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Shining Force Graphic Upgrade v3.0e Released 07/01/19

Updated Character and Weapon sprites

Discussion about the original classic Genesis/Mega Drive game. Posts about the GBA remake belong in the forum below.

Shining Force Graphic Upgrade v3.0e Released 07/01/19

Postby Erikin84 » Fri Mar 02 2018 6:31am

Hello everyone!

I've been working on a Graphic Upgrade mod for Shining Force 2, but in the meantime, I thought this little update would hold some of you over :) Most notable additions in this version is Jogurt promotes and can use all weapons but staffs! And that's not all, his Jogurt ring is now a suit(makes more sense to me, anyway) it functions the same, and I added some frames so depending on whose using the suit, you may get different results in the order of frames used in-game.

Image

If you run into any issues, please reach out to me here or at SFmods.com and I will look into it and resolve it as soon as I am able.

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You can download the IPS patch here, you will need an unmodified .bin file of Shining Force:
https://drive.google.com/open?id=1YOIk9 ... Oaxi_R9F0J


Here is a quick preview of what is in this mod:
New weapon sprites for all classes.
New Battle sprites for all characters. No more palette swaps!
More unique kings(no more "Attack of the clone kings" during your playthrough)
Unique enemy types, these do not replace existing enemies, all battles should work exactly the same, you'll just have more variety in enemies to face.
Mishaela has a slightly different introduction and dialogue in earlier chapters. She has her own sprite that actually looks like her...
The only thing I have done that wasn't exclusively Graphic oriented, was Jogurt. He now levels/promotes to a Yogurt Hero and can cast spells, his stats are based on Arthur's at the moment, and he can use all weapons. Why? Because he's Batman...I mean Jogurt!

Image

A quick shout out to those who helped make this possible:
WARNING: SPOILER!


===================================================================

Release notes:
WARNING: SPOILER!
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Last edited by Erikin84 on Tue Jul 02 2019 5:32am, edited 193 times in total.
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Re: Graphic changes for Shining Force

Postby Runesamurai » Thu Mar 08 2018 12:17pm

Excellent work. I really look forward to playing this. But don't forget to credit Tyadran since you're using some of his sprites.
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Re: Graphic changes for Shining Force

Postby Tyadran » Thu Mar 08 2018 8:08pm

? I didn't edit any sprites, they're just palette swaps.
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Re: Graphic changes for Shining Force

Postby LordOddEye » Thu Mar 08 2018 8:19pm

Erikin84,

This looks pretty interesting I'm definitely looking forward to see how you progress with this. I will check in again soon. I'm planning to do another run through with Tyadran's mod so this is perfect.

By the way welcome to the community I see this is your first post I'd like to greet you on behalf of everyone.

Best Regards,

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Creator of the Shining Force Gaiden Final Conflict Remake:

https://forums.shiningforcecentral.com/viewtopic.php?f=14&t=40095
Creator of the Shining Force Gaiden Final Conflict Remake:

https://forums.shiningforcecentral.com/viewtopic.php?f=14&t=40095
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Re: Graphic changes for Shining Force

Postby DiegoMM » Fri Mar 09 2018 1:46am

Excelent job. SF1 needs a graphic overhaul like this. You plan to do more changes?
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Re: Graphic changes for Shining Force

Postby Runesamurai » Fri Mar 09 2018 1:49am

@Tyadran and @Erikin84 My apologies.

@Erikin84: I really look forward to playing this. It looks awesome already.
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Re: Graphic changes for Shining Force

Postby Erikin84 » Fri Mar 09 2018 4:49am

Yes, actually. I have updated the sprites for the promoted classes. Like Tao and Luke now have their hair in their promoted status too, this carried over to everyone using those sprites, so I've had to update the palettes for them too. It's been a challenge as the palettes for the battle sprites tend to get finicky when you're doing stuff to it (the main reason for the delay). I'm mostly done with it, i should have it released in by:
Friday, March 9th 2018
Last edited by Erikin84 on Sat Mar 10 2018 4:19am, edited 1 time in total.
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Re: Graphic changes for Shining Force

Postby Runesamurai » Sat Mar 10 2018 1:44am

Best of luck to you my good man.
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Re: Graphic changes for Shining Force

Postby Erikin84 » Sat Mar 10 2018 4:03am

Finally, it's here. With a couple hours to spare...Please let me know what you all think. I will work on the preview and get it up asap
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Re: Graphic changes for Shining Force 1.00 Released

Postby Runesamurai » Sat Mar 10 2018 7:36am

Apparently this mod is not compatible with the SF1 editor. Also where is the Playable Kane version?

EDIT: I regret to have to inform you that this mod doesn't work yet. It goes black after the opening screen.
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Re: Graphic changes for Shining Force 1.00 Released

Postby Erikin84 » Sat Mar 10 2018 8:04am

What emulator are you using? I use the Kega Fusion and it works on that. This was created with the SF1 Editor.
Last edited by Erikin84 on Sat Mar 10 2018 8:09am, edited 1 time in total.
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Re: Graphic changes for Shining Force 1.00 Released

Postby Tyadran » Sat Mar 10 2018 8:09am

As opposed to what Runesamurai said, the mod works perfectly.
If people don't notice, this is an ips patch.

To get it to work you need to first apply my mod's patch to a copy of the US Shining Force .bin, and then apply the graphics mod patch on top of that.

Hopefully this eliminates any confusion and problems getting it to work.

EDIT: It might also be a good idea to include a version of the mod for the regular game, without my changes, since some people may want to use your graphics but not my additions. Just a thought. In case you were unaware, your mod currently doesn't work with a normal copy of SF1 (I tried it).
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Re: Graphic changes for Shining Force 1.00 Released

Postby Erikin84 » Sat Mar 10 2018 8:19am

At the moment the link shown is set for your Playable Kane mod. I will release a normal game patch for those interested.
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Re: Graphic changes for Shining Force 1.00 Released

Postby Runesamurai » Sat Mar 10 2018 1:18pm

Tyadran wrote:As opposed to what Runesamurai said, the mod works perfectly.
If people don't notice, this is an ips patch.

To get it to work you need to first apply my mod's patch to a copy of the US Shining Force .bin, and then apply the graphics mod patch on top of that.

Hopefully this eliminates any confusion and problems getting it to work.

EDIT: It might also be a good idea to include a version of the mod for the regular game, without my changes, since some people may want to use your graphics but not my additions. Just a thought. In case you were unaware, your mod currently doesn't work with a normal copy of SF1 (I tried it).

Ah ok that must be what I did wrong.

EDIT: Yep that was the problem. It's working just fine now. :)

Double Edit: This mod is awesome. The swords and so many other things look so much better now!
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Re: Graphic changes for Shining Force 1.1 Released

Postby Neutral » Sun Mar 11 2018 12:12pm

Is it possible to do alternative portraits for daring dress/amazing swimsuit?
Or battle sprites idk
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Re: Graphic changes for Shining Force 1.1 Released

Postby Tyadran » Sun Mar 11 2018 7:41pm

Neutral wrote:Is it possible to do alternative portraits for daring dress/amazing swimsuit?
Or battle sprites idk


It's possible to do battle sprites but that's a lot of work to make new sprites for. Portraits I don't think are currently supported.
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Re: Graphic changes for Shining Force 1.1 Released

Postby Runesamurai » Tue Mar 13 2018 7:05pm

Neutral wrote:Is it possible to do alternative portraits for daring dress/amazing swimsuit?
Or battle sprites idk

I too wondered this. I'm sure it's possible since people have made custom portraits and battle sprites before. It would just be REALLY difficult. But yeah I'm sure it can be done since RotDD did it.

EDIT: I just tried the new updated version of this patch. It crashes if you try to run it in the editor. It also doesn't seem to work. But I might've just screwed up somewhere again.
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Re: Graphic changes for Shining Force 1.1 Released

Postby Tyadran » Tue Mar 13 2018 7:54pm

Runesamurai wrote:I too wondered this. I'm sure it's possible since people have made custom portraits and battle sprites before. It would just be REALLY difficult. But yeah I'm sure it can be done since RotDD did it.


RotDD is a terrible example of what can be done with the editor.
Making alternate battle sprites would be easy and is supported in the editor.
Making alternate portraits I don't believe is supported. While hypothetically possible, you'd have to learn some assembly and program that in yourself.
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Re: Graphic changes for Shining Force 1.1 Released

Postby Runesamurai » Thu Mar 15 2018 8:28pm

Tyadran wrote:
Runesamurai wrote:I too wondered this. I'm sure it's possible since people have made custom portraits and battle sprites before. It would just be REALLY difficult. But yeah I'm sure it can be done since RotDD did it.


RotDD is a terrible example of what can be done with the editor.
Making alternate battle sprites would be easy and is supported in the editor.
Making alternate portraits I don't believe is supported. While hypothetically possible, you'd have to learn some assembly and program that in yourself.

Yeah that wasn't exactly the best example since they're kind of a different game on a different console. ^^;

EDIT: @Erikin84: I think you should add the new patch versions but still keep the old ones on the first page. Some people might have taste preferences and such.

DOUBLE EDIT: 1.4 looks weird in the editor. And for some reason it crashes my game shortly during the dialogue with Varios in a new game.

TRIPLE EDIT: Apparently 1.4 is not compatible with the Playable Kane mod. You need a normal non-modded SF1 Rom for it to work.
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Re: Graphic changes for Shining Force 1.1 Released

Postby Erikin84 » Sat Mar 17 2018 3:38pm

Runesamurai wrote:
Tyadran wrote:
Runesamurai wrote:I too wondered this. I'm sure it's possible since people have made custom portraits and battle sprites before. It would just be REALLY difficult. But yeah I'm sure it can be done since RotDD did it.


RotDD is a terrible example of what can be done with the editor.
Making alternate battle sprites would be easy and is supported in the editor.
Making alternate portraits I don't believe is supported. While hypothetically possible, you'd have to learn some assembly and program that in yourself.

Yeah that wasn't exactly the best example since they're kind of a different game on a different console. ^^;

EDIT: @Erikin84: I think you should add the new patch versions but still keep the old ones on the first page. Some people might have taste preferences and such.

DOUBLE EDIT: 1.4 looks weird in the editor. And for some reason it crashes my game shortly during the dialogue with Varios in a new game.

TRIPLE EDIT: Apparently 1.4 is not compatible with the Playable Kane mod. You need a normal non-modded SF1 Rom for it to work.




I have tested it and it works fine, i went through Varios' starting dialogue with no crashing. and you'll have to be more specific with the "weird" in editor.
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