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Topics - Geiger

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16
Chrono Trigger Modification / Temporal Flux v2.00 Bug Thread
« on: October 16, 2006, 02:06:38 pm »
I have seen a lot of bugs mentioned in the past couple of weeks that I have never heard of or seen before.  If you know of a bug in v2.00, please post here with a detailed description including step-by-step instructions on how to reproduce it.

I will not comb through the forum looking for bugs.  If you have given the above mentioned description and instructions in a prior thread, you can post a link to it here.

An example from the beta team bug database:

Quote
The "tack icon" to hide windows is causing problems:

Example 1

Open Locations
In the location window, press the little tack icon at the top to hide the
window.
At the very top of the screen, select Window -> Locations

"Object reference not set to an instance of an object"

Example 2

Open Locations
Double click the L12 Tiles Box to separate the L12 and L3 Tiles Boxes.
Press the tack icon of one (or both) windows to hide them off to the side.
Select Window -> Locations

"Object reference not set to an instance of an object"

You do not necessarily need to write volumes, but the more information you provide, the more likely I can find the problem.

On the otherhand, try to keep it down to just the steps needed to reproduce the bug.  I vaguely recall a bug reported last year that had a lot of unneccesary map editing in the instructions.  Flux runs about ten times slower in debug mode, so it took me quite awhile each time I had to go through the thirty point instruction list.  And I usually have to go through the instructions several times to find the bug and fix it.

I would like the next release to be free of all v2.00 bugs.  With your help, this can be a reality.

---T.Geiger

17
Chrono Trigger Modification / Temporal Flux v2.00 Release
« on: December 22, 2005, 11:27:42 pm »
Temporal Flux v2.00

Finally, six months overdue (but just in time for Christmas), the most versatile Chrono Trigger editor returns.  With lots of new features and nearly every line of code rewritten, this release should make Chrono Trigger hackers quite happy.

This release requires v2.0 of the .NET Framework, which you can get from Windows Update and other locations on Microsoft's site.

From the release notes:
Quote
v2.00
New
- Graphic Windows . Tile tracker added
- Area Fill . paste with lasso
- Locations . Locations can now be renamed
- Location Map . Layer 3 rendering and editing
- Location Map . Subscreen full and half color addition / subtraction
- Location Map . complete rendering reordering to more closely match SNES capabilities
- Location Map Properties . map expansion and special effects now editable
- Location Events . Decode All
- Events . Comments can now be added to an event
- Overworld Map . tile properties
- Overworld Map . music transitional data editing
- Overworld Map Properties . No Landing Zone editing
- Overworld Events . editor added
- Overworld Events . decode all added
- Overworld Event Exits . editable and also updated by Overworld Events
- Interleaved ROM support . careful, this could corrupt the ROM if it is not interleaved in the usual manner
- Misc . The story point at which party management becomes available can be changed.
- Patches . Temporal Flux can now apply ASM patches to give all maps a NLZ, and to allow Dactyls to use the Epochs NLZ
- Expanded ROM . extra space now used appropriately
- Fully Expandable Strings  . quite the major pain to implement.  All dynamic strings supported.
- Subtile Properties . Fully editable for all layers in Locations, and layers 1&2 in Overworlds.  Layer 3 is sort of a different beast for Overworlds.
- Import / Export . barebones import/export functions added

Fixed
- Overworld Exits . seems exits are supposed to be a half tile up from the tile coordinates they have listed
- Strings . string editor now resizes based on client area (no more hidden scrollbars)
- Location Map . tile properties swatch did not always decode solid quads correctly
- Location Map . tile properties swatch did not always build rounded corners correctly
- Location Map . no longer possible to paste onto Layers below the active Layer
- Location Events . Command 16 (if statement) now displays correct address
- Location Events . Some event packets had forward linking pointers that would cause the packet to save incorrectly
- Location Events . Editor now supports the game's hard limit of 40 objects
- Location Properties . "Millennial" spelling fix
- Maps . out of bounds drawing problems fixed
- Maps . selecting a tile without a map window open caused a null exception
- Maps . holding both mouse buttons while clicking sent a paste event before the copy event finished.  code now checks to see if copy event is done
- Open ROM . null error message was displayed when a file could not be opened

Changed
- Event Commands . many more decoded and several corrected, expanded
- Internal Code . some internal code partially combined for a smaller executable and fewer code rewrites
- Area Select . reversable lasso
- Area Select . modality switch removed (area select is always on)
- Strings . string group selecter widened
- Location Events . songs and sound effects now use combos
- Location Events . sound effects now appear by name in display
- Location Events . npcs and enemies now use combos
- Location Map . Two of the unknown bits have been identified
- Location Map . all tile properties are now editable
- Location Properties . Location combo is no longer editable
- Overworld Properties . Unknown palette correctly identified as music transition data
- Tile Swatches . How swatches were interfaced was completely rewritten to be more consistant.  Solved a Zoom problem, also.
- Everything . There are innumerable small changes and enhancements to just about every aspect of Temporal Flux.  Far too many to list here.


The manual is still in the process of being updated.  It will be released at a later date.

---T.Geiger

18
Chrono Trigger Modification / Minor Flux Delay
« on: December 20, 2005, 01:31:15 am »
Temporal Flux 2.00 was almost released tonight.  But while making the screenshots to accompany the release, I discovered a rendering bug that I want to get taken care of before I put this into the hands of the public.  Hopefully, this will be resolved very soon.

---T.Geiger

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