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Messages - IHBP

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31
Chrono Trigger Modification / Re: About party and non-active members
« on: October 25, 2022, 10:18:53 pm »
The Y button disable is easy. There's a setting for it in Temporal Flux just set the story point to FF. Disabling the exp is also possible but requires hex editing.

32
Chrono Trigger Modification / Re: Wall bug in Schala Edition
« on: October 23, 2022, 11:21:05 am »
You could open the savestate in a hex editor and fix the name, but I'd just wait till the nu.

33
Chrono Trigger Modification / Re: Wall bug in Schala Edition
« on: October 22, 2022, 10:16:50 am »
You only need to search the maps that have that tileset. Just find the prison maps it's in one of them. After you find it it'll be really easy to fix.

34
Chrono Trigger Modification / Re: Wall bug in Schala Edition
« on: October 21, 2022, 11:04:51 pm »
Yeah but first you will absolutely have to find the room in temporal Flux.

35
Chrono Trigger Modification / Re: Wall bug in Schala Edition
« on: October 21, 2022, 12:45:20 am »
How is that room accessed? That will tell you if it's a new room or an add on to an existing map.

36
Chrono Trigger Modification / Re: Edit Treasure Chests
« on: October 17, 2022, 11:02:17 pm »
It is possible but a little complicated, there are topics detailing it on this site. Sorry I don't remember which ones though.

37
Chrono Trigger Modification / Re: Edit Treasure Chests
« on: October 17, 2022, 10:27:35 pm »
CT+ has a standalone red cape Magus patch bundled in the download.

38
Chrono Trigger Modification / Re: Edit Treasure Chests
« on: October 16, 2022, 10:57:52 pm »
I did it in temporal Flux under window/strings/itemFL. Just put a * in front of the item name.

39
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: September 12, 2022, 02:46:10 pm »
I can't imagine why we'd need to use compressed graphics for this project.  It would only ever touch pc graphics.

40
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: September 08, 2022, 10:54:59 pm »
Another hacker posted this as a possible solution for moving the character data to ram.

"In 65816 assembly, you'd load the value you want (LDA $E4F000 I assume, since Chrono Trigger is probably hirom), and then store it with a command STA $7E28A4.  You'd need to do this in a loop, because even in 16 bit mode that only moves two bytes at a time.  So you (or someone writing assembly for you) would create a loop that loads the data and stores it to the RAM, place that loop in a subroutine, and then call that subroutine whenever you want to change what data is stored in the RAM (so somewhere in the event code for the costume change).
I don't know anything about Chrono Trigger's ROM, though, so I don't know where you'd place that loop and where you'd call it from."

41
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: August 18, 2022, 04:41:52 pm »
All that remains to be completely done is move the 35 bytes of character data stored in the rom at x24F000 to 7E28A4-7E28C7 (there's still tons of free bytes here.) This would not only allow human Glenn but full or partial costume changes for every character.

Hooray so the new era is about to begin! The 8th characters nearly done.
But partial or full costume change in what context?

~Z


This isn't the 8th character, but by moving the character data to ram we could change their graphics (if we make them) or palettes very easily in game at any time.

42
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: August 18, 2022, 02:17:18 pm »
I've done all my homework on my end that's within my skill set,  human Glenn works fine for every animation, I also adjusted his techs so the animation for them works for both skins (no more adult man licking people).

All that remains to be completely done is move the 35 bytes of character data stored in the rom at x24F000 to 7E28A4-7E28C7 (there's still tons of free bytes here.) This would not only allow human Glenn but full or partial costume changes for every character.

43
Chrono Trigger Modification / Re: Adding music?
« on: June 01, 2022, 10:55:20 am »
Discovered a bit of an annoyance. Setting the track number to anything higher than x52 in a hex editor will cause Temporal Flux to auto save  it to xFF the next time that map is opened, is there any way to turn that off?

44
Chrono Trigger Modification / Re: Adding music?
« on: May 01, 2022, 09:51:44 pm »
That actually clears up quite a bit, though dealing with compression scares me a little 😳

I'll forward this to the guys helping inject the songs. I can handle getting the maps to play them with a hex editor with little inconvenience.

Thanks for the detailed response.

45
Chrono Trigger Modification / Adding music?
« on: May 01, 2022, 05:12:11 pm »
I'm working with some other hackers to add the tracks exlusive to the later versions into Chrono Trigger Plus.
This seems to work pretty easy for msu-1 but I noticed while looking for the song pointers (which I can't find) that the game has byte that sets a song limit x53 which I assume is x00 to x52. Can someone add additional songs to the native game by increasing that number and changing some pointers (if there even is any)

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