Recent content by kion

  1. kion

    PSO Episode 3 : cards... For real ?

    @SoaringMoon thanks so much for adding the bleed + text!!! Can we get one more version which is the original pso-text you had + the C.A.R.D revolution text? i really liked this layout from the concept.
  2. kion

    Phantasy Star Zero Melon Mix

    Inspired by https://github.com/vitor251093/KHMelonMix, i made psz melon-mix which is a fork of melon-ds that looks for specific memory values and converts psz from a dual screen game into a single screen game that can be played on an android device or on a pc. Repo...
  3. kion

    PSO Episode 3 : cards... For real ?

    @SoaringMoon that looks amazing!!!! Are you able to add some bleed to the card on the edges for printing? And I liked the "Phantasy Star Online C.A.R.D Revolution" at the bottom.
  4. kion

    PSO Episode 3 : cards... For real ?

    Is there an image for the back of the cards? i'm tempted to try to actually print these. Edit: specifically i've used https://www.makeplayingcards.com/promotional/card-booster-pack.html and they have options for booster packs + holos. So art for a booster pack would also be nice.
  5. kion

    [To be named] Porting Phantasy Star Zero to Godot

    More updates
  6. kion

    [To be named] Porting Phantasy Star Zero to Godot

    More updates. here's a run through of the first quest
  7. kion

    [To be named] Porting Phantasy Star Zero to Godot

    So i'm not sure if this works in practice, but in theory i was able to retarget the pso animations onto the psz models. one issue with the psz animations is they feel really floaty, so maybe this will help. Note: after playing around with it, i'm going to try to adapt the walk/run animations...
  8. kion

    [To be named] Porting Phantasy Star Zero to Godot

    > zed i'll keep it in mind. i'm trying to find something that fits the theme, or just sounds classic. Quests I have a simple quest editor working and the ability to run through it. my thinking is that quests can be more structured and fields could have more of the random element to...
  9. kion

    [To be named] Porting Phantasy Star Zero to Godot

    that should be something i need to implement anyways for debugging. i should be able to manage something for quick weapon switching and being able to add more techs. i finished getting all of the stages ported over. grid system for stages is working, added place holder gates and loading...
  10. kion

    [To be named] Porting Phantasy Star Zero to Godot

    Wanted to post something i've been working on in the background for a while: psz for godot (needs a name). The project is poorly split across the following repos: 1. https://github.com/DashGL/psz-asset-viewer uses apicula to extract the assets from the rom 2...
  11. kion

    PSO(DC) Model Viewer and Downloads

    For clarification PSOv2 is the Dreamcast version. I wanted to make that clear since their are less weapons, stages and characters compared to Gamecube or PC. I changed the title from "PSOv2 Model Viewer and Downloads" to "PSO(DC) Model Viewer and Downloads" to avoid confusion.
  12. kion

    PSO(DC) Model Viewer and Downloads

    I guess i should mention my Noesis Plugins are here: https://gitlab.com/dashgl/ikaruga/-/snippets These include formats such as .xj, .nj (which is already supported by Noesis, but includes my source), stage files and gamecube .gj.
  13. kion

    PSO(DC) Model Viewer and Downloads

    I get PM'd about this occasionally. Previouly i had an ftp server with all of the extracted assets from PSOv2 on it. The ftp server is gone, but the tools used for the assets are now open source, so you can view and export the models from the Dreamcast version of the game. Tool...
  14. kion

    PSO Asset Exports

    Some screenshots.
  15. kion

    PSO Asset Exports

    Well... fuck. I was hoping that since the Ep 3 maps are nearly working that the Episode 1&2 maps would "Just Work" (TM), but I guess that's not the case. So I guess that means we need to trace through any pointers we skipped over. We can start with the header, we have the text 'fmt1'...
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