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Messages - Chickenlump

Pages: [1] 2 3 ... 22
1
Chrono News / Re: Guys, I think it's hype time!
« on: June 16, 2015, 04:02:32 pm »
Well, THAT was disappointing...

2
Site Updates / Re: Site Maintenance
« on: August 07, 2009, 07:02:02 pm »
Someone should offer the entire site available as a torrent download, updated every 3 months or so, for backup purposes, and for something to read during downtime and periods without internet.

I've often wished I had the entire compendium avalable to read through during periods of computer repair, no net access, and for fear that it might one day be gone, and so much great reading, thought provoking topics, and perfected information forever deleted.

Heck, it could spread and the compendium would never truly die.

Kind of like what OCRemix does with it's remixes, but with the compendium, every page and text file and board topic is important to someone. Not just the articles, but every link I click on here is relevent somehow, has info no other page has, and no other site has any of any of that.

I wish firefox had a "download whole site" option... :(

3
Submissions / Re: CT Map improvement
« on: August 07, 2009, 05:26:38 pm »

Despite the 16-bit limitations of the game itself, you did a pretty good job overall.

I offer you now this challenge: make Death Mountain Peak into a daytime scene with the same lighting adjustments you made to this first bit.  That to me would be an achievement in itself.

Post the exact map you want me to modify, and I'll give it a go. :)
I would need to change the colors completely to reflect broad daylight, which should be interesting and fun. I only ask that you post the source material so I can get the right map, and the computer I work from cannot have TF or emulators on it as per request from a paranoid relative.

Dusk? Mid day? Morning?

Any other 'improvements' I do may not turn out as well as the first one, I'm still learning Photoshop and it's tools. and maps that are too large might throw me for a loop, that section of Crimson Echoes Singing Mountain was easy, it was pretty small, and I knew from the get-go that I wanted the bottom of the waterfall to be the source of the light, and at night.

Hell, if we were to mildly light-source the sprites, I could create one hell of a mock-up screenshot that could break some chrono-fan hearts, and hopefully embarrass SE a bit, or at least light a small creative fire under their inactive butts.  

Release to Digg or something... "What a real Chrono Trigger sequal could look like (or better) l if Square still cared about you."

The ol' guilt-them-into-action routine. Or would that be a bit much?

like the attatchment, only better menu, and shaded sprites from the DS version (with the new bars).

4
Submissions / Re: CT Map improvement
« on: August 07, 2009, 02:42:57 am »
I may try a portion of a Zeal map to see if I can get similar results.
It helps when I started to visualize that each map would have to have individualized light sources and shading, as opposed to a general ambient light covering everything uniformly.
This says alot to me about the original tilesets and maps being impressive from the get go. I just added some gloss. :)

I'd love to see someone else give it a go as well. There must be other artistic talent here that trumps my attempt.


Zeality:

The old folder from when I had FTP access?
I haven't been in that in AGES. I wouldn't know where it is now, or how to get into it.
I had a pic of that map stored on my Photobucket account when I worked on it, I only had like 3 maps total saved as PNG files from when I worked on them.
I wish I had that folder's contents, I can only imagine what I had in it. Nothing I can't get again, or better though.



5
Submissions / CT Map improvement
« on: August 07, 2009, 01:58:52 am »
I got bored and wondered what a CT map would look like with some lighting effects and shading, so I loaded up a small portion of Singing Mountain and started messing around in photoshop.

I'm no Photoshop pro or anything, but I really liked the how it turned out.
I can only imagine what a whole game would look like with all the maps post-processed like this (not on the SNES of course).


6
Polling / Re: Worst Sequel Ever!
« on: June 17, 2009, 03:19:56 am »
Voted for the Pokemon sequel (Pokemon is a neat idea, good for kids, it's just not going to do the Chrono series any good, though at this point, it would be a new Chrono game.... I hate desperation.

Actually, a sequal where Flea is the main character, he must travel to the past to save the future....of FASHION! A wacky adventure where new friends are made, new outfits are tried on, war is declared on the miniskirts of Guardia, and only with the help of the Frozen Pumps can the future citizens of the Chronoverse walk around and not feel shamed by the oppression of fashions of yesteryear!

In my attempt to make a bad sequal idea, I inadvertantly fell in love with it... 8)

7
After experiencing the end result, would you be happy with the product in comparison to other "official" games of this type? Do you feel happy enough with the end result that you can imagine it as worthy competition "It's just as good as anything on the shelves, if not better"

Are you regretting not being able to implement something you thought might have made the game feel more complete, or felt something was missing and would add that something in now if you could to give it that "Finished" game feel? Can be a scene, character, graphic, song, subroutine, engine tweak...

Last question, what one aspect was the absolute toughest to work on, a map or event or script that drove you mad because getting this aspect to turn out like the version in your head and what you see during testing became ulcer inducing? Was it worth all the trouble once it got working as planned? Did someone point out the problem as something obvious, followed by cursing, headbanging?


8
Chrono Cross Modification / Re: Okay, Chrono Cross Textures
« on: October 11, 2007, 10:44:12 am »
It's been forever since I've seen these textures in game.
They look even better here, unfiltered and not stretched.

9
Chrono Trigger Modification / Re: I think it's time to work on the Techs
« on: October 05, 2007, 01:44:32 pm »
I've been busy with family problems and no internet, but during that time I worked a bit on techs. I'll post a bit of it if you guys want to play around with it. All addresses are in SNES format.

There are like 4 different sets of techs which I believe to be player techs enemy techs, player attacks and in-battle items.

2 useful RAM Addresses
7E9877                  Attack index is held here for the 4 different attack types
7E9878 - 7E9879    Pointer for current attack is held here for all attack types


The following 4 sections of code load the pointers for the 4 different kinds of techs.

Code: [Select]
$C1/46EF BF F0 61 CD LDA $CD61F0,x[$CD:6210] A:0020 X:0020 Y:0006 P:envmxdizc   // Load the 2 byte pointer (Singing Attack is the 20th Tech)
$C1/46F3 8D 78 98 STA $9878  [$7E:9878] A:9EDA X:0020 Y:0006 P:eNvmxdizc   // Store the pointer in RAM at 7E9878
$C1/46F6 AA TAX A:9EDA X:0020 Y:0006 P:eNvmxdizc   // Transfer the pointer to X
$C1/46F7 A8 TAY A:9EDA X:9EDA Y:0006 P:eNvmxdizc   // Transfer the pointer to Y
$C1/46F8 7B TDC A:9EDA X:9EDA Y:9EDA P:eNvmxdizc
$C1/46F9 E2 20 SEP #$20 A:0000 X:9EDA Y:9EDA P:envmxdiZc
$C1/46FB BF 00 00 CD LDA $CD0000,x[$CD:9EDA] A:0000 X:9EDA Y:9EDA P:envMxdiZc   // Load CD0000 with X (CD9EDA)
$C1/46FF 85 81 STA $81    [$00:0081] A:0098 X:9EDA Y:9EDA P:eNvMxdizc
$C1/4701 BF 01 00 CD LDA $CD0001,x[$CD:9EDB] A:0098 X:9EDA Y:9EDA P:eNvMxdizc
$C1/4705 85 80 STA $80    [$00:0080] A:00F8 X:9EDA Y:9EDA P:eNvMxdizc
$C1/4707 BF 02 00 CD LDA $CD0002,x[$CD:9EDC] A:00F8 X:9EDA Y:9EDA P:eNvMxdizc
$C1/470B 85 83 STA $83    [$00:0083] A:0080 X:9EDA Y:9EDA P:eNvMxdizc
$C1/470D BF 03 00 CD LDA $CD0003,x[$CD:9EDD] A:0080 X:9EDA Y:9EDA P:eNvMxdizc

$C1/4617 BF F0 5E CD LDA $CD5EF0,x[$CD:5EF2] A:0002 X:0002 Y:0002 P:envmxdizc   // Load the 2 byte pointer (Cyclone is the 2nd script)
$C1/461B 8D 78 98 STA $9878  [$7E:9878] A:0909 X:0002 Y:0002 P:envmxdizc   // Store the pointer in RAM at 7E9878
$C1/461E AA TAX A:0909 X:0002 Y:0002 P:envmxdizc   // Transfer the pointer to X
$C1/461F A8 TAY A:0909 X:0909 Y:0002 P:envmxdizc   // Transfer the pointer to Y
$C1/4620 7B TDC A:0909 X:0909 Y:0909 P:envmxdizc
$C1/4621 E2 20 SEP #$20 A:0000 X:0909 Y:0909 P:envmxdiZc
$C1/4623 BF 00 00 CE LDA $CE0000,x[$CE:0909] A:0000 X:0909 Y:0909 P:envMxdiZc   // Load CE0000 with X (CE0909)
$C1/4627 85 81 STA $81    [$00:0081] A:0098 X:0909 Y:0909 P:eNvMxdizc
$C1/4629 BF 01 00 CE LDA $CE0001,x[$CE:090A] A:0098 X:0909 Y:0909 P:eNvMxdizc
$C1/462D 85 80 STA $80    [$00:0080] A:0080 X:0909 Y:0909 P:eNvMxdizc
$C1/462F BF 02 00 CE LDA $CE0002,x[$CE:090B] A:0080 X:0909 Y:0909 P:eNvMxdizc
$C1/4633 85 83 STA $83    [$00:0083] A:0080 X:0909 Y:0909 P:eNvMxdizc
$C1/4635 BF 03 00 CE LDA $CE0003,x[$CE:090C] A:0080 X:0909 Y:0909 P:eNvMxdizc

$C1/47CB BF F0 63 CD LDA $CD63F0,x[$CD:63F2] A:0002 X:0002 Y:0002 P:envmxdizc   // Load the 2 byte pointer (Tonic is the 2nd script)
$C1/47CF 8D 78 98 STA $9878  [$7E:9878] A:829C X:0002 Y:0002 P:eNvmxdizc   // Store the pointer in RAM at 7E9878
$C1/47D2 AA TAX A:829C X:0002 Y:0002 P:eNvmxdizc   // Transfer the pointer to X
$C1/47D3 A8 TAY A:829C X:829C Y:0002 P:eNvmxdizc   // Transfer the pointer to Y
$C1/47D4 7B TDC A:829C X:829C Y:829C P:eNvmxdizc
$C1/47D5 E2 20 SEP #$20 A:0000 X:829C Y:829C P:envmxdiZc
$C1/47D7 BF 00 00 CE LDA $CE0000,x[$CE:829C] A:0000 X:829C Y:829C P:envMxdiZc   // Load CE0000 with X (CE829C)
$C1/47DB 85 81 STA $81    [$00:0081] A:0090 X:829C Y:829C P:eNvMxdizc
$C1/47DD BF 01 00 CE LDA $CE0001,x[$CE:829D] A:0090 X:829C Y:829C P:eNvMxdizc
$C1/47E1 85 80 STA $80    [$00:0080] A:00C0 X:829C Y:829C P:eNvMxdizc
$C1/47E3 BF 02 00 CE LDA $CE0002,x[$CE:829E] A:00C0 X:829C Y:829C P:eNvMxdizc
$C1/47E7 85 83 STA $83    [$00:0083] A:0080 X:829C Y:829C P:eNvMxdizc
$C1/47E9 BF 03 00 CE LDA $CE0003,x[$CE:829F] A:0080 X:829C Y:829C P:eNvMxdizc

$C1/442C BF C6 5E CD LDA $CD5EC6,x[$CD:5EC6] A:0000 X:0000 Y:0098 P:envmxdiZc   // Load the 2 byte pointer (Crono's attack is the first script)
$C1/4430 8D 78 98 STA $9878  [$7E:9878] A:0380 X:0000 Y:0098 P:envmxdizc   // Store the pointer in RAM at 7E9878
$C1/4433 AA TAX A:0380 X:0000 Y:0098 P:envmxdizc   // Transfer the pointer to X
$C1/4434 A8 TAY A:0380 X:0380 Y:0098 P:envmxdizc   // Transfer the pointer to Y
$C1/4435 7B TDC A:0380 X:0380 Y:0380 P:envmxdizc
$C1/4436 E2 20 SEP #$20 A:0000 X:0380 Y:0380 P:envmxdiZc
$C1/4438 BF 00 00 CE LDA $CE0000,x[$CE:0380] A:0000 X:0380 Y:0380 P:envMxdiZc   // Load CE0000 with X (CE0380)
$C1/443C 85 81 STA $81    [$00:0081] A:0090 X:0380 Y:0380 P:eNvMxdizc
$C1/443E BF 01 00 CE LDA $CE0001,x[$CE:0381] A:0090 X:0380 Y:0380 P:eNvMxdizc
$C1/4442 85 80 STA $80    [$00:0080] A:0080 X:0380 Y:0380 P:eNvMxdizc
$C1/4444 BF 02 00 CE LDA $CE0002,x[$CE:0382] A:0080 X:0380 Y:0380 P:eNvMxdizc
$C1/4448 85 83 STA $83    [$00:0083] A:0090 X:0380 Y:0380 P:eNvMxdizc
$C1/444A BF 03 00 CE LDA $CE0003,x[$CE:0383] A:0090 X:0380 Y:0380 P:eNvMxdizc


Using the decoded byte lengths, I attempted to decode Gato's Singing attack to some degree...
The first part of the techs is a header containging pointers to different sections of the tech. Directly following the headers are the scripts themselves.


Code: [Select]
98 F8 80 00 F0 9E 0A 9F 18 9F 21 9F 3B 9F 4F 9F 62 9F 76 9F 8B 9F  - Header for Gato's Singing Attack

CD9EF0 24 05
3D 00 // Set Target (Puts the Spotlight on Gato, setting to 3D 80 puts the spotlight on Crono)
30 1B 01 // Assumed to darken the screen
32 0A
72 0D // Set Facing (Gato faces forward for singing animation)
02 06 // Play Animation (Gato does his singing animation)
24 0C
30 1A 01 // Assumed to lighten screen back up
20 20 // Timer
06 03 // Play Animation Frame?
50 // Damage Related
2E // Damage Related
01 // Damage Related
00 // End Section

CD9F0A 24 0A
02 09 // Play Animation
78 AA // Play Sound (Plays Gato's Singing diddly)
24 0B
20 0F // Timer
36 // Return 
06 03 // Play Animation Frame? 
00 // End Section

CE9F18 24 0A
02 09 // Play Animation
24 0C
06 03 // Play Animation Frame? 
00 // End Section

CD9F21 60 00 // Set Palette (Sets palette for Musical Note Graphics)
73 00
33 00 // Another Set Target (Starts the Musical Notes off from Gato, changing to 33 80 sets them off from Crono)
3A 1E 09 // Assumed to affect the starting position of the notes from the target sprite they originate from
3A 1F D7 // Assumed to affect the starting position of the notes from the target sprite they originate from
1A // Set X,Y coords 
36 // Return 
24 0A
70 // Show Sprite
02 00 // Play Animation
09 // Set Speed - Medium (sets the speed of the Musical Note)
85 00 // Set Direction (Sets Direction of Musical Note #1)
A8 30 // Slide Sprite (Move Musical Note #1 graphic to the right)
71 // Hide Sprite
00 // End Section

CD9F3B 73 00
24 01
1A // Set X,Y coords
36 // Return 
24 0A
20 1E // Timer 
70 // Show Sprite
02 00 // Play Animation
09 // Set Speed - Medium (sets the speed of the Musical Note) 
85 E0 // Set Direction (Sets Direction of Musical Note #2) 
A8 30 // Slide Sprite (Move Musical Note #2 graphic)
71 // Hide Sprite
00 // End Section

CD9F4F 73 00
24 02
1A // Set X,Y coords 
36 // Return
20 3C // Timer
70 // Show Sprite
02 00 // Play Animation
09 // Set Speed - Medium (sets the speed of the Musical Note)
85 20 // Set Direction (Sets Direction of Musical Note #3)
A8 30 // Slide Sprite (Move Musical Note #3 graphic)
71 // Hide Sprite
36 // Return
00 // End Section

CD9F62 73 00
24 03
1A // Set X,Y coords 
36 // Return
24 0A
20 0F // Timer 
70 // Show Sprite
02 00 // Play Animation
09 // Set Speed - Medium (sets the speed of the Musical Note) 
85 10 // Set Direction (Sets Direction of Musical Note #4) 
A8 30 // Slide Sprite (Move Musical Note #4 graphic) 
71 // Hide Sprite
00 // End Section

CD9F76 73 00
24 04
1A // Set X,Y coords 
36 // Return
24 0A
20 3C // Timer 
70 // Show Sprite
02 00 // Play Animation
09 // Set Speed - Medium (sets the speed of the Musical Note) 
85 F0 // Set Direction (Sets Direction of Musical Note #5)   
A8 30 // Slide Sprite (Move Musical Note #5 graphic) 
71 // Hide Sprite
36 // Return
00 // End Section

CD9F8B 02 06 // Play Animation
20 1E // Timer 
06 05
20 0F // Timer 
06 03
20 0F // Timer 
50 // Damage related?
2E // Damage related?
01 // Damage related?
00 // End Section


Command 1E has it's own pointer table for it's arguments.

Code: [Select]
Pointer Table is located at CE0000 and ends at CE009B
78 pointers total (00 - 4E)

28 D4
39 D4
4A D4
5B D4
6C D4
7D D4
8B D4
99 D4
A7 D4
B5 D4
C3 D4
CB D4
DF D4
E6 D4
EE D4
F6 D4
0B D5
11 D5
19 D5
28 D5
3A D5
49 D5
58 D5
6B D5
7E D5
88 D5
A3 D5
B1 D5
C1 D5
12 D6
17 D6
1C D6
62 D6
73 D6
85 D6
C0 D6
C7 D6
CD D6
E5 D6
0C D7
30 D7
54 D7
76 D7
95 D7
9E D7
B9 D7
D8 D7
F7 D7
20 D8
60 D8
67 D8
76 D8
C6 D8
16 D9
2E D9
62 D9
67 D9
70 D9
97 D9
BE D9
CF D9
E1 D9
32 DA
42 DA
53 DA
67 DA
BB DA
E0 DA
10 DB
1C DB
5D DB
65 DB
6D DB
6E DB
75 DB
8D DB
BC DB
E9 DB



And here are the decoded byte lengths. I just realized I'm missing a few entries, I'll add them when I have more time, and some of the descriptions of the commands may be a little off or just plain wrong.   :)

Code: [Select]
Command Decodes Notes

00 - 1 byte
01 - 1 byte
02 - 2 bytes // Play Animation?
03 - 2 bytes // Play Animation?
04 - 2 bytes
05 - 2 bytes
06 - 2 bytes (same code as 05)
07 - 1 byte
08 - 1 byte
09 - 1 byte // Set Speed - Slow
0A - 1 byte // Set Speed - Medium
0B - 1 byte // Set Speed - Fast
0C - 1 byte (same code as 08)
0D - 2 bytes
0E - 1 byte
0F - 1 byte (same code as 08)
10 - 3 bytes // Slide Sprite to XX YY
11 - 1 byte
12 - 2 bytes
13 - 4 bytes
14 - 2 bytes
15 - 3 bytes

19 - 3 bytes // Sprite Teleport
1A - 1 byte
1B - 2 bytes
1C - 2 bytes

1E - 2 bytes // Sprite Effect/Action
1F - 1 byte
20 - 2 bytes // Time To Wait
21 - 1 byte
22 - 2 bytes
23 - 2 bytes
24 - 2 bytes
25 - 2 bytes
26 - 3 bytes
27 - 1 byte
28 - 1 byte
29 - 1 byte
2A - 1 byte
2B - 1 byte
2C - 1 byte
2D - 1 byte
2E - 1 byte
2F - 1 byte (same code as 01)
30 - 3 bytes
31 - 2 bytes
32 - 2 bytes
33 - 2 bytes // Set Target?
34 - 2 bytes
35 - 1 byte
36 - 1 byte
37 - 2 bytes
38 - 1 byte
39 - 1 byte
3A - 3 bytes
3B - 2 bytes
3C - 2 bytes
3D - 2 bytes
3E - 2 bytes (same code as 3D)
3F - 2 bytes (same code as 3D)
40 - 2 bytes (same code as 3D)
41 - 3 bytes
42 - 2 bytes
43 - 4 bytes
44 - 1 byte
45 - 2 bytes (same code as 3D)
46 - 2 bytes (same code as 3D)
47 - 2 bytes
48 - 2 bytes (same code as 47)
49 - 3 bytes
4A - 1 byte
4B - 1 byte (same code as 01)
4C - 1 byte (same code as 01)
4D - 1 byte (same code as 4A)
4E - 1 byte
4F - 1 byte
50 - 1 byte
51 - 1 byte (same code as 50)
52 - 1 byte (same code as 50)
53 - 1 byte (same code as 50)
54 - 1 byte (same code as 50)
55 - 1 byte (same code as 50)
56 - 1 byte (same code as 01)
57 - 1 byte (same code as 01)
58 - 1 byte (same code as 01)
59 - 1 byte (same code as 01)
5A - 1 byte (same code as 01)
5B - 1 byte (same code as 01)
5C - 1 byte (same code as 01)
5D - 1 byte
5E - 1 byte
5F - 1 byte
60 - 2 bytes // Get and Apply Palette?
61 - 4 bytes
62 - 4 bytes (same code as 61)
63 - 4 bytes (same code as 61)
64 - 4 bytes (same code as 61)
65 - 1 byte
66 - 1 byte (same code as 65)
67 - 1 byte (same code as 65)
68 - 1 byte (same code as 65)
69 - 2 bytes
6A - 1 byte
6B - 2 bytes
6C - 3 bytes
6D - 1 byte
6E - 1 byte
6F - 1 byte
70 - 1 byte
71 - 1 byte
72 - 2 bytes // Set Facing?
73 - 2 bytes
74 - 2 bytes
76 - 3 bytes
77 - 2 bytes
78 - 2 bytes // Play Sound
79 - 2 bytes (same code as 78)
7A - 3 bytes
7B - 3 bytes (same code as 7A)
7C - 1 byte // Play Sound Based on Weapon Equipped
7D - 1 byte
7E - 1 byte (same code as 01)
7F - 1 byte (same code as 01)
80 - 3 bytes // Screen Color Flash
81 - 2 bytes (same code as 47)
82 - 2 bytes (same code as 47)
83 - 2 bytes (same code as 47)
84 - 2 bytes (same code as 47)
85 - 2 bytes // Set Direction
86 - 1 byte (same code as 01)
87 - 1 byte (same code as 01)
88 - 1 byte (same code as 01)
89 - 1 byte (same code as 01)
8A - 1 byte (same code as 01)
8B - 1 byte (same code as 01)
8C - 1 byte (same code as 01)
8D - 1 byte (same code as 01)
8E - 1 byte (same code as 01)
8F - 1 byte (same code as 01)
90 - 1 byte (same code as 01)
91 - 1 byte (same code as 01)
92 - 1 byte (same code as 01)
93 - 1 byte (same code as 01)
94 - 1 byte (same code as 01)
95 - 1 byte (same code as 01)
96 - 1 byte (same code as 01)
97 - 1 byte (same code as 01)
98 - 3 bytes
99 - 1 byte
9A - 3 bytes
9B - 1 byte
9C - 3 bytes (same code as 98)
9D - 1 byte (same code as 99)
9E - 1 byte (same code as 01)
9F - 1 byte (same code as 01)
A0 - 1 byte (same code as 01)
A1 - 1 byte (same code as 01)
A2 - 1 byte
A3 - 1 byte (same code as 01)
A4 - 3 bytes
A5 - 1 byte
A6 - 1 byte
A7 - 1 byte (same code as 01)
A8 - 2 bytes // Slide Sprite?
A9 - 2 bytes
AA - 1 byte (same code as 01)
AB - 1 byte (same code as 01)
AC - 1 byte (same code as 01)
AD - 1 byte (same code as 01)
AE - 1 byte (same code as 01)
AF - 1 byte (same code as 01)
B0 - 1 byte (same code as 01)
B1 - 1 byte (same code as 01)
B2 - 1 byte (same code as 01)
B3 - 1 byte (same code as 01)
B4 - 1 byte (same code as 01)
B5 - 1 byte (same code as 01)
B6 - 1 byte (same code as 01)
B7 - 1 byte (same code as 01)
B8 - 1 byte (same code as 01)
B9 - 1 byte (same code as 01)
BA - 1 byte (same code as 01)
BB - 1 byte (same code as 01)
BC - 1 byte (same code as 01)
BD - 1 byte (same code as 01)
BE - 1 byte (same code as 01)
BF - 1 byte (same code as 01)
C0 - 5 bytes // Circular Sprite Movement
C1 - 4 bytes // Circular Sprite Movement
C2 - 5 bytes // Circular Sprite Movement
C3 - 4 bytes // Circular Sprite Movement
C4 - 3 bytes // Moves sprite downward?
C5 - 2 bytes
C6 - 1 byte (same code as 01)
C7 - 1 byte (same code as 01)
C8 - 1 byte (same code as 01)
C9 - 1 byte (same code as 01)
CA - 1 byte (same code as 01)
CB - 1 byte (same code as 01)
CC - 1 byte (same code as 01)
CD - 1 byte (same code as 01)
CE - 1 byte (same code as 01)
CF - 1 byte (same code as 01)
D0 - 1 byte
D1 - 1 byte
D2 - 2 bytes
D3 - 1 byte
D4 - 1 byte
D5 - 1 byte
D6 - 1 byte
D7 - 3 bytes
D8 - 4 bytes
D9 - 2 bytes
DA - 2 bytes
DB - 1 byte

10
Crimson Echoes / Re: EDIT: Attempting GFX hack
« on: May 18, 2007, 07:45:20 pm »
The pointers are 3 bytes pointers, so you should be able to repoint them if it's necessary.

Ah, thanks! I am currently without a computer, so could not look it up myself. Well then, that makes things infinitely easier when modifying tilesets, not having to worry about the packet sizes, and as an added bonus, it frees up the space that the original packet took up, meaning you can overwrite the original packet with your own data, code, etc.

11
Crimson Echoes / Re: EDIT: Attempting GFX hack
« on: May 17, 2007, 07:49:20 pm »
Just make sure that the new graphics file you are recompressing to the ROM is the same size or smaller than the original graphics file you decompressed. Once you decompress one of the graphics packets, copy it and make edits to the copy, then right click on the files and compare the sizes of the original file and the edited file.
If the edited packet is larger by even 1 byte, things go badly (you are overwriting something right after it).
Also, make sure you are recompressing it back to the exact same address you decompressed it from.
Or... Repoint that packet to some freespace if it has to be larger, though TF uses freespace... I forget if the graphics packets pointers are 2 or 3 byte pointers, if they are 3, then it's possible to make it larger, and put it in a bank way past what TF will ever reach. I think that made sense. Sort of.

>_>

12
Chrono Trigger Modification / Re: Chrono Trigger game in temporal flux
« on: January 24, 2007, 02:37:20 am »
Use a free location, one you aren't using, or plan on changing. One Map can have many many rooms. Many locations can use the same map (which has many rooms on it). Each location has it's own Scroll Mask values that you can set to have the game display only the room you want. Just look how Crono's Room and Crono's Kitchen (locations 2 & 3) are set up. They both use the same Map, but are two different locations, so they can have their own Scroll Mask values, showing only their intended rooms. You can see the Scroll Mask change in Temporal Flux as you edit it's values.

13
Chrono Trigger Modification / Temporal Flux manual updated
« on: January 22, 2007, 03:36:16 am »
I have updated the reference manual for Temporal Flux, current as of TF version 2.55.
I don't believe I've forgotten anything too important... >_>

http://ce.herograw.org/CL/Manual.zip




14
Kajar Laboratories / Re: Chrono Trigger comic
« on: January 18, 2007, 01:10:40 am »
Your art is pretty good, and I'm sure with more practice it will really be great. :)

It looks like you knew it looked like Yakra was puking on Crono, so you felt you needed to write in 'Cyclone Attack'. :)

It's just the angle you chose to use, crono has his arms up, to cover himself from the puke, and Yakra has his/her mouth open. Perhaps having Yakra's mouth closed would solve the problem? But then he would look less menacing...

Either way, if you keep at it, your comic will certainly get read. Nothing here at the Compendium 'Chrono' related goes unanalyzed, or gone through with a fine-toothed comb. :)

15
Chrono Trigger Modification / Re: Menu HDMA colors
« on: January 08, 2007, 02:10:06 pm »
Thanks! :)

I was pretty sure that's what the whole routine did, but couldn't quite wrap my head around it. I certainly needed some more ASM experience, so I thought I'd come back to this. It's fun changing the way the game works.  :lol:

The MVN command is quite useful, copying large chunks of data from ROM to RAM, and RAM to RAM.

I suppose they wrote the routine to generate that table to save 255 bytes that would have been taken up by the table, but looking at how much freespace and junk is left in the final ROM, it doesn't appear to have mattered much.

The overworld select minimap also uses a generated table, copied twice in RAM, one after the other. It's quite a huge table. I'll pinpoint it's routine later tonight.


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