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Author Topic: Temporal Flux v2.75 Release  (Read 462 times)
Geiger
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« on: January 30, 2008, 11:02:35 AM »

One might think that after a year of development, I might be able to come up with something larger than a quarter-version update.  One would be wrong, but hopefully this increasingly hypothetical one will still find something of value in this release.

Temporal Flux 2.75

From the release notes:
Quote
v2.75
New
- Import / Export . Status bar displays type and slot of file
- Loc Events . Write-time warning if a Goto exceeds the maximum range
- Loc Events . Text finder, helps locate text commands
- Main Form . Status now has a timestamp
- Maps . Explicit Paste can swap L1 and L2
- Misc Settings . Several new settings added
- Overworlds . No Landing Zone display
- Overworlds . Changeable L1/2 Tile Assembly value
- Saving . A file whose name contains 'unaltered' is treated as read-only.
- Saving . 'Save As' dialog
- Saving . Auto-Archive setting creates a new backup each time a project is saved
- Strings . Automatic line/page break insertion
- Translation . Editable alphabet and substrings
- Translation . Default string display
- Translation . Untranslated text finder

Fixed
- Expanded ROM . Mirrored bank 40 data now updated on every ROM save
- Loc Events . Window autoscroll enabled
- Loc Events . Under certain circumstances, event packets could overwrite their own strings
- Loc Events . String commands now copy and paste their strings also.
- Loc Exits . Changing the total number of exits will now trigger their modified flag
- Loc Exits, Treasure . Imported Location Exits and Treasure were treated as compressed data
- Loc Tile Props . Transitional (Solid) and Plane 2 are now selectable for Walkable tiles
- Strings . {value 32} corrected to be {value 24}
- Strings . Can no longer edit more names than exist for enemies in English ROM
- Strings . Bad duplicate indexes are treated as index 00
- Strings . Strings using the Item font now use the correct space character for displaying after battle
- Strings . Japanese substrings were not decoded to the correct length

Changed
- Loc Events . Several commands updated
- Loc Events . Each event editor window now carries its own copy of the strings for its events, meaning sibling editors will not interfere with string values, and string values are not comitted until written to memory.
- Loc Tile Props . Solid Quad combo now updates solidity modifier
- Strings . String decoding code received a major overhaul

Obviously, we have not completed a translation project using this program, so there may be some features we didn't think to add.  If there is something additional you'd like to see, let us know (preferably in the suggestion thread).

This is also the most thoroughly debugged version of Flux released to date.  We entered Beta in early December.  Hopefully, 29 Betas and 42 total non-public releases will mean fewer bugs encountered.
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jsondag2
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« Reply #1 on: January 30, 2008, 12:05:50 PM »

- Strings . Automatic line/page break insertion

HUGE, easily one of the most annoying parts about making a hack.   I'm also excited about this one:

- Overworlds . Changeable L1/2 Tile Assembly value

 

--JP
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justin3009
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« Reply #2 on: January 30, 2008, 12:54:48 PM »

YES!  THANK YOU!
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« Reply #3 on: January 30, 2008, 03:42:39 PM »

Wow, that's huge. With compression, every single backup can be stored in a tiny fraction for archiving during the life of a project. And that automatic line break system will cut out a lot of fixing time! Celebration time.



I'll have to finish the very slow site update I've been making tonight and announce.
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« Reply #4 on: January 30, 2008, 03:45:50 PM »

So.. This translation Feature, will it help with translating the japanese rom to english?
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Shinrin
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« Reply #5 on: January 30, 2008, 05:02:37 PM »

hehehe, hahaha, kekeke

I just answer  my own question.




I could get the English text to work in the japanese rom before in 2.55, but i'd have to use the japanese letters for it to display, but wow, this is just amazing.
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« Reply #6 on: January 30, 2008, 05:23:13 PM »

Is there any chance that you'll allow the Pre-release to ever be modified and saved?  If not, that's okay.  Was just wondering about because i'm kinda wanting to translate the Pre-release into English xd.
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At least the camera takes your pictures...after it takes mine it cries for 30 minutes then kills itself by falling under an 18wheeler. - Psycho101

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Kvar: That woman has the most superior chest I have ever seen!
Geiger
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« Reply #7 on: January 30, 2008, 05:47:34 PM »

Is there any chance that you'll allow the Pre-release to ever be modified and saved?

Eventually, yes.  Maybe not in any sort of timetable that would be helpful though.
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FaustWolf
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« Reply #8 on: January 30, 2008, 06:08:14 PM »

Geiger, do you think tech modification can be implemented in Temporal Flux one day if we isolate where all the data necessary for that is? I imagine we'd need to give you a list of offsets where specific tech graphic, sound, etc., pointers are.
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Geiger
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« Reply #9 on: January 30, 2008, 10:51:28 PM »

do you think tech modification can be implemented in Temporal Flux?

Sure, but a whole lot information than is currently known would have to be discovered to even begin doing that.
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« Reply #10 on: January 31, 2008, 05:27:30 AM »

This release of TF has a number of new location event commands decoded since TF 2.55  Most of these were included in the Event Commands.txt of the Offsets Guide updated last summer.

Here's a summary of these commands and their category in TF:

Object Function - Script Processing on/off: Turns on/off processing for the object as the name suggests

Object Function - Activate/Touch: Also an on/off command.  If off, code in the object's Activate and Touch sections doesn't respond to player interaction

Comparison - Check Drawing: An if statement for checking if an object exists at all, is offscreen, or drawstatus is set to hidden

Comparison - Check In Battle: An if statement for checking if an object (enemy) is close enough to be included when a battle starts

Animation - Animation Limiter: Used to prevent slowdown by dropping animation frames.  Not fully understood.  Lower data value means more frames dropped, and a higher frame rate.

Sprite Movement - Object Follow - PC Distant: The object will follow the PC from a distance, enough to stay on screen and just within battle range.  Used for bats in Magus Castle (towers and final stairway)

Sprite Movement - Move Towards Object: Vector move to object or PC

Scene Manipulation - Wait for ColorAdd End: Game waits until a ColorAdd command (ex: blue light flash when a sealed chest is opened) ends before processing more of the object code.  ColorAdd was previously Brighten in TF 2.55  In addition, the ColorAdd command was updated to include the list of possible colors.

Edit: updated to add Command 8F Distant PC Follow
« Last Edit: January 31, 2008, 11:55:58 PM by JLukas » Logged
Shinrin
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« Reply #11 on: February 01, 2008, 03:47:07 PM »

I was just wondering, Does TF change the rom layout for the Japanese version? i have 2 japanese roms, and one's offsets are diffrent than the other.

Original CTJ rom 1f7300
Edited CTJ rom 3f7300
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Geiger
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« Reply #12 on: February 02, 2008, 03:11:57 AM »

Does TF change the rom layout for the Japanese version?

You'll need to be a bit more specific.
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JLukas
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« Reply #13 on: February 02, 2008, 03:28:50 AM »

What do those numbers mean?  One of them could possibly be interleaved.
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Zakyrus
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« Reply #14 on: February 08, 2008, 03:00:28 PM »

Thank you very much!!!
*bows down humbuly showing great respect*
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