Chrono Compendium

Bend of Time - Inactive Projects => Darkness Beyond Time - Dead Project Discussion => Chrono Trigger Ultimate Edition => Topic started by: justin3009 on December 12, 2008, 06:08:34 pm

Title: Updates
Post by: justin3009 on December 12, 2008, 06:08:34 pm
Marle and Lucca's areas are now done minus the stat changes.  Working on Twilight Grotto a bit but still having issues layering...layers.
Title: Re: Updates
Post by: FaustWolf on December 12, 2008, 06:31:28 pm
Is Twilight Grotto where you fight Dalton? That area would use all three layers, with a semitransparent "smoke cloud" third layer not normally present in Lavos' interior IIRC. What layering problems are you encountering?
Title: Re: Updates
Post by: justin3009 on December 12, 2008, 07:08:19 pm
Yea, there's 2 Twilight Grotto's.  Each with their own palette.  The problem I keep encountering is overlaying tiles.  Even when I disable every other layer besides w/e one it is, it writes to every single layer.
Title: Re: Updates
Post by: FaustWolf on December 12, 2008, 07:19:58 pm
Upload your latest .ips patch and I'll take a look at it. I'm in the midst of a background insertion guide using something innocuous as an example, and it would help to know all the problems that can come up.
Title: Re: Updates
Post by: justin3009 on December 12, 2008, 07:23:38 pm
Alrighty.  Twilight Grotto is Location 1CF.  I'm still getting the outline on it, but I think you get the jist of it.

PS: Marle's event is done.

[attachment deleted by admin]
Title: Re: Updates
Post by: FaustWolf on December 13, 2008, 02:40:37 am
See what you think of the following:

As a basic principle, tiles need to be laid in this order: Layer 2, then Layer 1. Layer 2 tiles are "floor" tiles that underlie the Layer 1 tiles; think of Layer 2 as the epidermis, and Layer 1 as the dermis.

The following example tiles were laid as "Layer 2" tiles:
(http://i347.photobucket.com/albums/p477/CCrossDBT/th_Image1.png) (http://s347.photobucket.com/albums/p477/CCrossDBT/?action=view&current=Image1.png)

Another tile, one of those nifty ones with a transparency incorporated, is added on top of it by checking "Layer 1" in addition to "Layer 2." If both are checked, I assume TF defaults to writing a Layer 1 tile:
(http://i347.photobucket.com/albums/p477/CCrossDBT/th_Image2.png) (http://s347.photobucket.com/albums/p477/CCrossDBT/?action=view&current=Image2.png)


Now let's look at location 1CF. Notice that the tiles labeled "A" appear normally and the tiles labeled "B" have a problem -- the tiles that have transparencies seem to have overwritten the tiles that should appear below.
(http://i347.photobucket.com/albums/p477/CCrossDBT/th_Image3.png) (http://s347.photobucket.com/albums/p477/CCrossDBT/?action=view&current=Image3.png)

Aha! When we isolate Layer 2, we find that the tiles labeled "A" disappear, revealing Layer 2 floor tiles that had been placed beneath. The problem with area "B" is that tiles visually appropriate for Layer 1 have been written to Layer 2.
(http://i347.photobucket.com/albums/p477/CCrossDBT/th_Image4.png) (http://s347.photobucket.com/albums/p477/CCrossDBT/?action=view&current=Image4.png)

We fix that by replacing "B" tiles with tiles visually appropriate for Layer 2 while only the "Layer 2" map option is checked.
(http://i347.photobucket.com/albums/p477/CCrossDBT/th_Image5.png) (http://s347.photobucket.com/albums/p477/CCrossDBT/?action=view&current=Image5.png)

Now let's switch the Layer 1 option on in addition to Layer 2, causing TF to write to Layer 1. Now we use tiles visually appropriate for Layer 1 in the area labeled "B," and the result is as it should be.
(http://i347.photobucket.com/albums/p477/CCrossDBT/th_Image6.png) (http://s347.photobucket.com/albums/p477/CCrossDBT/?action=view&current=Image6.png)

That's how I got the Time Devourer graphic to work anyway. Hope this demo helped.
Title: Re: Updates
Post by: justin3009 on December 13, 2008, 08:33:39 am
Yes, that helped a lot.  Thank you!
Title: Re: Updates
Post by: justin3009 on December 14, 2008, 01:28:59 pm
There's only 1 section left to be drawn on Twilight Grotto's outline, then the outline is done.  There's...something wrong with the height though on the left side and I can't figure out what.  It's 1 tile set to low yet it looks the same as the DS version.  I'll probably just throw a random tile up one.  I don't think it'd be noticeable.
Title: Re: Updates
Post by: justin3009 on December 15, 2008, 12:35:41 am
Was looking for an image for Schala Project, and I think I found the perfect one.

I took a screenshot of Prophet's Guile magus, and used that palette and got this

(http://i38.tinypic.com/2569tvd.png) - It's by ~sdmeimi at DeviantArt
Title: Re: Updates
Post by: FaustWolf on December 15, 2008, 12:47:35 am
Nice!! Is that the full pic though?
Title: Re: Updates
Post by: justin3009 on December 15, 2008, 09:09:39 am
(http://i38.tinypic.com/2i1ds46.png) - Darkened it and put more contrast onto the original picture and then put it in the other one, came out with this.  Much better, I believe.

Edit: (http://i35.tinypic.com/33pge3d.png) - I think I like it better without the border.

Also, I've been thinking.  Maybe we could import anime pictures of the characters and extremely important events as well.
Title: Re: Updates
Post by: justin3009 on December 17, 2008, 10:12:07 am
(http://i42.tinypic.com/4qrc6v.png)(http://i43.tinypic.com/2hwfm8.png) - Edit: Should I retranslate them to the DS versions item/techs? 

VWF routine is in game and working now.  All items/techs are ALMOST working.  I have that old bug from before and forgot to label which byte I changed to fix it.  After that, then it's all done.  It works with 6th letter, doesn't cover ANY map data, doesn't cover 8th character changes or anything.  ^_~
Title: Re: Updates
Post by: BROJ on December 17, 2008, 01:11:10 pm
Also, I've been thinking.  Maybe we could import anime pictures of the characters and extremely important events as well.
I was thinking almost exactly the same thing. Namely that the game should have sort of a slide show with dialogue─kinda like how FFT does it.

Should I retranslate them to the DS versions item/techs? 
I'd say go for it. I, personally think they're more aesthetically pleasing.
Title: Re: Updates
Post by: justin3009 on December 17, 2008, 09:46:05 pm
All techs are renamed.  The thing that bothers me is the descriptions...The text will not fit unless we put a VWF routine on the normal text...Which I really REALLY want to avoid.

Edit: Should I just go with it and put a VWF routine on the font?
Title: Re: Updates
Post by: FaustWolf on December 17, 2008, 10:15:15 pm
Well, I suppose if it comes down to using your time on spriting Schala -or- doing the VWF, I'd advise spriting Schala. But then again, I'm biased because I want to use your Schala sprite in AE:HU. :mrgreen:
Title: Re: Updates
Post by: justin3009 on December 17, 2008, 10:20:06 pm
The VWF would be done in 20 minutes at tops, I believe.  I'm not quite spriting Schala just yet because I'm still trying to get the basic outline of maps and all that.

Edit: Hang on, I'll add it in real quick and put comparison screenshots up.

(http://i41.tinypic.com/c5lbc.jpg) - VWF (http://i44.tinypic.com/bdmgbm.jpg) - Normal
Title: Re: Updates
Post by: justin3009 on December 20, 2008, 11:27:44 am
The VWF is fixed now for certain.
The item names are done...and should be fine.
Fixed a couple bugs with Crono's items being the wrong order.
Added names to the "Bent Hilt" "Broken Sword" and "Masamune" unusable items.
Fixed spelling errors.
Tech names are done.
Every key item has a respectable description.
Fixed a bug in which Alabaster Shade's area was completely corrupt.

Going to possibly see if I can remove 20-30 substrings to add extra letters for German/French/Spanish.
If I can get a hard-code memory value to transfer through the game, language setting will be possible at the beginning.  (Attempt to hack this into the menu by adding an extra box for selection)

Edit: Added onto Schala's sheet.

Edit 2: Going to see how many weapon slots we have left that I can see...If we have enough, I'm going to implement Schala's weapons.

[attachment deleted by admin]
Title: Re: Updates
Post by: FaustWolf on December 20, 2008, 12:47:31 pm
Well done! This is really one of the most ambitious projects out there.
Title: Re: Updates
Post by: justin3009 on December 20, 2008, 12:48:45 pm
I want this to literally be the Ultimate Edition.  Not just one simple DS hack, but almost every major add-on/mod and new options.
Title: Re: Updates
Post by: justin3009 on December 20, 2008, 02:22:03 pm
Double Post: I'm going through DeviantArt and finding art pictures that we could ask to put in for events and what not...I have yet to find a good one for Crono.

Edit: http://angermouse.deviantart.com/art/AN-Print-BW-No-2-6972380 - When Crono is revived and MARLE is in party.
Title: Re: Updates
Post by: justin3009 on December 22, 2008, 12:40:05 am
(http://i40.tinypic.com/16m0x38.png) - Beta outlook.

Edit: If I'm correct on this...I can nudge the letters over 2 more slots, expand the box 2 more slots and add in 1 more column of letters to organize it better. - Done
Title: Re: Updates
Post by: FaustWolf on December 26, 2008, 06:00:23 pm
You continue to amaze! Yeah, the Death Peak art is delish, I'll bite on inserting that as well as the Dream Devourer when you're done with all the planned features. The pic is basically black and white, meaning palette reduction won't look half bad. Hopefully.
Title: Re: Updates
Post by: justin3009 on December 28, 2008, 10:07:04 am
Schala spritesheet update.

[attachment deleted by admin]
Title: Re: Updates
Post by: FaustWolf on December 28, 2008, 01:17:27 pm
Oooh, overworld sprites! :D
Title: Re: Updates
Post by: justin3009 on December 28, 2008, 02:28:55 pm
The palette finding on the overworld sprites is really f***ed up.  They're so scattered X_x....I only got a few changed for Magus, I can't locate the last one I need for Schala to actually show up correctly..
Title: Re: Updates
Post by: FaustWolf on December 28, 2008, 03:10:13 pm
Hm, sounds like something I'd be interested in investigating. How many colors can the overworld main characters be composed of?
Title: Re: Updates
Post by: justin3009 on December 28, 2008, 03:10:49 pm
8 including transparency.
Title: Re: Updates
Post by: FaustWolf on December 28, 2008, 09:03:17 pm
I'll investigate this, but might not be until just after New Year's if the issue can wait that long.
Title: Re: Updates
Post by: justin3009 on December 28, 2008, 09:03:47 pm
Yea, we have time.