Chrono Compendium
Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: Fauntleroy on December 22, 2017, 11:01:00 pm
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Having more Chrono Trigger hacking woes.
I have no idea how I triggered this, but now, any enemy who changes in battle (like the shield guys, the rock enemies that turn into volcanoes, gold birds that change into red birds, etc.) crash the game when they change.
This is something that happens with all enemies of this type.
I tried fixing it by importing the enemies from a fresh ROM, and making sure their battle AI had not accidentally been edited. But neither of things are the source of the problem.
Any ideas? Thanks.
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So all transforming enemies crash, including ones that were set up previously?
What have you been using to edit the ROM?
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Yep, all transforming enemies crash the game, full stop.
I've been using Temporal Flux exclusively, except for three instances where I used a hex editor:
- Changing which single techs are usable from the menu
- Changing the battle AI of the Frog King (I made him do nothing but stand there)
- Changing the battle AI pointer for Magus enemy #2 (pointed it to R Series and changed the graphics in Temporal Flux to be a pink R Series clone)
I've added objects to a few areas, and some of these are enemies, but I haven't added any objects to maps where transforming enemies appear. I also didn't create any new transforming enemies.
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Any Temporal Flux plugins?
Can you do a file compare in a hex editor between your ROM and an unaltered ROM, and list any changes between 0x10000 and 0x1FFFF?
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Thanks for your help.
I'm using pretty much your entire suite of plugins: Fiendcrafter, Hi-Tech, Inventory Manager, Itemizer, NPCustom, Warrior Workshop.
In comparing ROMs:
- 010000 to 014614 is the same
- 014615 to 014756 is almost totally different
- 014757 to 01FDDD is the same
- 01FDDE to 01FFFA is almost totally different
- 01FFFB to 01FFFF is the same
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0x014615 is a change made by Hi-Tech when player techs have their animations modified. 0x1FDDE is free space that was used by something that no longer fit in the original space when modified.
Send me a patch, I'll recreate the crash in a debugger.
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You are bomb. Merry Christmas!
I'll send you a patch. The base ROM is Chrono Trigger (U) [!].
The crash is triggered by enemies on these maps:
125 - Dactyl Nest, Lower
126 - Dactyl Nest, Upper
1BD - Prison Stairwells
1EA - Forest Maze
134 - Black Omen 1F Entrance
13D - Black Omen 47F Royal Ballroom
Thank you again so much!
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Just making sure you got the patch. I sent you a message through the board with a download link.
Thanks!
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I got it. I'll test it later.
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I haven't fully found the problem, but it's not all transforming enemies, it's enemies using transforming using enemy tech 7D. Ogans work fine, and I suspect Bantam Imps will as well.
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Yes, you're quite right. Bantam Imps are good.
Looks like it's just the shield guys (Guardia Prison and Black Omen), the birds in the Forest Maze, and the rock guys in the Dactyl Nest.
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I've compared all known data on Shists and Enemy Tech 7D, and there's nothing different.
The crash is caused by something not being set right in animation processing that causes an infinite loop.
What this means is there's unknown data relating to animation processing that got corrupted that I'll have to track down.
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I'm sorry. You've been very kind. I didn't realize it would be such a trial to track this down.
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Finding unknown tech/animation data is always helpful for me, so it's no problem.
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It was not unknown data, it was a glitch with the modified animation data that occurred when an animation started on an address with the low byte being 0xFF, 0xFE, 0xFD, or 0xFC. I'll update Hi-Tech shortly to fix this.
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I'm glad my travails were of benefit to you as well!
Hi-Tech is a masterwork, by the way. Looking forward to the update!
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Mauron is the best, and works miracles 8)
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Mauron really is the best. Not only is s/he an amazing developer, but an all-around kickass person, too. :)
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The new patch should be working. I'll do a little more testing, and if successful, get it out tomorrow.
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I hate to say this, but...
While the shield and volcano enemies now work great...
The shrooms in Guardia Forest now crash the game when they go to attack.
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I just tested a Hetake fight in 1000 AD with the patched version of your ROM, and they attacked fine.
Did you make any other changes?
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Shit.
Yes, I've worked on it a little almost every day.
Edited to add: In testing this again, I found I can get through several battles with them, but eventually... something happens and the game crashes. It appears to be when a certain attack is initiated, but I could be wrong.
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I did some testing, and couldn't recreate the problem. Can you send me an updated patch?
Hetakes always use the same attack, with a slight variation in the AI data.
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As Kefka would say... crud!
I'll send a patch to you.
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Still not finding any issues with Hetakes. I did find a major issue with my saving code, that caused an issue with *Life 2. Change 0x0CDBD1 to 00 to fix it for the short term, and stay away from animations for now.
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Yes, doctor.
Edited to add: Hey, great news! Just for the heck of it, I started a new game and encountered NO hangups with the Hetakes.
I've run into things like this before when doing hacks. Some flag got set while playing and by the time you get to the end something's changed and your save file is wonky. But starting fresh makes it all good because everything is consistent again.
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Glad the Hetakes are working again.
Export *Life 2 from a clean ROM and import it into yours. I *really* don't get why that was an issue, or why my fix fixed it, but I did it and it's done.
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Hey, whenever you have a minute. Check the battle in Truce Canyon with the two Blue Imps and a Roly. It's crashing for me.
Edited to add: Same story in 600 AD Guardia Forest, battle with a Green Imp and two Rolys. And the Blue Eaglets, too. Hoo boy.
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I tried the Truce Canyon fight. No issue that I could see in the patch I have.
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What do you make of it? It's both baffling and frustrating.
Would you mind sending your patch back to me? I'd like to try it and see if it helps.
Like, I'm 95% done with this project, so I can't abandon it, but it's also too late to start over.
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It's quite baffling. I haven't seen a problem like this before.
I *highly* recommend using Auto-Archive, from Temporal Flux's file menu. It creates a backup ROM every time you save.
I'll send you the link you sent me. It'll need that 0x0CDBD1 to 00 fix before you load it, and reimporting *Life2 from a clean ROM.
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Thanks!
I do make backups regularly; didn't even notice that Temporal Flux had a built-in feature for this.
I'm thinking about exporting... well, just about everything and then importing it all to a clean ROM. Wouldn't be fun but maybe it would take care of this weird issue.
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Is it still happening? Maybe something got set weird in a part of RAM that's saved.
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Yeah, it still happens. New game or loaded game, or save state.
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Are you noticing any kind of pattern to it?
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I was not able to find any particular pattern. Absolutely maddening.
Last night I had some time so I exported... everything... and then imported into a fresh ROM. Had to redo a few things manually, but now everything is functioning perfectly.
Hopefully that was just a bizarre combination of factors that we never encounter again! Thank you for putting so much time into helping me.
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Very strange. I'm not sure why it's acting like that.