you go to his twitter you can see that he found both what seems to be the original sprite sheets and the new "HD" ones with the filter pre-baked and how the tile sprites are stored and the like
The bilinear filter remover + a CRT reshade filter that was posted on the Steam forums helps a ton, I might even purchase the game now. Now if only SE would fix the actual UI...
This reminds me of the early days of emulators when some effects weren't displayed properly. Example: the first cave in FF4.
Left is the modded oneSo which one is the modded one? I feel the right picture looks smoother except the messed-up trees.
.Glad people has options for this, but I'm not going to buy it until Square themselves are putting effort into this.
There's nothing anyone can do to make Square be good custodians of their IP. The choices are literally to let it languish or to mod it and fix it, and it's damn clear which one Square has chosen.You're still supporting Square Enix for buying this piss poor port, as is, and then modding it to correct their mistake. Part of the problem.
Long ago I mocked up what a true port of Chrono Trigger should look like for a blog called "portbegging".
http://portbegging.tumblr.com/post/75074889969/port-begging-for-chrono-trigger-publisher
Leaving This here for the modders
For Inspiration
edit:btw The Guy who made this, has all The main characters sprites almost, i Hope he's a Nice Guy to Release The sprites If The mod scene is able to edit the sprites
Can someone please help me with CT_Explore?
I have literally no idea what I'm supposed to do with it. CT_Defilter was easy, extract files, run application, job done. But CT_Explore I'm completely lost, even the readme doesnt explain anything
Ahh ok, so if/when someone comes out with a text box/menu replacement, that's what I use to swap the files out?CT_Explorer is if you intend to mod yourself.
With it, you open the ressource.bin file in the game folder and you can extract the content in another folder. Then you can edit the main file by replacing some files with others.
Yep. It's great that people are trying, but it's not worth it. SE shouldn't be getting money for someone else's work, either.Glad people has options for this, but I'm not going to buy it until Square themselves are putting effort into this.
Leaving This here for the modders
For Inspiration
edit:btw The Guy who made this, has all The main characters sprites almost, i Hope he's a Nice Guy to Release The sprites If The mod scene is able to edit the sprites
1-yeah that's why i said some???? This isn't how any of this works.
1) He only made sprites for a specific angles
2) There is no battle transition in Chrono Trigger, exploration and battles are the same
3) Battles have characters move around at different angles anyway
4) Changing the shape of the characters could lead to many instances where it would break animations
5) High res sprites would not mesh well with low res backgrounds, sfx, and low res npc