Chrono Compendium

Kajar Laboratories - Fan Works and Submissions => Chrono Trigger Modification => Topic started by: Fauntleroy on November 02, 2018, 10:48:28 pm

Title: 1000 AD map during bad ending
Post by: Fauntleroy on November 02, 2018, 10:48:28 pm
The designers had the 1000 AD map load during the apocalypse sequence because the 1999 AD map was incomplete.

Well, my hack has a complete 1999 AD map. Does anyone know how to make that sequence load 1999 AD instead of 1000 AD?

This is literally the last thing I have to do. Everything else is finally done, after like 8 months.
Title: Re: 1000 AD map during bad ending
Post by: Boo the Gentleman Caller on November 03, 2018, 01:15:04 am
I don't know how to do that, but I do want to say congratulations and that I can't wait to play this bad boy! We are going to promote the heck out of it once it's completed!
Title: Re: 1000 AD map during bad ending
Post by: Acacia Sgt on November 03, 2018, 01:18:59 am
Huh, the 1000AD map? Is it in the Arris Dome part? Since the devastation scenes do use the incomplete 1999 map.
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 03, 2018, 01:35:03 am
Acacia: Yeah, it's the part during the bad ending where a schematic pops up, showing all of the impact sites.

Boo: Oooh, I can't wait! I'll have some information soon about playtesting.
Title: Re: 1000 AD map during bad ending
Post by: Mauron on November 03, 2018, 03:11:09 am
I think the map switch is in Location {1DC} Truce Dome, in an unaltered ROM's events at [01F5] ChangeLocation(Loc 1F0, x00, y00, 1). Changing that to Loc 1F7 should get to the right map, but the wrong events.

If you can confirm that part, I'll look into copying the overworld events from the present to the apocalypse.
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 03, 2018, 12:03:53 pm
Ah! I see what you're talking about. Yep, if you change that value, it drops you onto the 1999 AD map, and the scene ends with you suddenly stranded there. :)
Title: Re: 1000 AD map during bad ending
Post by: ZeaLitY on November 04, 2018, 08:23:29 pm
Yeah, that's a good point; the Compendium is at your complete disposal in terms of promoting this thing. ROMhacking.net, TCRF's off-topic discord, whatever you desire, we'll support. Someone probably needs to create a banner for the inevitable News & Update post if you opt for wide release.
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 04, 2018, 08:46:40 pm
ZeaLitY, you made my night!

Yes, I plan for a wide release, as I've done with my other projects.  But, I was planning to ask this group for playtesters, and was also going to give the Compendium the option to post the patch first.
Title: Re: 1000 AD map during bad ending
Post by: Mauron on November 10, 2018, 08:33:45 pm
I've been a little slow on hacking lately, but here are some notes.

In Truce Dome, 7F01F4 bit 1 is set. This is mirrored to 7E1BAB for overworld access.

If that bit is set, overworld events check it at [0034], and go to [00A3]. That's an AddObject for [119E]. [119E] has AddObjects for [1576], [1585], [15A4], [1594], [159C], and [15AD].

You'll need to copy [00A3] and [00A7] and [119E] to [15B3] into the apocalypse events, which can go at the end. If you select [119E], you can shift+click on [15B3] to select everything in between.

Once everything is pasted in, select [00A3] on the apocalypse events, and press label to change the label. It doesn't matter what you name it.

Starting at [000F], there's a series of similar commands, If(Mem.7E1BAx & yy) Goto [zzzz]. Add a new command with the command button in that area (it doesn't matter exactly where), select category Comparison, command Comparison, Addr Type Mem, Value 7E1BAB, Addr 1, Operation &, and for Label the very last item on the list will be your custom label. Press Update, then Write Mem.

This should get the events working. If there are any issues, let me know.

I *was* going to just leave some notes for now, but I guess they turned into instructions. Oh well.
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 12, 2018, 12:32:10 am
Hey, this doesn't appear to be working... What happens is that, at the place where the map visual should load, it hangs on a black screen.

I've checked my work and I don't find any errors. I made the map loading edit to the Truce Dome event, copied the event code from Present to Apocalypse and renamed the label, and also went back to make sure the Goto in the updated Apocalypse events was still pointing to the correct spot after saving and exiting, and it is.

Could there perhaps be a missing step?
Title: Re: 1000 AD map during bad ending
Post by: Mauron on November 12, 2018, 02:29:51 am
There might be. Send me a patch and I'll see where it's crashing.
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 12, 2018, 12:38:48 pm
Thanks! :)
Title: Re: 1000 AD map during bad ending
Post by: Mauron on November 12, 2018, 04:52:38 pm
I didn't get a crash. The map rotation might still be 1000 AD though, but I checked the Truce Dome events and it's going to 1999 AD.
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 12, 2018, 05:39:54 pm
Iiiiii... don't get it. I just applied my patch to a fresh ROM.  Crashes every time for me.
Title: Re: 1000 AD map during bad ending
Post by: Mauron on November 12, 2018, 06:12:59 pm
How odd. What emulator and version were you using?
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 12, 2018, 09:33:56 pm
I'm using the latest snes9x-x64.

I did find one thing that doesn't look right.  When I change that one label (I changed it to "poop"), then save and exit, when I go back in, the Goto that should be pointing to "poop" is now pointing to 0088.  Whereas the new label for "poop" is 0A88, NOT 0088. I can change it from 0088 to 0A88... but when I save, exit, and go back in, it has changed back to 0088.  I have to wonder if this isn't the problem.
Title: Re: 1000 AD map during bad ending
Post by: Mauron on November 12, 2018, 10:56:32 pm
I'm not sure why I didn't see a crash (using Geiger's Snes9x 1.51), but I figured out why the label isn't saving right.

Take [0A88] and [0A8C], and move them into the area at the beginning of the events with a bunch of other AddObject/End pairs, then relabel the command and update the if.
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 12, 2018, 11:59:18 pm
Well, that's at least progress. No more black screen of death.

Now what happens is that the party/Epoch (invisible BTW) is placed on the 1999 AD map and then... nothing. I can access the menu or warp to another time period, but the scene does not continue.

If I swap back to having the 1000 AD map, everything is normal. But the 1999 AD map just turds out on me.
Title: Re: 1000 AD map during bad ending
Post by: Mauron on November 13, 2018, 03:51:14 am
Ok, so I've discovered two very important things here.

1) I seriously need a good night's sleep.
2) The check on 7E1BAB & 1 needs to be before the check on Mem.EpochStatus to work properly.

As for why I didn't see a crash previously... I loaded the wrong ROM to test. Whoops.
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 13, 2018, 07:17:22 pm
GET SOME SLEEP!

But OMG it works.

(http://www.bwass.org/bucket/11132018_cap1.png) (http://www.bwass.org/bucket/11132018_cap2.png)

It's, like... such a small, small, small detail, I bet most people don't even notice. But it means a lot to me!

Thank you, again! I never would've gotten this thing off the ground without your tools and your very patient troubleshooting.
Title: Re: 1000 AD map during bad ending
Post by: Mauron on November 13, 2018, 08:43:22 pm
I got some extra sleep today, so I should be a little more aware from now on.

Glad it's working.
Title: Re: 1000 AD map during bad ending
Post by: Boo the Gentleman Caller on November 13, 2018, 09:59:34 pm
Wubba wubba on those screenshots!
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 13, 2018, 11:09:23 pm
Thanks!

I'll have a call for playtesters by the end of the week, if you're interested. :)
Title: Re: 1000 AD map during bad ending
Post by: DK_Donutlicious on November 14, 2018, 12:31:25 am
I am for SURE interested in this. I can offer to help playtest if you need it!

EDIT: NM, the comp I was on wasn't displaying the images, but I see them now! Looks awesome :)
Title: Re: 1000 AD map during bad ending
Post by: Pictou on November 14, 2018, 12:05:41 pm
Count me in as an interested playtester as well, the complete 1999 AD map is something I'd like to see more of.
Title: Re: 1000 AD map during bad ending
Post by: chrono.source on November 14, 2018, 03:26:16 pm
me! me! me!
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on November 14, 2018, 07:18:29 pm
Thanks, all. I've got you down as testers.
Title: Re: 1000 AD map during bad ending
Post by: Fauntleroy on December 07, 2018, 10:45:04 pm
...?

We got a weird one here, folks.
Title: Re: 1000 AD map during bad ending
Post by: Boo the Gentleman Caller on December 07, 2018, 10:51:33 pm
Yeah, sorry. That was clearly a spam/bot post. I deleted it and will ban the IP.