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Topics - Vehek

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Something I stumbled upon while doing some research on a completely different Chrono-related topic.

[hidden]Until very recently, the last post on the blog was an announcement from the author that he was calling it quits in part due to frustration at having all his hard work on research stolen.
So I'm hesitant to dump full images here, and am just showing this one very different part.[/hidden]

Besides the image above, these are the scenes I don't recognize from either the ones collected on this site or the V-Jump scans I linked to last year.
  • Cathedral-like room (page 2)
  • A different early overworld - seems like the future, but could also be prehistoric based on placement next to a hut interior image (page 2)
  • Early version of Crono's room (page 4)
  • Another portion of the early overworld, with the party by a lone house (page 4)
  • Factory (page 4)

[Is this related to time travel? The Wonder Room]

Here are three rooms with a mysterious atmosphere. It looks as if it's a transporter, but that's a complete mystery at the moment. This could be an important scene in the game.

From the shape of the floor, it looks like there are three separate rooms, or a series of scenes in the same room.
The central object appears to have eyes or what appears to be a mouth. It is a little grotesque.
What we can see appears to be a monster. At least it does not appear to be human. Friend or foe?
Translated with (free version)


There's an old tweet linking to all the scans he did for that magazine issue.
I don't know if the quality would be better than downloading them from Tumblr[/hidden]

Chrono Trigger Modification / Chrono Trigger Playstation Research
« on: July 21, 2020, 03:02:04 am »
I was recently inspired to investigate the PS1 version again.
This research was done on the Greatest Hits release.

Most of my investigations were done on the field module. Elsewhere, like the overworld, menus, and battle, the contents of memory may be different.

The $7F0000 block of SNES memory is mapped to 0x8010000 in Playstation memory. This includes the decompressed location event data.

Contrary what halkun said, the internal ROM has been modified with the English script - just the dialogue as far as I can tell. The dictionary entries are elsewhere - more on that later.

For both names and dictionary strings, the game automatically inserts a space, UNLESS what follows is a punctuation mark. This may complicate reinserting text without a mountain of duplicate entries for every punctuation mark or an inserter that can account for it.
There are some external dialogue strings used in place of the ones from the ROM, but I'll get to that later.

Music IDs
The first two are listed here because since they weren't included in the Japanese SFC release, there was no guarantee that they'd be in the same slots as the English SNES version we're familiar with and mainly hack.
51: Battle 2
52: Singing Mountain
53: Underground Sewer (no water)
54-5B: Memories of Green
5C: Time To Rest -After the Battle
5D: One Sunny Day When We Met
5E: Scattering Blossoms
5F: A Meeting with Destiny
60-7F: (glitch version of faraway times?)

The Playstation version has its own compression format for its data.
It's a typical LZSS implementation, except that it always works in 2-byte units instead of single-byte. So a control "byte" is two bytes long even though only the first byte is used and it writes two bytes at a time instead of one.
References: lower 5-bits are length (add 2 to get the number of 2-byte segments to copy), upper 11 the distance back to copy from (multiply by 2). Distances before the start of the decompressed data produce 00 00's.

(Edit - a prior decompression/compression tool exists - Squaresoft's portings file extractor)

This appears to be part of the field module.
It contains two compressed files.
The first, decompressed to 0x9FC00 of memory, is known to contain among other things, the dictionary strings, credits text, and some replacement dialogue strings.
Dictionary strings come before their pointer tables. The first set are single-byte text codes, the rest two-byte codes, starting with E0 XX.

Mostly, the replacement text is for button references (they were probably more important in the Japanese version), but there a few that don't fit that pattern
  • Ayla and Lucca talking about "soup"
  • Taban offering Crono a sip of his drink in the ending - this line got mentioned at a Japanese BBS as a change in the PS version
  • Receipt of the Prism Helms - upon further research, this line didn't exist in the Japanese SFC release, it was added for the English release

The second part contains parts of the CT ROM. It gets stored at 0x123000 of memory.
I've only manually matched up a few parts of it.
  • Field sprite related data - palettes, graphic pointers, sprite assembly pointers, animation data & pointers, sprite data
  • Bank C0: End of bank C0, starting from 0xF300
  • Location exit data
  • Unknown data pointers and data from 3DF290
The location data and location event pointers are also in there. As a result, if you edit just the ROM in Temporal Flux, the changes made to those parts won't be reflected and you might wonder why nothing seemed to change.

Attract mode
Back when I started studying the PS1 version, I was planning on doing a write-up and providing codes or a patch for what I could get working of the attract mode. For now, this is just a list of some of the obstacles I ran into.
  • The title screen with its event code managing the warps and stuff for the attract mode scenes is not actually loaded on boot
  • The pendulum mode7 scene also displays the intro movie
  • All the credits screens calls crash the game
  • Attract mode battles don't load all the data necessary. The main part I know about is the party has 0 HP/MP, causing a game over.
  • Some of the side-wipes in the overworld scenes don't work
Misc observations

The game has a routine that constantly checks the current location and probably some other stuff to determine when to play a movie.

When I tried using the edited-warp method (see "Game Notes" in Geiger's Chrono Trigger Database) to view endings, the credits didn't display.

Chrono News / Lots of V-Jump scans
« on: February 28, 2019, 02:30:02 pm »
Frank "Bo" deWindt of Aksys Games has been posting scans of old V-Jump issues on Twitter. There's coverage of Chrono Trigger from October 1994 to December 1997. However, starting August 1995 it's just Nuumamonja Manga stuff, and there are also some gaps.
The thread starts here:

Chrono Compendium Discussion / Add these interviews?
« on: July 02, 2012, 08:46:36 pm »
Probably should try to get permission I guess.

These are now about a year old, but I couldn't decide whether they were news-worthy enough at the times that I found them.
During this podcast, 8-4 talked with Richard Honeywood about the technical side of game localization. In the case of Chrono Cross, he explained how they converted plain text into a form that could be easily accentized. (At about 1:28:18)

The French site Total-Manga interviewed Nobuteru Yuki, I'm guessing during the 2011 Japan Expo. This one only has a few bits about his work on Chrono cross.

Chrono News / Tom Slattery Interview
« on: April 26, 2012, 12:32:03 am »
Recently, RPGamer interviewed Tom Slattery, who did the localization for Chrono Trigger DS. He talked about how the translation process went for the projects he did, including Chrono Trigger.

A few days ago, I was looking at some Japanese pages through Google Translate when I came across this post:


    「チーム クロノ・トリガー スペシャルトーク ~クロノ・トリガーの真実~」より179~180ページを引用
From what I can tell, it doesn't seem to be anything special (it apparently starts with asking if the names "Sarah" and "Jaki" come from Virtua Fighter!), at least not in the quoted section.

Also, moving to a tangent, I don't believe we have any information about the guide it's said to be from.

I got this picture from an auction site:
(Image long since lost)

When I was looking at the pictures (not in the image I posted), I thought something seemed familiar about the arrangement used, and I was right.
This is a currently ongoing Ebay auction.
(Previously edited on April 03, 2010)
Edit 2: Deleting old image link.

Welcome / Birthday / Seeya! Forum / Another birthday: 20 years old...
« on: February 23, 2010, 06:14:18 pm »
Today is my birthday. I'm not much for saying much, so this will be very brief. I'm 20 now.

I'm mostly expecting this to be just a typical day. I have some quizzes I need to study for, so I can't just enjoy today.

Chrono Cross Modification / Chrono Cross Backgrounds (Research)
« on: January 16, 2009, 06:59:21 pm »
It looks like background assembly is OUT 7 outputted by the room dumper.

N# N# N# N# ?? ?? ?? ?? N1 N1 N1 N1

N# - Number of something.
?? - Always 00 00 000 in the few files I've looked at.
N1 - Something. Doesn't seem to be an offset. The number of these is the N#.

The tile data is dec12 bytes each.

XX XX YY YY TT TT TT TT ?? ?? ?? ??.

XX - X coordinate on screen
YY - Y coordinate on screen
TT - Three different things are done with this (getting a copy of the value each time).
First, it's shift right 0x0B bits and then ANDed with 0x1F. I don't know what this does yet.
The value is shifted right 0x1B bits and then has 0xE0 added to it. This seems to determine the palette used.
Finally, it's ANDed with 0x7FF, and is apparently the tile used.

I haven't tried much with the last part of it yet, except it might be related to layering.
For me, the asm for this is at 0xac5c0 in memory.
Code: [Select]
000ac5c0: 24a50004 addiu r5,r5,0x0004
000ac5c4: 8ca30004 lw r3,0x0004(r5)
000ac5c8: 8cb00000 lw r16,0x0000(r5)
000ac5d0: 00034c02 srl r9,r3,0x10
000ac5d4: 3055ffff andi r21,r2,0xffff
000ac5d8: 0002b402 srl r22,r2,0x10
000ac5dc: 001012c2 srl r2,r16,0x0b
000ac5e0: 3042001f andi r2,r2,0x001f
000ac5e4: afa20018 sw r2,0x0018(r29)
000ac5e8: 001016c2 srl r2,r16,0x1b
000ac5ec: 244200e0 addiu r2,r2,0x00e0
000ac5f0: 321407ff andi r20,r16,0x07ff

Test by tampering with the code:

[attachment deleted by admin]

Welcome / Birthday / Seeya! Forum / Might not be online as much
« on: December 18, 2008, 03:28:18 pm »
My computer time's been restricted, so I can't use the computer from 12 PM-5 PM PST.

Based off of text dumps of the Japanese version.

Marle Foreshadowing
It's hard to believe our kingdom has stood for a
thousand years now. Our King is the thirty-third
descendant to the throne of Guardia.

It's a miracle he can manage to rule the kingdom when
he can't even keep his own daughter in hand.
She's probably throwing a fit at the castle this very
moment, demanding he let her go to the fair.

Competitive Crono
Still exactly the same as the SNES.

Racer Names
Exactly the same.

Taban the Blacksmith
Detail not mentioned.

Mommy's Little Boy
Doesn't use "mommy", but is closer.
My dear old wife made that lunch for me.
Always the highlight of my day! Gives me that
extra oomph when I'm starting to feel worn down.
Gossip Woman
Oh hoh hoh... There's nothing like a good fair!
Say, have you heard the gossip?

Lucca's Glasses
What does "teleport" mean?

This contraption is supposed to transport objects
in the blink of an eye.

Time Joke
Not completely sure.
A great number of things change as the years go by,
but if there is one thing that will ever be the same,
it's women and their insufferable love of gossip!

Gossiper's Promise
Oh, my! Speak of this to no one, or there will be
terrible consequences. I've not heard a thing!


Lucca and Robots
Lucca: Hmm...
Reducing the form factor of a bipedal robot without
compromising balance is tougher than I thought.

Oh, Crono! Hurry up and escort the Princess
back to the castle!

Belthasar Revelation
There's an old man living in a dome he built near
Death Peak-said he wanted to monitor it.
Talk about crackpots!

Rat Warning
Yes. It's a bit different because the directions it gives you change if you changed the control scheme.
If you go and change the control scheme around later,
you'll have to figure it out on your own, squeak!


Melchior Dialogue
Unfortunately, not fixed.
Lucca: Why would your name be engraved
on that sword?

Melchior: ... a very long story.

Melchior: But that is the story you came to hear,
is it not?

Marle: Yes! Tell us about the Masamune!

Lucca: Of course! Tell us about the Masamune!

Marle: Is there any way you can fix it?

Lucca: Can you reforge it?

Chrono Trigger Modification / CT Stat Growth
« on: October 16, 2008, 11:16:59 pm »
This is what I have on level-up stats (not HP/MP yet).

The routine for power starts around $C1/F634.
This assumes that $C1/C90B is a routine for multiplication and $C1/C92A does division.

Code: [Select]
Level-up description for Power:
Get PC portrait #.
Multiply it by 7.
Add #$25FA and store to x register.
Load a value from $CC0000,x.
Multiply the value by (Current level after level-up - 1).
Divide by #$64.
Add value from $2F of character stat data.
Store to $0B (power) of character stat data.

The other stats work mostly the same way, and it changes the other stats in this order: Stamina, Hit, Evade, Magic, Magic Defense. CC0002,x and $31 (those would correspond to Speed) of PC stat data are skipped.

Code: [Select]
$C1/F871 7B          TDC
$C1/F872 AA          TAX
$C1/F873 86 10       STX $10    [$00:0010]   
$C1/F875 7B          TDC
$C1/F876 AE 85 B2    LDX $B285  [$7E:B285]   //Get the memory address of the character data being changed
$C1/F879 BD 00 00    LDA $0000,x[$7E:0000]   //Get PC portrait
$C1/F87C 0A          ASL A
$C1/F87D 0A          ASL A
$C1/F87E 0A          ASL A
$C1/F87F 18          CLC
$C1/F880 65 10       ADC $10    [$00:0010]
$C1/F882 AA          TAX
$C1/F883 86 00       STX $00    [$00:0000]
$C1/F885 BF 8A 25 CC LDA $CC258A,x //Get maximum level for current level\HP increase.
$C1/F889 AE 85 B2    LDX $B285  [$7E:B285]   
$C1/F88C DD 12 00    CMP $0012,x //Check if current level is less than value gotten just above.
$C1/F88F 90 24       BCC $24    [$F8B5]     
$C1/F891 7B          TDC
$C1/F892 A6 00       LDX $00 
$C1/F894 BF 8B 25 CC LDA $CC258B,x //Get amount to increase HP by.
$C1/F898 C2 20       REP #$20               
$C1/F89A AE 85 B2    LDX $B285  [$7E:B285]   
$C1/F89D 18          CLC
$C1/F89E 7D 05 00    ADC $0005,x //Increase current max HP by value gotten.
$C1/F8A1 9D 05 00    STA $0005,x //Store new max HP
$C1/F8A4 C9 E7 03    CMP #$03E7 //Check if new max HP > (decimal) 999             
$C1/F8A7 90 06       BCC $06    [$F8AF]
$C1/F8A9 A9 E7 03    LDA #$03E7
$C1/F8AC 9D 05 00    STA $0005,x 

$C1/F8B5 E2 20       SEP #$20               
$C1/F8B7 E6 10       INC $10    [$00:0010]   
$C1/F8B9 E6 10       INC $10    [$00:0010]   
$C1/F8BB 80 B8       BRA $B8    [$F875]
Description in progress.

Starting at $C1/F879:
Get PC portrait value and multiply it by 8.
Add the value at $10 to it.
Move result to X register.
If PC level >= $CC258A,x, then add 2 to mem $10 and repeat. (i.e. Move two bytes forward to the next HP increase and try again.)
Else, add the value at $CC258B,x to the current HP.

Chrono / Gameplay Casual Discussion / RPGMaker2003 Fangame I Found
« on: June 21, 2008, 04:37:23 pm »
I'm not sure which forum I should put this in.
Yesterday, I found this video:

I'm not sure how old it is; many of its files have a "last modified date" of 2004 or 2005.

I copied down the intro to one section of the game:
En el fin del tiempo tuvo lugar la batalla por la que se decidiria el destino de la humanidad.

Lavos la criatura extraterrestre emergio de las profundidades de la tierra para destruir toda existencia de vida pero un grupo de heroes desconocidos consiguieron derrotarle y acabar con la ambicion del monstruo.

El ciclo de la vida continuo y los heroes vencedores retornaron a la epoca que pertenecian. Debido a sus hazaņas fueron reconocidos como HEROES.

Pero a pesar de todo pronto volverian a reunirse...

Quote from: Google translate
At the end of time the battle took place by which it would decide the destiny of mankind.

Lavos the extraterrestrial creature emerged from the depths of the earth to destroy the entire existence of life but a group of unsung heroes managed to defeat and end the ambition of the monster.

The continuous cycle of life heroes and victors returned to the time that they belonged. Because of his exploits were recognized as heroes.

But despite everything to meet again soon ...

My life in high school has officially ended. The ceremony was a pain for a while because it was hot out and we were facing the sun.
I'm not going to get much of a break; in a few days, I start taking summer classes at the local community college.

Other Topics and the Prerelease / How many sprites are different?
« on: May 11, 2008, 01:17:12 am »
Has anyone ever taken a good look to see what sprites are different in the pre-release?
A few weeks or so ago, I noticed a very different Cyrus sprite in Frog's Zenan bridge flashback scene.

Chrono Trigger Modification / In-game Font Switching experiment
« on: March 20, 2008, 09:48:25 pm »
After justin expressed amazement at Pandora's Box's font switcher, I decided to try and see how CT loads the dialog font.

After setting a breakpoint to see when FF2F60 (capital 'A' in the dialog font) was read, I found this:
$C2/5E8B B7 76       LDA [$76],y[$FF:2F60]   A:F004 X:0002 Y:0000 P:envMxdiZc

Later, I set a breakpoint on 7E0276 and found where that value came from.
The most important part was:
$C2/5DD1 69 60 20    ADC #$2060              A:1020 X:004F Y:0040 P:envmxdIzc
$C2/5DD4 85 76       STA $76    [$00:0276]   A:3080 X:004F Y:0040 P:envmxdIzc

I then wrote my own code to get the window BG value, use it to load from a table I made, and add it with the value it was before to make a new font location.

  • No 4x12 part changing.
  • Character widths aren't changed yet
This patch has only two fonts in it. It uses space at 24F540-24F54F and 24F58D-24F5A9.
Remember, this is mostly just a proof of concept.

[attachment deleted by admin]

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