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Messages - Chickenlump

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31
Set a Execute breakpoint on C14658 to get the address of the 2 byte pointer for the animation script of the tech you want to edit.

Flip the bytes from your pointer around and put a CE in front of it to get directly to the animation script data for that tech.

Example:
I set an exec breakpoint for C14658. I want to find the animation data for Cyclone. The moment I do the Cyclone tech, I get this in the debugger:

Code: [Select]
$C1/4658 BF 00 00 CE LDA $CE0000,x[$CE:090D] A:0000 X:090D Y:0000 P:envmxdiZc   

So, the pointer for Cyclone begins at CE090D. At CE090D I see 2 bytes: 17 09

I flip them to get 09 17 and put a CE in front to get CE0917.

CE0917 is the start of Cyclone's animation script data.



If you don't plan on moving or expanding the data, you might not want the pointer and just want the data.

Set an exec breakpoint on C14CC4 and do your tech.
Doing Cyclone with this breakpoint gives me:

Code: [Select]
$C1/4CC4 B7 E6 LDA [$E6],y[$CE:0917] A:0000 X:0000 Y:0000 P:envMxdiZC
The animation script begins at CE0917.

This breakpoint also works for the regular attacks, like Crono's default sword attack. Breakpointing C14CC4 gives me:

Code: [Select]
$C1/4CC4 B7 E6 LDA [$E6],y[$CE:038E] A:0000 X:0000 Y:0000 P:envMxdiZC

CE038E is the animation script for Crono's sword attack.

32
Chrono Trigger Modification / Re: I think it's time to work on the Techs
« on: October 17, 2006, 02:38:19 pm »
The following is a trace log from me doing Cyclone. It shows it loading data from the ROM concerning ALOT of different areas for the techs, including animation scripts, graphics, etc..


$C1/45BB   BF A6 45 CD   LDA $CD45A6,x[$CD:45AD]   A:0000   X:0007   Y:0002   P:envMxdiZC   

These scripts, for example, start at $CD45A6, and Cyclone begins in this area at [$CD:45AD]
It ends with FF. It  looks like the first byte is the tech, the next 3 bytes determine which graphics get used...

More can be gleamed from this I'm sure.

$C1/45A0   AD 91 AE   LDA $AE91  [$7E:AE91]   A:0004   X:0004   Y:0002   P:envMxdizc   
$C1/45A3   C9 03   CMP #$03   A:0000   X:0004   Y:0002   P:envMxdiZc   
$C1/45A5   90 03   BCC $03    [$45AA]   A:0000   X:0004   Y:0002   P:eNvMxdizc   
$C1/45AA   AD 93 AE   LDA $AE93  [$7E:AE93]   A:0000   X:0004   Y:0002   P:eNvMxdizc   
$C1/45AD   C2 20   REP #$20   A:0001   X:0004   Y:0002   P:envMxdizc   
$C1/45AF   85 80   STA $80    [$00:0080]   A:0001   X:0004   Y:0002   P:envmxdizc   
$C1/45B1   0A    ASL A   A:0001   X:0004   Y:0002   P:envmxdizc   
$C1/45B2   0A    ASL A   A:0002   X:0004   Y:0002   P:envmxdizc   
$C1/45B3   0A    ASL A   A:0004   X:0004   Y:0002   P:envmxdizc   
$C1/45B4   38    SEC   A:0008   X:0004   Y:0002   P:envmxdizc   
$C1/45B5   E5 80   SBC $80    [$00:0080]   A:0008   X:0004   Y:0002   P:envmxdizC   
$C1/45B7   AA    TAX   A:0007   X:0004   Y:0002   P:envmxdizC   
$C1/45B8   7B    TDC   A:0007   X:0007   Y:0002   P:envmxdizC   
$C1/45B9   E2 20   SEP #$20   A:0000   X:0007   Y:0002   P:envmxdiZC   
$C1/45BB   BF A6 45 CD   LDA $CD45A6,x[$CD:45AD]   A:0000   X:0007   Y:0002   P:envMxdiZC   
$C1/45BF   8D 77 98   STA $9877  [$7E:9877]   A:0001   X:0007   Y:0002   P:envMxdizC   
$C1/45C2   BF A7 45 CD   LDA $CD45A7,x[$CD:45AE]   A:0001   X:0007   Y:0002   P:envMxdizC   
$C1/45C6   8D 7A 98   STA $987A  [$7E:987A]   A:00DA   X:0007   Y:0002   P:eNvMxdizC   
$C1/45C9   BF A8 45 CD   LDA $CD45A8,x[$CD:45AF]   A:00DA   X:0007   Y:0002   P:eNvMxdizC   
$C1/45CD   8D 7B 98   STA $987B  [$7E:987B]   A:00EF   X:0007   Y:0002   P:eNvMxdizC   
$C1/45D0   BF A9 45 CD   LDA $CD45A9,x[$CD:45B0]   A:00EF   X:0007   Y:0002   P:eNvMxdizC   
$C1/45D4   8D 7E 98   STA $987E  [$7E:987E]   A:0020   X:0007   Y:0002   P:envMxdizC   
$C1/45D7   BF AA 45 CD   LDA $CD45AA,x[$CD:45B1]   A:0020   X:0007   Y:0002   P:envMxdizC   
$C1/45DB   8D 81 98   STA $9881  [$7E:9881]   A:0001   X:0007   Y:0002   P:envMxdizC   
$C1/45DE   BF AB 45 CD   LDA $CD45AB,x[$CD:45B2]   A:0001   X:0007   Y:0002   P:envMxdizC   
$C1/45E2   8D 84 98   STA $9884  [$7E:9884]   A:0001   X:0007   Y:0002   P:envMxdizC   
$C1/45E5   BF AC 45 CD   LDA $CD45AC,x[$CD:45B3]   A:0001   X:0007   Y:0002   P:envMxdizC   
$C1/45E9   8D 7C 98   STA $987C  [$7E:987C]   A:00FF   X:0007   Y:0002   P:eNvMxdizC   
$C1/45EC   C2 20   REP #$20   A:00FF   X:0007   Y:0002   P:eNvMxdizC   
$C1/45EE   AD 7E 98   LDA $987E  [$7E:987E]   A:00FF   X:0007   Y:0002   P:eNvmxdizC   
$C1/45F1   0A    ASL A   A:0020   X:0007   Y:0002   P:envmxdizC   
$C1/45F2   AA    TAX   A:0040   X:0007   Y:0002   P:envmxdizc   
$C1/45F3   BF 60 00 D1   LDA $D10060,x[$D1:00A0]   A:0040   X:0040   Y:0002   P:envmxdizc   
$C1/45F7   8D 7F 98   STA $987F  [$7E:987F]   A:268E   X:0040   Y:0002   P:envmxdizc   
$C1/45FA   AD 81 98   LDA $9881  [$7E:9881]   A:268E   X:0040   Y:0002   P:envmxdizc   
$C1/45FD   0A    ASL A   A:0001   X:0040   Y:0002   P:envmxdizc   
$C1/45FE   AA    TAX   A:0002   X:0040   Y:0002   P:envmxdizc   
$C1/45FF   BF 2C 69 CD   LDA $CD692C,x[$CD:692E]   A:0002   X:0002   Y:0002   P:envmxdizc   
$C1/4603   8D 82 98   STA $9882  [$7E:9882]   A:EEED   X:0002   Y:0002   P:eNvmxdizc   
$C1/4606   AD 84 98   LDA $9884  [$7E:9884]   A:EEED   X:0002   Y:0002   P:eNvmxdizc   
$C1/4609   0A    ASL A   A:0001   X:0002   Y:0002   P:envmxdizc   
$C1/460A   AA    TAX   A:0002   X:0002   Y:0002   P:envmxdizc   
$C1/460B   BF 6E 65 CD   LDA $CD656E,x[$CD:6570]   A:0002   X:0002   Y:0002   P:envmxdizc   
$C1/460F   8D 85 98   STA $9885  [$7E:9885]   A:A994   X:0002   Y:0002   P:eNvmxdizc   
$C1/4612   AD 77 98   LDA $9877  [$7E:9877]   A:A994   X:0002   Y:0002   P:eNvmxdizc   
$C1/4615   0A    ASL A   A:0001   X:0002   Y:0002   P:envmxdizc   
$C1/4616   AA    TAX   A:0002   X:0002   Y:0002   P:envmxdizc   
$C1/4617   BF F0 5E CD   LDA $CD5EF0,x[$CD:5EF2]   A:0002   X:0002   Y:0002   P:envmxdizc   
$C1/461B   8D 78 98   STA $9878  [$7E:9878]   A:0909   X:0002   Y:0002   P:envmxdizc   
$C1/461E   AA    TAX   A:0909   X:0002   Y:0002   P:envmxdizc   
$C1/461F   A8    TAY   A:0909   X:0909   Y:0002   P:envmxdizc   
$C1/4620   7B    TDC   A:0909   X:0909   Y:0909   P:envmxdizc   
$C1/4621   E2 20   SEP #$20   A:0000   X:0909   Y:0909   P:envmxdiZc   
$C1/4623   BF 00 00 CE   LDA $CE0000,x[$CE:0909]   A:0000   X:0909   Y:0909   P:envMxdiZc   
$C1/4627   85 81   STA $81    [$00:0081]   A:0098   X:0909   Y:0909   P:eNvMxdizc   
$C1/4629   BF 01 00 CE   LDA $CE0001,x[$CE:090A]   A:0098   X:0909   Y:0909   P:eNvMxdizc   
$C1/462D   85 80   STA $80    [$00:0080]   A:0080   X:0909   Y:0909   P:eNvMxdizc   
$C1/462F   BF 02 00 CE   LDA $CE0002,x[$CE:090B]   A:0080   X:0909   Y:0909   P:eNvMxdizc   
$C1/4633   85 83   STA $83    [$00:0083]   A:0080   X:0909   Y:0909   P:eNvMxdizc   
$C1/4635   BF 03 00 CE   LDA $CE0003,x[$CE:090C]   A:0080   X:0909   Y:0909   P:eNvMxdizc   
$C1/4639   85 82   STA $82    [$00:0082]   A:0000   X:0909   Y:0909   P:envMxdiZc   
$C1/463B   C8    INY   A:0000   X:0909   Y:0909   P:envMxdiZc   
$C1/463C   C8    INY   A:0000   X:0909   Y:090A   P:envMxdizc   
$C1/463D   C8    INY   A:0000   X:0909   Y:090B   P:envMxdizc   
$C1/463E   C8    INY   A:0000   X:0909   Y:090C   P:envMxdizc   
$C1/463F   BB    TYX   A:0000   X:0909   Y:090D   P:envMxdizc   
$C1/4640   7B    TDC   A:0000   X:090D   Y:090D   P:envMxdizc   
$C1/4641   A8    TAY   A:0000   X:090D   Y:090D   P:envMxdiZc   
$C1/4642   C2 20   REP #$20   A:0000   X:090D   Y:0000   P:envMxdiZc   
$C1/4644   06 80   ASL $80    [$00:0080]   A:0000   X:090D   Y:0000   P:envmxdiZc   
$C1/4646   90 20   BCC $20    [$4668]   A:0000   X:090D   Y:0000   P:envmxdizC   
$C1/4648   AD B3 A0   LDA $A0B3  [$7E:A0B3]   A:0000   X:090D   Y:0000   P:envmxdizC   
$C1/464B   D0 19   BNE $19    [$4666]   A:0000   X:090D   Y:0000   P:envmxdiZC   
$C1/464D   A9 01 00   LDA #$0001   A:0000   X:090D   Y:0000   P:envmxdiZC   
$C1/4650   99 AC 5D   STA $5DAC,y[$7E:5DAC]   A:0001   X:090D   Y:0000   P:envmxdizC   
$C1/4653   5A    PHY   A:0001   X:090D   Y:0000   P:envmxdizC   
$C1/4654   98    TYA   A:0001   X:090D   Y:0000   P:envmxdizC   
$C1/4655   0A    ASL A   A:0000   X:090D   Y:0000   P:envmxdiZC   
$C1/4656   0A    ASL A   A:0000   X:090D   Y:0000   P:envmxdiZc   
$C1/4657   A8    TAY   A:0000   X:090D   Y:0000   P:envmxdiZc   
$C1/4658   BF 00 00 CE   LDA $CE0000,x[$CE:090D]   A:0000   X:090D   Y:0000   P:envmxdiZc   
$C1/465C   99 BD 5D   STA $5DBD,y[$7E:5DBD]   A:0917   X:090D   Y:0000   P:envmxdizc   
$C1/465F   A9 CE 00   LDA #$00CE   A:0917   X:090D   Y:0000   P:envmxdizc   
$C1/4662   99 BF 5D   STA $5DBF,y[$7E:5DBF]   A:00CE   X:090D   Y:0000   P:envmxdizc   
$C1/4665   7A    PLY   A:00CE   X:090D   Y:0000   P:envmxdizc   
$C1/4666   E8    INX   A:00CE   X:090D   Y:0000   P:envmxdiZc   
$C1/4667   E8    INX   A:00CE   X:090E   Y:0000   P:envmxdizc   
$C1/4668   C8    INY   A:00CE   X:090F   Y:0000   P:envmxdizc   
$C1/4669   C0 10 00   CPY #$0010   A:00CE   X:090F   Y:0001   P:envmxdizc   
$C1/466C   D0 D6   BNE $D6    [$4644]   A:00CE   X:090F   Y:0001   P:eNvmxdizc   
$C1/466E   7B    TDC   A:00CE   X:0915   Y:0010   P:envmxdiZC   
$C1/466F   E2 20   SEP #$20   A:0000   X:0915   Y:0010   P:envmxdiZC   
$C1/4671   AD B3 A0   LDA $A0B3  [$7E:A0B3]   A:0000   X:0915   Y:0010   P:envMxdiZC   
$C1/4674   F0 09   BEQ $09    [$467F]   A:0000   X:0915   Y:0010   P:envMxdiZC   
$C1/467F   4C 33 48   JMP $4833  [$7E:4833]   A:0000   X:0915   Y:0010   P:envMxdiZC   
$C1/4833   AD 7A 98   LDA $987A  [$7E:987A]   A:0000   X:0915   Y:0010   P:envMxdiZC   
$C1/4836   22 15 00 CD   JSL $CD0015[$CD:0015]   A:00DA   X:0915   Y:0010   P:eNvMxdizC   


















33
Crimson Echoes / Re: The Glenn Thread
« on: October 16, 2006, 12:54:05 pm »
Creating the attatched image was VERY easy using Tile Molester and paint. It is the complete Crono tileset from the ROM.
The only thing needed to make such tilesets useful is an overlaying grid seperating the tiles, and maybe have them numbered according to tile. I was thinking of maybe a photoshop layer that could be overlayed on top of the sheets or something. Anyone know of any way to put a grid on an image? This could be used as a basis for a sprite assembly tutorial and we could use it ourselves. TileMolester can put a grid on them, but it will not save after I export it to an image.

[attachment deleted by admin]

34
Crimson Echoes / Re: The Glenn Thread
« on: October 15, 2006, 04:05:09 pm »
Dur hur, I knew that.  :lol:

>_>

<_<

I'm writing a little tool to help out with it, though it isn't much, just a little easier than editing it by hex.

All that's left is saving and the offset from which to start reading from (though I would like the bottom textbox have the offset in it, so users can put in the offset they want instead of a fixed offset...)

Of course I can move the boxes around if they are positioned incorrectly.

You can make your own list and fill the listbox up with it, if you have the frames of animation commented (so you can skip straight to 'Running animation frame #1' instead of j'Animation Frame #45'. Just load a text file for it. Each list item is a new line in the text file, and the list will only go as far as you have items for it (so if you only have 30 frames to work with, only make a text file with 30 lines), but the default list goes to 255).


If nothing else, change the tounge graphics for slurpcut into a rope or grappling hook, and edit the sprite to reflect him tossing the spear-rope thing (think mortal kombat) and just rename the tech to something like HookPullAttack (or something much better XD).


-edit-
I'll work on this a bit more tonight.
For now, just enter the starting offset  into the textbox under the listbox, then open a ROM, and then click on the list to edit that frame of animation. The default offset in the box is Crono's sprite assembly offset.
Saving should work ok, list loading is in place. Use on an unheadered ROM. I can tweak it around some, but anything better really would have to be in another editor by someone else really.

-edit 2-
Textboxes automatically highlight all the numbers upon clicking, and the numbers input into them can only go as high as 255 (any higher, and it will revert to 255).

-edit 3-
Attatched another version called SAEH, it edits in HEX, since I forgot that originally you guys were counting the tiles in HEX originally anyway. So if you perfer it that way, it's available here too. :P

[attachment deleted by admin]

35
Crimson Echoes / Re: The Glenn Thread
« on: October 15, 2006, 03:45:42 pm »
Glenn is replacing Ayla, correct?
What is Ayla's starting Sprite Assembly offset?
I'm going to try to make things a little easier.

36
Chrono Trigger Modification / Re: Importing Music Tutorial
« on: June 23, 2006, 03:08:15 pm »

Secret of Mana next.

I have some sad news. It appears the Secret of Mana family is incompatible with CT


*weep*

Ah well. Thanks for the heads up before I got too far into it.

37
Chrono Trigger Modification / Re: Importing Music Tutorial
« on: June 23, 2006, 02:10:02 pm »
Either they are incompatible, or I have the wrong offsets (and I suck). :/

An easy way to find spc data in the spc files is to do a compare between 2 spc files from that game. Any program that compares the 2 files and lists the differences and their offsets has helped me in many projects. Other than the headers being different between 2 spcs, they share alot of the same data, untill the actual SPC data starts. At least it will help narrow it down by quite a bit, by providing starting points of where to search, and the size of the differences can be a big giveaway as well. Perhaps once some good tips come from these threads, the tutorial can be expanded to include SNES ROMS in general (since I'm pretty sure it works just as well with all other games that don't have compressed spc's). A few hex editors have this feature, Tiny Hexer for example (you can also have 2 files open at once with it, it's an awesome hex editor). Secret of Mana next. Vargos, would you like me to start another thread for this kind of thing? I didn't mean to hijack your thread with my listings you may or may not use (or even be useable). If you wish, I can go back and delete all my posts to keep your thread clean. :)

38
Chrono Trigger Modification / Re: Importing Music Tutorial
« on: June 23, 2006, 11:00:41 am »
Even if it doesn't work, finding SPC data helps myself and others quite a bit (SPC takes up quite a bit of space, and if we are looking for something, no need to look for that something in the areas the SPC takes up. It helps romhackers narrow down their searches for data if they can rule out large portions of the ROM).

Ancient or not, FFMQ had AWESOME music, and reguardless of what most people think, it's a pretty fun game to boot.

(also added the corresponding file addresses for MQ SPC's in last post)


39
Chrono Trigger Modification / Re: Importing Music Tutorial
« on: June 23, 2006, 01:48:41 am »
It was early, I probably didn't know what I was doing.  :)

I'll need to get the pointers correctly linked with the songs, but the 3 byte pointer for the begining song is at 6BDF5 (plays at title screen). I'll have a better list here soon (compatible with CT or not).


-edit-
Pointers for FFMQ begin at 6BDAE.

6BDAE - pointers in ROM

Names based on SPC pack I downloaded.

Pointer/Track Name/(File Address)

0E 73 85 - Battle 1 (68573)
0E 69 8B - Battle 2 (68B69)
0E 21 93 - Battle 3 (69321)
0E 74 9B - Victory Fanfare (69B74)
0E 0B 9E - World (69E0B)
0E 88 9F - Fossil Labrynth (69F88)
0E 9B A2 - Dungeon of Ice (6A29B)
0E 4F A8 - Lava Dome   (6A84F)
0E 4F AE - Mountain Range of Whirlwinds (6AE4F)
0E 0C B2 - Dungeon and Waterfall (6B20C)
0E 04 B5 - Middle Tower (6B504)
0E 79 B7 - Last Castle (6B779)
0E 2E BF - Beautiful Forest (6BF2E)
0E F8 C2 - Shrine of Light (6C2F8)
0E 43 C7 - City of Forest (6C743)
0E 41 CC - City of Wind (6CC41)
0E 51 D1 - City of Fire (6D151)
0E 03 DA - City of ? (6DA03)
0E 42 DF - Rock 'n' Roll (6DF42)
0E 10 E4 - Rock Theme (6E410)
0E 10 E8 - Fanfare of Friendship (6E810)
0E C2 E8 - Mystic Ballad (6E8C2)
0E AB EA - Hill of Fate (6EAAB)
0E DD EE - Mystic Quest (6EEDD)
0E 73 F4 - Ending (6F473)
0E D3 FB - The Crystal (6FBD3)




40
Chrono Trigger Modification / Re: Importing Music Tutorial
« on: June 22, 2006, 02:37:03 pm »
Final Fantasy Mystic Quest
First SPC file in FFMQ:

31F - SPC File - Same data begins here as in ROM
686B7 - ROM File - Same data begins here as in SPC file

I'm now looking for a pointer table, I don't know if it being LoROM will mess me up pointer-wise though.

I'm not sure if these will work in CT, but It wouldn't hurt to check all of Square's games.

41
Chrono Trigger Modification / Re: Question on Music Offset stuff
« on: June 22, 2006, 02:27:18 pm »
I just imagine you would follow the guide for Chrono Trigger and it would just about work for the other games as well.

42
Crimson Echoes / Re: A chance for Chickenlump to show off
« on: June 21, 2006, 03:42:26 am »
I think the "blue circle" might be a good ice.....but I need to see it.   As for shadow obvious choice is dark matter considering his son.   Could Magic wall be a magic counter?  And is adding a status affect a bit that you can change or is it built into the attack itself.  I would like to see him cause some form of a status effect even if it's just poison.

--jp

I know that you can cause just about any status effect by physical attack in Chrono Tweaker. By poison, do you mean the 'HP Leak' effect? I know the prerelease had a proper poison status effect, but all I remember from CT final is the HP leak. :/
Magic counter's I could probably fumble with here shortly. I know there are counters for the individual (probably flag based) magic types, shadow, lighting, fire, ice, etc... I'm not sure about an all encompassing magic counter attack. I'm not even sure if my physical attack counter is working correctly (my tests were foiled by Zeal snuffing me out before I could get to it, despite my infinite HP codes... heh... >_>     <_< )

Blue Circle is just a blue ring that expands to the radius shown in the attatched picture (not all that big, it makes a noise, the screen tints blue, and that's about it)

CFC7A - Zeal's first attack. Change to any value on the list to change his first attack to anything on the attacks list, if you wish to peruse what's available. To be edited in a Hex Editor (like XVI32). I'll look for a suitable 'newish' ice attack. Use the save game above to go directly to the battle (it was extrememly helpful). :) Thanks CyberSarkany, it's very useful!

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43
Chrono Trigger Modification / Re: Sprite Assembly
« on: June 21, 2006, 03:35:49 am »
Sweetness (now you dont have to post 4 times in a row.)

Gwa ha ha, I was just about to do the same thing. :)
Truly awesome work Vehek. FF6 characters look great in Chrono Trigger, the palettes even fit them fine. I released a Terra is Your Momma hack as my first Chrono Trigger modification, and it became a part of GoodSnes complete ROM sets, and quite a few websites have it available as well. O_o (nice, but it was just a graphic replacement... heh.. nothing advanced, like you are doing. I'm a sham!).


44
Crimson Echoes / Re: A chance for Chickenlump to show off
« on: June 21, 2006, 12:47:38 am »
Which attacks would you guys like to see swapped out with other attacks? I did like the idea of Zeal using all of the elements, which would mean I would have to give him MORE spells, including some shadow magic, but since he is the king of Zeal, the magic kingdom, he probably should have quite the arsenal of spells...

One Ice, one shadow, replace the magic wall spell (or fix it, I probably just set the targetting incorrectly on that one, I'll have a look at how that spell is written in Magus' AI list...).


45
Chrono Trigger Modification / Re: RD Battle Music in CT!
« on: June 19, 2006, 12:43:30 pm »
I successfully imported Devil's Lab into Chrono Trigger. I love this song. The instruments are horrid, but it kind of makes for a neat remix. If I find a better combination of instruments, or someone else does, post it, and I will post mine later.

Apply to an unheadered ROM. I have the music playing at the title screen, after the pendulem, where you select your saved game, the music plays in that area, so you don't have to go into a fight (though it will play there too.

Woohoo!
I wonder if Final Fantasy 2/4 SPC's are compatible? I'll have to dig around and find out. :)


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