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Author Topic: [ACS/Colors] Galaxy Man Translation(s)  (Read 3235 times)

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April 20, 2018, 05:21:31 PM
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Offline Gumballtoid

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[ACS/Colors] Galaxy Man Translation(s)
« on: April 20, 2018, 05:21:31 PM »
Most people wouldn't notice this, but I spend entirely too much time drooling over the MM8BDM palette.



At the top is Galaxy Man's base sprite, and also the translation GALAXYMAN (887), as seen in COLORS.acs. It doesn't do practically anything, but it's there.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198, 207:207=207:207, 240:240=207:207);
The first row is straight from Mega Man 9. Those are his original colors, from the original game.

The second row is translations GALAXYMAN1 (890) through GALAXYMAN7 (896), also seen in COLORS.acs.
Code: [Select]
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205, 207:207=206:206, 240:240=206:206);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58, 207:207=60:60, 240:240=60:60);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39, 207:207=40:40, 240:240=40:40);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225, 207:207=227:227, 240:240=227:227);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229, 207:207=230:230, 240:240=230:230);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104, 207:207=111:111, 240:240=111:111);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103, 207:207=116:116, 240:240=116:116);

The third row is a set of translations created in MAP01's scripts, which the Galaxy Man prop uses.
Code: [Select]
CreateTranslation(600, 198:198=[247,181,0]:[247,181,0], 192:192=4:4);
CreateTranslation(601, 198:198=[181,247,16]:[181,247,16], 192:192=4:4);
CreateTranslation(602, 198:198=[82,247,148]:[82,247,148], 192:192=4:4);
CreateTranslation(603, 198:198=[148,115,247]:[148,115,247], 192:192=4:4);
CreateTranslation(604, 198:198=[247,82,148]:[247,82,148], 192:192=4:4);
CreateTranslation(605, 198:198=[247,115,82]:[247,115,82], 192:192=4:4);

So what's the problem, then? Inconsistency. The translations in COLORS.acs translate too many colors, which isn't faithful to the original game. On the other hand, the RGB notation used in MAP01 is fine and all, but it's missing an entire translation.

The fourth row is my solution: dropping the extra color from COLORS.acs. It closely resembles those seen in Mega Man 9, while drawing straight from the MM8BDM palette.
Code: [Select]
CreateTranslation (GALAXYMAN, 192:192=192:192, 198:198=198:198);
CreateTranslation (GALAXYMAN1, 192:192=4:4, 198:198=205:205);
CreateTranslation (GALAXYMAN2, 192:192=4:4, 198:198=58:58);
CreateTranslation (GALAXYMAN3, 192:192=4:4, 198:198=39:39);
CreateTranslation (GALAXYMAN4, 192:192=4:4, 198:198=225:225);
CreateTranslation (GALAXYMAN5, 192:192=4:4, 198:198=229:229);
CreateTranslation (GALAXYMAN6, 192:192=4:4, 198:198=104:104);
CreateTranslation (GALAXYMAN7, 192:192=4:4, 198:198=103:103);

Then, apply it to MAP01. Quick and painless.
Code: [Select]
Script 32 OPEN
{
        Thing_SetTranslation(119, 890); Delay(8);
        Thing_SetTranslation(119, 891); Delay(8);
        Thing_SetTranslation(119, 892); Delay(8);
        Thing_SetTranslation(119, 893); Delay(8);
        Thing_SetTranslation(119, 894); Delay(8);
        Thing_SetTranslation(119, 895); Delay(8);
Thing_SetTranslation(119, 896); Delay(8);
        Restart;
}

April 21, 2018, 01:32:18 PM
Reply #1

Offline NES Boy

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Re: [ACS/Colors] Galaxy Man Translation(s)
« Reply #1 on: April 21, 2018, 01:32:18 PM »
In addition to those palettes, the old V5 ending used the Jewel Satellite palette for when Galaxy Man is inactive along with the MAP01 palette cycle right before the screen goes black, according to the 9credits scripts.

Code: [Select]
script 4 (void)
{
CreateTranslation(600, 198:198=[247,181,0]:[247,181,0], 192:192=4:4);
CreateTranslation(601, 198:198=[181,247,16]:[181,247,16], 192:192=4:4);
CreateTranslation(602, 198:198=[82,247,148]:[82,247,148], 192:192=4:4);
CreateTranslation(603, 198:198=[148,115,247]:[148,115,247], 192:192=4:4);
CreateTranslation(604, 198:198=[247,82,148]:[247,82,148], 192:192=4:4);
CreateTranslation(605, 198:198=[247,115,82]:[247,115,82], 192:192=4:4);
Thing_SetTranslation(16, 190);

Delay(35*5);
FadeTo(0,0,0,1.0,0.0);
FadeTo(0,0,0,0.0,3.0);
Thing_Activate(19);
ChangeCamera(19,1,0);
Delay(3*35);
AmbientSound("misc/chat",127);
Log(s:"\cfDR. LIGHT: ", s:"\c* I've never seen anything like this before...");

Delay(7*35);
AmbientSound("misc/chat",127);
Log(s:"\cfDR. LIGHT: ", s:"\c* Every time I come up with a cure... it adapts!");

Delay(7*35);
AmbientSound("misc/chat",127);
Log(s:"\cfDR. LIGHT: ", s:"\c* Mega Man... Proto Man....");

Delay(7*35);
AmbientSound("misc/chat",127);
Log(s:"\cfDR. LIGHT: ", s:"\c* What am I supposed to do...?");

Delay(35*3);

SetHudSize(320,240,0);
SetFont("SMALLFONT");
HudMessageBold(s:"\ctTo be continued...";HUDMSG_FADEINOUT,1,CR_WHITE,160.0,120.1,999.0,3.0,0.0);

Delay(9*35);

SetActorState(16, "9end2");

Delay(3*35);

ACS_Execute(5,0);

Delay(2*35);
FadeTo(0,0,0,1.0,0.0);
}

Script 5 (void)
{
        Thing_SetTranslation(16, 600); Delay(8);
        Thing_SetTranslation(16, 601); Delay(8);
        Thing_SetTranslation(16, 602); Delay(8);
        Thing_SetTranslation(16, 603); Delay(8);
        Thing_SetTranslation(16, 604); Delay(8);
        Thing_SetTranslation(16, 605); Delay(8);
        Restart;
}
Of course, there's no way to access the old V5 ending in the current version.

October 27, 2018, 07:19:11 PM
Reply #2

Offline CutmanMike

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Re: [ACS/Colors] Galaxy Man Translation(s)
« Reply #2 on: October 27, 2018, 07:19:11 PM »
Fixed