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Bull's Hour (a new RPG project).

Posted: Sat Feb 03, 2018 2:43 am
by Tomahomae
Recently I decided to create a genre mix of classic RPG, visual novel (uses a pieces of code from my old VN engine), space-sim (a la Elite), QTE-action (a la Shenmue) and adventure (a la Psy-O Blade or Star Cruiser), which is based upon the "Час быка" (Chas Byka, eng. Bull's Hour or The Hour of Ox) novel by russian sci-fi writer Ivan Yefremov.
For this moment, the different genres elements won't be fused to whole - for a first time I added a menu to the start of sketch demo, to choose a one of available game mechanics types (for this moment it's a top-down walking and visual novel).

I used the one of Xenogears (this game has a some common plot elements with original "Bull's Hour" book) sprites in the "jRPG mode" because of absence of own original graphics. In the VN mode, I planned to use a screeshots from the WIP cartoon adaptation (see this YouTube video) of "Bull's Hour" - which looks like was abandoned by its creator for a long time ago - as a backgrounds.

Source is here. You can see the screenshots here.

SDK: SecondBASIC (earlier - BEX).

Re: Bull's Hour (a new RPG project).

Posted: Sat Feb 03, 2018 8:24 am
by mix256
Ran the bin in fusion and saw the background-tile drawing errors. Palettes don't seem to work at all, though.
The CD version seems to have the scroll X values wrong or the drawing starts at the wrong tiles.

ps. My first post here, yay! :D

Re: Bull's Hour (a new RPG project).

Posted: Sat Feb 03, 2018 9:41 am
by Tomahomae
mix256 wrote:
Sat Feb 03, 2018 8:24 am
The CD version seems to have the scroll X values wrong or the drawing starts at the wrong tiles.

ps. My first post here, yay! :D
I'm afraid this is not CD version source even. It's just my old BEX source (for this moment, BEX supports CD- and 32X-porting unlike SB) without some edits I had to do when I changed my SDK from BEX to SB. And it's very likely while I working with topic project, SB creators will realize Sega/Mega CD and 32X support properly just in time already, and then I'll be not need a BEX sources.

Re: Bull's Hour (a new RPG project).

Posted: Sat Feb 03, 2018 3:08 pm
by SegaTim
Tomahomae wrote:
Sat Feb 03, 2018 2:43 am
Recently I decided to create a genre mix of classic RPG, visual novel (uses a pieces of code from my old VN engine)
Maybe my engine? :shock: :D

Re: Bull's Hour (a new RPG project).

Posted: Sat Feb 03, 2018 3:41 pm
by Tomahomae
SegaTim wrote:
Sat Feb 03, 2018 3:08 pm
Tomahomae wrote:
Sat Feb 03, 2018 2:43 am
Recently I decided to create a genre mix of classic RPG, visual novel (uses a pieces of code from my old VN engine)
Maybe my engine? :shock: :D
Sorry, from SegaTim's engine.

Re: Bull's Hour (a new RPG project).

Posted: Sat Feb 10, 2018 3:59 am
by Tomahomae
Background drawing bug had been fixed (for now in the BEX source only).

Re: Bull's Hour (a new RPG project).

Posted: Wed Feb 14, 2018 9:54 am
by Tomahomae
First demo rom is here.

Re: Bull's Hour (a new RPG project).

Posted: Wed Feb 28, 2018 1:16 am
by Tomahomae
I need RDC decompressor code to use the map from Genesis RPG Creator example in my project.

Re: Bull's Hour (a new RPG project).

Posted: Wed Feb 28, 2018 11:34 pm
by haroldoop
Tomahomae wrote:
Wed Feb 28, 2018 1:16 am
I need RDC decompressor code to use the map from Genesis RPG Creator example in my project.
As an alternative, there are other map editors out there, though a converter would be needed either way.

Just to mention some options: