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1
Site Updates / Re: Cease & Desist Letter
« on: May 11, 2009, 09:38:42 am »
If this is real (and I have doubts), Square Enix is wrong. Nothing Temporal Flux does or the hacks it can create are illegal under the law. SE can't even claim "copy protection" as the ROM file is on the Chrono Trigger PSX release which is just a regular old CD, nevermind that the courts have repeatedly determined media format alone to not be equivalent to "protection".
At any rate, since it looks like the Compendium won't be doing anything at all with ROM hacks in the future, and that was my sum total involvement here, I'll be signing off. Any future posts will be at other ROM hacking sites. Even if they shut down those too, I'll continue to work on Temporal Flux for my own personal use.
Sayonara.
At any rate, since it looks like the Compendium won't be doing anything at all with ROM hacks in the future, and that was my sum total involvement here, I'll be signing off. Any future posts will be at other ROM hacking sites. Even if they shut down those too, I'll continue to work on Temporal Flux for my own personal use.
Sayonara.
2
Chrono Trigger Modification / Re: Perpetual Temporal Flux Bug Report / Feature Suggestion Thread
« on: April 13, 2009, 10:20:14 am »In LocEventEditorForm.DecodeEvents, please call the LocEventTree.BeginUpdate() before you begin adding TreeNodes
The event editors are currently the subject of a major rewrite. The underpinnings no longer work the same.
Also, as you'll note in the page you linked, BeginUpdate / EndUpdate only provide a speedup when an object is being painted. At the time an event record decodes to form, it is not even visible, let alone being painted.
But to be sure, I stuck a Begin/End into the archived 3.0x source. It took a tenth of a second longer to decode to 0x80 forms.
3
Chrono Trigger Modification / Re: Attack/Defense #'s in Shop Menu?
« on: April 13, 2009, 09:20:05 am »
I haven't looked at the code, but that still looks like fixed width to me. Variable width involves a table look-up; fixed uses a static value (not no value). The US main font is variable, using different values for each letter. The Japanese main font is fixed, using a value of B for all characters.
4
Chrono Trigger Modification / Re: Tech Editor - Period
« on: April 02, 2009, 10:40:23 am »Ooh, if we made a spell that was bi-or tri-Elemental, say Fire and Shadow, would enemies weak to Fire and enemies weak to Shadow be weak to that spell, making it more versatile?
Maybe, but if other games are any indication, it will just exit at the first condition it finds. So if an enemy absorbs fire and is weak against shadow, it will absorb a Fire/Shadow spell.
5
General Discussion / Re: Nicely done
« on: April 02, 2009, 10:37:08 am »
Its one thing to replace the front page with a gag, but blocking the forums so they can't even be directly accessed is really fucking lame. Granted the forums are not life-or-death important, but they're certainly higher than a stupid liar's day gag.
6
Chrono Trigger Modification / Re: Tech Editor - Period
« on: March 31, 2009, 02:51:33 pm »So we have the following elemental values:
Lightning: 0x82
Fire: 0x12
Water: 0x22
Shadow: 0x42
Physical: 0x02 and 0x04 from a quick investigation of Ayla's techs
Just kibitzing here, but it looks like they are bitfields. 80 - Lightning, 40 - Shadow, 20 - Water, 10 - Fire. Physical is the absence of all elements. A spell with all elements would have F0 as the value. One would think that Antipode would have the value 30 for water and fire, but it looks like they went with Shadow instead (if your spreadsheet is correct), probably for elemental affinity reasons. The lower half of the byte is probably used for a non-element purpose.
7
Chrono Trigger Modification / Re: Perpetual Temporal Flux Bug Report / Feature Suggestion Thread
« on: March 18, 2009, 10:26:39 am »Where does that leave the six letter one?
Looking at your original concerns, the better way to support it would be to allow the spacing record to be saved without starting a translation project.
is it possible to write all the features of 3.0 into TF that will successfully run with .NET framework 1.1?
Probably not. I am pretty sure my code uses 2.0 specific items and the docking library almost certainly does. I also have plans to move to at least 3.0 later this year.
If you really can't upgrade over dialup, I suggest downloading the .NET redistributable at a friends house / school / work / library.
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Chrono Trigger Modification / Re: Perpetual Temporal Flux Bug Report / Feature Suggestion Thread
« on: March 13, 2009, 09:19:16 am »Speaking of the sixth letter name patch, what's the possibility of doing the same for the seventh letter name patch currently in production?
While the patches are certainly impressive, its unlikely that I will add any patches that change memory addresses of vital data. It requires far too much code juggling.
9
Chrono Trigger Modification / Re: Chrono Trigger Commented Events
« on: February 10, 2009, 09:41:22 am »I am confused as to the differences between End, Break and Return.
The three basically differ only by what happens on subsequent calls to that function. Return will start back over at the beginning. Break picks up on the command immediately following it. End will always return to itself, keeping the function from being run again.
10
Chrono Trigger Modification / Re: Chrono Trigger Commented Events
« on: February 05, 2009, 10:12:17 am »I think it's cause their events were tool assisted.
Actually, almost all signs indicate that very little in the game was tool-assisted (code after gotos, code pointing into the middle of other commands, etc). It would seem that even as of v2.0, Flux was a more capable materials editing system than the original developers had access to. Another point to remember is the game was released in 1995. Think of the sort of computers and software available at the time.
The current comments system will be obsoleted in a later version of Temporal Flux. I already have plans and some code towards this end, but I'm not sure if it will make it into the next release. It will still be able read the older style comments, so feel free to continue on with this project.
11
Kajar Laboratories / Re: CT: Apocalypse Episode 1 has hit newgrounds
« on: January 29, 2009, 09:25:53 am »
I'd suggest allowing the space bar to move the dialog forward also.
12
Chrono Trigger Modification / Re: Is there a way to run custom ASM from an event?
« on: January 27, 2009, 09:22:06 am »
The Event Commands file should have the local address of the each command in the second column. I quickly looked over a disassembly of that chunk of code and didn't see any jumps, so the code should run out to 006A73.
13
Site Updates / Re: Chrono Trigger: DS Ultimania OUT!! Translators Desperately Needed!
« on: January 26, 2009, 09:21:47 am »
Aw man.. that version of Lucca would have been awesome. She looks much more like a mad scientist. In the group shot with her prominently holding a gun, tell me it doesn't look like she's shouting "Science!"
14
Chrono Trigger: Prophet's Guile / Re: [Translation - French] Chrono Trigger Prophet's Guile
« on: January 20, 2009, 09:38:03 am »Quotes are used in the item menu
I know where they are used, just don't think they're necessary. Is there really a difference between 'Random "Chaos"' and 'Random Chaos'?
We have already changed the some symbole to put our accented letters. If we can make TF understand that for example F4 (which is not attributed in TF) is our "é" it will be ok. i've tried to add those symbols in TF in the window where are the letters but i can't.
The way Flux is currently programmed will not allow for additional letters. The reason it was programmed this way is that symbols greater than F3 are not fully functional in the original ROM. JLukas did all of the research on this topic, so I don't know much on the details, but at the very least the symbols have no spacing value (the rightmost column in the Translation window).
As I mentioned, we have plans to unify the font code from the two ROMs, which would serve to alleviate this problem. But its a long ways off. Even just adding the capability to do more letters and ignore all the safety issues would take more than the couple of weeks you have left in the project.
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Chrono Trigger: Prophet's Guile / Re: [Translation - French] Chrono Trigger Prophet's Guile
« on: January 19, 2009, 11:10:21 am »Quote
We have included accented letters with tile molester and we have their hex adresses. If we edit each text with a hex editor it's ok but it's long, so i've tried to use TF and add the letter with their hex adresses in the translation window, but i can't change the first three columns and the check box.
The main problem with adding new symbols to the English ROM is that the symbol spacing is packed in tight with other data. Adding any new symbols requires either overwriting the following data, or moving the spacing to some place else in the ROM.
On our giant todo list is unifying the symbol processing for the Japanese and English ROMs (symbol spacing in the former, more alphabets in the latter), but that's probably not going to happen real soon.
I'm not sure what the script entails, but I'd suggest checking to see if all of the current symbols are being used and/or are necessary. E0-E6 and EA-ED would seem to be prime candidates for replacement in Alphabet 0. I never understood why quotes were needed in dialogue anyway.