Author Topic: Yay  (Read 7312 times)

Shinrin

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« Reply #45 on: April 11, 2006, 04:17:40 pm »
I also told jsondag2 how to make it skip the ballon popping and the segals from showing up on a new game. which will be implemented in the next hack.. if not, i'll add it to the current hack and re release the hack.

Agent 12

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« Reply #46 on: April 11, 2006, 04:25:12 pm »
https://netfiles.uiuc.edu/jsondag2/shared/crimsonechoes2.ips

--moonstone is back
--12,000 BC portal is gone
--Can people check to see if epoch can go t 1999 AD
--Beginning should be more seamless
--music in new 12000 village

Were getting close everyone so keep informing me of bugs

--jp

Shinrin

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« Reply #47 on: April 11, 2006, 05:38:02 pm »
1999 still freezes some how, some times it works, some time it freezes.

Chrono'99

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« Reply #48 on: April 11, 2006, 07:36:55 pm »
Alright, Chrono'99's bug reporting session... now featuring one screenshot :)


- the demo (after the title screen) freezes after the Blackbird screen

Chapter 1

- the "Yes" and "No" don't appear when you're asked "Snooze?" in the hut with the save point
- infinite Magic Tabs in the hut where the Nu used to be! (not even need to exit and go back, the tab just doesn't disappear at all)
- all the stuff about the Last Village Elder and Zargon are totally avoidable, if you go straight to Dalton's place behind the mountain and beat Dalton
- the Lasher in the dungeon is a joke, he doesn't attack at all (I'm pretty sure it's a problem of Enemy Solidity)

Chapter 2

- in Chronopolis, in the corridor at the right of Melchior, you can open a chest with a "VedicBlade" but the item doesn't appear in the inventory

- in Crono's room, the first time the party returns from Chronopolis, the 2 non-lead characters move in a weird way (they easily go in and out of the wall, but just in Crono's room)
- in the Porre Camp, Marle can get blocked by the 2 disguised characters (the only way to deblock is to reset!)
- by the way, how can Melchior be both in Chronopolis and in Medina?
- if you go to Guardia's Castle instead of going to get the Epoch in the Cathedral, there's freeze and weird stuff because there's still a Marle waiting for the meeting with Porre
- when you open the secret corridor to the Epoch, Crono and Lucca enters without moving their legs (forward moonwalk? ;) )
- from that corridor, you can go back and Lucca will redo her "there, it is over here" sequence
- there are two "layer-3" lights on the wall, but there's also a strange third one inside the wall at the right

- when Atropos follows you in Chronopolis, if you go in the lift and return to the first room, Atropos is at the right of the screen instead of being behind the party (and she's stuck trying to cross the little room at the center of the screen)
- the computer desks are above the sprites when you fight the Mage in Melchior's corridor (this Mage is pretty easy to avoid though if you walk near the upper or lower wall)
- in the Frozen Flame room, the NPCs disappear during the battle and reappear after it
- when Robo turns off the generators, you can still walk (and exit the room and replay the scene!)
- when the screen scrolls to "Chapter 3", parts of some room can be seen at the bottom

Chapter 3

- if you go in Dalton's dungeon again, you're forced to reset in the last room (no exit back)

- weird map problems happen in the Future but I guess I wasn't supposed to go there

- in Dorino's Inn, I don't know what is the light spark for on the counter, but it doesn't disturb only me: the innkeeper doesn't ask for money for you to stay :p
- in Denadoro's first screen, there's a tile which is above the character, and which is solid (remember that tile from the first cutscene?)
- in Zenan Bridge, the battle against Ozzie and his undeads still occurs!
- in the Cathedral, you can still go to Yakra's hide-out if you play the organ... but you're blocked because his map has been replaced with the 1002 AD Cathedral
- in Guardia's Castle, you can walk "on" Queen Leene
- ...oops o_O' once you go visit one of the royal rooms and go back, you're stuck in the throne room because the door is totally shut


...and I stopped here, because I didn't save during my playthrough, and my emulator savestate is set inside that throne room... Too bad, I hadn't even seen the Prehistory yet :( Better luck next time.

ZeaLitY

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« Reply #49 on: April 11, 2006, 08:17:34 pm »
By all means, utilize the debug room. Just walk to the lower left of Crono's house first floor. Then you'll find a bunch of NPCs inside Magus's castle.

We are pretty close. Once the ROM work is done, I'm going to step in as Director (with impunity!) and undertake polishing, expansion, and perfection.

Agent 12

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« Reply #50 on: April 11, 2006, 08:58:01 pm »
whoo Chrono 99 your debugging is so useful (thought it makes me do alot of work haha).  I'll move these to the "countdown thread" and check them off there, I may have to wait till tomorrow to really get going though so if anyone wants to crack it tonight by all means go ahead....Hm make a post in the countdown thread that you are going to use it or if you have told me your AIM name IM me (I have to get your name first cause I block all unknowns)

Just a note I have to move all the NPC's off the screen before a fight, would you prefer if they all ran out of the room or dissapear?  I know some games just have them dissapear don't they?


https://netfiles.uiuc.edu/jsondag2/shared/CE3.ips

That's the patch of all the errors I was able to hit before I have to leave for the night so if anyone is gunna work on it use that patch.  I removed al errors I was able to fix from the countdown page so look there if you want work to do.


--jp

DivineDragoonKain

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« Reply #51 on: April 12, 2006, 10:34:25 pm »
Quote
Once the ROM work is done, I'm going to step in as Director (with impunity!) and undertake polishing, expansion, and perfection.


I see how it is... ;_;

I'm already working on polishing, actually. The earliest areas are being reworked to be glitch-free, except for things I'll note.

Also, I've temporarily made this topic into a sticky for quick reference.

Chrono'99

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« Reply #52 on: April 13, 2006, 05:34:03 am »
Quote from: jsondag2
Just a note I have to move all the NPC's off the screen before a fight, would you prefer if they all ran out of the room or dissapear?  I know some games just have them dissapear don't they?

I thought they all died when they disappeared :P  If the room was bigger, a solution would have been to simply scroll the screen to the left so that they are out of visibility, but it's not really feasible with this map... I don't know.

EDIT: Oh and Crono's cat is missing! I wanted to report that since my first playthrough but forgot everytime. Or did the cat(s?) really disappear during the CT ending :( ? Marco is missing too in 600 AD.

Chickenlump

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« Reply #53 on: April 14, 2006, 12:42:20 am »
The debug room is VERY handy! I say we keep it in (even in the final release as a bonus hidden thing). Make it accessible by button combination (think L A R A) in some inconspicuous place that only we know. Like Crono's Room, hit LARA, and there you go. Who would find that out by accident? We could have the game's ending text after they beat the game how to access it as a new game + bonus. Oh yeah....

Agent 12

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« Reply #54 on: April 14, 2006, 01:02:24 am »
Sounds like a plan, easy enough to implement

BTW just so you guys know that error thread is getting smaller so slowly cause of a mix of Easter/my Bday so expect it to dissapear sometime next week.

It also gives DDK a chance to make that rom shine

--jp

Chickenlump

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« Reply #55 on: April 14, 2006, 01:06:27 am »
Tonight I'll have a patch ready for Golem Boss, thank GOD for holidays and weekends. :)

Also, the two bad guys, the ones you wanted me to make fightable...

could we use these sprites instead?



They have more frames of animation, and I could make their colors different, like have them in BLACK armor. I think it would still suit the story's needs, and they would stand out, be fightable, and I can customize them.

Agent 12

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« Reply #56 on: April 14, 2006, 01:28:05 am »
Oh sure, it never occured to me that GI jogger wouldn't have nearly as many animations as an enemy.  Go ahead.

Do you still need a picture for the recorder (can't remember if I sent one)


--jp

Chickenlump

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« Reply #57 on: April 14, 2006, 01:40:29 am »
nah, you sent me one. :)

I'll try to have that part done by monday, and a few more maps worked over.

I'll give the two soldiers custom AI scripts. CE will have stuff that no other CT hack has, as some of the hacking isn't just from Temporal Flux. Eventually, I want to give the menus and such a graphical makeover, for visual freshness.

Shinrin

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« Reply #58 on: April 14, 2006, 02:14:55 am »
i'm doing the title screen and some music changes tomorrow.

hopefully i have time. exspecially in the morning.

might change up the coding for the new title screen. (to make things smipler?)

anywayi'm going to bed.

Chickenlump

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« Reply #59 on: April 14, 2006, 03:22:34 am »
Here is the Golem Boss patch. All that's changed is Golem Boss now uses Golem's AI, and his palette is swapped to something new (another monster's palette). Use Chrono Tweaker to change his stats, and in Sprite Creation, you can change what palette is assigned to him, maybe another palette will strike your fancy, alot of them looked nice from what I changed.

This is for an unheadered ROM, make a backup first. Also, maybe he's in Gato's room, just change him back to Gato or something (I did it for quick testing... heh... )


http://ce.herograw.org/CL/GolemBoss.ips