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Messages - Chickenlump

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16
Chrono Trigger Modification / Menu HDMA colors
« on: January 06, 2007, 04:02:04 pm »
I'm such a cheater. >_>

I couldn't find the HDMA color menu in the ROM for the dialog boxes for the locations, I assume it's generated somehow, and not read from a hardcoded table. The menu HDMA colors are in the ROM easily editable, and I was hoping that the dialog boxes would be similar. Sooooo... I found the routines, and cheated the game into reading my own table I created in some freespace.  :lee:

First up, the Menu HDMA colors:

Menu HDMA color loading
$C2/86DD   08    PHP   
$C2/86DE   8B    PHB   
$C2/86DF   C2 30   REP #$30   
$C2/86E1   A2 71 87   LDX #$8771     //8771 = C28771(ROM Address for HDMA Color table for menu)    
$C2/86E4   A0 E9 9D   LDY #$9DE9     //9DE9 = 7E9DE9(RAM Address for HDMA Color Table for menu)   
$C2/86E7   A9 1F 00   LDA #$001F     //1F = 30 bytes to copy
$C2/86EA   54 7E C2   MVN 7E C2

The 30 byte table is located at C28771 in the ROM.

02 E8 02 E7 02 E6 02 E5 02 E4 02 E3 02 E2 02 E1
02 E0 82 E1 82 E2 82 E3 82 E4 82 E5 82 E6 82 E7

The first row is the top half of the colors, the second row is the bottom half of the colors. Change the color and direction of the colors. The bytes seem to go as DirectionByte then ColorByte. So if you just want to change the colors only, leave the 02's and 82's alone.


The menu was easy.
The dialog boxes, I had to make my own table for.
The game generates a table at 7F1538 and copies it to 7F1600. The dialog boxes need both
tables, and both are exactly the same.
I copied the table in RAM and moved it to some freespace in the ROM.

$FD/D5C5   A2 38 15   LDX #$1538   //First table
$FD/D5C8   A0 00 16   LDY #$1600   //Second table
$FD/D5CB   A9 FF 00   LDA #$00FF   
$FD/D5CE   54 7F 7F   MVN 7F 7F   
$FD/D5D1   E2 20            SEP #$20   
$FD/D5D3   60               RTS   

At FDD5C5, I changed to

20 79 67 60

This jumps to my modified routine in some freespace.

The address for my routine is FD6779.
At FD6779, my new code is

A2 99 66 A0 38 15 A9 FF 00 54 7F FD A2 99 66 A0
00 16 A9 FF 00 54 7F FD E2 20 60

This loads my custom table from some freespace in the ROM.
The new table is right above the new code.

The table address is FD6699. This table you can modify to change the colors of the gradient, the direction of the gradient, etc..

Here is my custom table, pasted at FD6699:

01 A8 01 A8 01 A8 01 A8 01 A8 01 A7 01 A7 01 A7
01 A7 01 A7 01 A6 01 A6 01 A6 01 A6 01 A6 01 A5
01 A5 01 A5 01 A5 01 A5 01 A4 01 A4 01 A4 01 A4
01 A4 01 A3 01 A3 01 A3 01 A3 01 A3 01 A2 01 A2
01 A2 01 A2 01 A2 01 A1 01 A1 01 A1 01 A1 01 A1
81 A0 81 A0 81 A0 81 A0 81 A0 81 A1 81 A1 81 A1
81 A1 81 A1 81 A2 81 A2 81 A2 81 A2 81 A2 81 A3
81 A3 81 A3 81 A3 81 A3 81 A4 81 A4 81 A4 81 A4
81 A4 81 A5 81 A5 81 A5 81 A5 81 A5 81 A6 81 A6
81 A6 81 A6 81 A6 81 A7 81 A7 81 A7 81 A7 81 A7
81 A8 81 A8 81 A8 81 A8 81 A8 81 A9 81 A9 81 A9
81 A9 81 A9


I can't really recomend using this for your hacks just yet, as TF will probably overwrite it. The Menu HDMA table you can overwrite and change without worry though. This is just something I was scratching my head over for awhile, even if I had to cheat to get my own colors on there.  :)







17
Chrono Cross Modification / Re: Cross emulation problems
« on: December 26, 2006, 04:51:40 pm »
http://psxemulator.gazaxian.com/

If all that fails, or you wish to try something new, use the pSX emulator. It runs Cross perfectly for me, with no plugins to mess around with. epsxe is nice for enhanced graphics, but for compatibility and ease of use, I really really recommend pSX. 

18
Polling / Re: The Race Is On!
« on: December 25, 2006, 03:24:17 am »
GI Jogger for the win!


19
hmmm.....if i knew how to do all this stuff i would make a cc and rd chrono trigger version, i have alot of free time

Why not spend an hour or two a day just fiddling around with Temporal Flux? Just toying with it a little bit each day will enlighten you to some of it's features and it's usage virtually every time you try something. Read up on what other people have done on the boards here, and look through the tutorials posted all over the place. Use the search feature of the boards if you have trouble finding something, or just post a thread asking for help. The easiest way to get a project you want to see done is to get it done yourself, or gather a team together and work on it with others.

Even if you don't plan on starting anything, what ideas do you guys all have for such a project? I love Radical Dreamers, but for the life of me I can't envision how to pull it off with CT's engine. I'd love to hear some of your ideas though.

I did forget for a second though that all of RD's music can be implanted into CT.
Hmmm...

Maybe a hack that consists entirely of events? Not much player interaction at all, just a huge HUGE event based hack that people read like a book, with moving sprites and scripted events that tell out the story of Radical Dreamers. That would be kind of neat, and the first modification of it's kind.

20
Chrono Cross Modification / Re: 3D Crono Cross model extraction?
« on: December 10, 2006, 07:42:31 pm »
There are other programs that do pretty much the same thing. I followed a couple of the links at the 3D Ripper DX site. I wonder which Epsxe plugin is DX9 based? I know there are Open GL plugins for it, so one of the OpenGL alternative ones might work. We just need to find the proper combination of emulator and plugins.

http://glintercept.nutty.org/index.html OGL alternative
http://denull.ucoz.ru/load/1-1-0-40 Another 3D ripper of DX9 applications.
http://developer.nvidia.com/object/nv_texture_tools.html Some tools and plugins to view/edit DDS texture files (some of these rippers save the textures as this file-type).

21
Chrono Cross Modification / 3D Crono Cross model extraction?
« on: December 10, 2006, 11:31:35 am »
I found this topic over at Emutalk, and thought it would be neat if we could apply it to Crono Cross, to extract and have a closer look at it's 3D models of characters and enemies and who knows what else.

http://www.emutalk.net/general-gc-emulation-discussion/37091-universal-model-map-ripper.html

There are other programs like this as well, for OpenGL.

It would make a nice addition to the downloads section if we were able to extract and save the models and texture mappings for people to import into 3D programs for modeling. It would take a bit of time to do this though, if it works, then it could be made a bit easier to get the models through codes that load up characters or monsters instead of playing through the game to capture them all.

22
Chrono Trigger Modification / Re: Help with Temporal Flux ^^
« on: December 09, 2006, 05:18:02 pm »
Glad to help. :)

It can be quite daunting at first, but when you get into it, it all comes together quite easily.

Location exits don't need special tile properties set like overworld exits do, and overworld tile properties are not as forgiving or flexible as location tile properties. Thankfully, somewhere on the map is one already you can use already, which is good, as there is little reason to edit them, unless you are doing graphic work on overworld tiles.

Just post here again if you need help with anything else. Good luck.

23
Chrono Trigger Modification / Re: Help with Temporal Flux ^^
« on: December 09, 2006, 11:41:02 am »
*How Do I connect The world map Location to the new room i created in the Cathedral?*

Create a new exit for the overworld map.
Click the Window menu, then Overworld, then Exits. A tab will appear for you to edit the exits of the overworld.
In the Total Exits field, up the max exits to 51. Then in the field below it, enter 50 (the new exit you created (it starts at 0)). Now that you are on your new exit, place it to where you want it on the map by editing the x,y coords. To see your exits on the map, go to the Map menu, and click on Exits, and all the exits will appear as red empty squares.  Next, choose a string to display upon standing on the exit tile. Edit these strings in the Strings menu. Next, in the Available field, choose True. In the Destination field, choose the location you will be appearing in, and finally edit the x,y coords of where you will appear in this newly gotten-to location, and which direction you are going to face.



Tile properties decide where you can have an exit placed. Tile Properties are enabled under the Map Menu. In this mode you copy and paste preset tile properties over the tile you want to have those properties. The top two quads of the tile are marked as exit (yellow) in the picture above, they line up exactly with my newly placed location. I right clicked on a square already marked this way and placed it over where I needed it. To see what properties are assigned to that tile, go to the Window menu, then Overworld, then Tile Properties. You can also edit the properties of the tiles, but editing the properties of a square will affect the whole map with squares of that type, so it's best to use squares with properties already set that fit your needs, instead of editing them.





*How do i make the New Room I created in the Cathedral seprate from the whole Cathedral?*

Edit the scroll mask properties for that location, so that everything BUT your room is blanked out.



24
Crimson Echoes Plot Construction / Re: Official Side Quest Thread
« on: November 30, 2006, 12:18:17 pm »
That would look really great with scrolling layers too, similar to what I had going on in my old Zeal Battle hack, where the sea and sky (or just the sea) would constantly scroll to the left, since it's a repeating pattern.

A little tileset hacking would be in order to achieve the scrolling effect and have that boat, but without hacking the tileset, I did manage to make a rather nice raft sequence.

I uploaded a video to youtube, it looks better in-game, but you get the idea.

http://www.youtube.com/watch?v=7qr4a7ldUT4

25
Chrono Trigger Modification / Re: Chrono Tweaker Problems
« on: November 05, 2006, 04:29:05 pm »
I have it floating around here somewhere. I like the idea of sending you my forms for integration. I'll see what I can whip up when I have time. Not that anyone needs to rush or anything. Everyone is busy with something. :)

26
Chrono Trigger Modification / Re: Chrono Tweaker Problems
« on: November 05, 2006, 01:11:30 pm »
Thanks. :)

I've been very busy and out-of-it these last few months. *bleh*


I too have a little free time now to do stuff, so after a few projects are wrapped up I should be able to help out and be more active. Hopefully your editor can be updated one way or another, I no longer have the original sources for Chrono Tweaker, and yours is better than mine by a long shot anyway. I'd be glad to help you with it if you decide to continue on with it. Chrono Tweaker only has a feature or two that keeps people using it, and I'd like to be able to take it and burn it from people's minds eventually.  :twisted:


27
Crimson Echoes / Re: Planning Next
« on: November 04, 2006, 12:33:05 am »
I'm not sure about you, but I have been having major issues iwth exporting and importing.  it doesn't seem to work for me .__.  I've tried it with many locations and even sprites and stuff.  All it did was destroy the graphics O_o.  I'll have to check this out once I get home.  I haven't used tf in months.

Destroy the graphics? Post a screenshot and the steps you used in exact detail. This is the first I've heard of any problem with Import/Export, and graphics corruption. Depending on the location and other variables, you may have forgotten to manually (you must do it manually) change the tileset the location uses to the proper tileset and the palette. Using the wrong tileset and palette can make any map look destroyed.

28
Chrono Trigger Modification / Re: Chrono Tweaker Problems
« on: November 04, 2006, 12:23:50 am »
Yeah, it's a piece of dooky, but it was made before the awesomeness that is Temporal Flux, so I made it for headered ROMS. It will receive an update eventually, so I recommend using Blitzkrieg's Temporal Flux Editing Companion editor for most of your stat based editing needs, and only use Chrono Tweaker for the sprite makeup data editing for now.

29
Chrono Trigger Modification / Re: Chrono Trigger: Revelations
« on: November 02, 2006, 02:23:20 pm »
Chrono Trigger Editing Companion is a better choice for an editor, other than the sprite related makeup data editor thingy. Don't use the AI pointer editor part of Chrono Tweaker, it's borked right now. I do plan on updating it, or integrating a few features into Chrono Trigger Editing Companion from Chrono Tweaker. I'm pretty sure I have permission to do that, I just a few things I need to do first.

30
Chrono Trigger Modification / Re: I think it's time to work on the Techs
« on: October 19, 2006, 02:50:36 pm »


Animation Scripts
More stuff partially decoded. This won't be all that bad to completely decode.

7A XX - Play sound
20 XX - Wait this long before going on
1E XX - Special sprite movement/animation command (does cyclone's spin and sound, darkens the screen, but not the sword slash graphic that goes with it, among other things)
03 XX - Do an animation
24 XX - Enemy white blink when hit
60 XX - Set Palette (sets palette for the slash sprite of crono's sword)
73 XX XX XX - sword slash sprite, location? X, Y coords from enemy?
35 XX - Set enemy animation

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