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61
Chrono Trigger Modification / Re: I'm having some trouble with sprite editing.
« on: February 06, 2008, 04:44:48 pm »
Probably nothing. Sprites are not typically stored as seen in game, but rather in all their component parts.
For example.
For example.
62
Chrono Trigger Modification / Re: Temporal Flux v2.75 Release
« on: February 02, 2008, 03:11:57 am »
Does TF change the rom layout for the Japanese version?
You'll need to be a bit more specific.
You'll need to be a bit more specific.
63
Lavos, the Planet, and other Entities / Re: Lavos' shell is a spaceship?
« on: January 31, 2008, 04:04:20 pm »
I am of the opinion that this is a subject that was stated, but poorly explained. It might be best to think of Lavos as a being not dissimilar to Galatea of Bubblegum Crisis Tokyo 2040. Lavos is capable of altering his own DNA, and thus evolving at will.
The early battles where Lavos imitates other beings from throughout history lend credence to this theory, as well as several statements about Lavos absorbing and altering the DNA of the planet's creatures. Each time a form is defeated, Lavos evolves into something stronger. Lavos finally decides that all of these other forms are inferior to his native form and evolves back to his original state.
This "shell" is the "real" Lavos until he is defeated by the PCs. At this point, Lavos knows he's in trouble, so he speeds up his evolution and starts to change to more closely resemble the planet's dominate lifeform (humans). He is in the middle of this evolution when the PCs climb through his innards in an attempt to end his threat once and for all. After being unsuccessful again, he speeds his evolution up still more to produce the final form (with the "bits").
Now I can only speculate on this part, but I think Lavos can tap into the pure energy of the Tesseract, which is why his power is nearly limitless and so destructive. In a final attempt to defeat the PCs, he draws himself and them into the Tesseract so he can tap into that power more directly. I think this was his fatal flaw, because I am not convinced that the PCs could have permanently destroyed him on the physical plane (how do you kill something that can evolve at will?). After the PCs defeat him again, here in the Tesseract, he becomes inert and only exists outside timespace as we know it.
Then he bumps into Schala, who had been sucked into the Tesseract herself thanks to the destruction of the Ocean Palace, and we run into the plot of Chrono Cross.
The early battles where Lavos imitates other beings from throughout history lend credence to this theory, as well as several statements about Lavos absorbing and altering the DNA of the planet's creatures. Each time a form is defeated, Lavos evolves into something stronger. Lavos finally decides that all of these other forms are inferior to his native form and evolves back to his original state.
This "shell" is the "real" Lavos until he is defeated by the PCs. At this point, Lavos knows he's in trouble, so he speeds up his evolution and starts to change to more closely resemble the planet's dominate lifeform (humans). He is in the middle of this evolution when the PCs climb through his innards in an attempt to end his threat once and for all. After being unsuccessful again, he speeds his evolution up still more to produce the final form (with the "bits").
Now I can only speculate on this part, but I think Lavos can tap into the pure energy of the Tesseract, which is why his power is nearly limitless and so destructive. In a final attempt to defeat the PCs, he draws himself and them into the Tesseract so he can tap into that power more directly. I think this was his fatal flaw, because I am not convinced that the PCs could have permanently destroyed him on the physical plane (how do you kill something that can evolve at will?). After the PCs defeat him again, here in the Tesseract, he becomes inert and only exists outside timespace as we know it.
Then he bumps into Schala, who had been sucked into the Tesseract herself thanks to the destruction of the Ocean Palace, and we run into the plot of Chrono Cross.
64
Chrono Trigger Modification / Re: Temporal Flux v2.75 Release
« on: January 30, 2008, 10:51:28 pm »
do you think tech modification can be implemented in Temporal Flux?
Sure, but a whole lot information than is currently known would have to be discovered to even begin doing that.
Sure, but a whole lot information than is currently known would have to be discovered to even begin doing that.
65
Chrono Trigger Modification / Re: Temporal Flux v2.75 Release
« on: January 30, 2008, 05:47:34 pm »
Is there any chance that you'll allow the Pre-release to ever be modified and saved?
Eventually, yes. Maybe not in any sort of timetable that would be helpful though.
Eventually, yes. Maybe not in any sort of timetable that would be helpful though.
66
Chrono Trigger Modification / Temporal Flux v2.75 Release
« on: January 30, 2008, 11:02:35 am »
One might think that after a year of development, I might be able to come up with something larger than a quarter-version update. One would be wrong, but hopefully this increasingly hypothetical one will still find something of value in this release.
Temporal Flux 2.75
From the release notes:
Obviously, we have not completed a translation project using this program, so there may be some features we didn't think to add. If there is something additional you'd like to see, let us know (preferably in the suggestion thread).
This is also the most thoroughly debugged version of Flux released to date. We entered Beta in early December. Hopefully, 29 Betas and 42 total non-public releases will mean fewer bugs encountered.
Temporal Flux 2.75
From the release notes:
Quote
v2.75
New
- Import / Export . Status bar displays type and slot of file
- Loc Events . Write-time warning if a Goto exceeds the maximum range
- Loc Events . Text finder, helps locate text commands
- Main Form . Status now has a timestamp
- Maps . Explicit Paste can swap L1 and L2
- Misc Settings . Several new settings added
- Overworlds . No Landing Zone display
- Overworlds . Changeable L1/2 Tile Assembly value
- Saving . A file whose name contains 'unaltered' is treated as read-only.
- Saving . 'Save As' dialog
- Saving . Auto-Archive setting creates a new backup each time a project is saved
- Strings . Automatic line/page break insertion
- Translation . Editable alphabet and substrings
- Translation . Default string display
- Translation . Untranslated text finder
Fixed
- Expanded ROM . Mirrored bank 40 data now updated on every ROM save
- Loc Events . Window autoscroll enabled
- Loc Events . Under certain circumstances, event packets could overwrite their own strings
- Loc Events . String commands now copy and paste their strings also.
- Loc Exits . Changing the total number of exits will now trigger their modified flag
- Loc Exits, Treasure . Imported Location Exits and Treasure were treated as compressed data
- Loc Tile Props . Transitional (Solid) and Plane 2 are now selectable for Walkable tiles
- Strings . {value 32} corrected to be {value 24}
- Strings . Can no longer edit more names than exist for enemies in English ROM
- Strings . Bad duplicate indexes are treated as index 00
- Strings . Strings using the Item font now use the correct space character for displaying after battle
- Strings . Japanese substrings were not decoded to the correct length
Changed
- Loc Events . Several commands updated
- Loc Events . Each event editor window now carries its own copy of the strings for its events, meaning sibling editors will not interfere with string values, and string values are not comitted until written to memory.
- Loc Tile Props . Solid Quad combo now updates solidity modifier
- Strings . String decoding code received a major overhaul
Obviously, we have not completed a translation project using this program, so there may be some features we didn't think to add. If there is something additional you'd like to see, let us know (preferably in the suggestion thread).
This is also the most thoroughly debugged version of Flux released to date. We entered Beta in early December. Hopefully, 29 Betas and 42 total non-public releases will mean fewer bugs encountered.
67
Chrono Trigger Modification / Re: Perpetual Temporal Flux Bug Report / Feature Suggestion Thread
« on: January 29, 2008, 09:40:31 pm »
Do I have to de-expand my rom to save in game? After expanding it to use a CT Shop editor, save games vanish after closing the menu.
Expanding a ROM has nothing to do with using another editor. I'd suggest posting another thread on this issue to ask other users for help.
Expanding a ROM has nothing to do with using another editor. I'd suggest posting another thread on this issue to ask other users for help.
68
Chrono Trigger Modification / Re: Playing around with some SPC code in ROMs is fun!
« on: January 16, 2008, 09:20:11 am »
That does sound pretty good. I would have picked up right away that it wasn't the original though (thanks to the song being beaten into my head by the coliseum). The... boogie track is the giveaway, due to the different instrument. The other channels sound close enough to fool me though.
Nice job, though I can never listen to it again. Too many items at the coliseum.
Nice job, though I can never listen to it again. Too many items at the coliseum.

69
Chrono Trigger: Prophet's Guile / Re: Bug Topic
« on: January 15, 2008, 10:27:09 pm »
I started playing this patch tonight and encountered an interesting bug. After delivering Melchior to the Mt Woe Summit, I spotted a treasure chest just off screen and was trying to figure out how to get to it. During my hunt, I encountered the Man Eaters again. I defeated them, but then Magus jaunted off the upper right corner of the screen.
Without checking the event code, my best guess would be that the game is mistaking Magus for Melchior. If location is of interest, Magus was in the lower right corner behind the rock there when the battle began.
Without checking the event code, my best guess would be that the game is mistaking Magus for Melchior. If location is of interest, Magus was in the lower right corner behind the rock there when the battle began.
70
Chrono Trigger Modification / Re: Playing around with some SPC code in ROMs is fun!
« on: January 15, 2008, 06:19:00 pm »
Oftopic, someone else should really post to break up my consecutive posts.
Don't sweat it. So long as the view count keeps going up, we're paying attention.
Don't sweat it. So long as the view count keeps going up, we're paying attention.

71
Chrono Trigger Modification / Re: Temproal Flux Problem
« on: January 15, 2008, 09:07:14 am »
Temporal Flux is blind to any data you've inserted into free space, right?
Correct. Its blind to anything it cannot edit.
---T.Geiger
Correct. Its blind to anything it cannot edit.
---T.Geiger
72
Chrono Trigger Modification / Re: A few PAR codes submitted by chakrafire
« on: January 12, 2008, 12:57:10 am »
Is that any indication that there should be a pointer of value 0x01 associated with Crono's Cyclone tech data, for example?
First off, those would be indexes, not pointers. Its a semantics sort of thing, but there is a distinction. Indexes usually look like ordered numbers, like what you are talking about, and are typically one byte. A pointer would be more like the PAR codes above. Two or three bytes and typically several values apart. Yes, I know I'm a Nazi.
Second, I know next to nothing about techs and have done no research on them. Every time I try, my eyes glaze over.
Mmm... glazed donuts. :drool:
First off, those would be indexes, not pointers. Its a semantics sort of thing, but there is a distinction. Indexes usually look like ordered numbers, like what you are talking about, and are typically one byte. A pointer would be more like the PAR codes above. Two or three bytes and typically several values apart. Yes, I know I'm a Nazi.
Second, I know next to nothing about techs and have done no research on them. Every time I try, my eyes glaze over.

Mmm... glazed donuts. :drool:
73
Chrono Trigger Modification / Re: A few PAR codes submitted by chakrafire
« on: January 11, 2008, 11:36:02 pm »
I haven't tried these codes out, but I can make some educated guesses. These PAR codes are in RAM, BTW.
7EAE93, 7EAEE4, 7EB18C
Probably mess with the index of the command to execute. Party and enemies for the first two. The description on the third is too vague to decipher, and its pretty far away from the other two (almost 0x300 bytes), so I have no idea.
7EAE91
Probably the battle actor index. 00-02 indicate active party members. 06 indicates one of the monster slots.
---T.Geiger
7EAE93, 7EAEE4, 7EB18C
Probably mess with the index of the command to execute. Party and enemies for the first two. The description on the third is too vague to decipher, and its pretty far away from the other two (almost 0x300 bytes), so I have no idea.
7EAE91
Probably the battle actor index. 00-02 indicate active party members. 06 indicates one of the monster slots.
---T.Geiger
74
Chrono Trigger Modification / Re: ive started modeling chronotrigger maps
« on: January 11, 2008, 11:15:32 pm »
Looking at the original map, I would say that those are probably vines and/or leafy shrubs.
That's a good start you have there.
---T.Geiger
That's a good start you have there.
---T.Geiger
75
Chrono Trigger Modification / Re: Perpetual Temporal Flux Bug Report / Feature Suggestion Thread
« on: January 10, 2008, 04:46:26 pm »
I think the last time I mentioned anything about Temporal Flux was back in September.
A major problem with text compression has been discovered where the Japanese Unicode values overlap the temporary values used during compression. The affected characters will be multipli-compressed, changing their final value entirely. This defect will require a complete re-engineering of the text compression code. This will add several days onto our release schedule as the new code is implemented and bug-tested.
Wanted to let you guys know that we have been working on it feverishly and still hope to release the next version (2.75) soon. We are deep in Beta (working on Beta 15 as I type), and trying to work out all the bugs.
---T.Geiger
A major problem with text compression has been discovered where the Japanese Unicode values overlap the temporary values used during compression. The affected characters will be multipli-compressed, changing their final value entirely. This defect will require a complete re-engineering of the text compression code. This will add several days onto our release schedule as the new code is implemented and bug-tested.
Wanted to let you guys know that we have been working on it feverishly and still hope to release the next version (2.75) soon. We are deep in Beta (working on Beta 15 as I type), and trying to work out all the bugs.
---T.Geiger