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Messages - Geiger

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16
Chrono Trigger Modification / Re: Flux Exits
« on: January 07, 2009, 05:48:31 pm »
I supposed to do it in hex?

All of the numbers in Flux are in hex (or should be).

17
Chrono Trigger Modification / Custom Data Flux Example
« on: January 07, 2009, 09:39:26 am »
I'm sure some of you may be wondering how exactly to best put the Custom Data screen to use.  While I'm not prepared to write a tutorial any time soon, here's an example of what the game's Treasure data would look like if it were a Custom Data flux file.

Import this into a test ROM to see the information.

[attachment deleted by admin]

18
Doesn't it import ALL exits at once (same for export)?

Yes.  Same for treasure, as they are both Sized By Address record types.

19
Chrono Trigger Modification / Re: Temporal Flux v3.00 Release
« on: December 19, 2008, 04:50:42 pm »
Bugfix release

Temporal Flux 3.02

From the release notes:
Quote
v3.02  (2008.12.19)
Fixed
- Loc Events . Draw Geometry was trying to stuff memory from the old textbox control instead of the spinboxes.

20
Chrono Trigger Modification / Re: Temporal Flux v3.00 Release
« on: December 12, 2008, 04:26:42 pm »
Bugfix release

Temporal Flux 3.01

From the release notes:
Quote
v3.01  (2008.12.12)
Fixed
- Loc Events . Destination tried to pack memory with the wrong data.
- Loc Events . Draw Geometry used wrong operator for assignment.
- OW Exits . Location name sorting caused errors in name picking for exits.

21
When Clicking on some DrawGeometry Command you get a LogAssert:

Please provide the error message next time.  I don't need the whole stack trace, just the first line will do.

"System.ArgumentOutOfRangeException: Value of '327' is not valid for 'Value'. 'Value' should be between 'Minimum' and 'Maximum'."

Also, line numbers are more helpful than objects/functions.

22
Chrono Trigger Modification / Re: Locating Event Pointers?
« on: December 11, 2008, 02:57:58 pm »
I'll find a different way of doing it later on, but the dialogue really needs to be moved because it's almost writing over the character stats if it goes any further.

If you edit the dialogue in Flux, it will take care of relocating strings and the event record for you.

23
Chrono Trigger Modification / Re: Locating Event Pointers?
« on: December 10, 2008, 01:36:09 pm »
The string index address is determined dynamically by Flux.  You really shouldn't be trying to use Flux and create new dialogue outside of it at the same time, and I'm hard pressed to think of why you'd want to.

24
Chrono Trigger Modification / Re: Temporal Flux v3.00 Release
« on: December 08, 2008, 10:55:30 am »
I should have mention i did get the plugins. Justin gave me the link to them yesterday after linking me to this thread.

The plugins would have to be compiled from the source in the TFPA; no binaries are available from me.  They work fine when I compile them, even when compiled in Visual C# Express 2008.

25
Chrono Trigger Modification / Re: Locating Event Pointers?
« on: December 06, 2008, 12:42:22 am »
I'm really hoping that event indices just follow in order.  I'm hoping the "noncontiguous" observation doesn't unravel this document's usefulness...

The event pointers are in order.  The event data is non-contiguous.

As for creating a new string, just find an index with no text and add your own dialogue.

26
Chrono Trigger Modification / Re: Temporal Flux v3.00 Release
« on: December 06, 2008, 12:36:21 am »
the problem i'm having now is the plugins, they don't seem to work.

Temporal Flux doesn't come with any plugins.  The two example plugins I wrote have nothing Flux doesn't already edit.  The monster stats plugin is still in very early development by JLukas and has no release date as yet.

How does that feature work?

It shows the coordinates of the command you currently have selected in the editor, though only if you launch it by clicking on the blue Events label.

27
Interested in writing a plugin for Temporal Flux?  You'll want to grab the Temporal Flux Plugin Architecture!

Temporal Flux Plugin Architecture v1.00

This archive contains documentation on the TFPA, a starter project, and an advanced example consisting of the map editor directly from the source code of Temporal Flux.

The TFPA is an open standard and all developers are welcome to contribute ideas and further documentation.

28
Chrono Trigger Modification / Temporal Flux v3.00 Release
« on: December 05, 2008, 05:06:02 pm »
Several massive code rewrites later...

Temporal Flux 3.02

From the release notes:
Quote
v3.00  (2008.12.05)
New
- Loc Events . Several events can be launched from the prompt.  Separate entries by commas, and sequences by dashes or colons.  Don't open too many (>80) at once though; it will use a lot of system resources.
- Loc Events, Loc Maps . When launched from a Location Map, event commands with map coordinates will display their location on the map.
- Custom Data . Users can now custom define data, which can be imported, exported, and mark off freespace appropriately.
- Saving . Mark All Modified added to File menu.  Use this to reseat data records in large patches.  Use sparingly though, as it takes 15+ minutes to save.
- Plugin System . See the Temporal Flux Plugin Architecture documentation for more information.

Fixed
- Loc Events . Cut (Ctrl+X) corrected for new string handling
- Loc Events . Dialogue could be displayed incorrectly in game due to spacing issues
- Compression . Compression tool no longer adds junk bytes onto end of data
- Strings . Setting all strings to dupes no longer crashes the program

Changed
- Loc Events . Decode for Draw Geometry
- Loc Events . Consistent decode between Textbox and Decbox
- Loc Events . MemCpy2E changed to ColorMath
- Loc Events . Partial editor rewrite, focusing on command display
- Overworld Events . PCSub (OEC 08) now decoded and updated to match moving code.
- Saving . Major rewrite of the save system, changing internal aspects of the entire program
- Treasure . Changing the treasure type is now considered a data-changing action.

Between the custom data and the plugin system, the future can only refuse to change for so long.

29
It's unprofessional for Parish...

This isn't about Parish.  I don't care what he said about you or this site or the game series.  If you have a personal issue, you should resolve it privately.

This is about the perception of this site as being worth more than a brief glance accompanied by a roll of the eyes.  A well thought out and professional response would be a lot more likely to convince someone of your point about the series.  Foaming at the mouth about someone's poorly thought out critique is only going to reinforce the notion that this site is "insane".

Chrono Cross is a great game, and one of the few I still own for the Playstation.  But suggesting it is without fault is disingenuous at best.  And there is one specific point I want to call you out on.  Only Square really knows if the game was a financial success, but comparing RPG sales before and after the Final Fantasy VII boom is simply not a valid tactic.  Its worth noting that compared to their Final Fantasy contemporaries (for sales abroad), Chrono Trigger achieves a 34% parity against Final Fantasy VI (their best selling on the SNES) while Chrono Cross achieves a 29% parity against Final Fantasy IX (their worst selling on the PSX).

Quote
As for those ROM hackers, how can they be so offended by the community's zeal that it stops them from participating? Are they so emotionally soft-shelled that I've somehow indirectly offended them?

It has nothing to do with zeal or indirect offenses.  How often do you feel compelled to join people exhibiting what you consider to be foolish behavior?


30
Chrono Trigger Modification / Re: How To.........
« on: December 02, 2008, 12:54:02 pm »
Steal maps from Japanese version

Oh noes!  You haz founded teh sekrit!  ;)

The main reason the Beta version disallows saving is due to event commands being different.  I wouldn't suggest trying to "steal" those.  The maps should be fairly safe though, provided you can match up the graphics.  Have fun!

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