Author Topic: Chrono Trigger - Schala Project (Community Project)  (Read 58875 times)

mav

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Re: Chrono Trigger - Schala Project
« Reply #375 on: December 25, 2008, 01:20:02 pm »
Sounds like a plan--good luck, cap'n. Is there anything else that needs to be taken care of at this point, hacking aside?

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #376 on: December 25, 2008, 06:29:39 pm »
Ideas on map construction.  I am whole-heartedly not a mapper.  I have no ideas on how they should look.

mav

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Re: Chrono Trigger - Schala Project
« Reply #377 on: December 25, 2008, 06:33:52 pm »
I was thinking that we could do a knockoff of the Zeal Dungeon--since it's not too large and it has that 12,000BC style.

Mauron

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Re: Chrono Trigger - Schala Project
« Reply #378 on: December 25, 2008, 06:44:48 pm »
Justin, where exactly have you been sticking the new graphics and related data? My tech stuff has been at 5F0000-5F4xxx so far (with the tech descriptions having to be dragged along, at least for now. >_<).

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #379 on: December 25, 2008, 06:52:31 pm »
Magus's graphics is at like 410380.  Sprite Assembly is a little bit below that.  All item names and whatnot are in the huge 32k byte empty space area along with a few others.  There's some random data at the end of the at like 400000 to 410000 that randomly pertains to the 8th character and VWF font...But everything graphically related is being pushed outside of the boundaries themselves

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #380 on: December 25, 2008, 07:00:32 pm »
Double post, but what the fuck.

When I run ZSNES with the VWF Font, the item names show up incorrectly and only as "y" on everything including techs, but when running SNES9X, the item names show up 100% fine...What the hell?

Shadow D. Darkman

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Re: Chrono Trigger - Schala Project
« Reply #381 on: December 25, 2008, 07:55:37 pm »
I guess we can only make it SNES9X Exclusive for now.

mav

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Re: Chrono Trigger - Schala Project
« Reply #382 on: December 25, 2008, 08:44:54 pm »
You'd be losing one helluva crowd by doing that, but if that's the only way to deal with this, I guess there's no choice...

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #383 on: December 25, 2008, 09:04:39 pm »
Makes no sense at all..

Vehek

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Re: Chrono Trigger - Schala Project
« Reply #384 on: December 25, 2008, 09:11:09 pm »
How are you running it with the VWF font? Give me details.
« Last Edit: December 25, 2008, 09:27:52 pm by Vehek »

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #385 on: December 25, 2008, 09:27:22 pm »
It's basically the same thing as the patch I posted, except there's some areas that were moved.  The menu font routine is placed in a very very small empty slot somewhere near the beginning, I never actually labeled it in the rom so I'm not entirely sure but it was a very tiny block of empty space.  The Font itself is above the actual in-game font.  No problems occurred there.  The item/tech names are held in the 32k byte area along with their pointers.

The 8th character is the same as before, except it's reverted so only graphics appear.  They're both in the 41-430000 range.  The problem I see is in 4005E4.  I really have no idea what this little junk of data does, but it controls something with the 8th character and VWF font.  You change something there, it kills the other.

Edit: Huh?  It's not that area anymore...

Edit 2: Might be 408000, let me check..


Edit 3: 40FC94 to 40FFFF seems to be where the issue is held..
« Last Edit: December 25, 2008, 09:37:42 pm by justin3009 »

Shadow D. Darkman

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Re: Chrono Trigger - Schala Project
« Reply #386 on: December 25, 2008, 10:45:44 pm »
Makes no sense at all..

Keep it exclusive to that emulator until you fix the ZNES prob.

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #387 on: December 26, 2008, 10:34:28 am »
- Slashing?
- Schala Thinking
« Last Edit: December 26, 2008, 11:50:41 am by justin3009 »

mav

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Re: Chrono Trigger - Schala Project
« Reply #388 on: December 26, 2008, 12:19:46 pm »
Nice--the first one is two frames, right? They both look really good though man, I love the thinking sprite. How's the sprite sheet been going, by the way?

justin3009

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Re: Chrono Trigger - Schala Project
« Reply #389 on: December 26, 2008, 12:24:31 pm »
3 frames.  One she's tilted over on the side grasping the dagger, last 2 are her slash frames.

Sprite sheet is going well.  I've been holding off on it because I want to get the outlining of this stuff done, but since it's bugged right now, I'll continue on her spriting.