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Messages - Vehek

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The Great To-Do List / Re: [6000] Chrono Cross sound pack?
« on: January 09, 2021, 07:45:27 pm »
The short answer is you shouldn't run those tools on BIN disc images (2352 bytes/sector). They don't know to ignore the ECC data/whatever between sectors, so they misinterpret that data as part of the image/sound. Run them instead on an ISO (2048 bytes/sector) or on the extracted files.

Chrono Trigger Modification / Re: Frog's Theme Intro Recreated
« on: January 05, 2021, 04:12:12 pm »
Complicated SPC work seemed to be one of those final frontiers utunnels was working on when everyone faded away.
A short recap.

Back in 2008, as a result of looking into the mods created by the Japanese Romancing SaGa community, I learned about their ability to create custom music in another game using a slight variation on the music format. I introduced the tool they used.

utunnels then made his own command-line partial reimplentation of the Music Macro Language importer, but I don't think it ever got widespread use for any of the Square games it could support. (Checking the FF6 Hacking fansite today, there may be some tools of their own now.)

Not being a composer, I stuck to using MIDI-to-MML converters when I wasn't developing and/or modifying programs to dump music from other Square games.

I believe in the early post-C&D days, somebody started working on an Impulse Tracker (IT) to mml converter, the idea being you could compose and listen to a piece in the tracker beforehand.

Chrono Trigger Modification / Re: Text extraction
« on: December 20, 2020, 02:34:45 am »
Those were done with the original ROM layout. Temporal Flux doesn't work within the shared text banks, it gives each event packet its own little text block. If other tools don't analyze the event packets, they won't know the new text locations and will fail to get the new text.

It's not what it's meant for, and it wouldn't let you reinsert the text, but you could use the "translation project" feature on a copy of the ROM and then examine the "Translation.Project" file in a hex editor.

Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: October 09, 2020, 03:15:42 am »
I was going to write this earlier before I changed my mind.
One of the quirks of the engine is that in some cases, it's programmed to load PC graphic data only from the original PC graphic banks. When it's given an address outside them, it defaults to bank D5, the one containing Ayla. I think there might have been a patch for this, but I'm not sure.
Something interesting,  if you get into a battle it uses Frog's graphics again ( minus his palette)
Another one of those spots where it ignores the sprite data entries, instead using the PC index.

Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: September 19, 2020, 12:52:48 am »
You left out the part where you can't just swap pointers around, since all the regular animation data entries have to be consecutive to load properly. (The last entry is presumably not used, just there to set the size of the final actual animation set).
I'm not sure, but adding on a new pointer entry to the regular animation data pointers requires two entries: one for the start offset of the new data, one for the end.

Chrono Trigger Modification / Re: Character Graphics Swap hack.
« on: September 17, 2020, 12:48:51 pm »
Wait, have you never dealt with full HiROM addresses before? DCxxxx is just the 1C0000 range. Which is where most of the PCs' sprite assemblies are placed.
Code: [Select]
1C0000 1C27AF SASM N (06) Sprite Assembly - Magus 2007.06.29
1C27B0 1C4E6F SASM N (00) Sprite Assembly - Crono 2007.06.29
1C4E70 1C748F SASM N (02) Sprite Assembly - Lucca 2007.06.29
1C7490 1C9AD7 SASM N (04) Sprite Assembly - Frog 2007.06.29
1C9AD8 1CC07F SASM N (01) Sprite Assembly - Marle 2007.06.29

How did you go around changing the graphic pointers without noticing the existing entries were all "nonexistent addresses" by that interpretation?

If we're making a unified spreadsheet rather than a separate one, then we need to account for those lines that changed even in the Japanese DS version.
An eternity ago, I read from the BBS logs on Ms. Kotoi's site that some lines of dialogue were changed in the PS1 release, the examples given were colors to button names and Taban's line in the ending. Thanks to them leaving the substitute string entries in the US release code, I know from hacking research exactly which ones got changed, though not the Japanese text directly (I checked videos).
The only changes that weren't to button references were censorship of underage drinking. These seem to have carried over into the DS release, though the last one (Taban's) merged back in the "you're the hero" sentence.

The DS version probably has some revisions of its own, but the only one I know for sure is the guy who manages the races at the fair. And that line in the developer's ending now referencing the original game's release year.

もし よそうをしたいなら
はしっている全員が そこに
そろった時 オレに話しかけな!

There's a race underway.
Be quiet and watch!

If you want to try and guess the next winner,
talk to me once the runners have lined up over
there after the race.

I checked the files you uploaded. The line's the same as in the DS version; they must have misquoted it. Also, the change to Queen Leene's line was already there in the DS localization (the use of the party member name remained in the Japanese text).

As far as I know, the DS version only had Japanese, English, and French. The other languages came with the mobile ports.

I think the mobile port changed some text because the previous versions referred to the controller buttons, while the mobile port apparently popped up colored buttons when necessary. Some or all of it may have been reverted in the Steam version. (After a quick look, the files ending with "pad" use controller buttons.)
Quote from: DS
Catchy rhythm, huh?
You can use the X, Y, L, and R Buttons to dance along!
Quote from: Mobile
Catchy rhythm, huh?
You can use the color buttons to dance along!
Quote from: DS
There is a note.

"The Director of Research ought to have the security lock release code written down somewhere in this room.

"He's a strange one, though, always writing in codes and what have you. Knowing him, he probably wrote it down backwards."

There is a note written by the Director of Research.
"Security lock release code: LLAB
I picked it because, well...I like things that are round."
Quote from: Mobile
There is a note.
"The Director of Research ought to have the security lock release code written down somewhere in this room.

"He's a strange one, though, always writing in riddles and what have you. Knowing him, he probably came up with some crazy color code."

There is a note written by the Director of Research.
"Security lock release code: Tomato."
"I picked it because, well...veggies are good for you. A tomato a day keeps the doctor away!"

I pulled the version I was consulting out of, which at least in the past was hosted on chronofan.

So is the plan to turn the "Alpha Screenshot" page into a general magazine coverage page? Since it's going far beyond the release of the game.

Unfortunately, the music test was something Demiforce created.

I found how to trigger the poem last night (it's a debug function called by entity 11), and was writing about it, but I'll dump this first.

You seem to be using an old script dump. In the version I downloaded (it was probably part of the script decompiler package), "opCE" is a check storyline progression opcode. (The debug room text has a nice list labeling the different storyline values.) So it should display at "Masamune Dissapears". The variables referenced in that script are roomVars, local variables. Instead of "Character(4)", it's "ENTITY 4" - the NPC version not in the active party. So after you talk to him once at that point, it sets a temporary flag, switching it to the other dialogue, back and forth.

One of the major issues in reading event scripts - I don't know if the later Cross hackers have made correct dumps - is an inconsistency with if-statements. That's partially my fault for not understanding it back then.
    do condition with two values.
    if true continue with next opcode, jump otherwise.
The logic is if X is true, then run the following line(s) of code, else jump. Due to my incorrect labeling of opcodes back then, not all if-statements conform to this pattern.
Using the jump-to points from the if-statements, and jump-statements within, you can break down the code into if-else blocks.

That was my first thought too, that it was the future. It's just where they put the image that made me reconsider. I only put effort into transcribing the section of the scans I posted, so I don't know much about the rest of the content yet.

It's unfortunate that "Chrono Trigger Prerelease" was the vernacular for two decades now, because I'm totally onboard the proper way to refer to these things
Yeah, I've been to The Cutting Room Floor too. They use "prerelease" to refer to media coverage and source code leaks, and "prototype" for demos and other early versiobs with ROMs.

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]

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