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Messages - Vehek

Pages: 1 ... 100 101 [102] 103 104 105
1516
Polling / Re: How did you like Crimson Echoes Demo 2.0?
« on: June 21, 2006, 07:09:25 pm »
It was pretty good. Much more detailed and longer than the first demo.

1517
Chrono Trigger Modification / Re: Sprite Assembly
« on: June 21, 2006, 10:07:11 am »
I mostly got lucky that I found a palette with similar colors.
I tried replacing the 1000 AD soldier with the soldier from FF6 and was using Crono's palette, creating a blue soldier. I got as far as replacing all the idle animations, but I gave it up, as it was causing 1000 AD Guardia Forest to crash....
Sigh...
The Director mod causes the the Future Age developer room to crash too....
Hopefully, I can learn what causes this and there won't be any problems.
Edit-
0000 0000 0200 0100 0000 0000 2000 2100
0000 0000 1000 1100 0000 3100 3000 3040

The colors I've marked the digits with show which tiles are in a 4-tile group. The X/Y coordinates are in the same order as the groups; the first x/y set controls the first 4-tile group, etc.

1518
Chrono Trigger Modification / Re: Sprite Assembly
« on: June 21, 2006, 12:13:24 am »
This has reached quadruple posting. Sigh.. I just don't know if I can fit this into an editing of a previous post...

New theory on how the tiles are grouped (for size 0 sprites).
0000 0000 0200 0100
0000 0000 2000 2100
0000 0000 1000 1100
0000 3100 3000 3040
This is Crono's assembly data, minus the X/Y coordinates.
The hex marked in blue loads the tiles for the hair and the face. Notice that those groups are not consecutive.

Edit-In a hex editor with rows of 16, the second two tiles of a four-tile group is at the same place in the next row as the first two tiles. The start of the second row of tiles is 16 bytes after the start of the first row.

1519
Kajar Laboratories / Re: Finishing the attack list...
« on: June 20, 2006, 03:23:13 pm »
AA-Characters are in knocked-out pose and fall from the top of the screen. Damage is taken, but is not shown.

1520
Chrono Trigger Modification / Re: Text Boxes
« on: June 20, 2006, 02:48:31 pm »
Well, there's this:
===============
Menu Style-----Offset
===============
Menu Style 1 - 3FB210
Menu Style 2 - 3FB220
Menu Style 3 - 3FB230
Menu Style 4 - 3FB240
Menu Style 5 - 3FB250
Menu Style 6 - 3FB260
Menu Style 7 - 3FB270
Menu Style 8 - 3FB280

So, Menu Graphic Palettes = 3FB210 - 3FB28F (8 colors each)

--edit--
Fixed an offset error, these are now all correct.

This will also affect colors of  textboxes as well.

1521
Chrono Trigger Modification / Re: Sprite Assembly
« on: June 20, 2006, 01:32:52 am »
This is triple posting, but...
I decided to work on replacing a simpler character with only one frame of animation, the Truce Dome Director. It's pretty much just a novelty of course, but I might expand on it later.

Edit-Any characters you want me to replace? Try to keep the suggestions to characters with few animations.
Edit2-Bug:The patch causes the Future Room in the developers ending not to work.

[attachment deleted by admin]

1522
Chrono Trigger Modification / Re: RD Battle Music in CT!
« on: June 19, 2006, 12:48:02 pm »
you might be right, but I don't think RD actually has those size headers.
Nah, it does. For example, the size header for Gale is 5E 03. Add 35E to 0FBF23 (right after the header), and you get FC281, which is the location of the next SPC.

Oh, and Frozen Flame was mislabeled on my offsets, causing me some confusion about the size headers, but it's fixed now.

1523
Chrono Trigger Modification / Re: RD Battle Music in CT!
« on: June 19, 2006, 12:15:06 pm »
Hmmmmm....
According to my offsets, the length of Gale is 35E, or 862 bytes in decimal, not counting the length header.

Edit-And I based my length on the length header of Gale.

1525
The problem is that he wanted to remake the game in another engine. I'm not sure if it's possible to translate the ROM into Chinese easily.

1526
Coding a remake is also a trouble I didn't mention...

1527
Most remake projects don't get very far...
Especially with SquareEnix's responses....

1528
Chrono Trigger Modification / Re: Sprite Assembly
« on: June 18, 2006, 03:00:46 pm »
Sadly, I've gotten a bit too bored with it to work on replacing Tata.

I just looked at the sprite assembly for Gato, and it's a bit different in some ways.

One difference is that the sprite assembly is 120 bytes long (versus the 40 bytes of sprites like Crono), so there are more tiles loaded and coordinates. The sprite size byte in the sprite data is probably involved in loading the sprite assembly this way.

1529
Chrono Trigger Modification / Re: Sprite Assembly
« on: June 17, 2006, 06:41:55 pm »
Vehek, could you post an example of the tile reversal with XX 4Y? I'm curious on how that would apply to a tile with 01 79 (for example), unless I'm misunderstanding (graphic page 1, tile 79 (121 in decimal)).

My guess, would be that for your example you gave, you would enter in 79 41.

On another note, I haven't found any other special flags or whatever besides the mirroring flag I got from that post from the previous version of the ACMLM board.

1530
Chrono Trigger Modification / Re: Sprite Assembly
« on: June 17, 2006, 06:06:54 pm »
The problem was that the sprite data byte marked "sprite assembly" in both Chrono Tweaker and Geiger's data format document, was actually the animation data byte. I discovered this after wiping out sprite assembly pointers one by one until I erased the 1000 AD guard's assembly pointer. I then discovered that the value of the pointer number was the same as the value marked "starting animation" in Chrono Tweaker.

Right now, I'm going to replace Tata with someone from FF6.

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