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Messages - Vehek

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Chrono Trigger Modification / Re: Sprite Assembly
« on: June 16, 2006, 02:21:37 pm »
I can combine XX 40 which reverses a tile with XX 0Y to load a tile from a later group of 256 tiles with XX 4Y.

Chrono Trigger Modification / Re: Sprite Assembly
« on: June 15, 2006, 07:46:30 pm »
The main use of modifying sprite assembly would be forming new sprites that don't have to fit in the space shapes as the old one. For example, the CTCE team has trouble replacing Frog with Glenn because Frog is so small. Modifying the sprite assembly could solve that problem

I think I now know how to load tiles beyond 0xFF of the sprite graphics.
The sprite assembly hex XX 01 loads a tile from the second set of 256 tiles.

Chrono Trigger Modification / Re: Sprite Assembly
« on: June 15, 2006, 05:33:59 pm »
It seems to be a great news! Though I have no idea what and where those 00 00 are meant to be
00 00 is a loading of a single tile, the first tile of Crono's sprites, and that tile is blank. The 00 00 is at the start of the sprite assembly data for Crono. I haven't really checked others yet.

Edit- I currently have no idea how to reach graphics lower down, such as Crono kneeling down.

Chrono Trigger Modification / Re: Sprite Assembly
« on: June 15, 2006, 05:17:51 pm »
Some of my work was inspired by some posts from the old ACMLM forum, where Temporal Flux was released
Quote from: Kyoufu Kawa on 11-29-04
Just telling that I can't quite grasp those eight bytes of sprite assembly data.

I can however tell you that the sprite, assuming Crono's idle forward anim, is split up in 16x16 blocks and each of the eight bytes controls a block's relative position. Seems rather negative too.

The 32 tile bytes are simply flag/tile combos. 4030 for Crono's left foot for example, flipped from 0030, his right foot.
I should note that in the actual data, the order for Crono's left foot is 30 40.

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.

[attachment deleted by admin]

The only ones of those games that I know the music of are Chrono Trigger Prerelease and Radical Dreamers. Some songs I like:
Frozen Flame

Keeper's Dome

Chrono Trigger Modification / Re: Palette Problem
« on: June 15, 2006, 03:18:21 pm »
Are you remembering to write to memory the changes?

You'd need to put all the Chinese character symbols into the game, and I'm not sure if the game can use enough symbols. The creator of Chronotools said that the game only uses 728 different symbols by default.

Chrono Trigger Modification / Re: RD Battle Music in CT!
« on: June 14, 2006, 06:22:01 pm »
The places the RD pointers point to are two bytes before the SPC data that is also in the SPC dump. I think those two bytes before the RD SPC data are that two-byte header.

Edit-Just a note, the first few versions of my list had some errors, such as incorrec titles or addresses.

Chrono Trigger Modification / Re: RD Battle Music in CT!
« on: June 14, 2006, 04:51:01 pm »
One thing I observed while looking for the Radical Dreamers SPCs:
The SPC data in a dumped SPC cuts off the two-byte header.

Characters, Plot, and Themes / Re: Yamaneko
« on: June 13, 2006, 10:23:47 pm »
One of the meanings of Magus' Japanese name is equivalent to Satan. His name isn't actually Satan, it's Maou.

Chrono Trigger Modification / Re: RD Battle Music in CT!
« on: June 12, 2006, 11:19:01 am »
The FFVI offsets guide is still headered; I think the offsets guide you DID update was the Chrono Trigger one.

Chrono Trigger Modification / Re: New to Temporal Flux
« on: June 10, 2006, 10:14:23 pm »
Well, most of the text in Chrono Trigger isn't in ASCII format.

Chrono Trigger Modification / Re: RD Battle Music in CT!
« on: June 10, 2006, 12:00:36 am »
I tracked down the SPC data for Frozen Flame using the method in the guide, and from there I found the pointer table for the SPCs! :D

0FB1BF-Days of Summer
0FB7F8-Far Promise ~ Dream Shore
0FB9A0-Requiem ~ Dream Shore
0FBB5C-The Girl Who Stole the Stars
0FC281-Under Moonlight
0FC6FE-Frozen Flame
0FCC82-Portal to Open Grounds
0FCFD2-Wind (ambient)
0FD058-Ratchet (ambient)
0FD13D-Sewer (ambient)
0FD258-Footsteps (ambient)
0FD2F0-Forest (ambient)
0FD393-Final Confrontation
0FDA79-Sneaking Around
0FDBEF-Riverflow (ambient)
0FDC79-Viper Manor
0FE04F-Strange Presentiment
0FE5A5-Epilogue ~ Dream Shore
0FEA64-Ending ~ Le Trésor Interdit
0FF9E9-Industrial (ambient)
0FFAC5-Whirlwind (ambient)

Edit-And of course, these are for an unheadered rom.
Edit2-There's no need to add a two-byte header onto these; the starting offsets include the two-byte header.

Edit3-Darn! There were still mistakes in the offsets, I think they're fixed now.

Chrono Trigger Modification / Re: RD Battle Music in CT!
« on: June 08, 2006, 08:20:32 pm »
I've imported FF6 SPCs into Chrono Trigger by simply copying from beginning to end the FF6 SPC and pasting it into Chrono Trigger, and having the pointer point to where I pasted it in. No "two-byte" header involved for me. Also, Geiger's FF6 Offsets guide is for a headered FF6 rom, just so you know.

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