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Topics - Mauron

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16
Chrono Trigger Modification / Identifying battle sound effects
« on: February 28, 2018, 05:40:30 pm »
This is the current partial list of sound effects in battle.

Code: [Select]
00 - Confirm / Menu Cursor
01 - Error
02 - Miss

04 - Tonic 1
05 - X-Strike?
06 - Tonic 2
07 - Ether
08 - Unsheathe

4D - Impact (Spincut)
4F - Slash Hit

53 - Wind Effect (Slash, Spincut)

6A - Explosion

6E - ??? (Lightning)

71 - Magic Casting (Lightning)

7B - Lightning2 Hit
7C - Magic Casting (Lightning2)

88 - Tech learned
89 - Revive tune (Life)/Level up

A9 - (matches up with Battle Party Message index $0C, not used?)

C0 - Charm failed

D2 - "Whoosh" Spincut

There's a collection of SPCs that can be used to identify these sounds. I've also attached a Flux file, that if imported into Temporal Flux (with Hi-Tech installed), will replace Cylcone with a tech that just plays one sound.

0xFF is probably a special code, and 0xFA-0xFE may or may not be used.

17
Chrono / Gameplay Casual Discussion / Chrono Trigger is now on Steam
« on: February 27, 2018, 06:28:40 pm »

18
Welcome / Birthday / Seeya! Forum / Age++
« on: January 21, 2018, 03:33:54 pm »
Another year has completed. On to the next one!

19
Chrono Trigger Modification / Updated Tech Encyclopedia.
« on: January 04, 2018, 09:56:32 pm »
Tech Data Notes

That page is still mostly outdated, but the Provoke specific page got a major update.

20
Chrono Trigger Modification / Tech tutorials!
« on: November 08, 2017, 10:41:00 pm »
Updated instructions

These are updated versions of the instructions written for the previous editor. I'll add a couple more soon.

21
This is a full list of modifiers from status effects in battle. 2.5x evade can be gained from the Third Eye (the menu and description lie), 2x evade is not used in the vanilla game, Attack power up can be gained from the SunShades, and Max Attack Power Up can be gained by the PrismSpecs.

Evasion:
Target has 2.5x evade: 250%
Target has 2x evade: 200%
Target is asleep or stopped: 20%
Target is blind or confused: 50%
Target is slow: 75%
Target is poisoned: 50%

Attack:
Attacker is berserk: 150%
Attacker has Max Attack Power Up: 150%
Attacker has Attack Power Up: 125%
Attacker is poisoned: 80%
Attacker is slow: 80%
Attacker is confused: 25%

Accuracy:
Attacker is blind or confused: 25%
Attacker is poisoned: 75%

These apply to PCs and enemies equally. All of these stack in the order listed, except for berserk, which ignores all the following statuses, 2.5x evade and 2x evade, where 2.5x evade takes priority, and max attack power up and attack power up, where max attack power up takes priority.

22
Chrono Trigger Modification / Playing with the idea of a stat limit break
« on: October 03, 2017, 10:32:12 pm »
Here's what I have so far. It needs tweaking for changing equipment, and I'm not sure how well the layout works.

This will also allow the level cap to be raised.

23
Chrono Trigger Modification / Enemy AI Update
« on: September 24, 2017, 08:34:43 pm »
Enemy AI documentation

Most conditions and targeting routines are now accurately listed. Actions still need to be updated.

24
Chrono Compendium Discussion / Bad Gateway.
« on: September 10, 2017, 03:35:18 pm »
I was getting a 502 error about an hour ago.

25
Chrono Trigger Modification / How-To: Expanding Tech Data.
« on: June 15, 2017, 12:53:01 am »
I'm going to run down some of the types of tech data and how to expand them, as well as how to make Hi-Tech aware of the new data. All addresses are for a US ROM.

Hi-Tech.ini

When you first load a ROM, Hi-Tech creates a file called Hi-Tech.ini in your romname.smc.proj folder. It handles all the settings on where data ends for anything that is expandable.

Effect Headers and MP Costs

The pointer to player data is at 0x01D5F0. Each Header is 12 bytes long. No formatting is required. MP Costs are pointed to at 0x01CB5D, and are 1 byte each. There should be a matching number of Effect Headers and MP Costs. The Hi-Tech.ini setting for this is PlayerEffectMax.

Performance Groups

Battle Performance Groups are pointed to at 0x01CBAE, and are three bytes each. The Hi-Tech.ini setting is TotalBattlePerformanceGroups. Each byte is the index of a PC used, or 0xFF for a non-participating party member. Crono single techs would be 00 FF FF.

Menu Performance groups are pointed to at 0x02BBF4, 0x02BCE9, and 0x3FF866, and are 1 byte each. Each PC has a bitflag, with Crono = 0x80, Marle = 0x40, Lucca = 0x20, Robo = 0x10, Frog = 0x08, Ayla = 0x04, and Magus = 0x02. There is a count of menu groups at 0x3FF864.

Both types of performance groups should match. The only differences are format, where they are loaded, and that battle groups may have multiple orders for dual techs.

Hi-Tech reads battle groups, and updates both battle and menu groups to match. As long as you have enough space to write your data, no modification is necessary prior to loading Hi-Tech.

Tech Groups

Tech groups are used to specify where each type of tech starts and ends.

The start tech of one group and first tech of the next group are listed at 0x02BD18, with the end byte being referenced as the next start byte. For example, Crono's data is 01 09, and Marle's data is 09 11, with the ROM listing 01 09 11. The total number of menu performance groups is stored at 0x3FF864. This data must be adjusted manually.

The types of menu performance groups are pointed to at 0x02BCE2, and are two bytes each. The first byte is the index of the first of the type, and the second is the count of groups in the type. This data must be adjusted manually.

More to come.

Edit: Updated performance groups and separated tech groups.

26
Temporal Flux is currently disregarding part of tech descriptions when saving, causing a crash in the menu when opening dual or triple techs. If your tech descriptions are still in their original space, do the following:

Open Window > Custom Data and click New. Set Start Offset to C439D, End Offset to C43AE, and Override Free Space to true. The name can be anything, but something along the lines of "tech menu fix" would be useful for reference.

Edit: Additional space issues can be fixed with the following ranges:

0C36F3-0C36F3 - item description
CDDBC-CDDC5 - battle message
3FD554-3FD561 - Settings
6F400-6F4D3 - location names

If you have existing corruption, and can locate the conflicting data, open the ROM and export the packet that's conflicting. You'll need to repoint the packet that is conflicting. Search for the address of the packet's start (F336CC for item descriptions, BCDDCC for battle messages, and 54D5FF for settings). Change the first byte in that result to be one above the end location (F4 for item descriptions, C6 for battle messages, or 62 for settings). Manually copy the original text for that range from a working ROM in a hex editor.

Once that is done, you can import the old data and resave.

It should properly protect string packets that have been relocated, but I'll test that more later.

Edit: 3.04 has a stable release. See last post.

27
Chrono Trigger Modification / Temporal Flux Plugins (old)
« on: October 18, 2016, 02:38:30 pm »
Moved to a New topic.

28
There are two Nu monsters used in the game. The second is used in the six Nu fight. It is monster index 83. The pattern of Nu is as follows.

00 83 00
83 00 83

00 is the standard Nu Monster. 83 has a normal attack at the offense of 1, and can only do 1 damage to a starting Crono. By the time you reach this fight, that damage is 0.

There are also missing stats, including elemental defense stats. The value is a number, usually 4, but best represented as a percentage. The calculation is damage * 4 / relevant elemental defense.

How should I organize this information?

29
Characters, Plot, and Themes / Construction after 1999 AD.
« on: February 05, 2015, 07:57:22 pm »
If you compare the maps of 2300 AD and 1999 AD, there are definite areas in 2300 AD that could not have existed in 1999 AD.

It looks like Lab 32, both parts of Sewer Access, and Keeper's Dome are all new, along with some of the roads.

I'm thinking that after Lavos popped up, there was an attempt to rebuild. After making significant progress, Lavos destroyed everything again. Whether it was due to insufficient resources, lack of hope, or both, attempts to rebuild were stopped. There may have been more than one attempt/destruction cycle before people gave up.

Any thoughts on the matter?

30
Chrono / Gameplay Casual Discussion / Third Eye effect.
« on: December 14, 2014, 01:12:24 pm »
Despite what the menu shows you, the Third Eye does not double your Evade. In battle, it actually gives you 2.5x your Evade. There is a 2x Evade status, but as far as I can tell, it is not actually used.

Information gained from hacking the ROM.

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