Author Topic: Chrono Trigger - Schala Project (Community Project)  (Read 61722 times)

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #360 on: December 23, 2008, 11:18:24 pm »
It looks fine until you go to the tech or item menu.

Edit: How should we re-write this NPC's dialogue?

"Hey mister, is this your cat?{null}" - If Magus is in party.  It's an earthbound child after the tidal wave.  I'm pretty certain everyone knows Schala... I'm not good at this sort of thing.  Maybe something like "Schala, is this your cat?"  But...I think they know its hers.  Well maybe.  Not sure.

Edit: Schala suggested this "Hey {Magus}, this cat seems to like you.{null}"
« Last Edit: December 24, 2008, 12:29:49 am by justin3009 »

kingslime80

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Re: Chrono Trigger - Schala Project
« Reply #361 on: December 24, 2008, 02:42:12 am »
So, does this mean that the patch will only be for the DS version?  That's a pity... I was looking forward to playing it.   :cry:

BROJ

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Re: Chrono Trigger - Schala Project
« Reply #362 on: December 24, 2008, 03:10:53 am »
So, does this mean that the patch will only be for the DS version?  That's a pity... I was looking forward to playing it.   :cry:
Heh... quite the opposite, my friend.

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #363 on: December 24, 2008, 12:41:21 pm »
Everything SHOULD be fine in the Schala Project now.  I might do a quick run through the entire game with all stats/items and whatnot to make sure it's working properly on every map.  Once certain, the real event hacking will be going.  Although, we'll have to move quite a bit of events outside the 3FFFFF boundary itself...I still have to do the 8th character hacking in there as well, but that really doesn't want to work.

mav

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Re: Chrono Trigger - Schala Project
« Reply #364 on: December 24, 2008, 02:31:10 pm »
Everything seems excellent so far, and holding off on the 8th character patch is no big deal. But as far as dialog goes, will Frog's lines need to be rewritten in the script that Chocobo wrote?

Chocobo_Fan

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Re: Chrono Trigger - Schala Project
« Reply #365 on: December 24, 2008, 02:34:45 pm »
Probably... :/ I hate him speaking in Old English, but until Justin adds the DS translation, they'll need to be converted.

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #366 on: December 24, 2008, 02:35:24 pm »
Possibly.  I'm very tempted to convert his lines to the original way it should be.  But, we'll try to keep it the way it was in the original SNES version if possible.  Make it blend in a bit.

On another note, there's only 1 bug that I've found but it's present in EVERY CT rom that I have.  When you try to talk to the elder chief in 65,000,000 in the Trading Post Ioka Hut event 170, you get stuck and can't move or anything.  I've checked even a fresh rom of CT and compared it, there's no difference in coding or anything.  It just doesn't work.

The only thing left right now is to put in a partial 8th character patch to load Magus's sprites up somewhere else.  Then we can start on the actual coding.

PS: We won't be adding the DS translation. X_X

Shadow D. Darkman

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Re: Chrono Trigger - Schala Project
« Reply #367 on: December 24, 2008, 03:51:08 pm »
You should. I think the only difference between this and CTDS should be the fact that the Lost Sanctum and Dimensional Vortices won't be included.

If anything, use the SFX and music from the SNES version.

mav

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Re: Chrono Trigger - Schala Project
« Reply #368 on: December 24, 2008, 04:17:42 pm »
Eh, if people want to play a CTDS hack, they should go find one--this is a CT hack, it'll be played on an SNES emulator and it's for the fans, I doubt they'll gripe over translation issues.

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #369 on: December 24, 2008, 05:19:19 pm »
Since adding the VWF patch, I went through and found the bug that won't let it work...downside to it, if I change it then the names/techs won't appear in the menu =/...

Mauron

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Re: Chrono Trigger - Schala Project
« Reply #370 on: December 24, 2008, 05:23:27 pm »
Have you played around with adding new techs yet? In my experience that has not gone well.

Chocobo_Fan

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Re: Chrono Trigger - Schala Project
« Reply #371 on: December 24, 2008, 05:35:49 pm »
What? Why shouldn't you add the new translation? It's a seriously big thing. It got most (if not all) of the stuff the Retranslation got. There's a ton of stuff Ted's translation missed. I think it would be a good idea to use the better translation.

(Besides, this is a DS -> SNES hack right? It should include the new translation, I think...)

But that's just me...

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #372 on: December 24, 2008, 05:47:51 pm »
No, this isn't the DS > SNES hack.  This will be a completely separate hack because there more then likely won't be enough room to add anything else.  Adding the translation would take awhile.  We can't even do that when the outline itself is bugging up like no other.

I haven't added new techs or anything yet...but It never went well when I tested.

ZeaLitY

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Re: Chrono Trigger - Schala Project
« Reply #373 on: December 24, 2008, 07:23:49 pm »
No, this isn't the DS > SNES hack.  This will be a completely separate hack because there more then likely won't be enough room to add anything else.  Adding the translation would take awhile.  We can't even do that when the outline itself is bugging up like no other.

CE never really cleaned out unused CT locations, and despite all our added content (the patch is over a megabyte now), there's still over a full megabyte and a half of free space in the expanded ROM. I was getting worried at one point about filling up all the space, but it looks like the sky's the limit.

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #374 on: December 25, 2008, 01:11:21 pm »
I decided what what I'm going to do to get the 8th character graphics working.

Going to find a fresh completely clean ROM and apply the 8th character patch.  Revert the entire patch until it's graphics (it's probably easier to add the graphics but I'd rather do it this way to make sure that it's working).  Apply the VWF routine from the old rom with the items and everything.  Get the graphics and the palette ready.  During all of this, set Magus's graphics to that of the 8th character for his Enemy and watch them every time I change something.

After that, to get the actual coding, going to have to move EVERY event that has Schala's new dialogue in it moved to the end of the rom so it doesn't corrupt and kill something else.