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[RMVX ACE] [RMXP] WHICH ENGINE FOR NES RIPS?

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So, I've decided I wanted to make a prequel type RPG for the classic Final Fantasy 1 game for NES. Now while I'm not having any sort of problem transitioning the graphics over to CBS, what I -am- having issues with is the field graphics while using VX Ace.

For example, one of my biggest irks is the character sprite graphics for overworld travel. When I directly rip FF1 character sprites for this purpose, they are entirely too small for the world map - and if I enlarge them, the image is horribly blurry and looks terrible. I don't have a fancy art program, but I think enlarging a pixelated NES sprite will turn in bad regardless.. Of course, I could be wrong.

My other problem lies with the overworld map graphics in VX Ace. This mostly because it is brutally difficult to rip NES map set graphics for VX Ace due to the complexity of mapping sets.

So here's a pair of questions then - I received RPGMaker XP through my bundle last year, would the graphics from ripping small NES sprites and maps fit better in that program than VX Ace? Or is there an easier way to make this graphical conversion to VX Ace without hours of time working in a graphics editor?

This graphics problem combined with the complete and utter lack of FF1 sound rips anywhere on the internet is extremely frustrating.
Apparently Libby is a bastion of insight, so I might try to do this on RPGMaker 2k3 or 2k since the graphics inputting of that engine are far more forgiving than trying to flex it into a VX Ace chipset. Still, any suggestions are welcome!
unity
You're magical to me.
12540
I don't think RPG Maker XP is any easier than VX Ace for porting NES sprites (other than you may find Autotiling easier with XP, maybe?).

Is there any chance you could look in to getting someone skilled at NES Style spriting to make you some character sprites that are basically higher-resolution versions of FF1 sprites that would fit would VX Ace? That's what I'd do, personally. ^_^
Oh, if I had any sort of spriter at my disposal I'd have quite a handful of projects to work on - problem is I'm quite poor so I can't afford to pay for anyone's expertise. I'm also still relatively new to RMN, so I haven't made a whole lot of friends of that nature that'd be interested in working on a project with me. (Still trying to earn some stripes!)
RPG Maker 2003 runs at 320 pixels width by 240 pixels height. Chop off 32 pixels from the left and right sides, and 8 from the top and bottom, and this is the resolution that the NES outputs to NTSC televisions. You wouldn't have to do any sprite scaling; just use a frame to black out those 32 pixels on the left and right, and 8 pixels on the top and bottom. (Keep in mind that this will also overlay any text boxes.)

Rpg Maker XP and VX Ace are the same, only, the resolution is exactly doubled. That means 640 x 480 pixels, 64 pixels chopped off from the left and right, and 16 from the top and bottom. What does this mean for sprites? It just means taking them as they were made for RPG Maker 2003, arranging them in a way that RPG Maker Xp/VX Ace can read them, and exactly doubling the file size using "Resize" in MS Paint.

If you're not using MS Paint, the program will probably try to do someing fancy to the sprites, which is why they're coming out blurry for you. See if you can find an option for something called "interpolation". It should be set to "Nearest Neighbor".

What this means, is that, when the file size is increased, the same pixels that were in the picture before now need to take up more pixels. So, what do you do with the extra pixels that are now in the image? If the old pixels were a certain color, do you just guess which color the newly-appearing pixels are going to be, based on what's around ("Nearest Neighbor")? Do you average out the color between pixels ("Bicubic", "Bilenear")?

That "averaging out the color between the pixels" is what you don't want. But if you use "Nearest Neighbor" and don't double the file size exactly, then the image looks kind of distorted, because the blocks of the original pixels aren't proportionate. Remember, the file size must be doubled exactly. (Use a calculator to see what the new file size will be, if necessary.)
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