Last edited by TheUnknownIdentity; January 23rd, 2019 at 08:42 PM.
While I'm at it, Nintendo Maniac's post about the widescreen mode with CG cropping made me realize something, the problem with the pause menu trailing off of frame was related to another function that was broken by the fix to that.
Basically CGs and backgrounds in RN Mobile contain programming that calculates the coordinates of the CG to focus on. Without this programming, the CG will zoom into the upper half by default. The problem is that the pause menu also pans with the CG it seems.
Here's examples: Example 1 is without the panning (so what Annon's fixes resulted in). Example 2 is with the panning and Example 3 is the pause being forced up by the pan
Spoiler:
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Originally Posted by Kinoko NasuOriginally Posted by UnlimitedBladeWorks
Unrelated to the fix, and very much worth noting is that the "smart panning" only happens within VN gameplay, if you're viewing it from the Gallery, then it does not do this. Presumably in the Mobile version you could manually scroll across the entire CG in the gallery so the forced panning was only used for narrative functionality. However in the current state, there is no panning capability in the gallery outside of the CGs that already panned (which incidentally you can't pan all the way to the bottom of for either in widescreen).
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Originally Posted by Kinoko NasuOriginally Posted by UnlimitedBladeWorks
It's probably a product of the way it's designed. It's not breaking anything by being there so I'm not worried about it. That said, I noticed the track isn't' playing for me so that's on my todo list to fix.
Basically because the feature wasn't in place when I was given the build and I basically got Quibi to on the 11th hour so he just kind of put everything in. I think I can actually fix this, however, so that's also on my todo list.
I'm not sure what you're referring to here.
800x600 is there for convenience since it's the default option, however I do agree that 640x480's placement is completely out of order. I don't know if that's within my realm of fixing capacity but I can try.
If that is possible it's definitely past my capabilities, and given other fixes have continuously broken functions as well, that might be best to wait n Quibi for.
is that consistent across OSes and computers?
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Originally Posted by Kinoko NasuOriginally Posted by UnlimitedBladeWorks
Oh goodie, I get to go searching through many many pages of this thread in an attempt to find the one screenshot Quibi posted who knows how long ago...
I've only tested on a single OS and PC thus far, but I'll be sure to check this.
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Sorry I'm too lazy to go about quoting but krkrz automatically detects and presents a list of possible screen resolutions. You can see it in the console log when changing to HD fullscreen.
I actually almost got it. I was partially right with the KAGlayer check.
I found the screenshot depicting text without the transparent black/grey background! Source post.
screenshot
In the process I found posts about the native iOS/Android Vita OP video files working out-of-the-box in the VN engine we're using without the need to re-encode. Unless one is trying to reduce file size, I would think that using the files as-is would be the best way to go in terms of retaining maximum quality, no?
I also found mention that the iOS/Android Vita remix of Light & Darkness did some "George Lucasification" and did not have the original method of musical looping (the 2004 F/sn wouldn't play the second part of the song until you reach that one according plot point in the story), and was wondering if we preserved that for the remixed version of that song?
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Okay since you'e OCD about everything I get to be OCD about this. The object you're referring to is known either as a texbox or text window. I don't know exactly what you're asking about it, but the absence of it is just something FSN does in certain scenes like the one you found.
Also pretty sure loooooong ago I edited the Vita Light and Darkness so that it corresponded to the PC method of playing the song. I'll double check to be sure but I'm almost certain that was taken care of.
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Originally Posted by Kinoko NasuOriginally Posted by UnlimitedBladeWorks
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Originally Posted by Kinoko NasuOriginally Posted by UnlimitedBladeWorks
The only version of the game where I know you can change the text box background and opacity is the PS2 version.
It's also something Kariya asked about a few pages back
You can change the type of window in this version of RN however.
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Originally Posted by Kinoko NasuOriginally Posted by UnlimitedBladeWorks
Well I got some more stuff I'd like to inquire about that I found while digging around more old pages in this thread (no older than page 500, before that enters the era of derailing and in general seems to be before Quibi really got himself involved in this project anyway)
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This post by Quibi implies to me that any window size should be possible:
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Considering that it's possible to run the "merged" VN in Japanese, does the installer support Japanese (presumably by detecting OS language setting or the like), or is the installer English-only?
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Do the scenes in the following screenshots normally lack a taxtbox? (source post)
screenshots
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This post by Quibi gives me the impression that he may have the video data files for the Vita versions (not the iOS/Android Vita OPs) of the UBW and HF OPs:
Perhaps for a future "public release v1.1 / v2" we could look farther into that. That massive filesize discrepancy between the two versions is also why I very much just assumed that figured that the Vita versions are higher fidelity.
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I found my posts going into detail with screenshots about the post-processing needed for the PS2 OPs from the Type-Moon Fes. Blu-ray:
Posts with images
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I also found the link to the super-fancy upscales which can largely be used as-is as a stop-gap higher quality solution for the PS2 OPs until we have more time to work with the versions from the Type-Moon Fes Blu-ray (presumably for use in the elusive "public release v1.1 / v2")
If you want me to remux the AVI files into an MP4 for you and re-upload them then I can do that...assuming that we're not already using that.
Last edited by NM64; January 24th, 2019 at 01:36 AM.
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That quote is news to me. There's no text file configuration to my knowledge, perhaps he plans to implement this when he comes back?
Booted up the installer in Japanese locale annnnd.....it's in English, so at the moment it seems to only be in English.
Yep.
It's not a bad assumption however this isn't always the case. A friend of mine uses an encoder to make his video files 60fps, and despite there not being quality loss, and the doubling of framerate, somehow the video files end up smaller afterwards.
In any event if Quibi has them then I'll look into them.
Sure, if it's not too much trouble.
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Originally Posted by Kinoko NasuOriginally Posted by UnlimitedBladeWorks
BTW, be wary about navigating to the page that comes after the one where I originally posted my PS2 OP video screenshot comparison - you'll run head-first into my crappy image edits of big-boobed Rin and the according busty!Rin / slim!Sakura thread derail that eventually results in Koto having a meltdown.
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Naw that's easy-peasy to do.
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Whelp, looking in the "patch_op.xp3", I can see that the UBW and HF Vita OPs have been encoded to AVC with file sizes larger than their iOS/Android original OGV video files. Like...why?
Amusingly it was you Jack yourself that confirmed back in 2016 that the iOS/Android versions of the Vita OPs work as-is in this elusive merge project without needing to re-encode:
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