Author Topic: Temporal Flux v2.50 Release  (Read 11097 times)

Geiger

  • Guru of Life Emeritus
  • Chronopolitan (+300)
  • *
  • Posts: 315
    • View Profile
    • Geiger's Crypt
Temporal Flux v2.50 Release
« on: December 22, 2006, 05:59:33 pm »
Temporal Flux v2.55

Continuing my somewhat disturbing trend of only releasing updates once per year, usually around the holidays, here comes the latest version of the most versatile Chrono Trigger editor.  While not quite as big of an update as v2.00, it still has some significant new features.

This release requires v2.0 of the .NET Framework, which you can get from Windows Update and other locations on Microsoft's site.

From the release notes:
Quote
v2.50
New
- Japanese ROM support . Full read / write support.  Normal editing only, not a translation tool.
- Beta ROM read-only support . Many packets have different formats which have not been fully figured out yet.
- Locations . Treasure Chest editing.  Relocatable and upto 0x80 per Location.
- Locations . Explicit Pasting.  Now specify which layers (and properties) you want to paste.  Even to another window when using "Most Recent Copy".
- Loc Events . Addresses in banks 00 and 01 are now translated to known address names
- Loc Exits . Relocatable and upto 0x80 per Location.
- Events . Directly editable without accessing the associated map
- Strings . Relocatable closing credits
- Misc . New (and much better) docking library
- Misc . Startup Location patch
- Compression . Compression dialog now displays packet statistics in status bar

Fixed
- Locations . Changing subtiles when tilesets are invalid caused an exception
- Locations . Maps beyond C8 were not set to "compressed", and were not being saved.
- Locations . Event spinner was not limited to 201 packets
- Loc Events . Commands not saved in ArbC in last object
- Loc Events . Paste failed when no objects present
- Loc Events . Rename Epoch did not update properly
- Loc Events . Crash on change command or category when no node selected
- Loc Events . Crash on edit command 5D.  Was classified as "Unused" which is no longer valid
- Loc Exits . Half Tile Up & Left were swapped
- Maps . Subtile updates caused program to hang if there were a large number of tiles to update
- Overworlds . Crash when tileset set too high
- Overworlds . Palette Shift did not work for most Overworlds
- Overworlds . Tile properties value not saved
- Overworlds . Not using correct Exit index
- Overworlds . Not refreshing for Exits, Tile Props, or Music Transition
- OW Events . Decrement Until Zero did not update its label properly, potential crash
- OW Events . AddObject crashed game
- OW Events . Could not edit comments
- OW Events . Deleted comments may not have been cleared when saving.
- OW Events . Crash on edit music set to 0xFF
- OW Exits . Crash on edit exits after saving
- Import / Export . Strings were lost when importing Location Events, leading to game crashes and possible ROM corruption
- Import / Export . Null error on saving imported Overworld Events
- Strings . Special character 12 now distinguishes between tech and monster
- Strings . Wrong space character was used for Table 2
- Strings . Display not updated when opening ROM
- Strings . Crash on forward-duplicates
- Saving . Crash on write to read-only file
- Saving . Checks for "not enough space"
- Music . "No Music" set to "Invalid" on lost focus
- Music . Set to Silence on new window

Changed
- Loc Events . TreeView is now always scrolled to top
- Loc Events . Max Locaton Event packet size of 1700 now checked for when saving
- Loc Events . "Touch" pointer added
- Events . Many more commands decoded and several corrected, expanded
- Maps . Drawing function stack rewritten so each function is independant of the others.  Fewer things get done multiple times.
- Misc Settings . Manage Party split into separate Overworld and Location values
- Music . Updated list
- Internal Code . some internal code partially combined for a smaller executable and fewer code rewrites

Notes
- Import / Export . v2.00 is not forward-compatible with v2.50's Flux files

While this version can edit the Japanese ROMs, this is not a translation tool.  It will not even accept non-Japanese characters for strings (or non-English characters for the NA release either).  Translators will still want to use Bisqwit's chronotools utility set.

---T.Geiger
« Last Edit: December 29, 2006, 06:06:30 pm by Geiger »

Vehek

  • Errare Explorer (+1500)
  • *
  • Posts: 1761
    • View Profile
Re: Temporal Flux v2.50 Release
« Reply #1 on: December 22, 2006, 06:01:03 pm »
I'll be downloading this soon!

Edit-Downloaded it, using it to look at the pre-release. Amazing!
« Last Edit: December 22, 2006, 06:10:02 pm by Vehek »

JLukas

  • Fan Project Leader
  • Squaretable Knight (+400)
  • *
  • Posts: 426
    • View Profile
Re: Temporal Flux v2.50 Release
« Reply #2 on: December 22, 2006, 06:43:27 pm »
For anyone interested in taking a closer look at the beta event data, be sure to check out File -> Patches -> Beta Events.  That will apply the event pointer fixes you may recognize as the event enable PAR codes.  There's some interesting beta and debug data in there.
« Last Edit: December 22, 2006, 07:08:15 pm by JLukas »

JLukas

  • Fan Project Leader
  • Squaretable Knight (+400)
  • *
  • Posts: 426
    • View Profile
Re: Temporal Flux v2.50 Release
« Reply #3 on: December 22, 2006, 07:00:24 pm »
Here's an example on how to use the new Explicit Paste feature, which is a huge time saver when working with maps.

1. Open Window -> Locations, and bring up Location 007 Prehistoric Exhibit.
2. Open Window -> Locations again, and in that window select Location 005 Millennial Fair.
3. Select Map -> Explicit Paste -> Layer 1.  Repeat for Layer 2, Tile Properties, and Most Recent Copy.
4. Click the Location 007 tab at the top to bring up the first map.
5. Right click and drag the mouse to lasso one of the tables on the map.
6. Click the Location 005 tab at the top, and you can now left click to paste that table anywhere on the map.  It'll appear exactly as it did on the first map, fully complete with both layers and solidity.

Of course, you can also use this type of copying within the same map as well.  You don't need a second location window open unless you're moving data between two different maps.
« Last Edit: December 22, 2006, 07:09:34 pm by JLukas »

justin3009

  • Fan Project Leader
  • God of War (+3000)
  • *
  • Posts: 3296
    • View Profile
Re: Temporal Flux v2.50 Release
« Reply #4 on: December 22, 2006, 07:17:20 pm »
-dies from shock/heart attack-!!!!  I really have no words to say, this is to amazing! XD  THANK YOU FOR RELEASING =O!

ZeaLitY

  • Entity
  • End of Timer (+10000)
  • *
  • Posts: 10797
  • Spring Breeze Dancin'
    • View Profile
    • My Compendium Staff Profile
Re: Temporal Flux v2.50 Release
« Reply #5 on: December 22, 2006, 08:16:19 pm »
Bah, I missed the release because of this stupid stomach virus...

I need to make the news update...

Can hardly figure out where I am.

ZeaLitY

  • Entity
  • End of Timer (+10000)
  • *
  • Posts: 10797
  • Spring Breeze Dancin'
    • View Profile
    • My Compendium Staff Profile
Re: Temporal Flux v2.50 Release
« Reply #6 on: December 22, 2006, 08:25:31 pm »
I'm doing what Vehek did. All I can say is that the time has come to upgrade some of the location pictures in the Chrono Trigger Prerelease encyclopedia.

Shinrin

  • Chrono Trigger Threads of Time
  • Squaretable Knight (+400)
  • *
  • Posts: 487
  • Chrono Trigger Fan # 100
    • View Profile
    • Shinrin Cole
Re: Temporal Flux v2.50 Release
« Reply #7 on: December 22, 2006, 09:46:09 pm »
hehehehe this editor is nice.



This text box says Konnichiwa.

:) While that works, Shinrin didn't show up right. :( can't expect all japanese letters to work ya know.

otherhand

  • Iokan (+1)
  • *
  • Posts: 5
    • View Profile
Re: Temporal Flux v2.50 Release
« Reply #8 on: December 23, 2006, 12:22:24 am »
Oddly i'm having a bit of trouble editing Layer 2 on the overworld. Anyone know why? I didn't have that problem with 2.00.

Alright, the actual problem is that right-clicking for Layer 2 to copy isn't showing up correctly in the properties on the left. However it does actually copy.
« Last Edit: December 23, 2006, 12:38:14 am by otherhand »

Shinrin

  • Chrono Trigger Threads of Time
  • Squaretable Knight (+400)
  • *
  • Posts: 487
  • Chrono Trigger Fan # 100
    • View Profile
    • Shinrin Cole
Re: Temporal Flux v2.50 Release
« Reply #9 on: December 23, 2006, 12:54:02 am »
quick note, though not fully tested, Even adding a English Font to the japanese version of Chrono Trigger, will not make the text show up with wierd characters.

otherhand

  • Iokan (+1)
  • *
  • Posts: 5
    • View Profile
Re: Temporal Flux v2.50 Release
« Reply #10 on: December 23, 2006, 01:07:30 am »
Another problem: take a look at editing Overworld Tile Properties again. I can't seem to change mine - anything I do in the OW Tile Props menu doesn't transfer to the actual tile. (the drop downs do nothing)

Shinrin

  • Chrono Trigger Threads of Time
  • Squaretable Knight (+400)
  • *
  • Posts: 487
  • Chrono Trigger Fan # 100
    • View Profile
    • Shinrin Cole
Re: Temporal Flux v2.50 Release
« Reply #11 on: December 23, 2006, 01:42:51 am »
Though the editor requires japanese characters to edit text for CT japanese, I have done this.



though there is garbage in the text right now, things are going good. when i get a hack for a font in the japanese rom with out garbage, then i'll just make the hack in the japanese rom.

also the font i'm using looks good in menu some stuff looks insane.



the name crono was a rename i did in game.

JLukas

  • Fan Project Leader
  • Squaretable Knight (+400)
  • *
  • Posts: 426
    • View Profile
Re: Temporal Flux v2.50 Release
« Reply #12 on: December 23, 2006, 04:54:16 am »
Quote
can't expect all japanese letters to work ya know.

Correct, you will be limited to the 512 or so kanji the game supports.

Quote
Alright, the actual problem is that right-clicking for Layer 2 to copy isn't showing up correctly in the properties on the left.

Hrm, it appears that layer got reversed and is grabbing the L1 tile instead when right clicking the map.  Easy workaround solution - grab the tile from the L12 Tiles Box.

Quote
Another problem: take a look at editing Overworld Tile Properties again. I can't seem to change mine - anything I do in the OW Tile Props menu doesn't transfer to the actual tile. (the drop downs do nothing)

Working correctly, left click on the tile on the map to apply the changes (Map -> Tile Properties view must be on)

Chrono'99

  • Guru of Reason Emeritus
  • God of War (+3000)
  • *
  • Posts: 3605
    • View Profile
Re: Temporal Flux v2.50 Release
« Reply #13 on: December 23, 2006, 06:13:26 am »
Notes
- Import / Export . v2.00 is not forward-compatible with v2.50's Flux files

...But is v2.50 compatible with v2.00 Flux files?

otherhand

  • Iokan (+1)
  • *
  • Posts: 5
    • View Profile
Re: Temporal Flux v2.50 Release
« Reply #14 on: December 23, 2006, 04:19:04 pm »
Problem 3... The drop down boxes in the Tile Properties window seem to be vertically flipped. South changes North, North changes South.

Correction: The box is correct. The map window is not. Every tile in the map window is vertically flipped.
« Last Edit: December 23, 2006, 05:12:24 pm by otherhand »