Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Geiger

Pages: 1 2 [3] 4 5 ... 21
I'm going to have to part with the majority here and call this post very unprofessional.  The same message could have been conveyed without the petty bickering and childish insults.

This sort of behavior keeps more people away than draws them in.  More than a couple of of other ROM hackers I have spoken to flat refuse to be involved with this community.  Every time I see something like this, I wonder if I should be involved.  I'm not exactly proud to be associated with a site where the front page is flipping the bird.

Grow up.

Chrono Trigger Modification / Re: Changing dialogue in CT (Snes)
« on: December 01, 2008, 02:08:16 am »
You mean I gotta search my way through all that code and whatever for the pieces that are dialogue?

Its really not as hard as you're making it out to be, and producing a decent ROM hack will require at least a little more effort than you seem to have put into this whole affair so far.

But that said, I've never marketed my program to beginning level hackers.  If Temporal Flux seems too complex for your current understanding of SNES ROMs, I definitely recommend looking for a simpler solution elsewhere as Flux will only frustrate you.

Jeez, why didn't somebody just make a simple text editor...

Because "simple text editors" are very limited in scope and functionality.  Ask anyone who used the 1.x versions of Flux.

Site Updates / Re: GameFAQs Character Battle
« on: November 14, 2008, 09:22:54 am »
Sorry, but I like chicks.  :)

My cursory investigation suggests that I can view sprites with the "correct" palette by always subtracting 0x2 from the values listed in the spreadsheet, so I guess I'll add another column entitled "correctional factor palette starting address" to account for that. Thanks!

Well, technically, no you really should not do it that way.  The sprite palettes are assembled by the ROM, and that's the way you should do it also.  For example, the PC sprite palettes consist of the transparency color, the 12 character colors, and the 3 weapon colors.  The character and weapon colors do not reside together.  Other palettes are put together in a similar fashion.

(Also, the next release of Flux should make much of the sprite insertion process considerably easier.)

Not sure how much of this list we've gone over, but here's what's noted as different in the database.

Missing from BETA
0F, 1E, 1F, 26, 28, 29, 2A, 2B, 2C, 2D, 7A, 8F, B3, B4, B9, BA, BC, BD, C3, C4, C7, D7, EE, FE

Missing from Release
3A . Select button conditional (3A jj)
3D . Cancel button conditional (3D jj)
3E . Map button conditional (3E jj)
45 . Select button conditional (45 jj)
46 . Set value at 7E0167 (46 vv)
6E . Leftshift (6E ss oo)
70 . Rightshift (70 ss oo)
74 . Decrement (74 oo)
78 . Reset byte (78 oo)
93 . Vector move (93 oo aa)
9B . Move to coord (9B aa bb mm)
A2 . Move to obj (A2 oo mm)
A3 . Move to PC (A3 cc mm)
A4 . Move to coord (A4 xx yy mm)
A5 . Move to coord (A5 aa bb mm)
E9 . Play sound (E9 oo)

17 . If conditional (17 aa vvvv oo jj)
1B . Result conditional (1B rrrr jj)
1D . Set result to story (1D)
25 . Unknown conditional (25 ?? cc jj)
2F . Set value at 7E0166 (2F vv)
32 . Cancel button conditional (32 jj)
33 . Map button conditional (33 jj)
57 . Assignment (57 vvvv aaaa)
5C . Add (5C vvvv oo)
62 . Subtract (62 oo aa)
68 . Reset bits (68 oo aa)
6A . Set bits (6A oo aa)
6C . Toggle bits (6C oo aa)
6D . Leftshift (6D ss oo)

Back in 2006 or so, I decompressed the Chief's Hut event from the final, modified its beginning to match the pre-release's format, and compressed it into the pre-release. It worked, or at least it didn't crash when entering.

Careful with inserting event records from the release game.  Some of the event commands don't exist in the BETA and some of them are formatted differently.

Chrono Trigger Modification / Re: Substring Help?
« on: October 27, 2008, 09:17:08 am »
what designates them to be substrings?

Not really sure what you are asking here.

while the JP has 20-3F.

Actually, if you'll notice, the entirety of Alphabet 12 is also substrings.

Chrono Trigger Modification / Re: Total NOOB question
« on: October 13, 2008, 09:11:46 am »
The window opening / closing is done by TileCopy commands in the events.

Chrono Trigger Modification / Re: Chrono Trigger US/Finnish Question
« on: October 06, 2008, 09:35:01 am »
The battle gauage is appearing for "00" which is the only byte that will end the item there and move onto the next one...

The English ROM normally uses EF to end an item string.  Japanese uses FF.  Not sure how the patch you are using works.

I could easily move the items to empty space, but then that brings up the big part of the error.  If you want to edit item names, you have to do it via hex.  Temporal Flux CANNOT edit it.  Apparently TF doesn't read the pointers, so it still thinks it's at 0C0B5E

Since the game has a fixed number of items and each has a fixed length, and resolving either would require a fairly significant ASM hack (as you have now discovered), Flux has never bothered to look anywhere other than the default location.  Even if Flux did read from pointers, it would not be able to understand your Moon Language of variable length item strings.  :)

Chrono Trigger Modification / Re: How To.........
« on: September 18, 2008, 03:14:31 pm »
The integers are hex values for RGB color.

Close.  The SNES uses 15 bit color and stores it into two bytes.  0000 = Black.  7FFF = White.  You'll need to put these in little endian data format, which means White would appear as FF7F in your data stream.

If I'm doing the math in my head right, your Purple is equivalent to 70F0 and would look something like this.

Real Purple would be 4010 (stored as 1040) and look like this.

The hex formula for converting from RGB to SNES is:

Code: [Select]
Color = floor(Red / 8) + (floor(Green / 8) * 20) + (floor(Blue / 8) * 400)

Chrono Trigger Modification / Re: Rare Charm Items?
« on: August 19, 2008, 09:12:21 am »
Rare drop is the same as normal charm and rare charm is the same as normal drop.


Twin Charm and Charm Top only increase the success rate of Charm.  Neither affect the normal/rare rate.

Chrono Trigger Modification / Temporal Flux status
« on: August 01, 2008, 02:41:15 pm »
A few of you were aware that another Flux release was imminent.  A bug was found today that changes all that though.  While not a major bug, it is in the Save System, which touches every part of the program.  Properly fixing the bug will trigger a major retest of features and functionality.

Since work had already begun on a major rewrite of the Save System, there is very little point in doing an exhaustive retest, to only have to turn around and do it again in short order.  So v2.80 is being canceled and absorbed into the rewrite and the next release of Temporal Flux is being delayed considerably.

There is currently no estimate on the time frame of release.

Chrono Trigger Modification / Re: Temporal Flux Woe
« on: July 28, 2008, 01:47:01 pm »
Are you sure you have Vista 64-bit installed?  Most computer installations are 32-bit (even though 64 bit chips have been shipping a few years now).

Another quick method, if you haven't been messing around with registry settings, is to see if you have two Program Files folders (one for 64 and one for 32).

Just post a new thread here in Kajar.

Please help.

Individual tech support should be handled in a different thread.  This thread is specifically for reporting bugs and suggesting features.  Which is to say, stuff I need to write code for.

Pages: 1 2 [3] 4 5 ... 21