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Topics - Vehek

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16
Other Topics and the Prerelease / How many sprites are different?
« on: May 11, 2008, 01:17:12 am »
Has anyone ever taken a good look to see what sprites are different in the pre-release?
A few weeks or so ago, I noticed a very different Cyrus sprite in Frog's Zenan bridge flashback scene.

17
Chrono Trigger Modification / In-game Font Switching experiment
« on: March 20, 2008, 09:48:25 pm »
After justin expressed amazement at Pandora's Box's font switcher, I decided to try and see how CT loads the dialog font.

After setting a breakpoint to see when FF2F60 (capital 'A' in the dialog font) was read, I found this:
Quote
$C2/5E8B B7 76       LDA [$76],y[$FF:2F60]   A:F004 X:0002 Y:0000 P:envMxdiZc

Later, I set a breakpoint on 7E0276 and found where that value came from.
The most important part was:
Quote
$C2/5DD1 69 60 20    ADC #$2060              A:1020 X:004F Y:0040 P:envmxdIzc
$C2/5DD4 85 76       STA $76    [$00:0276]   A:3080 X:004F Y:0040 P:envmxdIzc

I then wrote my own code to get the window BG value, use it to load from a table I made, and add it with the value it was before to make a new font location.

Issues:
  • No 4x12 part changing.
  • Character widths aren't changed yet
This patch has only two fonts in it. It uses space at 24F540-24F54F and 24F58D-24F5A9.
http://www.youtube.com/watch?v=X2jT5DXNEVg
Remember, this is mostly just a proof of concept.

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18
Retranslation of Chrono Trigger / Retranslation Thread List
« on: October 20, 2007, 04:26:36 pm »
I've decided to make a list of some of the threads about the Retranslation.
Romhacking.net (Locked)
VGmix
EyesOnFF
Board II
NeoGaef
GSCentral - I've removed this for now because it linked to a pre-patched rom.
Chrono Crisis
Chrono Shock
Select-button - Pointless fan translations (goes off the topic of CT a lot)
Flying Omeltte
NDS Brasil Fórum

Gametrailers
More later...

19
Welcome / Birthday / Seeya! Forum / My birthday's today
« on: February 23, 2007, 04:00:41 am »
As I said in the topic title, it's my birthday. Not much to say right now.

20
General Discussion / Player One Podcast Interview of Ted Woolsey
« on: February 11, 2007, 11:20:12 pm »
While browsing GameFAQs, I found out that Player One Podcast interviewed Ted Woolsey.
02/12/07 - Episode 16: Lost in Translation
Interview starts around 42:40.

21
Chrono Trigger Modification / SPC Creation
« on: December 28, 2006, 01:31:20 am »
With the help of FF3info.txt and some interpretation from JCE3000GT on some confusing info from ff3info.txt, I managed to put together a rather horrible new SPC by combining part of another SPC with some music notes I put together. The SPC is of Jingle Bells and has a simple loop.

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22
Crimson Echoes / SPC limit broken!
« on: December 10, 2006, 02:18:47 am »
I managed to go beyond the limit of 83 songs by hacking the SPC routines. However, I had to move the instrument table over to make sure I'd have enough room for another song's instruments, so we wouldn't be able to use Temporal Flux to edit the instrument table anymore if we did this.

Geiger's FF6offsets lists a place where it stores the number of songs in the game. Chrono Trigger has one too, and it's at 70AE9. Change that, and it'll change what number the last music track is. I also tweaked stuff within the SPC routines to move the SPC pointers and instrument table over.


23
Chrono Trigger Modification / Sprite Assembly
« on: June 15, 2006, 05:02:02 pm »
I think I may understand the sprite assembly data.
00 00 for example, loads tile 00, which in Chrono's sprites is the blank tile marked 00 in the attached image. 01 00 loads Crono's left (from his perspective) side of his hair. 10 00 loads the right side of his face. 11 00 loads the other side of his face, marked 11. Hopefully this is enough to establish in your mind the pattern of what tiles are loaded with what hex. The last 8 bytes of sprite assembly are divided into four groups of two, each group determining the X and Y position of (presumedly) four loaded tiles.
Revision Edit-The first 16 bytes load 8 tiles. In groups of 2, these are the the first rows of each four-tile group. The next 16 bytes are much the same, except they load the second row of their group.
The first four bytes load up the top two tiles for group 1, the next four bytes load up for group 2, and so on.

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