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Messages - JLukas

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Chrono Trigger DS Analysis / Re: Developer's Ending Lines
« on: March 05, 2009, 11:18:16 pm »
And, I was intrigued by the Taban-looking Keita Eto's line: "You want a buggy map repaired? 10,000,000 G ought to cover the cost. "  Its ridiculous (as Developer Room conspiracy theories tend to be), but has anyone actually tried talking to him when they have that much money? 

It's not possible to obtain the amount of gold required.  Even if it was, there's no actions for that NPC other than to display the textbox and hammer animation.

Chrono / Gameplay Casual Discussion / Re: Why is this still believed?
« on: February 13, 2009, 09:41:52 am »
To clear up the confusion on my earlier post: it was meant to describe the actual Mammon M. battle, and not the Ocean Palace cutscene.

You can try changing the Consumable and Key Items effect byte of a consumable (tonic, shelter, etc.) to see if the warp effect is still there.  I only looked at the menu check, and that piece of code described above got deleted in the final version.

The " きおくのかがみ " item (Mirror of Memories) corresponds with the description "Escape"

This turns out to be a menu consumable (like Shelter) instead of a battle item.  When activated in a location, the party is warped back to the overworld map at the exit that was last used.

Chrono / Gameplay Casual Discussion / Re: Why is this still believed?
« on: January 27, 2009, 03:19:43 pm »
The requirement for New Game+ is defeating Mammon M.  This sets a storyline flag which is then checked for during the Lavos 3rd form battle.  If set, it calls a special purpose command which activates New Game+

Is it possible to set New Game+ through another path of defeating Lavos?  Maybe.  However, I don't remember finding another place where that flag or special purpose command was used.

Site Updates / Re: Chrono Trigger Prerelease Script and CT OAV Manga
« on: January 09, 2009, 11:24:40 am »
BG could be simply background, a normal under construction tag - IIRC, that's the last gate made available in the EoT.  Or possibly a result of the change in the font table, where several kanji also shifted.

Interesting find with Magus on the Blackbird.

Chrono Trigger DS Analysis / Re: Glitch with 2 Epochs
« on: January 09, 2009, 11:10:11 am »
I confirmed the 2 Epoch glitch.

After finishing Mt. Woe, the seal is broken on the 12000 BC cave gate and the skyway teleporters to Zeal.  All of these are shared by bit 0x80 in 7F0057.

Warp the Epoch to 2300 AD Keeper's Dome.  Then travel through the Sewer Access and Lab 32 to get to the Proto Dome, and use the portal back to the End of Time.  Activate the warp pillar to return to 12000 BC. (It should be pointed out now that this would explain the rarity of the glitch - it's highly unlikely the player would take an unnecessary trip through 2300 AD on foot at this specific point in the story)

Continue the game normally until the upgraded Epoch is obtained.

After receiving the Chrono Trigger, fly the Epoch to 2300 AD and enter the Keeper's Dome.  The Nu isn't blocking the door, and the original Epoch will crash the game when boarded.  Pressing the confirm button will play the time warping sound over and over.

It is possible to avoid the crash, and delete the duplicate Epoch, if you move the original Epoch before talking to Gaspar.  The next time you visit the Keeper's Dome, the Nu will be in the corridor.

I've never encountered this bug myself, nor heard about it happening in the SNES/PSX versions.  After reading the posts on GameFAQs, and now here, I decided to investigate.

The problem occurs if the characters are moving when a save point is activated.  It is possible to be out of bounds of the save point during the time the menu is activated and the screen transition is complete.  Upon saving, instead of saving the exact coordinates, the value gets rounded.  When the save game is loaded later on, the character could be stuck in the wall.

To avoid this situation completely, stop moving before activating the save point.

If you do get stuck in the End of Time, enter the menu, and the instant you press the button to exit, hold the d-pad and dash button towards the open area.

Youtube video:

This video was done on the SNES version.

Other confirmed SNES locations:

Location 17C - Terra Cave
Location 194 - Ocean Palace entrance
Location 19A - Ocean Palace (the second save point)
Location 1C2 - Black Omen (save point before Queen Zeal battle)
Location 1DA - Lavos tunnel
Location 1EF - Death Peak cliffs

Unlike the End of Time, it doesn't appear possible to escape if you get stuck in the wall in these areas.

Chrono Trigger Modification / Re: Tech Editor - Period
« on: December 24, 2008, 12:20:56 pm »
Ignore the earlier note about target located in the 11 byte sets (although, it's possible changing those bytes could modify target as a side effect).  The true 2 byte target sets for enemies was found at 0C86C9:0C88C2

The highest known enemy tech index is $FC, an attack used by enemy $25 Zeal.

0C1BEB:0C20F1 is the PC 11 byte sets, but the range is unconfirmed.  The PC 12 byte sets start at 0C213F.

In summary, PCs and enemies both have the following:

1. 2 byte target sets
2. 11 byte sets that contain an element related effect and damage formula
3. 12 byte sets that contain a % success, offense status effect, among other things.
4. 7 byte sets that contain the tech animations and graphics to load.

Chrono Trigger Modification / Re: Tech Editor - Period
« on: December 22, 2008, 07:52:44 pm »
Are the 11 bytes possible the "Tech Properties" for enemy Techs (Note that I have them as 12 bytes for the PC, maybe i'm wrong?)?

There's the 11 byte sets at 0C6FC9:0C7AC8 (256 total), followed by the 12 byte sets starting 0C7AC9 (also 256 total)

This format also appears to hold true for the PCs (11 byte sets followed by 12 byte sets)  The exact range for PC 11 byte sets is still unknown.

Chrono Trigger Modification / Re: Tech Editor - Period
« on: December 21, 2008, 05:24:58 am »

Fully working Hallation tech when Crono uses Cyclone.  The benefit was finding out where the data is loaded for PCs vs. enemies.  In this case, the special formula for the attack:

Special formula index (ex: set HP to 1)
PC Tech index * 0B + 0C1BF3
Enemy Tech index *0B + 0C6FD1

The special formula index is multiplied by 3 and used to read 3 byte data sets starting 0C2A05.  First byte is the routines index, second byte success chance, and third byte unknown.

0C6FC9:0C7AC8 is enemy data sets that are 11 bytes each, and there's 256 total.  Byte 4 is what Vehek described as element earlier*.  Byte 9 is the special formula index byte.

*Byte 3 and Byte 4 are loaded together, and this may be target related instead of element, at least for enemies.  Something isn't matching up correctly with the target bytes.

Chrono Trigger Modification / Re: Tech Editor - Period
« on: December 19, 2008, 05:22:52 pm »
PAR code C145A600 will load the enemy 7 byte tech data sets instead of the PC 7 byte sets.  Add 7EAE93xx where xx is the enemy tech index.  7EAE93B4 will allow PCs to use Zeal's Hallation/HP goes to 1 tech, for example.  However, at the moment this doesn't change the damage or target, which is somewhere else in the tech structure. 

Chrono Trigger Modification / Re: Total NOOB question
« on: October 14, 2008, 02:38:58 pm »
What location are you changing the text in?  And what strings are you adding/updating/removing?

Chrono Trigger Modification / Re: Tech Editor - Period
« on: October 14, 2008, 03:58:45 am »
Well, there's ALOT of them I'd like to there a formulae for finding that out, or is the data staggered?

Enemy index hex value x $17 +CC4715

the result is the byte to modify:

set bit 08 to be a magic enemy
set bit 40 to be a machine enemy

Ex: Gato $92 x $17 = $D1E
$D1E + $CC4715 = $CC5433

In the "Chrono Trigger Editing Companion", there's a catagory for "extra damage to dinosaur types"

It was probably confused with the Lightning Element then.  I don't know of any weapon/spell for use against a dinosaur enemy type.

Chrono Trigger Modification / Re: 6 Letters Available! (Almost Done)
« on: October 11, 2008, 11:13:07 pm »
This gets everyone working except for Frog and Magus, who display as rog and agus, respectively.

I'm not sure what's going on with those two.

The code for the Frog and Magus checks were mentioned on Page 2.  Branching over the commands might correct the issue.

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