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Messages - TheMage

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76
Chrono Trigger DS Analysis / Re: Glitch with 2 Epochs
« on: May 24, 2020, 12:27:59 pm »
Hmm, I'm going to attempt to re-create the glitch and I'll see what I can find. I have a theory but I dont know if it will work.

77
Submissions / Re: Chrono Trigger Galactea 3rd project.
« on: May 18, 2020, 11:06:45 am »
Mystery door!!!! :shock:

78
Chrono Trigger Modification / Re: Temporal Flux tutorial videos.
« on: May 10, 2020, 02:50:01 pm »
Yay! :D

79
I'm a moron and I figured it out. I can't wait to play  :D

80
*kicks door down* WHERE IS IT!?  :o I MUST PLAY IT!!!!!!!!  :D

81
Chrono Trigger Modification / Re: Dimensional Vortex maps [Extract]
« on: April 18, 2020, 05:10:01 pm »
Heyo! What we've got is very small indeed, limited to mostly sprites rather than locations - dream devourer, schala, smidges, the new gate,
and a screenshot of the tower of the ancients- --

https://www.chronocompendium.com/Term/Locations_(Chrono_Trigger).html

lower right, DS Locations.

_______________

As far as I can tell there's no direct resource for Chrono Trigger DS exclusively, and while I tinker with roms, I in no way know how to make a tool, only know (or rather slowly learn) how to manipulate tools already made.

Last night I fiddled with NSMB Editor 5.2 and opened up a fresh Chrono Trigger.nds
I will say everything is so much more organized in CTDS then CT SNES as far as I can tell.

the TL;DR is I've located tilesets used in maps, but not complete maps put together, and I'm not sure how to do that with either programs i've listed below. D:

It should be do-able with the program Crystaltile2 however I'm stuck at the moment.

The long version is: 

I downloaded and opened up a fresh CT.nds in NSMBe5



I opened up roots and everything was nice and tidy in individual folders, maps, chara (characters?) etc-



in the world map folder, I found WorldBg_0007_ncg.bin



I've determined ncg.bins are the actual graphics, while .ncl.bin is the palette.

I double click, which opened a small screen that showed me squat. I kept it open then I scrolled down and double clicked WorldBgPlt_0007_ncl.bin



a screen came up with about 14 palettes, I clicked add all, closed the screen with the add all option, and went back to the other window, where I'd open the WorldBgPlt_0007_ncl.bin. This window is called 2D texture editor.





I clicked view in 4pbb format, on the left side, which turned it to this:



I played around with the tile width, until I got 16 and it became something that still looked like garbage, but i thought hey that kind of looks like a mountain. So I zoomed in and changed the palette on the left from 1 to 7. Yep that is definitely the mountain in the overworld map!



 Well. Sort of. Its not displayed correctly. Because I apparently have nothing better to do at 3 am, and I knew it was the overworld mountain and had the same piece handy from SNES as ive been sprite editing, I opened both images up in tile molester.

Yep, definitely the same mountain:



Let's fix the palettes;



however the one on the left is complete, ripped from SNES while the one on the right is the same as the image from NSMB minus the palette. but you can see it has these horrible lines through it? I assume because its in 4pbb format but not 4pbb 2X2 in NSMB and the palette is slightly off in NSMB and none of the 14 match what I get in tilemolester.

What does all this mean for locating maps in CTDS? Well, not much im afraid, i've found one tileset piece that I can't display correctly  :cry:

So I moved on to the program Crystaltile 2.

Here is a good guide on how to edit with this which I've been following; https://gbatemp.net/threads/the-ultimate-nintendo-ds-rom-hacking-guide.291274/

however the graphic files mentioned in this guide are .NARC files after being decompressed from the rom, so originally they are CARC files. Once decompressed the NARC file gives three files in this guide- NCGR - (the image equivalent to .ncg perhaps?) NCLR are the palettes, (equivalent to .ncl perhaps?) and .NSCR are 'Map files' that will put the image in the right place in game.​

This is where I'm stuck, if I export WorldBg_0007_ncg.bin from crystaltile 2 and decompress it with the program recommended in the tutorial and open it as the guide instructs, I can't figure out how to view it. :o It doesn't let me go to sub-file sort and F2 does nothing and I don't end up 'seeing' anything or putting the image together or map together.

I'm basically grasping at tileset pieces while trying to find a full map and no luck so far.


But maybe my late night exploration will help you? Or help someone else help you? If you find the full maps, let me know! I'll keep exploring myself  :wink:




82
This looks amazing!

I really, really want to play this hack! Did anyone who was having trouble figure out how to get it to work?

I've tried my ROM that I use for well, everything Chrono related, and it did not work, I tried three separate different CT ROMs and all of them did not work. I tried only applying the main .ips but that didn't work. I downloaded a newer version of lunar IPS which didn't work. I tried loading it in snes9x rather then my trusty zsnew, and i still cannot get this hack to open D:

I hope this part is okay to say - The names of the Roms I've tried are Chrono Trigger (U) [!].smc and Chrono Trigger (U).smc. Both of these worked for other hacks, but not this one. Is there another named Rom I could try to find, I'm not going to directly ask where those that have this working found their ROMs but if its titled differently I'm interested to know!

 I just really want to play this hack D:


83
Chrono Trigger Modification / Re: Memory MAP
« on: March 23, 2020, 09:21:51 pm »
seconded  :shock: :D

84
Fan Fiction / Re: Lunar Cross
« on: February 29, 2020, 12:00:27 pm »
This looks awesome!!!

But the demo link and discord Link isn't working for me :( Would love to check it out!

85
Chrono Trigger Modification / Re: Overworld Palette question
« on: February 14, 2020, 04:56:03 pm »
Ahhh! Found the ferry, Thank you so much, Mauron you're the best!

Oh! I see, about the palettes, Interesting! I'm really amazed at how tidy and for lack of a better word, clean, CT is compared to other games of the same era.

86
Kajar Laboratories / Re: Chrono Trigger - Master Quest: Update #1
« on: February 13, 2020, 08:18:51 pm »
Oh dang! I am super excited for this!!!!

87
Man, Chrono Cross hurts my head, but I definitely see the Fall of Guardia and the creation a 'resistance' against Dalton as a great potential for a game. There are drawings of Crono, Marle, Ayla,Robo and possibly even Frog and a Nu (https://www.chronocompendium.com/Term/Lucca%27s_house.html) in Lucca's house at the time it burns down in 1015 AD. Suggesting not only that Crono and Marle might be alive, but that Lucca has access to time travel in some form or another as well.

With this in mind, Crono and Marle could be leading a secret guardia resistance, or could have been thrown back in time and only recently reunited with Lucca. It's hard to say. They could be dead, but, I don't see why there would be drawings of them in 1015 AD, unless Lucca kept them up for years, and if they perished in 1005 AD, who drew them?

With Dalton's time traveling abilities and dimensional pockets, he definitely could be the main antagonist, or his shenanigans could lead to an even bigger and badder antagonist through mucking up time/dimensions. I could see Dalton playing with a fire he can't control, going back in time and royally messing things way up!



88
Chrono Trigger Modification / Overworld Palette question
« on: February 13, 2020, 07:51:36 pm »
So I'm brewing something small for that potential hacking event/competition https://www.chronocompendium.com/Forums/index.php?topic=13230.0 and I stumbled into a few roadblocks.

roadblock one is simple, I just want to entirely dispose of the boat in the overworld for 1000 A.D. Should be pretty simple but I opened the events for 1000 AD to delete it and couldn't tell the boat from probably important things I need >.>

Roadblock number 2 is about palettes. I know that at least 1000 AD, 600 AD, and the dark ages share some of the same graphics packs for its overworld sprites.  (L 1/2 Tileset 0, 1, 2, and 3) - actually I think 1000 AD and 600 AD share 100 percent of the same graphics. Anyway, I know i can shift the palettes around with the L 1/2 Palette option, number  4 is 1000 AD's colors and 5 is 600 AD, changing a bright happy world to a more dark middle aged world.

 What I wanted to know is how can I change where the palette is pulled from?

When I edit NPCS i change the palette of the graphics pack with Snespal, but as these overworld sprites share graphics packs and have different palettes assigned, I'm trying to figure out where say, the dark ages palette is assigned and what address I could edit it at in snespal or something to that affect?

I hope that makes sense xD


89
Chrono Trigger Modification / Re: Any volunteers for a widescreen hack?
« on: February 13, 2020, 04:21:04 pm »
This looks awesome, but beyond my skill!

90
Fan Art / Re: Lavos (one eyed tick), you wanted a 3D Mammon machine?
« on: February 09, 2020, 07:37:22 pm »
Damn that is nice!!!!

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