Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Grobycftw

Pages: [1]
Chrono Cross Modification / Make Slash a 100% Playable Char
« on: November 16, 2020, 05:10:01 am »
Hi everyone, long time!

So I'm trying to make Slash become a fully playable character.
I think I have all the right tools for it and I'm really close but I still have 1 major issue and 1 minor issue

I manage to "extract" Slash Overworld model and Texture(.Tim) from
1928.room_524_bend_of_time_-_spekkios_room.script.cpt (in sector 115254)

Major issue : Slash Overworld uses a .Tim format 128x256
while all PC uses a .Tim format 128x128

I edited the Slash Texture using Photoshop (Tim Plugin) to set the size to 128x128

(I put both texture, Slash Overworld & Battle Model in the .rar)

I know that if I only do this, Slash Model will not apply the texture properly, so I have to edit the model so it can map the 128x128 texture, I don't know how to do that .
While reading some post I found the remap.exe , it seems to be exactly what I need to do but I can't figure how remap.exe works properly  :shock:
And remap seems to be using Battle Model only, can it work for Overworld Models too?

Minor issue : Whenever Slash is in the second character spot, he became all explody/glitchy lol! I have no Idea what causes that or how to start to fix it   :?
here's a video of it :

Slash in battle is 99.99% complete , I only need to remove the blinking eyes and it's 100% done! (I saw a post on that somewhere I think) Still not a major issue tho
Here's Slash in battle fully working :

*** I just thought of a possible solution to my Major issue
What if I could point to another Texture from the Overworld Model?

How does a Model (.mdl) knows which Texture (.Tim) to use?
Does it uses the first file it sees directly after the .mdl? (unlikely)
Is it called by a pointer? (I hope it uses that)
Or maybe it's the texture that knows which model it has to go to? (less logical answer)

If I look at Pierre's model and texture
overworld_model_Pierre.mdl   Y   CD Sector 6727 = 00D23800 (Length 7440)  (uses 15 Block = 7800)
overworld_texture_Pierre.tim   Y   CD Sector 6742 = 00D2B000 (Length 4220)  (uses 09 Block = 4800)

I would need to make Pierre.mdl to use(point to) Overworld texture_slash.tim   Y   0E18EA78 to 0E196C97 = 8220 (would use 17 Block = 8800)
which is very far away from the Player Character Field Files List  (for reference) I wonder if it is possible

I'm working on this at the moment! If anyone knows how a Mdl calls it's texture, maybe that would work :o !

Hey guys, I can't figure out how to edit the Price of items
Let's say I want to edit :

Rainbow Axe    Forge = 24,000    Sell = 10,957
Here's a few other number

Bone Axe  150     245
Iron Axe   560     522
Silver Axe 2,000  1,210
Stone Axe 7,980  3,987

I've changed every 10957 in the iso (2ACD, and in little-indian CD2A) both didn't work.
I tried doing 10957 x 2 , sometime it uses 1/2 the value, I can't remember where I've seen it for money but I think it's related to Newgame+ (just like enemy's HP do) didn't work either,
I also found out in the script to buy the Masterhammer for 10000 (2710) or (1027), the value was actually (10A7) , so I looked for (CDAA)
if 2710 -> 1027  -> 10A7
   2ACD -> CD2A -> CDAA
Still no luck changing every CDAA in game (lots of visual glitch but price didn't changed) xP

Scanning through
0197.smith_shop_goods_list.out   Y   5698   Y   5698
0198.smith_shop_costs_list.out   Y   5700   Y   5700

I made these lists

I Found that the number of mats it cost to forge the corresponding Item, will affect the Forge Price but Not the Sell Price. (I listed the mats price in the Weapon Forge Cost)
The way it calculates the price of an Item is using the (let's call it) "Main" mats and multiplies it buy the number of total mats. (Sorry sounds dump at first) but here's an example :
If I make an item cost 10x Bones and 1x Rainbow Shell to forge, the price will be the same as 11 Rainbow Shell (11 x 2400 = 26400)

I'll keep looking around

I think it should be somewhere there.

I have all the Element Shop listed, it's very easy to edit Element price :o but sadly it is not build the same way as blacksmith's Shop >.<

Ideally I'd like to change everything (Forge/Sell)
If anyone knows something about this don't hesitate to let us know : )  thx!

Chrono Cross Modification / Need Help Finding Chest Content
« on: April 26, 2019, 07:50:19 am »
I feel like I'm very close to it but after hours and hours of trying I'm still not able to edit Chest Content

I've been testing the chest containing Fireball in 0482.room_042_lizard_rock_home_-_entrance.script.cpt   Y   16313 (Hex 024973B0) "Format 2352" .

After reading

in the notes it mention
BB XX YYZZ - Item give/take: if XX is 0, item ZZYY will be added to the inventory;
if XX is non-zero, the item will be taken away.
By default, ZZYY refers to a normal item (forge material/weapon/armour/accessory).
If bit 0x200 is set, the item will be an Element.
If bit 0x400 is set, the item will be a key item.

I Strongly suspect that this could be the chest but I can't figure out how to read/find/edit any of those values.

I know that when your using code to add elements in your inventory the value is
0007 = Fireball
I tried changing most/all 0007 and 0700 but in vain   :picardno

still working on it at the moment , will update if I got anything

Chrono Cross Modification / Some usefull Hex list
« on: September 14, 2017, 04:50:35 pm »
Hey guys, I haven't had the time to work on the CC hard hack for a while, anyway here's some data that could be added to the "Modification" page! They're not all 100% complete so feel free to edit/correct them! Hope it help :)

Character Element Grid :
Character Stat Growth  :
Character Description   :

Accessory Stats :
Weapon & Armor Stats  :

Weapon Armor Access and Item ID Description :

Weapon, Armor, Access & Item Text Description :

Enabling-Disabling Weapon, Armor & Accessory :

Weapon, Armor, Accessory & Item Name ID and Text :

Element Shop Price :

Shop Element :

Chrono Cross Modification / Chrono Cross Hard Hack
« on: November 26, 2016, 01:02:35 pm »
Hi guys! First of all I wanna thank everyone on this forum for sharing their wisdom and time innovating on this Game! Chrono's game is such a fantastic universe, its part of my childhood and I will always enjoy talking/thinking about it!
*Sorry if sometimes my writing seems a bit odd, as english isn't my first language Ill try to do my best!

This a topic about the hack me and my brother are working on.
Here's a list of content we want/will change : 

All enemies stats, element they use, drop/steal will be change, possibly the battlescript for a couple of boss (if its not too complicated), will add stars/boss, All Main character stats and stats growth will be rebalanced, some will have different signature move (ex: Dash&slash), element grid allocation will be modified (possibly the order you can unlock them). We made Slash 100% Playable (will replace Pierre! and we have make a super cool artwork for the rectangle in menu ^^ ill upload it so u guys can enjoy it to). Replace a few main characters by enemies like (Funguy => Dwarfy, Doc => Marbule Sage, Orcha  => Dark Orcha). Will change a few main character looks (mostly clothe's colors). Add New weapon/armor/accessory, change their prices, changing the shop goods, and Blacksmith forgables. Change some element, allowing enemies signature move to be use like an ordinary element!(like icebreath, CrashPulse, OmegaWhite, OmegaBlue..). All the battle starting color fields will be modified ;) . I think this wrapped up most of what we have edit for now!

Some element will be modified like Hellsoul => AnimateDead, here's a little example!

Slash image isn't the last version but it should look pretty similar to this one, we're really trying to make it as if it was made for the game!

All of this is on the work/some is 100% done!
Now for the few things we still have trouble with like : Import new model for weapons, Unlock the doors of time so it can be accessed through a normal game, make Dario fully playable (adding space for model seems to be quite a challenge at the moment, I know some people here on the forum are also working on the same issues! We'll get it guys don't give up ^^!). And changing the Chests content. Those are the few remaining things were having problem with. If you have any tips or knowledge on these matter, feel free to let us know :D , ill be updating here and there when we complete a new step! Thx you for reading this topic!

Pages: [1]