Temporal Flux Manual Update:
Treasure chests *CAN* be on X or Y value of 0, however, if they are on 0, the dialoug box that says "You got X" will not appear, chest will not display "empty!" either. However, you will still receive the item and the sound of a treasure chest opening plays. This could be used for 'hidden items' where most player's wouldn't look!
Oh yes, this is probably already know and obvious, but in the next TF release could we have Temporal Flux open whatever Manual.chm is in the current Dir as TF. That way we can just overwrite any new copies and the program will just load whatever is there. Thanks.
Suggestions for next TF:
Treasure Chests and Exits-
Would it be possible to be able to simply "click" on a treasure chest or exit and automatically select it rather than having to go through the invidiual "Chest/Exit" numbers to select them? This would probably be simple to implement and would collectively save alot of editing time.
Being able to "Drag" Chests or Exits wouldn't be a bad idea either.
"Swap layers" could be cool and save many hours for modders. This would be like Explicit Paste but be able to switch layers in the pasting process. Basically select tiles (to copy them) then hit Swap Layers. The Swap Layers would switch which tiles are layer1 and which is layer2 for the copied tiles. When you paste them, whichever tiles were drawn on layer1 would now be drawn on layer2 and vice versa. (this would be *VERY* useful for Explicit Pasting maps into other ones where the layers are switched.)
- properties would remain the same of course
8 MEG ROM findings...
I have expanded the Chrono Trigger ROM to 64 Mbit ExHiRom (8 MB).
Here are my current findings:
Temporal Flux appears to work perfectly with this. I have edited various locations and have found no problems whatsoever with normal TF functions such as editing, saving, etc.
SNES9X plays the ROM perfectly, no flaws so far!
However, the only problem with this equation is that ZSNES does not support 8 MB ROMs yet. I asked about this once and they laughed me out of the board saying that 8 MB is way more than anyone would ever need. (I beg to differ - they haven't heard of CT+)
I have yet to go back and spite them that SNES9X has support and they don't. I predict that soon after they find THAT out they'll add 8 MB support rather quick.
So... would it be possible to add a function in Temporal Flux that will expand to 8 MB's? Think of how much could be done/added! There is no reason not to other than ZSNES. (which will hopefully change soon)
Another question... To my understanding Temporal Flux uses the extra space for new strings(and what else, map space?). The question is, if I expand from 6 MB to 8 MB will TF keep adding new data to the space or is it 'hardcoded' to only see 6 MBs?
(yes 2 more MB is ALOT of space for a ROM, but I assure you it will ALL be used)
One more thing on a simular note, I know expanding "more" location pointers/events is an insane request, HOWEVER, would it be possible to say; instead be able to expand EVERY map to 40x40 tiles? I can hack around limited loc. pointers by using "event" conditions (e.g. Check previous location and setup events from there (and use "event object" exits rather than loc. exits) and I can get around "Screen scroll" commands by modding their memory addresses through events. ...but is 2MB enough to increase all the maps to this size?