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76
Chrono Trigger Modification / Re: temporal flux and crimson echoes questions
« on: November 26, 2007, 09:27:34 am »
Is temporal flux's source available anywhere?
No. I don't really do "open source". If I do lose interest, I will make the source code available to certain individuals. If I get hit by a bus, you guys are just out of luck. Course, I do document all data deciphered and release that information to the public on a semi-regular basis, so its not like someone else would have to start from scratch to write another editor.
---T.Geiger
No. I don't really do "open source". If I do lose interest, I will make the source code available to certain individuals. If I get hit by a bus, you guys are just out of luck. Course, I do document all data deciphered and release that information to the public on a semi-regular basis, so its not like someone else would have to start from scratch to write another editor.
---T.Geiger
77
Chrono Trigger Modification / Re: Perpetual Temporal Flux Bug Report / Feature Suggestion Thread
« on: October 29, 2007, 09:28:16 am »
Can you mail me an IPS of your ROM please?
---T.Geiger
---T.Geiger
78
Chrono Trigger Modification / Re: In game loading.
« on: October 26, 2007, 10:27:59 am »
No. It was common throughout Square games, and later other companies started using it also.
---T.Geiger
---T.Geiger
79
Chrono Trigger Modification / Re: In game loading.
« on: October 23, 2007, 09:11:57 am »
Too bad there's no way to cancel out of the Load Saved Game screen. Getting back to the previous Location would be easy.
---T.Geiger
---T.Geiger
80
Chrono Trigger Modification / Re: Crimson Echoes
« on: September 17, 2007, 03:54:34 pm »
So I should look on how the text boxes are loaded, then look at battle text dialougs then compare the two? And code the new command simular to the battle style. Or are they totally different.
The two are processed in completely different areas of code, and are constructed differently also. Beyond that, there is not much I can tell you.
---T.Geiger
The two are processed in completely different areas of code, and are constructed differently also. Beyond that, there is not much I can tell you.
---T.Geiger
81
Chrono Trigger Modification / Re: Crimson Echoes
« on: September 17, 2007, 09:22:13 am »
is there ANY way you would consider doing a small asm hack that allows 1 lined textboxes for Event strings.
There would actually be a lot more work involved in that than you think. You would have to create a custom event command and a custom manual tile assembly routine. I do not have enough time for it right now.
The Offsets Guide can give you information on where the string commands are located in the ROM. You will want to place your custom command somewhere in that bank. I do not know where the code is that pieces together the background of the string dialogues.
---T.Geiger
There would actually be a lot more work involved in that than you think. You would have to create a custom event command and a custom manual tile assembly routine. I do not have enough time for it right now.
The Offsets Guide can give you information on where the string commands are located in the ROM. You will want to place your custom command somewhere in that bank. I do not know where the code is that pieces together the background of the string dialogues.
---T.Geiger
82
Chrono Trigger Modification / Re: Crimson Echoes
« on: September 15, 2007, 07:54:51 pm »
any chance of knowing a glipse of anything the next Temporal Flux can offer?
It is a small update. There is one new feature, but its mostly bugfixes and information updates.
a feature that could potentially fix your rom would be a nice bit of insurance
This will not actually fix anything for you, it will just keep you from losing something in its entirety. There will still be damage that you have to fix.
---T.Geiger
It is a small update. There is one new feature, but its mostly bugfixes and information updates.
a feature that could potentially fix your rom would be a nice bit of insurance
This will not actually fix anything for you, it will just keep you from losing something in its entirety. There will still be damage that you have to fix.
---T.Geiger
83
Chrono Trigger Modification / Re: Crimson Echoes
« on: September 09, 2007, 02:11:33 pm »
Inherent corruption
I am working on the next release of Temporal Flux, and I have just about wrapped up the coding side of things. I was hoping to make a release last week, but I was ambushed by actual work.
I could put the release off a bit if you people would like me to add an explicit option to override corrupted packets, so that it will try to recover something. I cannot promise it will be usable though.
Logistics
This is the one that gets people. During the 16 bit era, most of the time working on a RPG was spent making content, not assets (it still takes a significant chunk of the man-hours today). A paid team working on the game up to 60 hours a week still took a year or more to bring the game to completion. Realistically, producing something the size and complexity of the original Chrono Trigger will take around seven to ten thousand man-hours.
To give you a hint, my team is probably just now in that range, after four years, for the total time we have worked on Temporal Flux.
---T.Geiger
I am working on the next release of Temporal Flux, and I have just about wrapped up the coding side of things. I was hoping to make a release last week, but I was ambushed by actual work.
I could put the release off a bit if you people would like me to add an explicit option to override corrupted packets, so that it will try to recover something. I cannot promise it will be usable though.
Logistics
This is the one that gets people. During the 16 bit era, most of the time working on a RPG was spent making content, not assets (it still takes a significant chunk of the man-hours today). A paid team working on the game up to 60 hours a week still took a year or more to bring the game to completion. Realistically, producing something the size and complexity of the original Chrono Trigger will take around seven to ten thousand man-hours.
To give you a hint, my team is probably just now in that range, after four years, for the total time we have worked on Temporal Flux.
---T.Geiger
84
Chrono Trigger Modification / Re: To all Chrono fans present and future concerning CT dialogue
« on: September 09, 2007, 01:38:18 pm »
One "Line" is approximately 36 characters, before it runs out of the textbox.
Chrono Trigger uses a VWF for its primary font. You can fit anywhere between 70 spaces to 17 Japanese characters on a single line (19 of the widest character in the English font). As it turns out, even the original designers had problems keeping the text at a proper spacing, as some of the lines with PC names in them will actually run off the side of the textbox if you use nothing but widest characters.
---T.Geiger
Chrono Trigger uses a VWF for its primary font. You can fit anywhere between 70 spaces to 17 Japanese characters on a single line (19 of the widest character in the English font). As it turns out, even the original designers had problems keeping the text at a proper spacing, as some of the lines with PC names in them will actually run off the side of the textbox if you use nothing but widest characters.
---T.Geiger
85
Chrono Trigger Modification / Re: File compression
« on: September 05, 2007, 09:16:16 am »
Is 7zip that superior?
Yes. Burn your RARs now.
I'm surprised every ROM after the first is packed at 0% of its original size.
7-zip format treats solid archives as one long data stream. Only the first compression number is meaningful.
---T.Geiger
Yes. Burn your RARs now.

I'm surprised every ROM after the first is packed at 0% of its original size.
7-zip format treats solid archives as one long data stream. Only the first compression number is meaningful.
---T.Geiger
86
Chrono Trigger Modification / Re: Chrono Trigger - Unused attacks?
« on: September 03, 2007, 10:55:10 pm »
The first one looks to be Ayla's Rock Throw. The second one is unfamiliar.
---T.Geiger
---T.Geiger
87
Chrono Trigger Modification / Re: TF Confusion
« on: August 31, 2007, 04:52:49 pm »
And because the red exit box is covering half of E,22 and the other half of E,23 the tiles don't match up quite right with the exit?
You think you're confused, imagine how we felt when we were trying to figure this stuff out!
The exits are indeed a half-tile off (otherwise known as a quad or subtile). If you look closely at the Truce area, shifting the exits to cover a single tile would make either the fairgrounds or the mayor's manor not covered by an exit. An even better example might be the Zenan Bridge.
We did a ton of data manipulation and experimentation to confirm this is correct.
It should also be noted that the "65" that's mentioned here is only the subtile number of the northwest quadrant. If you click on the different quadrants of the tile, it will bring up the corresponding subtile information.
---T.Geiger
You think you're confused, imagine how we felt when we were trying to figure this stuff out!
The exits are indeed a half-tile off (otherwise known as a quad or subtile). If you look closely at the Truce area, shifting the exits to cover a single tile would make either the fairgrounds or the mayor's manor not covered by an exit. An even better example might be the Zenan Bridge.
We did a ton of data manipulation and experimentation to confirm this is correct.
It should also be noted that the "65" that's mentioned here is only the subtile number of the northwest quadrant. If you click on the different quadrants of the tile, it will bring up the corresponding subtile information.
---T.Geiger
88
Chrono Trigger Modification / Re: Perpetual Temporal Flux Bug Report / Feature Suggestion Thread
« on: August 29, 2007, 09:15:35 am »
Now here's a funny glitch in the editor
Not a glitch.
The assignment you are trying to do here does not have a corresponding event command. Flux is trying a "best fit" here, and shifting your store address into the 200 range. There are several commands that work this way.
To accomplish what you are trying there, you will need to do two separate assignment statements. One from the 7FXXXX range to 7F02XX, and then another from 7F02XX to 7FXXXX. Check "Event Commands.txt" in the Offsets Guide for more information.
---T.Geiger
Not a glitch.
The assignment you are trying to do here does not have a corresponding event command. Flux is trying a "best fit" here, and shifting your store address into the 200 range. There are several commands that work this way.
To accomplish what you are trying there, you will need to do two separate assignment statements. One from the 7FXXXX range to 7F02XX, and then another from 7F02XX to 7FXXXX. Check "Event Commands.txt" in the Offsets Guide for more information.
---T.Geiger
89
Chrono Trigger Modification / Re: Perpetual Temporal Flux Bug Report / Feature Suggestion Thread
« on: August 22, 2007, 11:25:49 am »
Is there any way you could add an option so that the tiles in a selected area could be swaped so they change between L1 and L2? Or would hand re tiling the whole space be my only option?
I have added the capability to swap L1 and L2 to the WIP, but I am still not sure I see where this is useful beyond fringe cases. You should also be aware that not all maps will 'flatten' nicely.
---T.Geiger
I have added the capability to swap L1 and L2 to the WIP, but I am still not sure I see where this is useful beyond fringe cases. You should also be aware that not all maps will 'flatten' nicely.
---T.Geiger
90
Chrono Trigger Modification / Re: Can you change the music in Chrono Trigger to an outside music source?
« on: August 20, 2007, 06:21:20 pm »
...
Rereading the original question, I took 'playing outside' to mean playing outside as in external to the ROM. The answer to that is "no". It is possible to bring in music data from certain other sources, though only a few will work. There is a patch on my site that puts a track from Final Fantasy VI into Chrono Trigger. Its not exactly an easy task though and requires at least moderate binary ROM hacking experience.
---T.Geiger
Rereading the original question, I took 'playing outside' to mean playing outside as in external to the ROM. The answer to that is "no". It is possible to bring in music data from certain other sources, though only a few will work. There is a patch on my site that puts a track from Final Fantasy VI into Chrono Trigger. Its not exactly an easy task though and requires at least moderate binary ROM hacking experience.
---T.Geiger