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Messages - yaz0r

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1
Managed to get the iso through some other means. Some interesting things in there. Debug flag is located at 8006B322

Regarding the notes from the original post:
"I'm not sure if this is some effect of the disc corruption or the debug flag but I cant seem to get into any battles as the game just skips over it after the initial battle animation and returns me to the map with the enemy defeated."

If it's like the final version of the game, entering a battle while in debug mode will auto-win the battle.

2
Except that link is down, that's why I asked about it here :-)

3
Hey, just discovered this thread.
Looks like the file is gone, would it be possible for someone to reupload it somewhere?

4
Sorry for the lack of news, I've been very busy irl. Just to let you know, here his the room 242 field script disassembly. As you can see, there have been a bit of progress. A lot of unhandled opcode remains but it's starting to give interesting results.

5
It seems most of the debug room text are available in english in room 242

6
Interesting. I'll look into that.

7
Just to let you know, I'm rewritting a disc dumper that will dumps the room with correct index to clean this mess a bit.

8
I'm modifying the dumper so it can dump the scripts from the whole game in one pass. Also, I'll try to include the dialogue in the script disassembly so it's easier to figure out what the script is doing without having to check the dialog text every time.

I remember that some of the room on disk2 (especialy the developper ending room) overlaps regular rooms on disk1 (ie, they share the same room numbers). I may be wrong, but if I'm not, it means it's not possible to have a global list of rooms that work for both disk1 and 2.

9
Can you give me the room numbers you've been working on ? Especialy for the first issue you mentioned (0xFFFFF0C0 means that it's a negative value, that should not be possible).

10
Kajar Laboratories / Re: Chrono Trigger SOURCE CODE
« on: February 06, 2009, 12:04:04 pm »
Doing such a thing is theoricaly doable, but due to a bunch of technical implications, I doubt it can actualy be achieved without a lot of work figuring out what is code and what is data.
Just imagine, what if the part of the game code was compressed, and uncompressed in the SNES memory and run from there ? Your static disassembly wouldn't work in that case. There is a lot of other situations that wouldn't work either, like self modifying code (that kind of technic wasn't really used before the N64 era, but you never know).

11
Chrono Cross Modification / Re: Chrono Cross Backgrounds
« on: February 04, 2009, 03:53:08 pm »
Thx a lot !

12
Chrono Cross Modification / Re: Chrono Cross Backgrounds (Research)
« on: February 04, 2009, 10:18:20 am »
From what I have seen in some room scripts, animation are performed by activating/deactivating overlapping background layers in cycle. I don't have an exemple here, but it look like this:

Label:
ACTIVATE_BACKGROUND_LAYER(2)
WAIT(10)
DEACTIVATE_BACKGROUND_LAYER(2)
ACTIVATE_BACKGROUND_LAYER(3)
WAIT(10)
DEACTIVATE_BACKGROUND_LAYER(3)
JUMP Label

13
Chrono Cross Modification / Re: Chrono Cross Backgrounds (Research)
« on: February 04, 2009, 05:50:31 am »
I took a quick look at the header part of the file, and it seems to me that it actulay goes like this:

UInt32 uNumLayers
UInt32 aRange[uNumLayers + 1];

The aRange is a serie of index into the array of elements that direcly follow the header (stride is obviously 0xC). To get the actual offset for an element, the formula is simply (id * 0xC + uNumLayers * 4 + 4).
When the game want to draw layer 3, it will draw the elements from aRange[3] to aRange[4] from the array.
The first aRange is always 0x0, as the first layer always start at the id 0, and the aRange size if [uNumLayers + 1] and not [uNumLayers] as it would require the range of the last layer in the data.
I'll see what I can do with the actual array data later on.

14
It's the 0004.out and 0005.out.
0004 is the triangle setup, and 0005 is the vertice array.

Here is a quick and dirty code that export a walkmesh to obj.

[attachment deleted by admin]

15
Here is the walkmesh for the first room of CC (the elevator room).


[attachment deleted by admin]

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