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Messages - Rjenyawd

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Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: July 14, 2019, 02:33:28 am »
THAT could be a problem with Frog's sprite swap to a human spritsheet.  Frog is a shorter character that uses less pixel block segments than a full sized human sprite like Chrono or Lucca. ...So animation assembly could be broken for a swap to a taller sprite.

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Btw there's a bunch of guys working on the game, they're releasing everything on this page and there's a dedicated Steam group and a Discord server.

Awesome! Thanks for this!

Is the discord group closed, or do you think they would be cool with people just dropping in?

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I played around with it a bit the other day. The tool is fantastic, and works like a charm. 

....the actual file structure of the game itself is.... wonky.  I'll use the Character files as an example:

There is a subset of folders dedicated to the original character sprites. Each character has one (or more) .bmp files of their animations. (These .bmps look like straight rips from the ROM data btw, they weren't pre assembled into complete spritesheets ((like ff6)))   Anyway that's not what's weird.  What's weird is that in ADDITION to these files, there's also another set of cloned 'character' files (as .png) that have been enlarged and filtered (looks like Waifu2x upscale, actually). THESE are the files that are called to display for the Steam edition.  (plus, you also have an in-engine post processing filter that is added on top during gameplay. This is why everything is so blurry.) 

The Map tilesets are handled the same way. There is a duplicate set of .png files with 'baked-in' filters <--- which is what breaks the pixel alignment and gives the 'offset tiles' look, btw.

What modders have been doing to fix the blurry mess is to replace the BakedAndFiltered set of .png files with just enlarged versions of the original .bmp set of sprites, and then disabling the post-process general filter. Which does wonders for fixing Square's inexplicable messiness.   

Looking at theses files just reiterates that this port was lazy and amateurish. There really isn't any other explanation.  The duplicate filestructure was left over from when they adapted the DS version to Mobile devices. Instead of giving us a clean, PC accessible adaptation of the DS version, they just slapped an additional filter onto the Mobile's already filtered edits.  It's lazy, and gross, and shows a lack of integrity for their products and their customers.

...I'm real salty about it.
 

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Chrono Trigger Modification / Steam port Modification opportunities
« on: February 28, 2018, 01:52:40 pm »
Hey guys!

So, I know we're all upset about the steam addition just being a lazy!port of the IOS release... but there might be an upside?

Chances are, if this port is anything like the FF6 and 5 IOS -->STEAM ports, then the game may be running off a copy of the DS ROM with the new graphic calls and text being supplemented over the original data.  Which means (some) ASM hacking that is done to the internal DS ROM will still work in the STEAM version. (Assuming that anyone has worked on modding the DS release....)

Also, if anyone is able to decrypt the data files and compile a program like Nyxo's FF6Explore, we can look into if the graphics engine includes new sprite overlay files (alongside that terrible filter). If that IS the case, sprite editing will become more accessible.  FF6 Steam's data compiled a .png file for each character with all of their completed animation frames on one spritesheet, effectively granting access to sprite editing without having to worry about assembly or separate pallet data)

Also, the possibility exists for any modders who are (MUCH) savvier than me to play with the awful mobile user-interface and see if it can be changed around a bit.

Is anyone else interested and sort of excited about the possible modding opportunities? Or am I just going crazy with disappointment and grasping at straws to find a bright side to all this mess?

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Chrono / Gameplay Casual Discussion / Re: Chrono Trigger is now on Steam
« on: February 28, 2018, 01:24:54 pm »
Not going to get into how angry I am about the lazyness of the steam port, or how it's another seppuku stab at the franchise that Square enix is going to blame on "not enough interest".

But I AM really excited to see if someone has broke into the PC files yet. If the inner workings are anything like the FF6 port, it could open up some modding ease of access.

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DarkShock over at romhacking.net uses MSU-1  to overlay the audio calls with the FLAC files of Blake Robinson's symphony remasterd CT soundtrack http://www.romhacking.net/hacks/2546/

Also, JCE3000GT released the "Frozen Flame" SPC from CC to put into Trigger. ...but Im pretty sure his instructed method is just to manually insert it using HEX.  Maybe talk to one of these guys to find out something more? 

Also worth looking into is Gi Nattak over at the FF6hacking website. He's a freaking genius with game music hacking, and can more than likely point you in the right direction.

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Chrono Trigger Modification / Re: Breaking Frog's Curse
« on: December 11, 2017, 05:17:58 pm »
Random Factor: Sure. From a narrative standpoint, that could be the case. It's also possible Magus doesn't have much control over the transformation spell. (it's already been established with Flea, that shape changing is a different magical ability all together.) If Magus had already mastered it, or even just used it often, maybe he would have magicked a better prophet disguise than just throwing on a cloak with a hood.  :lol: 

I also really like your question on whether Glenn has become complacent in his new form. It's a cool and metaphorical theory that insinuates that Glenn's own personal guilt may be keeping him cursed. Ie: He remains a frog because subconsciously he believes he deserves the punishment, and it doesn't fully break until he forgives himself for his inaction/cowardness/Cyrus' death.

 If we were ever able to make a playable human Glenn mod in the future, maybe we can look at what part his (re)transformation takes place. Have it be after his optional confrontation with Cyrus' ghost in the ruins, instead of after the battle with Magus. That way, it ties more in with Frog's own personal struggle and forgiveness with himself as opposed to the "kill the bad guy, break the curse" motif.

...Buuuuuuut in real-world talk; realistically, I agree with Mauron.
Frog not reverting back to a playable human form during the game was probably a time/software/memory limitation during development. The curse was too big of a narrative point in the game. They couldn't just leave the reasoning for his failure to 'break it' and revert ambiguously open ended. If there was meant to be a deep plot related reason, it would have been explained. But it wasn't.  Instead, the game presents a showdown with magus as an insinuated solution, and then gives you the Human Glenn ending as a "see you DID break the curse!" sort of bare minimum apology tie-up.



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Chrono Trigger Modification / Re: Breaking Frog's Curse
« on: December 11, 2017, 02:51:53 am »
Awww. Well, boo.

So trigger predefines it's sprite calls before the game starts instead of at every instance the character is used?  So, effectively, my method above would only be useful if we wanted to change Frog's sprite for the WHOLE game.   :(

The 8th character patch may be the easier work around for this then. 

Guh. Flames of Eternity had my hopes up.

I cracked open that rom recently to look at the pallet data for their new character portraits, and ended up rabbit hole-ing down to the added Human Glenn sprites.  :cry:

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Chrono Trigger Modification / Breaking Frog's Curse
« on: December 11, 2017, 01:44:10 am »
So. Out of curiosity:

Temporal Flux + some custom sprite creation + a ROM data expansion hack

has the possibility of leading the way to a "Breaking Frog's Curse" mod, right? It's something I've wanted seen done in the game since my very first playthrough, when I was 9 and realized that even if I beat up Magus on that cliff, Frog was stuck with his curse until the end.

...but I just realized that we may have all the tools to do this now. The 8th character patch isn't really necessary for this, (like I previously thought) if we have extra room in an expanded data bank somewhere to just create a new human spritesheet and reference that, right?

I mean, theoretically we could just change all of Frog's sprite calls and animation assembly to the new sprites after the second battle with Magus, (regardless if you fight him or not). Then just script a short new scene in temporal flux to showcase the 'transformation' and BAM. Human Glenn for the rest of the game, right?

Is this possible? Or am I just radically pipe-dreaming? 


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This actually kind of reminds me of what SE did with the FF6 IOS/Steam port.  When you open it up and look at the files, you can see that the game itself is actually running off the Japanese GBA rom and just uses an internal system to overlay the new graphics and text calls. 
Because of the shortcuts they used to port it, a bunch of the GBA FF6 mods work on it.


...If this is the case with the FFC Chrono Trigger SFC, (running it's base off the CT SNES rom) then we may be able to apply SNES (non-script/graphic) mods to the playstation edition.

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General Discussion / Re: I Am Setsuna - 40% Off This Weekend!
« on: February 18, 2017, 10:35:19 pm »
LOL. I literally just bought it full price for PS4 a month ago...
It was a bit expensive, but I knew what I was getting into.

And, for reals: the Chrono nostalgia was totally worth it. The influences are actually kind of jarringly shocking, to be honest. From map layouts, color pallets, world map design, musical influences, even character archetypes and tech names/animations. I'm apt to say that it ALMOST seems like it was going to be a Chrono Trigger remake project, but switched gears somewhere along the process.

I mean, look at the promo video on STEAM: just in those like 40 seconds, you have X-Strike, the Ioka Chief's Hut, North Cape, the Death Peak tree. AND THEN you get into character design, and Special attack setups? Just...wikipedia it: Luminaire, Flare, FROG SQUASH; they're all there. And on Characters with very similar setups.  Most basic example:

**SPOILER**TheBroodyDarkMageWhoHidesHisRealNameAndYouThoughtWasTheBadGuyIsActuallyYourLastPartyMember.AlsoHeHasAllOfMagusShadowSpellsAndAttacksWithAScytheKThnx**/SPOILER**


Anyway, I love it.

And if you're a member of this forum, you should probably check it out! Thanks HadesKane for keeping us on the up-and-up about the sale!


 


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Welcome / Birthday / Seeya! Forum / Re: Who activated this Time Egg?!
« on: February 16, 2017, 02:07:17 pm »
 :o RUSSIAN SPAMMERS! **shakes fist in the air**

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Welcome / Birthday / Seeya! Forum / Who activated this Time Egg?!
« on: February 16, 2017, 07:13:38 am »
Schwaaaa!?

Wh-when did this beautiful piece of the interwebs get Norstein Bekklerd back into existence!?

So...I'm sitting in the middle of my bedroom, randomly Tile Molesting my way through an abandoned Lucca sprite project I started a century ago, when I decide to search through the Googles for what I assumed would be another heartbreaking, post-Crimson Echoes, Chrono Trigger modding void. BUT THAT ISN'T WHAT I FOUND!

MY GOD, it's good to see this community back again!

I thought you had left me to sulk alone in the FF6Hacking and Qhimm forums by myself. Thought that my Chrono modding pipedreams had been cast and sealed into an eternal darkness beyond time.

I feel saved. and vindicated. and PURE.

...okay. All drama aside, I'm about 99% sure none of you lovely people know who I am. :wink: Probably due to the fact that I spent all of my past ((millennia ago)) compendium time as a fervent forum lurker, who never actually interacted with ANYONE except to squeal and/or gasp at the shenanigans that used to transpire around here.

 but I'm...incredibly ecstatic to see all of this is here and functioning. Like. This has made my month. So hello, all you miracle workers; Hello. 

I'm Rjenyawd. Lurker, Gaymer, Spriter, Writter, and Modding Radical Pipe-Dreamer.

It's nice to officially meet you all. Lets be friends!  :D

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