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Topics - Vargose

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Chrono Trigger Modification / Overworld PC Sprite palletes?
« on: August 23, 2006, 05:36:33 pm »
Does anyone know the location of the overworld PC sprite palletes?

Crimson Echoes / Sprite Aseembly Tutorial
« on: August 14, 2006, 03:22:39 pm »
I am going to be working on a sprite assembly tutorial. This will be my work space. The sprite below will be the finished product of the tutorial.

[attachment deleted by admin]

Crimson Echoes / The Glenn Thread
« on: July 10, 2006, 12:17:31 pm »
Playable thy name is soon to be Glenn. Thanks to Vehek, I have been working on sprite assembly. This weekend I started working on replacing frog with Glenn. I pasted glenn's graphics over frog's and I built two 4x4 frames of sprite assembly. I just made two frames as a test. His facing up frame, and one of his battle frames. I included pictures below. Both worked great. The process of building a frame isn't that tough once you get the hang of it. Keep this on the down low.

[attachment deleted by admin]

JP Addition: 

Eventually we'll need to port this sucker over to a fresh ROM i'm going to put some things I've changed:

Applied Veheks Sprite Location Patch:
00E695       4    No     00000005-0000000D        9
24F540      94    No     0000000E-000000A6       99

Repoint Glenn's Graphics:

24200C (3 byes)

Change Palette:
I'm not convinced on the "offset"

24005E (correctional)  24 bytes

Sprite Assembly


To find NPC or enemy graphics. Open up a headered rom in chrono tweaker. Find your NPC or Enemy. We'll use Nizbel for this example.

Take the Starting Sprite location number. For Nizbel that was 139.

Subtract 7 (because chrono tweaker counts the playable characters), and you get 132.

Change it to hex and you get 84.

Now you can just search (CTRL-F) the offsets guide for "(84) NPC" and you'll find the offset 1F4464

Or you can locate the pointer yourself.
242015   2422E7   PTR   No   No   Pointers to npc and monster graphics   
Each pointer is 3 bytes long. So take 84 times 3, and you get 18C. Add that to 242015 and you get 2421A1.
The pointer value is 64 44 DF, which corresponds to offset 1F4464

1F4464   1F6612   GFX   Yes   No   (84) NPC and Enemy Graphics   thats Nizbel

EDIT: *Similarly to find the Palette

240000   2417B7   PAL   No   No   "Character, NPC, Enemy palettes (12 colors each)"

Each pallette is 2 bytes long.

Nizbel's pallette number in Chrono Tweaker is 186.

So multiply 186 times 24, and you'll get 4464. Which is 1170 in hex.
Add that to 240000 and you'll get 241170, which is probably Nizbel's Palette

Crimson Echoes Plot Construction / Endings
« on: June 21, 2006, 12:32:22 pm »
jsondag2 and I were discussing the idea of a producers ending.

Producers Ending:

Attained by: Defeating the final boss at the begining of the game (similar to CT's and CC's producers' endings)

What Happens: Square enix takes us to court. We would use the court room scene. Each one of us as our NPC would be called to the stand and questioned. Square Enix would be played by the Chancellor. jsondag2 had the idea of having CT resurrection make an appearance.

Chrono Trigger Modification / Importing Music Tutorial
« on: June 19, 2006, 01:43:23 pm »
After a few corrections we have a new importing music tutorial. Special Thanks to JLukas and Vehek for figuring out the two byte size header.

Also check out my new patch for The FF6 Battle Music. Its pretty sweet.

[attachment deleted by admin]

Announcing The Fan Project

Chrono Trigger: A New Song

In this project I will be replacing many if not all the songs of Chrono Trigger with new songs.

I will be using songs from Radical Dreamers, Treasure Conflix, Front Mission: Gun Hazard, Chrono Trigger: Pre-Release, and many others.

Please feel free to give any suggestions on what songs you would like to hear in CT.

Chrono Trigger Modification / RD Battle Music in CT!
« on: June 08, 2006, 06:05:54 pm »
Hold on to your pants, because this is amazing.  I managed to get the Radical Dreamers fight music into Chrono Trigger. I documented my amazing adventure and attached it to this post. The instruments still need some work. Feel free to try and make it better. My next project is to see if I can get the whole RD soundtrack into CT.

[attachment deleted by admin]

Chrono Trigger Modification / Mode 7 scenes
« on: May 24, 2006, 02:46:01 pm »
I identified many of the mode 7 scenes :shock:. I also posted it on the temporal flux wiki.

Mode 7 Scene 0 = Race Mini Game with boosters

Mode 7 Scene 1 = Some Credits

Mode 7 Scene 2 = Game intro with the pendulum

Mode 7 Scene 4 = Lavos Meteor crashing into earth.

Mode 7 Scene 6 = Epoch crash scene.

Mode 7 Scene 7 = Lavos destruction game over scene. "But the future refused to Change.."

Mode 7 Scene 8 = Game over scene without Lavos. "But the future refused to Change.."

Mode 7 Scene 9 = Race Mini Game without boosters

Mode 7 Scene A = Fireworks

Mode 7 Scene B = More Fireworks

Mode 7 Scene C = Credits with Star Field

Mode 7 Scene D = Fast Forward Credits with Star Field

Mode 7 Scene 60 = Race Scene

Its about time I contibuted something useful. lol.

Kajar Laboratories / Poll: Name for Dark Crono
« on: May 08, 2006, 03:00:48 pm »
We have been discussing possible names for an evil Crono. See Now we have a poll of a few we have come up with. Feel free to reply with any other name suggestions you have. Thanks to all those who thought of names.

Kajar Laboratories / Dark Crono needs a name
« on: May 04, 2006, 01:17:34 pm »
People have been throwing the idea arround of an evil Crono. Its a cool idea, that was probably generated by the fact that the editors have revealed and enemy version of him. If we are going to use such an idea in our fan fics he'll need a name, and since naming does not come naturaly to me I was hoping we could throw arround some ideas.

Kajar Laboratories / Help our fallen comrads
« on: April 27, 2006, 05:51:51 pm »
Please sign the Chrono Resurection Petition and help our fallen comrads.

Chrono Trigger Modification / Real time palette and name changes
« on: November 28, 2005, 11:22:42 am »
I was wondering if there was a way to change palettes for character spites and portraits during gameplay. Specifically an event I could make in TF. Also is there a way to change character names during gameplay, automatically.

Chrono Trigger Modification / Using the pre release
« on: November 23, 2005, 10:54:55 am »
Hey, I was wondering about the possibility of using the pre-release version of chrono trigger with temporal flux to make fan project games. I wanted to know if that would work. This would allow for some noticable differences. Namely the hovering epoch, and a few different enemies, areas a tad different, and all the other differences previously mentioned on this site. Some work would have to be done to give it some english text. Any thoughts on this? I just think if it works, it would give some of the fan projects a slightly different feel. I know you can't open it in temporal flux now, but just wondering if some day it will be possible.

Chrono Trigger Modification / Other Editors after Temporal Flux
« on: November 14, 2005, 11:57:55 am »
It looks as if a rom is rearranged the first time it is opened in Temporal flux. Which seems to reneder both Chrono Tweaker and CTShopKeeper unusable. Gears seems to have some functioning parts after temporal flux, but not all. The Chrono Trigger Editor Companion seems to work fine though after temporal flux. Have other people run into this problem? Am I seeing things? I noticed that Crimson Echoes had a new shop, and enemy stats changed. How did you guys get arround this problem? Did you have this problem at all?

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