Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: Mauron on August 05, 2018, 04:29:04 am

Title: Temporal Flux Plugins
Post by: Mauron on August 05, 2018, 04:29:04 am
New topic because I didn't have enough attachment room in the first two posts.

The following are plugins for Temporal Flux, available at Gieger's Crypt (http://geigercount.net/crypt/) or in the encyclopedia.

Attractive Battler: An attract battle mode (intro demo fights) editor.

Fiendcrafter: An enemy stat and appearance editor.

Inventory Manager: A shop editor.

Itemizer: Item and equipment editor.
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 05, 2018, 04:31:28 am
NPCustom: NPC graphics data editor.

Save Master: A plugin to control the data copied into save files.

String Relabeler: A plugin that allows editing of some of Temporal Flux's global strings.

Temporal Relocator: A save era editor for location maps.
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 05, 2018, 04:32:08 am
Warrior Workshop: A character stat editor.
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 05, 2018, 04:33:28 am
Reserved for future use.
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 05, 2018, 04:34:14 am
One more, just in case.
Title: Re: Temporal Flux Plugins
Post by: AFellowHuman on August 16, 2018, 01:37:01 am
There seems to be a bug in Warrior Workshop: when you set a character's speed, their speed in-game will be one lower. Setting to 0 causes an error when you select "Update Character," and it's not possible to set an in-game speed of 16 (since you can't set it to 17 in WW).
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 16, 2018, 04:18:22 am
Found the problem, I'll have it fixed shortly.
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 18, 2018, 05:57:44 pm
Warrior Workshop:

- Fixed bug where speed was displayed incorrectly.
- Added editing of stat maximums (up to 99).
- Simplified stat calculation code
- Added an option to make characters run by default.
- Added an option to make any character call the ATB screen on the first name call, instead of just Crono.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 01, 2018, 11:05:30 am
Quote
- Added an option to make any character call the ATB screen on the first name call, instead of just Crono.

Cool. Is there a way to single this out? i.e. have the ATB screen come up independant of a character naming screen?

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 01, 2018, 01:47:38 pm
Not easily. Even if I messed with the ATB code, it wouldn't be callable from event code as understood by Temporal Flux.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 12, 2018, 04:09:39 pm
Not easily. Even if I messed with the ATB code, it wouldn't be callable from event code as understood by Temporal Flux.

Ah right. The ol' Custom Commands hasn't been worked out yet.

Also, what're the chances of seeing a Tileset/Pallet Editor soon?  :lol:

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 12, 2018, 04:54:27 pm
The biggest problem with a tileset/palette plugin is that the ROM would need to be reloaded for changes to be reflected in the rest of Temporal Flux.

A specific challenge for tileset editing is that I haven't done that kind of graphics work before, which would take some effort on my part.

There are some Tutorials (https://www.chronocompendium.com/Term/Tutorials_(Chrono_Trigger).html) on inserting graphics.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 12, 2018, 05:28:15 pm
The biggest problem with a tileset/palette plugin is that the ROM would need to be reloaded for changes to be reflected in the rest of Temporal Flux.

A specific challenge for tileset editing is that I haven't done that kind of graphics work before, which would take some effort on my part.

Other than using a memory address in the ROM to set "This ROM has NOT been Updated for the <'WorldEdit' gfx plugin or whatever> ...please hit 'Accept' to REMOVE the limit and allow the World TileSet to be Updated."  (and then of course the required changes to update.)
This would cool to have someday though.

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 12, 2018, 05:57:16 pm
Temporal Flux loads all tiles and known palettes at ROM load. Plugins can't update the loaded copy, so I'd have instruct users to save the ROM and reopen it.

Actually making some kind of graphics editing tool remains the biggest challenge.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 13, 2018, 04:40:18 pm
Temporal Flux loads all tiles and known palettes at ROM load. Plugins can't update the loaded copy, so I'd have instruct users to save the ROM and reopen it.

Actually making some kind of graphics editing tool remains the biggest challenge.

Upon loading Temporal Flux (during the TileEditor_plugins Constructor()), load the check _ifHasBeenModified, (display a 'warning msg box' since the tile editor has been loaded with a ROM that hasn't been 'fitted' yet). I can't imagine someone trying to load plugins after loading a ROM so this would be done at ROM load.

Graphical editing for subtiles and their swatches should be an intuitive interface.
A 32x32 tile edit window for editing the tiles for the TileSet Editor ITSELF, (export/import tile, as well as pallet gfx) as well as the amount of pallet colors (in a list of all pallet colors in grid of color boxes), clicking a box loads the old RGB(255) slider window for selecting color.

There's a shell of a design at the very least.


* Temporal Flux Plugin Architecture 1.00 (http://geigercount.net/crypt/tfpa100.7z)

Is this no longer updated?

How can we make (easier) new plugins for ourselves?
For instances make a button that changes every Death Peak Music Track (to Singing Mountain), and edit/update the event files to use Singing Mountain rather than Silent Light. (ie. edit a string of commands and events files in Temporal Flux in one file or button.



~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 13, 2018, 05:47:50 pm
Quote
Upon loading Temporal Flux (during the TileEditor_plugins Constructor()), load the check _ifHasBeenModified, (display a 'warning msg box' since the tile editor has been loaded with a ROM that hasn't been 'fitted' yet). I can't imagine someone trying to load plugins after loading a ROM so this would be done at ROM load.

A check at ROM load isn't necessary. At ROM load, Temporal Flux loads all tile graphics from the ROM for the tileset editor. The decompressed data held by Temporal Flux is inaccessible to plugins, so a plugin would need to create a separate copy of of the decompressed data, and write the plugin's copy back to the ROM on save, which would not be shown in the map editor until a second ROM load.

That Plugin Architecture is what I reference for my plugins.

Quote
How can we make (easier) new plugins for ourselves?
For instances make a button that changes every Death Peak Music Track (to Singing Mountain), and edit/update the event files to use Singing Mountain rather than Silent Light. (ie. edit a string of commands and events files in Temporal Flux in one file or button.

A music change plugin like that would be difficult to create. Plugins can't access the loaded event data, which makes things difficult to mess with.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 14, 2018, 02:02:04 am
A music change plugin like that would be difficult to create. Plugins can't access the loaded event data, which makes things difficult to mess with.

I'm saying, take a macro list of .exported TF changes, and have a .script file, store/save/load that macro list and apply (changes in the macro list) yeah yeah, its just like ips. but at a different level.

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 14, 2018, 03:27:22 am
I suppose I could make a tool to parse multiple .Flux files with event code, and make one batch change, but it seems like it would be of little benefit. Doing a find in files from exported location events, then making the necessary changes in Temporal Flux would probably be easier.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on October 03, 2018, 07:25:49 pm
I suppose I could make a tool to parse multiple .Flux files with event code, and make one batch change, but it seems like it would be of little benefit. Doing a find in files from exported location events, then making the necessary changes in Temporal Flux would probably be easier.
[/quote

Hmmm... at this point, I'm saying 'go for it!' the more tools the merrier.

~X
Title: Re: Temporal Flux Plugins
Post by: einlanzer0 on February 27, 2019, 11:03:57 am
Is there any way to cap level to 50 using warrior workshop? It doesn't seem to work like with the other stats.

Title: Re: Temporal Flux Plugins
Post by: Mauron on February 27, 2019, 12:59:21 pm
There's probably a second place where that cap is stored. I'll look into why that happens soon.
Title: Re: Temporal Flux Plugins
Post by: einlanzer0 on February 27, 2019, 02:19:21 pm
Excellent, thanks. I've long thought that a 50 level cap would have been much more suitable for CT than 99 levels. My hack is designed to slightly slow down the leveling speed especially in the 2nd half of the game and make it so the end game is 40-50, with each level in that range requiring significantly more XP than the level before it.
Title: Re: Temporal Flux Plugins
Post by: ranford98 on March 19, 2019, 07:56:59 am
How to change the font through Temporal Flux?
Title: Re: Temporal Flux Plugins
Post by: Mauron on March 19, 2019, 03:18:34 pm
There's not an easy way at the moment. You can export the fonts, edit them with a tile editor, and reimport them, but that's kinda tricky. I'll look into options.
Title: Re: Temporal Flux Plugins
Post by: ranford98 on March 20, 2019, 12:38:27 am
I plan to translate Flames of Eternity into my language. I tried to get fonts through Chronotools (bisqwit), but they are not back packaged.

I would like to just replace the font and translate through Temporal Flux.
Title: Re: Temporal Flux Plugins
Post by: Mauron on March 20, 2019, 04:12:40 am
At the very least I can stick some notes on what's available at the moment. It'll be up sometime tomorrow.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on March 23, 2019, 02:47:19 am
Can the level cap be added to Warrior Workshop! Level cap 1-FF(1-255) this would be a good to have.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on March 23, 2019, 04:55:36 am
Here's a good question: Random Game Generators have become increasingly popular as of late.
Would you be willing to make a plug-in: utilize random SEED monster/enemy levels by an initial value (as a CT rng...that is, Random#Gen), replace Tonic with Mid Tonic @ lvl18 < lvl... or Full Tonic @ lvl50+, think of setting tandom loot tables for chest by level!! Having a CT_random_generator AS a plug-in would be VERY sexy! It may even attract more users to the CT community.

-Z


Title: Re: Temporal Flux Plugins
Post by: Mauron on March 23, 2019, 01:37:20 pm
Level cap: I've been looking into the possibility, but I need to change how I handle the XP chart to do this.

Random Generator: It's lower on my priority list, but might be doable. I'd probably make a standalone program for that one though. There's no benefit from loading into Temporal Flux.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on April 29, 2019, 04:13:18 pm
Level cap: I've been looking into the possibility, but I need to change how I handle the XP chart to do this.

Random Generator: It's lower on my priority list, but might be doable. I'd probably make a standalone program for that one though. There's no benefit from loading into Temporal Flux.

Cool and very cool.
I've seen someone making a random generator for Final Fantasy III (it allows to randomize "certain portions of the game, with customize-able levels of randomness in those areas)...if this was implemented as a base for CT_rand, then the possibilities would be near-endless.

~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 04, 2019, 02:24:18 pm
LOCATION PALLET NOTES:

I'm using /code statements to keep things tidy.
Code: [Select]
[code]

(SnesPal)
+Pallete Changes:

Millennial Fair
---------------

(Trees to better green!)
362538 = 26 28 14
36253A = 26 28 14
36253C = 22 25 12
36253E = 21 26 7

(Trees to better green!)
36260A = 26 28 14
36260C = 26 28 14
36260E = 22 25 12


Ten Colors (tweaked)
3624FC = 18,11,18
3624FE = 21,10,24
362500 = 17,6,18

36251A = 8,14,24
36251C = 6,11,30
36251E = 3,8,16




Truce Canyon:
------------

(flowers)
363B0C = 11,13,3
363B0F = 9,11,12
363B10 = 4,15,7
363B12 = 1,11,5
363B14 = 12,13,4
363B16 = 31,25,14
363B18 = 28,18,4
363B1A = 5,9,4


(leaves - from red/orange to green)
363B20 = 7,8,2
363B22 = 19,16,8
363B24 = 11,9,5
363B26 = 10,7,2
363B28 = 6,3,0
363B2A = 0,4,3
363B2C = 11,15,6
363B2F = 8,10,3
363B30 = 7,8,4
363B32 = 7,4,2
363B34 = 13,18,6
363B36 = 17,21,5
363B38 = 10,14,5


Cave Pallete: (water to lava)
-----------------
3632B2 = 24,9,0
3632B4 = 18,5,0
3632B6 = 8,1,0


Vine/Cave Pallete: (water to blue)
-----------------
365454 = 7, 11, 11
365456 = 5, 9, 8
365458 = 4, 6, 5


Guardia Prison Exterior: (clouds)
-----------------
364CF2 = 6,6,6
364CF4 = 3,3,3
364CF6 = 2,2,2

Guardia Prison Catwalks: (clouds)
-----------------
364734 = 6,6,6
364736 = 3,3,3
364738 = 2,2,2


Zenan Bridge/West Cape
----------------------
3631E0 = 12,8,12
3631E2 = 15,9,13
3631E4 = 17,12,14

363292 = 0,0,27
363294 = 26,26,25
363296 = 16,19,24
363298 = 10,12,19
36329A = 7,9,14
36329C = 4,6,11
36329E = 2,4,9
3632A0 = 2,3,8
3632A2 = 1,2,6
3632A4 = 1,2,5
3632A6 = 1,1,4
3632A8 = 0,1,3
3632AA = 0,0,2


Arris Dome
----------
362C22 = 3,3,5
362C24 = 4,4,6
362C26 = 2,4,2

362C50 = 19,13,6
362C52 = 17,12,5
362C54 = 10,11,4
362C5A = 12,12,6
362C74 = 15,14,6
362C78 = 15,12,6


362C70 = 19,13,6
362C72 = 17,12,5
362C74 = 15,10,4
362C76 = 9,5,8

362C90 = 19,13,6
362C92 = 17,12,5
362C94 = 15,10,4
362C96 = 9,5,8

362CAA = 19,13,6
362CAC = 17,12,5
362CAE = 15,10,4
362CB0 = 10,6,9
362CB2 = 9,5,6
362CB4 = 9,4,5
362CB6 = 6,3,4


Arris Dome Control Room
-----------------------
362CF4


362DC6


Ocean/Sun Palace
----------------
363A14 = 7,11,11
363A16 = 5,9,8
363A18 = 4,6,5


North Cape
----------
365BB6 = 7,11,11
365BB8 = 5,9,8
365BBA = 4,6,5


Mystic Mountains/Dactyl's Peak
-------------
366660 = 18,12,6
366662 = 14,10,4
366664 = 10,7,5

363BEA = 9,4,25 //flowers1
363C60 = 16,10,4 //waterfall rock base

Water: (green to blue)
363BEC = 5,9,4
363BEE = 15,15,5
363BF0 = 2,4,3

363C22 = 3,5,3
363C24 =2 4 3
363C26 =1 2 1
363C28 =6 9 7
363C2A =7 11 8
363C2C =5 7 6
363C2E =3 5 4

363C38 = 3,5,3
363C3A = 2,4,3
363C3C = 1,2,1

363C48 = 10,12,9
363C4A = 5,6,8
363C4C = 4,8,5

363C5E = 2,4,3
363C60 = 1,2,1

363C68 = 6,5,5
363C6A = 4,3,4

363C86 = 5,7,6
363C88 = 3,5,4
363C8A = 1,2,1





Prehistoric Canyon
------------------
36510C = 21,21,21
36510E = 18,18,18
365110 = 16,16,16

365148 = 14,17,31

365176 = 14,17,31
365178 = 12,16,28
36517A = 10,14,26
36517E = 9,12,25
365180 = 8,10,24

Tyrano Lair Keep
----------------
366318 = 21,21,21
36631A = 18,18,18
36631C = 16,16,16

366354 = 14,17,31 

366382 = 14,17,31
366384 = 12,16,28
366386 = 10,14,26
366388 = 9,12,25
36638A = 8,10,24

Tyrano
------
3663A8 = 8,10,8
3663AA = 11,12,11
3663AC = 14,15,14
3663AE = 9,10,9

3663B8 = 8,10,8
3663BA = 11,12,11
3663BC = 14,15,14
3663BE = 9,10,9

3663CC = 25,25,25
3663CE = 21,21,21

3663D6 = 8,10,8
3663D8 = 11,12,11
3663DA = 14,15,14
3663DC = 9,10,9

3663E4 = 8,8,8
3663E6 = 7,8,7

Can we get a pallet editor for tiles?  :D

~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 04, 2019, 02:31:52 pm
Double post:

Here's a good idea: Can we get a plugin where we can put a list of HEX address changes in a list and apply them.

Lets say I have the following list:

I'm using new gfx for these items, so I change the gfx <variable> for each.
0C11C5 = 8D   Bandana
0C11D0 = 8E   Ribbon
0C11DB = 23   PowerGlove
0C11E6 = 2E   Defender
0C11F1 = 8D   MagicScarf

THEN some other HEX data changes I'd like to make:
West Cape palette
3DF9E7 88 (was 7F)
3DF9E8 00 (was 00)

Dactyl Nest palette
3DFA67 88 (was 53)
3DFA68 00 (was 04)

It would be really cool to be able to take a large stack of simple HEX changes and save them in an .import/.export list!  :lee:

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 04, 2019, 05:37:16 pm
The first one I mostly don't want to do too much with data already supported by Temporal Flux natively. In this case Temporal Flux is using it on a read only basis, so I'd be willing to write back to it with the limitation that it won't be available until the ROM is reloaded.

Random hex change I can't really support due to Temporal Flux's handling of data, but I'd prefer not to anyway. For the item graphics, I can recommend options on other tools to handle a batch patch instead of one byte at a time hex editing.

Your last couple of changes are very interesting. These are the current notes I have on that data.

Code: [Select]
3DF9CD 3DFA7C ??? N Unknown Data (related to Locations) 2003.07.10
3DFA7D 3DFFE4 ??? N Unknown Data (related to Locations) 2003.07.10

If you have any understanding of the meaning, I'd love to take a closer look and make a plugin that supports it.
Title: Re: Temporal Flux Plugins
Post by: IHBP on July 04, 2019, 07:18:01 pm
Items have graphics now?
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 04, 2019, 07:20:23 pm
This context, it's the first character of the item name. Zakyrus has changed some of the {Acc} icons to something else.
Title: Re: Temporal Flux Plugins
Post by: IHBP on July 04, 2019, 11:14:28 pm
Oh, I'd like to see those
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 05, 2019, 03:15:51 pm
I'll go over this in my CT+ Editor Series, but for now...

That is the image file (blown up 300%) for the new icons.
(https://imageshack.com/i/pnXg2Viep)

Here's the original size:
(https://imageshack.com/i/plszwqslp)

I believe they are pasted into 3F8E00 (using a tile editing program, such as TileLayerPro).


Mauron, if we get a 'individual icon repointer' (say, added to Itemcrafter)...is there a way to custom colors, say White, Yellow, or (other custom) text colors?

~Z
Title: Re: Temporal Flux Plugins
Post by: IHBP on July 05, 2019, 03:30:15 pm
I like it
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 05, 2019, 03:47:30 pm
The first one I mostly don't want to do too much with data already supported by Temporal Flux natively. In this case Temporal Flux is using it on a read only basis, so I'd be willing to write back to it with the limitation that it won't be available until the ROM is reloaded.

Random hex change I can't really support due to Temporal Flux's handling of data, but I'd prefer not to anyway. For the item graphics, I can recommend options on other tools to handle a batch patch instead of one byte at a time hex editing.

Actually, it would just be a list of individual HEX changes that could be put into a simple stack into one export file. Maybe just handle upto 20 nodes (or HEX changes) per export file...? This would be an incredible time-saver.

Quote
Your last couple of changes are very interesting. These are the current notes I have on that data.

Code: [Select]
3DF9CD 3DFA7C ??? N Unknown Data (related to Locations) 2003.07.10
3DFA7D 3DFFE4 ??? N Unknown Data (related to Locations) 2003.07.10

If you have any understanding of the meaning, I'd love to take a closer look and make a plugin that supports it.

West Cape palette
3DF9E7 88 (was 7F)
3DF9E8 00 (was 00)

Dactyl Nest palette
3DFA67 88 (was 53)
3DFA68 00 (was 04)

North Cape palette
3DFA4D 88 (was 3B)
3DFA4E 00 (was 03)

Ocean Palace palette
3DF9FB 88 (was 18)
3DF9FC 00 (was 01)

Algetty palette
3DFA3D C4 (was 00)
3DFA3E 02 (was 92)

Now that I think about it, these had something to do with enabling the animation data capability so that a Layer 3 animation tileset/pallet code wouldn't be 'locked' to just the first frame of tileset animation.  8)

I requested this info long ago, when making 'animated backgrounds' for the maps listed above. The Ocean Palace, was going to be hacked to have 'flood gates' as well in the Main Hall Puzzle Room (first 4 tile switches area that you encounter inside it)

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 06, 2019, 12:54:40 am
Colors: There might be a way to force colors into item names, but it would probably require shortening names by 2-4 characters.

Hex: Temporal Flux is designed to work with known data. I'll type up my recommendations on how to apply hex changes later.

Locations: I'll see what I can figure out about the data. Hopefully I'll have something soon.
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 06, 2019, 02:39:42 pm
Code: [Select]
3DF9C7 3DFA76 PTR N Pointer to Unknown Data (related to Locations) (+3DFA77, local, first at 3DFA77) 2019.07.06
3DFA77 3DFFE4 DATA N Unknown Data (related to Locations) (9 bytes each) 2019.07.06

It's a start.

For your hex changes, I'd apply them with xkas (http://www.romhacking.net/utilities/794/). It can do way more than you need, but for what you're looking for it's simple enough.

Code: [Select]
origin $0C11C5
db $8D
That will write the Bandana icon you want.

Edit: Fixed the start location of the data. There's only 0xB0 pointers, so something must determine which packet gets used.

Edit 2: Found it. The pointers are determined by the location palette set. I'll see if I can make sense of the data, and see what I can do with it.
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 07, 2019, 06:45:43 pm
Fiendcrafter: Fixed error with applying the uncompressed monster hack, and fixed an error with the hack regarding Magus.
Title: Re: Temporal Flux Plugins
Post by: IHBP on July 08, 2019, 08:30:30 pm
I see you opened up some extra slots, what kind of ai do they have?
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 08, 2019, 09:28:59 pm
Oh, is this the first release that goes up to enemy FF? Except for the unused Magus, the AI is all use attack 1 on their turn. They also don't have proper names, but all other data exists in the ROM.
Title: Re: Temporal Flux Plugins
Post by: IHBP on July 09, 2019, 10:25:00 am
Oh, is this the first release that goes up to enemy FF? Except for the unused Magus, the AI is all use attack 1 on their turn. They also don't have proper names, but all other data exists in the ROM.

It's the first time I've seen it, though I only update my plugins when I need them.
Interestingly even though those enemy slots exist in fiendcrafter temporal flux doesn't allow going past FA.
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 09, 2019, 02:31:42 pm
Yeah, I can't directly get Temporal Flux to recognize them, but there are workarounds if you want to use them. I'll write something up later.
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 09, 2019, 05:38:59 pm
Fiendcrafter: Fixed a bug with removing the uncompressed enemy hack.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 11, 2019, 03:34:42 pm
This is fantastic!
I like where this is headed.

~Z
Title: Re: Temporal Flux Plugins
Post by: chrono12 on July 11, 2019, 07:10:38 pm
do you have plugins, to change the map color palette? decompression, of the places to modify the scenarios?
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 11, 2019, 08:16:26 pm
No on the color palette, although I may look into some options with that.

I'm not clear on the second question. Could you post it untranslated?
Title: Re: Temporal Flux Plugins
Post by: einlanzer0 on July 14, 2019, 09:57:23 pm
No on the color palette, although I may look into some options with that.

I'm not clear on the second question. Could you post it untranslated?

Nice to see some activity here! Just wanted to ask you about the level cap for warrior workshop. This is the last major feature I'd love to have for my patch.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 15, 2019, 08:23:06 pm
No on the color palette, although I may look into some options with that.

I'm not clear on the second question. Could you post it untranslated?

Nice to see some activity here! Just wanted to ask you about the level cap for warrior workshop. This is the last major feature I'd love to have for my patch.

Extra features to default design at this point would be pretty cool.

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 15, 2019, 11:43:36 pm
Level cap: I forgot which change you wanted. Down I just need to look up a second address, up requires a stat hack for the menu.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 17, 2019, 12:03:04 am
Level cap: I forgot which change you wanted. Down I just need to look up a second address, up requires a stat hack for the menu.

Could we have the ability to do either?

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 17, 2019, 02:13:13 pm
Eventually, yes. Down is just easier to start with.
Title: Re: Temporal Flux Plugins
Post by: einlanzer0 on July 17, 2019, 06:27:49 pm
Level cap: I forgot which change you wanted. Down I just need to look up a second address, up requires a stat hack for the menu.

I'm interested in a lower cap, like 50-60, because I think that works better for CT. Also, two other quick things:

- any idea how to create glow effects and durations for conditions that don't have them in the regular game (namely, atk up and MP regen?)

- any updates on the tech requirement bug in hi tech?
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 18, 2019, 10:35:42 pm
Eventually, yes. Down is just easier to start with.

Sweet. Take your time. Also, I *may* have brought this up before, but the Inventory Manager(shopkeeper's inventory) plugin, only allows upto 18th shop when Temporal Flux allows selection of up to 3F. Can we get an update for that plugin to include more?

Side note: (slightly off topic)
The Temporal Flux Overview Video Tutorial 1 is nearly complete (I've got 3hours of video to go through and chop down, etc), but I plan on covering plugins next as a bonus addition to the first video.

~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 20, 2019, 01:11:44 am
Another thing when I was doing the editing tutorial video...
I noticed that when I changed the icons for the individual items (say that I added a Crystal Orb for the moonstone as an icon, displayed before the item name is shown... Yes the stakes up one of the 11 bytes all of the item name.) I have to rename the item by adding a space in the String Editing, but using the formula I have item names to change which gfx (like ASCII *char in C...but with its own index type)... Let's say potion is 80, and orb is 81. 81 is not a  "Space" when it comes to editing the item names.......

If I want to make moonstone have 81, I have to add a space in the String Editor...Before the word Moonstone. Then find where those names are stored, and with a hex editor and change that Space(it's FF!)to 81.
This is simple hexadecimal code, is there any way we can have a custom string out of there in the Itemizer plugin, that will handle implementing these characters in, and as request before what color?

-Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 20, 2019, 01:34:02 am
If Temporal Flux writes to particular data, I don't want to try to do things with it too.

As for colors, it looks like things may be possible, but with the following limitations:
- Changing the color for the rest of the name takes two characters, hacked in same way as items.
- Changing the color back is another two characters.
- Currently item name isn't the same as other text colorwise. I'll have to fiddle with that to figure out why.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 20, 2019, 02:06:52 am
If Temporal Flux writes to particular data, I don't want to try to do things with it too.

As for colors, it looks like things may be possible, but with the following limitations:
- Changing the color for the rest of the name takes two characters, hacked in same way as items.
- Changing the color back is another two characters.
- Currently item name isn't the same as other text colorwise. I'll have to fiddle with that to figure out why.

Fair enough, what I've noticed though is that temporal flux will not mess with the strings after I've saved with the hex changes even if I have to change the item name string later. So in this particular case that might not be a conflicting issue...

-Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 20, 2019, 02:17:22 pm
I only have some idea of when Temporal Flux writes to things, but it's a whole area I don't plan to mess with.
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 22, 2019, 10:20:24 pm
Warrior Workshop:
- Added support for modifying sprite data.
- Fixed level cap adjustment to account for all known instances of the level cap.
- Added functionality to allow other plugins to retrieve sprite data.

You should generally expect issues with attempting to modify sprite data. Palette and size are known to ignore the data at certain points.
Title: Re: Temporal Flux Plugins
Post by: IHBP on July 22, 2019, 11:26:36 pm
I remember stats had a display number and a functional number, at least that's the conclusion I got from testing.
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 23, 2019, 12:04:34 am
I'll investigate that later.
Title: Re: Temporal Flux Plugins
Post by: IHBP on July 23, 2019, 08:13:12 am
Sorry It's been a while so I had to think about it but the problem I had was that changing the stat cap still causes the new maximum to function like the old one.

Example, if you cap power at 50 they will still be as strong as as a character with ** power they just reach it much faster.

So I was mistaken, it's not that there is two values but that there should be, a global that that stays at 99 and  a personal cap.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 23, 2019, 01:32:32 pm
Warrior Workshop:
- Added support for modifying sprite data.
- Fixed level cap adjustment to account for all known instances of the level cap.
- Added functionality to allow other plugins to retrieve sprite data.

You should generally expect issues with attempting to modify sprite data. Palette and size are known to ignore the data at certain points.

COOOOL!
Can we also get the feature to update/show current animation selected?

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 23, 2019, 05:44:14 pm
Currently none of my plugins attempt to analyze animation data. At most I'd probably display the first frame of the first animation, instead of trying to guess what the first frame is.

Beyond that would be in a separate plugin.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 23, 2019, 05:58:36 pm
Currently none of my plugins attempt to analyze animation data. At most I'd probably display the first frame of the first animation, instead of trying to guess what the first frame is.

Beyond that would be in a separate plugin.

The graphics image shown in FiendCrafter isnt tile/pallet based? Could this be updated, shouldn't be that hard, if the plugin requires a 'temp extract gfx to file' function that simply extracts what 'each enemies anims to a folder' kind of thing, or is this too much for just one plugin.

I would just like to be able to see the various anims by index change for the purposes of Events.

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 23, 2019, 06:47:08 pm
Fiendcrafter uses the Sprite Assembly, Graphics Packet, Palette, and Size data to construct the image. It currently ignores animation data entirely.

I could add an option to save the current image, but the functionality overhaul necessary to attempt animation support would take me most of the way into writing a new plugin to edit sprite data.

For viewing animations, check out this (https://www.chronocompendium.com/Term/Modification.html#Actor.2C_Animation.2C_and_Static_Checker). It allows you to browse actual animations in the game.
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 24, 2019, 04:26:20 am
Looked into the shop issue with Inventory Manager. Chrono Trigger has valid data for 0x18 shops (00-17), but treats 0x40 values as shops with the special dialog command. Since shop data is just a list of item numbers ending in 00, pretty much any data in the ROM works in the shop code. With my testing just now, I loaded a shop that sells nothing and a shop that sells White Rocks for 2G each.

Also looked into stat cap adjustments. The original code had two checks on maximums, one for the menu, and one after battle. The menu code had unique values for each stat, while the after battle code checked all stats to see if they exceeded 99, and if they did, capped them there. It then had a final check to see if speed exceeded 50, and capped that as well.

This seems to indicate that speed originally was going to grow naturally, and had a limit of 50 instead of 10.

I also found a couple bugs in Warrior Workshop, so I'll squash those and add a speed growth/individual stat cap soon.
Title: Re: Temporal Flux Plugins
Post by: IHBP on July 24, 2019, 08:15:52 am
So there was some merit to my ramblings?
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 24, 2019, 02:40:17 pm
StatsGrowthCapsCap References
PowerPowerPowerPower
StaminaStaminaSpeedStamina
SpeedSpeedStaminaSpeed
MagicHitHitEvade
HitEvadeEvadeMagic
EvadeMagicMagicHit
Magic DefenseMagic DefenseMagic DefenseMagic Defense

These are the different orders used to store stats in game. For the fixed cap hack, we need to use three of these tables.

It would be nice if at least one part of this stored stats in the same order.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 24, 2019, 05:42:37 pm
StatsGrowthCapsCap References
PowerPowerPowerPower
StaminaStaminaSpeedStamina
SpeedSpeedStaminaSpeed
MagicHitHitEvade
HitEvadeEvadeMagic
EvadeMagicMagicHit
Magic DefenseMagic DefenseMagic DefenseMagic Defense

These are the different orders used to store stats in game. For the fixed cap hack, we need to use three of these tables.

It would be nice if at least one part of this stored stats in the same order.

What about the 'extra space' in PC stats? How many are there?(I forget the mem.addresses, atm). I've been using the one from Marle's as Silver Points(so they carry over on NG+ and can go upto 65535) and Lucca's (for Adventurer's Rank, a reputation system).

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 24, 2019, 06:38:10 pm
I'd like to know what addresses you're working with there.

The problem with the ordering is that it makes looping trickier. If we're on the 5th loop, are we working with Magic, Hit, or Evade?
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 27, 2019, 04:02:25 pm
7E294E - Marle's Extra Stat(?)  ...am using for Silver Points
7E299E - Lucca's Extra Stat(?)  ...am using for Adventurer's Rank (a WoW-like rep system)

They are x50 apart in value, Two Bytes(for Byte Math) and can go 65535.
Also, they carry over on NG+.

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 27, 2019, 04:53:00 pm
From what I can see, that's part of unused space that gets copied to SRAM, not character data. Unless you meant 7E264E and 7E269E, which are part of Crono and Marle's character data, and possibly unused. I haven't fully explored that part of character data because parts of it are calculated in game, so I didn't add editor support.

It looks like my new code for leveling up works. Now all stats, including speed, get calculated, unless they have a value of 00 for growth. It will get applied if you update a character any stat besides speed is 00, or speed has a value other than 00. It will also apply when updating stat maximums.

I'll be making some interface changes to Warrior Workshop as well.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 27, 2019, 05:23:31 pm
Cool. Can't wait, I'll be doing some more re-cording when I refactor a few things... Once I get those segments recorded, I'll start the Video Editing work in which I'll refine, add subtitles, minimize useless segments, ramblings, etc.

As for the SRAM data, that's interesting... I was told this, by JLukas when I messaged him:

Quote
Hmm, it looks like 7E294E was forgotten and not added to the database.  I'll submit it so Geiger can put the info in the next version.

Fortunately, I still had the old message in the PM Outbox, here's what I wrote:

IIRC, those bytes I gave you last time were extra bytes in Crono's stats.  Add $50 to start using the extra space in Marle's stats, add another $50 to use the extra space in Lucca's stats, etc.  Again, I'm not 100% sure that the space really is unused to begin with, but that does appear to be the case.

...

7E299E-7E299F should be the two unused bytes for Marle, 7E29EE-7E29EF for Lucca, etc.

...and in this post: https://www.chronocompendium.com/Forums/index.php?topic=3344.msg59279#msg59279 ...when I asked back in 2006.

I hope that helps!

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 27, 2019, 06:13:42 pm
I think JLukas mixed up 7E264E and 7E294E in his original post. 7E2600 - start of character data, 0x50 bytes each. 7E264E would be the last two bytes of character data, which is currently undocumented, and at first glance, possibly unused.

7E299E is also included in SRAM, but 7E29EE is not. 7E26EE is, and is the last two bytes of character data for Lucca.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 27, 2019, 06:26:15 pm
Quote
7E26EE is, and is the last two bytes of character data for Lucca.

This doesn't seem to affect anything, then again I've had so many changes in the original CT+ mod, that it could've conflicted with something, and I thought it was something else.

Quote
7E299E is also included in SRAM, but 7E29EE is not.
What other unused SRAM values are in range(nearby) that value?

I require 5 or 6 variables that carry over on NG+ for various purposes.

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 27, 2019, 07:33:28 pm
Code: [Select]
7E2881 FF FF All Appears to be unused space (included in SRAM) 2008.02.14
That whole range (7E2881-7E297F) is probably safe.

Code: [Select]
7E285C 06 FF All "All $FF, copied from 0C025C-0C0261, unused?" 2007.06.12
7E2862 1E FF All "JUNK, Weapon Stats copied from 0C0262-0C027F" 2007.06.29
These are definitely safe. They're leftover from the scrapped 8th character. Won't work with the 8th character patch whenever I finish it.

And actually, while 7E299E is included in SRAM, it's not usable for storage.

Code: [Select]
7E299E 01 FF All "Copied from 307FE1 in SRAM, total times a new game has been started?" 2007.06.29
7E299F 01 FF All "Unknown, related to new game ATB menu and character naming screens" 2007.06.29

And I'm pretty sure JLukas meant 7E264E in his posts from years ago.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 27, 2019, 10:14:58 pm
That is fantastic!

Quote
7E299F   01   FF   All   "Unknown, related to new game ATB menu and character naming screens"   2007.06.29

Does this have something to do with Crono character screen having the ATB prior?
I'll try it later, next time I do some recording.

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 27, 2019, 10:58:09 pm
Yes. If that is 00 and Crono's name screen is opened, the ATB menu will be called first. Warrior Workshop has a hack that removes the connection to Crono's name screen.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 29, 2019, 03:44:00 pm
Yes. If that is 00 and Crono's name screen is opened, the ATB menu will be called first. Warrior Workshop has a hack that removes the connection to Crono's name screen.

Fantastic!!
Is there a way...."simply" to be able to have a Menu Screen Editor, e.g. ...be able to say, add 3 or 4 OTHER variables to the ATB screen, maybe move about the position of the settings, text, and have an OK "button" (or manually add a string that displays: "press start to continue...").

This would require (in theory), an Editor for just the ATB screen, that allows moving the text, settings, (adding new/groupings of settings), which VARIABLEs are set & defined, and perhaps a few graphics packets.

Sort of like those "custom code menu screens when you play a custom rom that has a Cheat Code Menu BEFORE you play the game"...I would like to be able to utilize <only> this screen, and adjust it for those purposes.

EDIT: purpose: I have a variable of selections in CT+, such as "Crono can speak if it's important", or "use 'contraversial/mature audiances dialog', etc. I would like to have these all on one screen, so that I don't need to require dialog boxes to do so....

Also, useful for 'greater hacking purposes' later on when custom menus are going to be desired.

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 29, 2019, 04:56:13 pm
Simply? Probably not. I'd have to do more menu research to provide more details.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 29, 2019, 06:15:18 pm
Simply? Probably not. I'd have to do more menu research to provide more details.

Alrighty.
Consider this though, for a 'later down the road when functionality is done, and glossy apparel can be done' kind of thing...

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 03, 2019, 05:54:23 pm
Warrior Workshop:

- Expanded Stats at level chart to go from 1-max level for all characters.
- Added button to set stats to current level.
- Stats at the starting level that do not match the growth for that level now display in red in the stat to level chart.
- Stat growth can now be altered to allow growth for any stat, individual stat caps, or fixed values for any stat. This is automatically applied when changing stat caps, adding speed growth, or disabling any other stat's growth.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on August 03, 2019, 08:40:58 pm
Warrior Workshop:

- Expanded Stats at level chart to go from 1-max level for all characters.
- Added button to set stats to current level.
- Stats at the starting level that do not match the growth for that level now display in red in the stat to level chart.
- Stat growth can now be altered to allow growth for any stat, individual stat caps, or fixed values for any stat. This is automatically applied when changing stat caps, adding speed growth, or disabling any other stat's growth.

Cool! I will put this to use, right away!
Is there any way(in Itemizer) to use:
Weapon Status:    Weapon/Tech: Command 0x0D: No Flags set.

with the 'Unknown' Below, to use a random spell/tech from an index?
This would be really neat!

Also: Can we get edits of the 3 pallet colors of weapons?

We need pallet editors, :D

~Z
Title: Re: Temporal Flux Plugins
Post by: Dark_Ansem on August 07, 2019, 08:04:03 am
Warrior Workshop:

- Expanded Stats at level chart to go from 1-max level for all characters.
- Added button to set stats to current level.
- Stats at the starting level that do not match the growth for that level now display in red in the stat to level chart.
- Stat growth can now be altered to allow growth for any stat, individual stat caps, or fixed values for any stat. This is automatically applied when changing stat caps, adding speed growth, or disabling any other stat's growth.

Fantastic Stuff.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on August 07, 2019, 03:46:07 pm
WE NEED THESE EDITORS!!

* Pallet Studio - edits location pallet data, weapon pallet data, NPC or enemy pallet data.
                       Need I say more?

* Audio Labs   - Edit SPC(midi? data, instruments, tracks, PWM/note infos, etc.)
                        simple .wav editor (import audio tracks as instrument, soundFX, battleSFX
                        etc.)

* Tile Mill        - Edit graphics for location, tile-swatches, etc.
                        Grid of tile editors, showing individual pixels, and also
                        ...edits pallets (link to loc. pallet editor)

Hex Index       -  A custom "Data Editor."
                         Simply has a grid of 10x 'data fields' (or memory addresses) per "sheet",
                         ...each contains a value, & 1 or 2 bytes.
                         Data edited would just be the same changes 'as if done in a HexEditor'...
                         ...just having 10 per 'sheet' (or import/export) would be *so* easy to do,
                         AND convenient to have. I NEEEEEEEEEEED this for a GREAT purpose!
                           

I'm not going to quit, lol.
~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 07, 2019, 03:58:51 pm
I've been toying with an SPC editor, but I need help from someone more musical than me.

Palettes are on my to do list.

Tiles are trickier.

Random hex changes just aren't doable with a Temporal Flux plugin.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on August 07, 2019, 05:37:10 pm
Alright I'll lay off, lol.

I've been toying with an SPC editor, but I need help from someone more musical than me.

We need to find the guy who made the CTM(Chrono Trigger MusiCompanion, that hack that allowed mp3's to load instead of SPCs), he might be of service...

Quote
Palettes are on my to do list.

Alright! Weapon pallet editor and Location Tile Pallets are of the highest priority(atleast in my world, lol).

Quote
Tiles are trickier.

Can wait, can we have editable TileEditor hopefully by next summer?
:D

Quote
Random hex changes just aren't doable with a Temporal Flux plugin.

I'm stubbornly determined to make this a thing... lol. I'll prolly be most disappointed.

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 07, 2019, 08:21:03 pm
CTM wouldn't be of help. It was an emulator specific hack that didn't understand the data in the ROM at all.

The MSU-1 hack wouldn't work either, because while that does impact the game's code, it doesn't have enough data on the SPC format.

Basically I need someone who can look at this video (https://www.youtube.com/watch?v=qJYPRGEqV4s) and say "Those notes are B, A, C, and D."

Palettes will be done after I finish some important updates to other plugins.

Tiles are trickier when allowing editing. Direct data import/export would be easier.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on August 08, 2019, 01:13:04 am
Quote
Basically I need someone who can look at this video and say "Those notes are B, A, C, and D.

I have a buddy that can do that unfortunately he doesn't know snes but he is a musical genius.
Also I have purchased a legitimate copy.of of FL Studio... sound effects are one of my main interests. . Fortunately.... we can pass it through an audio editor and detect frequency. . e.g. 440 Hertz is C Sharp...

I will seriously look into this tomorrow.

-Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 08, 2019, 02:30:40 am
That is quite useful. Thanks!
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on August 08, 2019, 03:35:20 am
(https://musescore.com/static/musescore/scoredata/gen/6/7/6/5442676/654d1d104ac1cd023c5f2f39da098a56ed8d48c2/score_0.svg?revision=1550018572&no-ca)

This is probably redundant on level of notes at this point but on the level of data this might help you.
I have no idea why I haven't suggested this before...  :picardno

-Z
Title: Re: Temporal Flux Plugins
Post by: Vehek on August 08, 2019, 04:45:10 pm
Okay, I'm getting sick now of how hacking knowledge has been forgotten. We have had music imports in the past.

https://www.chronocompendium.com/Forums/index.php?topic=6839.0
(The command-line tool should also be available in utunnels' bundle of tools.)
You might want to check the FF6 hacking community; they did a lot of stuff from my early experiments with Romancing SaGa 3 editing tools.

Even if you want to make a visual editor, there's no need to re-do all the research into the note data. That was done years ago for other iterations of its SPC engine in other communities.

I might try to retrieve that experimental Impulse Tracker module to MML converter someone made.
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 08, 2019, 05:05:27 pm
I hadn't looked closely enough at that particular project. I knew there were a couple (format) to SPC projects, but hadn't checked on the details, and didn't know enough about either format to realize how useful they were, so I had glanced over them. That and FF6 hacking's resources have a lot of things that can help with some of the questions I had.
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on August 09, 2019, 04:42:11 pm
Hi Mauron, I'm trying to change the Tech Requirement for Aurawhirl, but it seems that its not working when I'm changing it in Hi-Tech plugin, it seems that even if you change the value it goes back to Marle -> Aura , even if I go in Hex editor and change offset 000C1E5E => 25 (Marle, Crono) to lets say 26 (Lucca, Crono)  it does show in the change in TF but in the game you still learn Aurawhirl once you have Crono Cyclone and Marle Aura tech learn :o 
Any tips on that ?

I can't find download link or update on Hi-tech plugin, are you working on it at the moment?
Keep up the good work ! :)
Title: Re: Temporal Flux Plugins
Post by: Dark_Ansem on August 09, 2019, 05:13:23 pm
Hi Mauron, I'm trying to change the Tech Requirement for Aurawhirl, but it seems that its not working when I'm changing it in Hi-Tech plugin, it seems that even if you change the value it goes back to Marle -> Aura , even if I go in Hex editor and change offset 000C1E5E => 25 (Marle, Crono) to lets say 26 (Lucca, Crono)  it does show in the change in TF but in the game you still learn Aurawhirl once you have Crono Cyclone and Marle Aura tech learn :o 
Any tips on that ?

I can't find download link or update on Hi-tech plugin, are you working on it at the moment?
Keep up the good work ! :)

Did you hit the various "write changes" button?
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on August 09, 2019, 05:27:08 pm
Yeah
You can see the Original data (pic 1)
and the modified data (pic 2)
I change the offset C1E5E (25 to 26) manually
In game I still learn Aurawhirl when I learn Cyclone & Aura but I can't use it in battle. So it seems to "work" but the Requirement Tech for it isn't working well :o  so there must be another offset that check the Requirement for Aurawhirl somewhere (I suppose)


***Also when you're trying to change directly Aura for another spell, it goes back to Aura : (
either the plugin isn't working for it yet or there's something else I'm not understanding!  :)
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on August 09, 2019, 11:35:37 pm
Oh Mauron I just read your post on romhacking forum saying you were working on the Tech Requirement! (dating from about 5-6month ago). Well hopefully you'll figure it out :)  I'll be poking around the Tech data and see If I help on that matter!
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 10, 2019, 02:39:12 pm
I'll try to push an update soon.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on August 11, 2019, 11:30:48 pm
Quote
Blasphemy! That's an A, of course!

Right you are.

I'll try to push an update soon.

FAN--TASTIC-!


~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 22, 2019, 02:02:51 pm
Warrior Workshop:
- Fixed a bug where a stat growth hack was being applied unnecessarily.
- Fixed a bug where a stat growth hack was loading incorrect values.
- Added an option to manually toggle the stat growth hack. It can be manually enabled or disabled, but if you update stat caps or change stat growth in a way that won't work in vanilla, it will be enabled for you.

If stat growth hack is checked when you open this version, you should uncheck it, and recheck it if necessary/preferred.
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on August 26, 2019, 01:14:11 am
Hi Mauron, sorry if this is off topic, but I was wondering if you know how to change weapon animation? In this case for Lucca, whenever I use its (default animation as seen in the pic below)
the projectile is kinda messy, I don't mind it, all I want to do is to put for example  Wondershot instead of the default one , any tips :) ?

Title: Re: Temporal Flux Plugins
Post by: Mauron on August 26, 2019, 02:44:06 am
Hi-Tech can edit the weapon animation and graphics data. If you select an attack, the weapon selection dropdown will be enabled, and you can choose the weapon you want to change. I haven't fully explored the values here however.
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on August 29, 2019, 07:47:29 pm
 8)
Thanks Mauron, worked perfectly! \o/
Filtered a couple of palette and found this one pretty cool for the Rainbow
Title: Re: Temporal Flux Plugins
Post by: einlanzer0 on August 29, 2019, 08:13:14 pm
Hi-Tech can edit the weapon animation and graphics data. If you select an attack, the weapon selection dropdown will be enabled, and you can choose the weapon you want to change. I haven't fully explored the values here however.

Hello - new day, new question.

Do you know what the values for status durations and "tick" intervals are and/or how to modify them? Trying to figure out what determines the length of time effects like Haste and Protect are in effect, and also the frequency of ticks of things like MP regeneration.

Thanks!
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 30, 2019, 12:18:18 pm
Those values are set in RAM at the start of battle. There's limited ability to modify them at the moment, but I may create a plugin to handle some status data.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 08, 2019, 01:27:25 pm
Those values are set in RAM at the start of battle. There's limited ability to modify them at the moment, but I may create a plugin to handle some status data.

Oh please do.

~Z
Title: Re: Temporal Flux Plugins
Post by: IHBP on September 08, 2019, 03:23:09 pm
Those values are set in RAM at the start of battle. There's limited ability to modify them at the moment, but I may create a plugin to handle some status data.

You made the duration unlimited in my hack already.
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 08, 2019, 04:59:23 pm
The unlimited duration is possible because I changed the in battle effects to apply like helmet effects. Extending limited durations would be a different hack.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 08, 2019, 05:02:04 pm
8)
Thanks Mauron, worked perfectly! \o/
Filtered a couple of palette and found this one pretty cool for the Rainbow

Would you like to document this further? I might want to reference this in the tutorial video series. Any export files, etc. in your advancement/mod would be appreciated.

~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 09, 2019, 03:23:15 am
Menu Editor: Can we have Silver Points Displayed?

Also:
"Weapon/Tech: 33% damage" this is useless, any way to turn that to "%33 Magic Spell: Lightning Cast"? As an experiment....\


Code: [Select]
Location Pallet notes

Location set number*D2+3624C0=

Pallet Address Primary/Common Usage:
0 3624C0 Millennial Fair
1 362592 Telepod Exhibit
2 362664 Houses/Indoor (Millennium)
3 362736 Guardia Forest (Millennium)
4 362808 ???
5 3628DA Guardia Castle (Middle Ages)
6 3629AC ???
7 362A7E Houses/Indoor (Middle Ages)
8 362B50 Guardia Courtroom
9 362C22 Domes (Bangor, Arris, Etc)
A 362CF4 Arris Dome Computer Room
B 362DC6 Keeper's Dome (Hangar)
C 362E98 Factory Ruins
D 362F6A End of Time
E 36303C Manoria Cathedral (Sanctuary)
F 36310E Fiona's Shrine
10 3631E0 Zenan Bridge
11 3632B2 Caves (Brown) (Sun Keep, Sunken Desert, etc)
12 363384 Caves (Blue) (Heckran Caves)
13 363456 Lab 16/32 Ruins
14 363528 Death Peak
15 3635FA Forest Maze/Hunting Range
16 3636CC Ioka Huts
17 36379E ???
18 363870 Zeal Palace/Enhasa
19 363942 Zeal Palace Throneroom/Mammon Machine (Day)
1A 363A14 Sun Palace/Ocean Palace
1B 363AE6 Truce Canyon
1C 363BB8 Mystic Mountains/Dactly's Peak
1D 363C8A Paradise Lost Scene
1E 363D5C Denadoro Mountains (Mountain Vista)
1F 363E2E Lavos Tunnel
20 363F00 Mt. Woe
21 363FD2 Black Omen (Celestial Gate)
22 3640A4 Black Omen (Interior Pallete #1)
23 364176 ???
24 364248 Epoch (Flying)
25 36431A ???
26 3643EC Ioka Meeting Site (Day)
27 3644BE Death of the Blackbird Scene
28 364590 Magus's Castle (Entrance)
29 364662 Blackbird (Interior & Ventshaft)
2A 364734 Guardia Prison (Catwalks)
2B 364806 Manoria Cathedral (Side Rooms)
2C 3648D8 Blackbird (Scaffolding)
2D 3649AA Guardia Prison (Interior)
2E 364A7C Magus Castle (Interior)
2F 364B4E Magus Castle (Inner Sanctum)
30 364C20 Magus Castle (Flea Battle)
31 364CF2 Guardia Prison (Exterior)
32 364DC4 Magus Castle (Castle Walls)
33 364E96 Lucca's Workshop
34 364F68 Guardia Castle (Millennium)
35 36503A Tyrano Lair (Interior)
36 36510C Tyrano Lair (Exterior)
37 3651DE Land Bridge (Zeal Teleporters)
38 3652B0 Lavos Core
39 365382 Arris Dome (Guardian Chamber)
3A 365454 Frog's House/Algetty
3B 365526 Sewer Access
3C 3655F8 Algetty Tsunami
3D 3656CA Lavos/Mammon Machine Distortion
3E 36579C Death Peak (Windy Cliffs)
3F 36586E Fiona's Forest Campfire Scene
40 365940 Mt. Woe (Summit)
41 365A12 Beast's Nest
42 365AE4 Guardia Forest (Middle Ages)
43 365BB6 North Cape
44 365C88 Blackbird (Hangar)
45 365D5A Zeal Palace (Hallways)
46 365E2C Kajar
47 365EFE Zeal Palace Throneroom/Mammon Machine (Night)
48 365FD0 Geno/Truce Dome
49 3660A2 Ioka Meeting Site (Party)
4A 366174 Death Peak Summit (Pre-Crono)
4B 366246 Ocean Palace
4C 366318 Tyrano Lair Keep (Tyrano Battle)
4D 3663EA Death Peak Summit (Post-Crono Cutscene)
4E 3664BC Ancient Tyrano Lair (Giant's Claw)
4F 36658E Last Tyrano (Giant's Claw)
50 366660 Dactly's Nest (Summit)
51 366732 Northern Ruins
52 366804 Millennial Fair (Moonlight Parade)
53 3668D6 Telepod Exhibit (Moonlight Parade)
54 3669A8 Black Omen Entrance (Exterior)
55 366A5C Tesserect (Final Lavos Battle)
56 366B2E Fiona's Forest (Recriminations)
57 366C00 Black Omen (Interior Pallete #2)
58 366CD2 ??? - unsued? (purple, black, and tan-ish/white)




For instance, I'll change the "clear water" for Loc. Pallete #11 into "lava"

The first three values of the pallete's set are the water/sand colors.

Change:
3632B2 = 15,1,0
3632B4 = 12,1,0
3632B6 = 8,0,0

(just remember that this will change the sand in the Sinking Desert into Lava!)
..that's all there is to it!


I'm going to attempt to make this a plugin that shows the pallets for tilesets.
What do I need to know?

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 09, 2019, 09:33:58 pm
Displaying Silver Points in the menu is relatively easy, but the hack work required to get there is trickier.

Weapon/armor effects: Data for these start at 0x0C2A05, and each one is three bytes. The first byte determines what effect it has. In the case of 33% damage, the data would start with 02. The next two bytes will be something like 02 and 06. Looks like it's 02 01 03. 1 * byte2 / byte3 = damage modifier. If byte3 is zero, the value is not divided. If you change the first byte to 0B, it will become a magical attack with the same modifier.

You can't easily apply an element this way, but I could make a hack that would allow for that.

Palette plugin: You'll need, as a bare minimum, the data size, start location, if it's compressed, if it stays in the same place when modified.

In this case, it will stay in the same place, and all data is sequential. When configuring your SaveRecords, create a new array at the size of the total number of records. It can stay in the same place, so bOverride should be true. nOrigSize, nDataSize, and nMaxSize should all be 0xD2. I don't think these are compressed, in which case bCompressed will be false.

The original address is the trickiest part. You'll use GlobalShared's GetRomAddr() to find the base, then add set number * 0xd2, and a couple other functions thrown in to organize the data. This part is the most annoying.

I was going to finish this explanation with a couple more paragraphs, but I'm now halfway through a new plugin.  :oops:
Title: Re: Temporal Flux Plugins
Post by: IHBP on September 09, 2019, 11:07:41 pm
What kind of new plugin? Or is it a surprise?
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 10, 2019, 12:59:34 am
Palette editor.
Title: Re: Temporal Flux Plugins
Post by: IHBP on September 10, 2019, 08:07:55 am
Cool, though as someone who plays with this sort of thing I'd like to suggest a revert to vanilla button.
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 10, 2019, 01:46:31 pm
That's not doable without storing a copy of the original data in the plugin, which is both a pain and may require multiple vanilla copies if things were changed between the US and JP versions.
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 15, 2019, 08:37:32 pm
Working on the palette plugin. I ran into a couple hiccups with getting this to look nice, but things are going smoothly now. Current palette data will be accessible from other plugins with GetPalette() and GetPaletteFromSet(). In locations, GetPalette returns everything, while GetPaletteFromSet() returns a single palette. In sprite palettes, the two function identically.

Before release I'll add a function to return a combined sprite + weapon palette.
Title: Re: Temporal Flux Plugins
Post by: IHBP on September 15, 2019, 08:54:32 pm
Cool
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 16, 2019, 07:25:59 pm
Working on the palette plugin. I ran into a couple hiccups with getting this to look nice, but things are going smoothly now. Current palette data will be accessible from other plugins with GetPalette() and GetPaletteFromSet(). In locations, GetPalette returns everything, while GetPaletteFromSet() returns a single palette. In sprite palettes, the two function identically.

Before release I'll add a function to return a combined sprite + weapon palette.

 :shock:

I love you.

~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 27, 2019, 01:32:12 am
Any progress, I *really* have been waiting for such a plugin for quite some time, I can be patient however, as I'm organizing the series(still). Work life has nearly been a shitshow lately, hopefully it'll calm down so I can get this going.


~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 27, 2019, 02:58:28 am
I've been juggling a few things in regards to updates, and that's caused me to lose focus on any one in particular.

- Warrior Workshop has more known data than it used to.
- Fiendcrafter has more known data, and I need to add functionality to support Palette Swap.
- Hi-Tech has more known data, and I need to add functionality to support Palette Swap.
- Palette Swap needs the rest of its UI done, and all data completely loaded.

Juggling the data updates has taken the bulk of the time. We're down to a couple bits of unknown data in character and enemy stats.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 30, 2019, 07:57:27 am
Sweet, look forward to the overhaul. ;)

~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on February 11, 2020, 03:25:04 pm
Bout to attempt more recording, starting video #2.

Should no anomaly occur, it shant take long....

I....
NeeeeeeeeeeeeeeeeeeeeeEEEEEEEEEEEEEEDDDDDDDDddd......
Pallet Editors. :D

Please and Thank You.


~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on February 11, 2020, 05:07:56 pm
I....
NeeeeeeeeeeeeeeeeeeeeeEEEEEEEEEEEEEEDDDDDDDDddd......

Focus. :D
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on February 11, 2020, 05:31:53 pm
I....
NeeeeeeeeeeeeeeeeeeeeeEEEEEEEEEEEEEEDDDDDDDDddd......

Focus. :D

Fair enough. You shall find it SOOOOOOOOOOOOOOOOOOON!

~Z
Title: Re: Temporal Flux Plugins
Post by: Schala Zeal on February 11, 2020, 05:37:14 pm
Perhaps a plugin to introduce mod support for the Steam version?
Title: Re: Temporal Flux Plugins
Post by: Mauron on February 11, 2020, 05:59:16 pm
Temporal Flux only handles the SNES version, and plugins can't go beyond that limitation.
Title: Re: Temporal Flux Plugins
Post by: Schala Zeal on February 11, 2020, 06:19:03 pm
Humm... guess I can use my wizardry in C++ and port it
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on February 11, 2020, 08:36:16 pm
Humm... guess I can use my wizardry in C++ and port it

Grab the TPFA make plugins in C# (you can use a wrapper ...perhaps in CoProcessing under settings) to get it to still compile C#.

~Z
Title: Re: Temporal Flux Plugins
Post by: Schala Zeal on February 12, 2020, 12:30:24 am
I meant I'd try writing the whole TF program in C++, with Qt perhaps. However, it's certainly possible to do it in C#. Garbage collection is a pet peeve of mine though.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on February 12, 2020, 01:41:55 am
I meant I'd try writing the whole TF program in C++, with Qt perhaps. However, it's certainly possible to do it in C#. Garbage collection is a pet peeve of mine though.

This so needs to happen, so much more could be coded into plugins.

~Z
Title: Re: Temporal Flux Plugins
Post by: Schala Zeal on February 12, 2020, 02:27:14 am
Qt has a good modular plugin system... for image I/O and stuff... Making a custom plugin system for game binary formats though might require some work. I actually have a plugin for Qt 5 to read Playstation 1 .tim files I made 5 years ago. If you have a Qt 5-based image viewer (ie. GwenView on KDE) just drop it in the plugins/imageformats folder after you build it:

https://github.com/Schala/Qt-extra
Title: Re: Temporal Flux Plugins
Post by: trig on February 12, 2020, 09:55:23 am
Sorry--not to derail!
I did some reading on the Steam port. It looks like the Chrono Trigger "event language/bytecode" (or whatever it is called, I am new to this stuff!) is the same, although assets like music, images, tile maps, etc are totally different. (In fact it appears that imagery for example is simply PNG! Everything's just packed into a resources file.) It would be cool to have a sister project to Temporal Flux that can edit the bits that aren't already editable in the Steam version.

Edit: We should also consider CTDS modification efforts (I don't know much about it).

A couple sites/communities:
https://chrono-trigger.fandom.com/wiki/Chrono_Trigger_Ports_Wiki
https://steamcommunity.com/groups/ChronoTriggerModding
Title: Re: Temporal Flux Plugins
Post by: Mauron on February 12, 2020, 01:28:50 pm
I've poked at the DS version a little. The data format is the same in many cases. I was actually able to hack one of the overworld maps by editing it in Temporal Flux, then exporting it manually to a DS ROM.
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on June 03, 2020, 01:32:10 am
Hi guys!
Sorry if this is a bit off topic, but I have a question for you Mauron! :D

I was wondering if you could help with a little problem we're having with Ayla's Weapon
In the BlackBird Cell's Script (Location 173)  there's a event that unequips all Weapon/Helm/Armor/Acc from everyone, except it doesn't works on Ayla's Weapon, so I tried to trick the game by equipping another type of weapon to Ayla then remove all her Item but in vain (like seen in this picture)   looks like "Ayla weapon's" are uncheck for this function  :o  .

Do you know a solution for this?
Title: Re: Temporal Flux Plugins
Post by: Mauron on June 03, 2020, 07:30:40 pm
In a hex editor, change 0x028DB8 to EA EA.

In that event at [0894] there's some Ayla specific code for Ayla declaring her intent to fight.
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on June 03, 2020, 08:23:46 pm
Oh wow Thanks Mauron! It did unequip her weapons  8) !
that part looks good now! But (there's a but xD) I thought it* would be solved by removing Ayla's weapon, let me explain

When we get in the Blackbird, I manage to make Ayla unable to start a battle unless she gets her equipment back , by editing event  089C (7F00D1, 80, set) to (7F00D1, 08, reset)
*Im not entirely sure what it does but it seems to work for what we had in mind, but she still had her weapon equip. Now it looks perfect thanks to you! (We want Ayla's weapon to be switchable like the other)*

The Real issue is , Ayla will start fighting whenever she Or another char in the party acquire his/her equipment back, *Lets say I put Robo in first char slot, then I only get his Equipment then start a battle, she will be able to fight regardless if she has a weapon or not equip but she can't start a battle on her own :o :o   
Title: Re: Temporal Flux Plugins
Post by: Mauron on June 09, 2020, 05:32:43 pm
Starting at around [05C5] there are a series of (If PCIsActive) conditions. The Ayla one needs a Mem.7F00B9 = 01 command added to it.

In the armory events, in Object 00, Arbitrary 1, there's an if(Mem.7F00C7) Goto [Label]. (7 will be 8 and 9 in armory 2 and 3). Delete both of those instructions for an Ayla with normally switchable weapons.
Title: Re: Temporal Flux Plugins
Post by: C-Dude on June 11, 2020, 02:02:55 am
Warrior Workshop: A character stat editor.
I'm encountering a bug or oversight with this plug-in: the radio buttons to set menu element on a character do not save.  I'm trying to set Ayla and Robo to display FIRE and SHADOW respectively, but my changes are never recorded or reflected in-game, and launching Warrior Workshop again within Temporal Flux indicates the change was not recorded (despite saving).

I tried it with other characters as well (tried to set Marle to LIGHTNING just as a test) and those changes don't save either.

I'm using Temporal Flux 3.04 and Warrior Workshop RC13.  If I'm overlooking something obvious, I apologize in advance.
Title: Re: Temporal Flux Plugins
Post by: Mauron on June 11, 2020, 02:55:05 am
Clearly you should use Warrior Workshop RC14 instead. :P

Warrior Workshop: Fixed a big where menu element changes were not being saved.
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on June 12, 2020, 05:59:59 pm
Ohhhhh Thanks a bunchh Mauron !!!   8)  8)  8)
It worked perfectly!  :D Thank you for taking your time for this  : 3
Title: Re: Temporal Flux Plugins
Post by: inuksuk on December 05, 2020, 02:45:20 pm
Hello,
I'm having some trouble with my shop data getting scrambled after doing some event editing. I can't replicate it with a fresh ROM, so I guess I messed some stuff up somewhere...but I did find this seemingly unrelated behaviour.
If I open Inventory Manager, close it, then open it a second time, the UI appears deformed. If I navigate the store list with arrow keys, I can attempt to move down past 17 - Black Omen and get this error (attached image). The shop display rolls over to 00.
Normal behaviour (the first time Inventory Manager is opened) is to not be able to move past 17.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on December 15, 2020, 12:01:41 pm
Hi,
I am not dead but my computer is...(go figure)
So Im using an old winXP machine(better suited for this kind of work anyways)...
Unfortunately this means I gotta re-familiarize myself in Temporal Flux before starting again.

HOPEFULLY there will be a video soon.

-Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on December 15, 2020, 12:59:41 pm
For inventory manager, that would normally be a simple bug to fix, but due to some data loss it will take more effort this time.

Zakyrus, sorry about the computer, good luck using Temporal Flux.
Title: Re: Temporal Flux Plugins
Post by: inuksuk on January 17, 2021, 01:35:32 am
Hello, I'm having some trouble with Hi-Tech. Attempting to add a Play Sound command throws an error. I expect I can work around it by adding any 2- or 3-byte command as needed and then editing the hex in the appropriate place.
Title: Re: Temporal Flux Plugins
Post by: Mauron on January 17, 2021, 08:08:38 am
I found the issue, I'll have a patch soon.
Title: Re: Temporal Flux Plugins
Post by: inuksuk on January 18, 2021, 03:55:48 am
I found another problem in Hi-Tech. The Move Object command isn't being interpreted correctly. Hi-Tech reads the targeting byte as 00. For example, in Frog's Leap Slash at 0E2852 there's a 1B 2D Move Object command but TF reads it as 1B 00. Similarly at 0E285A, 12 0C is read as 12 00.
Adding a Move Object command isn't working correctly either; there's no way to pick a target and 00 gets written.
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on January 24, 2021, 10:01:05 pm
Hi Mauron! Long time  :D
I was wondering if you had any luck working on "other stats Tab" (like Hit/Stam/Evade)

Quote
With Warrior Workshop, I'm working on an update that will allow speed growth or fixed power/stamina/hit/evade/magic/magic defense, or setting individual stat caps for those stats.

The current tab code works as follows:

- If item CD is used, add 1 to power.
- If item CE is used, add 1 to magic.
- Otherwise, add 1 to speed.

The data for tabs is as follows.
CD: 02 0B 01 00
CE: 02 0E 01 00
CF: 00 00 00 00

I'll add expanded tabs to my project list.

That would be really awesome!  8)

I apologize if this is in the wrong post for this : o
Title: Re: Temporal Flux Plugins
Post by: Mauron on January 25, 2021, 03:49:32 am
At any given time I'm procrastinating on 10 different ideas I had, that one included.
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on January 26, 2021, 09:21:00 pm
 :D Then we are on the same boat hehe, so many things on the shelves  :P
Thanks for all the progress you do and replying so fast!
I'll keep an eye on this post  :wink:
Title: Re: Temporal Flux Plugins
Post by: inuksuk on March 15, 2021, 04:12:53 am
I found another problem in Hi-Tech. The Move Object command isn't being interpreted correctly. Hi-Tech reads the targeting byte as 00. For example, in Frog's Leap Slash at 0E2852 there's a 1B 2D Move Object command but TF reads it as 1B 00. Similarly at 0E285A, 12 0C is read as 12 00.
Adding a Move Object command isn't working correctly either; there's no way to pick a target and 00 gets written.

In a similar vein, Hi-Tech doesn't seem to handle the Circular Sprite Movement command correctly. It reads/writes as C0 00 00 00 00 even when that's not what's in the hex. There's also a 4-byte variant of Circular Sprite Movement that Hi-Tech doesn't seem to support though I don't really understand how it works. For example, in Ayla and Marle's Twin Charm at 0x0E4F75 there's a C3 variant that is only 4 bytes in length. It's used a few times in Twin Charm alongside the 5-byte version
Title: Re: Temporal Flux Plugins
Post by: Mauron on March 15, 2021, 02:25:35 pm
I'll have to poke into both of these.
Title: Re: Temporal Flux Plugins
Post by: Daedalus007 on June 02, 2021, 11:00:48 pm
I've created a few useful rom mods and one notable bugfix that Chrono Compendium included in the community bugfix patch.

Problem is that I'm not aware of any compatibility of Temporal Flux with the Nintendo DS rom or the Steam versions of the game.  Without some kind of plugin or compatability update my stuff is stuck on the SNES version.
Title: Re: Temporal Flux Plugins
Post by: Mauron on June 03, 2021, 03:02:11 pm
I've been looking into SNES<->DS/PC conversion. It's not impossible, just a hassle to set up.
Title: Re: Temporal Flux Plugins
Post by: einlanzer0 on November 11, 2021, 12:36:44 am
Howdy - curious if the ability to modify states was ever set up. Specifically, I'd love to add a timer and glow graphics for attk boost and MP regen.
Title: Re: Temporal Flux Plugins
Post by: Mauron on November 13, 2021, 09:11:28 pm
Still needed some R&D to complete.
Title: Re: Temporal Flux Plugins
Post by: inuksuk on December 05, 2021, 03:08:00 am
Bug report for Hi-Tech. I edited some dual Techs to use different single Techs by changing the effect headers and prerequisites, but the field menu still displays MP costs for the dual Tech as though they use the original single Techs. Everything else seems to work as expected--for example the battle menu displays the intended MP costs.

The field menu is reading the dual Tech requirements from 0C28DB-0C2934 in order to display the MP costs, and changing those values resolves the issue.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on March 29, 2022, 11:50:32 am
fiendcrafter
 UPDATE_ENEMY (can we juust CTRL+SAVE?)
 ANIMATION: can we PWEEEESE have *which* animation is shown by chosing anim index? FUNK-SHUN-ALITY!!!


/checkbox, HEXIDECIMAL to DECIMAL checkbox for EVERYTHING (so easy)
...actually, could we have this for ALL plugins?


Thanks! :)

~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on June 14, 2022, 08:05:38 pm
Okay I see how it is my old galactic form is still Post-o killing threads... This better not be a LAVOID type annihilation!
I'm so f****** sorry about this...if it's me, then this is either a lack of interest simultaneously when I'm inspired or a bad demigod form I know not of...


What I would like is this:
If anybody has temporal flux source development code the SDK and I'm thinking t Geiger is the only one on earth and in heaven and on the earth and underneath the Earth that has this.... That we can acquire send it to me and I would like the SDK of plugins because that will help me out yes I will write my own soon I'm almost in the position to do that but I would like to do this with a bit better than what I wrote in Temporal Flux tutorial number one.

Also... I don't think anybody other than the aliens that work at Nintendo (and they're pretty f****** cool!)... knows the full magnitude of mode7 cutscenes in the Chrono trigger ROM in the SNES cartridge version because(not only of the faults that occurred between Square Incorporated and Nintendo when Chrono trigger was implemented after super Mario RPG was nearly finalized the Square Inc.,(before Squeenix!) went to Sony with the PlayStation for Final Fantasy 7 instead of Nintendo for the N64--(which actually never would have fit on a cartridge at the time!!) that is a weird freak of nature other versions of Chrono trigger seem to evade the aspects of mode 7 cutscenes... Because the architecture is not as complex and was easier to code.... Mode 7 being the freak thing that was super complex.... In comparison it would be like (Chrono trigger's USAGE of Mode7) would be to an NES game with scrolling backgrounds AND snow/rain/or meteors (which is possible in 6502!).

**
Also:
Just as an example it would be fun to have a pinball game of the race of Johnny or whatever...

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on June 22, 2022, 11:13:08 pm
I've been very slow on hacking stuff lately, but I'll at least respond to a few of these.

- Hi-Tech: I'll look into the MP costs for the menu and implement them.
- Friendcrafter: Working on Update enemy being triggered with CTRL+S and ALT+S, had some slight issues to work out with other code. Animation is another big step, I'll worry about that whenever I get around to a full sprite assembly plugin.
- Hexadecimal display: Everything changes, with a few exceptions. There are certain strings that I can't change at runtime. These are displayed as both hexadecimal and decimal unless they fall into the second category, numbers used by Temporal Flux. Any value you see in the main program will always be in hexadecimal, and for clarity they are kept as is with a 0x prefix in decimal mode.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on June 23, 2022, 06:06:49 pm
I've been very slow on hacking stuff lately, but I'll at least respond to a few of these.

- Hi-Tech: I'll look into the MP costs for the menu and implement them.
- Friendcrafter: Working on Update enemy being triggered with CTRL+S and ALT+S, had some slight issues to work out with other code. Animation is another big step, I'll worry about that whenever I get around to a full sprite assembly plugin.
- Hexadecimal display: Everything changes, with a few exceptions. There are certain strings that I can't change at runtime. These are displayed as both hexadecimal and decimal unless they fall into the second category, numbers used by Temporal Flux. Any value you see in the main program will always be in hexadecimal, and for clarity they are kept as is with a 0x prefix in decimal mode.

Yus¡!!!!!!

~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on June 24, 2022, 10:00:41 pm
Hey can we have like a beta test of hex-idize?

There's a really awesome because I'm about to make tutorial three for the 13th time and I have to include some of the plugins that you have because they're awesome and we'll reference the stuff we can make a fortune!

Cha-CHING!!

Haha just kidding but seriously.

~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on July 10, 2022, 12:08:08 am
0C235C 3C Charm Chance
0C2A33 46 Rare Charm (normal drop)
3DAC22 28 Enemy item drop % chance - 64$ (00 always win item)

Are these editable in feindcrafter I forget could we have them added?

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on July 11, 2022, 07:19:30 pm
Charm chance is in Hi-Tech. That's specifically for Ayla's Charm.

The Rare Charm (normal drop) is a second failure rate on Ayla's Charm. Twin Charm exclusively targets the charm item. I plan to make these editable in a future plugin.

Overall item drop is not implemented in anything, but would be good to include.
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on August 15, 2022, 06:05:56 pm
Hi Mauron! Long time :3
Sry this isn't really related to TF plugins but, would you happen to know where we should look for the display of Ayla's "Attack Power" in menu status screen. (Not her PWR, but the Attack Power does indeed depends on her PWR.)
We changed her stat growth and now her Attack Power's display is erroneous and we can't find where the "calcul" for the display is  o: 
We would ideally just have her using the same "calcul display" as Crono or Glenn, their displays works just fine!
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 15, 2022, 09:59:58 pm
The routines for each PC's damage formula are listed at 0x0291DB. Ayla's specifically is listed at 0x0291E5-6. Change that to EB 91 to match Crono and Frog.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on August 15, 2022, 10:21:53 pm
That's cool stuff what is actually the difference in ayla's attack power versus Glen or Chrono?
Because technically you could use itemizer to change any weapon to be equipped on any character...
But a four times damage variable added would affect each one differently? If their attack power is different?

I'm pretty sure that Marley and Luca are based on hit for their attack damage more than they are attack power because they use ranged weapons... Unless they're close range smack with their weapons has something to do with attack power more then hit I'm not sure I haven't looked into this yet.

~Z
Title: Re: Temporal Flux Plugins
Post by: Grobycftw on August 18, 2022, 12:02:41 am
Wow! Thank god Mauron for this, that's amazing!
It worked instantly!!! :D

Alright so this brings us to our other issue regarding Attack Power display, Marle and Lucca both uses a different formula to show and calculate their damage and current Attack Power. Would it be possible to edit that formula?
I know editing it would change the display for both character but it is totally fine with what were trying to achieve.
What we want exactly is to have the same damage and display formula that Crono has for Marle and Lucca, except it would takes HIT into consideration instead of PWR.

@Zakyrus
I think because Ayla can't equip any weapon, her display uses a different formula, since we added weaps for her, the damage she was doing didn't correspond to the displayed values anymore! so we had to change it to match a similar character in strength (like Crono!)
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on August 28, 2022, 04:54:04 pm
Hey is there anything I can do to help with the development of the tech editor?

I noticed that deleting an object causes it to crash I was just trying to try to replace chrono:cyclone with ice.. just to see if I could do it and how it would work and I didn't get very far. lol

~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on August 30, 2022, 04:45:22 pm
How did you delete the object? I believe the current version has a bug where pressing the delete key without an object selected will cause a crash.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on September 02, 2022, 07:40:48 am
Hmmm.... Would it be easiest to instantiate a blank object?

Basically I was trying to copy Marle's ice spell into Crono's Cyclone... Because there are differences in the amount of objects of each of the three parts this would not be possible to copy and paste Techs so far..m.

I just tried to copying the ice spell segments over into deleting the objects probably a No-No so far, huh?
If there's anybody that can product test or break something or find something weird it's probably me...


~Z
Title: Re: Temporal Flux Plugins
Post by: Mauron on September 02, 2022, 02:30:07 pm
The solution is simple enough, just stop deletion processing if nothing is selected. The problem is my code is currently a mess of half changes, and I have to fix those before releasing an update.

I *think* if you manually select an object or command every time you delete something, it will avoid the crash, but I'd honestly have to look at things again to be sure.

Maybe I'll have some time over the weekend.
Title: Re: Temporal Flux Plugins
Post by: inuksuk on January 18, 2023, 03:17:38 pm
Minor bug report: In Warrior Workshop, unchecking Hexadecimal Display doesn't affect the Evade Growth and Evade Growth 2 displays in the Stat Growth pane. Those two stay as hex with the rest of the window in decimal.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on January 18, 2023, 03:34:39 pm
Has anybody deciphered the encoding of C O L R E D  T E X T per character(char[*textstring]), yet?

We sooooo need to work on that. Should be easy for a plugin to expand [*keyindex_icons] and colors, maybe even [font] or wavy_draw_font... (for fun!)

 :? :twisted: :cry: :oops:

~Z




Title: Re: Temporal Flux Plugins
Post by: Vehek on January 18, 2023, 11:01:34 pm
This is something I once heard about regarding a different game, but on the SNES, you can't color each character separately in a game with a variable-width/proportional font. The background layers of the SNES are tile-based, including which palette they use. In a VWF, a single tile will contain parts of multiple letters. So that one palette would be applied to multiple parts, or sharply change mid-letter on the next tile.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on January 19, 2023, 01:56:52 pm
This is something I once heard about regarding a different game, but on the SNES, you can't color each character separately in a game with a variable-width/proportional font. The background layers of the SNES are tile-based, including which palette they use. In a VWF, a single tile will contain parts of multiple letters. So that one palette would be applied to multiple parts, or sharply change mid-letter on the next tile.

Hmmm... I was pretty sure that somebody figured this out before... and that what I suggested, could elaborate upon it by a few simple hacks. This would allow for "Legend of Zelda" (style) Color Coded important segments for Quests.

~Z
Title: Re: Temporal Flux Plugins
Post by: Vehek on January 19, 2023, 11:06:59 pm
Hmmm... I was pretty sure that somebody figured this out before... and that what I suggested, could elaborate upon it by a few simple hacks.

You might remember from back in the day there was an event trick to color the text.
How to change text color:

I don't know the details for it but apparently this command can change the color of the text in the dialogue boxes:

MemCpy2E(43, 09, 05, 01, 00)

This one makes the text yellow, but other variants are possible.
(Now known as "ColorMath", under Scene Manipulation. Don't know the equivalent parameters under the revised command description yet.)
But that changed all the text at once. It appears to alter the palette data directly. The text is still sharing one palette. I think the SNES can't update VRAM (including the palette) on the horizontal render, only vertical (by scanline), and that still requires some tracking to time it right.
Title: Re: Temporal Flux Plugins
Post by: trig on January 20, 2023, 01:04:35 pm
only vertical update VRAM (including the palette) [...] (by scanline), and that still requires some tracking to time it right.
If that's achieved, could
colored text
be delimited by line breaks?

(If it's not too limiting to work with—or too ugly)
Title: Re: Temporal Flux Plugins
Post by: Mauron on January 20, 2023, 10:19:09 pm
Zakyrus may be thinking of changing text color in the menus. I believe it would be possible to add control codes directly into item names to use existing colors already supported by the menu. I haven't fully explored this option though, since it's a rather limited use case.
Title: Re: Temporal Flux Plugins
Post by: Mauron on March 29, 2023, 10:20:28 pm
Warrior Workshop: Evade Growth and Evade Growth 2 now respect hexadecimal mode check status.
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on April 18, 2023, 06:41:53 am
Quote
Zakyrus may be thinking of changing text color in the menus. I believe it would be possible to add control codes directly into item names to use existing colors already supported by the menu. I haven't fully explored this option though, since it's a rather limited use case.


Yes. Can we? I realize that there are more datas to be discovered.
HOWEVER, if we have a few more GLOSSY hacks (like this, and the tile editor!!) we'll revive this community ONCE MORE!!


~Z
Title: Re: Temporal Flux Plugins
Post by: Zakyrus on June 11, 2023, 10:20:17 pm
TILE EDITOR, or can someone who makes plugins give me the quick lowdown?

OTHERWISE, all I can tell you is that the mp3. attachment explains itself...
:)

~Z