Chrono Compendium
Kajar Laboratories - Fan Works and Submissions => Chrono Cross Modification => Topic started by: KebreI on January 29, 2009, 04:26:07 am
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I've been messing around the past little while and was wondering. Are the backgrounds in Chrono Cross, such as the Termina docks, shops, the graves, ripped yet? If not is there a way I could go about getting them?
I've been messing around with a friend on making a adventure game in the style of the those dating sims or the Ace Attorney games, and I thought I could practice but doing the Chrono Trigger/Chrono Cross thing. But I need some good Backgrounds.
NOTE: I am not asking for a forum area or anything right now.
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As far as I know, nothing but two backgrounds assembled manually.
Maybe we can have all the backgrounds when the research I started (http://www.chronocompendium.com/Forums/index.php/topic,6807.0.html) is finished.
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For now the backgrounds will need to be assembled manually because the game stores them all funky. We're hoping someone will code a program that can assemble the backgrounds automatically using Vehek's knowledge of the file format. Darn, I've gotta wiki that.
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I understanding of this topic is just enough to understand what your doing, but thats still way above my head Vehek. Would assembling them manually be any different then assembling tiles in any other game? Because if not then I'll give it a shot.
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Should be pretty similar, actually. Do you have Photoshop, Kebrel? The Chrono Cross file dumper that we've been referring to as the "Ramsus/Yazoo tools" creates Photoshop palettes that can be applied to the backgrounds. If not, we can see what it takes in TileMolester.
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Termina Inn
[attachment deleted by admin]
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utunnels...did you do that by hand, or did you actually code something up...?
Even if it's by hand, let us know your methodology.
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Yeah, it's very tricky.
I just used a debugger to trace how the GPU drew the frame and do it myself again.
But not all sprites are draw directly without any transforms, so it only works for parts of those background.
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You can see the doors are not correct.
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Edit
It seems I'm doing something wrong...
Yeah, it works this time.
[attachment deleted by admin]
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Wow! :D
How hard is it for you to do this?
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With the code and save state ready, less than 1 minute per-picture perhaps.
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World map.
Lisa's shop
Dock
[attachment deleted by admin]
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Well, goodness. Would you like to make a commitment? Any of them that don't render with your method well can be noted, and we'll do them manually later. Even as a hobby, I'd be happy to keep track of which ones you're doing.
The encyclopedia has needed these images for a long, long, long, long, long, long, long time.
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Yeah, the Termina Inn is an accident.
I will try to post the tool I used later, but for now, 2 more pictures:
Clinic room with Kid's clothes.
Clinic room without Kid's clothes.
[attachment deleted by admin]
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Oh man, it's so easy to forget just how beautiful the backgrounds were. Thanks utunnels!
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I hear ya FaustWolf--I mean, the quality is just downright breathtaking. Utunnels...is there anything you can't do?
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Yes, this is what I was looking for! utunnels if you could PM the instructions on how you were able to do it in detail that would be perfect. That or just post them here so we could all see.
FaustWolf I did have photoshop but it seems my trail has *cough*expired*cough* but I do still have Gimp which is just as good but am less familiar with.
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http://www.chronocompendium.com/Forums/index.php/topic,6779.msg134828.html#msg134828 (http://www.chronocompendium.com/Forums/index.php/topic,6779.msg134828.html#msg134828)
I talked to Faust in this topic before about the debugger.
It can output GPU log so you can know how the game draws the graphics.
What you need to to:
- Run the game using that pcsx debugger(it uses same plugins as epsxe, you also need a bios file), Configuration->CPU->Enable Interpreter CPU(Checked).
- F1 to save a savestate(don't to that in battle, CG nor menu).
- F3 to reload the savestate, and the debugger will be paused.
- Check "Chain break" in the debugger window.
- Click "Resume CPU" in the debugger window, 3 times, it will log enough informations.
- Click "Dump" button in the debugger window once.
- Close the emulator.
- Cut "gpu.log" and paste it under "dump" folder.
- Download my tool from this topic, un-pack it under the debugger's "dump" folder.
- Run the tool and the background will be saved as "bg.bmp".
- Use whatever paint software to clip the picture, the background is pure black you know.
[attachment deleted by admin]
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Leene square's ruin.
I checked the Encyclopedia, it seems some backgrounds are already done, so I don't want to do duplicated jobs, just made some pictures for fun.
*Click Here* (http://www.duose.com/p/2009/0131/5343_9375.png)
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Another Cape Howl Sunset, you will notice the sunshine effect is missing, that's because it is not a sprite effect, this tool only renders normal 2D sprites.
*Click Here* (http://www.duose.com/p/2009/0131/6120_03125.png)
Background. The scene has 2 scroll layers. Although you have to edit GPU log to delete some sprites from display.
*Click Here* (http://www.duose.com/p/2009/0131/6130_765625.png)
Foreground.
*Click Here* (http://www.duose.com/p/2009/0131/6140_640625.png)
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Worldmap - Another
I tested the ghost ship mist, which uses alpha blend. Although I commented out that section in the code, because I'm lazy to read GPU document so leave it alone for a while.
*Click Here* (http://www.duose.com/p/2009/0131/6897_84375.png)
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SS Invincible Deck
*Click Here* (http://www.duose.com/p/2009/0131/7751_890625.png)
SS Invincible's Captain Room
*Click Here* (http://www.duose.com/p/2009/0131/7872_34375.png)
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Another Termina - Smith
*Click Here* (http://www.duose.com/p/2009/0131/8082_765625.png)
Karsh's Room
*Click Here* (http://www.duose.com/p/2009/0131/8193_390625.png)
Glenn's Room?
*Click Here* (http://www.duose.com/p/2009/0131/8031_4375.png)
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Bend of Time
*Click Here* (http://www.duose.com/p/2009/0131/8431_21875.png)
*Click Here* (http://www.duose.com/p/2009/0131/8443_484375.png)
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Guldove - Right Tower
*Click Here* (http://www.duose.com/p/2009/0131/8644_546875.png)
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Divine Dragon Falls
*Click Here* (http://www.duose.com/p/2009/0131/8734_234375.png)
Divine Dragon Shrine
*Click Here* (http://www.duose.com/p/2009/0131/9143_984375.png)
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Starky's Ship
*Click Here* (http://www.duose.com/p/2009/0131/9293_359375.png)
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Hermit Hideout - Burnt out
*Click Here* (http://www.duose.com/p/2009/0131/9531_828125.png)
Hermit Hideout -Basement
*Click Here* (http://www.duose.com/p/2009/0131/9559_1875.png)
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Another Viper Manor - Front Yard
*Click Here* (http://www.duose.com/p/2009/0131/9877_984375.png)
Library
*Click Here* (http://www.duose.com/p/2009/0131/9963_265625.png)
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Death's Door
*Click Here* (http://www.duose.com/p/2009/0131/10196_90625.png)
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Opassa Beach
*Click Here* (http://www.duose.com/p/2009/0131/10401_578125.png)
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utunnels, you're amazing!
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Updated some links.
Perhaps I shall make a package, but it will be a huge file.
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ZeaLitY loves huge files. :D
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Yes, I'll happily take it and even offer all the backgrounds as a download since they are pretty nice pieces of art. And I'll begin adding these to the encyclopedia, using the room list on the File Structure page to check off what we have and don't have (special scenes are VERY important, like the image of Chronopolis fighter jets battling Dinopolis, Dinopolis in its home world, etc.).
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The problem is all 3d models are not rendered.
For example, wave effects/S.S. Invincible on world map, pinwheels in Leena's house, gates/doors in Viper Manor, and the bridge in this picture (http://www.duose.com/p/2009/0131/47010_765625.png).
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I've been cataloguing the various field models Vehek isolated earlier, so hopefully we'll have those rendered soon, once I'm done creating a model pack.
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I checked the Encyclopedia, it seems some backgrounds are already done, so I don't want to do duplicated jobs, just made some pictures for fun.
Only Van's room in Termina and Nadia's Bell in the Dead Sea.
Hm, 3D models aren't so bad a problem...I guess if it only causes a serious misrepresentation of the area would it be a problem. In fact, it's interesting to see what's behind those objects...
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I've been cataloguing the various field models Vehek isolated earlier, so hopefully we'll have those rendered soon, once I'm done creating a model pack.
Yeah, in fact all those commands are sent to GPU even if the object is not in the display area. Maybe a custom video plugin can draw all of them and output as a picture, but as I know there's no such plugin designed for this feature.
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Dinopolis
(http://www.duose.com/p/2009/0131/50835_203125.png)(http://www.duose.com/p/2009/0131/50859_734375.png)
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I packed some of the backgrounds.
I know rapidshare sucks, but I can't find a better site...boxstr is always down for me, and mediafire is slow these days.
http://rapidshare.com/files/191896290/ccbg.rar.html (http://rapidshare.com/files/191896290/ccbg.rar.html)
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Oh man, those sleek Chronopolis jets flying over the icebergs of 12,000BC...it's so beautiful.
Huge thanks utunnels!
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Hehe, it sucks there's no save points before that scene.
There are some duplicated pictures in the package I think. For example, Cape Howl Cave and Cape How Cave Sunset are the same one, the game only changes the light effect.
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Darn, I read a wrongly translated document which took me a long time to figure out how sprite transparency works.
Anyway I've updated the code so it now can deal with semi-transparency tiles, although there are only a few of them.
http://www.chronocompendium.com/Forums/index.php/topic,6904.msg141577.html#msg141577 (http://www.chronocompendium.com/Forums/index.php/topic,6904.msg141577.html#msg141577)
This platform is a typical example.
[attachment deleted by admin]
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Hey utunnels,
Is it possible to snag the background for Lucca's house by chance and/or Chronopolis :D?
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It's only a matter of time.
I've made more than 130 pictures by now, but I found some earlier version has some problems since the earlier code doesn't contain alpha blend feature. For example, Isle of damned, those mirrors are semi-transparency.
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Ah, I see :)
I'll be looking forward to the rest then!
Awesome work you're doing btw! 8)
All the backgrounds are gorgeous! Reminds me of Baten Kaitos, or should I say Baten Kaitos's backgrounds remind me of Chrono Cross's, and for good reason ;) (Must be Yasuyuki Honne's influence hehe)
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Thanks a lot utunnels. Unfortunately my copy of cross just died, but it looks like you've more then got it covered. That's a well deserved Guruhood.
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:picardno
It seems it will take ages for rapidshare to complete uploading.
Before that, let's compare some pictures:
(http://www.duose.com/p/2009/0202/10205_71875.png)
(http://www.duose.com/p/2009/0202/10196_5625.png)
(http://www.duose.com/p/2009/0202/10202_609375.png)
(http://www.duose.com/p/2009/0202/10188_546875.png)
(http://www.duose.com/p/2009/0202/10200_421875.png)
(http://www.duose.com/p/2009/0202/10198_1875.png)
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Very awesome comparison :shock:
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... wow. I didn't even know those two places were so similar! Amazing!
Keep up the good work, Tunnels! The backgrounds will be a big help to people working in all fields (great reference for artists/base for comics, good for people into ROM hacking, amazing for the encyclopedia...)!
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Yeah, these 2 places are in fact the same place...
You know Sky Dragon isle is submerged Terra Tower.
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... note to self: PLAY CHRONO CROSS AGAIN.
I've forgotten all the intricate little details. Very cool, though. Keep up the good work!
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Neo-Epoch?
(http://www.duose.com/p/2009/0203/17854_03125.png)
Well, I never noticed "Project Kid" written there...
(http://www.duose.com/p/2009/0203/18114_046875.png)
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I never noticed project kid written their either ....wow
Thanks for posting that one :)
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I feel dumb. I just noticed the Frozen Flame insignia right above the door.
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Well, I never noticed "Project Kid" written there...
I'm sure it's visible in game, as I clearly remember it from when playing the game.
The amusing thing is that "Project Kid" reffers to the in-game project from chronopolis and the Chrono Cross game project at the same time.
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Yes, it is visible.
But I just didn't see that although I passed that door many times. LOL
Perhaps I always looked at the dialogue box...
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I never noticed project kid written their either ....wow
Thanks for posting that one :)
For some reason, Lynx/Dark Serge never noticed it either -_-'
Either that or he never made the connection with Kid the thief.
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The fact is you can name your character whatever name you want.
But the pictures and CGs never change. :?
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Are you going to release the source code of the program you're using ? I'll be investigating the walk mesh soon and having the bitmap background to see if they watch would be a plus.
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Are you going to release the source code of the program you're using ? I'll be investigating the walk mesh soon and having the bitmap background to see if they watch would be a plus.
It is in the previous page.
But you have to combine that with a pcsx debugger.
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Yeah, those rooms from Lucca's house.
(http://www.chronocompendium.com/images/wiki/thumb/0/0a/Luccahouse.png/640px-Luccahouse.png)
(http://www.duose.com/p/2009/0204/3075_296875.png)
(http://www.duose.com/p/2009/0204/3072_71875.png)
(http://www.duose.com/p/2009/0204/3070_65625.png)
(http://www.duose.com/p/2009/0204/3068_015625.png)
(http://www.duose.com/p/2009/0204/3065_90625.png)
(http://www.duose.com/p/2009/0204/3063_96875.png)
(http://www.duose.com/p/2009/0204/3062_390625.png)
(http://www.duose.com/p/2009/0204/3060_8125.png)
(http://www.duose.com/p/2009/0204/3055_890625.png)
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Holy shit, with a little modification those rooms of Lucca's could be very useful later on D:
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Yeah, Lucca's glasses is on the ground in the bedroom...
And that Gato toy, remember that in CT remake's CG?
Even the flower on the kitchen room's table is there, so do those 4 chairs.
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(http://www.duose.com/p/2009/0204/3075_296875.png)
OMG! There's Lucca's helmet and Robo's head in the bottom left corner! They stuck Robo into FATE and apparently Lucca kept his head as a keepsake :o
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Robo's head is in fact his helmet IMO.
(http://www.chronocompendium.com/images/wiki/3/36/Peacefultime2.jpg)
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Well, either way it kind of confirms that the Prometheus Circuit is Robo (if there was any doubt about it). Can't really imagine Robo walking around without his helmet, unlike Lucca.
(http://www.duose.com/p/2009/0204/3062_390625.png)
Any idea what the left-most drawing is meant to represent? It looks like Frog in his "dead" sprite.
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Yeah, it looks like Frog lying on his stomach, passed out. I bet you that is what it is. I thought it looked like that before I read Chrono99's post.
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I've packed the 368 pictures I've got.
Not sure that's all of them, but probably most of.
http://boxstr.com/files/4781788_loqv7/ccbg.zip (http://boxstr.com/files/4781788_loqv7/ccbg.zip)
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Thx a lot !
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Wow, what a present for the community, utunnels! ZeaLitY totally needs to get in here and post a Springtime of Youth volley.
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TRY THIS ON FOR SIZE
(http://chronofan.com/Zeality/soyx1.png)
HELLO
(http://chronofan.com/Zeality/soyx2.png)
(http://chronofan.com/Zeality/soyx3.png)
NOW GAZE INTO THE SUNSET AND FEEL THE PASSION RISING
(http://chronofan.com/Zeality/soyx4.png)
(http://chronofan.com/Zeality/soyx5.png)
(http://chronofan.com/Zeality/soyx6.png)
WE'RE IN THE SPRINGTIME OF OUR YOUTHS
(http://chronofan.com/Zeality/soyx7.png)
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Hmm, let me see if I can recall those missing scenes.
http://boxstr.com/files/4785711_5xfxi/ccbg_supplement090205.zip (http://boxstr.com/files/4785711_5xfxi/ccbg_supplement090205.zip)
Starky's Ship Inside - Done
(http://www.duose.com/p/2009/0205/54474_1875.png)
Home Water Isle Campfire Scene (Need to defeat Hi-ho Tank) - Done
For some reason, there's only 1 moon in the Buring Orphanage scene, but 2 in all other night scenes in game...
(http://www.duose.com/p/2009/0205/53714_515625.png)
(http://www.duose.com/p/2009/0204/3055_890625.png)
Home Termina Dragon's Tail Bar's Locked Room - Done
(http://www.duose.com/p/2009/0205/55688_296875.png)
S.S. Zelbess without Magical Dreamers' Ship - Done
(http://www.duose.com/p/2009/0205/56085_96875.png)
Nikki's Show on Marbule Beach - It's a 3D scene.
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For some reason, there's only 1 moon in the Buring Orphanage scene, but 2 in all other night scenes in game...
Didn't Belthesar say something about that when revealing the existence of the Dark Moon Dragon? Something along the lines of a second moon that once was lost, then found again?
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Yeah, he said.
Belthasar:
There were six Dragons
you knew of and one more
hidden Dragon you didn't...
Like the second moon
that once was lost,
but later was found...
Although the same planet,
my world didn't have two
moons!
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Perhaps Harle was not created until after the orphanage scene ?
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No, Harle was with Lynx you know...
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wow that's impressive. those would be great for a high quality sprite based game.
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wow that's impressive. those would be great for a high quality sprite based game.
*giggles* I totally forgot xD
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utunnels, simply amazing work and thank you for sharing these!
The backgrounds are greater than some of the earliest PS2 games IMO, regardless as to the method Square created them. Even if a remake to CC was ever released, it would be breathtaking. Just think of an official remake in HD - and at the same time keeping gameplay, mechanics, and such the exact same.
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utunnels, simply amazing work and thank you for sharing these!
The backgrounds are greater than some of the earliest PS2 games IMO, regardless as to the method Square created them. Even if a remake to CC was ever released, it would be breathtaking. Just think of an official remake in HD - and at the same time keeping gameplay, mechanics, and such the exact same.
On that subject, was there ever an HD rom created? I remember seeing some screenshots where the character resolution was tons higher than the PS1.
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utunnels, simply amazing work and thank you for sharing these!
The backgrounds are greater than some of the earliest PS2 games IMO, regardless as to the method Square created them. Even if a remake to CC was ever released, it would be breathtaking. Just think of an official remake in HD - and at the same time keeping gameplay, mechanics, and such the exact same.
On that subject, was there ever an HD rom created? I remember seeing some screenshots where the character resolution was tons higher than the PS1.
Those are likely screens of an emulator using a OpenGL(or similar library) plugin to boost the game's native resolution.
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Just to keep a reminder here.
S.S. Invincible Special Deck SCENE - Fargo reminisces
S.S. Invincible Deck (With Ghost Ship)
S.S. Zelbess Special Deck (SCENE - Nikki tells Kid about the Magical Dreamers)
Fort Dragonia Dragon Tear Chamber with Broken Statues (SCENE - Karsh, ZOAH, and Marcy find General Viper)
Viper Manor - Fargo's Cell
Ending - The planet's background
Chronopolis Frozen Flame chamber from another viewport
Terra Tower final form
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Hmm, the ghost ship looks exactly like the theater ship.
[attachment deleted by admin]
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That's extremely interesting. So there's some connection between the "Magical Dreamers" ship and the ghost ship in terms of origin.
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I think another world's theater ship is at Termina dock, right?
Maybe the modeler was lazy, so he used the theater ship's model.
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In case you haven't marked it already, in Chronopolis, there is a different perspective sometimes of the Frozen Flame room. Its' in the bad ending, I think, or seen when Harle rises to join the Dragon God.
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Yeah, I noticed that.
The room jump cheat really helped a lot.
http://boxstr.com/files/4804904_hbpia/ccbg_supplement090209.zip (http://boxstr.com/files/4804904_hbpia/ccbg_supplement090209.zip)
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It seems the NA release removed the "Slash" logo on S.S. Zelbess, since Nikki is not named as "Slash" in NA release.
Or it can only be seen in certain situation?
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First off, thanks for all your hard work. I've been wanting these forever. Even with low quality sprites, a Chrono Cross remake has now become possible.
Anyway, if you're looking to do some more:
- Chronopolis rooms
- Terra Tower Rooms
- Home World Map
- Dead Sea Rooms
Also, I can't download any of your files. It says 00 MB and some weird data. And when I try to click Download Now it takes me to some registration field.
But good job, this is a dream come true for me.
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Anyway, if you're looking to do some more:
- Chronopolis rooms
- Terra Tower Rooms
- Home World Map
- Dead Sea Rooms
Yeah, they are already in the package...
Also, I can't download any of your files. It says 00 MB and some weird data. And when I try to click Download Now it takes me to some registration field.
Can you suggest a better file host site?
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Well I don't know how big the file is but maybe you can try those popular sites like Megaupload.com or Rapidshare.de.
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The package is about 70mb.
It seems rapidshare has a download limit.
I'm trying megaupload, it seems much faster than other sites.
OK, you can try this link.
http://www.megaupload.com/?d=444V01MH (http://www.megaupload.com/?d=444V01MH)
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The package is about 70mb.
It seems rapidshare has a download limit.
I'm trying megaupload, it seems much faster than other sites.
OK, you can try this link.
http://www.megaupload.com/?d=444V01MH (http://www.megaupload.com/?d=444V01MH)
Oh, man. That is amazing. I spent a while in awe looking at all the backgrounds. Almost every single one of them is a masterful piece of art. Especially looking at the Temporal Vortex backgrounds opened my mouth wide.
There is one I missed though, that I was hoping to see. The first time you go to Viper Manor in the game, to break in. At that time it's a night scene with Viper Manor. I think those weren't included. The balcony as well, where Kid falls off. It looked better at night. Maybe you can still rip the Viper Manor areas from the first night scene.
Apart from that, absolutely incredible. Is this all the backgrounds in the game? I couldn't think of a missing one.
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No, not all of them. You are right, some scenes have their night version.
For example, this one. The 2 soldiers are 2D pictures, maybe there are already too many models in that room.
(http://www.duose.com/p/2009/0219/80948_4375.png)
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Wow, so they "cheated" and used 2D sprites instead of 3D models for these two soldiers? That's amusing :)
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Yeah, if you check other pictures, you will notice same tricks.
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I think you're able to go up there before speaking to Viper, and the sprites aren't there in that case. Not sure if they're in the pack yet, but there's another view of that at night when Serge and Kid fall over the balcony, and then the cliffs area might also be different at night at the end of that scen.e
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Yeah, you are right.
The 2 fake NPCs are stupid...
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I think you're able to go up there before speaking to Viper, and the sprites aren't there in that case. Not sure if they're in the pack yet, but there's another view of that at night when Serge and Kid fall over the balcony, and then the cliffs area might also be different at night at the end of that scen.e
Ah, yes, I completely forgot that...
But the cliffs are the same, only with different ambiance.
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That's awesome man. Can you do the night version of Viper Manor front yard too? You know, the map with the well in it.
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I think it uses same background as the daylight version. The game only gives it a different light ambiance.
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Oh, that's too bad :P
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The world map looks different in the demo version.
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I'm slowly adding the background art to the encyclopedia. So far, I've noticed that there is no Home Arni - Leena's House, or Home Arni - Dock. Is this because the maps are the same in Another and Home world? (Just being thorough, hehe.)
Edit: I'll just keep a list. I know some of these may be duplicates; I'm just throwing them out in case they were missed. Here goes:
- Home Arni - Leena's House
- Home Arni - Dock
- Another Cape Howl Background (Daytime)
- Another Cape Howl Foreground (Daytime)
- Another Cape Howl Cave (Sunset)
- Home Cape Howl (also, Cave, Background, Foreground)
- Another Divine Dragon Falls
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I think HW Leena's House is same as its AW version, so do some other rooms.
Cape Howl Cave uses the same background for both sunset and daylight.
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Oh, new page. Okay, I'll keep the list here, and strikethrough the ones you mention:
- Cape Howl Daytime Background & Foreground
- Fort Dragonia - When you use the 2F teleporter to the top, isn't there another location between the 2F maze map, and the final top map? Or is it the same?
- Fort Dragonia - How does http://www.chronocompendium.com/images/wiki/a/a2/Cc416fm5.jpg happen?
- Hydra Marshes - Tree area where you fall into the tree cave, except without the hole
Check this out: http://www.chronocompendium.com/Term/Earth_Dragon_Isle.html
I can't believe how beautiful these encyclopedia entries are looking with the background art...
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Yeah, the 2 Dragon Falls are the same.
I will make the background and foreground for Cape Howl when I get home later.
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Cape Howl pictures.
Fort Dragonia Mural
Hydra Mash Pad without hole
I will upload attachments in this topic later.
BTW, many scenes have separate backgrounds and foregrounds, I just didn't rip them all(only if the background is nice enough).
Fort Dragonia - When you use the 2F teleporter to the top, isn't there another location between the 2F maze map, and the final top map? Or is it the same?
Yes, it is the same map.
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- For the Viper Manor library bridge at night, can you rip background and foreground for that? The moons look nice.
- Is Dario's cottage different between worlds?
- A version of http://www.chronocompendium.com/images/wiki/0/0f/Another_viper_manor_library.png without broken glass?
- In the Dead Sea, when you first approach the Tower of Geddon, there's a huge unique map showing the exterior of the tower.
- My memory is bad, but is there an up-close, different version of Nadia's Bell during the Miguel cut scene? Sort of a side view?
- Final Isle of the Damned area without Garai's dream of flowers, etc. You can go there in the other dimension.
- Jellyfish Sea without Starky's ship.
- S.S. Invincible Deck Scene during Ghost Ship (it has a dark green sky).
- Terra Tower water stairways after the illusory Viper Manor doorway is closed.
- Pearly Gates.
Also, it just hit me: http://www.chronocompendium.com/images/wiki/1/1a/Chronopolis_entrance.png
Those are the fighter jets behind the glass.
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For the Viper Manor library bridge at night, can you rip background and foreground for that? The moons look nice.
Check the Terra Tower Viper Manor bridge
Is Dario's cottage different between worlds?
Yes.
A version of http://www.chronocompendium.com/images/wiki/0/0f/Another_viper_manor_library.png without broken glass?
Yeah, I thought I have made one, gotta upload it when I get home again. Check terra_tower_viper_manor_library.png
In the Dead Sea, when you first approach the Tower of Geddon, there's a huge unique map showing the exterior of the tower.
Yeah, maybe I overrode it with the entrance hall... Done
My memory is bad, but is there an up-close, different version of Nadia's Bell during the Miguel cut scene? Sort of a side view?
I don't recall. Probably not...because without changing room, a large background replacement is unlikely. But I will double check it.
I didn't see it...
Final Isle of the Damned area without Garai's dream of flowers, etc. You can go there in the other dimension.
Yeah, I will check it. Done
Jellyfish Sea without Starky's ship.
I will check it. Done.
S.S. Invincible Deck Scene during Ghost Ship (it has a dark green sky).
I didn't notice. I will try it without the room jump cheat. It uses the same background, perhaps the dark sky is an overlay.
Also, it just hit me: http://www.chronocompendium.com/images/wiki/1/1a/Chronopolis_entrance.png
Those are the fighter jets behind the glass.
F117?
Tower of Geddon Gate
Home Jellyfish Sea Bottom
Home Isle of the Damned final scene
Another Fossil Valley, the bell flower and the tent
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Great, got those added. Once it's complete, I'll zip up the entire folder and offer it as a download on the Official Art (Chrono Cross) page.
For the bridge to Viper Manor Library at night, yeah, I've got it from Terra Tower. I was curious if there was a scrolling background to that scene (the moons); it's been too long since I've played to remember.
Well, Dario's cottage + that, and that should be it! And once I get the model shots into the encyclopedia, the ENCYCLOPEDIA CHRONOTICA will be perfect. I'm just absolutely thrilled...truly, we'll have the most complete game encyclopedia for anything.
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Just checking in; I'll release once we have those 2 (Viper Manor at night bridge to library foreground / background and Dario's cottage). I'll just make it a regular zip, since 7zip doesn't save much space with these.
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I dont think the bridge has a background and foreground.
Isn't this one you want?
http://www.chronocompendium.com/Term/Image:Dario_cottage_another.png.html (http://www.chronocompendium.com/Term/Image:Dario_cottage_another.png.html)
Oh, look at the axe, it might be a logger's house.
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Okay, looks like they're the same between worlds. Time to release.
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I think there's another background that has not yet been ripped, that is...
The coastal Marbule map you end up on after the Sky Dragon saves Serge.
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Damn, you're right...
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:picardno
I completely forgot that.
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:picardno
I completely forgot that.
I know right, it didn't occur to me until just now :P
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(http://cc.ffsky.cn/Backgrounds/marbule_shore_sky_dragon_scene.png)
Here it is.
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Yeah, that's it. Well then, I think it's finally complete now. :)
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Hi,
(sorry to do a rather epic necro!)
So, theoretically, seeing as these backgrounds were ripped out successfuly, would it be possible to modify them and put them back in the game?
I've tried upscaling them via Let's Enhance (NN ai based upscale) and with some Photoshop tweaking, the result is pretty interesting. (might look quite a bit better than various filters in emulators)
Would the game even run with textures four times the resolution? Maybe an emulator would allow for this?
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For the record, iLiveWithBatman, thread necromancy is a-okay in these parts. We do not discourage it in the slightest.
:)
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Hi,
(sorry to do a rather epic necro!)
So, theoretically, seeing as these backgrounds were ripped out successfuly, would it be possible to modify them and put them back in the game?
I've tried upscaling them via Let's Enhance (NN ai based upscale) and with some Photoshop tweaking, the result is pretty interesting. (might look quite a bit better than various filters in emulators)
Would the game even run with textures four times the resolution? Maybe an emulator would allow for this?
Wow I'd love to see those.
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OK, example time:
Here's the map, enlarged to 200% in PS, with the "best for enlargement" setting:
https://i.imgur.com/fjdjBCk.jpg (https://i.imgur.com/fjdjBCk.jpg)
And here's the map enlarged with Let's Enhance (it's actually twice as large, I scaled it down to match the PS upscale. At full size you can actually see though that a lot of the detail is invented and at best looks like brush marks, at worst more like noise):
https://i.imgur.com/pLvblTm.jpg (https://i.imgur.com/pLvblTm.jpg)
This is done using the "magic" setting. There's also a "boring" one, but that seems to produce a smoother output, which could be combined with this to get rid of some of the graininess. By itself I find it too smooth and artificial looking though.
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Didn't notice much in the first one, but that second one looks amazing, great job
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The first one was there just for comparison of how most upscaling filters work. (end up looking blurry)
The second one is the experiment. (and all credit goes to the authors of Let's Enhance)
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The Let's Enhance version is definitely the more attractive of the two options.
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Here's another upscale (https://kingdomakrillic.tumblr.com/post/177820599991/i-just-tried-esrgan-a-new-4x-image-upscaler-that) I found of someone who used a program called ESRGAN. It appears that it's built upon SRGAN, which Let's Enhance uses.
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Hi,
(sorry to do a rather epic necro!)
So, theoretically, seeing as these backgrounds were ripped out successfuly, would it be possible to modify them and put them back in the game?
I've tried upscaling them via Let's Enhance (NN ai based upscale) and with some Photoshop tweaking, the result is pretty interesting. (might look quite a bit better than various filters in emulators)
Would the game even run with textures four times the resolution? Maybe an emulator would allow for this?
I was thinking about this precisely a few months back. Waifu2x does the job very well (yes, Let's Enhance is pretty good too), and looks astoundingly real as long as you don't go too hard on the "oil painting" settings. It's meant for art as well, so no surprise it gives back excellent results in 4k. No photoshop needed.
However, there's moving parts in the map as well. Not sure how you would reanimate those.
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Hi,
(sorry to do a rather epic necro!)
So, theoretically, seeing as these backgrounds were ripped out successfuly, would it be possible to modify them and put them back in the game?
I've tried upscaling them via Let's Enhance (NN ai based upscale) and with some Photoshop tweaking, the result is pretty interesting. (might look quite a bit better than various filters in emulators)
Would the game even run with textures four times the resolution? Maybe an emulator would allow for this?
It's possible to put it back if it's the same resolution.
With the images that are larger than original you gotta have a bad time.
Short answer: it's not possible, unless you heavily modify the game code (that won't be nor PS1-runnable anymore, nor with any existing emulator).
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I was curious about this again.
So, modifying backgrounds and textures is not possible unless it's the same resolution, which defeats the purpose of wanting to upscale the originals. Does anyone know of a way around this, or of a way to play Chrono Cross with upscaled textures? I guess only with the features of a emulator?
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I saw these in the wild. Someone ran all Cross backgrounds through I think Topaz Gigapixel.
https://imgur.com/a/o17a5At
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Bekkler, do you know how HAPPY it makes me to see you active here? I've missed you, buddy. For real.
https://imgur.com/a/o17a5At
The fungus-y sheen of the Hydra Marsh giant trees looks even creepier in 4k.
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Bekkler, do you know how HAPPY it makes me to see you active here? I've missed you, buddy. For real.
I missed you too, man. This place will always be important to me whenever I'm here or not, but I'm trying to stick around.
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I saw these in the wild. Someone ran all Cross backgrounds through I think Topaz Gigapixel.
https://imgur.com/a/o17a5At
Man, those are great. I'm noticing some details I never saw before, particularly in houses. Like those bats and skeletons in the Marbule house, or the fish head sitting on the desk in Arni's fisherman's house.
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Looks like someone found a way to upscale the textures after all. Check this out. (https://old.reddit.com/r/GameUpscale/comments/grtmuc/chrono_cross_upscale_wip/)
User Tiriosaurus in a comment says he/she:
Modified (https://github.com/stoofin/beetle-psx-libretro/tree/texture-wip) retroarch's beetle psx core to replace chrono cross' textures. Dumped the textures from the isos using various community tools and upscaled 4x with waifu2x, gigapixel, and esrgan (using some of the models on the wiki).
The texture pack right now is 5GB, but it's a bit bloated because it's using pngs. If anyone wants to try it out there are core binaries on github with instructions and here's a mega link (https://mega.nz/file/ePpjwK7K#cipRQpZRYD0JeCauyrGiEvq0n3QZWUCaOLEE9fZxva4) for the texture pack itself. Probably not the best place to host this.
If anyone wants to try their hand at a better upscale let me know and I can share some tools that would be useful.
Hear me out. Since Square Enix won't even bother porting Chrono Cross to any modern system, I would love to create an "ideal" version of the game. At the very least, it would have upscaled textures just like this, along with known bug fixes (the Pip evolution bug, missing text?, etc.) and QoL updates (single disc game file). If we could do that, I'd then love to explore more changes, such as those Prizvel and Danetta (https://www.chronocompendium.com/Forums/index.php?topic=10846.0) were working on or the many changes being discussed in Mr Bekkler's topic (https://www.chronocompendium.com/Forums/index.php?topic=13319.0).
For those with the technical know-how, what would I need to do/start with to make this happen?
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That's exciting! Even at 5gb that's not much more than a standard single layer DVD. Sounds reasonable enough if it works. And+1 to that one-stop-shop idea, Kodokami. Even if heavy changes weren't considered and it was just upscaled textures, single disc, and bug-fixed. Call that version Chrono Cross HD Vanilla and maybe it can be used as a starting point for more ambitious hacks.
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Right? Having an updated version of the game to use as a starting point for those more ambitious hacks would be wonderful.
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Hi, I made that upscale, but I've just kind of been sitting on it for months since I wasn't sure if I should wait for official texture replacement support in beetle. I used a lot of tools from the modification section here, most notably the roomviewer and egfx stuff. Let me know if you have any questions. It's better to ask here than reddit, since I can't seem to actually post there.
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I did find a youtube video where someone ran the Cross FMVs through a neural network AI that was able to make it 4k. Perhaps the backgrounds were done the same?
https://www.youtube.com/watch?v=DH5hl1fho2s
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Hi, I made that upscale, but I've just kind of been sitting on it for months since I wasn't sure if I should wait for official texture replacement support in beetle. I used a lot of tools from the modification section here, most notably the roomviewer and egfx stuff. Let me know if you have any questions. It's better to ask here than reddit, since I can't seem to actually post there.
Wow, hi Tririon! Welcome tot he party.
First off, thanks for the wonderful demonstration with that video. I guess you can see from my previous comment what I'm hoping to accomplish, I'm just not sure how to get there.
So, Retroarch is the emulator you're using, and Beetle is the "core" of the PSX, am I correct? Upscaling the textures themselves seems simple enough, though it sounds like you re-injected them into the Chrono Cross ISO. Or is that a trick of the emulator instead?
If it really is an re-injection of the textures into the ISO, then that's perfect. I'm hoping we could use that upscaled ISO as a baseline for future projects.
I did find a youtube video where someone ran the Cross FMVs through a neural network AI that was able to make it 4k. Perhaps the backgrounds were done the same?
https://www.youtube.com/watch?v=DH5hl1fho2s
I did notice that the FMVs in Tirion's video weren't upscaled, so maybe they can be upscaled and re-injected the same way?
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Bekkler, do you know how HAPPY it makes me to see you active here? I've missed you, buddy. For real.
I missed you too, man. This place will always be important to me whenever I'm here or not, but I'm trying to stick around.
Gasssp! Bekkler, Boo! I missed u both!
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So, Retroarch is the emulator you're using, and Beetle is the "core" of the PSX, am I correct? Upscaling the textures themselves seems simple enough, though it sounds like you re-injected them into the Chrono Cross ISO. Or is that a trick of the emulator instead?
I modified the emulator to replace textures at runtime based on their hash, so the discs are unmodified. This also means they're not limited to 256 colors like the originals.
Upscaling the rooms themselves is a little tricky because they use tile maps, and not every pixel maps to a unique tile. Also, some of the layers interlock with each other like pieces of a jigsaw puzzle, so those edges need to be maintained to prevent seams.
I did notice that the FMVs in Tirion's video weren't upscaled, so maybe they can be upscaled and re-injected the same way?
Replacing FMVs definitely seems possible, and now that more general texture replacement is being worked on it's probably just a matter of time. Once that work is done hopefully any upscale pack will just use that instead, but for the moment it's still private and incomplete so this is what's available.
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Gasssp! Bekkler, Boo! I missed u both!
Mage, it's been too long! Missed you too. Lots to talk about!
Kodokami, once we kinda understand how to replicate the texture injection, it might be cool to start a new thread about the HD baseline ISO idea. I have kind of a short list of possible extra ideas for a definitive edition that I would want.
- Upscaled textures
- Bug fixes
- Single disc
- Widescreen hack?
- Upscaled FMV?
- Typo/dialogue correction?
- Magus Unmasked hack? (Wouldn't really be vanilla anymore)
- Edit title graphic or add text to screen during title sequence? ("Chrono Cross HD")
But I don't want to derail this thread, as I also don't really know anything about this stuff.
Tirion, your video brings me hope.
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I modified the emulator to replace textures at runtime based on their hash, so the discs are unmodified. This also means they're not limited to 256 colors like the originals.
Upscaling the rooms themselves is a little tricky because they use tile maps, and not every pixel maps to a unique tile. Also, some of the layers interlock with each other like pieces of a jigsaw puzzle, so those edges need to be maintained to prevent seams.
Ah, so it's the emulator that's sort of replacing the textures on the fly (or at least when the ISO is booted up)? That actually sounds like it's easier to work with.
Kodokami, once we kinda understand how to replicate the texture injection, it might be cool to start a new thread about the HD baseline ISO idea.
Yeah, good idea, Bekkler. I'll start a new thread so-as not to derail this one further.