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Messages - Mauron

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Chrono Trigger Modification / Re: Not Learning a Triple Tech
« on: March 23, 2023, 04:37:44 am »
Fixed a couple bugs in Hi-Tech.

The first was a minor one, the first group was being saved as having one too many techs in it.

The second one was actually causing issues. The last evaluated group was not being written back to the requirement data.

The FF FF 00 00 00 data still gets written once at 0x0C27F5. The original data there is FF FF 02 05 00, but this change doesn't matter. Technical details on why follow.

The tech requirements groups indicate the PCs involved, the first tech, the number of techs learned by the group, and a pointer to the first set of techs needed to learn (offset in that PC's list).

The FF FF 00 00 00 dummy data indicates that if all 8 PCs are in the active party, starting at tech 255, this group can learn 0 techs based on data starting at 0x0C0000.

The original data in that spot indicates that if all 8 PCs are in the active party, starting at tech 255, this group can learn 2 techs based on data starting at 0x0C0005.

Chrono Trigger Modification / Re: Not Learning a Triple Tech
« on: March 08, 2023, 12:22:19 am »
I'll test some things in Hi-Tech and see if I can address this.

I am, just slowly.

Kajar Laboratories / Re: Systems programming/reverse engineering
« on: February 25, 2023, 03:09:15 am »
On a somewhat different note, has anyone had success using Ghidra to reverse engineer some of the Chrono Trigger code? Speaking from experience using Ida Pro (very similar), it makes our lives a whole lot easier.

I've been playing with it a little lately. I made my own fork of the current SNES Loader to support HiROM mapping and the latest version of Ghidra. At the moment the loader/language files still need work. It gives errors occasionally, trips up over function calls, and the decompiled C gets... weird... sometimes.

It's definitely helping with organizing my data. I'm seeing more patterns in RAM data, and I've still got a lot of notes to convert.

Chrono Trigger Modification / Re: Tile insertion Guide Attempt
« on: February 11, 2023, 07:49:26 pm »
i've never paid attention to compression size so I'm thinking I have been severely lucky so far as this has been my method of insertion for a few years now xD :shock:

That is lucky. The basics are the same, with a couple extra steps.

When you export, the bottom bar will show a message reading Decompressed to File. Decompressed: {Size} Compressed: {Size} Offset Range: {Address}-{Address} {Timestamp}

You want to note that Compressed Size value. Let's use EB5 as an example.

When you recompress that packet, it will show a similar message. Note the compressed size again. If it's less than or equal to the compressed size earlier, you're good. If not, you'll need to repoint the packet.

Repointing is a little trickier. I'll write up a little on that later.

Wait they are arent they there the 4 little tiles that make up a single tile, right?

That's them. You can find them under Window > Tile Swatches > Layer 1/2 Subtiles. These are 8x8, and the subtile index can be treated like a YY/X hex value. The first tile of the first row is 000, and the last tile of the second row would be 01F, etc.

Will edit again when I get caffeine and/or steal Maurons better explaination if she gives one ;)

Yeah, clean up my notes and get some pretty screenshots with them.

I'm also attaching a spreadsheet on the overworld tile packets. The principles are pretty much the same, you just need different addresses.

Chrono Trigger Modification / Re: Tile insertion Guide Attempt
« on: February 11, 2023, 03:19:37 pm »
Good tutorial.

The attached tutorial zip just contains SNESPal.  Here's the link to that.

I recommend adding information about subtiles, and noting the compressed size when compressing and decompressing.

Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: January 20, 2023, 10:19:09 pm »
Zakyrus may be thinking of changing text color in the menus. I believe it would be possible to add control codes directly into item names to use existing colors already supported by the menu. I haven't fully explored this option though, since it's a rather limited use case.

Chrono Trigger Modification / Re: Temporal Flux Version 3.04 R1 Released
« on: December 16, 2022, 03:47:38 am »
Does it play nice with my plugins?

Time to get some actual output again so I get more than a mention next time. :P

Site Updates / Re: Chrono Poll
« on: November 23, 2022, 02:13:37 pm »
My favorite Dorgon Bill is the salad lesbians.

Chrono Trigger Modification / Re: Temporal Flux tutorial videos.
« on: November 21, 2022, 04:03:41 pm »
You can use a GUI for Youtube-dl if you like.

Chrono Trigger Modification / Re: Help needed - manually changing an event
« on: November 14, 2022, 04:54:55 pm »
Temporal Flux's compression does not come to the same size as the original compression routine - it ends up slightly larger. For this reason editing compressed data will often be moved even if the size wasn't increased.

Temporal Flux will take the first available known free space for whatever's being saved.

Chrono Trigger Modification / Re: Edit events TF
« on: October 28, 2022, 03:34:18 am »
In the Laruba ruins events, go to the command at [03A3]. It's currently GetPC1(Mem.7F021C).

On the Left, change Command to Mem-to-Mem, Load From 7E2981, and Store to 7F021C. Width should be One Byte. Generally you can ignore variant and let Temporal Flux figure that out on its own. You can also change the textbox above it to read {PC2} instead of {PC1}.

This solution has the drawback of only changing the second character's name. If you want a more complex solution to change either the first or second character, let me know.

Chrono Trigger Modification / Re: About party and non-active members
« on: October 25, 2022, 11:23:58 pm »
Use a hex editor to change 0x01F9E6 from 20 to 60 to disable exp for reserve members.

Chrono Trigger Modification / Re: Edit Treasure Chests
« on: October 16, 2022, 03:59:24 pm »
There's multiple ways you could go about this. No matter what, you want to use Temporal Flux.

1) Changing Treasure.
- Start with Window -> Locations
- Change to {00D} Truce Mayor's Manor 1F
- Click the blue treasure link, and change the tonic to {acc}Wallet. This will be a little up in the list.
- At the bottom of that panel, you can switch back to the Loc Prop tab and go to {0D1} Bangor Dome Sealed Room. In this location, across from Chest is a 0 with up and down arrows. Adjust that until you see {acc}Wallet, and choose your preferred item.

2) Changing starting equipment.
- Download Warrior Workshop and extract the files to the same folder as Temporal Flux.
- In Temporal Flux, go to Plugins -> Warrior Workshop.
- Change Crono's starting accessory to {Acc}Wallet, then press Update Character.

3) Add an item to inventory.
- In Temporal Flux, go to Windows -> Location and choose {000} Load Screen, then click the blue Events link
- Click on the command labeled [00E1] SpecialDlg NameCrono
- Click Command on the left.
- Change the Category to Inventory, the Command to Item, and the Item to {Acc} Wallet.
- Click Update, then Write Mem.

4) Give a permanent wallet effect without equipping one.
- In a hex editor, go to 0x3DAEA4.
- Change D0 03 to EA EA.

After any changes in Temporal Flux, go to File -> Save.

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