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Messages - PowerPanda

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16
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: November 17, 2022, 11:26:23 pm »
That sounds good. I'll have to listen closer tomorrow to figure out what you removed during the 12-part polyphony.

I have purposely built my expansion so that people can easily drop in their own song. I left room for 9 more songs.

Regarding the drum table, I just.... didn't do anything.  8)  It seemed to be all direct-address loading, rather than loading based on the index number of the song, so I didn't touch it.

17
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: November 15, 2022, 12:23:52 pm »
 :picardno

And you're right again. Lesson learned: always listen to Reld.

18
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: November 15, 2022, 12:54:27 am »
I'm sorry if this comes across as rude, but this doesn't appear to be accurate. I had downloaded the old version a while ago and just done nothing with it. I just patched a ROM and investigated Scattering Blossoms. The total size of the instruments is $8bd1 bytes, which would put the start of the echo buffer at $d900 (so a value of $03 in that table instead of $05). I tried that and the glitchy sounds went away. For that song at least it doesn't exceed the total size of ARAM. It just overflows into the echo buffer like I suspected. I'm gonna check A Meeting With Destiny now, but I'd bet it's the same deal.

Gi Nattak and I were able to cut an unused instrument from A Meeting With Destiny, and get it down to the $04 value. Scattering Blossoms also works at $04, unless I'm missing something.

The pointer on the global song volume was also very helpful in making Ascend to the Light less obnoxious. :)

I'm going to wait on releasing version 2.1 for a little while. I'm in the middle of a playthrough, to see if there are any other places where some new music would be welcome. I'm also coordinating with Ben on a Chrono Trigger+ release, where he is going to put out a version with the new music implemented, and I'll release an addendum patch that adds additional music cues.

19
Chrono Trigger Modification / Re: Help needed - manually changing an event
« on: November 15, 2022, 12:51:58 am »
After manually repointing everything, the game was crashing. I bit the stick and just made the updates in Temporal Flux. I kept the event the same size, and it did everything within the bounds of the event code.

The line that I thought was unused actually isn't; I had just never thought to talk to Taban between talking to Lucca and getting in the telepod. Taban's line is funny, and also out of place once you've already agreed to do it, so I have decided to use that line as the main one, and have him not talk to you at all once you've agreed to step into the telepod.

20
Chrono Trigger Modification / Re: Help needed - manually changing an event
« on: November 14, 2022, 11:48:15 am »
Why would you not just insert a new command in Temporal Flux.

That would work well if I were doing a "complete" project, unconcerned with compatibility with other projects. From what I can tell though (and this is just an observation), when you edit a compressed event packet with Temporal Flux, rather than making edits to the event itself, it instead abandons the original code (leaving it in its usual place in the rom) and creates an uncompressed copy in the rom's free space.

For example, when I was working on adding new music to CT+, I found 2 copies of the Truce Inn Piano Player code in the rom. One was the original, abandoned event, and one was your new, edited event.

For the Chrono Trigger Soundtrack Expansion, I'm working to make it as compatible as possible, so that people can stack it on top of other changes. The best way to ensure that I accomplish that is to edit the original event code in a hex editor.

21
Chrono Trigger Modification / Help needed - manually changing an event
« on: November 14, 2022, 01:21:47 am »
This requires a bit of an in-depth explanation. First, what I'm trying to do: In the opening of the game, when Taban and Lucca display the Telepod, the cutscene just uses the standard music that plays on the map (Millenial Fair). I want to keep the Millenial Fair music for the rest of the game, but in that specific cutscene, insert a "Play song" command to change the music. Luckily, there's a dummied-out textbox 4 bytes earlier ("TABAN: Don't worry, we tried it on our pets!..."). I want to change those 2 bytes to a Play Song command (EA xx), then shift that to the beginning of Taban's explanation. I also want to do this in a hex editor, and not in Temporal Flux, because Temporal Flux re-arranges parts of the rom when you make even a single change to an event.

If you open up a clean rom in Temporal Flux, and go to map 008 (Telepod Exhibit), open up the event packet (1C), and scroll down to Object A, Taban (057C), you'll see where all of the action happens. The dummied-out textbox is at [05AB]. I want to shift that to the beginning of the "Arbitrary 0" section. That means that it will go from this:

(Rom address: DB/102B)
05AB:   Textbox
05AD:   Return
--Touch
05AE:   Return
--Arbitrary0
05AF:  Textbox

To this:

(Rom address: DB/102B)
05AB:  Return
--Touch
05AC: Return
--Arbitrary0
05AD:  Textbox
05AF:  Textbox

(Note: I have taken care of the "Goto" commands at 0599, 05A2, and 05A9. Those were no concern)

However, there is something else that is telling the game where "Touch" and "Arbitrary0" begin, and I can't figure out what. No matter what, the scene always starts from 05AF (rom address: DB/1031). Any tips or pointers?

22
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: November 14, 2022, 12:15:13 am »
Amazing. I had considered it a far-off, distant goal for those PSX tracks to ever be reverse-engineered back into Chrono Trigger (ditto for Frog's theme).

We're at liberty to leverage this work in future hacks, I hope...

Thanks again.

Yes, of course! This is a community hack, and anyone can use it with or without my permission. You yourself are credited in the readme for extracting and arranging "Unknown Fanfare", which I have assigned the index number $5B, and taken the liberty of titling "Alarming Crisis".

23
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: November 14, 2022, 12:02:13 am »
I'm sorry if this comes across as rude, but this doesn't appear to be accurate. I had downloaded the old version a while ago and just done nothing with it.

Not rude at all. Thank you for your help with this. Looks like I'll be releasing a 2.1 version after all!

Speaking of, there was a problem with the 2.0 version. The "CTSE Standard" IPS file was built off of an already-expanded 6MB rom, instead of the original 4MB rom. I've corrected it, and reuploaded.

24
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: November 13, 2022, 07:14:55 pm »
That's really useful information. I was wondering what all of the pairs of "05 FF" were about. I think I can use that to smooth out "Ascend to the Light" a little bit. In this instance though, that wasn't the case. The tracks "Scattering Blossoms" and "A Meeting With Destiny" were written with the Chrono Trigger soundfont, but they were not written to be playable on SNES. (Example: there is one point in the original "A Meeting With Destiny" where there are 12 individual notes playing at the same time, far exceeding the SNES's maximum of 8.)

The actual problem was that CT uses remarkably high-quality BRR instrument samples for its time, and they were surpassing the SNES's maximum RAM. Both Gi and I still use ZSNES as our main emulator, and that does not cap the RAM, so we didn't notice until I started recording videos on SNES9X.

We don't know why we didn't catch this during the arrangement phase, but if I had to venture an educated guess, it's that Gi probably arranged these using the lower-quality FF6 instrument BRRs, since he is more familiar with them, and then once he had everything right, found the equivalent instruments in Chrono Trigger.

25
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: November 13, 2022, 05:44:10 pm »
Cool stuff! Thanks for doing the work to make it play nice with Enhansa Edition, too.

Of course. I feel like the 2 projects have a lot of synergy for people who want to go back and do a replay. You have an unread message on RHDN where I asked permission.  :D

26
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: November 12, 2022, 11:48:42 pm »
A major update has been added, and v.2.0 is now available.

Version 2.0 changes this from a "hacker's hack" to one that can be used by anyone. In addition to having the data added to your rom, the patch now adds musical cues in the game so that the songs will play. A version compatible with Enhansa Edition is also included.

Version 2.0 also includes a new song. Several years ago, Zeality discovered Unknown Fanfare as leftover junk data in the Japanese rom, and arranged it with instruments. Gi Nattak and I have added a basic loop point to this song, and inserted it as the 91st music track. I have named it "Alarming Crisis".

Finally, the arrangements for "A Meeting With Destiny" and "Scattering Blossoms" exceeded the available RAM of the SNES. In ZSNES, this was no problem, but in BSNES or SNES9X, or on original hardware, the RAM overflow would cause popping and glitching in these 2 songs. Gi Nattak and I have done a slight re-arrangement of the songs so that they require 1 less instrument each, and fit in the SNES's available RAM.

The patch is available for download in the original post. Here is a list of where you will be able to hear the new music.
Quote
===Song 80: Rat-A-Tat-Tat It's... Mitsuda!
Truce Inn 1000 AD - Piano Player (1 of 5 songs)

===Song 81: Battle 2
This becomes the main battle theme after Crono confronts Lavos for the first time in the Ocean Palace, and replaces all instances of Battle 1 from there on out.

===Song 82: Singing Mountain
Death Peak - field music

===Song 83: A Meeting With Destiny
End of Time - Add Marle to your party
Note: Crono and Marle share a theme song, but it does not play when Crono is selected. It seemed like Marle could use a more upbeat song in the End of Time to match all of the other characters. Their song, Far Off Promise, plays in its usual event locations, and has also been added to the Truce Inn Piano Player as 1 of her 5 songs.

===Song 84: One Sunny Day When We Met
Millenial Fair: Dancing Exhibit - field music

===Song 85: Scattering Blossoms
Truce Inn 1000 AD - Piano Player (1 of 5 songs)
Mt. Woe - field music

===Song 86: A Time To Rest -After the Battle-
Death Peak - Cutscene where you use the Chrono Trigger

===Song 87: Frog's Theme (With Intro)
Magic Cave - Cutscene where Frog gains the Masamune
Northern Ruins - Cutscene where the Masamune is powered up
End of Time - Add Frog to your party

===Song 88: Keeper's Dome
Keeper's Dome - field music

===Song 89: Ascend to the Light
Sun Keep, all time periods - field music
Sun Palace - field music

===Song 90: Boss Battle 3
Denadoro Mountains - Masamume 2nd Form*
Death Peak - Lavos Spawn battles
Black Omen - Elder Lavos Spawn battle
*Note: Boss Battle 2, which previously played during Masamune's 2nd Form, now additionally plays during the Giga Gaia and Mother Brain battles

===Song 91: Alarming Crisis
Abandoned Factory - Cutscene where the power is turned on

27
Chrono Trigger Modification / ASM: Change the Battle Theme by Chapter
« on: November 08, 2022, 06:55:46 pm »
I developed some ASM that allows you to change out the random battle theme based on the chapter of the game. I have used it so that when Crono confronts Lavos for the first time, the random battle theme permanently changes to Battle 2. Note that this is not formatted so that you can just copy/paste it. I write out the ASM and then hand-translated it to Hex. I know it's inefficient, but it helps me avoid stupid mistakes.

Code: [Select]
At C0/0C58 (00x0C58), the following code is in the base rom:
A9 45 LDA #$45 ;Load song $45 - Battle 1
85 FA STA 7E/01FA ;Write song to the "current battle theme" RAM byte

You will want to replace those 4 bytes with the following:
22 ?? ?? ?? JSL !freespace ;Jump to the new subroutine

!freespace ;I have this at 45/FFEF in an expanded rom
AF 00 00 7F LDA $7F/0000 ;Check current game chapter
C9 CA CMP #$CA ;Compare it to chapter $CA. IE - have you confronted Lavos in the Ocean Palace yet?)
B0 04 BCS +04 ;If it's greater than $CA, skip the next 4 bytes/2 lines
A9 45 LDA #$45 ;Load song $45 - Battle 1
80 02 BRA +02 ;Skip the next 2 bytes/1 line
A9 51 LDA #$51 ;Load song $51 - Battle 2
85 FA STA 7E/01FA ;Write song to the "current battle theme" RAM byte
6B RTL ;Return

You could, in theory, expand this to include more chapters, changing out the battle theme several times in the game. For example, maybe you want a different battle theme once your party reaches Zeal. You'd just need to add additional options.

One note is that this will only cover the random battle theme. Anywhere where the game loads the battle theme from an event, such as the conveyor belt at the Geno Dome or all of the encounters in the Northern Ruins, you'll need to use Temporal Flux to ajust which battle theme plays.

28
I recently put out a patch called CTSE (Chrono Trigger Soundtrack Expansion) that allows for up to 101 pieces of music (Hex: $65) to be called within Chrono Trigger on an expanded rom. This patch comes with 10 additional pieces of music pre-loaded.
* 5 are SNES recreations of the PSX/DS music (the 4 extra tracks, plus Frog's theme with Intro)
* 4 are unused songs from the JP and JP Pre-release roms, extracted, corrected, and assigned instruments.

Anyway, there are 2 problems we're running into with Temporal Flux:
1. You cannot assign any music above $52 in the editor.
2. If you load a rom with a music track above $52, Temporal Flux will change the value to FF when you save.

So, my request for a feature would be to simply allow the option to assign more music tracks. Either let the list go up to $65, or, if you want to make it dynamic, read the value from C7/0AE9 to show how many track options Temporal Flux should list. The song descriptions can be {blank}, or you could use the following:
$53: CTSE 01 - A Meeting With Destiny
$54: CTSE 02 - One Sunny Day When We Met
$55: CTSE 03 - Scattering Blossoms
$56: CTSE 04 - A Time To Rest -After the Battle-
$57: CTSE 05 - Frog's Theme (With Intro)
$58: CTSE 06 - Keeper's Dome
$59: CTSE 07 - Ascend to the Light
$5A: CTSE 08 - Boss Battle 3
$5B: CTSE 09 - Alarming Crisis

EDIT: I have also coded ASM that allows you to set the random battle music on a map-by-map basis. If edits are already being made, this might be worth adding in too. There is a $200 byte table with 1 byte corresponding to each map.

29
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: June 05, 2022, 01:51:58 am »
That song's already in the game. It's track 4F, labeled in Temporal Flux as "Fanfare 4".

Do you know who made Temporal Flux? With the music expansion, the one thing that seems tough is that TF doesn't allow you to enter a value above $52. If you enter one by hand, Temporal Flux converts it to a number it recognizes. Would be great if that limitation were removed, and Temporal Flux let you just go up to FE if you wanted to.

30
Chrono Trigger Modification / Re: Chrono Trigger - Music Expansion
« on: June 04, 2022, 06:14:54 pm »
That's not my version of Frog's Theme, which is fine if you decided not to use mine for whatever reason. I just figured I should mention it since you talked about using mine in CT+ and crediting me. I wouldn't want to accidentally take credit for something I didn't do.

It is an edit of your version. We took the intro that you had written, but moved the loop point to a few measures later. Ben wanted the intro to only play once. So yes, you should definitely be credited on that one!

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