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Messages - IHBP

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1
Chrono Trigger Modification / Re: New accessory
« on: February 14, 2020, 05:21:25 pm »
That makes sense.

2
Chrono Trigger Modification / Re: New accessory
« on: February 14, 2020, 01:37:53 pm »
I assume it's easier to add one of those existing effects to other accessories though?

3
Chrono Trigger Modification / Re: New accessory
« on: February 13, 2020, 07:16:18 pm »
If it's going to be difficult I'm not gonna bother, I just needed an endgame quest reward. I ended up going with the Apocalypse Arm instead.

4
Chrono Trigger Modification / New accessory
« on: February 13, 2020, 12:37:15 pm »
Now that the Rock accessories are no longer used is it possible to make one of them into an item like the Studs but with a 99% mp cost reduction?

5
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 08, 2020, 10:28:05 pm »
Ok so using that I extracted the Sprite assembly to  0043E950 and the graphics to 0043C300, now all I need is to repoint some blank indexes.

6
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 08, 2020, 03:54:07 pm »
Ok I think I exported it properly, unfortunately there isnt any room to put it with the rest of the Sprite assembly.
I assume it'll have to go in the vast emptiness at the end of the rom and just repoint the appropriate index?
Are any of the indexes actually unused?

7
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 08, 2020, 02:39:32 pm »
Hex editors have the option to export huge chunks? If I'm not mistaken I need 1C7490-1C9AD7.


8
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 08, 2020, 08:55:35 am »
Is there an easier way to copy the Sprite assembly than copying 10,000 bytes in a hex editor? I can probably get the graphics though.

9
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 07, 2020, 05:05:44 pm »
Ok so I found Frog's Sprite assembly data, unfortunately its almost 10K bytes long, and its different from Glenn's in Flames of Eternity. Importing it seems really out of the question at this point, so I'm wondering if the best thing to do now is make a duplicate of Frog's sprites in the rom and draw Glenn over top? This would mean that only the graphics and palette need to be changed,  it I'm not sure if Frog is too short.

What's the best way to set it up to have it useable at this point?

10
Kajar Laboratories / Re: Chrono Trigger - Master Quest: Update #3
« on: February 07, 2020, 04:23:30 pm »
There is an npc in cross that says Porre is to the east, so your rocks should be to the left of the city of Porre to be accurate.

11
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 06, 2020, 02:27:32 pm »
What I'm trying to do is import all the completed  Glenn data from Flames of Eternity, I have the palette already,  all the data is in Frogs slot (04) but I dont but I dont know if Sprite assembly and animation uses his existing data or just overwrite it, so I want to find out.

12
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 06, 2020, 01:14:50 pm »
Damn, that's unfortunate. So that means any characters done with the graphics swap will be keeping the original portraits? I guess I'm ok with that.

On a related note, how my bytes is each Sprite assembly and "animation" and are there any empty slots?

13
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 05, 2020, 06:20:02 pm »
Yup that's what I did, if we could create an 8th alot identical to the 4th slot except for portrait would that not work?

14
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 05, 2020, 03:49:26 pm »
I was successfully able to change Frog's portrait to Crono's by an event command, it also took his name as well. Tried also changing it to the Epoch, he took the name and palette but it was Crono's portrait again.

Was an 8th character portrait slot not added in the 8thy project?

15
Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: February 05, 2020, 08:49:02 am »
So I discovered yesterday that the character portraits are loaded from ram, which means I can change them in game with a single command.  This is good since any alternate appearances would need a new portrait,  what I need to know is what does it take to expand the portrait index and add new entries with custom graphics?

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