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Chrono Cross Modification / Re: Chrono Cross Enemy Editor plus a Sample ppf
« on: December 12, 2024, 06:40:26 pm »
Download and install Python: https://www.python.org/downloads/
Then just follow readme's instructions.
Then just follow readme's instructions.
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Chrono Cross Modification / Re: Chrono Cross Enemy Editor plus a Sample ppf
« on: December 11, 2024, 01:14:25 pm »
I have made an improved version of the editor with Python. For me that one was too unstable. You can download my whole cc editor suite from Moogles & Mods discord: https://discord.gg/BHwxsSdQ
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Chrono Cross Modification / Re: Fieldscript - Finishing the unknown commands list
« on: October 13, 2024, 06:54:49 am »
My version of decompiler is hosted in mods and moogles discord. It contains the source code that lists all known and unknown opcodes so far.
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Chrono Cross Modification / Re: Element Grid Growth Formula
« on: October 13, 2024, 06:47:27 am »
Great work. Time to find the same data on remaster version. I will try to do that soon.
EDIT: I confirmed this. Data is pretty easy to read and edit if you arrange it to 8 columns and do the hex to dec conversion first. In remastered version this data is in el_mask.bin file and the 2nd file in the exdat.dat file. (Why the dublicates...?)
Format is following:
The line number is the star level. (0-99)
The column number is the growth table index. (0 for Serge and pals, 1 for Dragoons, etc.)
For data xy in decimal format: x is the x-coordinate in the grid (element level -1) and y is the y-coordinate in the grid (6 is the middle line while 2-5 are above it and 6-9 below it. 0-1 aren't used but may work?). 255 (FF) is no new grid slot at that level.
Grid slots 06, 16 and 26 are automatically open at start, though they can be disabled for any character in character's own grid data.
EDIT: I confirmed this. Data is pretty easy to read and edit if you arrange it to 8 columns and do the hex to dec conversion first. In remastered version this data is in el_mask.bin file and the 2nd file in the exdat.dat file. (Why the dublicates...?)
Format is following:
The line number is the star level. (0-99)
The column number is the growth table index. (0 for Serge and pals, 1 for Dragoons, etc.)
For data xy in decimal format: x is the x-coordinate in the grid (element level -1) and y is the y-coordinate in the grid (6 is the middle line while 2-5 are above it and 6-9 below it. 0-1 aren't used but may work?). 255 (FF) is no new grid slot at that level.
Grid slots 06, 16 and 26 are automatically open at start, though they can be disabled for any character in character's own grid data.
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Chrono Cross Modification / Re: Wanted to edit something in the remaster but...
« on: October 13, 2024, 05:24:58 am »
You should join Moogles and Mods discord. I have modding tools there that very much simplify what you are doing.
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Chrono Cross Modification / Re: Drop tables
« on: April 05, 2023, 01:31:26 pm »
I have done lots of research so I know several things so feel free to ask me too if you have problems. I am pretty good with battlescripts if I am allowed to say that. I check these forums now and then.
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Chrono Cross Modification / Re: Custom Boss(es) (99% Completed)
« on: April 03, 2023, 10:50:00 am »
Ok, I hoped you had found way to add more models to game. Though would have been really great, but replacing not needed models from relevant CD does kinda work.
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Chrono Cross Modification / Re: Custom Boss(es) (99% Completed)
« on: February 20, 2023, 01:55:07 pm »
I hope Grobyctw can share how did they succeed in this at some point. I am having some difficulties in adding new entities. Random things just stop working. Also, how did you do the recoloring of those bosses?
I can deal with battlescripts quite easily but what you have achieved here is impressive.
EDIT: Figured out the entity addition problem. If you increase the number of entities, you also have to change their number in the first file (0000.bin) in the script's cpt file.
I can deal with battlescripts quite easily but what you have achieved here is impressive.
EDIT: Figured out the entity addition problem. If you increase the number of entities, you also have to change their number in the first file (0000.bin) in the script's cpt file.
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Chrono Cross Modification / Re: Looking for Weapon, Armor & Accessory Buy/Sell Price
« on: February 04, 2023, 02:47:31 pm »
I did little research on this too. So my finds are collected here:
(Material/Equipment price value is in the file 23 in the offsets 08 and 09.)
Equipment prices:
Forge: Main material price from the file 23 x Number of all materials used x 2
Sell: Equipment price from the file 23 x 2.5
If there is no main material (Bone - Rainbow Shell) then value 100 (64) is used instead in the forge formula.
Very simple formulas all in all.
(Material/Equipment price value is in the file 23 in the offsets 08 and 09.)
Equipment prices:
Forge: Main material price from the file 23 x Number of all materials used x 2
Sell: Equipment price from the file 23 x 2.5
If there is no main material (Bone - Rainbow Shell) then value 100 (64) is used instead in the forge formula.
Very simple formulas all in all.
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Chrono Cross Modification / Stat boost and penalty element level
« on: February 03, 2023, 12:56:01 pm »
Stat boost and penalty elements are level 4 elements but they can be put on any level of the grid. From what I have read, there seems to be no penalty for putting them on level 1 compared to level 8. If someone has found out that there is indeed a difference, that would be interesting to hear too.
But, my real question is: When you consider the usefullness of the best stat boosts and penalties, what element level they should actually be? (Numble, for example, is already useless for players because at best it drops enemy's evasion by 1 from those rare enemies that have evasion slightly higher 0. So, please consider only the better ones.)
But, my real question is: When you consider the usefullness of the best stat boosts and penalties, what element level they should actually be? (Numble, for example, is already useless for players because at best it drops enemy's evasion by 1 from those rare enemies that have evasion slightly higher 0. So, please consider only the better ones.)
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Chrono Cross Modification / Re: Element Grid Growth Formula
« on: January 31, 2023, 10:21:09 am »
I did a little research related on those grid lookup tables. The grid growth type 0, which is the most common one, seems to be 8x8 grid with 9 unknown values (rest can be gotten by combining Serge's and Guile's grids). So, I edited Serge's grid shape so that he could unlock all those unknown slots at some unknown star levels. Then I star-upped him to max stars, one star at time, to find which levels those would be. The answer ended up being never. Seems like those slots cannot be unlocked at any level as devs must have left them empty because they didn't use them. A very boring decission but might be useful information. I hope we can find those lookup tables.
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Chrono Cross Modification / Pip evolution removal
« on: January 23, 2023, 09:40:44 am »
I have found a patch in these forums that fixes Pip grid glitch, but do we have any such Pip specialist here who would know how to completely stop Pip evolution mechanic. I think I could do it by editing every battlescripts but that would be quite unoptimal way if it can be done by simply zeroing some data somewhere else.
EDIT: Simple solution: Give the normal Pip the model of the fully evolved Pip bc model 2B, 2C or 2D is always a condition for the evolution to happen. This solution also allows the use of Pip's techs that require wings to look sensisble. Problem solved.
EDIT: Simple solution: Give the normal Pip the model of the fully evolved Pip bc model 2B, 2C or 2D is always a condition for the evolution to happen. This solution also allows the use of Pip's techs that require wings to look sensisble. Problem solved.
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Chrono Cross Modification / Emulator that can handle 2048 ISO format?
« on: January 15, 2023, 02:42:36 pm »
Does anyone know an emulator that can run chrono cross 2048 format ISO file? I am doing a lot of testing and would really like if I could skip the process of converting the ISO file to playable format. (Today I found out how I can read status effects in battlescript. Will be really useful.)
EDIT: Also, any program that could more easily edit tbt tables would be great...
EDIT: I made Excel sheet that should make tbt tables quicker to edit.
EDIT: Also, any program that could more easily edit tbt tables would be great...
EDIT: I made Excel sheet that should make tbt tables quicker to edit.
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Chrono Cross Modification / Re: CC Enemyedit: Max HP Possible?
« on: January 08, 2023, 07:37:41 pm »Oh, that's really interesting, Grobycftw. I hadn't thought to check HP based on party size. The tests I did I think were with just Serge (seeing half HP at the beginning of the game), I wonder if it scales cleanly at 25% reduction per missing character:
1 char: 50%
2 char: 75%
3 char: 100%
Gonna go test this now.
EDIT: Checked this over my lunch break. Here's what I found testing Beach Bums at Cape Howl.
- With one character, they had 16 HP (50%)
- With two characters, they had 33 HP (100%+1HP, which is maybe probably just the bonus 5% given to male enemies when rounded down)
- With three characters, they also have 33 HP.
So I think the scaling is only present when there are less than 2 characters on your team. I'll have to test this later, when you become solo Lynx to see if this widely the case for the game, or just how they handle difficulty at the very beginning.
Just to make sure in case you haven't realized yet: Some early game battlescripts (the beach and cliff areas near Arni) have a global init code that weakens enemies if there is only one PC in the battle. Other battlescripts don't have this code so that's why this hp drop happens only in this situation.
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Chrono Cross Modification / Re: Drop tables
« on: January 08, 2023, 05:14:53 am »
You are welcome! I am very happy to be of use. Hopefully you release your tools too.
It is good to remember that compression either works or it doesn't. I have noticed that compression of some fieldscripts breaks them but most of them tend to work. So, the program I am using is likely the best one so far but not a perfect one either. If you are implementing compression to your tools, it is best to use it separately when finishing the editing. I am quite sure the enemy edit tool sometimes corrupts the data by constantly comperssing it and then eventually failing at it.
Battlescripts are fun to edit, if you can make it even simpler that would be great too
Though, I don't think you need lzss tool for editing them... fieldscripts are a different thing, of course.
It is good to remember that compression either works or it doesn't. I have noticed that compression of some fieldscripts breaks them but most of them tend to work. So, the program I am using is likely the best one so far but not a perfect one either. If you are implementing compression to your tools, it is best to use it separately when finishing the editing. I am quite sure the enemy edit tool sometimes corrupts the data by constantly comperssing it and then eventually failing at it.
Battlescripts are fun to edit, if you can make it even simpler that would be great too

Though, I don't think you need lzss tool for editing them... fieldscripts are a different thing, of course.
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