Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: justin3009 on April 14, 2007, 09:12:15 pm

Title: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on April 14, 2007, 09:12:15 pm
I know I know, you're all probably going "8th playable character, there is one?"  Or "Lawl, the 8th playable character.  What a f***in dumba**", but hear me out.

TheOutlaw and I have been working hours upon hours on trying to get the 8th playable character back into the game.  You guys are probably going "Nice try but it isn't possible", but it actually is.  The random graphics were thrown together when you put it back in.  I have been able to have them pointed to Ayla, but it only appears during battle.

Here's what we have so far!

(http://img464.imageshack.us/img464/9454/sillusionfresh0002kb7.png)
http://img464.imageshack.us/img464/7574/sillusionfresh0003gw3.png
http://img249.imageshack.us/img249/5926/chronotriggertimesillusou7.png
http://img249.imageshack.us/img249/872/chronotriggertimesillusxg6.png
http://img211.imageshack.us/img211/9375/sillusionfresh0006ne5.png
http://img249.imageshack.us/img249/8603/chronotriggertimesilluscb9.png
http://img211.imageshack.us/img211/6674/sillusionfresh0008cn6.png
http://img464.imageshack.us/img464/4818/sillusionfresh0009pg9.png
http://img249.imageshack.us/img249/8892/chronotriggertimesillusvr1.png
http://img249.imageshack.us/img249/2689/chronotriggertimesillusyy8.png
http://img464.imageshack.us/img464/892/sillusionfresh0012hx1.png
http://img211.imageshack.us/img211/3199/sillusionfresh0014db4.png
http://img211.imageshack.us/img211/3201/sillusionfresh0019ha6.png

Anyways, this is my opinion, but I am 100% positive that we CAN and WILL get the 8th playable character into CT.  Just look at it, I checked all the data after Magus's in Memory Locations and in Offsets, and ALL the data for the 8th character IS THERE.  Attack, Defense, Experience, Level, etc...It is ALL still in there. 
      Think of it this way, since all the character data is still in there, we could make it possible.  If we want to add more, we'd have to expand the rom, add more pointers, setup techs, sprite assembly, character maintenance, and that would be about it.  We'd have 9 characters. 
       But i'm going ahead to far, all i'm saying is that the 8th character CAN and will eventually be playable in a minihack or a full fledged hack that we're working on, but we need your help a bit...
       The sprite assembly and palette is kinda of...awkward.  Look at it's palette, it's all weird.  And you can't control it, it just randomly attacks and deals no damage.  The sprites for attacking damaged etc are all screwed up because if she gets damaged, she does Ayla's normal static pose, but when she attacks, she does her raise arms thing...We also need help on the regular walking character data, like the graphics for walking around on maps and overworld.  The techs and stuff are also not able to be worked with quite right.  Their techs always end up either being Aura Whirl, Ice Sword 1 and Ice Sword 2 OR Fire Sword 1 and Fire Sword 2.

If you want to help, then be my guest.  Just post here your findings and what you did to do it.  Once we have it all setup, I'll try to throw the graphics into a random area and have it pointing to them, and if it works, we'll release a patch to the compendium so that they can test it for themselves.  That is all.

~-_Justin3009, TheOutlaw_-~
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Vehek on April 15, 2007, 01:01:05 pm
How'd you get the graphics repointed?

I managed to see the 8th character while walking around after hacking an event through a hex editor to change a LoadPC's value to 07. And I changed Melchior's sprite data to give it proper graphics. But as soon as I enter battle, it becomes a glitchy mess again.

The 8th character is super glitchy. I give it equipment, exit the menu, and the equipment vanishes.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on April 15, 2007, 01:50:11 pm
Wow...I'm gonna have to try to remember this one.

0C0230   0C0261   JUNK   No   No   Incomplete data for extra character slot

I changed the stuff after magus's slot a bit and changed the first number to 07.  Which points to epoch.

242000   242014   PTR   No   No   Pointers to character graphics

The last 3 bytes after D2 are the 8th chars, so I changed that to Ayla's data, 00 00 D5

242300   2425B4   PTR   No   No   Pointers to character sprite assembly

After 00 00 DE I changed it to 00 00 D5 again.  Which is Ayla's data..AGAIN

That's about all I changed...
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: TheOutlaw on April 15, 2007, 05:29:10 pm
Well Vehek, Justin and I were thinking of adding in 8th character data (sprites, etc) at the end of the rom.

And create New Pointers so that the rest of the pointers won't be messed with. It'll be based off of what we learne from Techs(hex) and sprite assembly.

Basically the 8th character is there, but like a fetus lacks organs and other substance, so we need to give it form

Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on April 15, 2007, 10:20:20 pm
Idk why the equipment tends to vanish.  Also, his attack is shown as a helmet, which is kinda strange..Also, how did you hex in the data for the event?  I'm not sure which event you did but i'm guessing the Marle add one...but w/e.  I'd rather have you explain it step by step but it's really up to you if you want to explain or not

Edit: Nevermind!  I got him added without the use of gamegenie and it opened up a slot.

Memory Copy
Memory Copy
Copy to: 7E2982
Data: 07

Of course it's using slot 3 of the PC's but it works.  I have it moving my 3rd person, which is Lucca, Add to reserve party, and it works fine XD
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Vehek on April 17, 2007, 08:25:26 pm
One of the variants for LoadPC (active) is 80. 80 00 loads Crono, 80 01 loads Marle, and so on.
I changed one of those into 80 07, so it would load the eighth character if it was in the party.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on April 17, 2007, 09:11:34 pm
 :?  I'm guessing its suppose to do that?

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Vehek on April 17, 2007, 09:33:54 pm
Well, it's trying to load compressed data as graphics without having decompressed them.

24F023   24F522   DATA   No   No   NPC sprite data (5 bytes each)   4/1/2004
At, 24F023, there should be the data 1C 11 85 0B 00.
Change it to 05 05 05 05 00. That'll give it Ayla's sprites and palette.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on April 17, 2007, 09:44:26 pm
Heh...Works perfectly now =)!  Thank you so much Vehek xd!  Basically all that's left, Techs, Level, Experience, Equipment.  Then we're set.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: yugiultimate2004 on May 03, 2007, 02:01:51 pm
hi can anyone tell me the code to change the color of the clothes?
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on May 05, 2007, 12:16:40 am
I've concluded that the only way you can get the 8th char in, is to expand the rom.  The stuff that I changed to get it work, works great except one problem.  It destroys most NPC Graphics in 1000 AD.  And I mean destroys.  They're head is where their shoulder should be and they have legs everywhere xd
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Vehek on May 05, 2007, 02:15:04 am
I've made a patch that should help.
242015   2422E7   PTR   No   No   Pointers to npc and monster graphics   7/7/2003
2422E8   2422FF   ---   No   No   UNUSED SPACE (25 bytes)   10/19/2004
I used that unused space to add another graphics pointer.

242300   2425B4   PTR   No   No   Pointers to character sprite assembly (first at 1C27B0)
2425B5   2425FF   ---   No   No   UNUSED SPACE (75 bytes)   7/7/2003
And then I added another sprite assembly pointer.

Finally, I changed the NPC sprite data so the NPCs that used graphic set 07 or sprite assembly set 07 would load those new pointers. So, their sprites will be put together correctly, making them look normal again.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on May 05, 2007, 06:13:06 pm
Ahh.  Thank you Vehek...

Also, here's the memory location for 8th char

7E2830  1       FF      8th Character What character 8th char is using.  Must be 07 for Epoch
7E2833  1       FF      8th Chars Current HP 5/05/2007
7E2835  1       FF      8th Chars Max HP 5/05/2007
7E2837  1       FF      8th Char Current MP 5/05/2007
7E2839  1       FF      8th Char Max MP 5/05/2007
7E283B  1       FF      8th Char Power 5/05/2007
7E283C  1       FF      8th Char Stamina 5/05/2007
7E283D  1       FF      8th Char Speed 5/05/2007
7E283E  1       FF      8th Char Magic 5/05/2007
7E283F  1       FF      8th Char Hit 5/05/2007
7E2840  1       FF      8th Char Evade 5/05/2007
7E2841  1       FF      8th Char Magic Defense 5/05/2007
7E2842  1       FF      8th Character Level 5/05/2007
7E2843-46  1    FF      8th Experience 5/05/2007
7E286C  1       FF      8th Char Max Attack 5/05/2007
7E286D  1       FF      8th Char Max Defense 5/05/2007

Can be used as Game Genie Codes

CD5EC6...The hero attacks, the 8th char uses Crono's.

Also, update on Chickenlumps Magic Header and stuff.

Also, while I'm here, I found out how to change each of the character's menu Element graphic. Change Crono to Fire, or

Shadow, etc..

00 - Lightning
02 - Shadow
04 - Water
06 - Fire
08 - Blank

C2A2C6 - Crono
C2A2C7 - Marle
C2A2C8 - Lucca
C2A2C9 - Robo
C2A2CA - Frog
C2A2CB - Ayla
C2A2CC - Magus
C2A2CD - 8th Char - DO NOT CHANGE THIS!  IF YOU DO THE MENU WILL CRASH WHEN YOU TRY TO CHANGE WEAPS!

C2A2B0-C2A2CF - Bottom of the Magic Headers + Palette

Anyone have any idea where the menu portrait pointers are?  Epoch is using Crono's but it's using some other palette.  So I wanted to find the portrait and find the correct palette.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: JLukas on May 06, 2007, 02:23:00 am
Try changing the values between 3FCE70 3FCE77.  IIRC, each byte is a portrait index.  The palette pointers follow that data.

Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on May 06, 2007, 09:48:46 am
Heh..Thank you :D

(http://img523.imageshack.us/img523/2047/aylacy7.png) - You cannot change 8th char's Magic Header unless you want game to freeze up when you try selecting a weapon for anyone.  You must change the Blank Magic header graphics to something else and then it works.

3FCE88 - 3FCE91 = Magic Header Graphics/Palette

Also 7E2857  1       FF      8th Chararacter Equipment 5/6/2007

Still have yet to determine wtf makes the attack a helmet.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on May 06, 2007, 11:09:33 am
Well, I got items equippable on the 8th char.  But they poof magically.  Getting them to be equipped without game genie = Easy thanks to Chrono Tweaker =)

Edit: I still wonder what is causing the rom to delete w/e items go into the 8th char's invent...

Edit 2: Any idea where the tech data is held?  Trying to find it but with no avail DX...Well...7E2837 is Crono's =/..But that just tells what techs he learned, not what techs he gets.

Edit 3: I changed the tech value of the 8th char's to FF and this is the techs she has:

Aura Whirl
Ice Sword
Ice Sword 2
Fire Whirl
Fire Sword
FireSword 2
Rocket Roll
Max Cyclone
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on May 10, 2007, 01:09:38 pm
Found the battle sprite organization.  24260E to 242611.  They intervene with Magus's and some NPC sprites.  I tried changing them to Ayla's but it doesn't want to work.  Closest I got was C0 45 00 4B
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Vehek on June 12, 2007, 11:21:37 pm
Possible bad news.
Quote
0C0230   0C0236   DATA   N   "Tech to learn next (1 byte ea., copied to 7E2830-7E2836)"   2007.06.12
In the old offsets guide, that offset was labeled "Incomplete data for extra character slot".
I worried about something like this a while back when I read a topic on GameFAQs asking if there was a way to get Magus early. During the topic, the topic of hacking Magus's stats and the techs he starts out with came up. I noticed then that the place mentioned where the data for learning techs was at the 8th character's data offset.
And now, it looks like it's been confirmed.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on June 13, 2007, 12:26:20 am
><!  I knew something like this was bound to happen.  Ah well.  We pretty much had "it" complete.  We gave it a nice shot though.  Maybe later we'll find a solution around this.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Sora on June 16, 2007, 04:52:58 pm
wait, wait, what happend? @.@
why cant you finish it? @.@
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on June 17, 2007, 09:45:32 am
1) When you put items on the character, they just poof. 
2) It uses armor as a weapon instead of an actual weapon thus it does no damage. 
3) it's techs are all double techs and I have no clue where the header is for the techs people learn so I can't fix that. 
4) Experience is f'ed up badly.  Once it levels once, it's next level is always like 65836 or something like that. 
5) If you have it in party and then switch it out, it becomes a solid NPC that won't move and if you try to switch it back in, it still won't move.
6) For reason's stated above, I believe he's saying that the 8th character's data is with Magus's data.  It's like that in the battle stance hex crap as well.  Except if you try to change it, you end up murdering Magus.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Sora on June 17, 2007, 12:34:25 pm
aww, that sucks T.T
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Vehek on June 17, 2007, 10:27:14 pm
Actually, what I was saying was that messing with the 8th character's data screws up tech learning.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on June 18, 2007, 12:21:05 am
Either way same thing.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: ZealKnight on June 18, 2007, 04:04:05 pm
so your stopping this project?
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on June 18, 2007, 09:44:48 pm
I don't think there's much we can do about this as of yet.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Mauron on January 28, 2008, 02:53:47 am
I've made a patch that moved the tech learning and character data to 0EDC30, giving enough room to push down the tech learning data far enough to fit in the character data. I *think* all references to it were changed, but my testing was incomplete.

0EDE60 has the eighth character's data, and 0EDEB0 has techs. The RAM is the same for characters, and techs were moved to 7E2880.

1) When you put items on the character, they just poof. 
2) It uses armor as a weapon instead of an actual weapon thus it does no damage. 
3) it's techs are all double techs and I have no clue where the header is for the techs people learn so I can't fix that. 
4) Experience is f'ed up badly.  Once it levels once, it's next level is always like 65836 or something like that. 
5) If you have it in party and then switch it out, it becomes a solid NPC that won't move and if you try to switch it back in, it still won't move.
1) Same issue.
2) The image is a helmet because the game takes that from the font at 3F8E60. The seventh character in the font is the helmet. Is there anything else suggesting the weapon is armor?
3) I'm not up to speed on tech learning. Is there a fix now?
4) No longer an issue.
5) Untested.

Unfortunately there is one new problem. After someone learns a tech, experience growth stops for everyone. Battle messages for tech points and Exp no longer display, and it doesn't change out of the battle. No clue WTF is causing it yet.

Edit: Equipment is fixed. I made the following changes:

282E5 from 57 to A7
282E8 from 57 to A7
282EB from 59 to A9

Those values originally pointed to something tech related, which now are part of the eighth character's equipment. I set them to point to the same part of the tech data.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on January 28, 2008, 09:24:13 am
Hahahah!  My god!  Thanks for helping with this!  We're a step closer to it now ^^.



   7E2830  1       FF      8th Character What character 8th char is using.  Must be 07 for Epoch
   7E2833  2       FF      8th Chars Current HP 5/05/2007
   7E2835  2       FF      8th Chars Max HP 5/05/2007
   7E2837  2       FF      8th Char Current MP 5/05/2007
   7E2839  2       FF      8th Char Max MP 5/05/2007
   7E283B  1       FF      8th Char Power 5/05/2007
   7E283C  1       FF      8th Char Stamina 5/05/2007
   7E283D  1       FF      8th Char Speed 5/05/2007
   7E283E  1       FF      8th Char Magic 5/05/2007
   7E283F  1       FF      8th Char Hit 5/05/2007
   7E2840  1       FF      8th Char Evade 5/05/2007
   7E2841  1       FF      8th Char Magic Defense 5/05/2007
   7E2842  1       FF      8th Character Level 5/05/2007
   7E2843-46  1    FF      8th Experience 5/05/2007
   7E2857  1       FF      8th Chararacter Equipment 5/6/2007
   7E286C  1       FF      8th Char Max Attack 5/05/2007
   7E286D  1       FF      8th Char Max Defense 5/05/2007

2) Maybe because 7E2830  1       FF      8th Character What character 8th char is using.  Must be 07 for Epoch.  I highly doubt that'd be the issue but it's still possible.

3) The only thing we have for techs is replacing them atm.  I don't think we have it allowing it to switch out techs for them to learn others...




Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Mauron on January 28, 2008, 10:20:39 am
Glad to help.

2) You might actually be on to something there. I'm sure there's more character data elsewhere, at least stat growth information. Attack data is another possibility.
3) Techs look like they'll be unfriendly with the eighth character, since there's no extra space in between the data for each section.

The experience/tech point/gold bug is probably the biggest priority right now. I'm sure it's something that got screwed over with these changes, which should narrow it down.

I tried adding a new portrait for the character and bumping down the palettes, but it just got weird. The result is attached, along with what I added to the ROM, according to Tile Molester (too lazy to set the palette).

EDIT: Fixed the experience bug.

0EDEF0 - From FF to 00.
0183DA - From 80 to C0.

If 7E28C0 (Previously 7E2880) is not 00, experience/tech point/gold gaining is skipped. When Crono learned Cyclone, the value changed to 01.

Edit 2: Not sure if anyone else realized this, but the eighth character's techs are the first 8 dual techs, which are also listed right after Magus's data.

Edit 3: Rock Techs were being learned automatically.

02B9B0 - Change this from 57 to 97.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on January 28, 2008, 03:19:09 pm
Yea I knew about the whole dual techs.  Surprised I never posted that on here before.

7E28C0...Why is that sounding so familiar...

Edit: I'm an idiot.  I did post it XD!  It's on the first reply of this page.

Edit 2: Gah I keep forgetting stuff.  I've messed with the portrait and what not to figure out about images.  Another thing we're going to need is probably the save portrait, hopefully we can do that...Actually, I think we can already do that.  I'm pretty sure there's 4 hex bytes for each portrait.  It's like that in the menu data...4 hex bytes for icons, probably the same thing for save portraits, and hopefully we can find a way to nudge data down and squeeze it in there.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Mauron on January 28, 2008, 04:06:37 pm
It doesn't look like there's more space at the save portrait spot, but it's close to the end of the ROM, so maybe we can stick it there.

I noticed there was what looked like an empty byte after the tech listing. Think it could be used to expand that to one more set? Here's what I found check wise for techs, based on the menu:

C2BD11 - Dual tech related
C2BD17 - Single and triple tech related?

They look at the flags in the tech data below the character data.

Is there a good tutorial on PC sprite insertion? I'd like to play with that to try and use new sprites when working with the eighth character.

Also, is there a more complete list for this section of information? (I found it in the Encyclopedia under attack types)

CD4001 - Marle's Attack byte.
CD4007 - Crono's Attacy byte.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on January 28, 2008, 09:36:17 pm
The best bet would be to just copy and paste another PC's sprites and have it point data to that and mess with that data.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Mauron on January 28, 2008, 09:54:56 pm
The best bet would be to just copy and paste another PC's sprites and have it point data to that and mess with that data.
I can do that for now. I still want to learn more about importing the sprites, and so far the tutorials I've read haven't helped me enough.

Do you know where the data is for stat growth at leveling? It seems there's negative growth in at least one level.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on January 28, 2008, 10:25:44 pm
Not a clue...I don't think I've seen anyone actually write those down.  I think someone did so for Magus but i'd have to look..
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Mauron on January 28, 2008, 10:49:57 pm
I've seen references to people locating them. Hopefully one of them still knows.

What are the major issues left with this?

- No damage when attacking - That's a bit of a mystery.
- Helmet for weapon icon - Fixable with a graphics hack, but annoying.
- Stat growth - Someone knows where the existing stuff is. We may need to move it for the new character, but that's probably doable.
- Techs - I think I'll try playing around with this next.
- Name - The Epoch has a separate pointer, so we can adjust that. Still needs to load in battle.
- Portrait - Maybe going over FF is screwing things up. Perhaps we should reduce the size?
- Is the party switching still a problem? My state saves are all early on right now.

Did I miss anything?
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on January 28, 2008, 11:54:25 pm
When you go to buy items and you have the 8th char in party, black screen of death.

The battle sprites I have loading and have the character loading in Gato's Exhibit (Thanks to Vehek), but the animations are terribly messed up, and the Gato's Exhibit modification doesn't quite work now since we modified a few bytes.

Edit: (http://img213.imageshack.us/img213/8431/chronotriggertispriteupoy3.png) - As long as you don't have 8 characters in your party, the store loads up fine.

Edit 2: As I stated earlier, i'm pretty sure it's rerouting the attack to be using defense for some reason...I don't think it's a graphical problem.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: Mauron on January 29, 2008, 12:33:36 am
How are the battle animations appearing? Has anything changed with the recent progress?

Gato's Exhibit should be fixable without much work. I'll have to look at it later.

It must be trying to draw an image off screen or something at the shops. Maybe the positioning can be adjusted?

I edited the symbols starting at 3F8E60, resulting in the eighth character having a bow image instead of the helmet, along with all helmets, as seen in the screenshot bellow. No change in its attack, nor Magus's from that alteration. It seems to be like it's just grabbing the images in order.

I suspect it relates to the attack data offsets I posted earlier, or something near them. Those were the only two listed in that part of the encyclopedia.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on January 29, 2008, 12:30:51 pm
I'm going to see if I can set the CT rom I threw all this in back to normal.  I threw all changes into a beta rom hack of mine...Not sure why...Hopefully I can get it all reverting back to normal CT stuff and throw it on here so we can mess with it.
Title: Re: 8th Playable Character Possible?! - Find Out Inside!
Post by: justin3009 on January 29, 2008, 01:16:43 pm
Double post.

Everythings thrown into a fresh CT rom with evertyhing up to date that we have.

CD4001 - Marle's Attack byte.
CD4002 - Lucca's Attack byte.
CD4003 to 06 - ???
CD4007 - Crono's Attack byte.
CD4008-09 - ???
CD400A - Robo's Attack byte.
CD400B - Frog's Attack byte.
CD400C - Ayla's Attack byte.
CD400D - Magus's Attack byte.
CD400E - 8th Char's Attack byte.

Edit: Altering the 8th char's Attack byte doesn't help it deal damage X_x.

Edit 2:

C2A2C6 - Crono - 00 Lightning - Magic Headers 5/5/2007
C2A2C7 - Marle - 04 Water - Magic Headers 5/5/2007
C2A2C8 - Lucca - 06 Fire - Magic Headers 5/5/2007
C2A2C9 - Robo - 08 Blank - Magic Headers 5/5/2007
C2A2CA - Frog - 04 Water - Magic Headers 5/5/2007
C2A2CB - Ayla - 08 Blank - Magic Headers 5/5/2007
C2A2CC - Magus - 02 Shadow - Magic Headers 5/5/2007
C2A2CD - Epoch - 08 Blank - DO NOT CHANGE THIS!  IF YOU DO, THE MENU WILL CRASH WHEN YOU ENTER SOMEONE'S STATISTICS AND THEN TRY TO LEAVE THE MENU!
   
3FCE70  1       FF      Character Portrait Graphics 5/5/2007 (How is it loading up the Epoch's portrait ingame?!)
3FCE78  1       FF      Character Portrait Palette (2 bytes each) 5/5/2007
3FCE88  1       FF      Magic Header Graphics! (2 bytes each) 5/5/2007
3FCE91  1       FF      Magic Header Graphics! (Ends Here) (2 bytes each) 5/5/2007

(http://img181.imageshack.us/img181/8859/chronotriggerfreshromunwv5.png)(http://img98.imageshack.us/img98/874/chronotriggerfreshromunpq4.png) - Love how it steals Ayla's Stats xd

Edit 3: (http://img113.imageshack.us/img113/8827/chronotriggerfreshromunwh9.png) - I put Ayla's graphics at the end of the rom and had the 8th char point to them, keepnig Ayla's Sprite Assembly.  I used a character from my game, of course the palette is still Ayla's but...it worked =]  Only issue...it keeps Ayla's graphics when walking normally but not in battle =/

Edit 4: I copied and pasted Ayla's sprite assembly data to the end of the rom and i'm having it point there...but it's not working quite right just yet xD

Edit 5: YES!  I GOT AYLA'S SPRITE ASSEMBLY AT THE END OF THE ROM WITH THE 8TH CHAR POINTING TO IT AND IT WORKS GREAT =]!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 29, 2008, 07:01:00 pm
I played around with a corrupter for a bit, and changing D5000 and up seemed to impact attacks.

At one point all of Crono's were an instant kill, without any damage showing up.

Maybe it's in there somewhere?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 29, 2008, 07:48:23 pm
I think so, I knocked out like 400 bytes and after the 8th char attacked, game froze.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 29, 2008, 08:08:22 pm
D6000-D6FFF Seems to be graphical and sound data.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 29, 2008, 08:43:27 pm
Gah =/...Least we found something else xD
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 29, 2008, 08:50:28 pm
And one that does serve a useful purpose, just not immediately.

I had dual tech animations a couple times when corrupting it.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 29, 2008, 08:58:53 pm
Ahahaa nice
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 29, 2008, 09:18:30 pm
I also had a couple where the eighth character would start an attack, and Crono would move, but it froze after that, or just froze Crono.

I'll have to look at it more when my eyes aren't sore from staring at a hex editor.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 30, 2008, 01:00:51 pm
Here's a patch of what we have for the 8th char so far.  I added an object in Millenial Fair, Crono's house, Guardia Forest, so that it loads up the 8th character onto the map.  I ALMOST have the 8th char's walking graphics perfected on the map.  I rerouted Ayla's sprtie assembly to 07 (which points to the end of the rom for the SA for some reason...) and changed the 8th chars to 05, so we can edit Ayla's SA.  BUT!  There's more SA then I anticipated that didnt' copy over in 242300.  Somewhere in that first huge paragraph of hex is more SA for the characters.  I'll single them out later.

Edit: Hm...I think I might have accidentally overlapped animation data to cause some odd side affects when going below that.  That's probably what I hit.

Edit 2: Seems to be that I remember someone saying that there's other assembly that we missed for it to fully coopoerate with character data at the end fo the rom...Only issue, no one's ever listed anymore pointers for SA on the characters.  So I'm at a halt atm.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 30, 2008, 04:10:22 pm
I tried installing your patch, and in battle it loads one of your custom sprites instead of Ayla's normal one.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 30, 2008, 04:21:22 pm
It's suppose to.  I have all ayla's sprites mxied with custom ones at the bottom.  THat's showing that it's actually picking up the data meaning that's the 8th characters sprite data.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 30, 2008, 06:19:58 pm
Double post, i'm hosting up a beta clip of the 8th character.  I'll edit this post once it's done.

Edit: Vid's up!  http://www.youtube.com/watch?v=suzjhy3dGfU - Sorry about low quality.  Snes9x recording is a bitch..
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 30, 2008, 08:04:51 pm
Nice.

I hope some other people see this topic. With the video posted they might be more inclined to help.

At D44D0 there's a section of zeros, and I think that range is still attack related. It's worth experimenting with.

I'm going to try and track down what causes the number instability

I can't help but think that there were plans for an eighth character at one point in development, based on the way some things are coded.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 30, 2008, 08:20:55 pm
Yea, i'm pretty sure there was an 8th char planned...

Edit: Well that area has smoething to do with Crono's attack, after I set the whole block to FF, when he attacked the screen freaked out.

Edit 2: I think there's some empty space for brand new techs that could be used.  D4902 TO D4924
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 30, 2008, 09:08:15 pm
Awesome. What do you think you could fit in that area?

Did you fiddle with the non-zeros in between the two larger groups?

I tried playing with the pointers for names, but the behavior is a little screwy. Do you know what the ASM to call the name screen is?

Think it's worth putting the video in a new topic to get it more attention?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 30, 2008, 09:15:11 pm
Well that area is just the pointers to techs, and what graphics to load.

Yes, I kinda put FF's throughout the whole 00's, and that's what it destroyed Crono's attack.

I'm not really sure for the ASM to call naming screen...It's different for each person but all I know is that the hex for them is

C0 = Crono
C1 = Marle
C2 = Lucca
C3 = Robo
C4 = Frog
C5 = Ayla
C6 = Magus
C7 = Epoch

But...I'm not really sure.

Edit: I don't think making a new topic would give it more attention.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 30, 2008, 10:38:00 pm
I was just wondering in case the topic was getting ignored because people were thinking it wasn't possible.

That will make things a little trickier, but hopefully I can repoint the naming screen to separate the Epoch and eighth character names.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 31, 2008, 12:25:52 am
Forgot to mention, there's another naming screen on C8, but it's completely jumbled data pretty much.  maybe we can somehow bump epoch to there and put 8th char in epoch's place, or vice versa.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 31, 2008, 12:31:20 am
Just what I was thinking about. How do you track down the event data in the ROM itself?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 31, 2008, 12:32:32 am
No idea.  You'd have to export the event data VIA temporal flux and edit it with a hex editor.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 31, 2008, 12:35:09 am
So that's the trick. It should be simple enough to get started.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: JLukas on January 31, 2008, 01:51:02 am
Just what I was thinking about. How do you track down the event data in the ROM itself?

If you mean tracing the code in a debugger, the easiest way is to open an event in TF that contains an event command you want to study.  Then note the offset next to it in the tree.

Events are decompressed to RAM starting at 7F2000.  If you set a read breakpoint on the address you noted above, +7F2000, it'll put you at the start point of loading the event command routines.

Ex: if you see the following in an event

[0123] SpecialDialog NamePC Crono

The read breakpoint is 7F2123
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 31, 2008, 02:42:21 am
Just what I was thinking about. How do you track down the event data in the ROM itself?

If you mean tracing the code in a debugger, the easiest way is to open an event in TF that contains an event command you want to study.  Then note the offset next to it in the tree.

Events are decompressed to RAM starting at 7F2000.  If you set a read breakpoint on the address you noted above, +7F2000, it'll put you at the start point of loading the event command routines.

Ex: if you see the following in an event

[0123] SpecialDialog NamePC Crono

The read breakpoint is 7F2123

That's what I was looking for. Is there an easy way to identify the end of the given code? It's still a little tricky for me.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: JLukas on January 31, 2008, 04:51:08 am
It should be just a RTS unless the command has subroutines of its own.  You can set a second breakpoint for the following event command, and when it hits that you know the command you were working on is done.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 31, 2008, 10:51:38 pm
Hmm...That's awkward.  Starting at 21E714, there's Crono and crew's sprite assembly again.  Only awkward thing, if you change it, doens't alter anything for them...That's very strange.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 31, 2008, 11:00:56 pm
How carefully did you check for changes you made? Either there's some small place that uses it, or it's junk data. Either way, we should be able to use it as free space, with some repointing in the case of the former.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 31, 2008, 11:23:11 pm
Usually if you mess with the sprite assembly, anything can happen to the sprite.  But the walking running battle everything was in tact...so i'm not sure what it was.  It's listed in this area though

"21DF80   23FFFF   TASM   N   "Sprite Assembly, Location Tiles"   2007.06.12"  I highly doubt that Location Tiles would have the same exact Sprite assembly as the heroes..
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 01, 2008, 12:55:16 am
I found an oddity with the Millennial Fair race. It seems the Green Ambler and Steel Runner will sometimes have their colors change for a race.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 01, 2008, 10:07:19 am
Yea, I noticed that as well...It's very rare for it to happen for me now though, probably because I switched some stuff around.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 01, 2008, 09:19:24 pm
Any idea what?

Have you looked through other parts of the game to see if Reptites and those soldiers react the same way?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 01, 2008, 09:32:14 pm
I don't ahve any savestates like that.  And I only have 8th char loading up in Millenial fair, Guardia Forest, and Crono's house...so i'd also ahve to check that later.  (Man I can't spell have today)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 01, 2008, 09:35:10 pm
I can run through it. I need a better save game anyway.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 06, 2008, 02:49:17 am
I found something related to the eight character's damage.

This is the eight character's attack result, with a breakpoint on 7EAE7B, which I'm fairly certain is the damage dealt. It uses two bytes to store.

Code: [Select]
$C1/D529 8E 7B AE STX $AE7B  [$7E:AE7B] A:0000 X:0000 Y:0000 D:0000 DB:7E S:06E4 P:envMxdiZC HC:0076 VC:070 00 FL:41
This is Crono's attack result, same setup.

Code: [Select]
$C1/D529 8E 7B AE STX $AE7B  [$7E:AE7B] A:0000 X:0000 Y:0000 D:0000 DB:7E S:06E4 P:envMxdiZC HC:0830 VC:200 00 FL:41
$C1/DE7D 8D 7B AE STA $AE7B  [$7E:AE7B] A:0010 X:0014 Y:0005 D:0000 DB:7E S:06E0 P:envmxdizc HC:0212 VC:205 00 FL:43

Crono did 16 damage that turn. Using Magus and Marle got me the same results, excluding amount of damage.

Code: [Select]
$C1/D8D7 8E 7B AE STX $AE7B  [$7E:AE7B] A:0000 X:0000 Y:0004 D:0000 DB:7E S:06E8 P:envMxdiZC HC:1358 VC:126 00 FL:65495
$C1/DE7D 8D 7B AE STA $AE7B  [$7E:AE7B] A:0004 X:0004 Y:0001 D:0000 DB:7E S:06E4 P:envmxdizc HC:0830 VC:098 00 FL:65497

The above were the results of a Hetake's attack. It did 4 damage.

I think if we can find out why C1DE7D isn't called, the character will do damage.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 07, 2008, 08:27:07 pm
(http://img171.imageshack.us/img171/4789/chronotriggerfreshromunja7.png) - Portrait.  As you can see it loads up Lightning's magic header graphics.  I was testing out stuff for pointers and I saw these.

3FD5E4   3FDBE3   GFX   N   Magic type graphics   2003.05.01
3FDBE4   3FE55B   GFX   N   Menu graphics   2006.12.20
3FE55C   3FE8DB   GFX   N   Character save portraits (4 bit plane)   2006.12.20

Reverse character save portraits's and you get 5CE5FF which is at 2FCA1 and it DOES point there and it does work.  So I thought "Hey let's do this with magic graphics"  E4D5FF...313EC8, altering it does NOTHING to the magic header graphics which is bothering me...I'm going to see if I can move that and maybe it'll keep the 8th chars portrait in that area to throw up there.

Edit: Fails ;/

Edit 2: Um...Another huge issue, probably something I did though.  Apparently the shop doesn't work anymore, and some NPC graphics are destroyed and garbled ><
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 07, 2008, 09:00:37 pm
DOUBLE POST!  GOT THE 8TH PORTRAIT WORKING! 

3FCE88 - I had that in my notes for Magic Garphics.  I repointed that to the end of the rom, moved the graphics there, and edited the graphics up for Lightning where they originally were and now the 8th portrait IS working!  The only issue is the palette! ><

(http://img172.imageshack.us/img172/2630/chronotriggerfreshromunkq9.png)

Edit: Wow this is awkward.  So I modified the original magic header graphics and it worked fine.  The new imported ones at the end looked normal and the modified looked modified.  Now, I altered the palette location, and for some reason it's rerouting back to the top again O_o
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 15, 2008, 01:47:20 am
If it helps any I combined some patches and a save state I downloaded and started a New Game+ from the data and my party had only Epoch, with Crono's sprite and a screwy character portrait.  He had a helmet for his weapon icon, and when I tried him in battle he had every status effect possible and eventually died from poison shortly after his stop wore off.  Though he did have 999 HP and the Hetakes couldn't touch him because of an obscenely high evade stat.  Actually... I think all of his stats were maxed out but that may have been the save state's doing and not the 8th character's obscurity...  If it would help cracking the code for making new techs or evolving the 8th character I can link you to said patches and save states...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 15, 2008, 08:33:05 am
We're above and beyond all of that right now.  Looks like Status effects won't start right at battle since we've been fixing it up.  We have all max stats, but it seems to gain too much life sometimes. 
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 15, 2008, 08:18:19 pm
Oh I guess it only had stop and chaos, which surprisingly enough it could deal damage to itself while chaotic... even though it had a helmet for a weapon..
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 15, 2008, 08:47:45 pm
Was a helmet equipped in the weapon slot, or did it just have the helmet icon where the weapon icon normally is?

Did it deal damage without chaos on?

Right now it isn't dealing damage to enemies, so your patch may hold a key to fixing that.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 15, 2008, 10:03:40 pm
I had the same thing before, it was either stopped or chaotic.  It never dealed any damage though.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 12:21:52 am
I believe it was Crono's initial equips since I started a new game.

He dealt ~480 damage to himself every time he got a turn after his stop wore off, but never touched the enemies.

It was a combination of the Coliseum patch, the Retranslation patch, a save state that claimed to have everyone at level 50, and I had a save file from Prophet's Guile, but I don't think that it affected anything because I loaded the save state...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 17, 2008, 01:21:09 am
Could you make a patch and post it?

If you have any questions on what to do I'll be glad to help.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 03:11:58 pm
Damn, now I can't get it to happen again.  I must've thrown in another patch that I'm forgetting now... a new game + just gets me a level 1 Crono with regular equipment.  I will keep trying but don't get your hopes up...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 17, 2008, 03:27:37 pm
Damn.

You don't have the old one anywhere?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 03:33:32 pm
I went through everything in the Recycle Bin and they all play fine.  I just don't get how it could give me Epoch once and then not another time.  Patches don't unpatch themselves when you delete the game, do they?

At least you know that Epoch CAN attack, even if it is himself.  Do you know how to cause chaos on Epoch so you can see for yourselves?  I don't know what good that would do really but... it might be helpful?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 17, 2008, 05:06:17 pm
The problem is we haven't had it dealing damage before.

Can you think of anything you've done differently between now and when it dealt damage to itself?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 09:34:42 pm
Does Epoch typically have 0 speed and ** for every other stat?  Because I remember that about him.  The Hetake couldn't touch him, he was stopped for quite some time, then it wore off and he was just chaosed, and then three turns later he had killed himself and I couldn't reproduce it again.

I will try adding more patches and loading that save state again.

Would it make any difference if it was a ZSNES save state and I played it on a SNES9x?  Because I'm pretty sure I had it that way since I don't know how to frame skip on ZSNES and I sped up the game while I was stopped and the save state I was using was a ZSNES save state...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 09:43:05 pm
Okay I made a little progress.  I found a combination of patches that gets you a level 96 perma-slow perma-poison Crono with a glitchy picture... though that's still not Epoch, is it? Hmm...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 09:45:56 pm
Another fun quirk, all of his stats are also 96... which is weird because it is a New Game + file where Crono was level 48... and 48 * 2 is 96... the double level is probably just a coincidence but I will see what Marle's level and stats end up being when I get her and see if she is also glitchy...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 09:48:33 pm
After getting Marle, she is also level 96, named Crono, and has the same stats as glitchy Crono, but Marle's equips...

I get the feeling if I were to play through until I got Lucca, she would also be named Crono, Level 96, and have all of her stats be 96.

This doesn't really help the Epoch case, now does it?  I think if I tinker more I can get the same effect as before, I'll keep you updated.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 17, 2008, 10:00:40 pm
That's odd.

I've never heard of being able to use a ZSNES state save with SNES9x, but it could cause problems easily.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 10:16:20 pm
I can only get the level 96 glitch with this save state if I get it to go in before the .srm file creates itself.  I have no idea what a .srm file is but I have found that once it is created, I can only choose New Game +, and it only works as a New Game.

The Level 96 Crono has a strange assortment of techs: Aura, Flame Toss, Rocket Punch, Slurp, and Lightning 2...

But in battle he only has access to Slash and Lightning... Marle was the same with her 2nd and 3rd tech, and the duo had access to Ice Swords 1 and 2 but no Aura Whirl...

I'm thoroughly confused, but maybe this could be useful in determining how characters get techs?

Oh also the inventory is filled with an unlimited supply of 96 Titan Vests...  Perhaps Titan Vest is the 96th item?  I'm very boggled...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 10:23:36 pm
Neato, I finally did it.  You have to open the save state on a ZSNES and then start a new game + file and you begin the game as a level ** Epoch with maxed out stats, zero speed, 999 HP, 55 MP, and no techs.  Marle also joins as a Level ** Epoch with the same stats, except she only has 1 Hit point and maxed out speed (I'm guessing that's because 99+2=101 and that is too high of a value for the game to show... and max speed + 1 = 0 speed for some reason...)

I'm going to try them in battle.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 10:31:25 pm
Epoch Crono just killed Gato in one hit doing 1057 damage after his stop wore off.  He came back having a ? status, while Epoch Marle was chaotic and too busy giggling to attack.

While these characters have Epoch's name, weapon of choice (a helmet) and maxed out stats, they still retain all of their attack animations and equips so I'm thinking that they might not be exactly what you're looking for...  They don't gain experience or tech points and have no techs, and both have 133 attack and 107 defense so they're fairly worthless.  Playing an entire game with these characters would be a tad on the dull side and Spekkio would be impossible to tackle since no one would have any magic to attack him with...

I figured out it is solely the save state that causes this glitch and it will either cause Level 96 characters with their 2nd and 3rd techs available on a SNES9x or Level ** Epochs with no techs on a ZSNES.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 17, 2008, 10:40:00 pm
You might have something in that jumble of patches.

Please, make an IPS patch of what you put together so we can play with it.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 10:49:48 pm
It had nothing to do with the patches, it's just this save state:

http://www.zophar.net/zsnes/archive/chrono-6.zip

The trick is to load it right when you open the rom and quickly choose New Game +.  But before you do that, make sure you have the option of picking New Game and The Fated Hour save file otherwise it will just start a new game.  And this pretty much always happens when you have the .srm file around, so if you have one of those, delete it and you're golden.

As aforementioned, ZSNES will get turn everyone into Level ** Epochs with 999 HP, 55 MP, maxed out stats, and no techs, while SNES9x will get you Level 96 characters with 96 for every stat except speed which is maxed out, 999 HP, 96 MP, the illusion of having Aura, Flame Toss, Rocket Punch, and Lightning 2, but in reality only having Slash and Lightning for Crono, Provoke and Aura for Marle, and the Ice Sword techs for the both of them put together.

Personally, the SNES9x is more interesting but still they're both fairly dull as you have a limited supply of techs despite your huge stats.  Also, to the best of my knowledge, neither emulator made battles give experience or tech points meaning you're stuck with either no techs and maxed stats or a few techs and nearly maxed stats.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 10:51:14 pm
Oh, I should also mention that it is impossible to play The Fated Hour save file that is on that save state, it will just give you a crimson colored screen with a gold square int he middle of it.  I have no idea why this is... try it if you wish but I couldn't get anywhere with it.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 10:57:26 pm
One more fun fact about the Epochs, they're permaquipped with their character's starting equipment and cannot change to anything else, though they may be able to equip something later on, I only have access to Karate Gis and Bronze Helmets...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 17, 2008, 11:03:12 pm
It's behaving normally for me. Could you provide a statesave after it screws up?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 11:16:42 pm
How do I post save states?

And after playing with Level ** Epoch on Prophet's Guile for a while, he has managed to recover from all of his statuses (I don't know if its the amulet Magus is equipped with or what) and now has access to all 8 of his techs, which is odd because Prophet's Guile is only supposed to have Magus's first three techs available... In battle, his HP/MP keeps blinking like he is about to die, and he will be crouched like he is in critical condition as well.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 17, 2008, 11:24:46 pm
Zip it and attach that.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 11:28:18 pm
Oh you can attach files directly to the message board?  Neat.

This now will display Epoch and Epoch on either emulator... I went and checked.

Would you like the SNES9x Level 96 with an obscure array of techs save state also?  Because I can make one and post it now that I know how to do that...

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 17, 2008, 11:34:24 pm
If you try to leave the menu, it'll give the orange screen of death ;_;
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 17, 2008, 11:47:52 pm
Double post.  I see what's going on.  I think all it's doing is setting Crono/marle's portrait and what not to that of Epoch's, but it stil keeps the regular data with a few alterations.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 17, 2008, 11:57:49 pm
I didn't think it was exactly what you were looking for.  They're still the same characters, but they have multiple status afflictions, can equip nothing, and appear to be equipping helmets.  And they have Epoch's portrait and stats.

The other data might be more useful in deciphering how techs are chosen, because each character has access to their 2nd and 3rd single and dual techs and presumably no triple tech since there is only one, but I would have to play through to the Cathedral to confirm this.

Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 18, 2008, 12:11:37 am
Ha ha, I just noticed Epoch's element is the alphabet backwards and upside down from e-p... weird.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: dankun on February 18, 2008, 03:21:26 am
I didn't think it was exactly what you were looking for.  They're still the same characters, but they have multiple status afflictions, can equip nothing, and appear to be equipping helmets.  And they have Epoch's portrait and stats.

Hmmm... this is interesting. I got curious and downloaded the save state to check it out to see what this was all about. It turns out that in the first fight (with Gato) they both had 'Stop' and 'Poison' and later on, after being either hit by or had evaded an attack, they only had either the 'Lock' or 'Confused' ailment. After Crono won the fight (he wasn't confused), I went to Crono's house and decided to take a nap at his bed and restore their health (as they barely won that fight from the poison, which for some odd resaon had like a 45% decrease rate).

Then I decided to check out Guardia Forest and see if they really always had the status afflictions. But to my surprise they were all gone! So, my question is: Has any of this happened to any of you guys already? I mean, were you able to get similar results?
Oh and by the way, they were both able to damage the Hetakes in Guardia Forest. Crono was doing regular ** attacks of 700+hps and 1400+ critical ones, while Marle was stuck with ridiculous 5hps normal and 10hps critical hits (I think this is because her hit stat was only 1. Oh, and Crono's speed stat was the one stuck with 0).

Edit: Wow! This is really cool! I played around it with it some more... it turns out that they both have access to all of their techs! But they only appear in the battle menu. I tried using Luminaire with Crono, and Haste with Marle. 9999 on all enemies, of course! Oh, and all of their double techs are still there, as well.

Also, I forgot to mention what their max MP value was: 55 MP for both of them. The odd thing about that is that, in battle it only says that they have 5 MP (using any tech really messes this up as it can actually display Crono's sword icon). I can't equip anything on them either (its almost as if the menu coding of the game just isn't working right), although they do both have helmets as their weapon (not in their equipment). I can, however, use items (like Tonics) through the menu, so obviously some parts are still working. Regarding the battles, they yield neither experience nor tech points, but they still offer items for spoils. Well, I hope that was everything this time. This really makes me wonder as to what Lucca's messed up stat value is going to be (probably the hit stat, just like marle).
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 18, 2008, 11:45:13 am
Quote
Ha ha, I just noticed Epoch's element is the alphabet backwards and upside down from e-p... weird
- It's trying to load the next set of data which would be appropriate (Which is really strange how it jumps to the menu...) so it does that.  I'm not entirely sure why it puts it upside down though
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 18, 2008, 04:21:36 pm
Quote
This really makes me wonder as to what Lucca's messed up stat value is going to be (probably the hit stat, just like marle).

They aren't messed up at all, it is just what the character's equips do to their stats.  Max speed + 1 speed from Bandana = 0 speed.  Max hit + 2 hit from Ribbon = 1 hit.  The game still gives Crono speed so presumably Marle's hit points and therefore attack strength is still intact but I never tested this.

If you thought that was screwy, give this save state a try.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 18, 2008, 08:18:20 pm
Now that savestate was awkward.  If you equip the Titan Vest in a certain way, you'll have like 50 slots of Crono O_o
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 18, 2008, 10:14:14 pm
I've been curious ever since I uploaded this save state and saw the abundance of 96 Titan Vests... is the Titan Vest item # 96?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 18, 2008, 10:20:14 pm
And now I am led to another question after selling an infinite amount of 96 Titan Vests... is it impossible to get the 10,000,000 G to repair your broken map in the director's cut ending?  It stopped me when I got to 9999600 G... sad.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Shinrin on February 18, 2008, 11:12:31 pm
And now I am led to another question after selling an infinite amount of 96 Titan Vests... is it impossible to get the 10,000,000 G to repair your broken map in the director's cut ending?  It stopped me when I got to 9999600 G... sad.

you'll never get the last 1G to fix it.. That's just the programmers ending, not to be taken seriously.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: JLukas on February 19, 2008, 09:58:12 am
When selling items or winning gold in battle, if total gold goes over the max. possible, $98967F, it will be set back to that.

In addition, there isn't any kind of special code in the ending related to having 10 million gold.  It's just a joke message by one of the map designers.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: magustrigger on February 19, 2008, 08:04:41 pm
So it's about as meaningful as "Do you want to see a Chrono Trigger 2?"

Cheeky bastards...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 22, 2008, 11:10:58 am
(http://img244.imageshack.us/img244/7049/chronotriggerfreshromunfo8.png) - 8th character appearing in the Character Select menu.  Only issue, had to get rid of Gaspar X_X

Edit: Couple NPC sprite errors.  (http://img295.imageshack.us/img295/6459/chronotriggerfreshromunqy4.png)(http://img520.imageshack.us/img520/6396/chronotriggerfreshromunko8.png)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 25, 2008, 11:38:28 am
02F0A7 - Changing this to 01 makes all numbers White
(http://img264.imageshack.us/img264/2452/chronotriggerfreshromunmg4.png) - ^^
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on February 26, 2008, 02:13:58 am
Quote
Edit: Couple NPC sprite errors.
For the first one, I made a mistake while making the NPC sprite data hack. The value at 24F0F0 should be F8. For the second, it's because Melchior's sprite data was changed. Just replace him with one of the many duplicates.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 26, 2008, 09:00:02 am
Alrighty, thank you.  I'll probably be working on shop data next to get it to scroll over/not screw up when you try to equip stuff when 8th character is in party
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 26, 2008, 10:39:44 pm
Nice.  I'll do that tomorrow when i'm off of school again.  Been having a fever for the past 2 days...goes away comes back goes away comes back...I hate my dad for getting me sick X_X
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 26, 2008, 10:51:06 pm
Ugh, that's no fun. Get well soon.

In the meantime I'll play around with this and see if I can avoid the gold issue.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 26, 2008, 11:32:22 pm
Definitely need to make sure this one gets seen.

DON'T MESS WITH THE GOLD.

Somehow I missed the obvious option of moving the names to a new memory location.

In Temporal Flux, the Mem.PCNames needs have the end changed. It should end in DCCDC1000000A4C9C8BCC1 instead of A4C9C8BCC1, and write to Mem.7E2900 This will store "8th" before "Epoch".

025BD9 - Pointer for Epoch's name. Set to 3029 for new location.

Set the following to 0029:
02E3EC - Write from naming screen.
02E48A - Load for naming screen.
025FD8 - Pointer for PC Names.
028872 - PC names for menu?

Edit: It's not loading names in battle right. x_x This may be something else I did, though.

Edit 2: The names need to be loaded one letter at a time. Strange, and very annoying, but this may give the means to extend names in battle. Here's what I have so far.

$CC/E61D - Crono first letter.
$CC/E623 - Crono second letter.
$CC/E629 - Third letter
$CC/E62F - Fourth letter
$CC/E635 - Fifth letter

No more gold problems, and much easier to do. XD

Edit 3: Some of this may need to be moved around to work. Get me the latest version you have and I'll fix it in that.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on February 27, 2008, 02:03:34 am
Hmmm...
For some reason, it ends up loading name data from 7E2CA3 for the eighth character.
Quote
$CC/E616 BF 46 F8 CC LDA $CCF846,x[$CC:F84D] A:0007 X:0007 Y:0000 P:envMxdizC
Looks like it loads data from here (0CF846) to figure out how many spaces beyond 7E2C23 to load.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 27, 2008, 02:06:39 am
0CE60E - Change this to 07 and it will show a name for the eighth character... except it's Marle's.

The letter by letter copying I posted earlier controls all of the names, fortunately.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 27, 2008, 04:53:46 pm
Quote
Set the following to 0029:
02E3EC - Write from naming screen.
02E48A - Load for naming screen.
025FD8 - Pointer for PC Names.
028872 - PC names for menu?
Changed them all to 0029...game goes freaky on me.  You name crono and it's fine, name Lucca to anything and it'll still say "Lucca" ._.

(http://img113.imageshack.us/img113/8518/chronotriggerfreshromuncr7.png)

Edit: I'm such an idiot.  I completely forgot to change the values for the other characters.

Edit 2: Apparently doing this there's a 5 letter character limit.  It completely skips the null letter no matter what and heads to the next name.  So putting 00 29 then 07 29...It'll be Crono/Ucca
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 27, 2008, 05:25:43 pm
I forgot to mention, the naming screen for the Epoch becomes the naming screen for the eighth character, and and the extra naming screen becomes the one that sets the Epoch's name. Something about the code needs them to be in that order.

I have the same problem with Lucca's name. Haven't checked the saves, or other name strings besides {Epoch} and {Crono} yet. I'll have to look at it later.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 27, 2008, 05:28:02 pm
I got all the names working in the menu now and everything...Just 5 eltter character limit instead of 6 now.  And for Epoch's name.  Did you get 24 00 and then add 6 to get 30 00?  If so, did you mean 2A 00?  Or Did you actually mean 30 00
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on February 27, 2008, 05:41:53 pm
all this makes me head spin.  i should become more techno-sauve.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 27, 2008, 05:47:30 pm
Here's an ips patch with everything up to date so far.  (Including the messed up character names)

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 27, 2008, 05:51:08 pm
Where did I put 30 00?

I know the Epoch's name pointer is 30 29, which is right. It has to come after the eighth character, which is why I moved the names to 2900, and had the value for names in Temporal Flux altered. Before it was running into the gold value. That also determined the garbage on the extra naming screen.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 27, 2008, 05:56:58 pm
Woops I meant 30 29
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 27, 2008, 05:59:29 pm
Yeah, that's correct. Did you catch this?

In Temporal Flux, the Mem.PCNames needs have the end changed. It should end in DCCDC1000000A4C9C8BCC1 instead of A4C9C8BCC1, and write to Mem.7E2900 This will store "8th" before "Epoch".

Ok, now I really need to get to work. x_x I've spent an hour not doing it.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 27, 2008, 06:06:13 pm
Yes, That's all set in the patch.  So just apply that to a fresh unhdeared CT rom and you have everything that we have up to date, including the sprites as well.

Edit: Maybe I should edit every map that melchior's in and set it to one of those random unused ones so we don't have to worry about it.

Edit 2: Updated IPS patch ready

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 27, 2008, 07:02:48 pm
The Lightning magic image is screwed up for me.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 27, 2008, 07:08:43 pm
Woops.  I forgot to change that back ^^;  I have it using Crono's face partially for 8th char portrait X_X
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 27, 2008, 07:16:24 pm
I noticed the PCs are blinking on the world map when you let them sit long enough to do the reminder animations.

Edit: It looks like the Techs are little wonky. The screen doesn't display everything right, there's a display glitch when learning techs, dual techs aren't being learned, and Crono's learning Luminaire immediately after Cyclone.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on February 27, 2008, 07:50:13 pm
The patch doesn't update the battle names.
Here's something I managed to do by changing the data it uses to find the names in battle.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 27, 2008, 08:13:06 pm
I noticed that problem last night, and posted something on it.

0CE61D - First letter. Set to 0029
0CE623 - Second letter. Set to 0129
0CE629 - Third letter. Set to 0229
0CE62F - Fourth letter. Set to 0329
0CE635 - Fifth letter. Set to 0429

0CE60E needs to be 06.

How did you make that change?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 27, 2008, 08:15:08 pm
Animation blinking because I was experimenting with altering animations...I think it's screwing with techs because the 8th character is in party.  I'll check that out.

Edit: Yep it freaks out because 8th character is in party.  That's why Crono's tech learning is weird.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 01, 2008, 03:22:53 am
Quote
How did you make that change?
You mean getting the 8th character's name to show up in battle? I relocated the data at 0CF846 to another location and added an 8th byte to the new location. And I changed the code to make it load from that new location of couse.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 01, 2008, 03:44:38 am
That's what I was wondering.

I'm not clear on what that data is, but I've found it can change targeting and appearance of party members and allies.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 01, 2008, 03:50:39 pm
I can't see how changing the data at 0CF846 would do those things...
It's used with the routines (e.g. LDA $2C23,x) to load the letters of the name.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 01, 2008, 04:47:01 pm
I wasn't sure what everything in that area was, so I started playing around with it. Probably not the best plan of attack. <_<

Setting 0CF867 to C6 turned the eighth character into four yellow hands for me.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 01, 2008, 04:48:32 pm
That's a bit further in. The data I moved covers only 0CF846-0CF84C.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 01, 2008, 04:57:27 pm
Gotcha. Tried a little and may have figured it out. :D

Still, it was funny to see the oddities.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 01, 2008, 06:49:34 pm
(http://img182.imageshack.us/img182/8319/chronotriggertispriteupvs8.png) - How nice
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 01, 2008, 07:59:20 pm
What did you do to that one?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 01, 2008, 08:47:10 pm
CF837 = 05
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 03, 2008, 12:38:31 am
I found the save problem.

3FFA7B   3FFAA2   DATA   N   "Memory addresses and lengths of save data to copy (5 bytes each, 8 total)"   

Currently this loads gold as well as the now blank names, so we'll either have move gold storage or move this information in order to add another address.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 05, 2008, 01:00:22 am
I moved the gold to 7E2935, the altered data's equivalent of where it used to be.

The following need to be set to 3529:

01D0AD
01D0B4
01D08F
01D0F8
01D11C
02997B
02F14A
02FCD1
02FDBF
02FDC6

I updated the necessary save data here:

3FFA80 - 00297E39

The gold and time display wrong, but load properly.

Edit: Changed my error in the instructions, probably what screwed Justin up.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 05, 2008, 08:50:29 am
How come everytime I alter something I kill the rom -_-..
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 05, 2008, 05:27:07 pm
What happened?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 05, 2008, 06:04:02 pm
Altered all of those bytes, and after the title sequence, everything is black screen of death XD
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 05, 2008, 09:28:44 pm
Not sure what caused that. It works fine for me.

Maybe it just hates you. :P
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 05, 2008, 11:38:20 pm
Mauron, the offsets you gave point to the ASM commands that load the memory/data, not the pointers the code loads.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 06, 2008, 12:03:28 am
Oops. I copied down the line the breakpoints spit out and didn't change it later. I'll fix that now.

The last one is still accurate though. That section is just data.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 09, 2008, 12:29:09 pm
(http://img125.imageshack.us/img125/7287/chronotriggerfreshromunnb4.png) I've been seriously having the worst luck with this lately xD

0CF84D - Can't you just change 80 to 2A?  From what i've seen, there are no complications from doing that..

Edit: Fixed one problem.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 09, 2008, 12:50:49 pm
I don't know...
By using Geiger's debugger, I've found that's the beginning of the data that turned the character into a bunch of hands when Mauron messed with 0CF867.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 09, 2008, 12:59:09 pm
(http://img339.imageshack.us/img339/5690/chronotriggerfreshromunib5.png) yay!

Edit: BTW, Mauron, what were you trying to accomplish in that area?  I completely forgot...

Edit 2: Here's an IPS Patch with everything up to date.  EXCEPT the stuff that Mauron posted last page...That seems to kill my rom every damn time.

Edit 3: Gold and Time do not display correctly in the save sequence because I am not able to modify the bytes listed by Mauron.


[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 09, 2008, 05:48:47 pm
Have you tried using the adjusted offsets?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 09, 2008, 05:58:41 pm
Yes.  I got the gold and time to appear correctly in the menu now, but not in the Save Menu.  I figured out which offset was being retarded.

02F14A - it's set to 00 00, if I try altering that, it'll destroy stats/time showing up in the menu.  That's why everything was messed up.  I musta not edited something and that's why it's being weird..
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 09, 2008, 06:29:20 pm
I was having trouble with gold and time displaying in the save menu too, and I'm not sure where the problem came from. What was showing up for you? Mine was an odd value for both that didn't seem to be stored anywhere.

When I messed with the byte that got the hands, it was with displaying 8th in battle. I wasn't sure what Vehek had altered to get it working, so I did things randomly.

My computer just recovered from a major problem (C: Drive unreadable), so it might be a bit before I get back to working on this. It depends on what, if anything, remains damaged.

Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 09, 2008, 06:50:02 pm
The time is set to 99:59 and the gold is set to 0
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 09, 2008, 06:51:33 pm
I get the same time, but 3158820 gold.

Does it load the data properly for you? It does for me.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 09, 2008, 07:41:22 pm
Yep, it loads it up fine.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 09, 2008, 08:44:55 pm
There're some 552C's that also need to be changed (to 3729 I think).
Check near the offsets Mauron posted on the last page.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 09, 2008, 09:22:05 pm
Yea I noticed that...I wans't sure if that would have changed anything.  I experimented with it but nothing changed.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 09, 2008, 09:43:11 pm
(http://i239.photobucket.com/albums/ff83/TtravelrKev/CT%208th%20character/8thcharacter_00003.png)
Using Geiger's SNES9x, it looks like I actually have 16,777,215 in gold. This is from a game where the new gold location hasn't been initialized.
Before changing the value at 29981, it showed 65535.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 09, 2008, 10:18:45 pm
Did you adjust the load screen code to reflect the new value through Temporal Flux?

Originally that area is all FFs, which is what you're seeing.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 09, 2008, 10:22:29 pm
I adjusted the load screen, but that was from an old save.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 10, 2008, 03:06:29 pm
I never had that issue.  Whenever I tried loading from an old save, it just dind't load.  Black screen of death =/
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Shinrin on March 10, 2008, 04:59:34 pm
(http://i239.photobucket.com/albums/ff83/TtravelrKev/CT%208th%20character/8thcharacter_00003.png)
Using Geiger's SNES9x, it looks like I actually have 16,777,215 in gold. This is from a game where the new gold location hasn't been initialized.
Before changing the value at 29981, it showed 65535.

Now you can fix that broken map! and still have over 6 million gold left XD
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 10, 2008, 09:21:17 pm
$C2/F149 B9 00 00    LDA $0000,y[$7E:2C53]   A:7E03 X:0000 Y:2C53 P:envmxdiZc
Where does it get that Y value from? If we could solve that, the gold problem in shops would be fixed.

I did some ASM hacking and made a special case for the 8th character's tech list in battle.
(http://i239.photobucket.com/albums/ff83/TtravelrKev/CT%208th%20character/8thcharacter_00004.png)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 10, 2008, 09:47:07 pm
I had something like that once, but every tech kept rerouting to Crono using them xD
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 10, 2008, 10:27:17 pm
Can't remember all the details of what I was trying to do right now, but I tried seeing when it loads tech data from C214B.
It actually loads starting from C213F, and it turns out normal attacks are also made using the same code.
It looks like the 8th character's attack is actually Provoke. (78/0C = 0A).
$C1/D5EF BF 3F 21 CC LDA $CC213F,x[$CC:21B7] A:0000 X:0078 Y:0000 P:envMxdiZc
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 10, 2008, 10:34:52 pm
Well that's interesting O_o
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 10, 2008, 10:50:30 pm
Double post.  he's correct, I altered provoke to have an attack power and 8th char now does damage!

(http://img389.imageshack.us/img389/1746/chronotriggerfreshromunma0.png)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 10, 2008, 11:26:48 pm
Sweet. With that discovery we're one huge step closer to making this work.

Does anyone know where the code for button responses is stored?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 12, 2008, 10:35:26 pm
So far, I've only been able to get the 8th character's attack to work when I have Marle in my party.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 22, 2008, 10:07:37 pm
Double post, but I went and searched for 532C and found the pointer for the shop's gold at 3FC98B.
Edit-Damn, it still reads from 7E2C53 when it updates the amount of gold it shows.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 25, 2008, 03:49:20 pm
Issue listing (There maybe more...)
=======================
1) Techs (Somewhat fixed)

2) MAIN Menu Exchange (Working on it)

3) Weapon = Armor (Not sure)

4) Attack = Provoke (easily fixed?)

5) A certain level destroys his/her stats and completely nulls them.

6) If your running around on the map, and have 8th character in party, then switch it for someone else, it'll run off map forever.

7) If you switch the 8th char into slot 1, you won't be able to move, even if you switch back.

8) Since the 8th character patch, you cannot use the 6 letter names as I think some data was misscopied or something...If you try to add the 6th letter on anyone's name, it'll bump over to the next PC and copy the letter over that.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 26, 2008, 08:28:50 pm
After a bunch of following the code around, I managed to get the 8th character to load in the menu.
It's not working very well yet, but it's showing up in the menu.
(http://i239.photobucket.com/albums/ff83/TtravelrKev/CT%208th%20character/8thcharacter_00005.png)
I changed the value at 02F3FF to 00 and 02F400 to 1A.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 26, 2008, 08:32:00 pm
Nice!  I'll start fiddling around as well.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 26, 2008, 08:45:39 pm
2F3EB - Controls the pose that's in the menu xD!

The area where I said change it from 00 to 01...Do NOT do that.  I recommend 18...it changes the weapon stuff to Blue when it's lower or higher...but it's better then having it destroy every other color.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Shinrin on March 27, 2008, 12:25:00 am
I think i figured out problems 6 and 7 of Justin's problems, the PC isn't loaded in Event Code.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 27, 2008, 08:46:48 am
Well we have it loading up in the area with it being controlled "infinite" as the usual...but it doesn't like it.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 28, 2008, 11:18:23 pm
I played around with $C1/D5EF, and it seems Crono and Magus use the same attack data.

3) Weapon = Armor (Not sure)

Is there anything that shows the different weapon icons mean anything other than identification?

Quote
5) A certain level destroys his/her stats and completely nulls them.

What do we know about how and where stat growth is stored? I remember reading somewhere it was based on fixed values, so maybe it's hitting bad data.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 29, 2008, 12:01:16 am
Judging from the Magus power glitch in the CE demo, something involved with stat growth is at $2F-$30 of a character's stat data.

Over at Slick Productions, Lenophis suggested to Shinrin that stats are in a look-up table.

Currently, I think the bad palette in the menu and the shop menu blanking are because of some palette conflict.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 29, 2008, 01:33:20 am
Yes.  I'm very certain of that palette mistake.  I had the same issue with 8th character in character exchange.  if only I could remember where I put the heroes palettes...I could probably find the other part of the data..I hate myself for not taking good enough notes.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 05, 2008, 10:28:04 pm
I started looking into changing the 8th character's attack, and so far I've found the subroutine at $C1/C90B gets the value into 7E002C, but I'm not clear how it works.

Maybe someone else will see what I'm missing.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on June 25, 2008, 10:48:05 am
Sorry for bumping up these old topics, but there's no way in HELL i'm letting this and the 6th letter one die.  We're so close to accomplishing both, so why not get it done if we can?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on June 25, 2008, 11:55:38 am
I'm sure these can be done, we just need to get moving on them.

...I just realized my shirt is on inside out.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on June 25, 2008, 06:50:56 pm
Kind of an out of place post, but maybe someone should Sticky this and the 6th letter threads.  They're both gigantic add-ons to CT and I think it'd be kinda nice incase people want to try them.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on July 18, 2008, 12:58:24 pm
(http://i36.tinypic.com/m8iftj.png) - Well....The palette's getting a "Little" bit closer...but it destroys a button and does this X_X

Edit: (http://i38.tinypic.com/16a18bk.png) - =/

Edit 2: I think the palette/sprite data is between 02F3E1 - 02F3E7

Edit 3: (http://i38.tinypic.com/30a96p5.png) - Wtf?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on July 18, 2008, 06:35:11 pm
Edit 3: (http://i38.tinypic.com/30a96p5.png) - Wtf?

Isn't that a red Megaman sprite in Lucca's slot? haha
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on July 19, 2008, 12:30:56 pm
Naw, that's Johnny facing backwards xD.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on July 19, 2008, 02:08:09 pm
Double post, but here's an updated video of the 8th character.

http://www.youtube.com/watch?v=uywRpzFFMGU - Ignore my "Comedic" tries.  I labeled the terrible bugs with (IMPORTANT).
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: nightmare975 on July 19, 2008, 03:09:38 pm
This is going pretty good!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Insane on July 19, 2008, 03:22:11 pm

Edit 3: (http://i38.tinypic.com/30a96p5.png) - Wtf?

Oh my god! Ayla's a.. pirate thing! And Magus is a girl!
(http://i184.photobucket.com/albums/x52/DoctorWhoOfTime/Magini.jpg) TA-DA!! Heh.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Saelind on July 19, 2008, 05:06:03 pm
I'm pretty sure that's Toma and Kino =P

Is that... a megaman is Lucca's slot?! O.O
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Ozzie on July 19, 2008, 05:17:18 pm
I'm thinking it's Johnny, he is robotic in nature.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on July 19, 2008, 05:48:39 pm
Frog = Tata
Lucca = Johnny
8th = Chancellor
Robo = Leene
Crono = Blank
Ayla = Toma
Magus = Kino.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Insane on July 20, 2008, 05:49:16 am
Magus = Kino.

No. Way. Everyone, Kino's a girl now, K?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on July 21, 2008, 01:09:16 am
There's alot of these bugs that i'm not really even sure how to fix anymore...so this is going to need help from everyone :|
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on August 06, 2008, 04:24:06 am
Today (as in several hours ago), I tried to find out more about the menu palette used by the 8th character. I'm not sure how usable what I have so far is.

Quote from: Palette for Crono
$C2/F4EC AD 92 98    LDA $9892  [$7E:9892]   A:A800 X:2800 Y:0095 P:eNvmxdIzc //Get palette number from copied sprite data
$C2/F4EF 29 FF 00    AND #$00FF              A:0000 X:2800 Y:0095 P:envmxdIZc
$C2/F4F2 0A          ASL A                   A:0000 X:2800 Y:0095 P:envmxdIZc //Double the accumulator
$C2/F4F3 6F E8 FF E4 ADC $E4FFE8[$E4:FFE8]   A:0000 X:2800 Y:0095 P:envmxdIZc //Add 2A00 to get the address of the palette pointer.
$C2/F4F7 AA          TAX                     A:2A00 X:2800 Y:0095 P:envmxdIzc
$C2/F4F8 BF 00 00 E4 LDA $E40000,x[$E4:2A00] A:2A00 X:2A00 Y:0095 P:envmxdIzc //Load the palette pointer
$C2/F4FC AE 94 98    LDX $9894  [$7E:9894]   A:0000 X:2A00 Y:0095 P:envmxdIZc
$C2/F4FF F0 04       BEQ $04    [$F505]      A:0000 X:0000 Y:0095 P:envmxdIZc
$C2/F505 AA          TAX                     A:0000 X:0000 Y:0095 P:envmxdIZc //Copy palette pointer into x register.
$C2/F506 A5 19       LDA $19    [$00:1819]   A:0000 X:0000 Y:0095 P:envmxdIZc
$C2/F508 29 00 0E    AND #$0E00              A:2280 X:0000 Y:0095 P:envmxdIzc
$C2/F50B 4A          LSR A                   A:0200 X:0000 Y:0095 P:envmxdIzc // These divide it by 0x10
$C2/F50C 4A          LSR A                   A:0100 X:0000 Y:0095 P:envmxdIzc
$C2/F50D 4A          LSR A                   A:0080 X:0000 Y:0095 P:envmxdIzc
$C2/F50E 4A          LSR A                   A:0040 X:0000 Y:0095 P:envmxdIzc
$C2/F50F 69 82 95    ADC #$9582              A:0020 X:0000 Y:0095 P:envmxdIzc // Add $9582 to get the palette address in memory
$C2/F512 A8          TAY                     A:95A2 X:0000 Y:0095 P:eNvmxdIzc
$C2/F513 A9 17 00    LDA #$0017              A:95A2 X:0000 Y:95A2 P:eNvmxdIzc
$C2/F516 54 7E E4    MVN 7E E4               A:0017 X:0000 Y:95A2 P:envmxdIzc // Copy palette to memory.

I then tried to see where that "$00:??19" value came from and found this:
Quote
$C2/F3DC BF 48 F5 C2 LDA $C2F548,x[$C2:F548] A:FF00 X:0000 Y:0092 P:envMXdIZc
$C2/F3E0 85 19       STA $19    [$00:1819]   A:FF80 X:0000 Y:0092 P:eNvMXdIzc

I also tried to find the shop issue:
Quote
$FF/F62F A5 00       LDA $00    [$00:0000]   //Get the PC number
$FF/F631 EB          XBA                      // Switch upper bits with lower bits
$FF/F632 29 00 07    AND #$0700       
$FF/F635 4A          LSR A                    //These divide it by 8
$FF/F636 4A          LSR A                   
$FF/F637 4A          LSR A                   
$FF/F638 69 A2 95    ADC #$95A2      //Add $95A2 to get palette address in memory
$FF/F63B A8          TAY                     //Copy to Y register
$FF/F63C A5 00       LDA $00    [$00:0000]   //Load PC number again.
$FF/F63E 29 07 00    AND #$0007     
$FF/F641 0A          ASL A                   A:0000 X:0000 Y:95A2 P:envmxdiZc //Double it
$FF/F642 6F E8 FF E4 ADC $E4FFE8[$E4:FFE8]   //Add 2A00 to get address of palette pointer
$FF/F646 AA          TAX                     //Copy pointer address into x register
$FF/F647 BF 00 00 E4 LDA $E40000,x[$E4:2A00] A:2A00 X:2A00 Y:95A2 P:envmxdizc //Load palette pointer
$FF/F64B AA          TAX                     A:0000 X:2A00 Y:95A2 P:envmxdiZc //Copy palette pointer into x register
$FF/F64C A5 02       LDA $02    [$00:0002]   // ????
$FF/F64E 29 00 FF    AND #$FF00             
$FF/F651 D0 09       BNE $09    [$F65C] // If accumulator not 0, go to $F65C; happens on non-selected PC
$FF/F653 A9 17 00    LDA #$0017         
$FF/F656 54 7E E4    MVN 7E E4          // Copy palette into memory
...
$FF/F65C A9 0C 00    LDA #$000C             
$FF/F65F 85 00       STA $00    [$00:0000]  //Store $0C to 00:0000 for loop purposes.
$FF/F661 BF 00 00 E4 LDA $E40000,x[$E4:00x]  //Load the color in the palette
$FF/F665 4A          LSR A                    // Halve it to adjust the color?
$FF/F666 29 EF 3D    AND #$3DEF               //Some other alteration?
$FF/F669 99 00 00    STA $0000,y[$7E:y]    //Store altered color to palette in memory
$FF/F66C E8          INX                     A:0C63 X:00AA Y:9684 P:envmxdizc //These two commands increase the x register to the next color in the palette
$FF/F66D E8          INX                     
$FF/F66E C8          INY                      //These two increate the y register to the next color in memory.
$FF/F66F C8          INY                     
$FF/F670 C6 00       DEC $00    [$00:0000]    //Decrement 00:0000
$FF/F672 D0 ED       BNE $ED    [$F661]       //Loop ends when $00:0000 reaches 0
I think this changes the nonselected PCs' palettes to greyed out and is run for each PC recruited. When it hits the eighth character, the address it gets is apparently the background or something, turning the menu black. When canceling out, it then apparently overwrites that palette with palette 07.

Edit-Some commenting in code.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on August 10, 2008, 04:11:00 pm
Two days ago, I tried to make Gaspar appear separately. It's somewhat connected to the palette thing. Starting at 7E1800, there are $40 byte groups with information on the PC menu sprites. The thing I changed to make the 8th character show in the menu tells it when to stop creating those groups. Gaspar's sprite information get stored starting at 7E19C0, which is where the 8th character's data is placed.
Quote
$C2/CA9F F4 C0 19    PEA $19C0  [$7E:19C0]   A:FFFF X:9618 Y:9598 P:envMxdizC
$C2/CAA2 2B          PLD                     A:FFFF X:9618 Y:9598 P:envMxdizC
This sets up where to place Gaspar's sprite. I changed this to 1A00.

Quote
$C2/F691 C9 40 1A    CMP #$1A40              A:18C0 X:0008 Y:0010 P:envmXdizc
This is part of the code that updates the screen (I think). I changed this to 1A80.
This got a seperate sprite to appear, but didn't solve it completely. That value that tells it where to store the palette is somehow also involved with the actual graphics, and the 8th character and Gaspar were sharing the same value.
Quote
$C2/F403 AF 56 F5 C2 LDA $C2F556[$C2:F556]   A:19C0 X:0090 Y:0070 P:envmXdIZC
This seems to load it for Gaspar's sprite.

Also, I noticed that when you select a character in the tech screen, it copies part of the character's data over the 8th character's sprite information in memory.
Of course, this stuff is probably just minor visual details compared to the other problems.

Edit-Fixed a typo.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on August 16, 2008, 11:09:21 pm
Some things I found a few days ago:

Quote
$C1/BFFF BF 83 25 CC LDA $CC2583,x[
This gets a value involved with physical attacks. X in this case is the character number. The value eventually goes through a routine which I think is used to multiply the value by 0x0B.

Quote
$C1/CB55 BF F0 1B CC LDA $CC1BF0,x
This is used to get the index of the attack made.
I still don't have a way to allow the 8th character to fight without having to have a specific character also in the party.


Quote
$C2/BA19 8D DA 19    STA $19DA  [$7E:19DA] //Palette
$C2/BA1C F4 C0 19    PEA $19C0  [$7E:19C0] //Direct page starting point.

$C2/B9FB 9C D8 19    STZ $19D8  [$7E:19D8] //Makes sprite visible

$C2/BA57 8D D8 19    STA $19D8  [$7E:19D8] //Hides sprite

$C2/BA01 8E CE 19    STX $19CE  [$7E:19CE] //Coordinates on screen
Bunch of commands that write to where the 8th character's sprite data in the menu is. Increase the values by $40.

Quote
$C2/F56A F4 80 19    PEA $1980  [$7E:1980]   A:0000 X:00FF Y:0006 P:eNvMXdizC
$C2/F56E A2 06       LDX #$06                A:0000 X:00FF Y:0006 P:envMXdizC
These are involved with hiding the other PCs when you enter the tech selection in the menu. These should be changed to $19C0 and $07.
The version of the PC in the tech screen also uses the command at C2/F403. While it doesn't use the same palette, it does still use the same graphics space as the 8th character.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on August 16, 2008, 11:34:44 pm
Here are some notes I made a while back, but hadn't done anything with.
Quote
Attack Headers: $C1/D5EF
  Crono - CC23F7
  Marle - CC2403
  Lucca - CC2403
  Frog - CC23F7
  Robo - CC23F7
  Ayla - CC23EB
  Magus - CC23F7
Those are a tech header format information on what a PC does with an attack. It's not enough to guarantee the presence of an existing PC though.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on August 20, 2008, 11:31:28 pm
Some (non-battle) tech menu stuff I was working on the last time I posted in this topic:
Quote
$C2/BCCD AE 90 9A    LDX $9A90  [$7E:9A90] //Get portrait index of selected character
$C2/BCD0 BF BB F9 FF LDA $FFF9BB,x //Get character's tech-related value
$C2/BCD4 85 00       STA $00    [$00:0000]
$C2/BCD6 AD 18 04    LDA $0418  [$7E:0418] //Get tech type (00 = Single, 01=Double, 03=Triple)
$C2/BCD9 0A          ASL A
$C2/BCDA AA          TAX
$C2/BCDB BF 66 BD C2 LDA $C2BD66,x //Get number of groups for tech type
$C2/BCDF 85 01       STA $01    [$00:0001]
$C2/BCE1 BF 65 BD C2 LDA $C2BD65,x //Get index number of first group of tech type
$C2/BCE5 AA          TAX
$C2/BCE6 A0 00       LDY #$00
$C2/BCE8 BF 63 29 CC LDA $CC2963,x //Get a value for the tech group.
$C2/BCEC 25 00       AND $00    [$00:0000] //Check which bits match the character's tech-related value
$C2/BCEE F0 05       BEQ $05    [$BCF5] //If no bits match, skip to BCF5
$C2/BCF0 8A          TXA
$C2/BCF1 99 90 98    STA $9890,y //Store tech group number to memory
$C2/BCF4 C8          INY
$C2/BCF5 E8          INX
$C2/BCF6 C6 01       DEC $01    [$00:0001]
$C2/BCF8 D0 EE       BNE $EE    [$BCE8] //When 00:0001 reaches 0, end loop
If I understand it correctly, it only prints the techs in the groups that the character matches bits with. It also determines which PCs are shown when you select a tech in the group. This might be useful elsewhere.

(Previous edit on: August 20, 2008, 07:34:36 PM)

2009 Edit: Changed a little bit to hopefully make it more clear.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on August 31, 2008, 11:14:21 pm
Today, I've been trying to keep the overworld idle animations and give the 8th character its own frames. I'm still working on the idle animations part.

Quote
$C2/2B8A AF 80 29 7E LDA $7E2980[$7E:2980]   A:FFFF X:9400 Y:B400 P:envmxdIZc
$C2/2B8E A0 00 BC    LDY #$BC00              A:0300 X:9400 Y:B400 P:envmxdIzc
$C2/2B91 20 CF 2B    JSR $2BCF  [$C2:2BCF]   A:0300 X:9400 Y:BC00 P:eNvmxdIzc
$C2/2BCF 8B          PHB                     A:0300 X:9400 Y:BC00 P:eNvmxdIzc
$C2/2BD0 29 FF 00    AND #$00FF              A:0300 X:9400 Y:BC00 P:eNvmxdIzc
$C2/2BD3 EB          XBA                     A:0000 X:9400 Y:BC00 P:envmxdIZc
$C2/2BD4 4A          LSR A                   A:0000 X:9400 Y:BC00 P:envmxdIZc
$C2/2BD5 4A          LSR A                   A:0000 X:9400 Y:BC00 P:envmxdIZc
$C2/2BD6 18          CLC                     A:0000 X:9400 Y:BC00 P:envmxdIZc
$C2/2BD7 69 00 AC    ADC #$AC00              A:0000 X:9400 Y:BC00 P:envmxdIZc //Form address where second idle frame is.
$C2/2BDA 85 08       STA $08    [$00:0008]   A:AC00 X:9400 Y:BC00 P:eNvmxdIzc
$C2/2BDC 84 0A       STY $0A    [$00:000A]   A:AC00 X:9400 Y:BC00 P:eNvmxdIzc
$C2/2BDE AA          TAX                     A:AC00 X:9400 Y:BC00 P:eNvmxdIzc
$C2/2BDF A9 3F 00    LDA #$003F              A:AC00 X:AC00 Y:BC00 P:eNvmxdIzc
$C2/2BE2 54 7F 7F    MVN 7F 7F               A:003F X:AC00 Y:BC00 P:envmxdIzc/quote]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on September 15, 2008, 06:19:03 pm
Not really an update, but it's the 8th character with 6 letters with it.  Double package.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on September 18, 2008, 03:54:48 am
I think I have why the 8th character's save portrait loads the Lightning element icon.

$C2/D481 BF B4 D4 C2 LDA $C2D4B4,x
(x is the PC portrait #) I think the value it gets here is used to determine where in VRAM it loads from for the save portrait.

Also, 02FCA4 contains the value $380, which is the number of bytes the game copies from the save portrait graphic data. 02FC9F has the VRAM address the save portraits are copied to (I think).
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on September 18, 2008, 08:55:34 am
Alrighty, I'll get to work on this ASAP then.

Edit: Once I'm home from school that is.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on September 19, 2008, 03:52:25 am
Some things I found today:
3FCC84-Crono's save portrait palette.
The 8th character uses data at 3FCD64 for its save portrait palette.
Quote from: Save portrait palette
$C2/D49D 69 84 CC    ADC #$CC84 //Start of palettes
$C2/D4A0 AA          TAX
...
$C2/D4AF 54 7E FF    MVN 7E FF


Quote
$C2/D23B 69 E0 05    ADC #$05E0
This is used in the save menu to get the amount of gold in a save game. After some testing, I changed the value at 02D23B to 35 and got the gold to show up correctly in the save screen (but not the time, apparently that's not copied to the same place).
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on September 19, 2008, 08:42:26 am
Strange, changing that value didn't do anything at all to help the gold when I tried.

Edit: Another Strange thing.  I cannot get the magic graphics to repoint to the end of the rom now, yet I was able to before?  Weird.

Edit 2: Got the 8th portrait to load, but apparently I have like, 3 copies of the save portraits somewhere...Gonna have to recheck that once I get home.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on September 19, 2008, 12:38:43 pm
Whoops, wrong address; I changed the value after that (making the number added $535),
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on September 19, 2008, 12:44:51 pm
It shows part of the save potrait graphics next to the "1" "2" "3" in the Tech Menu.  I can't really screenshot right now, i'll do that once i'm at home.

(http://i34.tinypic.com/x9i6h.jpg) - I think I can fix that one easily by changing the hex areas around the numbers.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on September 19, 2008, 12:50:15 pm
Yeah, I know about that problem. I typed in C01D at 02FC9F (changing the VRAM address to 1DC0) and placed the 8th character's portrait before Crono's so I wouldn't have to change all the values at 02D4B4. Hopefully, that space in VRAM isn't used by anything else. (It was empty when I was doing tests earlier.)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on September 19, 2008, 06:20:48 pm
Okay, i'm having the strangest thing going on.  All trace of the save portraits were completely removed from the rom, I checked via hex/tile molester, and they're not there.  But they STILL appear...This is really weird x.x

(http://i35.tinypic.com/t5qbgw.png) - Yay
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on September 19, 2008, 07:03:26 pm
Double post, Ugh.  It is NOT allowing me to save games now.  It freezes when i attempt it.

Edit: Wait, you didn't have to alter the values?  I still have to, otherwise the portrait won't show up.  It'll still be the stupid lightning thing.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on September 19, 2008, 07:08:32 pm
This is why we need to know more about what the data its loading does. I moved that (portrait tile #) data elsewhere.
Well, I only changed the value for the 8th character too.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on September 19, 2008, 07:10:03 pm
Yea, I just did what you did.  I removed the old spotholder for the save portraits at 3FE55C, moved them to 41D51C, then changed the pointers for that to 5CE5FF and added a "DC" after F8.

Edit: I CANNOT change 02D23B to 35.  If I do that, the save portraits will dissappear and the values of the gold still don't really work...Maybe I forgot to change some values?  But I double checked what Mauron posted and found nothing minus the 00 00 that was corrupting the rom whenever I tried changing it.

PS: I think i'm going to reorganize all the data at the end of the rom for easy viewing.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on September 19, 2008, 07:27:58 pm
As I said, wrong address. I meant to put 02D23C as the place to change. I can't reproduce that save portraits disappearing problem, even when changing 02D23B to 35. The save menu change worked fine for me with the last patch you uploaded.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on September 19, 2008, 07:37:02 pm
Woops, sorry.  Didn't see that.

I found out, if you try saving in the last slot, the menu goes kinda funky.  (http://i38.tinypic.com/fp7a0.png)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on September 26, 2008, 12:21:06 am
I don't know if I should put this in another topic or not, but we might be able to give the 8th character its own techs in the future. (Edit-And this is obviously useful elsewhere).

Quote
$C1/D546 BF EB 1B CC LDA $CC1BEB,x
X in this case is attack/tech index * 0B. What it gets is multiplied by 3.
The result is used for...
Quote
$C1/D55E BF 9F 24 CC LDA $CC249F,x
This gets what PCs are used for a tech group.

Quote
$C1/CBA0 BF EB 1B CC LDA $CC1BEB,x
$C1/CBAD BF 9F 24 CC LDA $CC249F,x
Similar, but used when entering battle. I think this is used to determine under which PCs double and triple techs go.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on September 26, 2008, 12:07:06 pm
Awesome.  That's good to know.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 15, 2008, 05:16:53 am
Quote
$C1/D55E BF 9F 24 CC LDA $CC249F,x
This gets what PCs are used for a tech group.

Do you know where that data ends?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on October 15, 2008, 06:28:11 pm
Not really. But what $C1/D546 gets is ANDed by #$7F before it gets multiplied by 3. So the last group should be at 0C261C-0C261E.

Edit-Looks like that's too far; the values there are too high to be PCs.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 15, 2008, 07:17:37 pm
I've been playing around with some tech related code.

First I shifted 0EDEB7-0EDEDC one byte further, then 0EDEBE-0EDEDD one byte further.

This leaves an extra byte for tech learning and an extra byte for techs learned that we can devote to the eighth character.

Code: [Select]
3FF86E - Reads completed techs in menu. Works partially at 88, partially at 89.
01C9AA - Reads completed techs in battle. Change to 88.
0183D9 - Loads next tech to learn.
01CA57 - Loads double techs in battle. Change to 90.
01F4F7 - Saves single techs learned. Change to 08.
01F4F2 - Loads single techs learned? - Change to 08
01F568 - Saves double techs learned. Change to 52?
01F5C2 - Check on double techs learned? Only done when new double tech is learned. Change to 52?
01F5C8 - Store learned double techs? Change to 52?

Except for 3FF86E, this works completely with menus and battles.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on October 15, 2008, 07:28:58 pm
Should I upload an IPS patch of what I have right now?  I don't think I ever sent one out for when the 8th save portrait was working.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 15, 2008, 07:30:10 pm
Please do. I've still got the lightning header save portrait.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on October 15, 2008, 07:37:10 pm
There's a couple bugs atm.  The "End Of Time" text is cut off, and when you save in the third row, it screws up.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 16, 2008, 02:47:34 pm
Still working on techs. I cannot figure out where tech targeting read, which is currently being overwritten by the new tech names.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on October 17, 2008, 04:54:58 pm
Assuming I got it right, the 8th character's (non HP/MP) stat growth should be at 0C262B. I don't know if this data's used normally in the game, but it's all 00's for the stat growth there. What kind of stats do you want the 8th character to have? When does its stats "null"?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on October 17, 2008, 05:00:28 pm
Since it's pretty much open bag that the 8th character is going to be Frog (Human) in one hack, probably give him the same stat upgrades as Frog.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on October 17, 2008, 05:13:36 pm
So are both Glenn and Frog going to be playable?  How is that going to work exactly?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on October 17, 2008, 05:24:06 pm
If you kill Magus, Frog reverts to human form keeping all his equipment, stats, and techs.  It just replaces Frog with his human form.

AKA, removing frog from party, throwing Glenn in his place.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on October 17, 2008, 05:39:08 pm
But then you don't get Magus, so isn't that still just 7 characters?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Zakyrus on October 17, 2008, 06:40:38 pm
But then you don't get Magus, so isn't that still just 7 characters?

The 8th character in that case would be "floating"...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on October 17, 2008, 07:09:23 pm
You could gameshark both Glenn's in.  You also have to remember, it's just ONE hack that can be done.  ANYONE could hack in Schala, or Kino, or Zeal etc...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 21, 2008, 06:18:49 pm
Still working on tech changes, and I've run into a stumbling block.

My plan of attack is to relocate tech targeting (because the extra tech names run into it), weapon data (tech targeting partly overwrites its old location), and the tech grouping data Vehek posted earlier.

Part of the data following it relates to the battle gauge chosen when the eighth character attacks (probably all, but I figured this out after a glitch with the eighth character's battle gauge).

I'm not sure where the battle gauge is chosen, or how to move that value so I can insert another tech group.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on October 22, 2008, 11:32:21 am
Quote from: Vehek
Assuming I got it right, the 8th character's (non HP/MP) stat growth should be at 0C262B. I don't know if this data's used normally in the game, but it's all 00's for the stat growth there. What kind of stats do you want the 8th character to have? When does its stats "null"?
- Yes, that's correct.  Just tried it out for a little fun and it's right.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on October 24, 2008, 07:17:24 pm
Yeah. I think I tested it after I posted that. The highest PC tech grouping I've seen is $30, though I don't know if that will help Mauron. The 8th character's HP level-up data should start at 0C25C2. (I haven't explained how it works yet though).

Edit-
$C2/8D13 C0 30 28    CPY #$2830
I think the game uses this to tell when to stop doing inn healing.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 28, 2008, 07:57:26 pm
$C2/8D5A   C0 30 28   CPY #$2830
That was also checked when doing inn healing.

C28D13 seems to check HP restoration, while C28D5A seems to check MP restoration. Changing both to C0 80 28 allowed both to restore.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on October 28, 2008, 11:41:43 pm
$C2/99C3 C9 07 00    CMP #$0007
This caused a problem where the 8th character's max HP and defense would be wrong in the menu.

Edit-
On a different note, I found out a while ago that I was wrong about C1/CB55. While the data it loads apparently is used for what tech header it loads, C1/CB55 uses it for the MP cost.

C1/CB6E BF F1 1B CC LDA $CC1BF1,x
C1/CB87 BF F2 1B CC LDA $CC1BF2,x
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on November 23, 2008, 11:15:05 am
So we almost have the stat growth figured out, the palette figured out, and the techs figured out.  That's pretty amazing.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on December 20, 2008, 01:12:52 pm
Resurrecting another dead topic, but anyone have an idea why it doesn't like it when you switch the 8th character in and out?  Is the game specifically loading up only 7 hard-coded characters?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Katie Skyye on January 19, 2009, 09:20:43 pm
You know...I know nothing about programming, so I don't know what's possible and what isn't, so I'm just gonna throw this out there...

You've got this TF program that is specifically for hacking CT, and you've got a bunch of skilled or semi-skilled programmers on this site or within the reach of an e-mail...

Why can't you just eliminate the 8th character altogether and create another character slot using an existing slot? After all, you can put Ayla in Crono's place, and play as Ayla for the first half of the game...why not just duplicate, say, Lucca's character data and substitute different sprites. It's more complicated than that, I know, but couldn't you just use existing data and modify it to CREATE another character slot, instead of attacking the glitchy 8th?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 19, 2009, 09:32:37 pm
No.  That's just replacing another character's data on top of another.  And uh...There really are no other existing slots besides the 8th.  The 8th character's is the best we can do.  Anything above 8 is...really weird.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Katie Skyye on January 20, 2009, 06:48:03 pm
I just thought you could replace the 8th's data completely, that's all. Like I said, I don't know ANYTHING about programming, but I thought I would ask anyway.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 20, 2009, 06:53:44 pm
'Tis fine.  It's always a good idea to think of other possibilities.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 26, 2009, 07:06:02 pm
YES!  FIXED IT!  I went into the data and found the Load PC command and changed 004263 to 07 and the 8TH character works PERFECTLY when switching places with it!! =D
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: FaustWolf on January 26, 2009, 07:17:36 pm
Wowza!!! All hail the 8th Character project team!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: ZealKnight on January 26, 2009, 08:07:47 pm
So we can fully see a 8th character? This is so exiting! YOU GUYS ROCK!!!!!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Acacia Sgt on January 26, 2009, 08:12:00 pm
Indeed, this is going to be great to use once done.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: mav on January 26, 2009, 08:12:57 pm
I'd expect a bigger update if this patch was done...I think they (or Justin) just jumped over one, of many, hurdles. Then again, what do I know? Maybe the patch is done. Either way, progress is always nice to see--my hats off to you guys and the amount of work you've done.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: teaflower on January 26, 2009, 08:14:59 pm
Dude. Kickass.

Congrats on fixing that up. I've been really interested in this project, but I don't know what half of what you guys are saying means. How close are you to being done? Done being 'Hey! This eighth character with all of one character's moves and sprites doesn't completely screw up my game!'
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: ZealKnight on January 26, 2009, 08:15:17 pm
Still it's awesome.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 26, 2009, 08:16:28 pm
There's only 1 slight bug and that it...kinda runs slower then the normal PC's.  If you switch it to the third slot and run around, it'll be fine if you run straight, but turn any angle and it'll slowly lag behind.

And no, there is no patch really ready for this at all.  There's still some massive menu bugs going on.

Edit: We know how to add items for the 8th character, we got the naming pretty much done for it and whatnot.  The biggest issue right now is the menu and techs.  Those are REALLY buggy right now.

Edit 2: We're pretty close to having it being done.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: teaflower on January 26, 2009, 08:24:51 pm
Sweet. The running slower, so long as it doesn't get stuck on anything, doesn't sound too major, but the menu bugs don't sound fun at all. I wish you guys luck. Don't make your brains explode, though! Aside from me having to clean up the mess it causes, we'd lose some very important people.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 26, 2009, 08:29:00 pm
It does get stuck xd.  If you run too far, everything for it will be completely thrown off.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: teaflower on January 26, 2009, 08:32:11 pm
... oh. Well, still. Amazing that you can say, 'Hey! I can switch this guy into my party and my game doesn't implode along with my computer!', considering I thought it would ultimately fail. Can you give the 8th character a weapon and have it attack something in battle? I know the techs are iffy, but... attacking things works.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 26, 2009, 08:35:19 pm
You can give it a weapon, but attacking no.  For some reason it uses "Provoke" as an attack and..we haven't quite figured out how to change that for poor 8thy.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: teaflower on January 26, 2009, 08:36:50 pm
Poor 8thy...

Well, again, good luck to you. Or, as they say in the theater, break your fingers, boys. ... wait... it's legs. ... whatever.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 26, 2009, 10:39:41 pm
Altering it to not use Provoke is simple. Getting it to deal damage properly is harder.

0C258A is the byte that determines what tech header is read for an attack by the 8th character. Normally, this is 0A (Provoke), but if you change it to something else (75 - Crono's attack, for example), it will change along with it. Unfortunately it needs to match a value already loaded in by a working PC.

Sorry I didn't post this earlier.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 26, 2009, 10:45:30 pm
Not a problem.  As long as we're making progress, it's all okay.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on January 26, 2009, 10:48:42 pm
You should move the data that determines which tech header is used elsewhere.

0C258A is the start of Crono's HP growth data.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 26, 2009, 10:51:47 pm
Couldn't we bump that little attack data 1 byte back?  There's a few FF's right before it and it'd give us the perfect amount of space.  The pointer is at 1C000 (83 25 CC) change to 82 25 CC to bump it back one.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 27, 2009, 12:00:16 am
Woah, wtf?  I changed the value of 8thy's attack to 77 and it's now doing damage O_O

Edit: Seems to work only when Lucca's in party...hmph
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 27, 2009, 12:18:29 am
Yeah, that's the problem. Somewhere in the battle certain tech and attack headers are loaded, but it stops before reaching 8thy. Because of that, it needs to leach off of a previously loaded header. 0C2583-0C2589 are the values used for the existing PCs.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on January 27, 2009, 12:20:56 am
I might be misremembering, but I think the problem is there's no "tech grouping" (as in the data that says which PC(s) are involved in an attack/tech) that includes the 8th character.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 27, 2009, 09:07:21 am
Well the weapon Icon for the 8th character is an easy fix.  I didn't even notice that the icons go exact in order and after the Scythe is the helmet icon.  So if we want a new icon for 8thy, we have to bump the helmet icon down to replace the semi-colon (Which is never used anywhere), and re-work the items to use the new place.

(http://i40.tinypic.com/21kz0w5.png)(http://i44.tinypic.com/r08dbo.png) - Done
Edit: Would it be possible to use {CronoNick} as the name slot for 8thy?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 28, 2009, 03:07:31 am
025B3C - 2A 29

{CronoNick} will now display 8thy's name.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 28, 2009, 09:09:31 am
Very good.  I'll throw up an IPS patch of what we have right now.

Edit: {CronoNick} is now {8th}

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: idioticidioms on January 28, 2009, 09:30:38 am
cool beans. I'll test it out for you.


Edit: keeping in mind this is still an un-finished project, I think it looks great. some things I've noticed so far is that the window telling you to name Crono is still messed up, though the 6th letter works great, the 8th char's picture is messed up for menu. when you halt on the world map for a bit and let crono idle, he blinks in and out of existence, but comes back fully as you move. The 8th char looks like Ayle while running and during a fight never has the atb bar refill, but is always full. Always hits for 9999 damage but never kills the enemy and has no techs. Also has the same starting stats as Crono. I noticed that the game starts out with her (I say her because she is obviously female) in Crono's room, but that is the only place she appears with you, that I've tested so far, besides the forest, and she tends to walk through stuff she shouldn't. These are all bugs that I'm sure you already knew about. Just remarking on them anyway.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 28, 2009, 09:56:25 am
Hang on, just fixed a text bug thing.  Had to move the PC names to empty space at 6DD0C.  I'll update my previous post with a new IPS patch.

Edit: Done.  What we need for 8th right now as I can remember are thsee

Bugs
========================
1)  Fix the Gold/Time in Menu's
2)  When you try to save, it goes REALLY buggy. - Fixed
3)  Animations for 8thy in battle are screwy
4)  Tech learning is completely weird.  If 8thy is in party, your party can't learn techs
5)  If you have a full 7 people + 8thy, shop menu won't work.
6)  No techs for 8thy
7)  Stat growth is messed up for 8thy, but that's slowly being worked on.
8 ) Portrait for 8thy isn't working whatssoever.
9)  Equipment isn't there, but that's not that hard to fix.  Open items up in ChronoTweaker and select "Ignore" for a byte and it can equip.
10) When you have 8thy in the party in 2nd or 3rd slot, it'll slow itself down and the other person behind it.  It's..weird.
Overworld sprites
11) The Palette in the menu is REALLY screwy for 8thy, we're not really sure how to fix this.
New Bug 12) If you switch anyone out on slot 2, they become screwed up.
Edit 2: Yea, there's still some bugs with all of that because it's just the beta phase to show that it's working.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 30, 2009, 03:03:21 pm
Ugh.  Another bug sporadically appeared.  If you switch anyone out in the 2nd slot, they become completely effed up.  I don't even know what to do with this now..

Edit: The bug is only present in areas where 8thy is loaded.  If you have 8thy in the active party and switch anyone out in any slot from the reserved party, it'll kill itself completely.

Edit 2: I found the routine for the characters...004226 - C9 00 , this loads Crono, then later there's C9 01, 02, 03, 04, 05 and 06.  This only loads characters 1-7.  Changing it to C9 01, 02, 03, 04, 05, 06, 07 results in it loading all the characters except Crono perfectly.  We have to re-write the routine a bit and add it on for the 8th character and then everything will work.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 30, 2009, 11:32:59 pm
I edited event command 80 and pasted new code in 3FF40-3FF96. 8thy now can lead the party.

[attachment deleted by admin]
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 31, 2009, 12:30:36 am
Hm?  8thy still refuses to work correctly for me.  Same thing is still happening, replace 8thy with anyone and it bugs the hell out ><
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 31, 2009, 12:46:30 am
I didn't adjust the character replacement screen. The change I made allows 8thy to lead when you swap via the main menu, or load the game with 8thy in the first slot.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 31, 2009, 12:54:52 am
Neither of those work for me O_o...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 31, 2009, 03:55:58 pm
Found it. I think the only thing I left out of the patch is that 03FF95 should be 93, not 94.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on January 31, 2009, 05:42:20 pm
By doing that, Magus can't be used >_<

Edit: I think I might have found something that could potentially give 8thy her own portrait.

02A257 - Changing this messes in which area the portraits load.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 01, 2009, 12:39:19 am
This is a pain.

I have to rewrite a ton of routines to allow one more byte of movement data.

Also, if anyone is up for a playthrough, I need to know if 7E2A1E is used for anything. I want to move one byte of battle data there so I can create one more reserve PC slot.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 01, 2009, 01:00:27 am
I'll get to work on the playthrough.  Should be done within 2 hours if I keep fast fowarding.

Edit: Yep, it's used right at the beginning.  When you fight the 2 blue imps in Truce Canyon you get this.  Same thing with the Dragon Tank as well.

Quote from: Snes9X Debugger
$C0/0604 9F CA 29 7E STA $7E29CA,x[$7E:2A1E] A:FF7F X:0054 Y:0020 P:envMXdizc
$CC/EAC4 BD CA 29    LDA $29CA,x[$7E:2A1E]   A:0015 X:0054 Y:0015 P:envMxdizc

Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 05, 2009, 03:08:15 pm
Quote from: Snes9X Debugger
DMA[7]: write Mode: 1 0xFF0000->0x2118 Bytes: 8064 (inc) V-Line:64 VRAM: 2010 (1,0) word
$C2/8698   8E 0B 42   STX $420B  [$00:420B]   A:1F80   X:0080   Y:00FF   P:envmXdIzC

This is what I got when I set a read breakpoint on the start of the portrait data. The accumulator value will need to be changed, and the data will need to be relocated for 8thy to get a portrait.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on February 05, 2009, 03:40:21 pm
Yep, that's what I figured.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 07, 2009, 10:02:48 pm
Where is all the custom data currently stored in the ROM? I'm going to start changing the references of {CronoNick} to {Crono}, and I want to make sure TF doesn't overwrite anything.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 07, 2009, 11:00:04 pm
4005E0 - 400C00 - Unsure, but there's a chunk here
408000 - 41D920 - 8th Graphics, Save Portraits, Sprite Assembly, and another chunk of unknown.
03FF40 - 03FF96 - Custom Code you did for 8thy to lead.  Was still in progress.

I think that's really all there is.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 11, 2009, 10:14:56 pm
I found out some information on menu portraits.

02FC93 - Bank to load portraits from.
02FC94-5 - number of bytes to load for portraits.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 11, 2009, 11:37:49 pm
I got the 8th character's portrait to actually work and load.  Just have to move the palette data that's right under it and everything should be fine!

Edit: (http://i39.tinypic.com/2vrzjp1.png) - Screeny!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 12, 2009, 12:19:17 am
Looks good, minus the palette. Are all of them messed up, or just the 8th one?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 12, 2009, 12:25:17 am
(http://i44.tinypic.com/dr7fhl.png) - Fixed the palette and portrait.  All character portrait palettes are fine.  I just bumped them down slightly.

Edit: I repointered the palette pointer as well for 8thy.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 12, 2009, 01:18:58 am
Where is all the custom data currently stored in the ROM?
Assuming it wasn't moved elsewhere or replaced, there's also the modified graphics loading code I put at 24F540-24F5D3 to load graphics from bank $41. I haven't seen that free space taken by Temporal Flux though, so it might be okay.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 12, 2009, 09:10:50 am
Woops, forgot about that one.  Thanks Vehek.

Other post, I got Schala's graphics working pretty much perfectly in the rom and it's not conflicting with anyone's or anything's palette/SA.  Have to clone the animation data and fix it up like the Schala Project and we have Schala practically playable in this.

(http://i44.tinypic.com/x1x6o1.png) - Just a proof of concept that Schala is in and working.  I'm putting her in as a little base thing for official testing.  I would have done Human Glenn but I really didn't want to redo hours of SA.

(http://i40.tinypic.com/fw3zpi.png)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on March 12, 2009, 06:23:07 pm
That... looks... AWESOME.

I honestly didn't think it would come out THAT good.  I just thought you would have to put the 8th character over Gaspar or something...  I am impressed. Truly.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: skylark on March 12, 2009, 07:08:28 pm
Schala! Yay!! :D

Awesome work! I can't even describe it in words! I'd never be able to do something like this. (Too technologically retarded.)

Once again, great job!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Acacia Sgt on March 12, 2009, 07:13:39 pm
Great job!

And like Boo, I also thought you were going to use Gaspar's slot, but what you did was better.

Again, great job!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: teaflower on March 12, 2009, 07:49:08 pm
... amazing what you guys do...

Keep up the good work! Soon, the concept of running around with a party of Magus, Schala, and Crono will be feasible! I'm curious as to where Gaspar is, though. In the character select screens, he's mysteriously absent. Is there a reason for this?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Acacia Sgt on March 12, 2009, 07:59:33 pm
Maybe the screen can only load 8 sprites, which is why they would need to remove Gaspar's in order to add the 8th's.

So, does it?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 12, 2009, 08:02:01 pm
The 8th character is using Gaspar's slot area.  Vehek was able to get Gaspar to load separately, but it only seems to appear when I cheat in a 9th character into the party...Well, it flashes over to where I think Gaspar would be then appears back into the character slots.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: teaflower on March 12, 2009, 08:10:08 pm
Hmm... interesting. Just curious; not a big deal. Don't worry about Gaspar showing up in the screen (always hated Gaspar anyway), but instead worry about how all 8thy works. Can it walk? Run? Fight? Techs? Interact with other people? That's the important stuff.

... how is all that coming, anyway?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 12, 2009, 08:12:46 pm
It can interact...the rest is a no.  It can walk and run if it's not the 1st person in the party or if you switch him out with another PC.  Fighting, no that's still buggd.  Techs, Mauron was working on loading up another set of techs so that's somewhat possible.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: teaflower on March 12, 2009, 08:20:13 pm
Well, it's still awesome what all you've been able to do. Think about it! You and the team went from having like one or two world map sprites from a Gameshark for some guy in brown that really didn't do anything to having an 8th character that has a portrait, working sprites, interactions with other characters, and is actually pretty cool!

I couldn't do something like that.

Keep up the good work!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Chocobo_Fan on March 12, 2009, 10:12:56 pm
Teaflower really said it, AWESOME job, guys! This is coming along excellently! :D

This might not take years upon years to finish like I thought it would! We may have the full Schala project up and running in a few months if you guys keep up the good work! o_O

Seriously, awesome. *thumbs up* Loving how well this is coming out.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 13, 2009, 09:06:37 am
(http://i40.tinypic.com/2pt6j5z.png) - Equipment working for 8thy.  All female items are able to be equipped on her.  Except PrismSpecs, those didn't work quite right.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: mav on March 13, 2009, 03:01:32 pm
By working, does that mean they add the intended effects as well? Like by wearing the Sun Shades, will all damage the character inflicts increase by 25%? Or that it can be equipped?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 13, 2009, 05:59:55 pm
The effects will work as well.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 13, 2009, 08:31:26 pm
Ugh, I was worried something might have happened.  The save menu's background tiles are completely effed up now if you change that.  Blargh.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 14, 2009, 07:07:49 pm
Can someone upload the latest version of the patch? My copy has been hacked to death, and the latest version was removed in the mass deletion of attachments.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 14, 2009, 08:03:15 pm
Yep, I'll edit my post when it's ready.

Edit: Patch is ready.  Another bug in the menu is that the save tiles in the save menu are screwy now since it uses the 8th chara's portrait.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 14, 2009, 09:51:14 pm
Another chunk of used data: 0EDC30-EDEDF - Character stats and techs.

I've started working on changing {CronoNick} to {Crono} in Ayla's speech. Up to location 010 is done.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 14, 2009, 10:39:21 pm
Ah.  Completely forgot about that tidbit.  Thanks for changing that.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 15, 2009, 12:33:07 pm
(http://img9.imageshack.us/img9/8647/menuvram.gif)

Here's the VRAM for the main menu screen. It looks like if we bump up the save portraits and character portraits, there will be enough room for the 8th one without issue.

Edit: Got the character portraits moved, although it's glitchy. Save portraits still need to be moved.

02FC90-2: 1F 80 02

Edit 2: Save portraits moved in VRAM.

02FC9F-A0: 00 1B

This leaves enough room in VRAM for the save menu portraits to load.

3FE55C-63: B4 B8 BC C0 C4 C8 CC B0

Modifies the loaded save portraits to match the new location.

02FC90-2: 1D 00 03

Final adjustment of menu portraits. Still doesn't have the proper image being loaded.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 15, 2009, 10:04:32 pm
Should I get the menu portraits straightened out and setup?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 15, 2009, 10:13:02 pm
If you have a clue on what to do, go ahead. I've been at this all day trying to get it to work, and so far I just have the save screen fixed.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 15, 2009, 10:37:05 pm
It doesn't seem that hard to fix.  All the portraits were bumped down two entire slots.  So just have to move everything again.  Or at least that's what I think it is.

Edit: Oh, now I see what you mean X_X
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: idioticidioms on March 15, 2009, 11:15:18 pm
(http://img9.imageshack.us/img9/8647/menuvram.gif)

Here's the VRAM for the main menu screen. It looks like if we bump up the save portraits and character portraits, there will be enough room for the 8th one without issue.

Edit: Got the character portraits moved, although it's glitchy. Save portraits still need to be moved.

02FC90-2: 1F 80 02

Edit 2: Save portraits moved in VRAM.

02FC9F-A0: 00 1B

This leaves enough room in VRAM for the save menu portraits to load.

3FE55C-63: B4 B8 BC C0 C4 C8 CC B0

Modifies the loaded save portraits to match the new location.

02FC90-2: 1D 00 03

Final adjustment of menu portraits. Still doesn't have the proper image being loaded.

I'm glad you guys know what you're doing, because judging by the screenshot, I'm guessing not many other people do, lol.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 16, 2009, 01:23:22 am
I found a poor solution to getting portraits in.

Code: [Select]
Load Portrait Disassembly:
$C2/EC38 08 PHP
$C2/EC39 E2 30 SEP #$30
$C2/EC3B AE 46 0D LDX $0D46  [$7E:0D46]
$C2/EC3E BF 70 CE FF LDA $FFCE70,x[$FF:FD4E]
$C2/EC42 85 00 STA $00    [$00:0000]
$C2/EC44 A0 06 LDY #$06
$C2/EC46 C2 30 REP #$30
$C2/EC48 A6 61 LDX $61
$C2/EC4A A5 00 LDA $00    [$00:0000]
$C2/EC4C 9D 00 00 STA $0000,x[$7E:2EDE]
$C2/EC4F 1A INC A
$C2/EC50 9D 02 00 STA $0002,x[$7E:2EE0]
$C2/EC53 1A INC A
$C2/EC54 9D 04 00 STA $0004,x[$7E:2EE2]
$C2/EC57 1A INC A
$C2/EC58 9D 06 00 STA $0006,x[$7E:2EE4]
$C2/EC5B 1A INC A
$C2/EC5C 9D 08 00 STA $0008,x[$7E:2EE6]
$C2/EC5F 1A INC A
$C2/EC60 9D 0A 00 STA $000A,x[$7E:2EE8]
$C2/EC63 1A INC A
$C2/EC64 85 00 STA $00    [$00:0000]
$C2/EC66 8A TXA
$C2/EC67 18 CLC
$C2/EC68 69 40 00 ADC #$0040
$C2/EC6B AA TAX
$C2/EC6C 88 DEY
$C2/EC6D D0 DB BNE $DB    [$EC4A]

It can be replaced with smaller portraits, with just a few modifications.

Code: [Select]
Modified Load Portrait Disassembly:
$C2/EC38 08 PHP
$C2/EC39 E2 30 SEP #$30
$C2/EC3B AE 46 0D LDX $0D46
$C2/EC3E BF 70 CE FF LDA $FFCE70,x[$FF:FD4E]
$C2/EC42 85 00 STA $00    [$00:0000]
$C2/EC44 A0 05 LDY #$05
$C2/EC46 C2 30 REP #$30
$C2/EC48 A6 61 LDX $61
$C2/EC4A A5 00 LDA $00
$C2/EC4C 9D 00 00 STA $0000,x[$7E:2EDE]
$C2/EC4F 1A INC A
$C2/EC50 9D 02 00 STA $0002,x[$7E:2EE0]
$C2/EC53 1A INC A
$C2/EC54 9D 04 00 STA $0004,x[$7E:2EE2]
$C2/EC57 1A INC A
$C2/EC58 9D 06 00 STA $0006,x[$7E:2EE4]
$C2/EC5B 1A INC A
$C2/EC5C 9D 08 00 STA $0008,x[$7E:2EE6]
$C2/EC5F 1A INC A
$C2/EC60 EA NOP
$C2/EC61 EA NOP
$C2/EC62 EA NOP
$C2/EC63 EA NOP
$C2/EC64 85 00 STA $00    [$00:0000]
$C2/EC66 8A TXA
$C2/EC67 18 CLC
$C2/EC68 69 40 00 ADC #$0040
$C2/EC6B AA TAX
$C2/EC6C 88 DEY
$C2/EC6D D0 DB BNE $DB    [$EC4A]

Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Gemini on March 16, 2009, 08:04:08 am
Move the small portraits where the Japanese 8x8 font begins, then move the bigger ones where the small ones used to be. This should give you plenty of space, tho I'm not sure what you can do with the OAM palettes.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 17, 2009, 03:39:31 am
I spent a few hours on the portraits, and got them working at normal size in the new location.

400000-400064 has the modified portrait routine, and 00F2F0-00F2FF has the data (now two bytes) that controls what image is loaded. I'll upload a patch sometime tomorrow.

Edit: New patch. I have up to event 030 checked for Ayla's use of {CronoNick}
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 18, 2009, 08:25:21 pm
Perfect!  Works very well!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 19, 2009, 07:58:50 pm
The commands I said to "increase by $40" back in August weren't adjusted correctly.

To get Gaspar to appear again, you'll have to change the modified code at 02CAA3 back to its original form.

Edit: Fixing the commands for the sprites on the tech menu caused menu icons to be overwritten by PC graphics.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 19, 2009, 08:59:06 pm
(http://i42.tinypic.com/5vsje0.png) - Pretty close, this is what I end up getting with.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: skylark on March 19, 2009, 09:30:21 pm
Ngyaaaa!

Schala doesn't look right in neon green! :shock:

I'm sure the bugs'll be worked out eventually... ^^;
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: teaflower on March 20, 2009, 11:02:46 am
I'm actually fond of the green Schala. A nice change from her usual blue. But in any event, it does look very nice so far. I mean, think about it! We have all of the original 7 characters working, a semi-functioning 8th, Gaspar on the main screen, and more progress than one would ever think!

Let's just hope nothing bad happens, like justin's computer EXPLODING or something along those lines.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 20, 2009, 12:06:17 pm
I'd rather have my computer explode then Vehek or Mauron to go missing.  They're the brains of the project, I just kind put things together and throw it out there.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 20, 2009, 12:27:12 pm
If anyone's the brains of the project, it's Vehek. I'm just picking things up as I go along.

And no exploding computers, mister. I won't allow it.

Edit: I just fixed Melchior {00} while keeping 8thy/Schala intact.

0044A1 - C1 25
0044C4 - C2 25
0044E5 - C3 25
00450E - C4 25
004519 - C0 25
02F55C - C0 25

Quote
24F000   24F022   DATA   N   PC sprite data (5 bytes each)   2004.04.01

That data is moved to 2425C0.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 21, 2009, 10:18:53 pm
I can't change 02F55D - C0 25 because if I try to, I can't enter any menu at all.

Edit: I think it's 02F55C XD, woops.

Edit 2:
Quote
Edit: I just fixed Melchior {00} while keeping 8thy/Schala intact.
- Huh?  Did we have an issue with Melchior?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 22, 2009, 07:10:36 am
I can't change 02F55D - C0 25 because if I try to, I can't enter any menu at all.

Edit: I think it's 02F55C XD, woops.

Oops, you're right. The rest of the values I needed to change from the notes I had written down, and I absentmindedly did that one too.


Quote
Edit 2:
Quote
Edit: I just fixed Melchior {00} while keeping 8thy/Schala intact.
- Huh?  Did we have an issue with Melchior?

There was one with the original sprite.

Quote
24F000   24F022   DATA   N   PC sprite data (5 bytes each)   2004.04.01
24F023   24F522   DATA   N   NPC sprite data (5 bytes each)   2004.04.01

The normal Melchior used is the first sprite packet from the NPC data, but we needed those five bytes for the 8th character. As a workaround we used a different slot for him instead.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 22, 2009, 10:06:45 am
Ah, I sees.  I'll keep all of this in my notes just in case.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 22, 2009, 11:00:30 am
02F4F9 - Changing this to 16 will make Schala's Palette appear after you select someone in the tech menu, but by doing this, you screw up her palette in the Character Replacement screen...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 23, 2009, 04:09:00 am
Vehek, I have a question regarding something you posted in the six letter names topic.

Found how to stop the sixth letter from being greyed out.
This is the original code in the game.
Quote
$C1/0919 9D 00 0D    STA $0D00,x[$7E:0D1B]   A:0029 X:001B Y:014E P:envMxdizc
$C1/091C 9D 02 0D    STA $0D02,x[$7E:0D1D]   A:0029 X:001B Y:014E P:envMxdizc
$C1/091F 9D 04 0D    STA $0D04,x[$7E:0D1F]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0922 9D 06 0D    STA $0D06,x[$7E:0D21]   A:0029 X:001B Y:014E P:envMxdizc
$C1/0925 9D 08 0D    STA $0D08,x[$7E:0D23]   A:0029 X:001B Y:014E P:envMxdizc
'29' is what makes a white tile. You have to write another '29' to $0D0A,x to light up the 6th letter.

Do you know what value makes a red tile?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 23, 2009, 07:42:36 pm
Where? In the menu?
If so, normally, #$04 after the letter in the BG tilemap.


Code: ( (At least some) Numbers in menu) [Select]
C2/F21A 69 D4       ADC #$D4
$C2/F21C 99 00 00    STA $0000,y
$C2/F21F A5 7E       LDA $7E    [$00:007E]
$C2/F221 99 01 00    STA $0001,y
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 24, 2009, 01:21:31 am
Thanks, that was what I was looking for.

I've been reanalyzing the red HP issue from ages ago. Justin posted this solution:

02F0A7 - Changing this to 01 makes all numbers White
(http://img264.imageshack.us/img264/2452/chronotriggerfreshromunmg4.png) - ^^

The only problem with it is it turns all HP white - even injured PCs.

Code: [Select]
Writing HP Code Disassembly:
$C2/A1F0 C2 30 REP #$30
$C2/A1F2 9C 5D 0D STZ $0D5D
$C2/A1F5 AD 90 9A LDA $9A90 //Load Portrait number
$C2/A1F8 29 07 00 AND #$0007
$C2/A1FB 8D 4D 0D STA $0D4D  [$7E:0D4D]
$C2/A1FE 0A ASL A
$C2/A1FF AA TAX
$C2/A200 BD 38 0D LDA $0D38,x[$7E:40D2] //Load value at $7E0D38+Portrait number*2
$C2/A203 CD 93 9A CMP $9A93  [$7E:9A93] //Compare to PC's current HP
$C2/A206 90 06 BCC $06    [$A20E] //If that value is less than that, skip the next two instructions.
$C2/A208 A9 04 00 LDA #$0004 //Create a red number.
$C2/A20B 8D 5D 0D STA $0D5D  [$7E:0D5D]
$C2/A20E A9 20 00 LDA #$0020
$C2/A211 0C 4D 0D TSB $0D4D  [$7E:0D4D]
$C2/A214 28 PLP
$C2/A215 60 RTS

I've commented a few key points in the code.

The value loaded at $C2/A200 for the 8th character is $DC00, or 56320. Since its HP will never be that high, it's always red. From what I've seen so far, that can easily be changed.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 24, 2009, 02:10:55 am
Code: (Determines Red HP point) [Select]
$C2/8142 BD 3F 26    LDA $263F,x[$7E:272F]
$C2/8145 8F 04 42 00 STA $004204[$00:4204]
$C2/8149 E2 20       SEP #$20
$C2/814B A9 0A       LDA #$0A
$C2/814D 8F 06 42 00 STA $004206[$00:4206]
$C2/8151 C2 20       REP #$20
$C2/8153 EA          NOP
$C2/8154 8A          TXA
$C2/8155 18          CLC
$C2/8156 69 50 00    ADC #$0050
$C2/8159 AA          TAX
$C2/815A C8          INY
$C2/815B C8          INY
$C2/815C AF 14 42 00 LDA $004214[$00:4214]
$C2/8160 99 36 0D    STA $0D36,y[$7E:0D3E]
$C2/8163 C0 0E 00    CPY #$000E
$C2/8166 90 DA       BCC $DA    [$8142]
That CPY #$000E stops the game from calculating the 8th character's critical HP point.
However, that isn't enough.

Code: [Select]
Disassembly:
$C2/EDD3 08          PHP
$C2/EDD4 E2 20       SEP #$20
$C2/EDD6 AD 5B 00    LDA $005B  [$7E:005B]
$C2/EDD9 30 05       BMI $05    [$EDE0]
$C2/EDDB AD 8C 0D    LDA $0D8C  [$7E:0D8C]
$C2/EDDE 29 07       AND #$07
$C2/EDE0 0A          ASL A
$C2/EDE1 0A          ASL A
$C2/EDE2 85 00       STA $00    [$00:0000]
$C2/EDE4 0A          ASL A
$C2/EDE5 0A          ASL A
$C2/EDE6 65 00       ADC $00    [$00:0000]
$C2/EDE8 8D 47 0D    STA $0D47  [$7E:0D47]
$C2/EDEB AD 5C 00    LDA $005C  [$7E:005C]
$C2/EDEE 8D 48 0D    STA $0D48  [$7E:0D48]

That STA $0D47 is placing in that #$DC, making the critical HP point way too high!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 24, 2009, 03:11:38 am
Starting with this change, I'm treating the old name range as unused space.

02F0A7 - 00 - Original value used by game; altered in old fix.
028164 - 10 - Write up to 8thy/Schala in the comparing section.
02EDE9 - 23 2C - Unknown purpose, but needed to be moved.
02EDEF - 24 2C
02EE14 - 23 2C
02EE8A - 23 2C
02983D - 23 2C
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 24, 2009, 08:57:15 am
Works pretty well up until the item menu.  Doesn't show it red nor does she breath heavily.  The rest works fine though.

Edit: Fixed it. 2C13B should be 23 2C
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 24, 2009, 01:12:45 pm
I found three more locations that need to be adjusted.

02A25E - 23 2C
400004 - 23 2C
400009 - 23 2C

I've also explored the possibility of adding a seventh reserve PC slot (That might never be used, but still). The exchange menu works fine except for an issue with display if 8thy/Schala is in the first or second reserve slot. I had to relocate the first battle flags byte, which I have not yet thoroughly tested.

(http://maurtopia.com/images/8thoverlap.gif)

If anyone wants to fiddle, here are my changes so far:

003A96 - 25 2C
00045B - 25 2C
00049D - 25 2C
0004DF - 25 2C
0FFB87 - 25 2C
11F280 - 25 2C
0FFBAF - 25 2C
3DB2DF - 25 2C
01801D - 25 2C
018025 - 25 2C
01802A - 25 2C
012898 - 25 2C
0FE6DA - 25 2C
01AF3A - 25 2C
0180EC - 25 2C
0180F5 - 25 2C
018556 - 25 2C
018641 - 25 2C
0181ED - 25 2C
018589 - 25 2C
0183AF - 25 2C
0CF124 - 25 2C
01B7CF - 25 2C
01AF90 - 25 2C
0183D3 - 25 2C
02818B - 0A
3FF965 - 09
3FF854 - 09
02CD8F - 0A
000C5F - 25 2C - I think. Appears to be an initialization value; listed as part of an unknown routine.


Edit: Returning to more serious issues, I got the party leader fixed.

001A08 - 98
000C39 - 98

There might be bugs I didn't spot, so if anyone wants to explore on a clean ROM, set a read and write breakpoint at 7E0198.

Note that swapping party members is still broken; I'm going to take a look at that now.

Edit 2: The extra slot for reserve party members seems to have completely broken battles. I've reverted my ROM for now.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 30, 2009, 01:43:08 am
I was poking around in the color code for HP, and found this little tidbit.

$C2/A20E   A9 20 00   LDA #$0020

Adjusting that changes what image loads for the attack icon.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 30, 2009, 08:55:34 am
Neato.  That could eliminate the whole swap icon thing.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 30, 2009, 11:02:11 am
Possible palette bug fix sorta?

02F4F9 - Change this to 16 (Stated Earlier)
242B24 - Change this to 08 01.  It loads up the palette correctly in the character swap and when you select a PC in the menu then leave the PC.  I'm not sure what down side this causes.

Found the palette issue in the menu for 8thy

2F556 - Changing this to any values like, 20, 22, 24, 26, 28, 2A, 2C, 2E

20 = 8thy (Screwy)
22 = Crono
24 = Marle
etc etc..

Changing it to any other PC's palette, it works perfectly.  There's just something for 8thy's that's not loading right.

Edit: Setting a breakpoint to it reads this

Quote from: SNES9X
$C2/F3DC BF 48 F5 C2 LDA $C2F548,x[$C2:F556] A:190E X:000E Y:0070 P:envMXdIzc
$C2/F403 AF 56 F5 C2 LDA $C2F556[$C2:F556]   A:1A40 X:0090 Y:0090 P:envmXdIzC

The normal PC's read
Quote from: SNES9X
$C2/F3DC BF 48 F5 C2 LDA $C2F548,x[$C2:F548] A:FF00 X:0000 Y:0092 P:envMXdIZc
only, but 8thy's reads another value.  Strangely, altering it doesn't do any difference at all in the menus.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 30, 2009, 12:20:30 pm
It looks to me like C2F548-C2F557 contains two byte groups consisting of the starting sprite location and the palette. I haven't found where the value it stores is loaded though.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 30, 2009, 12:48:48 pm
It's probably not any help but Crono's palette is being stored to 7E95A2...I think 8thy's would be 7E967A, but SNES9X refuses to load the things Zsnes has so I'm not entirely sure.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 30, 2009, 12:51:08 pm
Did you see what I was messing with last year?
This (http://www.chronocompendium.com/Forums/index.php/topic,4100.msg109142.html#msg109142)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 30, 2009, 12:58:54 pm
Oh woops, I completely over-looked that tidbit.  Thanks for the reminder.

Edit: Random note, 8thy's palette in the shop menu is loaded from 242B0E (The shit?  That's a huge jump)

Edit 2: 3FF634 3FF63F - Both should be 08 and 8thy's equipment will show up perfect in the shop menu.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on March 30, 2009, 01:26:37 pm
Edit 2: 3FF634 3FF63F - Both should be 08 and 8thy's equipment will show up perfect in the shop menu.
That doesn't seem safe to me. Wouldn't that stop any characters from being grayed out? (The PC numbers have no bits in common with 0x08.)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 30, 2009, 01:30:21 pm
Yea...It does.  I'm not sure what to do with that.  Anything else and it completely destroys the menu.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on April 10, 2009, 03:22:00 pm
(http://i42.tinypic.com/16c7z2u.png) - This is a mock-up of what I'm hoping the shop menu may look like with 8thy in it.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 13, 2009, 08:18:31 pm
I've been examining some tech data, with some of Vehek's notes along with my own, got the 8th character to show a separate list of techs.

C2BD66-67 - 08 08.

This is after some modifications to the list of techs.

A couple other tweaks will probably need to be made in order for this to work properly, as this is only tested with single and dual techs.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 19, 2015, 07:45:41 pm
Posting this on both the Triple-Tech and Compendium topics until we're gathered somewhere.

(http://maurtopia.com/8inshop.png)

I need to fiddle with the HDMA a little, but I've got the stats, icons, and PCs positioned. The equip in shop screen also needs box adjusting.

Think I should stretch the other boxes?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 20, 2015, 04:18:24 am
New layout, because the old one wouldn't work on a real TV.

(http://maurtopia.com/8inshop2.png)

Changes:
C04234 - Positioning of PCs in shop menu. 20 36 50 80 98 B0 C8 E0
C0423C - Element icons for menu.
C04244 - Modified weapon/armor icon placement routine. 8A 0A 85 04 0A 18 65 04 C9 12 90 03 18 69 06 6B
C04254 - Modified attack/defense value placement routine. A5 61 C9 0C D0 03 18 69 06 18 69 06 6B
C2DC55 - Jump to weapon/armor icon placement. 22 44 42 C0
C2DE12 - Jump to attack/defense value placement. 22 54 42 C0 EA
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 20, 2015, 05:29:33 am
...and I got 8thy faded in the shop menu. One significant thing is 8thy HAS to use palette 07. Previously she was using palette 0B.

(http://maurtopia.com/8thyfadedinshop.png)

FFF639 - Start of menu palettes - 82
C2F5B1 - Start of menu palettes - 82
E4F025 - 8thy's palette index - 07
E42A0E - 8thy's palette pointer - 08 01
E42A20 - Old palette 07 pointer - A8 00
C2F548 - Graphics data I don't fully understand. - E8 20 80 22 88 24 A0 26 A8 28 C0 2A C8 2C E0 2E

This fix has the side effect of changing the glitchy PC in the menu from 8thy to Crono.

Man, today has been productive.

Edit: Attaching the latest patch.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 21, 2015, 11:12:48 pm
I fixed the tech icon glitch. Starting at FFC815, there are four pairs of FFs. Change these to A0. Originally FF was a blank tile, now it's part of Marle's hair.

Edit: Fixed the active/reserve PC change screen.

(http://maurtopia.com/8thexchange.png)(http://maurtopia.com/8thexchange2.png)

C2CAA0 - Relates to Gaspar animations. 40
C2CAB4 - Set Gaspar palette. 26
C2CCCB - Apply locked PC shading. 82
C2CCD2 - Apply locked PC shading. 82

The following are optional, but avoid shading the hand icon for most of the game.
C281AC - Palette to use for hand icon. 3E
C29826 - Destination palette for hand colors. 60 96
C2F5D0 - Where to start weapon palettes. 9A
C28C2C - Palette to apply to down pointer icon. BE
C28C26 - Palette to apply to up pointer icon. 3E

The only problem is if Robo is locked in the party, such as in the Geno Dome, Gaspar will be shaded as well. The only fix is to remove him from the screen.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 01, 2015, 06:02:13 pm
At last, we have a fix for the menu. It's loading either background tiles or sprites depending on what page of the menu you're on.

Edit: There are two remaining bugs, both in the exchange menu. Part of PC3's name will be erased, and the icons are not redrawn when exiting.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 19, 2015, 11:57:59 pm
Multiple bug fixes in this one. The only known remaining bug is when accessing a character's tech list, the sprites flicker for a second and disappear.

If anyone wants to help, I need to find what uses 7E018B, and confirm 7E019D and 7E019E as unused.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on April 20, 2015, 01:36:44 pm
I forget.. are their rom size limitations? If I recall, Crimson Echoes increases the rom from 4096 KB to 6144. Should be able to do the same here, no?

Here's a bug: trying to attack with 8thy (crashes SNES9X, consumes the universe on ZSNES):
(http://cdn.squares.im/brony/pic/photo/2015/04/1b48b715694fe0e05a00b6877bf501c2_1024.png?t=55353873ee867)

Also, GET OUTTA MY ROOM MOM, DAMNIT!
(http://cdn.squares.im/brony/pic/photo/2015/04/4a60231768c49a68515446ef96cee887_1024.png?t=55353658d841f)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 20, 2015, 03:00:22 pm
There are ROM size limitations, but the expansion you mentioned is possible, and already in place.

Attacking used to work normally, so it must be one of my more recent changes that did it.

Crono's mom has such wonderful timing. :P

Edit: I've had that glitch before, but I can't seem to recreate it now.

I found and fixed a glitch where surviving a lost battle would not set 8thy's HP to 1.

CFFCD2 - 0E
CFFCD6 - 81 1A C0
C01A81 - 00 00 50 00 A0 00 F0 00 40 01 90 01 E0 01 30 02
CCFC1E - 00 00 00 00 00 00 00 00 00 00 00 00 00 00
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on April 20, 2015, 09:31:35 pm
Are you using Justin3009's sprite sheet with the extra sprites for this?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 20, 2015, 10:28:45 pm
Yeah. They're incomplete in places, but off to a good start.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on April 20, 2015, 10:33:08 pm
If you work on it, please do share ^_^

Also discovered that trying to equip an item results in the game freezing and screen going black.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 22, 2015, 08:07:42 pm
I'm not a graphics person, unfortunately.

I've confirmed the equipping glitch.

C2BA03 - 1A - Causes characters to appear next to their data on the tech listing.
C2E93D - 4D - Fixes an issue where above character was not erased properly.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on April 22, 2015, 10:40:25 pm
Does this involve using a hex editor or do I use a memory viewer?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 22, 2015, 11:06:39 pm
A hex editor works fine - I usually use the one built into Geiger's debugger.

If you're going to use a different one, subtract 0xC00000 from the addresses I posted - 0x2BA03 and 0x2E93D.

I still haven't had any luck recreating the battle glitch in my current patch.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on April 23, 2015, 02:25:23 am
Does Geiger distribute the source code? I'd like to try writing a Linux port
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 23, 2015, 02:59:24 am
No, unfortunately.

Edit: I've looked into the equipment changing. There are two bugs there, a blanking of the screen and a crash caused by overwriting part of the NMI routine. I've addressed the crash.

C2A4D4 - B6 - All relate to a moved RAM address from a shop fix.
C2A4DA - B8
C2A43F - B6
C2A445 - B8
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on April 23, 2015, 01:20:24 pm
Again, subtract 0xC00000? I'm guessing 1A/4D are the values to put there? Because 2BA03 has 19 and 2E93D has 3D
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 23, 2015, 02:30:02 pm
Correct.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on April 23, 2015, 08:42:51 pm
If I did it right, this should have all mentioned fixes to date. Although, equipping still black screen freezes the game, and 8thy fighting in battles still tears the fabric of reality apart.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 23, 2015, 09:39:36 pm
I'll look into it later, but my last post didn't address the black screen issue, just the crash afterwards. You should be able to back out of the black screen normally.

Maybe that patch will explain why I can't recreate the fighting issue.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on April 23, 2015, 11:59:55 pm
Okay yeah. I'm able to equip and back out despite black screen. Big improvement ^^

The battle glitch can be random, though. It happened in Guardia forest 1000 AD at beginning of the game, first group of monsters to the left. The bell ringing bird further from them, 8thy had an animation glitch. Also, while not a huge problem, 8thy doesn't always follow in caterpillar formation. An easy way to recreate this is have Crono test the telepod as per the storyline.

However, though a minor issue... I leveled up and my MP went from 8 to 99

(http://cdn.squares.im/brony/pic/photo/2015/04/d6a7ff7a13246f0e55252aaf6f729e60_1024.png?t=5539b2ad92b4a)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 06, 2015, 07:54:26 pm
I've been procrastinating on this a little.

I fixed the black screen on equip changing, but there's still wonkiness with it.

MP growth data is colliding with stat growth data, I'll need to relocate that soon.

I've addressed the lag issue in more locations, up to location 0x20.

I've gone through the equipment flags for 8thy, she can now use all general equipment and woman exclusive equipment, along with the Wood Sword.

Byte changes:
FFBEAF - BA
FFBEFF - BA
C2A4CE - B4
C2A439 - B4
C2A436 - BA
C2A4CB - BA
FFBED6 - BA
C2A6AD - BA
C2A6B0 - B4
C2A6B6 - B6
C2A6BC - B8
C2A680 - B4
C2A686 - B6
C2A68C - B8
C2A8A8 - B4
C2A8AE - B6
C2A8B4 - B8
C2A2F3 - BA
C2A2F6 - B4
C2A2FC - B6
C2A302 - B8

A new patch is attached.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 08, 2015, 08:02:37 pm
I fixed the last of the equipment change wonkiness. Also, I'm going to start posting addresses as file offsets instead of SNES addresses.

02A4FC - C0
02A4FF - C3
02A505 - C4
02A50B - C3
02A54F - C0
02A555 - C0
02A558 - C3
02A55E - C3
02A6E4 - C0
02A6D8 - C3
02A6E7 - C3
02A6EC - C4
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on May 13, 2015, 10:33:12 am
Awesome! Added.

Schagus debut o_o

(http://cdn.squares.im/brony/pic/photo/2015/05/c683780fc00f4b3fe2cb03369deff6e1_1024.png?t=555356f6b5d81)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 13, 2015, 04:41:28 pm
The joys of incomplete sprites. :P

I think Shagus also appears on the exchange screen with Gaspar.

Edit:
Also, while not a huge problem, 8thy doesn't always follow in caterpillar formation. An easy way to recreate this is have Crono test the telepod as per the storyline.

After testing the telepod, it seems that caterpillar formation breaking occurs with anyone as PC2, not just 8thy.

There are bugs with the events where I patched the lag issues. I'll be addressing that shortly.

Fixing the lag issue requires moving the object order, but I didn't patch the commands that call other objects.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 26, 2015, 07:10:41 am
I fixed the events up to location 0x20, and the graphical weirdness on attack. It happened whenever 8thy made a critical attack. Right now 8thy shares Crono's animations.

MP growth is still buggy, I forgot it was a problem until after making the patch.

001A81 - 0E 02 04 11 0E 0E 12 0E 00 03 05 06 08 0A 0C 00
01 0F 10 07 09 0B 0D 01 - Ranged, melee, and critical attack bytes.
0D4000 - 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
00 00 00 00 00 - Free space.

0143C5 - 91 1A C0 - Ranged attack pointer.
0143F9 - 99 1A C0 - Melee attack pointer.
01438C - A1 1A C0 - Critical attack pointer.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on May 31, 2015, 02:24:50 am
Oooookay, well here's a list of things that're screwy as I play through:

NEW (OR PREVIOUSLY UNCAUGHT?):

- Buying an item in the shop does something weird to the display of my total gold. It said I had 50G remaining after buying an Iron Sword with starting funds+allowance. A quick close/reopening showed I had 250G

STILL REMAINING:

- Gaspar screen/item shop screen still overlaps Magus anim with 8thy
- Caterpillar system still funky
- Combat anims are still a bit broken. 8thy tends to pop in and out of pixel garbage.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 31, 2015, 03:20:50 am
Oooookay, well here's a list of things that're screwy as I play through:

NEW (OR PREVIOUSLY UNCAUGHT?):

- Buying an item in the shop does something weird to the display of my total gold. It said I had 50G remaining after buying an Iron Sword with starting funds+allowance. A quick close/reopening showed I had 250G

Odd. I will have to look into this.

Quote
STILL REMAINING:

- Gaspar screen/item shop screen still overlaps Magus anim with 8thy

This is due to the lack of Schala graphics. Some of the holes are filled with Magus sprites. A Magus/Schala fusion should be assumed to be a correct pattern until someone graphical can finish the Schala sprites.

Quote
- Caterpillar system still funky

Where are you seeing this? Crono's room on new game start and telepod exhibit after testing the telepod will have funky results on a fresh ROM if an extra character is active.
Quote
- Combat anims are still a bit broken. 8thy tends to pop in and out of pixel garbage.

There are some missing frames of sprite assembly. I'll look into that soonish.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on May 31, 2015, 05:04:43 am
For shop/char select screen posing, or victory posing, I would assume they'd already be in? Or is it an all-or-nothing type situation?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 31, 2015, 05:32:38 am
We may have an old batch of Justin's sprites in there. I guess it's time to think a little about graphics.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on May 31, 2015, 06:17:14 am
I can give you the August 2014 version if necessary.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on February 18, 2016, 06:27:34 am
https://youtu.be/hLzw526Z_Ww
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: skylark on March 06, 2016, 02:51:52 pm
 :shock:

What did I just watch? Lol
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 19, 2016, 02:10:41 pm
If it's possible and time is allowed, I'd love to pick this bad boy (girl?) back up.  I know Mauron got much farther than what we were before, though I'm uncertain what's left to clear up in general.  I'd definitely like to finally get this done and out of the way so it's usable by others.

Edit: Actually, Mauron if you have an updated list, could we get what's bugged and missing at the moment?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on March 20, 2016, 08:13:41 pm
Let me go through the video and comment on that.

0:30 - 8thy's movement would only be a bug if having her start in Crono's bed was a permanent plan. The game moves Crono, but ignores 8thy, since it expected one party member. This causes the walk glitch shown here.
0:56 - 8thy has "unique" sprites, but it's a copy of Crono's. Not a bug, just work to be done.
1:30 - Not sure what happened there.
1:33 - More of the party not properly grouped glitch.
2:00 - Missing sprite assembly here. Simple to address.
2:09 - See above.
2:38 - See above.
2:42 - Proper tech learning goals had not been set for 8thy. She learns up to 3 until the Spekkio flag gets set.
3:00 - The incomplete graphics set has some filler Magus sprites. This is one place that calls them.
3:12 - Never split the party... unless you properly regroup afterwards.
3:49 - Tech data is a work in progress for 8thy. Some things have a started expansion, others are incomplete.

Notes from what I have organized:

- MP Growth needs to be moved.
- In locations after 0x20, objects need to be relocated. The 8thy lag glitch is because PCs need to be ahead of NPCs in object order. After moving 8thy's object, any commands that address specific object numbers need to be adjusted as well.
- Techs techs techs.
- Optimally, Gaspar should be moved to the background of the exchange screen.
- The End of Time will need to be split, with at least one character on the other part (probably Magus).
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 21, 2016, 06:16:55 am
I'd love to see this beauty picked up again

https://www.youtube.com/watch?v=8fjFWMQjB-E
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: skylark on March 21, 2016, 02:13:00 pm
I'd love to see this beauty picked up again

https://www.youtube.com/watch?v=8fjFWMQjB-E

Agreed. I was definitely looking forward to it back in the day.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 21, 2016, 03:56:47 pm
Though, I think what we'll see first is a completed sprite sheet. I have a copy, but unsure if Justin wants me tossing it up.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 21, 2016, 05:36:11 pm
Naw, I wouldn't toss it up.  I have the incomplete copy and IPS, thankfully, from way before.  I'd prefer honestly to start that project from scratch if we're able to get 8thy to fully function.  That way the events can be reworked properly and it'll be a lot easier to work on the entire thing again.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 21, 2016, 08:20:18 pm
Makes sense. Really hoping the spritesheet'll be done too.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: mav on March 22, 2016, 04:41:35 pm
I feel like I just stepped into a parallel world...I mean, Kajar Labs is back? Might as well log in for the first time in forever.

Anyways, I'm glad to see that some progress has been made on the 8th character slot. Keep up the great work, Mauron. And Justin, Schala, good to see you guys here; there's still a lot of enthusiasm behind the Schala Project. Hell, I find myself re-watching those videos every few months. The script could use a slight rewrite but I could see that mod getting people very excited.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 22, 2016, 07:48:30 pm
For sure.  There's a few things I definitely want to change when the project restarts overall.  Script definitely will need a little alteration, with all the time we've had and looking back at it, it feels just a tad off but nothing too drastic.

For Schala herself, I think I need to drop the 'dagger' aspect and possibly for more of a magical type attack maybe using 'rings' or something as her weapons.  Daggers work, but for as she is, I don't think it'd be right.  It'd be a nod to Kid is all.. but it doesn't exactly fit the 'Zealian Princess' bit.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 24, 2016, 04:41:34 am
Would a scepter work?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: froodo on March 24, 2016, 05:02:55 pm
I dont know if you folks alerady saw this, just leaving here this:

http://tybeefox.deviantart.com/art/Schala-sprites-6-0-87832485

(http://orig09.deviantart.net/4249/f/2010/075/f/0/schala_sprites_6_0_by_rox_silver_fox.png)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 24, 2016, 05:51:35 pm
I saw those, but I like my robes better.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: EgyLynx on March 25, 2016, 12:44:06 pm
 :shock: :o
Oh my...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: mav on March 25, 2016, 11:45:53 pm
You're not sold on the daggers anymore, Justin? I recall that we did go through several discussions about the best weapon choice for Schala when this project was first being developed. Some folks were partial to a more magic-oriented weapons (like rings or even some kind of mini-blasts in lieu of any weapon). I think someone provided information about how real-life royalty were trained to use daggers for self-defense or something too. Personally, I liked the idea of there being a nod to Kid when Schala joins your party but that's just me.

Let me know if you're going to end up pursuing this patch again; I'd gladly contribute on the story/dialog front again.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 26, 2016, 01:35:49 am
I just honestly think a scepter or a staff is more of a caster weapon. Or you could give me a wand since Marle and Lucca use ranged weaponry and are primarily casters, but I'm a bit iffy on looking like a Hogwarts student.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: skylark on March 26, 2016, 01:40:50 am
If you still want the nod to Kid, you could probably use the dagger as her 'enemy is too close for ranged' attack like the way Lucca uses her hammer.

*shrugs*

Edit: Or better yet, just have her use the dagger as a focus for her ranged attacks along with the above.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: froodo on March 26, 2016, 02:05:39 am
I think for the sake of continuity Schala's weapons need to be the same of Kid.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 26, 2016, 04:19:10 am
*sigh* -.-
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: skylark on March 26, 2016, 04:28:13 am
*sigh* -.-

*pats Schala's head in sympathy*
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: EgyLynx on March 26, 2016, 09:57:14 am
 :( :oops:
Well... i dont think that? Well...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mr Bekkler on March 26, 2016, 04:42:46 pm
A wand would be the simplest to sprite. A scepter would work too, like something royalty would have.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 27, 2016, 09:27:52 am
A wand/scepter seems a bit too generic and almost 'Magicl Girl' in this sense honestly.

Maybe we could keep daggers and have it be ranged AND melee?  If she's far away, she'll throw them up but up close she'll cut 'em?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: EgyLynx on March 27, 2016, 12:50:33 pm
Hmm... dagger...
Well, her magic like it bro? Or just only these ones?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: mav on March 27, 2016, 03:10:25 pm
A wand/scepter seems a bit too generic and almost 'Magicl Girl' in this sense honestly.
I was thinking about this and Chrono Trigger really didn't trope the "jobs" of its characters that much (e.g. knight, thief, monk, etc). Everyone had a healthy mix of magic and traditional fighting skills. You could break the "Magical Girl" trope with Schala the same way Ayla broke the "Monk" trope. Embrace certain qualities of the trope but turn one aspect on its head. Ayla is a bare-fisted monk without the traditional peaceful aspects, Frog is a traditional knight without the traditional good looks. Schala is the traditional magical girl without...something?

Maybe we could keep daggers and have it be ranged AND melee?  If she's far away, she'll throw them up but up close she'll cut 'em?
Will she have to retrieve the daggers after she throws them? What would the limitations be sprite-wise?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 28, 2016, 12:17:49 pm
Well if we're talking magical girls, doesn't Sailor Moon have a scepter, as does Pretty Sammy? Or a baton?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Razig on March 28, 2016, 01:54:25 pm
I think Schala wielding a scepter/staff in the fashion of Guile would fit perfectly, both visually and thematically. Have it levitate in front of her instead of actually being held, and her ranged attack could simply be pointing at an enemy which causes the staff to hurtle toward it, returning after the hit.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on March 28, 2016, 03:17:13 pm
Actually, that as a weapon would be interesting. 
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: skylark on March 28, 2016, 03:59:58 pm
I think Schala wielding a scepter/staff in the fashion of Guile would fit perfectly, both visually and thematically. Have it levitate in front of her instead of actually being held, and her ranged attack could simply be pointing at an enemy which causes the staff to hurtle toward it, returning after the hit.

...I want to press the 'Like' button for this post, but I can't find it. D:
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 28, 2016, 07:28:28 pm
Exactly! I'm a sorceress, not Jason Vorhees.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mr Bekkler on March 29, 2016, 03:54:29 pm
Well, I don't think the Schala in the game was ever labeled a sorceress. Magical princess, sure. Sorceresses are more like witches, right? With cauldrons and wands and Hagrids.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on March 30, 2016, 02:01:22 am
That's sorceress stereotyping, and I resent that statement :(
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: EgyLynx on March 30, 2016, 01:36:49 pm
 :?
Well... thats is wery danger... also that there slims? Anyway, but snakes there are...
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: stewelement on October 19, 2016, 04:46:31 pm
I'm late to the party, apologies for posting in a dormant thread, but I could not help myself once I found that there was recent activity on this project. I realize that the good people working on this are probably excellent spriters as well as experts with Temporal Flux, and that there are technical issues to sort out, but if sprite and animations are still a major obstacle, I would like to offer to help. I totally get it if the major players here want to keep this among themselves, no hard feelings. I am excited to see some movement on this (even if the last post is months old.)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 20, 2016, 09:22:01 pm
My focus has been on the technical end, and I can work with the partial graphics currently inserted (or even a duplicate of an existing graphics pack).

Justin can give better feedback on what's going on with a practical implementation of the patch.

Either way, you're free to make graphics for a new character - My part is to make sure you can have 8 total, no matter who.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on October 21, 2016, 04:10:41 pm
Most of the actual issues have been solved or are in the middle of being solved.. last I recall.

I think the biggest issue we had was the palette limitations but I 'think' you were able to fix that by moving some things to BG instead of being sprites.

Otherwise I think the 'lag' issue we had was because 8thy's events were loaded last instead of being first like the PC's.. but that'd require a massive edit of the game.  Probably wouldn't be a good idea until we have the actual basis ready and bug free.

Edit: I'm not sure where else we are at in the project and I think the latest patch or ROM I have is with something in the menu freeing up a palette slot.. I think.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 22, 2016, 05:28:56 am
I think the biggest issue we had was the palette limitations but I 'think' you were able to fix that by moving some things to BG instead of being sprites.

Yeah, I had a fixed palette patch in place.

Quote
Otherwise I think the 'lag' issue we had was because 8thy's events were loaded last instead of being first like the PC's.. but that'd require a massive edit of the game.  Probably wouldn't be a good idea until we have the actual basis ready and bug free.

I was working on that slowly, because it was a rather tedious thing. I had to move 8thy's event into the proper location, then update all the events that reference an object number to be the correct one. Chunks of 16 was easier than all at once.

Quote
Edit: I'm not sure where else we are at in the project and I think the latest patch or ROM I have is with something in the menu freeing up a palette slot.. I think.
I'll throw up a new patch tomorrow, and stick a few more event fixes in.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Nangbaby on October 22, 2016, 06:13:33 pm
I'm late to the party, apologies for posting in a dormant thread, but I could not help myself once I found that there was recent activity on this project. I realize that the good people working on this are probably excellent spriters as well as experts with Temporal Flux, and that there are technical issues to sort out, but if sprite and animations are still a major obstacle, I would like to offer to help. I totally get it if the major players here want to keep this among themselves, no hard feelings. I am excited to see some movement on this (even if the last post is months old.)


If you have graphical skills and the technical skills necessary to make CT-compatible sprites, please don't wait for permission.

Not only have most of the spriters and pixel artists moved on, but anything you can add could be used by the entire community if you were willing to allow it. We need more content!  MOOOOOORE!

I say this as someone who still thinks of that Chrono Trigger-style fan sprite animation of SSJ Goku that I found but never saved and has been lost to the Internet (https://www.chronocompendium.com/Forums/index.php?topic=8553.msg192734#msg192734)...it only exists in my head at this point.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on October 22, 2016, 08:52:47 pm
If you're looking for CT sprite work I don't know how useful it is but I have an IPS that gives Magus a beard.

Also regarding the topic at hand is there going to be the option to edit 8thy's techs in temporal flux?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 23, 2016, 01:54:16 am
All my plugins are designed to be smart about the presence of an 8th character. Warrior Workshop has full 8thy support.

At 0x3FCE70, there's 8 bytes of data for PC portraits. With the 8th character, this data needed to be expanded to 16 bytes. At 0x00F2F0, there's 16 bytes of unused space that Temporal Flux ignores. I moved the portrait data here, which my plugins check.

For 8thy's techs, Hi-Tech has functionality to handle expanded techs - not just 8thy, but any expanded tech provided by the user.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on October 24, 2016, 01:39:57 pm
Warrior workshop and Itemizer both work fine with it but high tech doesn't show anything for me perhaps I have an older version or maybe the 8thy version i have is out of date.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 24, 2016, 04:29:21 pm
The latest patch doesn't have finished techs for 8thy - only a partial implementation. It's not ready to be edited yet.

Actually, it looks like I decided to have the 8th character functionality in Hi-Tech handled completely by the Hi-Tech.ini file. That's necessary for handling expansion in general.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: EgyLynx on October 25, 2016, 01:50:33 pm
One way get 8.

Hey, That guru of time? Are it be PC ? not only help so much? Everywhere it saing it maybe be are... but... why it not put?

Same time can ask why not Schala? I think Janus at vh if that happen?

Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on October 25, 2016, 07:46:46 pm
The Schala Project that I have on hold, that was going to have Schala be the 8th PC with some story changes and such.  I wonder if that topic is back in Kajar now?  It was a community project from way back.

Gaspar was confirmed to be the 8th one.  Although, I'm very curious to see what people would do with him.  I honestly can't imagine him in battle kicking butt.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: stewelement on October 26, 2016, 03:44:13 pm
I've seen a spritesheet for Gaspar that was pretty far along, I think it is here on the Compendium. Gaspar hitting things with his cane in his bowler hat is an entertaining departure from the regular cast, but it may be hard to implement in a truly interesting way.

On the topic of the Schala project - I assumed the 8th character project was the successor to that project. Is that not the case? I have basically no insight into the history of the Schala project other than the Youtube content you posted years ago and (I think) maybe a RHDN thread.

Speaking of on hold projects, anyone heard from Zakyrus in the last few years? He was building a Chrono Trigger Plus project that was supposed to be gigantic.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: xcalibur on October 27, 2016, 01:53:27 am
I'd assume Gaspar would emphasize buffs/debuffs. he would cast Haste, Slow, Defense Up, Offense Up, Resist Magic, Resist Physical, Remove Debuffs, etc.

I imagine Schala as the ultimate mage. she would have the strongest spells (Luminaire, Dark Matter, etc.) along with a full party heal. you could balance this by making her very vulnerable to physical attacks.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 27, 2016, 03:04:13 am
On the topic of the Schala project - I assumed the 8th character project was the successor to that project. Is that not the case? I have basically no insight into the history of the Schala project other than the Youtube content you posted years ago and (I think) maybe a RHDN thread.

The Schala project is a practical implementation of the 8th character patch - hopefully one of many.

Quote
Speaking of on hold projects, anyone heard from Zakyrus in the last few years? He was building a Chrono Trigger Plus project that was supposed to be gigantic.

He seems to be missing, unfortunately.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on October 27, 2016, 02:17:18 pm
Since all the people involved in making this are posting here, would you guys mind if I hijacked this and used it in my project to do this.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on October 27, 2016, 11:22:39 pm
I fully support additional hacks using the 8th character base.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on October 31, 2016, 06:59:58 pm
So I'm done most of the walking animations here's the problems Ive noticed so far , just wondering how feasible it is to fix these.
 
1 menu palettes not changed, I know this is just one byte I could probably find it in the data log I have but if anyone knows it offhand that's even better.

2 small  amounts of pixel garbage, I believe this was already fixed by Mauron?

3 no techs, is it possible to just change a pointer and have him use Frog's techs?

4 uses wrong animations in battle, no clue what's involved in fixing this.

5, can't equip anything, since he joins so late I can get past this using event equips until Itemizer is fixed so no big deal.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on November 01, 2016, 03:14:14 am
1) Did you use the 8th palette in sequence? Some of the game's code depends on the palette being in that particular slot.

2) Screenshot? Anything I did should be in the last patch.

3) No, data needs to be expanded. Each tech must have data in the proper order to be used, so techs need to be placed in between Magus's and the dual techs.

4) I think the attack data is currently not expanded, so it might be pulling Crono's critical as a base animation.

5) I thought I fixed all outstanding issues with Itemizer. Is the version uploaded here buggy?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on November 01, 2016, 07:37:49 am
I just changed 8thy's palette in NPC custom, I will change it back and use a hex editor to change the colors manually, this might be the source of problem two as well then.

As for Itemizer I never checked the new one, I will do that tonight.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on November 01, 2016, 10:52:31 pm
OK so the palette is fixed and working fine but the pixel glitches remain, I will post a pic tomorrow.

The version of Itemizer posted here is the same one I already had with no save function.

As for the battle animations and techs I suppose I'll just have to wait future releases.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on November 02, 2016, 05:16:21 am
I have that fixed, I'll test and rebuild tomorrow.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on November 09, 2016, 03:10:20 pm
Got a screen shot of the pixel glitch, this is on a fresh rom and was present before I made any changes.
Also Eighthy not drawing a weapon during battle is present with the original as well, it'll need the animations adjusted I can post a video if necessary.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on November 10, 2016, 03:32:42 pm
Battle start is a missing animation, but I'm not sure which one.

The pixel glitch does not show up in Crono's graphical data in the ROM - something must happen after the transfer to RAM.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on November 10, 2016, 04:15:08 pm
It's not just Chrono it's every sprite in game.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on November 11, 2016, 12:09:41 am
Found it. The modified graphics loading routine was missing one instruction. New patch.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on November 12, 2016, 05:10:36 pm
Damn, I tried it today and it fixes the pixel glitches, but ands a new glitch when you try to load techs or swap party order from the menu.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on November 12, 2016, 05:17:53 pm
Change 0x029A88 to 74 to fix that.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Schala Zeal on November 24, 2016, 04:23:05 pm
I was thinking the illusions in Magus' Castle should also be updated. Janus? Queen Zeal, perhaps?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on November 24, 2016, 08:00:05 pm
That can be done with temporal flux afterward by anybody.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Fauntleroy on November 08, 2017, 09:23:49 pm
Hey, I used to post here like 10+ years ago as Oswego del Fuego and have since gone on to do a number of hacks.

I saw Mauron's post on romhacking.net about his Temporal Flux patches. It got me curious and I was amazed to see so much activity on this quite old thread.

I hate to be that guy, but has there been any updates on 8thy since last year? Reading through this got me so excited!

I actually did a partial sprite sheet for playable Schala back when Crimson Echoes was first under discussion in 2005. I've attached it in case anyone would find it helpful. Most of the special poses are absent but all the basic stuff is there.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on November 08, 2017, 09:27:01 pm
I'm going to be focusing on this once Hi-Tech is released.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Fauntleroy on November 08, 2017, 10:28:49 pm
That's great Mus, I mean news!  :|

In the meantime--thank you for all the amazing work you've already done.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on November 14, 2017, 01:27:11 pm
I'm going to be focusing on this once Hi-Tech is released.

Sweet
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on November 14, 2017, 03:03:57 pm
The first step will be to clean up all the existing code, and organize it.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: ZeaLitY on May 06, 2018, 12:06:35 am
Hey, I used to post here like 10+ years ago as Oswego del Fuego and have since gone on to do a number of hacks.

Lmao, you're him? We owe you a debt for Crimson Echoes. You really kept the spirit of the place alive in the dark times before Agent 12 came along. Losing you and GrayLensman was quite a blow in that era.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on May 06, 2018, 02:12:27 am
Z - I know you're touch and go these days. Hopefully you've seen Fauntleroy's ongoing project in another thread. He's making a remastered version of Chrono Trigger with Schala as an 8th character and with new events as a result. :)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Acacia Sgt on May 06, 2018, 12:23:58 pm
I thought the project was a new side-quest to rescue her, and she then simply appeared as an NPC for events afterwards.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 06, 2018, 01:32:53 pm
That was my understanding as well, since this is currently still to buggy to be applied to a hack.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Fauntleroy on May 06, 2018, 04:48:22 pm
That was my understanding as well, since this is currently still to buggy to be applied to a hack.

This is correct. My ambition for the future would be to have her as an 8th character, and there are already some ingredients in the hack that presume this (weapon slots set aside for her, 8th character equip-ability set for all equipment, tec.) but the means to do it just isn't there yet.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Fauntleroy on May 06, 2018, 04:49:49 pm
Lmao, you're him? We owe you a debt for Crimson Echoes. You really kept the spirit of the place alive in the dark times before Agent 12 came along. Losing you and GrayLensman was quite a blow in that era.

Wow, ZeaLitY! I'm actually quite touched that you remember me!

This has been a fun project. Finally got to do a few things I've been wanting to do since way back then.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 12, 2018, 02:35:02 pm
If anyone wants to help, the events need to be modified to load 8thy with the other PCs.

The LoadPC(8thy/Epoch) command needs to be on an object after the other PCs are loaded. After the objects are reordered, all CallObjectFunction(object number), Remove Object, and Drawing Status (Index) commands need to be updated for the new order.

In the latest patch, I had done up to either location 0x10 or 0x20. Anything with valid events needs to be updated.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 12, 2018, 03:52:09 pm
That’s something I can help with, but that will only help the base patch and be of no use in established hacks
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 12, 2018, 03:58:34 pm
I know. A lot of the remaining fixes are more technical, but this will save time and effort for the new hacks that use this.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 12, 2018, 04:01:04 pm
Ok no problem, though if you could confirm exactly where you left off in the locations it would help.

Edit: in my hack Ive not been able to make any changes to the end of time without first sacrificing the same number of lines as it seems to be completely full, will this impact that hack?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 12, 2018, 04:15:29 pm
I've done up to Location 0x20, Zenan Bridge. Medina Elder's House needs to be started next.

We were discussing having to split the End of Time at one point. I don't remember why, but it might be size limits.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 12, 2018, 04:22:00 pm
Its way down the list so I guess we’ll worry about it later.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 12, 2018, 04:23:44 pm
Yeah, I'll have a chance to check on things more later.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 12, 2018, 04:41:54 pm
Wait a minute, why do things have to be reshuffled? When I added Magus to the Blackbird I simply added him to the end of the scripts and gave him the appropriate arbitraries wouldn’t it be the same principle here? Simply add pc 8 to each script?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 12, 2018, 04:47:37 pm
Having 8thy at the end resulted in the character lagging behind in the caterpillar system. It might not happen on every map, but it was quite noticeable on some. Millennial Fair was terrible before it was fixed.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 12, 2018, 05:04:36 pm
Ah ok, after Magus it is.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on May 12, 2018, 11:27:54 pm
End of Time had to be split, yeah, due to size constraints. I remember having a bunch of issues with that when I was first putting 8thy in or even just trying to add in the 'DS' bucket event. The entire scene was too large so it had to be split into two, unfortunately.

I swear there was another map that needed it too, but I can't remember. Might just be EOT overall. It's been years since I've looked at what I had so I can't say for sure.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 13, 2018, 09:12:07 am
So was it successfully split or does it still need to be done?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 13, 2018, 09:22:57 am
It's not split yet.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 25, 2018, 06:47:02 pm
Can you post your latest version of the 8thy patch? I will probably start working on this at least a little tomorrow.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 25, 2018, 08:06:03 pm
Here's the latest.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 26, 2018, 04:09:21 pm
I started going through the existing hack and turning it into something manageable instead of the current mess.

Instead of a single patch, there will be a few asm files with notes, along with some binary data, and options on which to include.

The modified location events will be included through an optional asm file.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on May 26, 2018, 05:01:33 pm
Wouldn't the modified location events 'need' to be included since 8thy will either lag behind, or it'll load too much data on some maps and just flake out?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 26, 2018, 08:21:59 pm
For new hacks, the location events would need to be included, but existing hacks would need an event free version, and modify the events manually.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 26, 2018, 08:45:35 pm
Ya, thats what Qwertymodo had to do to make his msu-1 patch compatible with my hack, and I manually edited the events after.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on May 26, 2018, 09:15:48 pm
Ahhh right, didn't think about the existing hacks bit. Makes sense there.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on June 01, 2018, 01:09:21 pm
My current asm file has most of battle and location code redone.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on June 01, 2018, 01:27:39 pm
Unfortunately for the moment my hack has consumed all my gaming related time, but I have successfully split the end of time on it so I will do that for this hack as well when I get the chance, also of interest is I still have all the hacking notes for adding Magus to the Blackbird, could be very useful to this project.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on June 09, 2018, 12:40:53 pm
That's a reason to be busy.

I've been working through menu code. I'm past the halfway point, but there's a lot of it to go through.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on June 12, 2018, 11:42:26 pm
Finished with the main section of menu code. I'll look at the next section tomorrow.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on June 21, 2018, 12:06:18 am
I'm mostly done with the ASM rebuild of the patch. It's currently split into four files.

- 8th character base, with any changes that can safely go into any ROM.
- 8th character tech related, which contains dummied tech expansion data.
- 8th character Schala specific, which loads in Schala's graphics and sprite assembly.
- 6 letter names, which is designed to work as either a name fix for the original game or the 8th character patch.

There's also a bunch of binary files with graphics, sprite assembly, etc.

I've also found some shop areas that need improvement.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Fauntleroy on June 21, 2018, 11:18:05 am
Amazing! Can't wait!
8)
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on August 01, 2018, 11:12:17 pm
Since my project isn't taking up all my time now I want to start helping with this, is the download a few posts up still the current version?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on August 01, 2018, 11:47:28 pm
Yeah.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on August 19, 2018, 11:17:31 am
Slow progress I know, I finished splitting end end of time on this hack, so next time I work on this I'll be able to start reordering 8thy.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on August 21, 2018, 05:24:23 pm
Excellent.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on August 24, 2018, 07:15:14 pm
Trying to start on this but maybe I'm missing something, is there an easy way to move objects up the cue?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on August 24, 2018, 07:27:37 pm
I never found a good method. My basic process was as follows.

1) Collapse all objects.
2) Select all between the original PC objects and 8thy's (Click on the first, Shift click on the last).
3) Cut and paste.
4) Scan all objects for any commands that reference other object numbers, and increase them by 1 if it's not a PC object. Off the top of my head, Call Object Function, Hide Object, and drawing status by index need to be changed. Drawing Status by index needs to be increased by 2.

I found it to be a rather tedious process, which is why I gone slowly on this particular part.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on August 24, 2018, 10:34:48 pm
Yup that works, the next few scripts had no object references so I got a few done. I assume the "Go-to" command can adjust itself?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on August 25, 2018, 12:09:32 am
Yeah, goto and link will still work fine.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on August 25, 2018, 09:08:51 pm
I don't really understand how the draw status index works, I assume sometimes it will reference the player characters in which case it shouldn't need to be adjusted, how will I know the difference?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on August 25, 2018, 10:07:24 pm
The index value is the object x2, so it depends on what the highest PC object is, but 0x0E or 0x10 should usually be the highest PC object value.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on August 25, 2018, 10:11:42 pm
Ok that's easy enough, I've only done a few but it will go faster as I get the hang of it.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: XAIXER on March 06, 2021, 10:28:57 pm
Has any progress been made?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: kefkaroth on April 22, 2021, 11:34:53 pm
it would be awesome if the creator(s) can pull this off with no hiccups. also if magus and schala have a dual tech i would love it to be dark gear and dark plasma or just give those spells to schala as well as hexagon mist/starburst as i think they would suite her well as i believe she would be like magus with some spell variety. or use them for double techs if they decide to give magus dual tech spells.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 23, 2021, 02:19:07 am
I'm going to get it working at some point, I swear.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on April 23, 2021, 12:13:09 pm
I never did finish moving the 8th slot up on all the scripts but I did get about ten more. And I split the End of time to allow for the extra character. So I actually have the most advanced IPS of this patch right now.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Acacia Sgt on April 23, 2021, 01:56:47 pm
Oh, I remember this.

It'd be cool to finally see this working. It'd be interesting...

And I split the End of time to allow for the extra character.

Wait, split, as in how? Adding a new area? The map already reached a sprite loading cap or so? I mean, if the pillars count, then I wouldn't be suprised.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 23, 2021, 02:22:10 pm
IHBP, can you throw up the latest patch?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on April 23, 2021, 02:25:18 pm
Yup, when I get home I'll hook you up.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on April 23, 2021, 09:21:11 pm
I guess I spoke too soon. It seems the only copy I kept was on my hard drive that crashed.

I suppose if this is coming back to life I can re-download the last available version of this and resplit the end of time.

Just a heads up though, adding a new character to the Blackbird is gonna be pure hell, I should still have my notes on it from when I did it with Magus but it affects a decent number of scripts not even associated with the Blackbird.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on April 24, 2021, 09:29:40 am
Oh, I remember this.

It'd be cool to finally see this working. It'd be interesting...

And I split the End of time to allow for the extra character.

Wait, split, as in how? Adding a new area? The map already reached a sprite loading cap or so? I mean, if the pillars count, then I wouldn't be suprised.

Yeah, you have to split this probably due to an event limit or something. I had to do this way, way back when I was first doing 8thy.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on April 24, 2021, 09:43:10 am
You mentioned that you thought there was a second one but you couldn't remember.  Well believe it or not it's Guardia forest 600ad.

For that one though it's probably more prudent to sacrifice an object no one will miss rather than waste an empty map slot.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Acacia Sgt on April 24, 2021, 11:29:44 am
The sparkle that triggers that one battle encounter? Could be done like most of the others without using that sparkle trigger.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on April 24, 2021, 03:20:25 pm
An invisible trigger still adds to the object Limitation, probably what will go most unnoticed is one of the signs.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on April 29, 2021, 02:46:33 pm
@Mauron. I'm going start redoing my work on this tonight. Just want to make sure you haven't advanced it any the last few days.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 29, 2021, 03:12:01 pm
I haven't. I've been busy with 50 other things.

Edit: My current patch has events up to location events packet 3a done, not sure if that's the latest uploaded.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on April 29, 2021, 06:30:40 pm
Nope I'm still back at x20 but if you post it I can import the changes.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 30, 2021, 02:29:34 pm
This is the latest with events. I'll move them to my new patching system when they're done.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on April 30, 2021, 03:13:20 pm
Ok I'll port the completed ones over to my rom, or vice versa. It's actually not a bad thing that I have to respite the end of time, because now instead of a random spot I decided to split it exactly after Magus' flashback.

This allows me to overwrite Magus with 8thy on the first one, and Guru cutscene Gaspar on the second one (who also happens to be the 8th object, meaning no shuffling required on either script.

When I'm done that I still have my notes for adding an npc to the Blackbird, do you want me to start on that?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on April 30, 2021, 05:01:58 pm
Let me see your notes, I think there were some complications with expanding the lockout there.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on April 30, 2021, 05:15:01 pm
My "notes" are just messages from you but here it is.

Geiger's debugger was moody about the blackbird. Here's the changes for a hex editor.

029882 - 56
029886 - 80
3FF821 - 56
3FF825 - 80
0FFBB9 - 56
0FFBBD - 80

Change any event code referencing 7F00BA bit 01 to 7F0056 bit 80.


I'm specifically using 7F0056 bit 80, which is labeled as unused. It's moving the items, since Magus needs his data to follow the others in the code.

I did another glance at the code, and it looks like you'll need to move the rest of the flags off of 7F00BA. These are all handled in events 0F3, 16B, 16F, 170, 171, 172, 173, 174, 175, 176, 177, 178, 179, 1B0, 1BA, 1BB, 1BC, 1D3, 1D9, and 1D9. You should be able to move them to unused flags on 7F0056 and 7F005A
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 01, 2021, 02:28:42 pm
That patch still only has it done up to x20, and it reverted all the changes I done so far.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on May 01, 2021, 03:08:52 pm
Oh, I see what happened. I had been going through Location Events packets, while you had done Locations.

Your approach covered Crono's Room, while mine got {052} Ending Selector.

I'll need to do some research before adjusting the Blackbird further.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on May 23, 2021, 06:39:05 pm
Sorry it took so long, life has been pretty hectic.
Here is 8thy with the end of time split, after story point d3 the end of time becomes 1CF.

https://www.dropbox.com/s/ka3u94w1m2hpnmg/8thy%202021.ips?dl=0

As a suggestion I recommend playing through and making note of which maps actually need 8thy moved up for the sake of your sanity and this project's completion.

Example: Magus on the Blackbird required moving his script to the top  on only one single map to function properly.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on May 24, 2021, 11:20:26 am
Just wanted to say I love you guys and thanks for keeping the dream alive. This is awesome.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on July 14, 2021, 12:50:16 am
Two selfish question:

1.) Is it possible to merge 6-character patch with 8-playable character patch (when 8-playable character patch is completed)?
2.) If so, hypothetically, is testing need to get 8th playable character to the finish line? What would that look like? Visiting each map at various points in the game to see what crashes and what doesn't?

I ask because it would be insane if this was functional and could be implemented into a hack like Crimson Echoes.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on July 14, 2021, 01:23:28 pm
1) 6 character names? Yes, easily.

2) I'll organize my notes.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on July 14, 2021, 01:41:56 pm
I say all this, because if checking maps and documenting codes/errors, I can probably help with that. If that's what it takes to get to the finish line, let me help! :D
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on July 14, 2021, 02:44:47 pm
If we want to speed it up then we just need to play through and make note of which maps break the caterpillar formation and address them specifically.

Getting it to play friendly with existing hacks is a whole other story.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on July 14, 2021, 06:08:22 pm
Quote
Getting it to play friendly with existing hacks is a whole other story.

I figured it's nigh impossible. But worth asking, haha... Worse can happen is that it doesn't happen! :D
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on July 15, 2021, 05:00:24 am
I'm doing what I can to maximize compatibility with existing hacks, but applying it will still take some heavy lifting.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: TheMage on August 06, 2021, 07:44:44 am
If we want to speed it up then we just need to play through and make note of which maps break the caterpillar formation and address them specifically.


Well I can definitely test that out, if you guys want help!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on August 06, 2021, 01:30:17 pm

[/quote]

Well I can definitely test that out, if you guys want help!
[/quote]

Unless Mauron has worked on it further the link I posted above should be good for testing.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: BakedBad on August 07, 2021, 12:29:23 pm


Well I can definitely test that out, if you guys want help!
[/quote]

Unless Mauron has worked on it further the link I posted above should be good for testing.
[/quote]

Link is down, here's a new one.

https://drop.download/pms5hqotigz9
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on August 08, 2021, 02:17:33 am
The above poster has only one post. Risky click.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: BakedBad on August 08, 2021, 10:20:50 am
The above poster has only one post. Risky click.

Having an 8th character slot in Chrono is my holy grail of hacks, and I saw an opportunity to help with that. The filesize is exactly the same. I'm sure IHBP could confirm that.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on August 08, 2021, 04:21:40 pm
Quote
Having an 8th character slot in Chrono is my holy grail of hacks, and I saw an opportunity to help with that. The filesize is exactly the same. I'm sure IHBP could confirm that.

Okay, now you don't sound like a bot. Just offering caution; we get a lot of spam bots here.

Anyway, welcome to the Compendium! :D
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on August 09, 2021, 12:46:54 pm
Anyway, welcome to the Compendium! :D
Around here we welcome people tot he party.

Anyway BakedBad, Welcome tot he party.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: BakedBad on August 10, 2021, 01:56:52 am
Anyway, welcome to the Compendium! :D
Around here we welcome people tot he party.

Anyway BakedBad, Welcome tot he party.

Thanks!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Boo the Gentleman Caller on August 10, 2021, 10:01:09 pm
Yeah, I messed that up. Welcome tot he party is totally the correct venacular. Please forgive me!
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: TheMage on August 14, 2021, 07:09:48 pm
yeah the other link had expired but i dont know how to navigate the new link xD
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on August 14, 2021, 08:33:58 pm
Which link isn't working?
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: IHBP on August 14, 2021, 10:44:30 pm
He's talking about my Dropbox link. Not sure why I deleted it but here is a new one.

https://www.dropbox.com/s/7t0h5953e3zwjl6/8thy%202021.ips?dl=0

Just click to download.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: justin3009 on November 06, 2021, 10:47:46 pm
Not sure if it's the wrong patch or of it's being applied wrong, but it doesn't seem to work on start-up. On a headered ROM, of course, it black screens. On a non-headered ROM, it shows some sort of garbled type graphics in the top center of the screen then 3 enemies in a triangle formation on the top left and top right.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: pseudonymous_traveller on January 18, 2022, 02:17:45 pm
Is there a similar possibility of an 8th playable character on the DS version? The DS version also natively has a higher string length limit for player character names (instead of 5 I believe it's 6).
If nobody knows, I could try to take a crack at it. I'm not an amazing reverse engineer, but I can understand what most assembly code (most architectures) are doing.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on January 18, 2022, 04:43:48 pm
Probably, but it hasn't been explored. A lot of the data structures are the same, or similar. The issue is locating all of them, and modifying the DS assembly code where needed.

6 character PC names has been hacked on the SNES version.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Vehek on January 19, 2022, 02:18:26 pm
I did some experiments with memory hacking on the Japanese DS version last night. I didn't find the memory address for the active party at first, so my first experiments were done by editing the loaded location events to add the 8th character to the party. I've attached an image of what it looks like without any other adjustments.
Hacking a LoadPC command to load the 8th character produced a black screen.

For reference, memory addresses in no$gba's debugger:
~207293B: Character stats, starting with Crono. 0x60 bytes each, possible differences in layout to SNES.
21C2000 Location event data
21D0980: Active party
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: SnakekillerX on February 28, 2023, 11:26:06 pm
Curious if this is still being worked on.  This would be a pretty big deal if completed.
Title: Re: 8th Playable Character Possible?! (Updating!)
Post by: Mauron on February 28, 2023, 11:42:24 pm
I am, just slowly.