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Messages - Maelstrom

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61
Chrono Trigger Modification / Temporal Flux Newbie Questions...
« on: March 19, 2006, 05:08:28 am »
From what I can tell, these two variations of spaces serve appropriate purposes:

FF: These are spaces to be used before the end of a name.  These keep following words from being lopped off, but perhaps they may also be annoying whitespace if used after the end of an item name.

EF: These are used after the end of a name.  These spaces don't show up as whitespace, but they result in subsequent words being lopped off.  Perhaps this is because this value represents an "end of word" character (but this seems to be disregarded if EF preceeds the *first* word in an item name).

62
Chrono Trigger Modification / Temporal Flux Newbie Questions...
« on: March 18, 2006, 12:41:05 pm »
I haven't always had what I was looking for neatly bunched where I'd expect it to be, but I've gotten through it in my limited work.

Anyway...

Here's another one: I'm trying to create item names with spaces, but when a player acquires these items in a battle (like after defeating an enemy), everything after the end of the first word gets lopped off.  Indeed, it seems like there are different spaces, as all properly recognized spaces are compressed as "FF", and "fake" ones are encoded as "EF."  The item names *do* show up correctly in the menu (when on the field).

So, how do I write a space that is encoded as "FF" as opposed to "EF"?

(Although I can just Hex Edit myself, duh...)

63
It'll be more like a couple/few *billions* of years before the Earth is gobbled up.

Honestly, that's plenty of time for us to make ourselves a new place to live.  In fact, we're almost certainly going to get hit by another deadly meteor before then.  But even that will probably be several (likely hundred or so) millions of years away.

The real threat to our existence is the stuff that can doom us within the next thousand years (more or less).  Global warming, nuclear winter, whatever...

There's something to be said for focusing on the things you can control (or should be able to control), especially when they are in fact the more decisive matters.

"It's common sense."

 :P

64
General Discussion / The Chrono Compendium - <you fill the slogan>
« on: March 18, 2006, 03:45:52 am »
The Chrono Compendium - Pain... Yes Indeed!

65
Chrono Trigger Modification / Temporal Flux Newbie Questions...
« on: March 14, 2006, 06:17:58 am »
Thanks!

I don't suppose there is a "search" function that can find a certain piece of text (or code) in a given location (or all locations for that matter), is there?

66
General Discussion / Re: Idiotic poll results
« on: March 14, 2006, 03:32:14 am »
Quote from: Lord J esq
Long story short on this ports deal: Bush should have known better than to spend four years whipping the American people into a neverending state of terror and then expect the public to think rationally about letting a Middle Eastern corporation control ops at some of our major ports.


Two out of three news comedians agree!  :D

67
Chrono Trigger Modification / What do you want to do in Temporal Flux?
« on: March 13, 2006, 06:48:29 pm »
Okay, they seem to be up again, now.

Alas, I can't find what I was looking for in those files, but there are some goodies in there I can use, for sure.

68
Chrono Trigger Modification / Temporal Flux Newbie Questions...
« on: March 13, 2006, 07:50:48 am »
Here's a super newbie question:

How do I edit the script in TF 2.00?  I had been using 1.07 and found it under many "dialogue" sections, but those no longer seem to exist.  Is this feature somewhere else, or is there some superior tool for the purpose of editing the script?

Thanks!

69
Chrono Trigger Modification / What do you want to do in Temporal Flux?
« on: March 13, 2006, 04:49:05 am »
About half those links go to a suspended page. (cc.herograw.org)  :(

70
Chrono Trigger Modification / What do you want to do in Temporal Flux?
« on: March 11, 2006, 09:55:17 pm »
I understand there are limitations to magic/tech editing, but would it be possible to edit the *power* of these skills (the multipliers used)?

I'd do it manually, but I can't find the addresses these values are hidden at.

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