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1
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: January 19, 2023, 11:06:59 pm »Hmmm... I was pretty sure that somebody figured this out before... and that what I suggested, could elaborate upon it by a few simple hacks.
You might remember from back in the day there was an event trick to color the text.
How to change text color:(Now known as "ColorMath", under Scene Manipulation. Don't know the equivalent parameters under the revised command description yet.)
I don't know the details for it but apparently this command can change the color of the text in the dialogue boxes:
MemCpy2E(43, 09, 05, 01, 00)
This one makes the text yellow, but other variants are possible.
But that changed all the text at once. It appears to alter the palette data directly. The text is still sharing one palette. I think the SNES can't update VRAM (including the palette) on the horizontal render, only vertical (by scanline), and that still requires some tracking to time it right.
2
Chrono Trigger Modification / Re: Temporal Flux Plugins
« on: January 18, 2023, 11:01:34 pm »
This is something I once heard about regarding a different game, but on the SNES, you can't color each character separately in a game with a variable-width/proportional font. The background layers of the SNES are tile-based, including which palette they use. In a VWF, a single tile will contain parts of multiple letters. So that one palette would be applied to multiple parts, or sharply change mid-letter on the next tile.
3
Chrono Compendium Discussion / Re: Encyclopedia needs Editing
« on: November 24, 2022, 09:54:31 pm »
Well, it's a bit late for this now... I noticed that all references to "Miwa Showa" were recently changed to "Miwa Ikuta...even though the official reading of her surname is "Shoda". ("Ikuta" is apparently a much more common reading.) I mean, it's even there in her website url that one of the interviews was taken from!
4
Other Topics and the Prerelease / Re: Robo Racing an Empty Jetbike? (V.Net Dash Paper ROM Magazine Scans)
« on: November 23, 2022, 03:44:58 am »
That first one at least looks like the one Shmpulations translated.
https://shmuplations.com/chronotrigger/
But I'm guessing it was taken from the same Japanese site and thus its original source is still unidentified.
https://shmuplations.com/chronotrigger/
But I'm guessing it was taken from the same Japanese site and thus its original source is still unidentified.
5
Chrono / Gameplay Casual Discussion / Re: Chrono Cross Remaster Twitter Japanese Q&A
« on: November 15, 2022, 02:57:36 pm »
Did DeepL leave out some parts when translating huge chunks?
Some parts are missing, sometimes important to the context of the question.
For example, the Dreamstone one above, when I throw it through DeepL today:
This random one I noticed when scrolling through the page:
Or the final answered question:
Some parts are missing, sometimes important to the context of the question.
For example, the Dreamstone one above, when I throw it through DeepL today:
Quote
The Frozen Flame and the Ancient Drystone seem to be strictly separate, but are they related in any way?(parts in bold are what's absent)
Both are set up as part of Lavos that fell to the ground.
This random one I noticed when scrolling through the page:
Quote
-Do the dragon gods have their own gender, or is this a spiritual thing? Or is it a sign of generational change?
Kato:
This is the image of the individual division. There is no generational change.
Or the final answered question:
Quote
-After the battle with Dario, Grandrion is freed from his hatred, but the flow of events in which his liberation seems to be fulfilled just by defeating him is a bit disconcerting considering the development of the ending. Was there some hidden condition?
6
Chrono Cross Modification / Re: Radical Dreamers Edition: Opening Up the Data Files
« on: August 14, 2022, 12:48:41 am »
At least one of the interviews explained it.
https://www.chronocompendium.com/Term/January_2011_-_GameSpite_Interview_with_Richard_Honeywood.html
https://www.chronocompendium.com/Term/January_2011_-_GameSpite_Interview_with_Richard_Honeywood.html
Quote
I made a rudimentary search-and-replace tool that replaced all those syllables or phonemes with the corresponding tokens. We translators would tweak these by hand, then we would add those tweaks to a dictionary file so the system gradually improved as we taught it better implementations. It was a real head-ache that I doubt many loc teams would ever be able to implement. (Thanks to Yutaka, Sammy, and Rich for putting up with all the extra workload I added to them!)
7
Chrono Cross Modification / Re: Radical Dreamers Edition: Opening Up the Data Files
« on: August 13, 2022, 09:20:29 pm »One thing that confuses me is how portraits are called. There doesn't seem to be a command for it in the CSV files, which is strange. Does the event code itself call portraits and assign lines to it? Will try to dig deeper into this.Yeah. You can see some of the commands related to it in the old reverse-engineering documentation.
https://www.chronocompendium.com/Term/Chrono_Cross_Fieldscript_Notes.html
Quote
62 QQRR SSTT UUVV WWXX YYZZ - Set up a dialogue window at screen coordinates RRQQ, TTSS, with width VVUU, height XXWW, and flagset ZZYY (ZZYY = 64 -> display portrait)It's been a long, long time since I actively worked on Chrono Cross, so I can't say much, other than than evidently making an active party member speak is different from an NPC/out-of-party instance of a PC. Just which portrait is automatic in the former case.
9E XXYY - Set Dialog Portrait: Set current dialogue portrait to number YYXX
E3 WW XXYY ZZ - If character WW is in the party, have him say message YYXX from the corresponding dialogue file
E0 XXYY ZZ - Message: Display message YYXX from the corresponding dialogue file.
This, for example, is from one of yaz0r's tools.
Code: [Select]
0x0299: SETUP_DIALOG_WINDOW( X:150, Y:50, LettersHigh:0, LettersWide:0, Flag:0)
0x02A4: CHARACTER_DIALOG(Kid, 0x0002, 0x08)
+-------------------------
|Kid:
|Just you wait, Lynx!
|Today's gonna be the
|day of reckonin'!!!
+-------------------------
|Say yer prayers!
|...Not that it'll
|do ya any good!!!<Close>
+-------------------------
0x02A9: WAIT_DIALOG()
(To be clear, dialogue text was not part of the raw event data. The dumper splices it in from the area's dialogue data section for convenience.)
8
Chrono Trigger Modification / Re: Enabling Tile Animations (wip)
« on: August 03, 2022, 04:31:03 pm »
Ran a trace log on one of those offsets in the OP. So going off the raw machine code, those offsets for the second and third groups of unknown data are off by a few bytes.
The data Zakyrus was editing starts at 3DF9C7, two bytes per palette-set. The value it loads is used as an offset into unknown data starting at 3DFA77, and that's about as far as I've analyzed.
The data Zakyrus was editing starts at 3DF9C7, two bytes per palette-set. The value it loads is used as an offset into unknown data starting at 3DFA77, and that's about as far as I've analyzed.
Code: [Select]
FD/E2A5: AEFE01 LDX $01FE
FD/E2A8: BF0300F6 LDA $F60003,X ;Palette number in location data
FD/E2AC: 0A ASL A
FD/E2AD: AA TAX
FD/E2AE: C220 REP #$20
FD/E2B0: BFC7F9FD LDA $FDF9C7,X
FD/E2B4: AA TAX
FD/E2B5: A92005 LDA #$0520
FD/E2B8: 8D8121 STA $2181
FD/E2BB: A90C00 LDA #$000C
FD/E2BE: 8518 STA $18
FD/E2C0: E220 SEP #$20
FD/E2C2: A900 LDA #$00
FD/E2C4: 8D8321 STA $2183
FD/E2C7: A00000 LDY #$0000
FD/E2CA: BF77FAFD LDA $FDFA77,X
FD/E2CE: 29F0 AND #$F0
FD/E2D0: F032 BEQ $E304
FD/E2D2: C910 CMP #$10
FD/E2D4: F034 BEQ $E30A
FD/E2D6: C980 CMP #$80
FD/E2D8: F030 BEQ $E30A
FD/E2DA: BF77FAFD LDA $FDFA77,X
FD/E2DE: 992005 STA $0520,Y
FD/E2E1: E8 INX
FD/E2E2: BF77FAFD LDA $FDFA77,X
FD/E2E6: 992105 STA $0521,Y
FD/E2E9: E8 INX
FD/E2EA: BF77FAFD LDA $FDFA77,X
FD/E2EE: 992205 STA $0522,Y
FD/E2F1: E8 INX
FD/E2F2: A900 LDA #$00
FD/E2F4: 992305 STA $0523,Y
FD/E2F7: 992405 STA $0524,Y
FD/E2FA: BF77FAFD LDA $FDFA77,X
FD/E2FE: 992505 STA $0525,Y
FD/E301: E8 INX
FD/E302: 8074 BRA $E378
FD/E304: E8 INX
FD/E305: 992005 STA $0520,Y
FD/E308: 806E BRA $E378
FD/E30A: 48 PHA
FD/E30B: BF77FAFD LDA $FDFA77,X
FD/E30F: 992005 STA $0520,Y
FD/E312: E8 INX
FD/E313: BF77FAFD LDA $FDFA77,X
FD/E317: 992105 STA $0521,Y
FD/E31A: E8 INX
FD/E31B: BF77FAFD LDA $FDFA77,X
FD/E31F: 992205 STA $0522,Y
FD/E322: E8 INX
FD/E323: A900 LDA #$00
FD/E325: 992305 STA $0523,Y
FD/E328: 992405 STA $0524,Y
FD/E32B: BF77FAFD LDA $FDFA77,X
FD/E32F: 992505 STA $0525,Y
FD/E332: E8 INX
FD/E333: BF77FAFD LDA $FDFA77,X
FD/E337: 992605 STA $0526,Y
FD/E33A: E8 INX
FD/E33B: BF77FAFD LDA $FDFA77,X
FD/E33F: 992705 STA $0527,Y
FD/E342: E8 INX
FD/E343: BF77FAFD LDA $FDFA77,X
FD/E347: 992805 STA $0528,Y
FD/E34A: E8 INX
FD/E34B: 68 PLA
FD/E34C: C980 CMP #$80
FD/E34E: D028 BNE $E378
FD/E350: C221 REP #$21
FD/E352: 8A TXA
FD/E353: 6977FA ADC #$FA77
FD/E356: 992905 STA $0529,Y
FD/E359: A90000 LDA #$0000
FD/E35C: E220 SEP #$20
FD/E35E: A9FD LDA #$FD
FD/E360: 992B05 STA $052B,Y
FD/E363: B92005 LDA $0520,Y
FD/E366: 290F AND #$0F
FD/E368: 850E STA $0E
FD/E36A: 640F STZ $0F
FD/E36C: C220 REP #$20
FD/E36E: 8A TXA
FD/E36F: 38 SEC
FD/E370: 650E ADC $0E
FD/E372: AA TAX
FD/E373: A90000 LDA #$0000
FD/E376: E220 SEP #$20
FD/E378: 98 TYA
FD/E379: 18 CLC
FD/E37A: 690C ADC #$0C
FD/E37C: A8 TAY
FD/E37D: C948 CMP #$48
FD/E37F: F003 BEQ $E384
FD/E381: 4CCAE2 JMP $E2CA
FD/E384: A900 LDA #$00
FD/E386: 992005 STA $0520,Y
FD/E389: 992C05 STA $052C,Y
FD/E38C: 993805 STA $0538,Y
FD/E38F: 994405 STA $0544,Y
FD/E392: 995005 STA $0550,Y
FD/E395: 995C05 STA $055C,Y
FD/E398: AB PLB
FD/E399: 2B PLD
FD/E39A: 28 PLP
FD/E39B: 6B RTL
9
Chrono Trigger Modification / Re: Chrono Trigger extra editing documents miscellaneous data
« on: July 25, 2022, 01:02:04 am »
Attachments are very simple. Under the reply box, there's a section called "attachments and other options". Expand it, and there you can attach files to the post.
10
Chrono Cross Modification / Re: Fully reverse engineering Chrono Cross back into C code
« on: May 30, 2022, 07:22:19 pm »
This is a list of SDK functions I got using radare2 (note: I was using a version from a few years ago) and FLIRT signatures originally meant for IDA.
Code: [Select]
0x80010008 3 172 flirt.__SN_ENTRY_POINT
0x800100f4 19 304 -> 300 flirt.atoi
0x80010284 5 48 flirt.bzero
0x800102b4 4 64 flirt.toupper
0x800103d4 5 64 -> 52 flirt.memcpy
0x80010414 8 112 -> 108 flirt.memmove
0x80010484 5 48 flirt.memset
0x800104b4 11 252 flirt._putchar
0x800105b0 3 60 flirt._putchar_flash
0x80010714 5 96 -> 84 flirt.puts
0x80010774 1 48 flirt.rand
0x800107b4 1 60 flirt.setjmp
0x80010834 10 176 -> 164 flirt.strcat
0x80010924 10 112 -> 100 flirt.strcmp
0x80010994 6 80 -> 68 flirt.strcpy
0x800109e4 6 64 -> 52 flirt.strlen
0x80010d04 6 112 flirt.todigit
0x80011164 4 192 -> 180 flirt.SetDefDrawEnv
0x80011224 1 64 -> 60 flirt.SetDefDispEnv
0x80011264 1 64 -> 60 flirt.GetTPage
0x800113a4 1 64 -> 60 flirt.AddPrim
0x80011474 4 48 -> 40 flirt.SetSemiTrans
0x800114a4 4 48 -> 40 flirt.SetShadeTex
0x80011794 5 48 -> 44 flirt.SetDrawTPage
0x800117c4 4 96 flirt.SetDrawMove
0x800118d4 4 112 flirt.SetTexWindow
0x80011c34 12 372 flirt.ResetGraph
0x80011eb8 3 96 flirt.DrawSyncCallback
0x80011f18 7 152 flirt.SetDispMask
0x80011fb0 18 388 flirt.DrawSync
0x80012134 1 144 flirt.ClearImage
0x8001225c 1 96 flirt.LoadImage
0x800122bc 1 96 flirt.StoreImage
0x8001231c 5 184 flirt.MoveImage
0x8001249c 3 172 flirt.ClearOTagR
0x800125a4 3 112 flirt.DrawOTag
0x80012614 3 192 flirt.PutDrawEnv
0x800127ac 1 52 flirt.GetDrawEnv
0x800127e0 75 1272 flirt.PutDispEnv
0x80012cd8 1 52 flirt.GetDispEnv
0x80015784 1 32 flirt.atol
0x800157a4 1 32 flirt.atol
0x80015810 14 208 -> 204 flirt.PadGetState
0x800159d4 7 224 -> 152 flirt.PadInfoAct
0x80015bd0 1 256 -> 72 flirt.PadInfoMode
0x800165a4 1 204 flirt.PadStartCom
0x80016670 1 68 flirt.PadStopCom
0x800187d4 19 224 -> 220 flirt.__gedf2
0x800188b4 37 896 -> 884 flirt.__adddf3
0x80018c34 12 256 -> 244 flirt.__fixdfsi
0x80018d34 1 16 -> 12 flirt._bu_init
0x80018d74 1 16 -> 12 flirt.InitCARD2
0x80018d84 1 16 -> 12 flirt.StartCARD2
0x80018d94 1 16 -> 12 flirt.StopCARD2
0x80018da4 1 16 -> 12 flirt._card_write
0x80018e34 1 220 -> 68 flirt._patch_card_info
0x80018f10 3 148 flirt._patch_card
0x80018fa4 3 112 flirt._patch_card2
0x80019014 3 64 -> 52 flirt._copy_memcard_patch
0x80019054 5 144 flirt.InitCARD
0x800190e4 3 72 flirt.StartCARD
0x8001912c 1 40 flirt.StopCARD
0x80019154 3 128 -> 112 flirt._ExitCard
0x8001a994 2 64 flirt.DsFlush
0x800228d4 1 16 -> 12 flirt.InitHeap
0x800228e4 1 16 -> 12 flirt.FlushCache
0x80022904 1 16 -> 12 flirt.DeliverEvent
0x80022914 1 16 -> 12 flirt.OpenEvent
0x80022944 1 16 -> 12 flirt.EnableEvent
0x80022964 1 16 flirt.EnterCriticalSection
0x80022974 1 16 flirt.ExitCriticalSection
0x800229b4 1 16 -> 12 flirt.write
0x80022a04 1 16 -> 12 flirt.SysEnqIntRP
0x80022a24 1 16 -> 12 flirt.ChangeClearRCnt
0x80022cd4 1 16 -> 12 flirt.firstfile2
0x80022cf0 1 16 flirt.GsGetWorkBase
0x80022fe4 1 16 -> 12 flirt.InitPAD2
0x80023004 1 16 -> 12 flirt.StopPAD2
0x80023014 1 16 -> 12 flirt.PAD_init2
0x800230c4 3 112 -> 104 flirt._remove_ChgclrPAD
0x80023ca8 25 640 flirt.CD_sync
0x80023f28 29 712 flirt.CD_ready
0x800241f0 43 1036 flirt.CD_cw
0x800245fc 1 136 flirt.CD_vol
0x80024684 4 212 flirt.CD_flush
0x80024758 5 240 flirt.CD_initvol
0x80024848 1 76 flirt.CD_initintr
0x80024894 11 480 flirt.CD_init
0x80024a74 9 360 flirt.CD_datasync
0x80024bdc 6 256 flirt.CD_set_test_parmnum
0x80024cdc 3 240 -> 236 flirt.CD_getsector2
0x80025044 4 60 flirt.rsin
0x80025080 8 148 -> 144 flirt.sin_1
0x80025114 10 160 flirt.rcos
0x80025584 22 272 -> 260 flirt.SetFogNearFar
0x80025724 6 144 -> 128 flirt.SquareRoot0
0x80025b04 1 144 -> 40 flirt.LoadAverageShort12
0x80025f94 3 164 -> 76 flirt.PushMatrix
0x80026038 3 172 -> 92 flirt.PopMatrix
0x80026404 1 48 -> 36 flirt.TransMatrix
0x80026434 1 320 -> 312 flirt.ScaleMatrix
0x80026d54 13 656 -> 652 flirt.RotMatrix
0x80027274 1 512 -> 248 flirt.RotMatrixYXZ_gte
0x80027474 1 528 -> 248 flirt.RotMatrix_gte
0x80027684 41 384 -> 372 flirt.ratan2
0x80027804 6 172 flirt._ExitCard
0x800278e4 23 528 flirt.VSync
0x80027af4 1 48 flirt.ResetCallback
0x80027b24 1 48 flirt.InterruptCallback
0x80027b54 1 48 flirt.DMACallback
0x80027b84 1 52 flirt.VSyncCallback
0x80027c48 1 16 flirt.CheckCallback
0x80027c70 22 1348 -> 524 flirt.SetIntrMask
0x800281d4 1 16 -> 12 flirt.ReturnFromException
0x800281e4 1 16 -> 12 flirt.ResetEntryInt
0x800281f4 1 16 -> 12 flirt.HookEntryInt
0x80028204 5 288 -> 124 flirt.startIntrVSync
0x80028324 5 672 -> 112 flirt.startIntrDMA
0x800285d8 1 16 flirt.GsGetWorkBase
0x80028654 10 192 flirt.PCread
0x800287b4 1 32 flirt.SsUtReverbOff
0x800287d4 4 232 flirt._SpuInit
0x800288bc 3 120 -> 112 flirt.SpuStart
0x80028934 31 1088 flirt._spu_init
0x80028ed8 30 640 flirt._spu_t
0x80029158 4 132 flirt._spu_Fw
0x800291dc 1 100 flirt._spu_Fr
0x80029240 4 68 flirt._spu_FsetRXX
0x80029284 11 164 flirt._spu_FsetRXXa
0x8002940c 4 104 -> 92 flirt._spu_Fw1ts
0x80029474 1 48 -> 36 flirt._SpuDataCallback
0x800294a4 10 208 -> 204 flirt.SpuSetReverb
0x8002af30 1 320 -> 312 flirt.ScaleMatrixL
0x8002f860 13 656 -> 652 flirt.RotMatrixZYX
0x8003fc70 3 128 -> 116 flirt.SpuQuit
0x800421e8 2 48 flirt.GsSetLsMatrix
0x80049bf0 10 336 -> 204 flirt.CdInit
0x80049e50 1 64 flirt.TransposeMatrix
0x8004ac70 1 16 flirt.GsGetWorkBase
0x8004b1a0 4 96 -> 92 flirt.SpuSetTransferStartAddr
0x8004b200 5 48 flirt.SpuSetTransferMode
0x8004b8e4 14 156 flirt.SetRCnt
0x8004b980 4 56 flirt.GetRCnt
0x8004b9b8 1 48 flirt.StartRCnt
0x8004b9e8 1 52 flirt.StopRCnt
0x8004ba54 4 96 -> 84 flirt.SpuInitMalloc
0x8004bab4 20 320 -> 316 flirt.SpuSetIRQ
0x8004bbf4 3 64 -> 60 flirt.SpuSetIRQCallback
0x8004bc34 1 48 -> 36 flirt._SpuCallback
0x8004bc64 5 96 -> 92 flirt.SpuRead
0x8004bcc4 5 96 -> 92 flirt.SpuRead
0x8004bd24 3 48 -> 36 flirt.SpuSetTransferCallback
0x8004dd70 4 80 -> 72 flirt.SpuSetNoiseClock
0x8004dde0 1 48 -> 40 flirt.SpuSetReverbModeDepth
0x800516c4 20 464 -> 460 flirt.SpuSetReverbModeType
0x80051894 97 1232 flirt._spu_setReverbAttr
0x80051d64 19 416 -> 404 flirt.SpuClearReverbWorkArea
0x80051f04 1 16 -> 12 flirt.WaitEvent
0x80056440 4 64 flirt.SpuSetIRQAddr
0x80090e44 1 64 -> 40 flirt.DsFlush
0x80094118 2 64 flirt.DsFlush
11
Chrono / Gameplay Casual Discussion / Re: Chrono Cross Remaster Twitter Japanese Q&A
« on: May 18, 2022, 04:48:56 pm »
On May 9, the Japanese Twitter account announced in this tweet that question submissions would be closed soon, and that answers were going on hiatus the next day. Here are the remaining answered questions from where I left off.
Question Response
-コアな質問ですみません。(それくらい好き)星の塔にいた、建物に組み込まれた喋る像(多分元人間)は、どなただったのでしょうか………?(設定資料集にはうっすら重大なことが書いてありましたが、多分ゲームに組み込まれていくうちに変わったのでは……?)と。
Kato:
あれは初期段階ではいろいろと考えていたのですが、描ききれなくて……。力不足でした。
Question Response
-ガライ・ミゲル・ワヅキ(ヤマネコ)と何度も親世代が立ちはだかりますが、(しかもやたら強敵)メッセージがあるのでしょうか?
Kato:
その辺は特に意識していなかぅたですね。まあ、親と子の対立というのは普遍的なテーマではあろので。
Question Response
-6体の龍神の中で天龍のみH(死海崩壊時に助けてくれる方)とA(白龍神の祈りをくれる方)両方の世界で会うことができますが、なぜ彼女だけがどちらの世界でも生きているのですか?また、他の龍神たちと合体したときに居たのはどちらの世界の天龍なのですか?
Kato:
天龍な通常はアナザーで生息していて、必要な時だけホームに出現します。龍神のリーダー格として、特殊な能力を有していたのかも。
Question Response
-トリガーで魔王の配下だったビネガー達が次元の狭間に行くことになった経緯と、あの場所に居るスペッキオはトリガーのスペッキオと同一神なのかを知りたいです。トリガーのスペッキオ本人なら、何故あの場所の彼はセルジュ達の強さに反映された見た目にならないのですか?
Kato:
三魔騎士は、何者かに召喚されて現れたようです。戦いの神と名乗る、今回のスペッキオは、神の別の顔か分身のような存在なのかも。
Question Response
-ダリオとの戦いを経てグランドリオンは憎しみから解放されることになりますが、倒すだけで解放が果たされているように見える流れはエンディングの展開を考えると少し違和感が残ります。何か隠れた条件があったのでしょうか。
Kato:
呪われたグランとリオンの両名は、時を喰らうものとは本質的に異なるので、その解放の仕方も異なる、ということになります。
Question Response
-コアな質問ですみません。(それくらい好き)星の塔にいた、建物に組み込まれた喋る像(多分元人間)は、どなただったのでしょうか………?(設定資料集にはうっすら重大なことが書いてありましたが、多分ゲームに組み込まれていくうちに変わったのでは……?)と。
Kato:
あれは初期段階ではいろいろと考えていたのですが、描ききれなくて……。力不足でした。
Question Response
-ガライ・ミゲル・ワヅキ(ヤマネコ)と何度も親世代が立ちはだかりますが、(しかもやたら強敵)メッセージがあるのでしょうか?
Kato:
その辺は特に意識していなかぅたですね。まあ、親と子の対立というのは普遍的なテーマではあろので。
Question Response
-6体の龍神の中で天龍のみH(死海崩壊時に助けてくれる方)とA(白龍神の祈りをくれる方)両方の世界で会うことができますが、なぜ彼女だけがどちらの世界でも生きているのですか?また、他の龍神たちと合体したときに居たのはどちらの世界の天龍なのですか?
Kato:
天龍な通常はアナザーで生息していて、必要な時だけホームに出現します。龍神のリーダー格として、特殊な能力を有していたのかも。
Question Response
-トリガーで魔王の配下だったビネガー達が次元の狭間に行くことになった経緯と、あの場所に居るスペッキオはトリガーのスペッキオと同一神なのかを知りたいです。トリガーのスペッキオ本人なら、何故あの場所の彼はセルジュ達の強さに反映された見た目にならないのですか?
Kato:
三魔騎士は、何者かに召喚されて現れたようです。戦いの神と名乗る、今回のスペッキオは、神の別の顔か分身のような存在なのかも。
Question Response
-ダリオとの戦いを経てグランドリオンは憎しみから解放されることになりますが、倒すだけで解放が果たされているように見える流れはエンディングの展開を考えると少し違和感が残ります。何か隠れた条件があったのでしょうか。
Kato:
呪われたグランとリオンの両名は、時を喰らうものとは本質的に異なるので、その解放の仕方も異なる、ということになります。
12
Chrono Trigger Modification / Re: Adding music?
« on: May 01, 2022, 08:28:27 pm »
There are four pieces of data associated with each song slot: Sequence data, the instrument table, the drum table, and some volume-related data.
Even with the max-song byte edited, I don't believe Temporal Flux will allow you to select the additional song slots, so you'll have to use a workaround to insert them into events, similar to the tutorial on using the last few enemy slots. (Unless it's something done by setting a memory address, like the overworld music or default battle music for an area.)
Code: [Select]
070AE9 070AE9 DATA N Total number of songs ($53)
070D18 070E10 PTR N "SPC pointers (83 addresses), SPCs may be compressed, data doesn't match SPC files" 2003.05.08
070E11 071870 DATA N "Instrument table (83 elements, 32 bytes each)" 2003.05.27
071871 07241C DATA N "Unknown data, 0x24 bytes per song, 0x53 total" 2008.07.30
07241D 0724C2 DATA N "Unknown data, volume related? 2 bytes per song, 0x53 total" 2008.07.30
Code: (SPC Pointer table) [Select]
C7/050F: BF180DC7 LDA $C70D18,X
C7/0513: 8512 STA $12
C7/0515: BF190DC7 LDA $C70D19,X
C7/0519: 8513 STA $13
C7/051B: BF1A0DC7 LDA $C70D1A,X
C7/051F: 8514 STA $14
Code: (Instrument table) [Select]
C7/01EA: BF110EC7 LDA $C70E11,X
C7/01EE: F01F BEQ $020F
C7/01F0: 9212 STA ($12)
C7/01F2: E612 INC $12
C7/01F4: E612 INC $12
Code: (Drum table offset) [Select]
C7/05B2: A971 LDA #$71
C7/05B4: 8512 STA $12
C7/05B6: A918 LDA #$18
C7/05B8: 8513 STA $13
C7/05BA: A9C7 LDA #$C7
C7/05BC: 8514 STA $14
Code: (Volume-related data) [Select]
C7/0A45: BF1E24C7 LDA $C7241E,X
C7/0A49: 8502 STA $02
C7/0A4B: BF1D24C7 LDA $C7241D,X
C7/0A4F: 290F AND #$0F
The simple edit would be to change the addresses in these blocks of code to new locations and copy all the old data over to the new places and add the new data after. More complex was some Japanese RS3 hacks did to load data from a new location only when an additional song slot was used.Even with the max-song byte edited, I don't believe Temporal Flux will allow you to select the additional song slots, so you'll have to use a workaround to insert them into events, similar to the tutorial on using the last few enemy slots. (Unless it's something done by setting a memory address, like the overworld music or default battle music for an area.)
13
Retranslation of Chrono Trigger / Re: The meaning of 'so as to not become butter'
« on: April 24, 2022, 01:23:26 pm »
kWhazit has his own site where he hosts his translations, which unlike the full retranslation document here, get updated from time-to-time.
https://kwhazit.ucoz.net/trans/ct/endtime.html
https://kwhazit.ucoz.net/trans/ct/endtime.html
Quote from: kWhazit
It comes from a children's book called The Story of Little Black Sambo, which includes a part where tigers chase each other around and around a tree until they melt into butter.His update history for 2018 points out this line specifically as the main revision for that update to his text.
14
Chrono / Gameplay Casual Discussion / Re: Japanese Chrono Cross Twitter Character Pictures Translations
« on: April 23, 2022, 04:34:05 pm »
I've been reading various topics on the GameFAQs boards, and in one, "Why everyone in CC has innate elements?", Then00bAvenger said that the character profiles were taken from Ultimania and not new information, providing Leah's as a sample.
So I looked at an online copy of Ultimania to check other characters' pages too. I didn't try to double-check with all the raw tweets at first, but what I could parse out on my own seemed to match the same structure of words.
Guile's appeared to be indeed exactly the same as the old Ultimania entry.
So I looked at an online copy of Ultimania to check other characters' pages too. I didn't try to double-check with all the raw tweets at first, but what I could parse out on my own seemed to match the same structure of words.
Guile's appeared to be indeed exactly the same as the old Ultimania entry.
15
Chrono / Gameplay Casual Discussion / Re: Chrono Cross Remaster Twitter Japanese Q&A
« on: April 19, 2022, 10:19:03 pm »
As I reported in the news thread, the English Twitter account @chronogame started posting answers, but the few so far are just translations of answers from the Japanese account that happened to have similar questions asked in English. I don't plan on copying the English text myself (even though it would be very easy) at the moment, but I will link them when they match one of the Japanese ones to save effort for translators.