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Chrono Trigger Modification / Re: New Tech Editor
« on: April 14, 2017, 06:15:59 am »Quote
I think I was mixing up two of your planned changes. My instructions were to move the useable in menu properties from one tech to another, but Life2 was the one being moved, wasn't it? 00 should work fine.Yeah, old Cure2 becomes Life2 and old Life2 becomes something else, and I want neither one clickable in menu. Thanks.
Thanks a lot for the new version also! I was affected by that overwrite glitch, glad it was found.
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Chrono Trigger Modification / Re: IMPORTANT: Temporal Flux data corruption in version 3.02
« on: April 11, 2017, 12:54:14 pm »
I had the dual/triple tech strings corruption and the fix prevents it from happening again so far. But I just noticed that I have something in item descriptions as well, and it had been there on my old backups all along (before enabling the fix and your patch). Entry that follows the last item description is {null} in original game, but I have "rethi{value 16}gats tgt thhisThe{null}". Looks like event data again. I can't edit item descriptions now (without breaking events somewhere) unless total space they use stays same, can I?
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Kajar Laboratories / Re: Chrono Trigger Prequel Project finished!
« on: April 09, 2017, 08:41:07 am »
Link from several posts above, still works:
Quote
Feeso:
http://chronosource.wixsite.com/home/downloads
and even try 3 mirrors...
But... which install think should use at rtp if wanna play game?
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Chrono Trigger Modification / Re: New Tech Editor
« on: April 03, 2017, 09:03:41 am »
I kept playing around with my Geyser idea, and here's what I found, maybe it'll be of some use, as info on possible differences in how the game works with character vs boss techs.
Boss tech uses Spirte Packet 1 for effect objects graphics, whereas character tech uses Sprite Packet 2. Once I put value from boss's Sprite Packet 1 to my character's Sprite Packet 2, it started loading graphics for energy balls correctly, but they were incorrect color and their animation was messy, with graphics getting replaced with empty squares at certain moments. To fix the color, I changed Set Pallete value from 00 to 0F in first Effect object. To fix the messy animations, I changed all Play Animation commands from "loop" to "play first frame" in all Effect objects. Now it looks identical to the boss tech*, fantastic, thank you once again. I didn't have to change it, but Unknown 5 in Graphics header was affecting Effect object animations dramatically, ranging from just wrong graphics to completely messing up entire screen (but still not freezing the game).
*-Edit: almost identical. Actually the balls are missing their "tails" and therefore look shorter. It's like the sprites can't exceed specific limit in height and width. Even if there's no way to resolve this, still no tragedy.
I noticed that in the new version, the command that previously was "Load Layer 3 Graphics" or similar, is now decoded as Decrement Counter, with description saying "Increase a specific Counter # by one" (possible mistake in description?). Bit confused by it, because previous decode version seemed closer to what the command actually does, at least to me as an end user. Is displaying the layer 3 graphics somehow related to working with counters?
Edit2:
Boss tech uses Spirte Packet 1 for effect objects graphics, whereas character tech uses Sprite Packet 2. Once I put value from boss's Sprite Packet 1 to my character's Sprite Packet 2, it started loading graphics for energy balls correctly, but they were incorrect color and their animation was messy, with graphics getting replaced with empty squares at certain moments. To fix the color, I changed Set Pallete value from 00 to 0F in first Effect object. To fix the messy animations, I changed all Play Animation commands from "loop" to "play first frame" in all Effect objects. Now it looks identical to the boss tech*, fantastic, thank you once again. I didn't have to change it, but Unknown 5 in Graphics header was affecting Effect object animations dramatically, ranging from just wrong graphics to completely messing up entire screen (but still not freezing the game).
*-Edit: almost identical. Actually the balls are missing their "tails" and therefore look shorter. It's like the sprites can't exceed specific limit in height and width. Even if there's no way to resolve this, still no tragedy.
I noticed that in the new version, the command that previously was "Load Layer 3 Graphics" or similar, is now decoded as Decrement Counter, with description saying "Increase a specific Counter # by one" (possible mistake in description?). Bit confused by it, because previous decode version seemed closer to what the command actually does, at least to me as an end user. Is displaying the layer 3 graphics somehow related to working with counters?
Edit2:
Quote
Menu techs are controlled by assembly. 0x3FF837 should be what you need for the change you described. Change it from 0F to 0E.Thanks, that worked but was giving clickability to Ice2 for some reason. Once i changed from 0E to 00, both Ice2 and Cure2 became non-clickable. Was it a correct/safe change?
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Chrono / Gameplay Casual Discussion / Re: Lavos Theme Extended?
« on: April 01, 2017, 09:03:08 am »
It does play there indeed. And it's probably just the dialog while they're still sitting inside Epoch, not actual battle (didn't check the battle). Thanks a lot for helping me to figure this out.
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Chrono / Gameplay Casual Discussion / Lavos Theme Extended?
« on: March 31, 2017, 09:57:38 pm »
Does this version actually play at any point in the game? It has an interlude which is very different from the main theme, can be heard at 1:20.
I could have sworn I heard this when playing the SNES version two years ago and trying Ocean Palace Lavos challenge on New Game. Now I search for it in videos with actual gameplay, play the game myself, and can't find it anywhere. Different sources say different things. Someone said it only plays at Ocean Palace battle, which matches with my own memory of it. Chronocompendium's entry says opposite, stating that Ocean Palace battle has the short version, whereas the full version is in a cutscene and "the final battle". The Bucket/Black Omen? Just tried using the bucket, it plays short version (after all of the "attack modes", obviously).
Can someone enlighten me please? Is this version present in the game at all, does it play at any point? If it does, then when? Is it console or region dependent? Does it depend on things you do in-game, such as side quests, etc?
I could have sworn I heard this when playing the SNES version two years ago and trying Ocean Palace Lavos challenge on New Game. Now I search for it in videos with actual gameplay, play the game myself, and can't find it anywhere. Different sources say different things. Someone said it only plays at Ocean Palace battle, which matches with my own memory of it. Chronocompendium's entry says opposite, stating that Ocean Palace battle has the short version, whereas the full version is in a cutscene and "the final battle". The Bucket/Black Omen? Just tried using the bucket, it plays short version (after all of the "attack modes", obviously).
Can someone enlighten me please? Is this version present in the game at all, does it play at any point? If it does, then when? Is it console or region dependent? Does it depend on things you do in-game, such as side quests, etc?
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Chrono Trigger Modification / Re: New Tech Editor
« on: March 28, 2017, 10:34:47 pm »Quote
Have you copied over the animation and assembly packet, sprite packet 1, and unknown 5? They should load the same data between PC and enemy tech, so something else must be missing.Graphics header was exactly same, except the animation index, because I figured it's better to use separate objects for the character tech instead of referencing boss animation directly. Animation objects were same, except for Target objects, which were same as in original Dark Mist. Tried replacing them with same objects as in boss tech, but that didn't help. Now is the interesting thing: when I tried to set animation index exactly same as in boss tech, it loaded up completely different animation objects than actual Geyser. It was a triple tech, looking a lot like Triple Raid, didn't even glitch/crash in-game. I think if animation index is treated same for character and enemy techs, this probably shouldn't happen.
By the way, is there any known way to make a tech not clickable from menu (feature for healing techs)?
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Chrono Trigger Modification / Re: New Tech Editor
« on: March 27, 2017, 09:11:26 pm »
Thanks for looking into it.
I don't mean it as a support request, mentioning just in case you'd happen to know what's going on. Tried giving Geyser to Magus, and it works almost perfect, except that the graphics data for the 6 energy balls is completely wrong. Sprite Packet 2 index is responsible for it, I set it exactly same as in original boss tech, but it gives what appears to be part of Haste clock thing, and colored in pink. Then tried changing the value randomly, and hmm, why would they put "graphics" like that into the game.
Anyway, any idea what could go wrong with the index/graphics? I realize it may be not editor's issue at all though.
Edit: checked actual boss battle to make sure ROM isn't corrupted somehow. When the boss uses the attack, everything displays correctly. So either editor reads/saves incorrect value for Sprite Packet 2, or I'm doing something wrong, or game treats that value differently for character and enemy techs.
I don't mean it as a support request, mentioning just in case you'd happen to know what's going on. Tried giving Geyser to Magus, and it works almost perfect, except that the graphics data for the 6 energy balls is completely wrong. Sprite Packet 2 index is responsible for it, I set it exactly same as in original boss tech, but it gives what appears to be part of Haste clock thing, and colored in pink. Then tried changing the value randomly, and hmm, why would they put "graphics" like that into the game.
Anyway, any idea what could go wrong with the index/graphics? I realize it may be not editor's issue at all though.
Edit: checked actual boss battle to make sure ROM isn't corrupted somehow. When the boss uses the attack, everything displays correctly. So either editor reads/saves incorrect value for Sprite Packet 2, or I'm doing something wrong, or game treats that value differently for character and enemy techs.
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Chrono Trigger Modification / Re: New Tech Editor
« on: March 27, 2017, 09:53:59 am »
With this new version, I finally was able to do what I wanted to do for a very long time, Hexagon Mist for Marle! Thank you for all the work you've put into this, it's amazing. And the other plugins, too.
Edit: ideally I'd like the screen to turn dark blue like during Ice2 tech, however I noticed that this effect is part of Layer 3 Packet effects, and since I have to use a different one for my new tech, it appears I have no access to that blue effect. Draw/Hide Shadow commands that appear in some techs don't work either. Do you happen to know if there's any way, or I'm out of luck on this?
Edit: ideally I'd like the screen to turn dark blue like during Ice2 tech, however I noticed that this effect is part of Layer 3 Packet effects, and since I have to use a different one for my new tech, it appears I have no access to that blue effect. Draw/Hide Shadow commands that appear in some techs don't work either. Do you happen to know if there's any way, or I'm out of luck on this?
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