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Messages - prizvel

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1
Chrono Cross Modification / Re: Pip Element Grid Glitch FIX!
« on: November 28, 2019, 05:42:48 am »
This patch changes the save and load function, which is different in the EN JAP and my mod versions.
Anyway the disk that distributed Danetta this feature is still with the disk EN. You can try to patch the original EN DISK, find the differences and transfer them to the hex editor. If you can't do it, I can do it later.

2
Chrono Cross Modification / Pip Element Grid Glitch FIX!
« on: November 27, 2019, 01:51:21 pm »
Quote
Element Grid Glitch
Pip's character has a glitch where even if he evolves to Holy Beast or an Arch form, he loses the last two slots in his Element Grid if the Playstation console is turned off. This can be counteracted in two ways. Firstly, one can simply never turn off the Playstation. This can burn the disc, however. Secondly, one can keep two save files; one with a normal game and evolved Pip, and one with a Pip almost ready to evolve. When you boot up, load up the unevolved Pip game first, evolve him, and then load up the real game. Pip's new Element Grid will carry over. This can be done with different evolved forms to make a larger than normal Element Grid (Archangel has the largest).
from https://www.chronocompendium.com/Term/Pip.html

Remi Negest made a patch that fixes a Pip Element Grid Glitch. The problem was due to an error saving and loading the game. Now everything is all right!
Patch supports old save if pip has not evolved yet

3
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: October 17, 2019, 03:54:00 pm »
The script is Packed in lzss archive, it will not be found in iso.
Here is an example of unpacking the archive https://www.chronocompendium.com/Forums/index.php?topic=12597.0

4
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: October 17, 2019, 08:42:39 am »
Replace this byte with 08 and you get 520. In the attachment, a file with a list of items. It's in Russian, but I've added English element names.

https://www.dropbox.com/s/7d989xd6l2oree8/Chrono_Cross_Item_IDs.xls?dl=1

5
Somewhere I have a disks, where I changed the executable to the ones in beta and also added 0-7 rooms.

6
Chrono Cross Modification / Re: Need Help Finding Chest Content
« on: May 24, 2019, 10:14:36 am »
The contents of the chests are set differently in different rooms. Sometimes it is clearly defined, sometimes it is set to a variable at the beginning of the script.
For example

[10 12 02 05 02 40 ]
( var[0x212] = 0x205 )

[BB 00 12 02 ]               
bb - RECEIVE_ITEM
00 - give (00 give, 01 take)
12 02 variable number 0x212 = iceBlust

[BB 00 12 82 ]               
bb - RECEIVE_ITEM
00 - give (00 give, 01 take)
12 82 item number 0x212 = tornado

7
Chrono Cross Modification / Re: FATE scene
« on: March 21, 2019, 04:35:01 pm »
I edit the POSITION of all the characters in the fieldscript and rotate them
Quote
25 TTUU VVWW XXYY ZZ - ~SET_POSITION_UNSIGNED
26 TTUU VVWW XXYY ZZ - ~SET_POSITION_SIGNED
30 XXYY - Set rotation to YYXX(?) for current entity (complex version)
https://www.chronocompendium.com/wiki/index.php/Chrono_Cross_Fieldscript_Notes

8
Chrono Cross Modification / FATE scene
« on: March 21, 2019, 04:01:37 pm »
What do you think, it looks better from this angle?
https://youtu.be/wW8mJz5EAXY

9
Also good to know that the program that dumped the fieldscript left gaps when it encountered some unknown codes.  I need to look at Danetta's updated version.

I don't know if Danetta finished it. I manually write operators from this page https://www.chronocompendium.com/Term/Chrono_Cross_Fieldscript_Notes.html . It has everything except FE 6F 00.

10

- The code in that gap, starting after the unknown opcode FE 6F, is:

00 D9 00 80 31 80 DA FE 79 00 80 9C 82 FE 74 00
80 9D 82 FE 73 00 80 9E 82 6C 64 80




FE 6F 00 - hide all party members
D9 00 80 31 80; d9 - setup model, 00 80 -  member number 0, 31 80 - model number 0x31 (lynx)
DA wait model loading
FE 79 00 80 9C 82 Learn GlideHook
FE 74 00 80 9D 82 Learn FeralCats
FE 73 00 80 9E 82 Learn ForeverZero
6C 64 80

11
Chrono Cross Modification / Re: Question about summons
« on: January 06, 2019, 02:56:51 pm »
https://www.chronocompendium.com/Term/1967-1977.html
file 1975.more_unknown_executable.psx
ofset: 0x90
0c 00 63 2c replace on 00 00 03 24

info for wiki, please add.
1972.unknown_executable.psx teleporter_menu
1975.more_unknown_executable.psx   new_game_plus_items
-ofset: 0x90 (0c 00 63 2c) - del summoner elements
-ofset: 0x4f8 (26 3f 40 c0 c1 3d d6 ec da fd 58) -del items
26 - Masamune
3f - Anlazer
40 - 2Anlazer
...etc
1976.even_more_unknown_executable.psx   new_game_plus_items2_maybe

12
Chrono Cross Modification / Re: Question about summons
« on: January 02, 2019, 02:07:58 pm »
Exactly! You must know, don't you?

I'm also interested in this question

13
Chrono Cross Modification / Re: Question about summons
« on: January 01, 2019, 06:00:21 pm »
As some items such as star fragment or Mastermune.

14
Chrono Cross Modification / Re: Remaking Lynx battle idle animation
« on: December 22, 2018, 04:58:36 pm »
Not so simple. The enemy Linx model is different.
 3209.battle_model_Lynx_scythe.mdl
 3434.battle_model_Lynx.mdl
P.S.
By the way about file numbers. We came to the conclusion that it was correct to number the files by the number in the file table. With this approach, all files on both disks have the same number. Also, this approach greatly simplifies the modification.

15
Chrono Cross Modification / Re: Raydiation...
« on: October 31, 2018, 04:43:56 am »
Elements scripts perhaps the most unexplored part of the CC.

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